TEXT: Second Edition
  Core Rulebook
  Logan Bonner, Jason Bulmahn, 
  Stephen Radney-MacFarland, and Mark Seifter
  
  CORE RULEBOOK
  
  2
  3
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  Table of Contents
  1  Introduction 
  4
   
  Learn the basics of roleplaying games, get an overview of the rules, and see an example 
  of play. This section also covers how to build a character, as well as how to level up your 
  character after adventuring.
  2  Ancestries & Backgrounds 
  32
   
  Choose the people your character belongs to—whether they’re dwarves, elves, gnomes, 
  goblins, halflings, or humans—then pick a background that fleshes out what your character 
  did before becoming an adventurer. Details on languages also appear in this chapter.
  3  Classes 
  66
   
  Bold fighters, devout clerics, scholarly wizards, and inventive alchemists are just a few of 
  the 12 character classes you can select from. This chapter also details animal companions, 
  familiars, and multiclass archetypes that expand your character’s abilities.
  4  Skills 
  232
   
  Execute acrobatic maneuvers, trick your enemies, tend to an ally’s wounds, or learn all about 
  strange creatures and magic using your training in skills.
  5  Feats 
  254
   
  Expand your capabilities by selecting general feats that improve your statistics or give you 
  new actions. This chapter includes skill feats, which are tied directly to your skills.
  6  Equipment 
  270
   
  Gear up for adventure with this vast arsenal of armor, weapons, and gear.
  7  Spells 
  296
   
  Learn to kindle magic in the palm of your hand. This section includes the rules for spellcasting, 
  hundreds of spell descriptions, focus spells used by certain classes, and rituals.
  GAME DESIGNERS
  Logan Bonner, Jason Bulmahn, 
  Stephen Radney-MacFarland, and Mark Seifter
  ADDITIONAL WRITING
  James Jacobs
  DEVELOPERS
  Adam Daigle, Lyz Liddell, and Erik Mona
  EDITORS
  Amirali Attar Olyaee, Judy Bauer, 
  Christopher Paul Carey, James Case, Jaym Gates, 
  Leo Glass, Jason Keeley, Avi Kool, Lyz Liddell, 
  Luis Loza, Erik Mona, Adrian Ng, Lacy Pellazar, 
  Elsa Sjunneson-Henry, and Jason Tondro
  COVER ARTIST
  Wayne Reynolds
  INTERIOR ARTISTS
  Giorgio Baroni, Rogier van de Beek, 
  Yanis Cardin, Sergio Cosmai, Biagio D’Alessandro, 
  Michele Esposito, Giorgio Falconi, Taylor Fischer, 
  Mariusz Gandzel, Igor Grechanyi, Hai Hoang, 
  Roman Roland Kuteynikov, Setiawan Lie, 
  Valeria Lutfullina, Damien Mammoliti, Rob McCaleb, 
  Andrea Tentori Montalto, Stefano Moroni, 
  Federico Musetti, Alexander Nanitchkov, 
  Mirco Paganessi, Mary Jane Pajaron, 
  Jose Parodi, Angelo Peluso, Roberto Pitturru, 
  Konstantin Porubov, Wayne Reynolds, 
  Kiki Moch Rizky, Riccardo Rullo, Bryan Sola, 
  Matteo Spirito, Matias Tapia, Ben Wootten, and 
  Sam Yang
  ART DIRECTION AND GRAPHIC DESIGN
  Sarah E. Robinson and Sonja Morris
  CREATIVE DIRECTOR
  James Jacobs
  PUBLISHER
  Erik Mona
  SPECIAL THANKS
  Dave Arneson, Monte Cook, Ron Edwards, 
  Gary Gygax, Daniel Solis, John Stavropoulos, 
  Jonathan Tweet, Skip Williams, and all the 
  participants in the Pathfinder Playtest
  
  5
  7
  11
  CORE RULEBOOK
  8  The Age of Lost Omens 
  416
   
  Discover the world of Golarion. In the Age of Lost Omens, you can delve into the secrets 
  of ancient empires and claim your own heroic destiny.
  9  Playing the Game 
  442
   
  Read up on comprehensive rules for playing the game, 
  using actions, and calculating your statistics. This includes 
  rules on encounters, exploration, and downtime, as well as 
  everything you need for combat.
  10 Game Mastering 
  482
   
  Prepare and run your games with the advice in this section. 
  Rules for setting Difficulty Classes, granting rewards, 
  environments, and hazards can also be found here.
  11  Crafting & Treasure 
  530
   
  Award treasure, from magic weapons to alchemical compounds and 
  transforming statues. The rules for activating and wearing alchemical and 
  magical items are found here as well.
   
  Conditions Appendix 
  618
   
  Read up on conditions, from dying to slowed to frightened. These rules cover common 
  benefits and drawbacks that typically come from spells or special actions.
  Character Sheet 
  624
  Glossary and Index 
  628
   
  Quickly find the rules you need in a combined rules glossary and book index.
  
  Core Rulebook
  4
  
  Introduction
  1
  5
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  With a haunting moan, shambling bodies rose up from the forgotten 
  battlefield. Given foul unlife by the necromancy of the Whispering 
  Tyrant, the corpses still wore the tattered raiment of their former 
  lives. These crusaders had been the first to stand against the lich 
  when he returned, and they were the first to fall in his rebirth.
  “Aroden is dead!” Valeros spat out the dead god’s name like a 
  curse as he drew his sword and readied his battered shield. “He’s 
  not coming back to save us this time.” Kyra and Merisiel shared his 
  sentiment. The Whispering Tyrant was back, and it was up to them 
  to return the lich to his grave. 
  As Kyra strode up beside Valeros, blade in hand, she called out a 
  prayer to her goddess. Sarenrae’s light would guide and fortify her 
  against the coming darkness, but there would be no direct divine 
  intervention in this war. Victory would be bought with the sweat and 
  blood of mortals, and both the brave and the innocent would give 
  their lives.
  Merisiel nodded to the others, a look of determination upon her 
  face. Quickly scanning the horde, she found her first target and let fly 
  a small blade. It sank to the hilt in the rotting eye socket of one of the 
  dead crusaders, but while the foul creature staggered back, it did not 
  fall. Unfazed, she drew another dagger and prepared to throw again.
  Provoked by the attack, the undead advanced as one, a wave of 
  rotting flesh and clattering bone that descended on the heroes…
  Core Rulebook
  6
  
  Pathfinder adventures take place in the Age of Lost Omens, a perilous fantasy world 
  rife with ancient empires; sprawling city-states; and countless tombs, dungeons, and 
  monster lairs packed with plunder. A Pathfinder character’s adventures might take them 
  to forsaken underwater ruins, haunted gothic crypts, or magical universities in jungle 
  cities. A world of endless adventure awaits!
  What Is a Roleplaying Game?
  A roleplaying game is an interactive story where one player, the Game Master (GM), sets 
  the scene and presents challenges, while other players take the roles of player characters 
  (PCs) and attempt to overcome those challenges. Danger comes in the form of monsters, 
  devious traps, and the machinations of adversarial agents, but Pathfinder also provides 
  political schemes, puzzles, interpersonal drama, and much, much more.
  The game is typically played in a group of four to seven players, with one of those 
  players serving as the group’s Game Master. The GM prepares, presents, and presides 
  over the game’s world and story, posing challenges and playing adversaries, allies, and 
  bystanders alike. As each scene leads into the next, each player contributes to the story, 
  responding to situations according to the personality and abilities of their character. 
  Dice rolls, combined with preassigned statistics, add an element of chance and determine 
  whether characters succeed or fail at actions they attempt. 
  The Flow of the Game
  Pathfinder is played in sessions, during which players gather in person or online for a few 
  hours to play the game. A complete Pathfinder story can be as short as a single session, 
  commonly referred to as a “one-shot,” or it can stretch on for multiple sessions, forming 
  a campaign that might last for months or even years. If the Game Master enjoys telling 
  the story and the players are entertained, the game can go as long as you like.
  A session can be mostly action, with battles with vile beasts, escapes from fiendish 
  traps, and the completion of heroic quests. Alternatively, it could include negotiating with 
  a baron for rights to a fort, infiltrating an army of lumbering frost giants, or bargaining 
  with an angel for a strand of hair required for an elixir to revive a slain friend. Ultimately 
  it’s up to you and your group to determine what kind of game you are playing, from 
  dungeon exploration to a nuanced political drama, or anything in between.
  The Players
  Everyone involved in a Pathfinder game is a player, including the Game Master, but for 
  the sake of simplicity,  “player” usually refers to participants other than the GM. Before 
  the game begins, players invent a history and personality for their characters, using 
  the rules to determine their characters’ statistics, abilities, strengths, and weaknesses. 
  The GM might limit the options available during character creation, but the limits are 
  discussed ahead of time so everyone can create interesting heroes. In general, the only 
  limits to character concepts are the players’ imaginations and the GM’s guidelines.
  During the game, players describe the actions their characters take and roll dice, using 
  their characters’ abilities. The GM resolves the outcome of these actions. Some players 
  enjoy acting out (or roleplaying) what they do as if they were their characters, while 
  others describe their characters’ actions as if narrating a story. Do whatever feels best!
  If this is your first experience with a roleplaying game, it is recommended that 
  you take on the role of a player to familiarize yourself with the rules and the world.
  THE FIRST RULE
  The first rule of Pathfinder is 
  that this game is yours. Use 
  it to tell the stories you want 
  to tell, be the character you 
  want to be, and share exciting 
  adventures with friends. If 
  any other rule gets in the way 
  of your fun, as long as your 
  group agrees, you can alter or 
  ignore it to fit your story. The 
  true goal of Pathfinder is for 
  everyone to enjoy themselves.
  DICE
  Pathfinder requires a set 
  of polyhedral dice. Each 
  die has a different number 
  of sides—four, six, eight, or 
  more. When these dice are 
  mentioned in the text, they’re 
  indicated by a “d” followed by 
  the number of sides on the 
  die. Pathfinder uses 4-sided 
  dice (or d4), 6-sided dice (d6), 
  8-sided dice (d8), 10-sided dice 
  (d10), 12-sided dice (d12), and 
  20-sided dice (d20). If you 
  need to roll multiple dice, a 
  number before the “d” tells you 
  how many. For example, “4d6” 
  means you should roll four 
  dice, all 6-sided. If a rule asks 
  for d%, you generate a number 
  from 1 to 100 by rolling two 
  10-sided dice, treating one as 
  the tens place and the other as 
  the ones place.
  Chapter 1: Introduction
  Pathfinder is a fantasy tabletop roleplaying game (RPG) where you and a group of friends 
  gather to tell a tale of brave heroes and cunning villains in a world filled with terrifying 
  monsters and amazing treasures. More importantly, Pathfinder is a game where your 
  character’s choices determine how the story unfolds.
  Introduction
  1
  7
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  The Game Master
  While the other players create and control their characters, 
  the Game Master (or GM) is in charge of the story 
  and world. The GM describes all the situations player 
  characters experience in an adventure, considers how the 
  actions of player characters affect the story, and interprets 
  the rules along the way. 
  The GM can create a new adventure—crafting a narrative, 
  selecting monsters, and assigning treasure on their own—
  or they can instead rely on a published adventure, using 
  it as a basis for the session and modifying it as needed to 
  accommodate their individual players and the group’s style 
  of play. Some even run games that combine original and 
  published content, mixed together to form a new narrative.
  Being the GM is a challenge, requiring you to adjudicate 
  the rules, narrate the story, and juggle other responsibilities. 
  But it can also be very rewarding and worth all the work 
  required to run a good game. If it is your first time running 
  a game, remember that the only thing that matters is that 
  everyone has a good time, and that includes you. Everything 
  else will come naturally with practice and patience.
  Gaming Is for All
  Whether you are the GM or a player, participating in a 
  tabletop roleplaying game includes a social contract: 
  everyone has gathered together to have fun telling a story. 
  For many, roleplaying is a way to escape the troubles of 
  everyday life. Be mindful of everyone at the table and what 
  they want out of the game, so that everyone can have fun. 
  When a group gathers for the first time, they should talk 
  about what they hope to experience at the table, as well as 
  any topics they want to avoid. Everyone should understand 
  that elements might come up that make some players feel 
  uncomfortable or even unwelcome, and everyone should 
  agree to respect those boundaries during play. That way, 
  everyone can enjoy the game together.
  Pathfinder is a game for everyone, regardless of their age, 
  gender, race or ethnicity, religion, sexual orientation, or any 
  other identities and life experiences. It is the responsibility 
  of all of the players, not just the GM, to make sure the 
  table is fun and welcoming to all.
  Tools of Play
  In addition to this book, there are a few things you will 
  need to play Pathfinder. These supplies can be found at 
  your local hobby shop or online at paizo.com.
  Character Sheet: Each player will need a character sheet 
  to create their character and to record what happens to 
  that character during play. You can find a character sheet 
  in the back of this book and online as a free pdf. 
  Dice: The players and GM will need at least one set of 
  polyhedral dice, although most participants bring their 
  own. Six-sided dice are quite common, but all the dice in 
  the set can be found at hobby game stores or online. See 
  the Dice sidebar on page 7 for more on the different kinds 
  of dice and how they are discussed in the text.
  Adventure: Every table needs an adventure to play, 
  whether it’s designed by the GM or found in a published 
  resource. You can find a variety of exciting adventures 
  and even entire Adventure Path campaigns at paizo.com.
  Bestiary: From terrifying dragons to mischievous 
  gremlins, monsters are a common threat that the PCs 
  might face, and each type has its own statistics and 
  abilities. These can be found in the Pathfinder Bestiary, an 
  absolutely invaluable book for GMs. Monster statistics 
  can also be found online for free at paizo.com/prd.
  Maps and Miniatures: The chaos of combat can be 
  difficult to imagine, so many groups use maps to represent 
  the battlefield. These maps are marked with a 1-inch grid, 
  and each square represents 5 feet in the game. Miniatures 
  and illustrated tokens called pawns are used to represent 
  the characters and the adversaries they face.
  Additional Accessories: There are a number of 
  additional accessories you can add to your game to 
  enhance the experience, including tools that help you 
  track turns in combat, decks of cards for referencing 
  common rules, digital character-creation tools, and even 
  background music and sound-effect sets.
  Basics of Play
  Before creating your first character or adventure, you 
  should understand a number of basic concepts used in 
  the game. New concepts are presented in bold to make 
  them easy to find, but this chapter is only an introduction 
  to the basics of play. The complete game rules are defined 
  in later chapters, and the Glossary and Index in the back 
  of this book will help you find specific rules you need.
  Defining Characters
  In Pathfinder, the players take on the role of player 
  characters (PCs), while the Game Master portrays 
  nonplayer characters (NPCs) and monsters. While PCs 
  and NPCs are both important to the story, they serve very 
  different purposes in the game. PCs are the protagonists—
  the narrative is about them—while NPCs and monsters 
  are allies, contacts, adversaries, and villains. That said, 
  PCs, NPCs, and monsters share several characteristics.
  Level is one of the most important statistics of the game, 
  as it conveys the approximate power and capabilities of 
  every individual creature. PCs range in level from 1st, at 
  the start of the character’s adventuring career, to 20th, 
  the very height of power. As the characters overcome 
  challenges, defeat foes, and complete adventures, they 
  accumulate Experience Points (XP). Every time a character 
  amasses 1,000 XP, they go up a level, gaining new abilities 
  so they can take on even greater challenges. A 1st-level PC 
  might face off against a giant rat or a group of bandits, but 
  at 20th level, that same character might be able to bring 
  ruin to an entire city with a single spell.
  In addition to level, characters are defined by ability 
  scores, which measure a character’s raw potential and are 
  Core Rulebook
  8
  
  THE WORLD AS A  
  PARTICIPANT
  Aside from characters and 
  monsters, the world of 
  Pathfinder itself can be a 
  force at the table and in 
  the narrative. While the 
  presence of the larger world 
  can sometimes be an obvious 
  hazard, such as when a 
  powerful storm lashes the 
  countryside, the world can 
  also act in subtle, small ways. 
  Traps and treasures are just 
  as important in many tales 
  as cunning beasts. To help 
  you understand these game 
  elements, many of them use 
  the same characteristics as 
  characters and monsters. For 
  example, most environmental 
  hazards have a level, which 
  indicates how dangerous they 
  are, and the level of a magic 
  item gives you a sense of its 
  overall power and impact on 
  a story.
  used to calculate most of their other statistics. There are six ability scores in the game. 
  Strength represents a character’s physical might, while Dexterity represents agility 
  and the ability to avoid danger. Constitution indicates a character’s overall health and 
  well-being. Intelligence represents raw knowledge and problem-solving ability, while 
  Wisdom measures a character’s insight and the ability to evaluate a situation. Finally, 
  Charisma indicates charm, persuasiveness, and force of personality. Ability scores for 
  ordinary folk range from as low as 3 to as high as 18, with 10 representing average 
  human capabilities. High-level characters can have ability scores that range much 
  higher than 18.
  An ability score that’s above the average increases your chance of success at tasks 
  related to the ability score, while those below the average decrease your chance. This 
  adjustment is called an ability modifier.
  Your player character is also defined by some key choices you make. The first choice 
  is a PC’s ancestry, representing the character’s parents and heritage, such as human, 
  elf, or goblin. Next up is the PC’s background, which describes their upbringing, from 
  lowly street urchin to wealthy noble. Finally, and most importantly, a PC’s class defines 
  the majority of their aptitudes and abilities, like a wizard’s command of powerful 
  arcane spells or a druid’s power to transform into a fearsome beast!
  In addition to these key choices, player characters also have a number of feats—
  individual abilities selected during character creation and as the character increases 
  in level. Every feat has a type to denote where its explanation can be found (for 
  example, elf feats can be found in the elf ancestry) and its theme (wizard feats, for 
  example, grant abilities that deal with spells). Finally, characters have skills that 
  measure their ability to hide, swim, bargain, and perform other common tasks.
  Creating a Narrative
  Characters and their choices create the story of Pathfinder, but how they interact 
  with each other and the world around them is governed by rules. So, while you might 
  decide that your character undertakes an epic journey to overcome terrifying foes 
  and make the world a safer place, your character’s chance of success is determined 
  by their abilities, the choices you make, and the roll of the dice. 
  The GM determines the premise and background of most adventures, although 
  character histories and personalities certainly play a part. Once a game 
  session begins, the players take turns describing what their 
  characters attempt to do, while the GM determines 
  the outcome, with the table working together 
  toward a specific goal. The GM also describes 
  the environment, other characters’ actions, 
  and events. For example, the GM might 
  announce that the characters’ hometown 
  is under attack by marauding trolls. The 
  characters might track the trolls to a nearby 
  swamp—only to discover that the trolls were driven 
  from their swamp by a fearsome dragon! The 
  PCs then have the choice of taking on an 
  entire tribe of trolls, the dragon, or 
  both. Whatever they decide, their 
  success depends on their choices and 
  the die rolls they make during play.
  A single narrative—including the 
  setup, plot, and conclusion—is called 
  an adventure. A series of adventures 
  creates an even larger narrative, called 
  a campaign. An adventure might take 
  several sessions to complete, whereas a 
  campaign might take months or even years!
  Introduction
  1
  9
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Playing the Game
  In a Pathfinder game, three modes of play determine the 
  pacing of each scene in the story. Most of your character’s 
  time is spent in exploration, uncovering mysteries, solving 
  problems, and interacting with other characters. The 
  Age of Lost Omens abounds with danger, however, and 
  characters often find themselves in an encounter, fighting 
  savage beasts and terrifying monsters. Finally, time moves 
  quickly when the characters enjoy downtime, a respite 
  from the world’s troubles and a chance to rest and train 
  for future expeditions. Throughout an adventure, game 
  play moves between these three modes many times, as 
  needed for the story. The more you play the game, the 
  more you’ll see that each mode has its own play style, but 
  moving from mode to mode has few hard boundaries.
  During the game, your character will face situations 
  where the outcome is uncertain. A character might need 
  to climb a sheer cliff, track down a wounded chimera, or 
  sneak past a sleeping dragon, all of which are dangerous 
  tasks with a price for failure. In such cases, the acting 
  character (or characters) will be asked to attempt a check 
  to determine whether or not they succeed. A check is 
  usually made by rolling a single 20-sided die (a d20) and 
  adding a number based on the relevant ability. In such 
  cases, rolling high is always good.
  Once a check is rolled, the GM compares the result to a 
  target number called the difficulty class (DC) to determine 
  the outcome. If the result of the check is equal to or greater 
  than the DC, the check is successful. If it is less, the check is 
  a failure. Beating the DC by 10 or more is referred to as a 
  critical success, which usually grants an especially positive 
  outcome. Similarly, failing the check by 10 or more is a 
  critical failure (sometimes called a fumble). This sometimes 
  results in additional negative effects. You also often score a 
  critical success by rolling a 20 on the die when attempting 
  a check (before adding anything). Likewise, rolling a 1 on 
  the die when attempting a check often results in a critical 
  failure. Note that not all checks have a special effect on a 
  critical success or critical failure and such results should 
  be treated just like an ordinary success or failure instead. 
  For example, in pursuit of the wounded chimera, your 
  character might find the path blocked by a fast-moving 
  river. You decide to swim across, but the GM declares this 
  a dangerous task and asks you to roll an Athletics skill 
  check (since swimming is covered by the Athletics skill). On 
  your character sheet, you see that your character has a +8 
  modifier for such checks. Rolling the d20, you get an 18, for 
  a total of 26. The GM compares this to the DC (which was 
  16) and finds that you got a critical success (since the result 
  exceeded the DC by 10). Your character swims quickly 
  across the river and continues the pursuit, drenched but 
  unharmed. Had you gotten a result less than 26 but equal 
  to or greater than 16, your character would have made it 
  halfway across the river. Had your result been less than 16, 
  your character might have been swept downriver or, worse, 
  been pulled under the current and begun to drown!
  Checks like this are the heart of the game and are rolled 
  all the time, in every mode of play, to determine the outcome 
  of tasks. While the roll of the die is critical, the statistic you 
  add to the roll (called a modifier) often makes the difference 
  between success and failure. Every character is made up 
  of many such statistics governing what the character is 
  good at, each consisting of a relevant ability modifier plus 
  a proficiency bonus, and sometimes modified further by 
  other factors, such as bonuses or penalties from gear, spells, 
  feats, magic items, and other special circumstances.
  Proficiency is a simple way of assessing your character’s 
  general level of training and aptitude for a given task. It 
  is broken into five different ranks: untrained, trained, 
  expert, master, and legendary. Each rank grants a different 
  proficiency bonus. If you’re untrained at a statistic, your 
  proficiency bonus is +0—you must rely solely on the raw 
  potential of your ability modifier. If your proficiency rank 
  for a statistic is trained, expert, master, and legendary, your 
  bonus equals your character’s level plus another number 
  based on the rank (2, 4, 6, and 8, respectively). Proficiency 
  ranks are part of almost every statistic in the game.
  Exploration
  Most of the time, your character will explore the world, 
  interact with characters, travel from place to place, and 
  overcome challenges. This is called exploration. Game play 
  is relatively free-form during exploration, with players 
  responding to the narrative whenever they have an idea of 
  what to do next. Leaving town via horseback, following the 
  trail of a marauding orc tribe, avoiding the tribe’s scouts, and 
  convincing a local hunter to help in an upcoming fight are 
  all examples of things that might occur during exploration.
  Throughout this mode of play, the GM asks the players 
  what their characters are doing as they explore. This is 
  important in case a conflict arises. If combat breaks out, 
  the tasks the PCs undertook while exploring might give 
  them an edge or otherwise inform how the combat begins.
  Encounters
  In the course of your adventures, there will be times when 
  a simple skill check is not enough to resolve a challenge—
  when fearsome monsters stand in your character’s way 
  and the only choice is to do battle. In Pathfinder, this is 
  called an encounter. Encounters usually involve combat, 
  but they can also be used in situations where timing is 
  critical, such as during a chase or when dodging hazards.
  While exploration is handled in a free-form manner, 
  encounters are more structured. The players and GM roll 
  initiative to determine who acts in what order. The encounter 
  occurs over a number of rounds, each of which is equal to 
  about 6 seconds of time in the world of the game. During 
  a round, each participant takes a turn. When it’s your 
  turn to act, you can use up to three actions. Most simple 
  things, such as drawing a weapon, moving a short distance, 
  opening a door, or swinging a sword, use a single action to 
  perform. There are also activities that use more than a single 
  Core Rulebook
  10
  
  action to perform; these are often special abilities from your 
  character’s class and feats. One common activity in the game 
  is casting a spell, which usually uses two actions. 
  Free actions, such as dropping an object, don’t count 
  toward the three actions you can take on your turn. Finally, 
  each character can use up to one reaction during a round. 
  This special type of action can be used even when it’s not 
  your turn, but only in response to certain events, and only 
  if you have an ability that allows it. Rogues, for example, 
  can select a feat that lets them use their reaction to dodge 
  an incoming attack.
  Attacking another creature is one of the most common 
  actions in combat, and is done by using the Strike action. 
  This requires an attack roll—a kind of check made against 
  the Armor Class (AC) of the creature you’re attacking. 
  Strikes can be made using weapons, spells, or even parts 
  of a creature’s body, like a fist, claw, or tail. You add a 
  modifier to this roll based on your proficiency rank with 
  the type of attack you’re using, your ability scores, and 
  any other bonuses or penalties based on the situation. 
  The target’s AC is calculated using their proficiency rank 
  in the armor they’re wearing and their Dexterity modifier. 
  An attack deals damage if it hits, and rolling a critical 
  success results in the attack dealing double damage!
  You can use more than one Strike action on your turn, 
  but each additional attack after the first becomes less 
  accurate. This is reflected by a multiple attack penalty 
  that starts at –5 on the second attack, but increases to –10 
  on the third. There are many ways to reduce this penalty, 
  and it resets at the end of your turn.
  If your character finds themself the target of a magical 
  lightning bolt or the freezing breath of a fearsome white 
  dragon, you will be called on to attempt a saving throw, 
  representing your character’s ability to avoid danger or 
  otherwise withstand an assault to their mind or body. A 
  saving throw is a check attempted against the DC of the 
  spell or special ability targeting your character. There are 
  three types of saving throws, and a character’s proficiency 
  in each says a great deal about what they can endure. A 
  Fortitude saving throw is used when your character’s health 
  or vitality is under attack, such as from poison or disease. 
  A Reflex saving throw is called for when your character 
  must dodge away from danger, usually something that 
  affects a large area, such as the scorching blast of a fireball 
  spell. Finally, a Will saving throw is often your defense 
  against spells and effects that target your character’s mind, 
  such as a charm or confusion spell. For all saving throws, 
  a success lessens the harmful effect, and scoring a critical 
  success usually means your character escapes unscathed. 
  Attacks, spells, hazards, and special abilities frequently 
  either deal damage to a character or impose one or more 
  conditions—and sometimes both. Damage is subtracted 
  from a creature’s Hit Points (HP)—a measure of health—
  and when a creature is reduced to 0 HP, it falls unconscious 
  and may die! A combat encounter typically lasts until one 
  side has been defeated, and while this can mean retreat or 
  Introduction
  1
  11
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  surrender, it most often happens because one side is dead or 
  dying. Conditions can hinder a creature for a time, limiting 
  the actions they can use and applying penalties to future 
  checks. Some conditions are even permanent, requiring a 
  character to seek out powerful magic to undo their effects.
  Downtime
  Characters 
  don’t 
  spend 
  every 
  waking 
  moment 
  adventuring. Instead, they recover from wounds, plan 
  future conquests, or pursue a trade. In Pathfinder, this is 
  called downtime, and it allows time to pass quickly while 
  characters work toward long-term tasks or objectives. 
  Most characters can practice a trade in downtime, 
  earning a few coins, but those with the right skills can 
  instead spend time crafting, creating new gear or even 
  magic items. Characters can also use downtime to retrain, 
  replacing one character choice with another to reflect their 
  evolving priorities. They might also research a problem, 
  learn new spells, or even run a business or kingdom! 
  Key Terms
  There are a number of important terms that you’ll need 
  to know as you create your first character or adventure. 
  Some of the most important terms mentioned on previous 
  pages are also included here for reference. 
  Ability Score
  Each creature has six ability scores: Strength, Dexterity, 
  Constitution, Intelligence, Wisdom, and Charisma. These 
  scores represent a creature’s raw potential and basic 
  attributes. The higher the score, the greater the creature’s 
  potential in that ability. Ability scores are described in full 
  later in this chapter. 
  Alignment 
  Alignment represents a creature’s fundamental moral and 
  ethical attitude.
  AnceStry
  An ancestry is the broad family of people that a character 
  belongs to. Ancestry determines a character’s starting Hit 
  Points, languages, senses, and Speed, and it grants access 
  to ancestry feats. Ancestries can be found in Chapter 2.
  Armor clASS (Ac)
  All creatures in the game have an Armor Class. This score 
  represents how hard it is to hit and damage a creature. It 
  serves as the Difficulty Class for hitting a creature with 
  an attack.
  AttAck
  When a creature tries to harm another creature, it makes 
  a Strike or uses some other attack action. Most attacks 
  are Strikes made with a weapon, but a character might 
  Strike with their fist, grapple or shove with their hands, 
  or attack with a spell.
  bAckground
  A background represents what a character experienced 
  before they took up the life of an adventurer. Each 
  background grants a feat and training in one or more 
  skills. You can read more about backgrounds in Chapter 2.
  bonuSeS And PenAltieS
  Bonuses and penalties apply to checks and certain 
  statistics. There are several types of bonuses and penalties. 
  If you have more than one bonus of the same type, you 
  use only the highest bonus. Likewise, you use only the 
  worst penalty of each type.
  clASS
  A class represents the adventuring profession chosen by 
  a character. A character’s class determines most of their 
  proficiencies, grants the character Hit Points each time 
  they gain a new level, and gives access to a set of class 
  feats. Classes appear in Chapter 3.
  condition
  An ongoing effect that changes how a character can act, or 
  that alters some of their statistics, is called a condition. The 
  rules for the basic conditions used in the game can be found 
  in the Conditions Appendix at the back of this book.
  currency
  The most common currencies in the game are gold pieces 
  (gp) and silver pieces (sp). One gp is worth 10 sp. In 
  addition, 1 sp is worth 10 copper pieces (cp), and 10 gp 
  are worth 1 platinum piece (pp). Characters begin play 
  with 15 gp (or 150 sp) to spend on equipment.
  FeAt
  A feat is an ability you can select for your character due to 
  their ancestry, background, class, general training, or skill 
  training. Some feats grant the ability to use special actions.
  gAme mASter (gm)
  The Game Master is the player who adjudicates the rules 
  and narrates the various elements of the Pathfinder story 
  and world that the other players explore.
  golArion
  Pathfinder is set on the planet Golarion during the Age of 
  Lost Omens. It is an ancient world with a rich diversity 
  of people and cultures, exciting locations to explore, and 
  deadly villains. More information on the Age of Lost 
  Omens, the world of Golarion, and its deities can be 
  found in Chapter 8.
  Hit PointS (HP)
  Hit Points represent the amount of punishment a creature 
  can take before it falls unconscious and begins dying. 
  Damage decreases Hit Points on a 1-to-1 basis, while 
  healing restores Hit Points at the same rate.
  Core Rulebook
  12
  
  initiAtive
  At the start of an encounter, all creatures involved roll for 
  initiative to determine the order in which they act. The 
  higher the result of its roll, the earlier a creature gets to act. 
  Initiative and combat are described in Chapter 9.
  level
  A level is a number that measures something’s overall 
  power. Player characters have a level, ranging from 1st 
  to 20th, representing their level of experience. Monsters, 
  NPCs, hazards, diseases, and poisons have levels ranging 
  from –1 to 30 that measure the danger they pose. An item’s 
  level, usually within the range of 0 to 20 but sometimes 
  higher, indicates its power and suitability as treasure. 
  Spells have levels ranging from 1st to 10th, which 
  measure their power; characters and monsters can usually 
  cast only a certain number of spells of any given level.
  nonPlAyer cHArActer (nPc)
  A nonplayer character, controlled by the GM, interacts 
  with players and helps advance the story.
  PercePtion
  Perception measures your character’s ability to notice 
  hidden objects or unusual situations, and it usually 
  determines how quickly the character springs into action 
  in combat. It is described in full in Chapter 9.
  PlAyer cHArActer (Pc)
  This is a character created and controlled by a player.
  ProFiciency
  Proficiency is a system that measures a character’s aptitude 
  at a specific task or quality, and it has five ranks: untrained, 
  trained, expert, master, and legendary. Proficiency gives 
  you a bonus that’s added when determining the following 
  modifiers and statistics: AC, attack rolls, Perception, saving 
  throws, skills, and the effectiveness of spells. If you’re 
  untrained, your proficiency bonus is +0. If you’re trained, 
  expert, master, or legendary, your proficiency bonus equals 
  your level plus 2, 4, 6, or 8, respectively.
  rArity
  Some elements of the game have a rarity to denote how 
  often they’re encountered in the game world. Rarity 
  primarily applies to equipment and magic items, but 
  spells, feats, and other rules elements also have a rarity. 
  If no rarity appears in the traits of an item, spell, or other 
  game element, it is of common rarity. Uncommon items are 
  available only to those who have special training, grew up 
  in a certain culture, or come from a particular part of the 
  world. Rare items are almost impossible to find and are 
  usually given out only by the GM, while unique ones are 
  literally one-of-a-kind in the game. The GM might alter the 
  way rarity works or change the rarity of individual items 
  to suit the story they want to tell.
  rolePlAying
  Describing a character’s actions, often while acting from 
  the perspective of the character, is called roleplaying. When 
  a player speaks or describes action from the perspective of 
  a character, they are “in character.”
  round
  A round is a period of time during an encounter in which 
  all participants get a chance to act. A round represents 
  approximately 6 seconds in game time.
  SAving tHrow (SAve) 
  When a creature is subject to a dangerous effect that must 
  be avoided, it attempts a saving throw to mitigate the effect. 
  You attempt a saving throw automatically—you don’t 
  have to use an action or a reaction. Unlike for most checks, 
  the character who isn’t acting rolls the d20 for a saving 
  throw, and the creature who is acting provides the DC.
  There are three types of saving throws: Fortitude (to 
  resist diseases, poisons, and physical effects), Reflex (to 
  evade effects a character could quickly dodge), and Will 
  (to resist effects that target the mind and personality).
  Skill
  A skill represents a creature’s ability to perform certain 
  tasks that require instruction or practice. Skills are fully 
  described in Chapter 4. Each skill includes ways anyone 
  can use that skill even if untrained, as well as uses that 
  require a character to be trained in the skill. 
  SPeed
  Speed is the distance a character can move using a single 
  action, measured in feet.
  SPell
  Spells are magical effects created by performing mystical 
  incantations and gestures known only to those with special 
  training or inborn abilities. Casting a spell is an activity 
  that usually uses two actions. Each spell specifies what it 
  targets, the actions needed to cast it, its effects, and how 
  it can be resisted. If a class grants spells, the basics of that 
  ability are provided in the class description in Chapter 3, 
  while the spells themselves are detailed in Chapter 7.
  trAit
  A trait is a keyword that conveys additional information 
  about a rules element, such as a school of magic or rarity. 
  Often, a trait indicates how other rules interact with an 
  ability, creature, item, or another rules element that has 
  that trait. All the traits used in this book appear in the 
  Glossary and Index beginning on page 628.
  turn
  During the course of a round, each creature takes a single 
  turn according to initiative. A creature can typically use 
  up to three actions during its turn. 
  Introduction
  1
  13
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Example of Play
  The following example is presented to give you a better idea 
  of how the game of Pathfinder is played. In this adventure, 
  Erik is the GM. Lyz is playing Valeros, a daring human 
  fighter, James is playing Merisiel, a deadly elven rogue, and 
  Judy is taking on the role of Kyra, a fiery human cleric of 
  Sarenrae. The group has just defeated a horde of undead 
  and is making its way into an ancient mausoleum.
  Erik:  
  The entrance to the crypt stands before you, 
  a set of crumbling stairs leading down into 
  darkness. A terrible smell issues forth from the 
  doorway—the stench of old, rotted flesh.
  Lyz:  
  I’m not afraid of a foul stink! I draw my sword 
  and ready my shield. 
  Judy:  
  The light of Sarenrae will guide us. I cast my 
  light spell on my religious symbol.
  Erik:  
  All right, a glowing radiance spills forth, 
  illuminating the stairs. They appear to go 
  down only about 10 feet before opening up 
  into a chamber. Puddles of stagnant water fill 
  the cracks between uneven stone tiles.
  James:  
  I should go first to make sure it’s safe. I’m going 
  to draw my rapier and carefully go down the 
  stairs, looking for traps as I go.
  Erik:  
  Sure, but looking for traps is a secret check, so I’ll 
  roll for you. What’s your Perception modifier?
  James:  
  I have a +5.
  Erik rolls a d20 behind his GM screen, hidden from the 
  players’ view, and gets a 17 on the die for a total of 22, 
  more than enough to find the trip wire on the third step.
  Erik:  
  Your caution pays off! You spot a thin wire 
  located at ankle height just above the third stair.
  James:  
  I point it out to the others and head down.
  Lyz:  
  I follow right behind Merisiel, avoiding the wire 
  but otherwise keeping an eye out for danger.
  Judy:  
  Me too. 
  Erik:  
  Okay! You make it down the stairs to find 
  yourselves in a crypt. Ancient wood coffins are 
  arranged around the room, covered in cobwebs 
  and dust. Directly ahead, on a raised dais, is 
  a stone casket adorned with wicked-looking 
  symbols. You can tell that it was once wrapped 
  in iron chains, but now twisted links are scattered 
  around the room, along with chunks of what 
  must have been the casket’s lid. From the damage, 
  it looks like it was shattered from within!
  Judy:  
  Sarenrae protect us. I draw my blade and 
  advance—I want  a better look at those symbols.
  Lyz:  
  I’ll keep pace with her. I don’t like the look of this.
  James:  
  I think I’ll stay back here and hide behind one 
  of the coffins.
  Erik:  
  Merisiel takes cover while the two of you 
  advance. As you draw near, the stench of rot 
  grows stronger until it’s almost overpowering. 
  Suddenly you see the source of the horrid odor. 
  Rising up out of the casket is a nightmarish 
  dead thing. It might have once been a human, 
  but it’s hard to tell from its withered body. Its 
  flesh is the color of a new bruise, pulled so 
  tight across its bones that it has split in places. 
  It’s hairless, with pointed ears, but worst of all, 
  its mouth is lined with tiny, sharp teeth and its 
  tongue is entirely too long.
  Lyz:  
  So, not a friend?
  Erik:  
  Most certainly not. It looks poised to leap at 
  you and attack. Roll for initiative! Valeros and 
  Kyra need to roll Perception, while Merisiel 
  should roll Stealth.
  Everyone rolls for their initiative. Lyz rolls a 2 for Valeros, 
  getting a total of 8. Judy rolls better for Kyra, getting 
  a total of 14. James uses Stealth for Initiative, because 
  Merisiel was hiding at the start of the fight, and rolls a 
  17 for a total of 25! Erik rolls for the undead creature, 
  getting a 12. Erik records all these totals, putting the 
  characters in order from highest to lowest.
  Erik:  
  Looks like Merisiel gets to act first. Whatever 
  that thing is, you’re pretty sure it doesn’t know 
  you are there.
  James:  
  Awesome! For my first action, I want to draw a 
  dagger. For my second, I want to move closer.
  Erik:  
  You can get to within 15 feet of it with one 
  Stride action.
  James:  
  Perfect. For my final action, I’m going to throw 
  my dagger at it!
  James rolls a 13 and adds 8, due to Merisiel’s skill at 
  thrown daggers, for a total of 21, but the range means 
  he takes a –2 penalty for a result of 19. Erik consults his 
  notes to learn that the monster has an AC of 18.
  Erik:  
  That’s a hit! Go ahead and roll damage.
  James:  
  Okay, and I get to add extra damage due to 
  sneak attack.
  Rogues have the ability to deal extra damage to foes that 
  haven’t acted yet in an encounter. This extra damage also 
  applies to attacks against enemies that are distracted. James 
  rolls 1d4 for the dagger and 1d6 for the sneak attack, and 
  he adds 4 for Merisiel’s Dexterity, getting a total of 9.
  Erik:  
  It hisses as the blade sinks into its shoulder. That 
  looks like it hurt, but the undead thing doesn’t 
  appear to be slowing down. James, that was all 
  three of your actions. Next up is Kyra!
  Judy:  
  I think this is undead. What do I know about it?
  Erik:  
  You use an action to recall your training about 
  the living dead. Give me a Religion skill check.
  Core Rulebook
  14
  
  Judy rolls a 16, adding Kyra’s +8 with Religion to get a 
  total of 24.
  Erik:  
  At first, you thought this thing might be a 
  ghoul, which is a type of undead that feasts 
  on the flesh of the dead, but the terrible smell 
  reveals the truth. This thing is a ghast, a more 
  powerful type of ghoul. You are pretty sure 
  that its stench can make you sick and that its 
  claws can paralyze you with a touch.
  Judy:  
  This is bad. I am going to spend my last two 
  actions to cast bless. It gives anyone next to me 
  a +1 bonus to attack rolls.
  Casting this spell is an activity that requires two actions 
  to complete, and it has two components. The complex 
  gestures needed to invoke the spell are the somatic 
  component, and Kyra’s prayers to her deity are the 
  verbal component.
  Erik:  
  Okay! The ghast leaps from the casket straight 
  toward Merisiel. The stench of its rotting 
  body is absolutely horrific up close. Attempt a 
  Fortitude save!
  James rolls an 8, for a total of 14.
  Erik:  
  Not quite enough—you gain the sickened 1 
  condition, which is going to give you a –1 
  penalty to most of your d20 rolls. Next, it 
  lunges at you, trying to bite you!
  James:  
  Oh no! I use my reaction to nimbly dodge out 
  of the way.
  Erik rolls an attack roll for the ghast, getting an 9 on the 
  die. Looking at the monster’s statistics, he adds 11 for a 
  total of 20. Merisiel’s AC is normally 19, but the Nimble 
  Dodge feat lets her use her reaction to increase her AC by 2 
  against a single attack. In this case, it turns the ghast’s attack 
  into a miss.
  Erik:  
  Does a 20 hit you?
  James:  
  Nope, just missed!
  Erik:  
  You twist away from the ghast as its tongue 
  leaves a slimy film on your armor. With its final 
  action, the undead menace lashes out at you 
  with its claw.
  Erik rolls a second attack with the ghast, this time with its 
  claw. Normally this attack would take a –5 multiple attack 
  penalty, but since the claw has the agile trait, the penalty is 
  only –4. He rolls a 19 on the die, adds 11 for the ghoul’s 
  attack modifier and subtracts 4, for a total of 26.
  Erik:  
  You may have dodged the ghast’s bite, but the 
  thing’s bony claw rakes across your face!
  Erik knows this is a hit and rolls the ghast’s claw damage, 
  getting a total of 8.
  Erik:  
  Take 8 points of damage, and I need you to 
  attempt a Fortitude saving throw as a numbing 
  sensation spreads from the wound.
  James rolls a Fortitude saving throw. He gets a 4 on the 
  die, and after adding his bonus and the penalty from the 
  sickened condition, it comes out to only a 9.
  James:  
  This isn’t my day. I don’t suppose a 9 is good 
  enough? 
  Erik:  
  I am afraid not. You are paralyzed!
  Erik notes that Merisiel is paralyzed, making her unable 
  to act, but she will get a new saving throw at the end of 
  each of her turns to shake off the effect.
  Erik:  
  A dry, creaking laugh escapes the ghast’s curled 
  lips, but that’s the end of its turn. Valeros, you 
  are the last one to act this round.
  Lyz:  
  About time, too! I raise my shield and use my 
  final two actions to make a Sudden Charge!
  Sudden Charge is a fighter feat that lets Valeros move up 
  to twice his Speed and attack at the end of his movement, 
  all for only two actions.
  Erik:  
  As you draw near, the smell is horrific. Attempt 
  a Fortitude save.
  After rolling, Lyz gets a 19 on the Fortitude save.
  Erik:  
  You fight off the nausea from this thing’s 
  stench. Make your attack roll.
  Lyz rolls the die and it comes up a 20.
  Lyz:  
  I got a 20! That must be a critical success!
  Erik:  
  Your blade hits the vile creature right in the 
  neck, dealing double damage!
  Lyz rolls a 5 on her d8, then adds 4 because of Valeros’s 
  Strength modifier. Because it is a critical success, she then 
  doubles the total.
  Lyz:  
  A mighty 18 damage! That surely had to kill it!
  Erik:  
  I’m afraid not. Black ichor runs from the deep 
  wound on its neck, but it only turns to look at 
  you. You can see burning hatred in its eyes!
  Lyz:  
  Uh-oh.
  That is the end of the first round of combat. The second 
  round begins immediately after this, using the same 
  initiative order as before. The fight is far from over…
  Introduction
  1
  15
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Using This Book
  While this chapter is here to teach you the basics of 
  Pathfinder, the rest of this rulebook serves as a reference 
  manual during play, and it is organized to make finding 
  the rule you need as easy as possible. Rules are grouped 
  together in chapters, with the early chapters focusing on 
  character creation. The last two chapters contain rules 
  for GMs, with advice on how to run a game of Pathfinder 
  and a rich array of treasure. The following is a summary 
  of what you can expect to find in each chapter.
  Chapter 1: Introduction 
  This introduction is designed to help you understand the 
  basics of Pathfinder. This chapter also includes the rules 
  for building and leveling up a character. The chapter ends 
  with an example of building a 1st-level character.
  Chapter 2: Ancestries & Backgrounds
  The rules for the most common ancestries in the Age of 
  Lost Omens are in this chapter, including their ancestry 
  feat options. Backgrounds are at the end of this chapter, 
  along with a section about languages, as these are most 
  often influenced by your choice of ancestry.
  Chapter 3: Classes
  This chapter contains the rules for all 12 classes. Each 
  class entry includes guidelines on playing the class, rules 
  for building and advancing a character of that class, 
  sample builds, and all of the class feats available to 
  members of that class. This chapter also includes rules 
  for animal companions and familiars, which can be 
  acquired by members of several different classes. At the 
  end of this chapter are the rules for archetypes—special 
  options available to characters as they increase in level. 
  These rules allow a character to dabble in the abilities of 
  another class or concept.
  Chapter 4: Skills 
  The rules for using skills are presented in this chapter, 
  and they detail what a character can do with a given 
  skill, based on that character’s proficiency rank. 
  Ancestry, background, and class can define some of 
  a character’s skill proficiencies, and each character 
  can also select a few additional skills to reflect their 
  personality and training.
  Chapter 5: Feats 
  As a character advances in level, they gain additional 
  feats to represent their growing abilities. General feats 
  and skill feats (which are a subset of general feats) are 
  presented in this chapter.
  Chapter 6: Equipment 
  Armor, weapons, and other gear can all be found in this 
  chapter, along with the price for services, cost of living, 
  and animals (such as horses, dogs, and pack animals).
  Chapter 7: Spells 
  This chapter starts with rules for casting spells, 
  determining their effects, and getting rid of foes’ spells 
  (called counteracting). After that, the spell lists for 
  each spellcasting tradition are included, making it easy 
  to quickly find spells by their level. Next are rules for 
  every spell, presented in alphabetical order. Following 
  the spell descriptions are all of the focus spells—special 
  spells granted by specific class abilities and feats. While 
  most spells appear on multiple spell lists, focus spells 
  are granted only to members of a specific class and are 
  grouped together by class for ease of reference. Finally, at 
  the end of the chapter are rules for rituals, complicated 
  and risky spells that any character can cast. 
  Chapter 8: the age of lost omens 
  The setting of Golarion is described in this chapter, 
  including a brief overview of the world and its people, 
  followed by a timeline of events. Most importantly, 
  characters who venerate a deity should look to this 
  chapter to find the rules associated with their faith.
  Chapter 9: Playing the Game
  This important chapter contains the universal rules 
  needed to play Pathfinder, including rules for the various 
  modes of play, the basic actions that every character can 
  perform, the rules for combat, and the rules for death and 
  dying. Every player should be familiar with this chapter, 
  especially the GM. 
  Chapter 10: Game Mastering 
  Packed full of guidelines and advice, this chapter helps 
  Game Masters tell an interesting and compelling story. 
  It also includes advice on creating a fun and encouraging 
  game space and guides for empowering players to create 
  characters they want to play. This chapter also includes 
  rules that are particularly important for the GM to know, 
  such as rules dealing with traps, environmental dangers, 
  and afflictions (such as curses, diseases, and poisons), as 
  well as guidance on setting DCs and handing out rewards 
  to player characters.
  Chapter 11: Crafting & Treasure 
  The treasures characters find during their adventures 
  take many forms, from gold and gemstones to powerful 
  magical weapons. This chapter details guidelines for 
  distributing treasure to characters, as well as descriptions 
  of hundreds of magic items. This chapter also contains 
  the rules for alchemical items. 
  Appendices
  The back of this book has an appendix with the rules 
  for all of the conditions that you will find in the game. 
  This section also includes a blank character sheet, and an 
  index with a comprehensive glossary of common terms 
  and traits that you’ll encounter in the game.
  Core Rulebook
  16
  
  Format of Rules Elements
  Throughout this rulebook, you will see formatting standards that might look a 
  bit unusual at first. Specifically, the game’s rules are set apart in this text using 
  specialized capitalization and italicization. These standards are in place to make 
  this book rules elements easier to recognize.
  The names of specific statistics, skills, feats, actions, and some other mechanical 
  elements in Pathfinder are capitalized. This way, when you see the statement “a Strike 
  targets Armor Class,” you know that both Strike and Armor Class are referring 
  to rules. 
  If a word or a phrase is italicized, it is describing a spell or a magic item. This way, 
  when you see the statement “the door is sealed by lock,” you know that in this case 
  the word denotes the lock spell, rather than a physical item. 
  Pathfinder also uses many terms that are typically expressed as abbreviations, like 
  AC for Armor Class, DC for Difficulty Class, and HP for Hit Points. If you’re ever 
  confused about a game term or an abbreviation, you can always turn to the Glossary 
  and Index, beginning on page 628, and look it up.
  Understanding Actions
  Characters and their adversaries affect the world of Pathfinder by using actions 
  and producing effects. This is especially the case during encounters, when every 
  action counts. When you use an action, you generate an effect. This effect might 
  be automatic, but sometimes actions necessitate that you roll a die, and the effect is 
  based on what you rolled. 
  Throughout this book, you will see special icons to denote actions.
  � Single ActionS
  Single actions use this symbol: �. They’re the simplest, most common type of action. 
  You can use three single actions on your turn in an encounter, in any order you see fit.
  [� ]reActionS
  Reactions use this symbol: �. These actions can be used even when it’s not your 
  turn. You get only one reaction per encounter round, and you can use it only when 
  its specific trigger is fulfilled. Often, the trigger is another creature’s action.
  � ]Free ActionS
  Free actions use this symbol: �. Free actions don’t require you to spend any of 
  your three single actions or your reaction. A free action might have a trigger like 
  a reaction does. If so, you can use it just like a reaction—even if it’s not your turn. 
  However, you can use only one free action per trigger, so if you have multiple free 
  actions with the same trigger, you have to decide which to use. If a free action 
  doesn’t have a trigger, you use it like a single action, just without spending any of 
  your actions for the turn.
  ActivitieS
  Activities are special tasks that you complete by spending one or more of your actions 
  together. Usually, an activity uses two or more actions and lets you do more than a 
  single action would allow. You have to spend all the actions an activity requires for 
  its effects to happen. Spellcasting is one of the most common activities, as most spells 
  take more than a single action to cast. 
  Activities that use two actions use this symbol: �. Activities that use three 
  actions use this symbol: �. A few special activities, such as spells you can cast in 
  an instant, can be performed by spending a free action or a reaction.
  All tasks that take longer than a turn are activities. If an activity is meant to 
  be done during exploration, it has the exploration trait. An activity that takes a 
  day or more of commitment and that can be done only during downtime has the 
  downtime trait.
  �
  Single Action
  �
  Two-Action 
  Activity
  �]
  Three-Action 
  Activity
  [�]
  Reaction
  �
  Free Action
  Introduction
  1
  17
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Reading Rules 
  This book contains hundreds of rules elements that 
  give characters new and interesting ways to respond to 
  situations in the game. All characters can use the basic 
  actions found in Chapter 9, but an individual character 
  often has special rules that allow them to do things most 
  other characters can’t. Most of these options are feats, 
  which are gained by making certain choices at character 
  creation or when a character advances in level.
  Regardless of the game mechanic they convey, rules 
  elements are always presented in the form of a stat block, 
  a summary of the rules necessary to bring the monster, 
  character, item, or other rules element to life during play. 
  Where appropriate, stat blocks are introduced with an 
  explanation of their format. For example, the Ancestry 
  section of Chapter 2 contains rules for each of the game’s 
  six core ancestries, and an explanation of these rules 
  appears at the beginning of that chapter. 
  The general format for stat blocks is shown below. Entries 
  are omitted from a stat block when they don’t apply, so not 
  all rule elements have all of the entries given below. Actions, 
  reactions, and free actions each have the corresponding icon 
  next to their name to indicate their type. An activity that 
  can be completed in a single turn has a symbol indicating 
  how many actions are needed to complete it; activities that 
  take longer to perform omit these icons. If a character must 
  attain a certain level before accessing an ability, that level 
  is indicated to the right of the stat block’s name. Rules also 
  often have traits associated with them (traits appear in the 
  Glossary and Index). 
  Spells, alchemical items, and magic items use a similar 
  format, but their stat blocks contain a number of unique 
  elements (see Chapter 7 for more on reading spells, and 
  Chapter 11 for more on alchemical and magic items).
  ACTION OR FEAT NAME � 
  LEVEL
  TRAITS
  Prerequisites Any minimum ability scores, feats, proficiency 
  ranks, or other prerequisites you must have before you can 
  access this rule element are listed here. Feats also have a level 
  prerequisite, which appears above. 
  Frequency This is the limit on how many times you can use 
  the ability within a given time.
  Trigger Reactions and some free actions have triggers that 
  must be met before they can be used.
  Requirements Sometimes you must have a certain item or be 
  in a certain circumstance to use an ability. If so, it’s listed 
  in this section.
  This section describes the effects or benefits of a rule element. 
  If the rule is an action, it explains what the effect is or what 
  you must roll to determine the effect. If it’s a feat that modifies 
  an existing action or grants a constant effect, the benefit is 
  explained here.
  Special Any special qualities of the rule are explained in 
  this section. Usually this section appears in feats you can select 
  more than once, explaining what happens when you do. 
  Core Rulebook
  18
  
  Character Creation
  Unless you’re the GM, the first thing you need to do when 
  playing Pathfinder is create your character. It’s up to you to 
  imagine your character’s past experiences, personality, and 
  worldview, and this will set the stage for your roleplaying 
  during the game. You’ll use the game’s mechanics to 
  determine your character’s ability to perform various tasks 
  and use special abilities during the game.
  This section provides a step-by-step guide for creating a 
  character using the Pathfinder rules, preceded by a guide to 
  help you understand ability scores. These scores are a critical 
  part of your character, and you will be asked to make choices 
  about them during many of the following steps. The steps of 
  character creation are presented in a suggested order, but 
  you can complete them in whatever order you prefer. 
  Many of the steps on pages 21–28 instruct you to fill out 
  fields on your character sheet. The character sheet is shown 
  on pages 24–25; you can find a copy in the back of this book 
  or online as a free pdf. The character sheet is designed to 
  be easy to use when you’re actually playing the game—but 
  creating a character happens in a different order, so you’ll 
  move back and forth through the character sheet as you 
  go through the character creation process. Additionally, the 
  character sheet includes every field you might need, even 
  though not all characters will have something to put in each 
  field. If a field on your character sheet is not applicable to 
  your character, just leave that field blank.
  All the steps of character creation are detailed on the 
  following pages; each is marked with a number that 
  corresponds to the sample character sheet on pages 24–25, 
  showing you where the information goes. If the field 
  you need to fill out is on the third or fourth page of the 
  character sheet, which aren’t shown, the text will tell you.
  If you’re creating a higher-level character, it’s a good 
  idea to begin with the instructions here, then turn to 
  page 29 for instructions on leveling up characters.
  The Six Ability Scores
  One of the most important aspects of your character is 
  their ability scores. These scores represent your character’s 
  raw potential and influence nearly every other statistic on 
  your character sheet. Determining your ability scores is 
  not done all at once, but instead happens over several 
  steps during character creation. 
  Ability scores are split into two main groups: physical 
  and mental. Strength, Dexterity, and Constitution are 
  physical ability scores, measuring your character’s physical 
  power, agility, and stamina. In contrast, Intelligence, 
  Wisdom, and Charisma are mental ability scores and 
  measure your character’s learned prowess, awareness, and 
  force of personality. 
  Excellence in an ability score improves the checks and 
  statistics related to that ability, as described below. When 
  imagining your character, you should also decide what 
  ability scores you want to focus on to give you the best 
  chance at success.
  StrengtH
  Strength measures your character’s physical power. 
  Strength is important if your character plans to engage in 
  hand-to-hand combat. Your Strength modifier gets added 
  to melee damage rolls and determines how much your 
  character can carry. 
  dexterity
  Dexterity measures your character’s agility, balance, and 
  reflexes. Dexterity is important if your character plans 
  to make attacks with ranged weapons or use stealth to 
  surprise foes. Your Dexterity modifier is also added to 
  your character’s AC and Reflex saving throws.
  conStitution
  Constitution measures your character’s overall health 
  and stamina. Constitution is an important statistic for 
  all characters, especially those who fight in close combat. 
  Your Constitution modifier is added to your Hit Points 
  and Fortitude saving throws.
  intelligence
  Intelligence measures how well your character can learn 
  and reason. A high Intelligence allows your character to 
  analyze situations and understand patterns, and it means 
  they can become trained in additional skills and might be 
  able to master additional languages. 
  wiSdom
  Wisdom measures your character’s common sense, 
  awareness, and intuition. Your Wisdom modifier is added 
  to your Perception and Will saving throws.
  cHAriSmA
  Charisma measures your character’s personal magnetism 
  and strength of personality. A high Charisma score helps 
  you influence the thoughts and moods of others. 
  Introduction
  1
  19
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  SPECIAL 1st
  FEATURE 1st
  FEAT 6th
  FEATURE 13th
  BACKGROUND
  FEAT 1st
  FEAT 1st
  FEAT 8th
  FEATURE 15th
  4th
  FEAT 9th
  FEATURE 3rd
  FEAT 10th
  FEATURE 17th
  8th
  16th
  11th
  HERITAGE 1st
  FEATURE 1st
  FEATURE 7th
  FEAT 14th
  2nd
  FEAT 2nd
  FEATURE 9th
  FEAT 16th
  6th
  14th
  7th
  FEAT 13th
  FEAT 4th
  FEATURE 11th
  FEAT 18th
  10th
  18th
  15th
  FEAT 17th
  FEATURE 5th
  FEAT 5th
  FEAT 12th
  FEATURE 19th
  FEAT 20th
  12th
  3rd
  20th
  19th
  READIED ITEMS
  OTHER ITEMS
  BULK
  BULK
  Ancestry Feats and Abilities
  Class Feats and Abilities
  Skill Feats
  General Feats
  Bonus Feats
  Inventory
  WORN ITEMS
  ENCUMBERED
  = 5
  MAXIMUM
  STR
  STR
  =
  BASE
  BASE
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  BULK
  INVEST
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  Hit Points
  Perception
  Skills
  Armor Class
  Saving Throws
  DECEPTION
  PERFORMANCE
  ATHLETICS
  NATURE
  INTIMIDATION
  SOCIETY
  SURVIVAL
  ARCANA
  ACROBATICS
  MEDICINE
  DIPLOMACY
  RELIGION
  CRAFTING
  OCCULTISM
  LORE
  STEALTH
  THIEVERY
  LORE
  RESISTANCES AND IMMUNITIES
  CONDITIONS
  PROF
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  ITEM
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  WOUNDED
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  TEMPORARY
  Languages
  Class DC
  DEX
  CAP
  OR
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  =
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  PROF
  Weapon Proficiencies
  E
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  SCORE
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  CONSTITUTION
  SCORE
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  MODIFIER
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  SCORE
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  TRAITS
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  SENSES
  NOTES
  speed
  feet
  MOVEMENT TYPES & NOTES
  UNARMORED
  E
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  HARDNESS
  Permission granted to photocopy for personal use only.
  Character 
  Sheet
  PROFICIENCY 
  Untrained +0
  Trained 2+Level
  Expert 4+Level
  Master 6+Level
  Legendary 8+Level
  �
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  �
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  �
                 Three-Action Activity
  �
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  �
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  Player 
  Name
  Experience
  Points (XP)
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  Shield
  Ancestry and Heritage
  Background
  Class
  Size
  Alignment
  Traits
  Deity
  Level
  Hero Points
  +
  =
  MAX
  AC
  ARMOR
  -
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  Ability Score Overview
  Each ability score starts at 10, representing human 
  average, but as you make character choices, you’ll adjust 
  these scores by applying ability boosts, which increase a 
  score, and ability flaws, which decrease a score. As you 
  build your character, remember to apply ability score 
  adjustments when making the following decisions.
  Ancestry: Each ancestry provides ability boosts, and 
  sometimes an ability flaw. If you are taking any voluntary 
  flaws, apply them in this step (see the sidebar on page 24).
  Background: Your character’s background provides two 
  ability boosts.
  Class: Your character’s class provides an ability boost to 
  the ability score most important to your class, called your 
  key ability score.
  Determine Scores: After the other steps, you apply four 
  more ability boosts of your choice. Then, determine your 
  ability modifiers based on those scores.
  Ability booStS
  An ability boost normally increases an ability score’s 
  value by 2. However, if the ability score to which you’re 
  applying an ability boost is already 18 or higher, its value 
  increases by only 1. At 1st level, a character can never 
  have any ability score that’s higher than 18.
  When your character receives an ability boost, the rules 
  indicate whether it must be applied to a specific ability 
  score or to one of two specific ability scores, or whether it 
  is a “free” ability boost that can be applied to any ability 
  score of your choice. However, when you gain multiple 
  ability boosts at the same time, you must apply each one to 
  a different score. Dwarves, for example, receive an ability 
  boost to their Constitution score and their Wisdom score, 
  as well as one free ability boost, which can be applied to 
  any score other than Constitution or Wisdom.
  Ability FlAwS
  Ability flaws are not nearly as common in Pathfinder as 
  ability boosts. If your character has an ability flaw—likely 
  from their ancestry—you decrease that ability score by 2.
  Ability Modifiers
  Once you’ve finalized your ability scores, you can use them 
  to determine your ability modifiers, which are used in most 
  other statistics in the game. Find the score in Table 1–1: 
  Ability Modifiers to determine its ability modifier. 
  TABLE 1–1: ABILITY MODIFIERS
   Ability Score 
  Modifier 
  Ability Score Modifier
   
  1 
  –5 
  14–15 
  +2
   
  2–3 
  –4 
  16–17 
  +3
   
  4–5 
  –3 
  18–19 
  +4
   
  6–7 
  –2 
  20–21 
  +5
   
  8–9 
  –1 
  22–23 
  +6
   
  10–11 
  +0 
  24–25 
  +7
   
  12–13 
  +1 
  etc...
  The standard method of generating ability scores that’s 
  described above works great if you want to create a perfectly 
  customized, balanced character. But your GM may decide to 
  add a little randomness to character creation and let the dice 
  decide what kind of character the players are going to play. In 
  that case, you can use this alternative method to generate your 
  ability scores. Be warned—the same randomness that makes 
  this system fun also allows it to sometimes create characters 
  that are significantly more (or less) powerful than the standard 
  ability score system and other Pathfinder rules assume. 
  If your GM opts for rolling ability scores, follow these 
  alternative steps, ignoring all other instructions and guidelines 
  about applying ability boosts and ability flaws throughout the 
  character generation process.
  STEP 1: ROLL AND ASSIGN SCORES
  Roll four 6-sided dice (4d6) and discard the lowest die result. 
  Add the three remaining results together and record the sum. 
  (For example, if you rolled a 2, 4, 5, and 6, you would discard 
  the 2 and your total would be 15.) Repeat this process until 
  you’ve generated six such values. Decide which value you want 
  for each of your ability scores.
  STEP 2: ASSIGN ABILITY BOOSTS AND 
  ABILITY FLAWS
  Apply the ability boosts your character gains from their 
  ancestry, but your character gets one fewer free ability 
  boost than normal. If your character’s ancestry has any 
  ability flaws, apply those next. Finally, apply one ability 
  boost to one of the ability scores specified in the character’s 
  background (you do not get the other free ability boost). 
  These ability boosts cannot raise a score above 18. If this 
  would happen, you can put the ability boost into another 
  ability score instead, as if it were a free ability boost, or you 
  can put it into an ability score of 17 to reach 18 and lose the 
  excess increase.
  STEP 3: RECORD SCORES AND MODIFIERS
  Record the final scores and assign the ability modifiers 
  according to Table 1–1. When your character receives 
  additional ability boosts at higher levels, you assign them 
  as any character would.
  ALTERNATIVE METHOD: ROLLING ABILITY SCORES
  2
  4
  5
  6
  Core Rulebook
  20
  
  1
  Step 1
  Create a Concept
  What sort of hero do you want to play? The answer to 
  this question might be as simple as “a brave warrior,” or as 
  complicated as “the child of elven wanderers, but raised in a 
  city dominated by humans and devoted to Sarenrae, goddess 
  of the sun.” Consider your character’s personality, sketch out 
  a few details about their past, and think about how and why 
  they adventure. You’ll want to peruse Pathfinder’s available 
  ancestries, backgrounds, and classes. The summaries on 
  pages 22–23 might help you match your concept with some 
  of these basic rule elements. Before a game begins, it’s also 
  a good idea for the players to discuss how their characters 
  might know each other and how they’ll work together 
  throughout the course of their adventures.
  There are many ways to approach your character concept. 
  Once you have a good idea of the character you’d like to 
  play, move on to Step 2 to start building your character.
  Ancestry, Background, Class, or Details
  If one of Pathfinder’s character ancestries, backgrounds, 
  or classes particularly intrigues you, it’s easy to build a 
  character concept around these options. The summaries of 
  ancestries and classes on pages 22–23 give a brief overview 
  of these options (full details appear in Chapters 2 and 3, 
  respectively). Each ancestry also has several heritages that 
  might refine your concept further, such as a human with an 
  elf or orc parent, or an arctic or woodland elf. Additionally, 
  the game has many backgrounds to choose from, 
  representing your character’s upbringing, their family’s 
  livelihood, or their earliest profession. Backgrounds are 
  detailed later in Chapter 2, beginning on page 60.
  Building a character around a specific ancestry, 
  background, or class can be a fun way to interact with the 
  world’s lore. Would you like to build a typical member 
  of your character’s ancestry or class, as described in the 
  relevant entry, or would you prefer to play a character 
  who defies commonly held notions about their people? 
  For example, you could play a dwarf with a wide-eyed 
  sense of wonder and a zest for change, or a performing 
  rogue capable of amazing acrobatic feats but with little 
  interest in sneaking about. 
  You can draw your concept from any aspect of a 
  character’s details. You can use roleplaying to challenge 
  not only the norms of Pathfinder’s fictional world, but 
  even real-life societal norms. Your character might 
  challenge gender notions, explore cultural identity, have a 
  disability, or any combination of these suggestions. Your 
  character can live any life you see fit.
  Faith
  Perhaps you’d like to play a character who is a devout 
  follower of a specific deity. Pathfinder is a rich world with 
  myriad faiths and philosophies spanning a wide range, 
  from Cayden Cailean, the Drunken Hero of good-hearted 
  adventuring; to Desna, the Song of Spheres and goddess of 
  dreaming and the stars; to Iomedae, the Inheritor, goddess 
  of honor, justice, and rulership. Pathfinder’s major deities 
  appear on pages 437–440. Your character might be so 
  drawn to a particular faith that you decide they should be a 
  champion or cleric of that deity; they might instead be a lay 
  worshipper who applies their faith’s teachings to daily life, 
  or simply the child of devout parents.
  Your Allies
  You might want to coordinate with other players when 
  forming your character concept. Your characters could 
  have something in common already; perhaps they are 
  relatives, or travelers from the same village. You might 
  discuss mechanical aspects with the other players, creating 
  characters whose combat abilities complement each 
  other. In the latter case, it can be helpful for a party to 
  include characters who deal damage, characters who can 
  absorb damage, and characters who can provide healing. 
  However, Pathfinder’s classes include a lot of choices, and 
  there are many options for building each type of character, 
  so don’t let these broad categories restrict your decisions.
  CHARACTER SHEET
  Once you’ve developed your character’s concept, jot down 
  a few sentences summarizing your ideas under the Notes 
  section on the third page of your character sheet. Record 
  any of the details you’ve already decided, such as your 
  character’s name, on the appropriate lines on the first page.
  ANCESTRIES AND CLASSES
  Each player takes a different approach to creating a 
  character. Some want a character who will fit well into the 
  story, while others look for a combination of abilities that 
  complement each other mechanically. You might combine 
  these two approaches. There is no wrong way!
  When you turn the page, you’ll see a graphical 
  representation of ancestries and classes that provide at-a-
  glance information for players looking to make the most of 
  their starting ability scores. In the ancestries overview on 
  page 22, each entry lists which ability scores it boosts, and 
  also indicates any ability flaws the ancestry might have. 
  You can find more about ability boosts and ability flaws in 
  Ability Scores on page 20.
  The summaries of the classes on pages 22–23 list each 
  class’s key ability score—the ability score used to calculate 
  the potency of many of their class abilities. Characters 
  receive an ability boost in that ability score when you choose 
  their class. This summary also lists one or more secondary 
  ability scores important to members of that class.
  Keep in mind a character’s background also affects their 
  ability scores, though there’s more flexibility in the ability 
  boosts from backgrounds than in those from classes. For 
  descriptions of the available backgrounds, see pages 60–64.
  Introduction
  1
  21
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Ancestries
  DWARF
  ELF
  GNOME
  GOBLIN
  HALFLING
  HUMAN
  Dwarves are a 
  short, stocky 
  people who are 
  often stubborn, 
  fierce, and devoted.
  Elves are a tall, 
  slender, long-lived 
  people with a 
  strong tradition of 
  art and magic.
  Gnomes are 
  short and hardy 
  folk, with an 
  unquenchable 
  curiosity and 
  eccentric habits.
  Goblins are a 
  short, scrappy, 
  energetic people 
  who have spent 
  millennia maligned 
  and feared.
  Halflings are a 
  short, adaptable 
  people who 
  exhibit remarkable 
  curiosity and 
  humor.
  Humans are 
  incredibly diverse. 
  Some, such as 
  half-elves and 
  half-orcs, even 
  have non-human 
  ancestors.
  Ability Boosts
  Constitution, 
  Wisdom, free
  Dexterity, 
  Intelligence, free
  Constitution, 
  Charisma, free
  Dexterity, 
  Charisma, free
  Dexterity, 
  Wisdom, free
  Two free ability 
  boosts
  Ability flaw
  Charisma
  Constitution
  Strength
  Wisdom
  Strength
  —
  Classes 
  ALCHEMIST
  BARBARIAN
  BARD
  CHAMPION
  The alchemist throws 
  alchemical bombs and 
  drinks concoctions of their 
  own making.
  The barbarian flies into 
  a rage on the battlefield, 
  smashing foes with abandon.
  Skilled performances and 
  secrets of the occult enable 
  the bard to distract foes and 
  inspire allies.
  A warrior dedicated to a 
  deity, the champion uses 
  divine power to enhance their 
  abilities and protect allies.
  Key Ability Score* 
  Intelligence
  Strength
  Charisma
  Strength
  Secondary Ability Scores
  Constitution, Dexterity
  Constitution, Dexterity
  Constitution, Dexterity
  Charisma, Constitution
  Core Rulebook
  22
  
  Classes
  CLERIC
  DRUID
  FIGHTER
  MONK
  The cleric calls on the power 
  of a deity to cast spells that 
  can heal allies or harm foes.
  The druid uses the magic of 
  the natural world to bolster 
  allies and strike down enemies.
  The fighter is a master 
  of weapons, martial 
  techniques, and powerful 
  attack combinations.
  The monk wields the 
  secrets of martial arts 
  in dazzling displays of 
  battlefield prowess.
  Key Ability Score*
  Wisdom
  Wisdom
  Dexterity or Strength
  Dexterity or Strength
  Secondary Ability Scores
  Charisma, Constitution
  Constitution, Dexterity
  Constitution
  Constitution, Wisdom
  Classes
  RANGER
  ROGUE
  SORCERER
  WIZARD
  The ranger is a master of 
  using their surroundings, 
  traps, and animal allies to 
  harry enemies.
  The rogue is a multitalented 
  master of skulduggery who 
  strikes when enemies least 
  expect it.
  The sorcerer’s magical might 
  flows from their blood and 
  manifests as fantastic spells 
  and abilities.
  The wizard is a scholar 
  whose reservoirs of arcane 
  knowledge powers their 
  wondrous spells and abilities.
  Key Ability Score*
  Dexterity or Strength
  Dexterity or other
  Charisma
  Intelligence
  Secondary Ability Scores
  Constitution, Wisdom
  Charisma, Constitution
  Dexterity, Constitution
  Dexterity, Constitution
  * A character receives an ability boost to their class’s key ability score.
  Introduction
  1
  23
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Speed, and languages, and contributes to their Hit Points. 
  Each also grants ability boosts and ability flaws to represent 
  the ancestry’s basic capabilities.
  You’ll make four decisions when you select your 
  character’s ancestry:
  • Pick the ancestry itself.
  • Assign any free ability boosts and decide if you are 
  taking any voluntary flaws.
  • Select a heritage from those available within that 
  ancestry, further defining the traits your character 
  was born with.
  • Choose an ancestry feat, representing an ability your 
  hero learned at an early age. 
  CHARACTER SHEET
  Write your character’s ancestry and heritage in the 
  appropriate space at the top of your character sheet’s first 
  page. Adjust your ability scores, adding 2 to an ability 
  score if you gained an ability boost from your ancestry, and 
  subtracting 2 from an ability score if you gained an ability 
  flaw from your ancestry. Note the number of Hit Points your 
  character gains from their ancestry—you’ll add more to this 
  number later. Finally, in the appropriate spaces, record your 
  character’s size, Speed, and languages. If your character’s 
  ancestry provides them with special abilities, write them 
  in the appropriate spaces, such as darkvision in the Senses 
  2
  Step 2
  Start Building 
  Ability Scores
  At this point, you need to start building your character’s 
  ability scores. See the overview of ability scores on pages 
  19–20 for more information about these important 
  aspects of your character and an overview of the process. 
  Your character’s ability scores each start at 10, and as 
  you select your ancestry, background, and class, you’ll apply 
  ability boosts, which increase a score by 2, and ability flaws, 
  which decrease a score by 2. At this point, just note a 10 in 
  each ability score and familiarize yourself with the rules for 
  ability boosts and flaws on page 20. This is also a good time 
  to identify which ability scores will be most important to 
  your character. See The Six Ability Scores on page 19 and 
  the class summaries on pages 22–23 for more information. 
  3
  Step 3
  Select an Ancestry
  Select an ancestry for your character. The ancestry 
  summaries on page 22 provide an overview of Pathfinder’s 
  core ancestry options, and each is fully detailed in 
  Chapter  2. Ancestry determines your character’s size, 
  Hit Points
  Perception
  Skills
  Armor Class
  Saving Throws
  DECEPTION
  PERFORMANCE
  ATHLETICS
  NATURE
  INTIMIDATION
  SOCIETY
  SURVIVAL
  ARCANA
  ACROBATICS
  MEDICINE
  DIPLOMACY
  RELIGION
  CRAFTING
  OCCULTISM
  LORE
  STEALTH
  THIEVERY
  LORE
  RESISTANCES AND IMMUNITIES
  CONDITIONS
  PROF
  ITEM
  E
  L
  T
  M
  MAX HP
  BT
   CURRENT HP
  REFLEX
  ITEM
  DEX
  PROF
  WILL
  ITEM
  WIS
  PROF
  E
  L
  T
  M
  E
  L
  T
  M
  E
  L
  T
  M
  E
  L
  T
  M
  FORTITUDE
  ITEM
  CON
  PROF
  ITEM
  WIS
  PROF
  DYING
  WOUNDED
  CURRENT
  TEMPORARY
  Languages
  Class DC
  DEX
  CAP
  OR
  10
  DC BASE
  =
  E
  L
  T
  M
  ITEM
  KEY
  PROF
  Weapon Proficiencies
  E
  L
  T
  M
  SIMPLE
  E
  L
  T
  M
  OTHER
  E
  L
  T
  M
  OTHER
  E
  L
  T
  M
  MARTIAL
  10
  DC BASE
  =
  STR
  MODIFIER
  STRENGTH
  SCORE
  DEX
  MODIFIER
  DEXTERITY
  SCORE
  CON
  MODIFIER
  CONSTITUTION
  SCORE
  INT
  MODIFIER
  INTELLIGENCE
  SCORE
  WIS
  MODIFIER
  WISDOM
  SCORE
  CHA
  MODIFIER
  CHARISMA
  SCORE
  Melee Strikes
  Weapon
  P
  S
  B
  PROF
  STR
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  STR
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  STR
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  STR
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  STR
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  STR
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  DEX
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  SPECIAL
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  DEX
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  SPECIAL
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  DEX
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  SPECIAL
  W SPEC
  OTHER
  TRAITS
  Ranged Strikes
  SENSES
  NOTES
  speed
  feet
  MOVEMENT TYPES & NOTES
  UNARMORED
  E
  L
  T
  M
  MEDIUM
  E
  L
  T
  M
  LIGHT
  E
  L
  T
  M
  HEAVY
  E
  L
  T
  M
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  STR
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  Ability Scores
  HARDNESS
  Permission granted to photocopy for personal use only.
  Character 
  Sheet
  PROFICIENCY 
  Untrained +0
  Trained 2+Level
  Expert 4+Level
  Master 6+Level
  Legendary 8+Level
  �
              Single Action
  �
               Two-Action Activity
  �
                 Three-Action Activity
  �
               Free Action
  �
            Reaction
  Player 
  Name
  Experience
  Points (XP)
  Character
  Name
  Shield
  Ancestry and Heritage
  Background
  Class
  Size
  Alignment
  Traits
  Deity
  Level
  Hero Points
  +
  =
  MAX
  AC
  ARMOR
  -
  ARMOR
  -
  ARMOR
  -
  ARMOR
  -
  CharacterSheet.indd   580
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  10
  7
  5
  3
  7
  3
  7
  9
  7
  10
  7
  9
  7
  9
  3
  9
  8
  4
  3
  2
  6
  5
  10
  3
  4
  5
  10
  Core Rulebook
  24
  
  SPECIAL 1st
  FEATURE 1st
  FEAT 6th
  FEATURE 13th
  BACKGROUND
  FEAT 1st
  FEAT 1st
  FEAT 8th
  FEATURE 15th
  4th
  FEAT 9th
  FEATURE 3rd
  FEAT 10th
  FEATURE 17th
  8th
  16th
  11th
  HERITAGE 1st
  FEATURE 1st
  FEATURE 7th
  FEAT 14th
  2nd
  FEAT 2nd
  FEATURE 9th
  FEAT 16th
  6th
  14th
  7th
  FEAT 13th
  FEAT 4th
  FEATURE 11th
  FEAT 18th
  10th
  18th
  15th
  FEAT 17th
  FEATURE 5th
  FEAT 5th
  FEAT 12th
  FEATURE 19th
  FEAT 20th
  12th
  3rd
  20th
  19th
  READIED ITEMS
  OTHER ITEMS
  BULK
  BULK
  Ancestry Feats and Abilities
  Class Feats and Abilities
  Skill Feats
  General Feats
  Bonus Feats
  Inventory
  WORN ITEMS
  ENCUMBERED
  = 5
  MAXIMUM
  STR
  STR
  =
  BASE
  BASE
  10
  BULK
  INVEST
  (MAX 10)
  Permission granted to photocopy for personal use only.
  CP
  SP
  GP
  PP
  BULK
  CharacterSheet.indd   581
  3/25/19   1:59 PM
  section on the first page and innate spells on the fourth 
  page. Write the ancestry feat you selected in the Ancestry 
  Feat section on your character sheet’s second page.
  4
  Step 4
  Pick a Background
  Your character’s background might represent their 
  upbringing, an aptitude they’ve been honing since their 
  youth, or another aspect of their life before they became an 
  adventurer. Character backgrounds appear in Chapter 2, 
  starting on page 60. They typically provide two ability 
  boosts (one that can be applied to either of two specific 
  ability scores, and one that is free), training in a specific 
  skill, training in a Lore skill, and a specific skill feat.
  CHARACTER SHEET
  Record your character’s background in the space at the 
  top of the first page of your character sheet. Adjust 
  your ability scores, adding 2 to an ability score if you 
  gained an ability boost from your background. Record 
  the skill feat the background provides in the Skill Feat 
  section of your character sheet’s second page. On the 
  first page, check the “T” box next to the name of the 
  specific skill and for one Lore skill to indicate your 
  character is trained, then write the name of the Lore 
  skill granted by your background.
  5
  Step 5
  Choose a Class
  At this point, you need to decide your character’s class. 
  A class gives your character access to a suite of heroic 
  abilities, determines how effectively they fight, and 
  governs how easily they can shake off or avoid certain 
  harmful effects. Each class is fully detailed in Chapter 3, 
  but the summaries on pages 22–23 provide an overview 
  of each and tells you which ability scores are important 
  when playing that class. 
  You don’t need to write down all of your character’s 
  class features yet. You simply need to know which class 
  you want to play, which determines the ability scores that 
  will be most important for your character.
  CHARACTER SHEET
  Write your character’s class in the space at the top of the 
  first page of your character sheet, then write “1” in the 
  Level box to indicate that your character is 1st level. Next 
  to the ability scores, note the class’s key ability score, 
  and add 2 to that ability score from the ability boost the 
  4
  3
  7
  8
  10
  Introduction
  1
  25
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  OPTIONAL: 
  VOLUNTARY FLAWS
  Sometimes, it’s fun to play a 
  character with a major flaw even 
  if you’re not playing an ancestry 
  that imposes one. You can elect 
  to take two additional ability 
  flaws when applying the ability 
  boosts and ability flaws from 
  your ancestry. If you do, you can 
  also apply one additional free 
  ability boost. These ability flaws 
  can be assigned to any ability 
  score you like, but you can’t apply 
  more than one ability flaw to the 
  same ability score during this 
  step unless you apply both of the 
  additional ability flaws to a score 
  that is already receiving an ability 
  boost during this step. In this 
  case, the first ability flaw cancels 
  the ability boost, and the second 
  ability flaw decreases the score 
  by 2. Likewise, as an exception 
  to the normal rules for ability 
  boosts, you can apply two free 
  ability boosts to an ability score 
  receiving an ability flaw during 
  this step; the first ability boost 
  cancels the ability flaw, and the 
  second ability boost increases the 
  score by 2. For example, a dwarf 
  normally gets an ability boost to 
  Constitution and Wisdom, along 
  with an ability flaw to Charisma. 
  You could apply one ability flaw 
  each to Intelligence and Strength, 
  or you could apply both ability 
  flaws to Wisdom. You could not 
  apply either additional ability flaw 
  to Charisma, though, because it is 
  already receiving dwarves’ ability 
  flaw during this step.
  class provides. Don’t worry about recording the rest of your character’s class features 
  and abilities yet—you’ll handle that in Step 7.
  6
  Step 6
  Determine Ability Scores
  Now that you’ve made the main mechanical choices about your character, it’s time 
  to finalize their ability scores. Do these three things:
  • First, make sure you’ve applied all the ability boosts and ability flaws you’ve 
  noted in previous steps (from your ancestry, background, and class).
  • Then, apply four more ability boosts to your character’s ability scores, 
  choosing a different ability score for each and increasing that ability score 
  by 2.
  • Finally, record your starting ability scores and ability modifiers, as determined 
  using Table 1–1: Ability Modifiers.
  Remember that each ability boost adds 2 to the base score of 10, and each ability 
  flaw subtracts 2. You should have no ability score lower than 8 or higher than 18.
  CHARACTER SHEET
  Write your character’s starting ability scores in the box provided for each. Record 
  the ability modifier for each ability score in the box to the left of the ability’s name.
  7
  Step 7
  Record Class Details
  Now, record all the benefits and class features that your character receives from the 
  class you’ve chosen. While you’ve already noted your key ability score, you’ll want to 
  be sure to record the following class features.
  • To determine your character’s total starting Hit Points, add together the 
  number of Hit Points your character gains from their ancestry (chosen in 
  Step 2) and the number of Hit Points they gain from their class.
  • The Initial Proficiencies section of your class entry indicates your character’s 
  starting proficiency ranks in a number of areas. Choose which skills your 
  character is trained in and record those, along with the ones set by your class. If 
  your class would make you trained in a skill you’re already trained in (typically 
  due to your background), you can select another skill to become trained in.
  • See the class advancement table in your class entry to learn the class features 
  your character gains at 1st level—but remember, you already chose an 
  ancestry and background. Some class features require you to make additional 
  choices, such as selecting spells.
  CHARACTER SHEET
  Write your character’s total Hit Points on the first page of your character sheet. Use 
  the proficiency fields (the boxes marked “T,” “E,” “M,” and “L”) on your character sheet to 
  record your character’s initial proficiencies in Perception, saving throws, and the skills 
  granted by their class; mark “T” if your character is trained, or “E” if your character is 
  expert. Indicate which additional skills you chose for your character to be trained in 
  by marking the “T” proficiency box for each skill you selected. Likewise, record your 
  character’s their armor proficiencies in the Armor Class section at the top of the first 
  page and their weapon proficiencies at the bottom of the first page. Record all other 
  class feats and abilities on the second page. Don’t worry yet about finalizing any values 
  for your character’s statistics—you’ll handle that in Step 9. 
  Core Rulebook
  26
  
  SPELLS AND  
  SPELLCASTING
  Most classes can learn to cast a 
  few focus spells, but the bard, 
  cleric, druid, sorcerer, and wizard 
  all gain spellcasting—the ability 
  to cast a wide variety of spells. 
  If your character’s class grants 
  spells, you should take time 
  during Step 7 to learn about the 
  spells they know and how to 
  cast them. The fourth page of the 
  character sheet provides space 
  to note your character’s magic 
  tradition and their proficiency 
  rank for spell attack rolls and 
  spell DCs. It also gives ample 
  space to record the spells in 
  your character’s repertoire or 
  spellbook, or that you prepare 
  frequently. Each class determines 
  which spells a character can 
  cast, how they are cast, and how 
  many they can cast in a day, 
  but the spells themselves and 
  detailed rules for spellcasting are 
  located in Chapter 7.
  8
  Step 8
  Buy Equipment
  At 1st level, your character has 15 gold pieces (150 silver pieces) to spend on 
  armor, weapons, and other basic equipment. Your character’s class lists the types 
  of weapons and armor with which they are trained (or better!). Their weapons 
  determine how much damage they deal in combat, and their armor influences their 
  Armor Class; these calculations are covered in more detail in Step 10. Don’t forget 
  essentials such as food and traveling gear! For more on the available equipment and 
  how much it costs, see Chapter 6.
  CHARACTER SHEET
  Once you’ve spent your character’s starting wealth, calculate any remaining gp, sp, 
  and cp they might still have and write those amounts in Inventory on the second 
  page. Record your character’s weapons in the Melee Strikes and Ranged Strikes 
  sections of the first page, depending on the weapon, and the rest of their equipment 
  in the Inventory section on your character sheet’s second page. You’ll calculate 
  specific numbers for melee Strikes and ranged Strikes with the weapons in Step 9 
  and for AC when wearing that armor in Step 10.
  9
  Step 9
  Calculate Modifiers
  With most of the big decisions for your character made, it’s time to calculate the 
  modifiers for each of the following statistics. If your proficiency rank for a statistic is 
  trained, expert, master, and legendary, your bonus equals your character’s level plus 
  another number based on the rank (2, 4, 6, and 8, respectively). If your character is 
  untrained, your proficiency bonus is +0.
  Perception
  Your character’s Perception modifier measures how alert they are. This modifier is 
  equal to their proficiency bonus in Perception plus their Wisdom modifier. For more 
  about Perception, see page 448.
  Saving Throws
  For each kind of saving throw, add your character’s Fortitude, Reflex, or Will 
  proficiency bonus (as appropriate) plus the ability modifier associated with that 
  kind of saving throw. For Fortitude saving throws, use your character’s Constitution 
  modifier. For Reflex saving throws, use your character’s Dexterity modifier. For Will 
  saving throws, use your character’s Wisdom modifier. Then add in any bonuses or 
  penalties from abilities, feats, or items that always apply (but not modifiers, bonuses, 
  or penalties that apply only in certain situations). Record this number on the line for 
  that saving throw. 
  Melee Strikes and Ranged Strikes
  Next to where you’ve written your character’s melee and ranged weapons, calculate 
  the modifier to Strike with each weapon and how much damage that Strike deals. The 
  modifier for a Strike is equal to your character’s proficiency bonus with the weapon plus 
  an ability modifier (usually Strength for melee Strikes and Dexterity for ranged Strikes). 
  You also add any item bonus from the weapon and any other permanent bonuses or 
  penalties. You also need to calculate how much damage each weapon’s Strike deals. 
  Melee weapons usually add your character’s Strength modifier to damage rolls, while 
  ranged weapons might add some or all of your character’s Strength modifier, depending 
  on the weapon’s traits. See the weapon entries in Chapter 6 for more information. 
  Introduction
  1
  27
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Skills
  In the second box to the right of each skill name on your 
  character sheet, there’s an abbreviation that reminds you 
  of the ability score tied to that skill. For each skill in which 
  your character is trained, add your proficiency bonus for 
  that skill (typically +3 for a 1st-level character) to the 
  indicated ability’s modifier, as well as any other applicable 
  bonuses and penalties, to determine the total modifier for 
  that skill. For skills your character is untrained in, use the 
  same method, but your proficiency bonus is +0.
  CHARACTER SHEET
  For Perception and saving throws, write your proficiency 
  bonus and the appropriate ability modifier in the boxes 
  provided, then record the total modifier in the large space. 
  Record the proficiency bonuses, ability modifiers, and total 
  modifiers for your melee Strikes and ranged Strikes in the 
  box after the name of each weapon, and put the damage 
  for each in the space below, along with the traits for that 
  attack. For skills, record the relevant ability modifier and 
  proficiency bonus in the appropriate box for each skill, and 
  then write the total skill modifiers in the spaces to the left. 
  If your character has any modifiers, bonuses, or 
  penalties from feats or abilities that always apply, add 
  them into the total modifiers. For ones that apply only in 
  certain situations, note them next to the total modifiers.
  10 Step 10
  Finishing Details
  Now add the following details to your character sheet in 
  the appropriate spaces.
  Alignment
  Your character’s alignment is an indicator of their 
  morality and personality. There are nine possible 
  alignments in Pathfinder, as shown on Table 1–2: The 
  Nine Alignments. If your alignment has any components 
  other than neutral, your character gains the traits of those 
  alignment components. This might affect the way various 
  spells, items, and creatures interact with your character. 
  Your character’s alignment is measured by two pairs of 
  opposed values: the axis of good and evil and the axis of 
  law and chaos. A character who isn’t committed strongly 
  to either side is neutral on that axis. Keep in mind that 
  alignment is a complicated subject, and even acts that might 
  be considered good can be used for nefarious purposes, and 
  vice versa. The GM is the arbiter of questions about how 
  specific actions might affect your character’s alignment.
  If you play a champion, your character’s alignment 
  must be one allowed for their deity and cause 
  (pages 437–440 and 106–107), and if you play a cleric, 
  your character’s alignment must be one allowed for their 
  deity (pages 437–440).
  Core Rulebook
  28
  
  good And evil
  Your character has a good alignment if they consider the 
  happiness of others above their own and work selflessly to 
  assist others, even those who aren’t friends and family. They 
  are also good if they value protecting others from harm, 
  even if doing so puts the character in danger. Your character 
  has an evil alignment if they’re willing to victimize others 
  for their own selfish gain, and even more so if they enjoy 
  inflicting harm. If your character falls somewhere in the 
  middle, they’re likely neutral on this axis.
  lAw And cHAoS
  Your character has a lawful alignment if they value 
  consistency, stability, and predictability over flexibility. 
  Lawful characters have a set system in life, whether it’s 
  meticulously planning day-to-day activities, carefully 
  following a set of official or unofficial laws, or strictly 
  adhering to a code of honor. On the other hand, if your 
  character values flexibility, creativity, and spontaneity over 
  consistency, they have a chaotic alignment—though this 
  doesn’t mean they make decisions by choosing randomly. 
  Chaotic characters believe that lawful characters are too 
  inflexible to judge each situation by its own merits or take 
  advantage of opportunities, while lawful characters believe 
  that chaotic characters are irresponsible and flighty.
  Many characters are in the middle, obeying the law 
  or following a code of conduct in many situations, but 
  bending the rules when the situation requires it. If your 
  character is in the middle, they are neutral on this axis.
  cHAnging Alignment
  Alignment can change during play as a character’s beliefs 
  change, or as you realize that your character’s actions 
  reflect a different alignment than the one on your character 
  sheet. In most cases, you can just change their alignment 
  and continue playing. However, if you play a cleric or 
  champion and your character’s alignment changes to one 
  not allowed for their deity (or cause, for champions), your 
  character loses some of their class abilities until they atone 
  (as described in the class).
  Deity
  Write down the deity your character worships, if any. 
  Champions and clerics must worship a deity. See pages 
  437–440 for more about Pathfinder’s deities.
  Age
  Decide your character’s age and note it on the third page 
  of the character sheet. The description for your character’s 
  ancestry in Chapter 2 gives some guidance on the age 
  ranges of members of that ancestry. Beyond that, you can 
  play a character of whatever age you like. There aren’t 
  any mechanical adjustments to your character for being 
  particularly old, but you might want to take it into account 
  when considering your starting ability scores and future 
  advancement. Particularly young characters can change 
  the tone of some of the game’s threats, so it’s recommended 
  that characters are at least young adults.
  Gender and Pronouns
  Characters of all genders are equally likely to become 
  adventurers. Record your character’s gender, if applicable, 
  and their pronouns on the third page of the character sheet.
  Class DC
  A class DC sets the difficulty for certain abilities granted 
  by your character’s class. This DC equals 10 plus their 
  proficiency bonus for their class DC (+3 for most 1st-level 
  characters) plus the modifier for the class’s key ability score.
  Hero Points
  Your character usually begins each game session with 
  1 Hero Point, and you can gain additional Hero Points 
  during sessions by performing heroic deeds or devising 
  clever strategies. Your character can use Hero Points to 
  gain certain benefits, such as staving off death or rerolling 
  a d20. See page 467 for more about Hero Points.
  Armor Class (AC)
  Your character’s Armor Class represents how difficult they 
  are to hit in combat. To calculate your AC, add 10 plus 
  your character’s Dexterity modifier (up to their armor’s 
  Dexterity modifier cap; page 274), plus their proficiency 
  bonus with their armor, plus their armor’s item bonus to 
  AC and any other permanent bonuses and penalties. 
  Bulk
  Your character’s maximum Bulk determines how much 
  weight they can comfortably carry. If they’re carrying a total 
  amount of Bulk that exceeds 5 plus their Strength modifier, 
  they are encumbered. A character can’t carry a total amount 
  of Bulk that exceeds 10 plus their Strength modifier. The 
  Bulk your character is carrying equals the sum of all of their 
  items; keep in mind that 10 light items make up 1 Bulk. You 
  can find out more about Bulk in Chapter 6: Equipment.
  TABLE 1–2: THE NINE ALIGNMENTS
  Good
  Neutral
  Evil
  Lawful
  Lawful 
  Good 
  (LG)
  Lawful 
  Neutral 
  (LN)
  Lawful 
  Evil 
  (LE)
  Neutral
  Neutral 
  Good 
  (NG)
  True 
  Neutral 
  (N)
  Neutral 
  Evil 
  (NE)
  Chaotic
  Chaotic 
  Good 
  (CG)
  Chaotic 
  Neutral 
  (CN)
  Chaotic 
  Evil 
  (CE)
  Introduction
  1
  29
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Sample Character 
  This step-by-step example illustrates the process of 
  creating a Pathfinder character.
  Steps 1 and 2
  Adam is making his first Pathfinder character. After 
  talking about it with the rest of the group, he’s decided to 
  make a dwarven druid. After jotting down a few ideas, he 
  begins by writing down a 10 for each ability score.
  Step 3
  Adam looks up the dwarf entry in Chapter 2. He records 
  the ability boosts to his Constitution and Wisdom scores 
  (bringing both up to 12). He also applies the ability flaw 
  to his Charisma, dropping it to 8. For his free ability 
  boost, he chooses Dexterity to boost his defenses, raising 
  it to 12 as well. He also records the 10 Hit Points the 
  ancestry gives him. Next, he returns to his character 
  sheet to record the size, Speed, language, and darkvision 
  ability he gets from being a dwarf. Finally, he decides on 
  a heritage, writing “rock dwarf” next to dwarf, and he 
  picks an ancestry feat, deciding on Rock Runner, to show 
  his character’s strong connection to stone.
  Step 4
  Looking through the backgrounds, Adam likes the idea 
  of a solitary dwarven druid, and the nomad background 
  makes for a good choice. For the first ability boost 
  granted by the background, Adam chooses Wisdom, and 
  for the free ability boost, he choses Constitution, taking 
  both up to 14. On the second page, he writes “Assurance 
  (Survival)” in the Skill Feats area, on the Background line. 
  Finally, returning to the first page, he writes “cave” next 
  to the first Lore skill entry and checks the box under the 
  “T” for that skill and Survival.
  Step 5
  Adam writes “druid” on the class line of his character sheet 
  and fills in the number 1 in the level box. The druid class 
  grants an ability boost to its key ability score, which is 
  Wisdom, so Adam’s character has his Wisdom raised to 16. 
  Step 6
  Adam applies four more ability boosts to his ability 
  scores to determine his starting scores. After giving it 
  some thought, he applies them to Wisdom (raising it 
  to 18), since that’s the most important ability score for 
  his class, and to Strength, Dexterity, and Constitution 
  (raising them to 12, 14, and 16, respectively) to make him 
  better in combat. He then looks at Table 1–1 to determine 
  the ability modifiers for each score and writes all of his 
  ability scores and modifiers down on his character sheet.
  Step 7
  As Adam applies his class, he has a number of things to 
  figure out. First, he starts by recording all of his initial 
  proficiencies, marking the appropriate boxes in the 
  Armor Class, Saving Throws, Weapon Proficiencies, Spell 
  Attack Roll, and Spell DCs areas of his sheet. Turning to 
  skills, he marks Nature as trained and notes that once he 
  picks his druid order, he’ll become trained in another skill 
  determined by that order. He then gets to choose three 
  more skills (if he had a higher Intelligence, he would have 
  gotten more). He decides on Athletics, Diplomacy, and 
  Medicine, marking all of them as trained. Next, he adds 
  the 8 Hit Points from the druid class and his Constitution 
  modifier of +3 to the 10 Hit Points from his dwarf 
  ancestry for an impressive 21 total Hit Points. 
  Moving on to class features, Adam marks down wild 
  empathy in the class feats and abilities area, as well as the 
  Shield Block feat in the bonus feats area. He makes note of 
  the anathema for being a druid and records Druidic in his 
  language section. Next, he looks through the druid orders 
  and decides upon the wild order, which gives him his final 
  trained skill (Intimidation), the ability to cast wild morph, 
  as well as the Wild Shape feat, which lets him cast a spell 
  to turn into an animal. He writes these spells in the focus 
  spell area of his character sheet and also notes that he has 
  1 Focus Point to use to cast these spells. 
  Finally, a druid can cast a limited number of primal 
  spells. Although he can change them every morning, Adam 
  is curious, and he turns to Chapter 7: Spells to decide 
  what spells he might cast. He jots down five cantrips and 
  two 1st-level spells and marks them as prepared.
  Step 8
  Next up, Adam turns to Chapter 6: Equipment. He’s 
  trained in medium armor, but since wearing metal armor is 
  anathema to druids, he chooses hide armor. For weapons, 
  he decides on a spear, but he buys two just in case he wants 
  to throw the first one. He writes all of these on the front of 
  his character sheet. Adam lists the spear under both melee 
  Strikes and ranged Strikes, and he also writes the claws he 
  gains from wild morph under his melee Strikes, because 
  he’s sure that he’ll be casting that spell a lot. He records the 
  rest of his gear in the Inventory section on the second page, 
  along with coin left over after buying his starting gear.
  Step 9
  Adam records all of the ability modifiers for Perception, 
  saving throws, Strikes, and skills. He then puts a “+3” in 
  the box marked Prof to indicate his proficiency bonus 
  for each statistic he’s trained in (1 for his level, plus 2 for 
  being trained) and "+5" in any that he is an expert. Then, 
  he adds up his modifiers for each statistic. 
  Step 10
  Finally, Adam fills out the final details of his character, 
  noting his neutral alignment and calculating his AC and 
  Bulk limits. Last but not least, he fills in some last-minute 
  information about his character and decides on a name. 
  Gar the dwarf druid is ready for his first adventure!
  Core Rulebook
  30
  
  Leveling Up
  The world of Pathfinder is a dangerous place, and your 
  character will face terrifying beasts and deadly traps on 
  their journey into legend. With each challenge resolved, 
  a character earns Experience Points (XP) that allow 
  them to increase in level. Each level grants greater skill, 
  increased resiliency, and new capabilities, allowing your 
  character to face even greater challenges and go on to 
  earn even more impressive rewards.
  Each time your character reaches 1,000 Experience 
  Points, their level increases by 1. On your character 
  sheet, indicate your character’s new level beside the 
  name of their class, and deduct 1,000 XP from their XP 
  total. If you have any Experience Points left after this, 
  record them—they count toward your next level, so your 
  character is already on their way to advancing yet again!
  Next, return to your character’s class entry. Increase 
  your character’s total Hit Points by the number indicated 
  for your class. Then, take a look at the class advancement 
  table and find the row for your character’s new level. 
  Your character gains all the abilities listed for that 
  level, including new abilities specific to your class and 
  additional benefits all characters gain as they level up. 
  For example, all characters gain four ability boosts at 5th 
  level and every 5 levels thereafter.
  You can find all the new abilities specific to your class, 
  including class feats, right in your class entry, though you 
  can also use class feats to take an archetype (page 219). 
  Your character’s class entry also explains how to apply 
  any ability boosts and skill increases your character gains. 
  If they gain an ancestry feat, head back to the entry for 
  your character’s ancestry in Chapter 2 and select another 
  ancestry feat from the list of options. If they gain a skill 
  increase, refer to Chapter 4 when deciding which skill 
  to apply it to. If they gain a general feat or a skill feat, 
  you can choose from the feats listed in Chapter 5. If they 
  can cast spells, see the class entry for details on adding 
  spell slots and spells. It’s also a good idea to review 
  your character’s spells in Chapter 7 and see if there are 
  heightened versions they can now cast. 
  Once you’ve made all your choices for your 
  character’s new level, be sure to go over your character 
  sheet and adjust any values that have changed. At a bare 
  minimum, your proficiency bonuses all increase by 1 
  because you’ve gained a level, so your AC, attack rolls, 
  Perception, saving throws, skill modifiers, spell attack 
  rolls, and class DC all increase by at least 1. You might 
  need to change other values because of skill increases, 
  ability boosts, or class features that either increase your 
  proficiency rank or increase other statistics at certain 
  levels. If an ability boost increases your character’s 
  Constitution modifier, recalculate their maximum Hit 
  Points using their new Constitution modifier (typically 
  this adds 1 Hit Point per level). If an ability boost 
  increases your character’s Intelligence modifier, they 
  become trained in an additional skill and language. 
  Some feats grant a benefit based on your level, such 
  as Toughness, and these benefits are adjusted whenever 
  you gain a level as well.
  You can perform the steps in the leveling-up process in 
  whichever order you want. For example, if you wanted 
  to take the skill feat Intimidating Prowess as your skill 
  feat at 10th level, but your character’s Strength score 
  was only 14, you could first increase their Strength score 
  to 16 using the ability boosts gained at 10th level, and 
  then take Intimidating Prowess as a skill feat at the 
  same level.
  Leveling-Up Checklist
  Every time you gain a level, make sure you do each of 
  the following:
  • Increase your level by 1 and subtract 1,000 XP 
  from your XP total. 
  • Increase your maximum Hit Points by the amount 
  listed in your class entry in Chapter 3.
  • Add class features from your class advancement 
  table, including ability boosts and skill increases. 
  • Select feats as indicated on your class advancement 
  table. For ancestry feats, see Chapter 2. For class 
  feats, see your class entry in Chapter 3. For general 
  feats and skill feats, see Chapter 5.
  • Add spells and spell slots if your class grants 
  spellcasting. See Chapter 7 for spells.
  • Increase all of your proficiency bonuses by 1 
  from your new level, and make other increases to 
  your proficiency bonuses as necessary from skill 
  increases or other class features. Increase any 
  other statistics that changed as a result of ability 
  boosts or other abilities.
  • Adjust bonuses from feats and other abilities that 
  are based on your level.
  Introduction
  1
  31
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Core Rulebook
  32
  
  Chapter 2: Ancestries & Backgrounds
  Your character’s ancestry determines which people they call their own, whether it’s diverse 
  and ambitious humans, insular but vivacious elves, traditionalist and family-focused 
  dwarves, or any of the other folk who call Golarion home. A character’s ancestry and their 
  experiences prior to their life as an adventurer—represented by a background—might be 
  key parts of their identity, shape how they see the world, and help them find their place in it.
  A character has one ancestry and one background, both 
  of which you select during character creation. You’ll also 
  select a number of languages for your character. Once 
  chosen, your ancestry and background can’t be changed.
  This chapter is divided into three parts:
  • Ancestries express the culture your character hails 
  from. Within many ancestries are heritages—
  subgroups that each have their own characteristics. 
  An ancestry provides ability boosts (and perhaps 
  ability flaws), Hit Points, ancestry feats, and 
  sometimes additional abilities.
  • Backgrounds, starting on page 60, describe training 
  or environments your character experienced 
  before becoming an adventurer. Your character’s 
  background provides ability boosts, skill training, 
  and a skill feat.
  • Languages, starting on page 65, let your character 
  communicate with the wonderful and weird 
  people and creatures of the world.
  Ancestry Entries
  Each entry includes details about the ancestry and 
  presents the rules elements described below (all of these 
  but heritages and ancestry feats are listed in a sidebar).
  Hit Points
  This tells you how many Hit Points your character gains 
  from their ancestry at 1st level. You’ll add the Hit Points 
  from your character’s class (including their Constitution 
  modifier) to this number. For more on calculating Hit 
  Points, see Step 7: Record Class Details, on page 25.
  Size
  This tells you the physical size of members of the ancestry. 
  Medium corresponds roughly to the height and weight 
  range of a human adult, and Small is roughly half that.
  Speed
  This entry lists how far a member of the ancestry can move 
  each time they spend an action (such as Stride) to do so.
  Ability Boosts
  This lists the ability scores you apply ability boosts to 
  when creating a character of this ancestry. Most ancestries 
  provide ability boosts to two specified ability scores, plus 
  a free ability boost that you can apply to any other score 
  of your choice. For more about ability boosts, see page 20.
  Ability Flaw
  This lists the ability score to which you apply an ability 
  flaw when creating a character of this ancestry. Most 
  ancestries, with the exception of humans, include an ability 
  flaw. For more about applying ability flaws, see page 20.
  Languages
  This tells you the languages that members of the ancestry 
  speak at 1st level. If your Intelligence modifier is +1 or 
  higher, you can select more languages from a list given 
  here. More about languages can be found on page 65.
  Traits
  These descriptors have no mechanical benefit, but they’re 
  important for determining how certain spells, effects, and 
  other aspects of the game interact with your character. 
  Special Abilities
  Any other entries in the sidebar represent abilities, senses, 
  and other qualities all members of the ancestry manifest. 
  These are omitted for ancestries with no special rules.
  Heritages
  You select a heritage at 1st level to reflect abilities passed 
  down to you from your ancestors or common among 
  those of your ancestry in the environment where you were 
  born or grew up. You have only one heritage and can’t 
  change it later. A heritage is not the same as a culture or 
  ethnicity, though some cultures or ethnicities might have 
  more or fewer members from a particular heritage.
  Ancestry Feats
  This section presents ancestry feats, which allow you to 
  customize your character. You gain your first ancestry 
  feat at 1st level, and you gain another at 5th level, 9th 
  level, 13th level, and 17th level, as indicated in the class 
  advancement table in the descriptions of each class. 
  Ancestry feats are organized by level. As a starting 
  character, you can choose from only 1st-level ancestry 
  feats, but later choices can be made from any feat of 
  your level or lower. These feats also sometimes list 
  prerequisites—requirements that your character must 
  fulfill to select that feat. 
  2
  33
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Dwarf
  Dwarves have a well-earned reputation as a stoic and stern people, ensconced within citadels 
  and cities carved from solid rock. While some see them as dour and humorless crafters of 
  stone and metal, dwarves and those who have spent time among them understand their 
  unbridled zeal for their work, caring far more about quality than quantity. To a stranger, 
  they can seem untrusting and clannish, but to their friends and family, they are warm and 
  caring, their halls filled with the sounds of laughter and hammers hitting anvils.
  If you want to play a character who is as hard as nails, 
  a stubborn and unrelenting adventurer, with a mix of 
  rugged toughness and deep wisdom—or at least dogged 
  conviction—you should play a dwarf.
  You Might...
  • Strive to uphold your personal honor, no matter 
  the situation.
  • Appreciate quality craftsmanship in all forms and 
  insist upon it for all your gear.
  • Don’t waver or back down once you’ve set your 
  mind to something.
  Others Probably...
  • See you as stubborn, though whether they see 
  this as an asset or a detriment changes from one 
  person to the next.
  • Assume you are an expert in matters related to 
  stonework, mining, precious metals, and gems.
  • Recognize the deep connection you have with your 
  family, heritage, and friends.
  Physical Description
  Dwarves are short and stocky, standing about a foot 
  shorter than most humans. They have wide, compact 
  bodies and burly frames. Dwarves of all genders pride 
  themselves on the length of their hair, which they often 
  braid into intricate patterns, some of which represent 
  specific clans. A long beard is a sign of masculinity and 
  honor among the dwarves, and thus a clean-shaven male 
  dwarf is considered weak, untrustworthy, or worse. 
  Dwarves typically reach physical adulthood around the 
  age of 25, though their traditionalist culture places more 
  value on completing coming of age ceremonies unique to 
  each clan than reaching a certain age. A typical dwarf can 
  live to around 350 years old.
  Society
  The ancient surface empire the dwarves once ruled fell 
  long ago, overwhelmed by orc and goblinoid enemies. 
  Today’s dwarves today retain many of the qualities that 
  propelled their people to greatness in ancient times: 
  fierceness, gumption, and stubbornness in endeavors 
  ranging from battle and craftsmanship to forging ties 
  with family and friends. 
  Dwarves are slow to trust those outside their kin, but 
  this wariness is not without reason. Dwarves have a long 
  history of forced exile from ancestral holds and struggles 
  against the depredations of savage foes, especially giants, 
  goblinoids, orcs, and the horrors that dwell deep below 
  the surface. While trust from a dwarf is hard-won, once 
  gained it is as strong as iron.
  Core Rulebook
  34
  
  While the distance between their mountain Sky Citadels can create vast cultural 
  divides between various dwarf clans, most dwarven societies share a number of 
  similarities. Nearly all dwarven peoples share a passion for stonework, metalwork, 
  and gem-cutting. Most are highly skilled at architecture and mining, and many share 
  a hatred of giants, orcs, and goblinoids.
  Few dwarves are seen without their clan dagger strapped to their belt. This dagger is 
  forged just before a dwarf’s birth and bears the gemstone of their clan. A parent uses this 
  dagger to cut the infant’s umbilical cord, making it the first weapon to taste their blood. 
  Alignment and Religion
  Dwarves tend to value honor and closely follow the traditions of their clans and 
  kingdoms. They have a strong sense of friendship and justice, though they are often 
  very particular about who they consider a friend. They work hard and play harder—
  especially when strong ale is involved.
  The typical dwarf is lawful good or lawful neutral and prefers to worship deities of 
  those alignments. Torag, god of dwarvenkind, is the dwarves’ primary deity, though 
  worship of Torag’s family members is also common.
  Names
  Dwarves honor their children with names taken from ancestors or dwarven 
  heroes, and it’s quite rare to invent a new name or to borrow a name from 
  another culture for a child. When introducing themselves, dwarves tend to 
  list their family and clan, plus any number of other familial connections and 
  honorifics. Dwarven names usually contain hard consonants and are rarely more 
  or fewer than two syllables.
  Sample NameS
  Agna, Bodill, Dolgrin, Edrukk, Grunyar, Ingra, Kazmuk, Kotri, Lupp, Morgrym, 
  Rogar, Rusilka, Torra, Yangrit
  Dwarf Heritages
  With their long family lines and hardy physiologies, dwarves take great pride in the 
  resilience their bloodlines provide. Choose one of the following dwarven heritages 
  at 1st level.
  Ancient-Blooded Dwarf
  Dwarven heroes of old could shrug off their enemies’ magic, and some of that 
  resistance manifests in you. You gain the Call on Ancient Blood reaction.
  CALL ON ANCIENT BLOOD �
  Trigger You attempt a saving throw against a magical effect, but you haven't rolled yet.
  Your ancestors’ innate resistance to magic surges, before slowly ebbing down. You gain a +1 
  circumstance bonus to the triggering saving throw and until the end of this turn.
  Death Warden Dwarf
  Your ancestors have been tomb guardians for generations, and the power they 
  cultivated to ward off necromancy has passed on to you. If you roll a success on a 
  saving throw against a necromancy effect, you get a critical success instead.
  Forge Dwarf
  You have a remarkable adaptation to hot environments from ancestors who inhabited 
  blazing deserts or volcanic chambers beneath the earth. This grants you fire resistance 
  equal to half your level (minimum 1), and you treat environmental heat effects as 
  if they were one step less extreme (incredible heat becomes extreme, extreme heat 
  becomes severe, and so on). 
  Hit Points
  10
  Size
  Medium
  Speed
  20 feet
  Ability Boosts
  Constitution
  Wisdom
  Free
  Ability Flaw
  Charisma
  Languages
  Common
  Dwarven
  Additional languages equal to 
  your Intelligence modifier (if it’s 
  positive). Choose from Gnomish, 
  Goblin, Jotun, Orcish, Terran, 
  Undercommon, and any other 
  languages to which you have 
  access (such as the languages 
  prevalent in your region).
  Traits
  Dwarf
  Humanoid
  Darkvision
  You can see in darkness and 
  dim light just as well as you can 
  see in bright light, though your 
  vision in darkness is in black 
  and white.
  2
  Ancestries & backgrounds
  35
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Rock Dwarf
  Your ancestors lived and worked among the great ancient 
  stones of the mountains or the depths of the earth. This 
  makes you solid as a rock when you plant your feet. You 
  gain a +2 circumstance bonus to your Fortitude or Reflex 
  DC against attempts to Shove or Trip you. This bonus 
  also applies to saving throws against spells or effects that 
  attempt to knock you prone.
  In addition, if any effect would force you to move 10 
  feet or more, you are moved only half the distance.
  Strong-Blooded Dwarf
  Your blood runs hearty and strong, and you can shake 
  off toxins. You gain poison resistance equal to half your 
  level (minimum 1), and each of your successful saving 
  throws against a poison affliction reduces its stage by 2, 
  or by 1 for a virulent poison. Each critical success against 
  an ongoing poison reduces its stage by 3, or by 2 for a 
  virulent poison. 
  Ancestry Feats
  At 1st level, you gain one ancestry feat, and you gain an 
  additional ancestry feat every 4 levels thereafter (at 5th, 
  9th, 13th, and 17th levels). As a dwarf, you select from 
  among the following ancestry feats.
  1ST LEVEL
  DWARVEN LORE 
  FEAT 1
  DWARF
  You eagerly absorbed the old stories and traditions of your 
  ancestors, your gods, and your people, studying in subjects 
  and techniques passed down for generation upon generation. 
  You gain the trained proficiency rank in Crafting and 
  Religion. If you would automatically become trained in one 
  of those skills (from your background or class, for example), 
  you instead become trained in a skill of your choice. You also 
  become trained in Dwarven Lore.
  DWARVEN WEAPON FAMILIARITY 
  FEAT 1
  DWARF
  Your kin have instilled in you an affinity for hard-hitting 
  weapons, and you prefer these to more elegant arms. You are 
  trained with the battle axe, pick, and warhammer.
  You also gain access to all uncommon dwarf weapons. For 
  the purpose of determining your proficiency, martial dwarf 
  weapons are simple weapons and advanced dwarf weapons 
  are martial weapons. 
  ROCK RUNNER 
  FEAT 1
  DWARF
  Your innate connection to stone makes you adept at moving 
  across uneven surfaces. You can ignore difficult terrain caused 
  by rubble and uneven ground made of stone and earth. 
  In addition, when you use the Acrobatics skill to Balance on 
  narrow surfaces or uneven ground made of stone or earth, you 
  aren’t flat-footed, and when you roll a success at one of these 
  Acrobatics checks, you get a critical success instead.
  STONECUNNING 
  FEAT 1
  DWARF
  You have a knack for noticing even small inconsistencies and 
  craftsmanship techniques in the stonework around you. You 
  gain a +2 circumstance bonus to Perception checks to notice 
  unusual stonework. This bonus applies to checks to discover 
  mechanical traps made of stone or hidden within stone.
  If you aren’t using the Seek action or searching, the GM 
  automatically rolls a secret check for you to notice unusual 
  stonework anyway. This check doesn’t gain the circumstance 
  bonus, and it takes a –2 circumstance penalty.
  UNBURDENED IRON 
  FEAT 1
  DWARF
  You’ve learned techniques first devised by your ancestors 
  during their ancient wars, allowing you to comfortably wear 
  massive suits of armor. Ignore the reduction to your Speed 
  from any armor you wear.
  In addition, any time you’re taking a penalty to your Speed 
  from some other reason (such as from the encumbered 
  condition or from a spell), deduct 5 feet from the penalty. 
  For example, the encumbered condition normally gives a 
  –10-foot penalty to Speed, but it gives you only a –5-foot 
  penalty. If your Speed is taking multiple penalties, pick only 
  one penalty to reduce.
  VENGEFUL HATRED 
  FEAT 1
  DWARF
  You heart aches for vengeance against those who have 
  wronged your people. Choose one of the following dwarven 
  ancestral foes when you gain Vengeful Hatred: drow, duergar, 
  giant, or orc. You gain a +1 circumstance bonus to damage 
  with weapons and unarmed attacks against creatures with 
  that trait. If your attack would deal more than one weapon die 
  of damage (as is common at higher levels than 1st), the bonus 
  is equal to the number of weapon dice or unarmed attack dice.
  In addition, if a creature critically succeeds at an attack 
  against you and deals damage to you, you gain your bonus 
  to damage against that creature for 1 minute regardless of 
  whether it has the chosen trait.
  Special Your GM can add appropriate creature traits to the 
  ancestral foes list if your character is from a community that 
  commonly fights other types of enemies.
  5TH LEVEL
  BOULDER ROLL � 
  FEAT 5
  DWARF
  Prerequisites Rock Runner
  Your dwarven build allows you to push foes around, just like 
  Core Rulebook
  36
  
  a mighty boulder tumbles through a subterranean cavern. Take a Step into the square of 
  a foe that is your size or smaller, and the foe must move into the empty space directly 
  behind it. The foe must move even if doing so places it in harm’s way. The foe can attempt 
  a Fortitude saving throw against your Athletics DC to block your Step. If the foe attempts 
  this saving throw, unless it critically succeeds, it takes bludgeoning damage equal to your 
  level plus your Strength modifier.
  If the foe can’t move into an empty space (if it is surrounded by solid objects or other 
  creatures, for example), your Boulder Roll has no effect.
  DWARVEN WEAPON CUNNING 
  FEAT 5
  DWARF
  Prerequisites Dwarven Weapon Familiarity
  You’ve learned cunning techniques to get the best effects out of your dwarven weapons. 
  Whenever you critically hit using a battle axe, pick, warhammer, or a dwarf weapon, you 
  apply the weapon’s critical specialization effect. 
  9TH LEVEL
  MOUNTAIN’S STOUTNESS 
  FEAT 9
  DWARF
  Your hardiness lets you withstand more punishment than most before going down. 
  Increase your maximum Hit Points by your level. You also decrease the DC of recovery 
  checks when you have the dying condition by 1.
  If you also have the Toughness feat, the Hit Points gained from it and this feat 
  are cumulative, and you decrease the DC of recovery 
  checks by 4.
  STONEWALKER 
  FEAT 9
  DWARF
  You have a deep reverence for and connection 
  to stone. You gain meld into stone as a 3rd-level 
  divine innate spell that you can cast once 
  per day.
  If you have the Stonecunning dwarf ancestry 
  feat, you can attempt to find unusual stonework and 
  stonework traps that require legendary proficiency 
  in Perception. If you have both Stonecunning and 
  legendary proficiency in Perception, when 
  you’re not Seeking and the GM rolls a secret 
  check for you to notice unusual stonework, 
  you keep the bonus from Stonecunning and 
  don’t take the –2 circumstance penalty.
  13TH LEVEL
  DWARVEN WEAPON EXPERTISE 
  FEAT 13
  DWARF
  Prerequisites Dwarven Weapon Familiarity
  Your dwarven affinity blends with your training, 
  granting you great skill with dwarven weapons. 
  Whenever you gain a class feature that grants you 
  expert or greater proficiency in certain weapons, you also 
  gain that proficiency for battle axes, picks, warhammers, 
  and all dwarven weapons in which you are trained.
  DWARVEN  
  ADVENTURERS
  Dwarven adventurers tend to 
  work as treasure hunters or 
  sellswords. They often leave their 
  citadels and subterranean cities 
  in search of wealth to enrich their 
  homeland or to reclaim long-lost 
  dwarven treasures or lands taken 
  by the enemies of their kin.
  Typical dwarven backgrounds 
  include acolyte, artisan, merchant, 
  miner, and warrior. Dwarves excel 
  at many of the martial classes, 
  such as barbarian, fighter, monk, 
  and ranger, but they also make 
  excellent clerics and druids.
  2
  Ancestries & backgrounds
  37
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Elf
  As an ancient people, elves have seen great change and have the perspective that can 
  come only from watching the arc of history. After leaving the world in ancient times, they 
  returned to a changed land, and they still struggle to reclaim their ancestral homes, most 
  notably from terrible demons that have invaded parts of their lands. To some, the elves 
  are objects of awe—graceful and beautiful, with immense talent and knowledge. Among 
  themselves, however, the elves place far more importance on personal freedom than on 
  living up to these ideals.
  hair, or mannerisms that reflect the environment 
  in which you live.
  Others Probably...
  • Focus on your appearance, either admiring 
  your grace or treating you as if you’re 
  physically fragile.
  • Assume you practice archery, cast 
  spells, fight demons, and have perfected 
  one or more fine arts.
  Elves combine otherworldly grace, sharp intellect, 
  and mysterious charm in a way that is practically 
  magnetic to members of other ancestries. They 
  are often voraciously intellectual, though their 
  studies delve into a level of detail 
  that most shorter-lived peoples 
  find excessive or inefficient. 
  Valuing kindness and beauty, 
  elves ever strive to improve 
  their manners, appearance, 
  and culture.
  Elves are often rather 
  private people, steeped in 
  the secrets of their groves and 
  kinship groups. They’re slow to 
  build friendships outside their 
  kinsfolk, but for a specific reason: 
  they subtly and deeply attune 
  to their environment and their 
  companions. There’s a physical 
  element to this attunement, but 
  it 
  isn’t 
  only 
  superficial. 
  Elves 
  who 
  spend 
  their 
  lives 
  among 
  shorter-lived peoples often develop 
  a skewed perception of their own 
  mortality and tend to become 
  morose after watching generation 
  after generation of companions 
  age and die. These elves are called 
  the Forlorn.
  If you want a character who is 
  magical, mystical, and mysterious, 
  you should play an elf.
  You Might...
  • Carefully 
  curate 
  your 
  relationships with people 
  with shorter lifespans, either 
  keeping a careful emotional 
  distance or resigning yourself 
  to outliving them.
  • Adopt specialized or obscure interests 
  simply for the sake of mastering them.
  • Have features such as eye color, skin tone, 
  • Worry that you privately look down on 
  them, or feel like you’re condescending 
  and aloof.
  Physical Description
  While generally taller than humans, elves 
  possess a fragile grace, accentuated by 
  long features and sharply pointed ears. 
  Their eyes are wide and almond-shaped, 
  featuring large and vibrant-colored 
  pupils that make up the entire visible 
  portion of the eye. These pupils give 
  them an alien look and allow them to see 
  sharply even in very little light. 
  Elves 
  gradually 
  adapt 
  to 
  their 
  environment and their companions, 
  and they often take on physical traits 
  reflecting their surroundings. An elf who 
  has dwelled in primeval forests for centuries, 
  for example, might exhibit verdant hair and 
  gnarled fingers, while one who’s lived in a 
  desert might have golden pupils and skin. 
  Elven fashion, like the elves themselves, tends 
  Core Rulebook
  38
  
  to reflect their surroundings. Elves living in the forests and other wilderness locales 
  wear clothing that plays off the terrain and flora of their homes, while those who live 
  in cities tend to wear the latest fashions.
  Elves reach physical adulthood around the age of 20, though they aren’t 
  considered to be fully emotionally mature by other elves until closer to the passing 
  of their first century, once they’ve experienced more, held several occupations, and 
  outlived a generation of shorter-lived people. A typical elf can live to around 600 
  years old.
  Society
  Elven culture is deep, rich, and on the decline. Their society peaked millennia ago, 
  long before they fled the world to escape a great calamity. They’ve since returned, 
  but rebuilding is no easy task. Their inborn patience and intellectual curiosity make 
  elves excellent sages, philosophers, and wizards, and their societies are built upon 
  their inherent sense of wonder and knowledge. Elven architecture displays their deep 
  appreciation of beauty, and elven cities are wondrous works of art.
  Elves hold deeply seated ideals of individualism, allowing each elf to explore 
  multiple occupations before alighting on a particular pursuit or passion that suits 
  her best. Elves bear notorious grudges against rivals, which the elves call ilduliel, but 
  these antagonistic relationships can sometimes blossom into friendships over time. 
  Alignment and Religion
  Elves are often emotional and capricious, yet they hold high ideals close to their 
  hearts. As such, many are chaotic good. They prefer deities who share their love of 
  all things mystic and artistic. Desna and Shelyn are particular favorites, the former 
  for her sense of wonder and the latter for her appreciation of artistry. Calistria is the 
  most notorious of elven deities, as she represents many of the elven ideals taken to 
  the extreme.
  Names
  An elf keeps their personal name secret among their family, while giving a nickname 
  when meeting other people. This nickname can change over time, due to events in 
  the elf’s life or even on a whim. A single elf might be known by many names by 
  associates of different ages and regions. Elven names consist of multiple syllables and 
  are meant to flow lyrically—at least in the Elven tongue. They so commonly end in 
  “-el” or “-ara” that other cultures sometimes avoid names ending in these syllables 
  to avoid sounding too elven.
  Sample NameS
  Aerel, Amrunelara, Caladrel, Dardlara, Faunra, Heldalel, Jathal, Lanliss, Oparal, 
  Seldlon, Soumral, Talathel, Tessara, Variel, Yalandlara, Zordlon
  Elf Heritages
  Elves live long lives and adapt to their environment after dwelling there for a long 
  time. Choose one of the following elven heritages at 1st level.
  Arctic Elf
  You dwell deep in the frozen north and have gained incredible resilience against cold 
  environments, granting you cold resistance equal to half your level (minimum 1). You 
  treat environmental cold effects as if they were one step less extreme (incredible cold 
  becomes extreme, extreme cold becomes severe, and so on).
  Cavern Elf
  You were born or spent many years in underground tunnels or caverns where light 
  is scarce. You gain darkvision.
  Hit Points
  6
  Size
  Medium
  Speed
  30 feet
  Ability Boosts
  Dexterity
  Intelligence
  Free
  Ability Flaw
  Constitution
  Languages
  Common
  Elven
  Additional languages equal to 
  your Intelligence modifier (if it’s 
  positive). Choose from Celestial, 
  Draconic, Gnoll, Gnomish, 
  Goblin, Orcish, Sylvan, and 
  any other languages to which 
  you have access (such as 
  the languages prevalent in 
  your region).
  Traits
  Elf
  Humanoid
  Low-Light Vision
  You can see in dim light as 
  though it were bright light, 
  so you ignore the concealed 
  condition due to dim light.
  2
  Ancestries & backgrounds
  39
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Seer Elf
  You have an inborn ability to detect and understand 
  magical phenomena. You can cast the detect magic cantrip 
  as an arcane innate spell at will. A cantrip is heightened to 
  a spell level equal to half your level rounded up.
  In addition, you gain a +1 circumstance bonus to 
  checks to Identify Magic and to Decipher Writing of 
  a magical nature. These skill actions typically use the 
  Arcana, Nature, Occultism, or Religion skill.
  Whisper Elf
  Your ears are finely tuned, able to detect even the slightest 
  whispers of sound. As long as you can hear normally, you 
  can use the Seek action to sense undetected creatures in 
  a 60-foot cone instead of a 30-foot cone. You also gain 
  a +2 circumstance bonus to locate undetected creatures 
  that you could hear within 30 feet with a Seek action. 
  Woodland Elf
  You’re adapted to life in the forest or the deep jungle, 
  and you know how to climb trees and use foliage to your 
  advantage. When Climbing trees, vines, and other foliage, 
  you move at half your Speed on a success and at full 
  Speed on a critical success (and you move at full Speed 
  on a success if you have Quick Climb). This doesn’t affect 
  you if you’re using a climb Speed.
  You can always use the Take Cover action when you 
  are within forest terrain to gain cover, even if you’re not 
  next to an obstacle you can Take Cover behind.
  Ancestry Feats
  At 1st level, you gain one ancestry feat, and you gain an 
  additional ancestry feat every 4 levels thereafter (at 5th, 
  9th, 13th, and 17th levels). As an elf, you select from 
  among the following ancestry feats.
  1ST LEVEL
  ANCESTRAL LONGEVITY 
  FEAT 1
  ELF
  Prerequisites at least 100 years old
  You have accumulated a vast array of lived knowledge over 
  the years. During your daily preparations, you can reflect 
  upon your life experiences to gain the trained proficiency 
  rank in one skill of your choice. This proficiency lasts until 
  you prepare again. Since this proficiency is temporary, you 
  can’t use it as a prerequisite for a skill increase or a permanent 
  character option like a feat.
  ELVEN LORE 
  FEAT 1
  ELF
  You’ve studied in traditional elven arts, learning about 
  arcane magic and the world around you. You gain the 
  trained proficiency rank in Arcana and Nature. If you would 
  automatically become trained in one of those skills (from 
  your background or class, for example), you instead become 
  trained in a skill of your choice. You also become trained in 
  Elven Lore.
  ELVEN WEAPON FAMILIARITY 
  FEAT 1
  ELF
  You favor bows and other elegant weapons. You are trained 
  with longbows, composite longbows, longswords, rapiers, 
  shortbows, and composite shortbows.
  In addition, you gain access to all uncommon elf weapons. 
  For the purpose of determining your proficiency, martial elf 
  weapons are simple weapons and advanced elf weapons are 
  martial weapons. 
  FORLORN 
  FEAT 1
  ELF
  Watching your friends age and die fills you with moroseness 
  that protects you against harmful emotions. You gain a +1 
  circumstance bonus to saving throws against emotion effects. 
  If you roll a success on a saving throw against an emotion 
  effect, you get a critical success instead.
  NIMBLE ELF 
  FEAT 1
  ELF
  Your muscles are tightly honed. Your Speed increases by 5 feet. 
  OTHERWORLDLY MAGIC 
  FEAT 1
  ELF
  Your elven magic manifests as a simple arcane spell, even if 
  you aren’t formally trained in magic. Choose one cantrip from 
  the arcane spell list (page 307). You can cast this cantrip as an 
  arcane innate spell at will. A cantrip is heightened to a spell 
  level equal to half your level rounded up. 
  UNWAVERING MIEN 
  FEAT 1
  ELF
  Your mystic control and meditations allow you to resist 
  external influences upon your consciousness. Whenever you 
  are affected by a mental effect that lasts at least 2 rounds, you 
  can reduce the duration by 1 round.
  You still require natural sleep, but you treat your saving 
  throws against effects that would cause you to fall asleep as 
  one degree of success better. This protects only against sleep 
  effects, not against other forms of falling unconscious.
  5TH LEVEL
  AGELESS PATIENCE 
  FEAT 5
  ELF
  You work at a pace born from longevity that enhances your 
  thoroughness. You can voluntarily spend twice as much 
  time as normal on a Perception check or skill check to gain 
  a +2 circumstance bonus to that check. You also don’t treat 
  a natural 1 as worse than usual on these checks; you get a 
  Core Rulebook
  40
  
  critical failure only if your result is 10 lower than the DC. For example, you could get these 
  benefits if you spent 2 actions to Seek, which normally takes 1 action. You can get these 
  benefits during exploration by taking twice as long exploring as normal, or in downtime by 
  spending twice as much downtime.
  The GM might determine a situation doesn’t grant you a benefit if a delay would 
  be directly counterproductive to your success, such as a tense negotiation with an 
  impatient creature.
  ELVEN WEAPON ELEGANCE 
  FEAT 5
  ELF
  Prerequisites Elven Weapon Familiarity
  You are attuned to the weapons of your elven ancestors and are particularly deadly when 
  using them. Whenever you critically hit using an elf weapon or one of the weapons listed in 
  Elven Weapon Familiarity, you apply the weapon’s critical specialization effect.
  9TH LEVEL
  ELF STEP �  
  FEAT 9
  ELF
  You move in a graceful dance, and even your steps are broad. You Step 5 feet twice.
  EXPERT LONGEVITY 
  FEAT 9
  ELF
  Prerequisites Ancestral Longevity
  You’ve continued to refine the knowledge and skills you’ve gained through 
  your life. When you choose a skill in which to become trained with 
  Ancestral Longevity, you can also choose a skill in which you are already 
  trained and become an expert in that skill. This lasts until your Ancestral 
  Longevity expires.
  When the effects of Ancestral Longevity and Expert Longevity expire, you can 
  retrain one of your skill increases. The skill increase you gain from this retraining must 
  either make you trained in the skill you chose with Ancestral Longevity or make you an 
  expert in the skill you chose with Expert Longevity.
  13TH LEVEL
  UNIVERSAL LONGEVITY � 
  FEAT 13
  ELF
  Prerequisites Expert Longevity
  Frequency once per day
  You’ve perfected your ability to keep up with all the skills you’ve learned over your long 
  life, so you’re almost never truly untrained at a skill. You reflect on your life experiences, 
  changing the skills you selected with Elven Longevity and Expert Longevity.
  ELVEN WEAPON EXPERTISE 
  FEAT 13
  ELF
  Prerequisites Elven Weapon Familiarity
  Your elven affinity blends with your class training, granting you 
  great skill with elven weapons. Whenever you gain a class 
  feature that grants you expert or greater proficiency 
  in certain weapons, you also gain that proficiency in 
  longbows, composite longbows, longswords, rapiers, 
  shortbows, composite shortbows, and all elf weapons 
  in which you are trained.
  ELVEN ADVENTURERS
  Many elves adventure to find 
  beauty and discover new 
  things. Typical backgrounds 
  for an elf include emissary, 
  hunter, noble, scholar, or scout. 
  Elves often become rangers or 
  rogues, taking advantage of 
  their dexterity, or alchemists 
  or wizards, exploring their 
  intellectual curiosity.
  2
  Ancestries & backgrounds
  41
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Gnome
  Long ago, early gnome ancestors emigrated from the First World, realm of the fey. While 
  it’s unclear why the first gnomes wandered to Golarion, this lineage manifests in modern 
  gnomes as bizarre reasoning, eccentricity, obsessive tendencies, and what some see as 
  naivete. These qualities are further reflected in their physical characteristics, such as 
  spindly limbs, brightly colored hair, and childlike and extremely expressive facial features 
  that further reflect their otherworldly origins.
  Always hungry for new experiences, gnomes constantly 
  wander both mentally and physically, attempting to stave 
  off a terrible ailment that threatens all of their people. 
  This affliction—the Bleaching—strikes gnomes who 
  fail to dream, innovate, and take in new experiences, 
  in the gnomes’ absence of crucial magical essence 
  from the First World. Gnomes latch onto a source of 
  localized magic where they live, typically primal magic, 
  as befits their fey lineage, but this isn’t enough to avoid 
  the Bleaching unless they supplement this magic with 
  new experiences. The Bleaching slowly drains the 
  color—literally—from gnomes, and it plunges those 
  affected into states of deep depression that eventually 
  claim their lives. Very few gnomes survive 
  this scourge, becoming deeply morose 
  and wise survivors known 
  as bleachlings. 
  If you want a character with boundless enthusiasm 
  and an alien, fey outlook on morality and life, you should 
  play a gnome.
  You Might...
  • Embrace learning and hop from one area of study 
  to another without warning.
  • Rush into action before fully taking stock of the 
  entire situation.
  • Speak, think, and move quickly, and lose patience 
  with those who can’t keep up.
  Others Probably...
  • Appreciate your enthusiasm and the energy with 
  which you approach new situations.
  • Struggle to understand your motivations or adapt 
  to your rapid changes of direction.
  • See you as unpredictable, flighty, unreliable, or 
  even reckless.
  Physical Description
  Most gnomes stand just over 3 feet in height and weigh 
  little more than a human child. They exhibit a wide 
  range of natural skin, hair, and eye colors. For gnomes 
  that haven’t begun the Bleaching, nearly any hair and 
  eye color other than white is possible, with vibrant 
  colors most frequent, while skin tones span a slightly 
  narrower spectrum and tend toward earthy tones and 
  pinkish hues, though occasionally green, black, or pale 
  blue. Gnomes’ large eyes and dense facial muscles allow 
  them to be particularly expressive in their emotions.
  Gnomes typically reach physical maturity at the age 
  of 18, though many gnomes maintain a childlike 
  curiosity about the world even into adulthood. 
  A gnome can theoretically live to any age if 
  she can stave off the Bleaching indefinitely, 
  but in practice gnomes rarely live longer than 
  around 400 years.
  Society
  While most gnomes adopt some of the cultural 
  practices of the region in which they live, they tend 
  to pick and choose, adjusting their communities to 
  fit their own fey logic. This often leads to majority 
  gnome communities eventually consisting almost entirely 
  Core Rulebook
  42
  
  of gnomes, as other people, bewildered by gnomish political decisions, choose to 
  move elsewhere. Gnomes have little culture that they would consider entirely their 
  own. No gnome kingdoms or nations exist on the surface of Golarion, and gnomes 
  wouldn’t know what to do with such a state if they had one. 
  By necessity, few gnomes marry for life, instead allowing relationships to run their 
  course before amicably moving on, the better to stave off the Bleaching with new 
  experiences. Though gnome families tend to be small, many gnome communities 
  raise children communally, with fluid family boundaries. As adults depart the 
  settlement, unrelated adolescents sometimes tag along, creating adopted families to 
  journey together.
  Alignment and Religion
  Though gnomes are impulsive tricksters with inscrutable motives and confusing 
  methods, many at least attempt to make the world a better place. They are prone to 
  fits of powerful emotion, and they are often good but rarely lawful. Gnomes most 
  commonly worship deities that value individuality and nature, such as Cayden 
  Cailean, Desna, Gozreh, and Shelyn.
  Names
  Gnome names can get quite complex and polysyllabic. They have little interest in 
  familial names, and most children receive their names purely on a parent’s whim. 
  Gnomes rarely concern themselves with how easy their names are to pronounce, 
  and they often go by shorter nicknames. Some even collect and chronicle 
  these nicknames. Among gnomes, the shorter the name, the more feminine it’s 
  considered to be.
  Sample NameS
  Abroshtor, Bastargre, Besh, Fijit, Halungalom, Krolmnite, Neji, Majet, Pai, 
  Poshment, Queck, Trig, Zarzuket, Zatqualmie
  Gnome Heritages
  A diverse collection of oddballs, gnomes have all sorts of peculiar strains among 
  their bloodlines. Choose one of the following gnome heritages at 1st level.
  Chameleon Gnome
  The color of your hair and skin is mutable, possibly due to latent magic. You can 
  slowly change the vibrancy and the exact color, and the coloration can be different 
  across your body, allowing you to create patterns or other colorful designs. It takes 
  a single action for minor localized shifts and up to an hour for dramatic shifts 
  throughout your body. While you’re asleep, the colors shift on their own in tune 
  with your dreams, giving you an unusual coloration each morning. When you’re in 
  an area where your coloration is roughly similar to the environment (for instance, 
  forest green in a forest), you can use the single action to make minor localized 
  shifts designed to help you blend into your surroundings. This grants you a +2 
  circumstance bonus to Stealth checks until your surroundings shift in coloration 
  or pattern.
  Fey-touched Gnome
  The blood of the fey is so strong within you that you’re truly one of them. You gain 
  the fey trait, in addition to the gnome and humanoid traits. Choose one cantrip 
  from the primal spell list (page 314). You can cast this spell as a primal innate spell 
  at will. A cantrip is heightened to a spell level equal to half your level rounded up. 
  You can change this cantrip to a different one from the same list once per day by 
  meditating to realign yourself with the First World; this is a 10-minute activity that 
  has the concentrate trait. 
  2
  Ancestries & backgrounds
  43
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  Hit Points
  8
  Size
  Small
  Speed
  25 feet
  Ability Boosts
  Constitution
  Charisma
  Free
  Ability Flaw
  Strength
  Languages
  Common
  Gnomish
  Sylvan
  Additional languages equal to 
  your Intelligence modifier (if it’s 
  positive). Choose from Draconic, 
  Dwarven, Elven, Goblin, Jotun, 
  Orcish, and any other languages 
  to which you have access (such 
  as the languages prevalent in 
  your region).
  Traits
  Gnome
  Humanoid
  Low-Light Vision
  You can see in dim light as 
  though it were bright light, 
  and you ignore the concealed 
  condition due to dim light.
  
  Sensate Gnome
  You see all colors as brighter, hear all sounds as richer, 
  and especially smell all scents with incredible detail. 
  You gain a special sense: imprecise scent with a range of 
  30 feet. This means you can use your sense of smell to 
  determine the exact location of a creature (as explained 
  on page 465). The GM will usually double the range if 
  you’re downwind from the creature or halve the range 
  if you’re upwind.
  In addition, you gain a +2 circumstance bonus to 
  Perception checks whenever you’re trying to locate an 
  undetected creature that is within the range of your scent.
  Umbral Gnome
  Whether from a connection to dark or shadowy fey, 
  from the underground deep gnomes also known as 
  svirfneblin, or another source, you can see in complete 
  darkness. You gain darkvision.
  Wellspring Gnome
  Some other source of magic has a greater hold on 
  you than the primal magic of your fey lineage does. 
  This connection might come from an occult plane 
  or an ancient occult song; a deity, celestial, or fiend; 
  magical effluent left behind by a mage war; or ancient 
  rune magic.
  Choose arcane, divine, or occult. You gain one 
  cantrip from that magical tradition’s spell list (pages 
  307–315). You can cast this spell as an innate spell 
  at will, as a spell of your chosen tradition. A cantrip 
  is heightened to a spell level equal to half your level 
  rounded up. Whenever you gain a primal innate spell 
  from a gnome ancestry feat, change its tradition from 
  primal to your chosen tradition.
  Ancestry Feats
  At 1st level, you gain one ancestry feat, and you gain an 
  additional ancestry feat every 4 levels thereafter (at 5th, 
  9th, 13th, and 17th level). As a gnome, you select from 
  among the following ancestry feats.
  1ST LEVEL
  ANIMAL ACCOMPLICE 
  FEAT 1
  GNOME
  You build a rapport with an animal, which becomes magically 
  bonded to you. You gain a familiar using the rules on page 
  217. The type of animal is up to you, but most gnomes choose 
  animals with a burrow Speed. 
  BURROW ELOCUTIONIST 
  FEAT 1
  GNOME
  You recognize the chittering of ground creatures as its own 
  peculiar language. You can ask questions of, receive answers 
  from, and use the Diplomacy skill with animals that have a 
  burrow Speed, such as badgers, ground squirrels, moles, and 
  prairie dogs. The GM determines which animals count for 
  this ability.
  FEY FELLOWSHIP 
  FEAT 1
  GNOME
  Your enhanced fey connection affords you a warmer reception 
  from creatures of the First World as well as tools to foil their 
  tricks. You gain a +2 circumstance bonus to both Perception 
  checks and saving throws against fey.
  In addition, whenever you meet a fey creature in a social 
  situation, you can immediately attempt a Diplomacy check to 
  Make an Impression on that creature rather than needing to 
  converse for 1 minute. You take a –5 penalty to the check. 
  If you fail, you can engage in 1 minute of conversation and 
  attempt a new check at the end of that time rather than 
  accepting the failure or critical failure result.
  Special If you have the Glad-Hand skill feat, you don’t take 
  the penalty on your immediate Diplomacy check if the target 
  is a fey.
  FIRST WORLD MAGIC 
  FEAT 1
  GNOME
  Your connection to the First World grants you a primal innate 
  spell, much like those of the fey. Choose one cantrip from the 
  primal spell list (page 314). You can cast this spell as a primal 
  innate spell at will. A cantrip is heightened to a spell level 
  equal to half your level rounded up. 
  GNOME OBSESSION 
  FEAT 1
  GNOME
  You might have a flighty nature, but when a topic captures 
  your attention, you dive into it headfirst. Pick a Lore skill. You 
  gain the trained proficiency rank in that skill. At 2nd level, 
  you gain expert proficiency in the chosen Lore as well as the 
  Lore granted by your background, if any. At 7th level you gain 
  master proficiency in these Lore skills, and at 15th level you 
  gain legendary proficiency in them.
  GNOME WEAPON FAMILIARITY 
  FEAT 1
  GNOME
  You favor unusual weapons tied to your people, such as blades 
  with curved and peculiar shapes. You are trained with the 
  glaive and kukri.
  In addition, you gain access to all uncommon gnome 
  weapons. For the purpose of determining your proficiency, 
  martial gnome weapons are simple weapons and advanced 
  gnome weapons are martial weapons. 
  ILLUSION SENSE 
  FEAT 1
  GNOME
  Your ancestors spent their days cloaked and cradled in 
  illusions, and as a result, sensing illusion magic is second 
  nature to you. You gain a +1 circumstance bonus to both 
  Perception checks and Will saves against illusions. 
  Core Rulebook
  44
  
  When you come within 10 feet of an illusion that can be disbelieved, the GM rolls a secret 
  check for you to disbelieve it, even if you didn’t spend an action to Interact with the illusion.
  5TH LEVEL
  ANIMAL ELOCUTIONIST 
  FEAT 5
  GNOME
  Prerequisites Burrow Elocutionist
  You hear animal sounds as conversations instead of unintelligent noise, and can respond in turn. 
  You can speak to all animals, not just animals with a burrow Speed. You gain a +1 circumstance 
  bonus to Make an Impression on animals (which usually uses the Diplomacy skill). 
  ENERGIZED FONT � 
  FEAT 5
  GNOME
  Prerequisites focus pool, at least one innate spell from a gnome heritage or ancestry feat that 
  shares a tradition with at least one of your focus spells
  Frequency once per day
  The magic within you provides increased energy you can use to focus. You regain 1 Focus 
  Point, up to your usual maximum. 
  GNOME WEAPON INNOVATOR 
  FEAT 5
  GNOME
  Prerequisites Gnome Weapon Familiarity
  You produce outstanding results when wielding unusual weapons. Whenever you 
  critically hit using a glaive, kukri, or gnome weapon, you apply the weapon’s 
  critical specialization effect.
  9TH LEVEL
  FIRST WORLD ADEPT 
  FEAT 9
  GNOME
  Prerequisites at least one primal innate spell
  Over time your fey magic has grown stronger. You gain faerie fire and invisibility as 
  2nd-level primal innate spells. You can cast each of these 
  primal innate spells once per day.
  VIVACIOUS CONDUIT 
  FEAT 9
  GNOME
  Your connection to the First World has grown, and 
  its positive energy flows into you rapidly. If you rest 
  for 10 minutes, you gain Hit Points equal to your Constitution 
  modifier × half your level. This is cumulative with any healing you 
  receive from Treat Wounds.
  13TH LEVEL
  GNOME WEAPON EXPERTISE 
  FEAT 13
  GNOME
  Prerequisites Gnome Weapon Familiarity
  Your gnome affinity blends with your class training, granting you great skill with gnome 
  weapons. Whenever you gain a class feature that grants you expert or greater proficiency 
  in a given weapon or weapons, you also gain that proficiency in the glaive, kukri, and all 
  gnome weapons in which you are trained.
  GNOME ADVENTURERS
  Adventure is not so much a 
  choice as a necessity for most 
  gnomes. Adventuring gnomes 
  often claim mementos, allowing 
  them to remember and relive 
  their most exciting stories.
  Gnomes often consider the 
  entertainer, merchant, or nomad 
  backgrounds. In addition, the 
  animal whisperer, barkeep, 
  gambler, and tinker backgrounds 
  are particularly appropriate.
  Gnomes’ connection to magic 
  makes spellcasting classes 
  particularly thematic for you, 
  especially classes that match the 
  tradition of your primal innate 
  spells, such as druid or primal 
  sorcerer, though wellspring 
  gnomes might choose others.
  2
  Ancestries & backgrounds
  45
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Goblins have a reputation as simple creatures who love 
  songs, fire, and eating disgusting things and who hate 
  reading, dogs, and horses—and there are a great many 
  for whom this description fits perfectly. However, great 
  changes have come to goblinkind, and more and more 
  goblins resist conformity to these stereotypes. Even among 
  goblins that are more worldly, many still exemplify their 
  old ways in some small manner, just to a more sensible 
  degree. Some goblins remain deeply fascinated with fire or 
  fearlessly devour a meal that might turn others’ stomachs. 
  Others are endless tinkerers and view their companions’ 
  trash as the components of gadgets yet to be made.
  Though goblins’ culture has splintered radically, their 
  reputation has changed little. As such, goblins who travel 
  to larger cities are frequently subjected to derision, and 
  many work twice as hard at proving their worth.
  If you want a character who is eccentric, enthusiastic, 
  and fun-loving, you should play a goblin.
  You Might...
  • Strive to prove that you have a place among other 
  civilized peoples, perhaps even to yourself.
  • Fight tooth and nail—sometimes literally—to 
  protect yourself and your friends from danger.
  • Lighten the heavy emotional burdens others carry 
  (and amuse yourself) with antics and pranks.
  Others Probably...
  • Work to ensure you don’t accidentally (or 
  intentionally) set too many things on fire.
  • Assume you can’t—or won’t—read.
  • Wonder how you survive given your ancestry’s 
  typical gastronomic choices, reckless behavior, 
  and love of fire.
  Physical Description
  Goblins are stumpy humanoids with large bodies, 
  scrawny limbs, and massively oversized heads with large 
  ears and beady red eyes. Their skin ranges from green to 
  gray to blue, and they often bear scars, boils, and rashes. 
  Goblins average 3 feet tall. Most are bald, with little 
  or no body hair. Their jagged teeth fall out and regrow 
  constantly, and their fast metabolism means they eat 
  constantly and nap frequently. Mutations are also more 
  common among goblins than other peoples, and goblins 
  usually view particularly salient mutations as a sign of 
  power or fortune. 
  Goblins reach adolescence by the age of 3 and adulthood 
  4 or 5 years later. Goblins can live 50 years or more, 
  but without anyone to protect them from each other or 
  themselves, few live past 20 years of age.
  Society
  Goblins tend to flock to strong leaders, forming small 
  tribes. These tribes rarely number more than a hundred, 
  Goblin
  The convoluted histories other people cling to don’t interest goblins. These small folk live 
  in the moment, and they prefer tall tales over factual records. The wars of a few decades 
  ago might as well be from the ancient past. Misunderstood by other people, goblins are 
  happy how they are. Goblin virtues are about being present, creative, and honest. They 
  strive to lead fulfilled lives, rather than worrying about how their journeys will end. To 
  tell stories, not nitpick the facts. To be small, but dream big.
  Core Rulebook
  46
  
  though the larger a tribe is, the more diligent the leader must be to keep order—a 
  notoriously difficult task. As new threats rise across the Inner Sea region, many tribal 
  elders have put aside their reckless ways in the hope of forging alliances that offer 
  their people a greater chance at survival. Play and creativity matter more to goblins 
  than productivity or study, and their encampments erupt with songs and laughter.
  Goblins bond closely with their allies, fiercely protecting those companions who 
  have protected them or offered a sympathetic ear. Goblins tend to assume for their 
  own protection that members of taller ancestries, which goblins often refer to 
  colloquially as “longshanks,” won’t treat them kindly. Learning to trust longshanks 
  is difficult for a goblin, and it’s been only in recent years that such a partnership 
  has even been an option. However, their attitude as a people is changing rapidly, 
  and their short lifespans and poor memories help them adapt quickly.
  Alignment and Religion
  Even well-intentioned goblins have trouble following the rules, meaning they’re 
  rarely lawful. Most goblin adventurers are chaotic neutral or chaotic good. 
  Organized worship confounds goblins, and most of them would rather pick their 
  own deities, choosing powerful monsters, natural wonders, or anything else they 
  find fascinating. Longshanks might have books upon books about the structures of 
  divinity, but to a goblin, anything can be a god if you want it to. Goblins who spend 
  time around people of other ancestries might adopt some of their beliefs, though, 
  and many goblin adventurers adopt the worship of Cayden Cailean.
  Names
  Goblins keep their names simple. A good name should be easy to pronounce, short 
  enough to shout without getting winded, and taste good to say. The namer often 
  picks a word that rhymes with something they like so that writing songs is easier. 
  Since there aren’t any real traditions regarding naming in goblin culture, children 
  often name themselves once they’re old enough to do something resembling talking.
  Sample NameS
  Ak, Bokker, Frum, Guzmuk, Krobby, Loohi, Mazmord, Neeka, Omgot, Ranzak, 
  Rickle, Tup, Wakla, Yonk, Zibini
  Goblin Heritages
  Goblins, especially those of different tribes, have all sorts of physiological differences, 
  which they often discover only through hazardous “experiments.” Choose one of the 
  following goblin heritages at 1st level.
  Charhide Goblin
  Your ancestors have always had a connection to fire and a thicker skin, which allows 
  you to resist burning. You gain fire resistance equal to half your level (minimum 1). 
  You can also recover from being on fire more easily. Your flat check to remove 
  persistent fire damage is DC  10 instead of DC  15, which is reduced to DC 5 if 
  another creature uses a particularly appropriate action to help.
  Irongut Goblin
  You can subsist on food that most folks would consider spoiled. You can keep yourself 
  fed with poor meals in a settlement as long as garbage is readily available, without using 
  the Subsist downtime activity. You can eat and drink things when you are sickened. 
  You gain a +2 circumstance bonus to saving throws against afflictions, against 
  gaining the sickened condition, and to remove the sickened condition. When you 
  roll a success on a Fortitude save affected by this bonus, you get a critical success 
  instead. All these benefits apply only when the affliction or condition resulted from 
  something you ingested. 
  Hit Points
  6
  Size
  Small
  Speed
  25 feet
  Ability Boosts
  Dexterity
  Charisma
  Free
  Ability Flaw
  Wisdom
  Languages
  Common
  Goblin
  Additional languages equal to 
  your Intelligence modifier (if it’s 
  positive). Choose from Draconic, 
  Dwarven, Gnoll, Gnomish, 
  Halfling, Orcish, and any other 
  languages to which you have 
  access (such as the languages 
  prevalent in your region).
  Traits
  Goblin
  Humanoid
  Darkvision
  You can see in darkness and 
  dim light just as well as you 
  can see in bright light, though 
  your vision in darkness is in 
  black and white.
  2
  Ancestries & backgrounds
  47
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Razortooth Goblin
  Your family’s teeth are formidable weapons. You gain 
  a jaws unarmed attack that deals 1d6 piercing damage. 
  Your jaws are in the brawling group and have the finesse 
  and unarmed traits.
  Snow Goblin
  You are acclimated to living in frigid lands and have 
  skin ranging from sky blue to navy in color, as well as 
  blue fur. You gain cold resistance equal to half your level 
  (minimum 1). You treat environmental cold effects as if 
  they were one step less extreme (incredible cold becomes 
  extreme, extreme cold becomes severe, and so on).
  Unbreakable Goblin
  You’re able to bounce back from injuries easily due to an 
  exceptionally thick skull, cartilaginous bones, or some 
  other mixed blessing. You gain 10 Hit Points from your 
  ancestry instead of 6. When you fall, reduce the falling 
  damage you take as though you had fallen half the distance.
  Ancestry Feats
  At 1st level, you gain one ancestry feat, and you gain an 
  additional ancestry feat every 4 levels thereafter (at 5th, 
  9th, 13th, and 17th level). As a goblin, you can select 
  from the following ancestry feats.
  1ST LEVEL
  BURN IT! 
  FEAT 1
  GOBLIN
  Fire fascinates you. Your spells and alchemical items that deal 
  fire damage gain a status bonus to damage equal to half the 
  spell’s level or one-quarter the item’s level (minimum 1). You also 
  gain a +1 status bonus to any persistent fire damage you deal.
  CITY SCAVENGER 
  FEAT 1
  GOBLIN
  You know that the greatest treasures often look like refuse, and 
  you scoff at those who throw away perfectly good scraps. You 
  gain a +1 circumstance bonus to checks to Subsist, and you can 
  use Society or Survival when you Subsist in a settlement.
  When you Subsist in a city, you also gather valuable junk 
  that silly longshanks threw away. You can Earn Income using 
  Society or Survival in the same time as you Subsist, without 
  spending any additional days of downtime. You also gain a +1 
  circumstance bonus to this check.
  Special If you have the irongut goblin heritage, increase the 
  bonuses to +2.
  GOBLIN LORE 
  FEAT 1
  GOBLIN
  You’ve picked up skills and tales from your goblin community. 
  You gain the trained proficiency rank in Nature and Stealth. 
  If  you would automatically become trained in one of those 
  skills (from your background or class, for example), you instead 
  become trained in a skill of your choice. You also become trained 
  in Goblin Lore.
  GOBLIN SCUTTLE � 
  FEAT 1
  GOBLIN
  Trigger An ally ends a move action adjacent to you.
  You take advantage of your ally’s movement to adjust your 
  position. You Step.
  GOBLIN SONG[ � 
  FEAT 1
  GOBLIN
  You sing annoying goblin songs, distracting your foes with 
  silly and repetitive lyrics. Attempt a Performance check 
  against the Will DC of a single enemy within 30 feet. This has 
  all the usual traits and restrictions of a Performance check.
  You can affect up to two targets within range if you have 
  expert proficiency in Performance, four if you have master 
  proficiency, and eight if you have legendary proficiency.
  Critical Success The target takes a –1 status penalty to 
  Perception checks and Will saves for 1 minute.
  Success The target takes a –1 status penalty to Perception 
  checks and Will saves for 1 round.
  Critical Failure The target is temporarily immune to attempts 
  to use Goblin Song for 1 hour. 
  GOBLIN WEAPON FAMILIARITY 
  FEAT 1
  GOBLIN
  Others might look upon them with disdain, but you know that 
  the weapons of your people are as effective as they are sharp. 
  You are trained with the dogslicer and horsechopper.
  In addition, you gain access to all uncommon goblin weapons. 
  For the purpose of determining your proficiency, martial goblin 
  weapons are simple weapons and advanced goblin weapons are 
  martial weapons. 
  JUNK TINKER  
  FEAT 1
  GOBLIN
  You can make useful tools out of even twisted or rusted scraps. 
  When using the Crafting skill to Craft, you can make level 0 
  items, including weapons but not armor, out of junk. This reduces 
  the Price to one-quarter the usual amount but always results in a 
  shoddy item. Shoddy items normally give a penalty, but you don’t 
  take this penalty when using shoddy items you made.
  You can also incorporate junk to save money while you Craft 
  any item. This grants you a discount on the item as if you had 
  spent 1 additional day working to reduce the cost, but the item 
  is obviously made of junk. At the GM’s discretion, this might 
  affect the item’s resale value depending on the buyer’s tastes.
  ROUGH RIDER  
  FEAT 1
  GOBLIN
  You are especially good at riding traditional goblin mounts. You 
  gain the Ride feat, even if you don’t meet the prerequisites. 
  You gain a +1 circumstance bonus to Nature checks to use 
  Core Rulebook
  48
  
  Command an Animal on a goblin dog or wolf mount. You can always select a wolf as your 
  animal companion, even if you would usually select an animal companion with the mount 
  special ability, such as for a champion’s steed ally. 
  VERY SNEAKY 
  FEAT 1
  GOBLIN
  Taller folk rarely pay attention to the shadows at their feet, and you take full advantage of 
  this. You can move 5 feet farther when you take the Sneak action, up to your Speed.
  In addition, as long as you continue to use Sneak actions and succeed at your Stealth check, 
  you don’t become observed if you don’t have cover or greater cover and aren’t concealed at 
  the end of the Sneak action, as long as you have cover or greater cover or are concealed at 
  the end of your turn.
  5TH LEVEL
  GOBLIN WEAPON FRENZY 
  FEAT 5
  GOBLIN
  Prerequisites Goblin Weapon Familiarity
  You know how to wield your people’s vicious weapons. Whenever you score a critical hit 
  using a goblin weapon, you apply the weapon’s critical 
  specialization effect.
  9TH LEVEL
  CAVE CLIMBER 
  FEAT 9
  GOBLIN
  After years of crawling and climbing through caverns, 
  you can climb easily anywhere you go. You gain a climb 
  Speed of 10 feet.
  SKITTERING SCUTTLE 
  FEAT 9
  GOBLIN
  Prerequisites Goblin Scuttle
  You can scuttle farther and faster when maneuvering alongside 
  allies. When you use Goblin Scuttle, you can Stride up to half your Speed 
  instead of Stepping.
  13TH LEVEL
  GOBLIN WEAPON EXPERTISE 
  FEAT 13
  GOBLIN
  Prerequisites Goblin Weapon Familiarity
  Your goblin affinity blends with your class training, granting you great 
  skill with goblin weapons. Whenever you gain a class feature that grants 
  you expert or greater proficiency in a given weapon or weapons, you 
  also gain that proficiency in the dogslicer, horsechopper, and all goblin 
  weapons in which you are trained.
  VERY, VERY SNEAKY 
  FEAT 13
  GOBLIN
  Prerequisites Very Sneaky
  You can move up to your Speed when you use the Sneak action, and you no 
  longer need to have cover or greater cover or be concealed to Hide or Sneak.
  GOBLIN ADVENTURERS
  To some degree, almost every 
  goblin is an adventurer, surviving 
  life on the edge using skill and 
  wits. Goblins explore and hunt 
  for treasures by nature, though 
  some become true adventurers 
  in their own rights, often after 
  being separated from their group 
  or tribe. 
  Goblins often have the 
  acrobat, criminal, entertainer, 
  gladiator, hunter, and street 
  urchin backgrounds. Consider 
  playing an alchemist, since many 
  goblins love fire, or a bard, since 
  many goblins love songs. As 
  scrappy survivors, goblins are 
  often rogues who dart about the 
  shadows, though their inherently 
  charismatic nature also draws 
  them to the pursuit of magical 
  classes such as sorcerer.
  2
  Ancestries & backgrounds
  49
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Many taller people dismiss halflings due to their size 
  or, worse, treat them like children. Halflings use these 
  prejudices and misconceptions to their advantage, gaining 
  access to opportunities and performing deeds of daring 
  mischief or heroism. A halfling’s curiosity is tempered 
  by wisdom and caution, leading to calculated risks and 
  narrow escapes.
  While their wanderlust and curiosity sometimes drive 
  them toward adventure, halflings also carry strong ties 
  to house and home, often spending above their means to 
  achieve comfort in their homelife. 
  If you want to play a character who must contend with 
  these opposing drives toward adventure and comfort, 
  you should play a halfling.
  You Might...
  • Get along well with a wide variety of people and 
  enjoy meeting new friends. 
  • Find it difficult to resist indulging your curiosity, 
  even when you know it’s going to lead to trouble.
  • Hold a deep and personal hatred of the practice of 
  slavery and devote yourself to freeing those who 
  still labor against their will.
  Others Probably...
  • Appreciate your ability to always find a silver 
  lining or something to laugh about, no matter 
  how dire the situation.
  • Think you bring good luck with you.
  • Underestimate your strength, endurance, and 
  fighting prowess.
  Physical Description
  Halflings are short humanoids who look vaguely like 
  smaller humans. They rarely grow to be more than 3 
  feet in height. Halfling proportions vary, with some 
  looking like shorter adult humans with slightly larger 
  heads and others having proportions closer to those of 
  a human child. 
  Most halflings prefer to walk barefoot rather than 
  wearing shoes, and those who do so develop roughly 
  calloused soles on their feet over time. Tufts of thick, 
  often-curly hair warm the tops of their broad, tanned 
  feet. Halfling skin tones tend toward rich, tawny shades 
  like amber or oak, and their hair color ranges from a light 
  golden blond to raven black. 
  Halfling
  Claiming no place as their own, halflings control few settlements larger than villages. 
  Instead, they frequently live among humans within the walls of larger cities, carving out 
  small communities alongside taller folk. Many halflings lead perfectly fulfilling lives in the 
  shadows of their larger neighbors, while others prefer a nomadic existence, traveling the 
  world and taking advantage of opportunities and adventures as they come. 
  Optimistic and cheerful, blessed with uncanny luck, and 
  driven by powerful wanderlust, halflings make up for 
  their short stature with an abundance of bravado and 
  curiosity. At once excitable and easygoing, they are the 
  best kind of opportunists, and their passions favor joy 
  over violence. Even in the jaws of danger, halflings rarely 
  lose their sense of humor.
  Core Rulebook
  50
  
  Halflings reach physical adulthood around the age of 20. A typical halfling can live 
  to be around 150 years old.
  Society
  Despite their jovial and friendly nature, halflings don’t usually tend to congregate. 
  They have no cultural homeland in the Inner Sea region, and they instead weave 
  themselves throughout the societies of the world. Halflings eke out whatever 
  living they can manage, many performing menial labor or holding simple service 
  jobs. Some halflings reject city life, instead turning to the open road and traveling 
  from place to place in search of fortune and fame. These nomadic halflings often 
  travel in small groups, sharing hardships and simple pleasures among close friends 
  and family. 
  Wherever halflings go, they seamlessly blend into the society they find themselves 
  in, adapting to the culture of the predominant ancestry around them and adding 
  their uniquely halfling twists, creating a blend of cultural diffusion that enriches 
  both cultures.
  Alignment and Religion
  Halflings are loyal to their friends and their family, but they aren’t afraid to do what 
  needs to be done in order to survive. Halfling alignments vary, typically closely in 
  keeping with the alignment of the other ancestries that live around them. Halflings 
  favor gods that either grant luck, like Desna, or encourage guile, like Norgorber, 
  and many appreciate Cayden Cailean’s role as a liberator, as well as any religions 
  common among other ancestries around them.
  Names
  Halfling names are usually two to three syllables, with a gentle sound that avoids 
  hard consonants. Preferring their names to sound humble, halflings see overly long 
  or complex names as a sign of arrogance. This goes only for their own people, 
  however—halflings have names that suit them, and they understand that elves and 
  humans might have longer names to suit their own aesthetics. Humans in particular 
  have a tendency to refer to halflings by nicknames, with “Lucky” being common to 
  the point of absurdity.
  Sample NameS
  Anafa, Antal, Bellis, Boram, Etune, Filiu, Jamir, Kaleb, Linna, Marra, Miro, Rillka, 
  Sistra, Sumak, Yamyra
  Halfling Heritages
  Living across the land, halflings of different heritages might appear in regions far 
  from are their ancestors lived. Choose one of the following halfling heritages at 
  1st level.
  Gutsy Halfling
  Your family line is known for keeping a level head and staving off fear when the 
  chips were down, making them wise leaders and sometimes even heroes. When 
  you roll a success on a saving throw against an emotion effect, you get a critical 
  success instead.
  Hillock Halfling
  Accustomed to a calm life in the hills, your people find rest and relaxation especially 
  replenishing, particularly when indulging in creature comforts. When you regain Hit 
  Points overnight, add your level to the Hit Points regained. When anyone uses the 
  Medicine skill to Treat your Wounds, you can eat a snack to add your level to the Hit 
  Points you regain from their treatment.
  Hit Points
  6
  Size
  Small
  Speed
  25 feet
  Ability Boosts
  Dexterity
  Wisdom
  Free
  Ability Flaw
  Strength
  Languages
  Common
  Halfling
  Additional languages equal 
  to your Intelligence modifier 
  (if it’s positive). Choose from 
  Dwarven, Elven, Gnomish, 
  Goblin, and any other languages 
  to which you have access (such 
  as the languages prevalent in 
  your region).
  Traits
  Halfling
  Humanoid
  Keen Eyes
  Your eyes are sharp, allowing 
  you to make out small details 
  about concealed or even 
  invisible creatures that others 
  might miss. You gain a +2 
  circumstance bonus when using 
  the Seek action to find hidden or 
  undetected creatures within 30 
  feet of you. When you target an 
  opponent that is concealed from 
  you or hidden from you, reduce 
  the DC of the flat check to 3 for 
  a concealed target or 9 for a 
  hidden one.
  2
  Ancestries & backgrounds
  51
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Nomadic Halfling
  Your ancestors have traveled from place to place for 
  generations, never content to settle down. You gain two 
  additional languages of your choice, chosen from among 
  the common and uncommon languages available to you, 
  and every time you take the Multilingual feat, you gain 
  another new language.
  Twilight Halfling
  Your ancestors performed many secret acts under the 
  concealing cover of dusk, whether for good or ill, and 
  over time they developed the ability to see in twilight 
  beyond even the usual keen sight of halflings. You gain 
  low-light vision.
  Wildwood Halfling
  You hail from deep in a jungle or forest, and you’ve 
  learned how to use your small size to wriggle through 
  undergrowth, vines, and other obstacles. You ignore 
  difficult terrain from trees, foliage, and undergrowth.
  Ancestry Feats
  At 1st level, you gain one ancestry feat, and you gain an 
  additional ancestry feat every 4 levels thereafter (at 5th, 
  9th, 13th, and 17th levels). As a halfling, you select from 
  among the following ancestry feats.
  1ST LEVEL
  DISTRACTING SHADOWS 
  FEAT 1
  HALFLING
  You have learned to remain hidden by using larger folk as 
  a distraction to avoid drawing attention to yourself. You 
  can use creatures that are at least one size larger than you 
  (usually Medium or larger) as cover for the Hide and Sneak 
  actions, though you still can’t use such creatures as cover for 
  other uses, such as the Take Cover action.
  HALFLING LORE 
  FEAT 1
  HALFLING
  You’ve dutifully learned how to keep your balance and how 
  to stick to the shadows where it’s safe, important skills 
  passed down through generations of halfling tradition. You 
  gain the trained proficiency rank in Acrobatics and Stealth. 
  If you would automatically become trained in one of those 
  skills (from your background or class, for example), you 
  instead become trained in a skill of your choice. You also 
  become trained in Halfling Lore.
  HALFLING LUCK � 
  FEAT 1
  FORTUNE
  HALFLING
  Frequency once per day
  Trigger You fail a skill check or saving throw.
  Your happy-go-lucky nature makes it seem like misfortune 
  avoids you, and to an extent, that might even be true. You 
  can reroll the triggering check, but you must use the new 
  result, even if it’s worse than your first roll.
  HALFLING WEAPON FAMILIARITY 
  FEAT 1
  HALFLING
  You favor traditional halfling weapons, so you’ve learned how 
  to use them more effectively. You have the trained proficiency 
  with the sling, halfling sling staff, and shortsword.
  In addition, you gain access to all uncommon halfling 
  weapons. For you, martial halfling weapons are simple 
  weapons, and advanced halfling weapons are martial weapons. 
  SURE FEET 
  FEAT 1
  HALFLING
  Whether keeping your balance or scrambling up a tricky 
  climb, your hairy, calloused feet easily find purchase. If 
  you roll a success on an Acrobatics check to Balance or an 
  Athletics check to Climb, you get a critical success instead. 
  You’re not flat-footed when you attempt to Balance or Climb.
  TITAN SLINGER 
  FEAT 1
  HALFLING
  You have learned how to use your sling to fell enormous 
  creatures. When you hit on an attack with a sling against 
  a Large or larger creature, increase the size of the weapon 
  damage die by one step (details on increasing weapon 
  damage die sizes can be found on page 279).
  UNFETTERED HALFLING 
  FEAT 1
  HALFLING
  You were forced into service as a laborer, either pressed into 
  indentured servitude or shackled by the evils of slavery, but 
  you’ve since escaped and have trained to ensure you’ll never 
  be caught again. Whenever you roll a success on a check to 
  Escape or a saving throw against an effect that would impose 
  the grabbed or restrained condition on you, you get a critical 
  success instead. Whenever a creature rolls a failure on a check 
  to Grapple you, they get a critical failure instead. If a creature 
  uses the Grab ability on you, it must succeed at an Athletics 
  check to grab you instead of automatically grabbing you.
  WATCHFUL HALFLING 
  FEAT 1
  HALFLING
  Your communal lifestyle causes you to pay close attention 
  to the people around you, allowing you to more easily notice 
  when they act out of character. You gain a +2 circumstance 
  bonus to Perception checks when using the Sense Motive 
  basic action to notice enchanted or possessed characters. If 
  you aren’t actively using Sense Motive on an enchanted or 
  possessed character, the GM rolls a secret check, without the 
  usual circumstance and with a –2 circumstance penalty, for you 
  to potentially notice the enchantment or possession anyway.
  In addition to using it for skill checks, you can use the Aid 
  basic action to grant a bonus to another creature’s saving 
  throw or other check to overcome enchantment or possession. 
  Core Rulebook
  52
  
  As usual for Aid, you need to prepare by using an action on your turn to encourage the 
  creature to fight against the effect.
  5TH LEVEL
  CULTURAL ADAPTABILITY 
  FEAT 5
  HALFLING
  During your adventures, you’ve honed your ability to adapt to the culture of the predominant 
  ancestry around you. You gain the Adopted Ancestry general feat, and you also gain one 
  1st-level ancestry feat from the ancestry you chose for the Adopted Ancestry feat.
  HALFLING WEAPON TRICKSTER 
  FEAT 5
  HALFLING
  Prerequisites Halfling Weapon Familiarity
  You are particularly adept at fighting with your people’s favored weapons. Whenever you 
  critically succeed at an attack roll using a shortsword, a sling, or a halfling weapon, you 
  apply the weapon’s critical specialization effect.
  9TH LEVEL
  GUIDING LUCK 
  FEAT 9
  HALFLING
  Prerequisites Halfling Luck
  Your luck guides you to look the right way and aim your blows unerringly. You can use 
  Halfling Luck twice per day: once in response to its normal trigger, and once when you 
  fail a Perception check or attack roll instead of the normal trigger.
  IRREPRESSIBLE 
  FEAT 9
  HALFLING
  You are easily able to ward off attempts to play on your fears and 
  emotions. When you roll a success on a saving throw against an 
  emotion effect, you get a critical success instead. If your heritage 
  is gutsy halfling, when you roll a critical failure on a saving throw 
  against an emotion effect, you get a failure instead.
  13TH LEVEL
  CEASELESS SHADOWS 
  FEAT 13
  HALFLING
  Prerequisites Distracting Shadows
  You excel at going unnoticed, especially among a crowd. You no longer 
  need to have cover or be concealed to Hide or Sneak. If you would have 
  lesser cover from creatures, you gain cover and can Take Cover, and if 
  you would have cover from creatures, you gain greater cover.
  HALFLING WEAPON EXPERTISE 
  FEAT 13
  HALFLING
  Prerequisites Halfling, Weapon Familiarity
  Your halfling affinity blends with your class training, granting you great 
  skill with halfling weapons. Whenever you gain a class feature that grants 
  you expert or greater proficiency in a given weapon or weapons, you also 
  gain that proficiency in the sling, halfling sling staff, shortsword, and all 
  halfling weapons in which you are trained.
  HALFLING ADVENTURERS
  Halflings’ natural wanderlust 
  and opportunistic nature make 
  them ideal adventurers. Many 
  people put up with their vivacious 
  attitudes in return for the natural 
  talents they provide and the 
  popular superstition that traveling 
  with a halfling is good luck.
  Typical backgrounds for 
  halflings include acrobat, 
  criminal, emissary, entertainer, 
  laborer, and street urchin. 
  Halflings make great clerics 
  and rogues, but many also 
  become monks or rangers. 
  2
  Ancestries & backgrounds
  53
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Humans’ ambition, versatility, and exceptional potential 
  have led to their status as the world’s predominant ancestry. 
  Their empires and nations are vast, sprawling things, 
  and their citizens carve names for themselves with the 
  strength of their sword arms and the power of their spells. 
  Humanity is diverse and tumultuous, running the gamut 
  from nomadic to imperial, sinister to saintly. Many of 
  them venture forth to explore, to map the expanse of 
  the multiverse, to search for long-lost treasure, or to 
  lead mighty armies to conquer their neighbors—for 
  no better reason than because they can.
  If you want a character who can be 
  just about anything, you should play 
  a human.
  You Might...
  • Strive 
  to 
  achieve 
  greatness, either in 
  your own right or on 
  behalf of a cause.
  • Seek to understand your 
  purpose in the world.
  • Cherish your relationships 
  with family and friends.
  Others Probably...
  • Respect 
  your 
  flexibility, 
  your 
  adaptability, and—in most cases—
  your open-mindedness.
  • Distrust your intentions, fearing 
  you seek only power or wealth.
  • Aren’t sure what to expect 
  from you and are hesitant to 
  assume your intentions.
  Physical Description
  Humans’ physical characteristics 
  are as varied as the world’s 
  climes. Humans have a wide variety of skin and hair 
  colors, body types, and facial features. Generally 
  speaking, their skin has a darker hue the closer to 
  the equator they or their ancestors lived.
  Humans reach physical adulthood around 
  the age of 15, though mental maturity occurs a 
  few years later. A typical human can live to be around 90 
  years old. Humans often intermarry with people of other 
  Human
  As unpredictable and varied as any of Golarion’s peoples, humans have exceptional drive 
  and the capacity to endure and expand. Though many civilizations thrived before humanity 
  rose to prominence, humans have built some of the greatest and the most terrible societies 
  throughout the course of history, and today they are the most populous people in the 
  realms around the Inner Sea.
  ancestries, giving rise to children who bear the traits of 
  both parents. The most notable half-humans are half-elves 
  and half-orcs.
  Society
  Human variety also manifests in terms of their 
  governments, attitudes, and social norms. 
  Though the oldest of human cultures can 
  trace their shared histories thousands of years 
  into the past, 
  when compared 
  to the societies 
  of the elves or 
  dwarves, human 
  civilizations seem in a 
  state of constant flux as 
  empires fragment and new 
  kingdoms subsume the old. 
  Alignment and Religion
  Humanity is perhaps the most 
  heterogeneous of all the ancestries, 
  with a capacity for great evil and boundless 
  good. Some humans assemble into vast 
  raging 
  hordes, 
  while 
  others 
  build 
  sprawling cities. Considered as a whole, 
  most humans are neutral, yet they 
  tend to congregate into nations or 
  communities of a shared alignment, 
  or at least a shared tendency 
  toward an alignment. Humans 
  also worship a wide range 
  of gods and practice many 
  different religions, tending to 
  seek favor from any divine 
  being they encounter.
  Names
  Unlike many ancestral cultures, which 
  generally cleave to specific traditions and 
  shared histories, humanity’s diversity has resulted 
  in a near-infinite set of names. The humans of 
  northern tribes have different names than those 
  dwelling in southern nation-states. Humans 
  throughout much of the world speak Common 
  (though some continents on Golarion have 
  Core Rulebook
  54
  
  their own regional common languages), yet their names are as varied as their beliefs 
  and appearances.
  Ethnicities
   A variety of human ethnic groups—many of which have origins on distant lands—
  populates the continents bordering Golarion’s Inner Sea. Human characters can be 
  any of these ethnicities, regardless of what lands they call home. Information about 
  Golarion’s human ethnicities appears on page 430 in Chapter 8.
  Characters of human ethnicities in the Inner Sea region speak Common (also known 
  as Taldane), and some ethnicities grant access to an uncommon language. 
  Half-Elves
  A half-elf is born to an elf and a human, or to two half-elves. The life of a half-elf 
  can be difficult, often marked by a struggle to fit in. Half-elves don’t have their own 
  homeland on Golarion, nor are populations of half-elves particularly tied to one 
  another, since they often have very disparate human and elven traditions. Instead, 
  most half-elves attempt to find acceptance in either human or elven settlements.
  Half-elves often appear primarily human, with subtly pointed ears and a taller 
  stature than most full-blooded humans. Half-elves lack the almost alien eyes of their 
  elf parents, though they do have a natural presence—and often a striking beauty—
  that leads many to become artists or entertainers. Despite this innate appeal, many 
  half-elves have difficulty forming lasting bonds with either humans or elves due to the 
  distance they feel from both peoples as a whole.
  Half-elves live longer than other humans, often reaching an age around 150 years. 
  This causes some of them to fear friendship and romance with humans, knowing 
  that they’ll likely outlive their companions.
  Playing a Half-Elf
  You can create a half-elf character by selecting the half-elf heritage at 1st level. This 
  gives you access to elf and half-elf ancestry feats in addition to human ancestry feats. 
  You Might...
  • Keep to yourself and find it difficult to form close bonds with others.
  • Strongly embrace or reject one side or the other of your parentage. 
  • Identify strongly with and relate to other people with mixed ancestries.
  Others Probably...
  • Find you more attractive than humans and more approachable than elves.
  • Dismiss your human ethnicity and culture in light of your elven heritage.
  • Downplay the challenges of being caught between two cultures.
  Half-Orcs
  A half-orc is the offspring of a human and an orc, or of two half-orcs. Because some 
  intolerant people see orcs as more akin to monsters than people, they sometimes 
  hate and fear half-orcs simply due to their lineage. This commonly pushes half-orcs 
  to the margins of society, where some find work in manual labor or as mercenaries, 
  and others fall into crime or cruelty. Many who can’t stand the indignities heaped on 
  them in human society find a home among their orc kin or trek into the wilderness 
  to live in peace, apart from society’s judgment.
  Humans often assume half-orcs are unintelligent or uncivilized, and half-orcs rarely 
  find acceptance among societies with many such folk. To an orc tribe, a half-orc is 
  considered smart enough to make a good war leader but weaker physically than other 
  orcs. Many half-orcs thus end up having low status among orc tribes unless they can 
  prove their strength.
  Hit Points
  8
  Size
  Medium
  Speed
  25 feet
  Ability Boosts
  Two free ability boosts
  Languages
  Common
  Additional languages equal to 
  your Intelligence modifier (if it’s 
  positive). Choose from the list of 
  common languages and any other 
  languages to which you have 
  access (such as the languages 
  prevalent in your region).
  Traits
  Human
  Humanoid
  OTHER HALVES
  By default, half-elves and 
  half-orcs descend from 
  humans, but your GM might 
  allow you to be the offspring 
  of an elf, orc, or different 
  ancestry. In these cases, the 
  GM will let you select the 
  half-elf or half-orc heritage 
  as the heritage for this other 
  ancestry. The most likely 
  other parent of a half-elf 
  are gnomes and halflings, 
  and the most likely parents 
  of a half-orc are goblins, 
  halflings, and dwarves. 
  2
  Ancestries & backgrounds
  55
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  A half-orc has a shorter lifespan than other humans, 
  living to be roughly 70 years old. 
  Playing a Half-Orc
  You can create a half-orc character by selecting the 
  half-orc heritage at 1st level. This gives you access to 
  orc and half-orc ancestry feats in addition to human 
  ancestry feats.
  You Might...
  • Ignore, embrace, or actively counter the common 
  stereotypes about half-orcs. 
  • Make the most of your size and strength, either 
  physically or socially. 
  • Keep your distance from people of most other 
  ancestries, in case they unfairly reject you due to 
  your orc ancestors.
  Others Probably...
  • Assume you enjoy and excel at fighting but aren’t 
  inclined toward magical or intellectual pursuits.
  • Pity you for the tragic circumstances they assume 
  were involved in your birth.
  • Get out of your way and back down rather than 
  face your anger.
  Human Heritages
  Unlike other ancestries, humans don’t have significant 
  physiological differences defined by their lineage. Instead, 
  their heritages either reveal their potential as a people or 
  reflect lineages from multiple ancestries. Choose one of the 
  following human heritages at 1st level.
  Half-Elf
  Either one of your parents was an elf, or one or both 
  were half-elves. You have pointed ears and other telltale 
  signs of elf heritage. You gain the elf trait and low-light 
  vision. In addition, you can select elf, half-elf, and 
  human feats whenever you gain an ancestry feat.
  Half-Orc
  One of your parents was an orc, or one or both were 
  half-orcs. You have a green tinge to your skin and 
  other indicators of orc heritage. You gain the orc 
  trait and low-light vision. In addition, you can select 
  orc, half-orc, and human feats whenever you gain an 
  ancestry feat.
  Skilled Heritage
  Your ingenuity allows you to train in a wide variety of 
  skills. You become trained in one skill of your choice. 
  At 5th level, you become an expert in the chosen skill. 
  Versatile Heritage
  Humanity’s versatility and ambition have fueled its 
  ascendance to be the most common ancestry in most 
  nations throughout the world. Select a general feat of 
  your choice for which you meet the prerequisites (as with 
  your ancestry feat, you can select this general feat at any 
  point during character creation). 
  Human Ancestry Feats
  At 1st level, you gain one ancestry feat, and you gain an 
  additional ancestry feat every 4 levels thereafter (at 5th, 
  9th, 13th, and 17th levels). As a human, you choose from 
  among the following ancestry feats.
  Core Rulebook
  56
  
  1ST LEVEL
  ADAPTED CANTRIP 
  FEAT 1
  HUMAN
  Prerequisites spellcasting class feature
  Through study of multiple magical traditions, you’ve altered 
  a spell to suit your spellcasting style. Choose one cantrip 
  from a magical tradition other than your own. If you have a 
  spell repertoire or a spellbook, replace one of the cantrips you 
  know or have in your spellbook with the chosen spell. If you 
  prepare spells without a spellbook (if you’re a cleric or druid, 
  for example), one of your cantrips must always be the chosen 
  spell, and you prepare the rest normally. You can cast this 
  cantrip as a spell of your class’s tradition.
  If you swap or retrain this cantrip later, you can choose its 
  replacement from the same alternate tradition or a different one.
  COOPERATIVE NATURE 
  FEAT 1
  HUMAN
  The short human life span lends perspective and has taught 
  you from a young age to set aside differences and work with 
  others to achieve greatness. You gain a +4 circumstance 
  bonus on checks to Aid.
  GENERAL TRAINING 
  FEAT 1
  HUMAN
  Your adaptability manifests in your mastery of a range of 
  useful abilities. You gain a 1st-level general feat. You must 
  meet the feat’s prerequisites, but if you select this feat during 
  character creation, you can select the feat later in the process 
  in order to determine which prerequisites you meet.
  Special You can select this feat multiple times, choosing a 
  different feat each time.
  HAUGHTY OBSTINACY 
  FEAT 1
  HUMAN
  Your powerful ego makes it harder for others to order you 
  around. If you roll a success on a saving throw against a 
  mental effect that attempts to directly control your actions, 
  you critically succeed instead. If a creature rolls a failure on a 
  check to Coerce you using Intimidation, it gets a critical failure 
  instead (so it can’t try to Coerce you again for 1 week).
  NATURAL AMBITION 
  FEAT 1
  HUMAN
  You were raised to be ambitious and always reach for the stars, 
  leading you to progress quickly in your chosen field. You gain a 
  1st-level class feat for your class. You must meet the prerequisites, 
  but you can select the feat later in the character creation process 
  in order to determine which prerequisites you meet.
  NATURAL SKILL 
  FEAT 1
  HUMAN
  Your ingenuity allows you to learn a wide variety of skills. You 
  gain the trained proficiency rank in two skills of your choice. 
  UNCONVENTIONAL WEAPONRY 
  FEAT 1
  HUMAN
  You’ve familiarized yourself with a particular weapon, potentially 
  from another ancestry or culture. Choose an uncommon simple 
  or martial weapon with a trait corresponding to an ancestry 
  (such as dwarf, goblin, or orc) or that is common in another 
  culture. You gain access to that weapon, and for the purpose of 
  determining your proficiency, that weapon is a simple weapon.
  If you are trained in all martial weapons, you can choose 
  an uncommon advanced weapon with such a trait. You gain 
  access to that weapon, and for the purpose of determining your 
  proficiency, that weapon is a martial weapon.
  5TH LEVEL
  ADAPTIVE ADEPT 
  FEAT 5
  HUMAN
  Prerequisites Adapted Cantrip, can cast 3rd-level spells
  You’ve continued adapting your magic to blend your class’s 
  tradition with your adapted tradition. Choose a cantrip or 
  1st-level spell from the same magical tradition as your cantrip 
  from Adapted Cantrip. You gain that spell, adding it to your spell 
  repertoire, spellbook, or prepared spells just like the cantrip from 
  Adapted Spell. You can cast this spell as a spell of your class’s 
  magical tradition. If you choose a 1st-level spell, you don’t gain 
  access to the heightened versions of that spell, meaning you can’t 
  prepare them if you prepare spells and you can’t learn them or 
  select the spell as a signature spell if you have a spell repertoire. 
  CLEVER IMPROVISER 
  FEAT 5
  HUMAN
  You’ve learned how to handle situations when you’re out of 
  your depth. You gain the Untrained Improvisation general 
  feat. In addition, you can attempt skill actions that normally 
  require you to be trained, even if you are untrained.
  9TH LEVEL
  COOPERATIVE SOUL 
  FEAT 9
  HUMAN
  Prerequisites Cooperative Nature
  You have developed a soul-deep bond with your comrades and 
  maintain an even greater degree of cooperation with them. If you 
  are at least an expert in the skill you are Aiding, you get a success 
  on any outcome rolled to Aid other than a critical success.
  INCREDIBLE IMPROVISATION � 
  FEAT 9
  HUMAN
  Prerequisites Clever Improviser
  Frequency once per day
  Trigger You attempt a check using a skill you’re untrained in.
  A stroke of brilliance gives you a major advantage with a skill 
  despite your inexperience. Gain a +4 circumstance bonus to 
  the triggering skill check.
  2
  Ancestries & backgrounds
  57
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  MULTITALENTED 
  FEAT 9
  HUMAN
  You’ve learned to split your focus between multiple classes 
  with ease. You gain a 2nd-level multiclass dedication feat 
  (for more about multiclass archetypes, see page 219), even if 
  you normally couldn’t take another dedication feat until you 
  take more feats from your current archetype. 
  If you’re a half-elf, you don’t need to meet the feat’s ability 
  score prerequisites. 
  13TH LEVEL
  UNCONVENTIONAL EXPERTISE 
  FEAT 13
  HUMAN
  Prerequisites Unconventional Weaponry, trained in the weapon 
  you chose for Unconventional Weaponry
  You’ve continued to advance your powers using your 
  unconventional weapon. Whenever you gain a class feature 
  that grants you expert or greater proficiency in certain 
  weapons, you also gain that proficiency in the weapon you 
  chose for Unconventional Weaponry.
  Half-Elf and Half-Orc 
  Ancestry Feats
  A human with elf or orc blood is called a half-elf 
  or half-orc, respectively, which is represented by the 
  corresponding heritage. If you have the half-elf or half-orc 
  heritage, you can select from additional ancestry feats not 
  available to other humans.
  Half-Elf Ancestry Feats
  The following feats are available to half-elves.
  1ST LEVEL
  ELF ATAVISM 
  FEAT 1
  HALF-ELF
  Your elven blood runs particularly strong, granting you features 
  far more elven than those of a typical half-elf. You may also 
  have been raised among elves, steeped in your elven ancestors’ 
  heritage. You gain the benefits of the elf heritage of your elven 
  parent or ancestors. You typically can’t select a heritage that 
  depends on or improves an elven feature you don’t have. For 
  example, you couldn’t gain the cavern elf’s darkvision ability 
  if you didn’t have low-light vision. In these cases, at the GM’s 
  discretion, you might gain a different benefit. 
  Special You can take this feat only at 1st level, and you 
  can’t retrain out of this feat or into this feat.
  5TH LEVEL
  INSPIRE IMITATION 
  FEAT 5
  HALF-ELF
   Your own actions inspire your allies to great 
  achievements. Whenever you critically succeed at 
  a skill check, you automatically qualify to use the Aid 
  reaction when attempting to help an ally using the same 
  skill, even without spending an action to prepare to do so.
  SUPERNATURAL CHARM 
  FEAT 5
  HALF-ELF
  The elven magic in your blood manifests as a force you can use 
  Core Rulebook
  58
  
  to become more appealing or alluring. You can cast 1st-level 
  charm as an arcane innate spell once per day. 
  Half-Orc Ancestry Feats
  The following feats are available to half-orcs. Some of 
  these feats are common to people with orc blood, and 
  have the orc trait, while others are specific to half-orcs 
  and have the half-orc trait.
  1ST LEVEL
  MONSTROUS PEACEMAKER 
  FEAT 1
  HALF-ORC
  Your dual human and orc nature has given you a unique 
  perspective, allowing you to bridge the gap between humans 
  and the many intelligent creatures in the world that humans 
  consider monsters. You gain a +1 circumstance bonus 
  to Diplomacy checks against non-humanoid intelligent 
  creatures and against humanoids that are marginalized in 
  human society (at the GM’s discretion, but typically at least 
  including giants, goblins, kobolds, and orcs). You also gain 
  this bonus on Perception checks to Sense the Motives of 
  such creatures.
  ORC FEROCITY � 
  FEAT 1
  ORC
  Frequency once per day
  Trigger You would be reduced to 0 Hit Points but not 
  immediately killed.
  Fierceness in battle runs through your blood, and you refuse to 
  fall from your injuries. You avoid being knocked out and remain 
  at 1 Hit Point, and your wounded condition increases by 1.
  ORC SIGHT 
  FEAT 1
  HALF-ORC
  Prerequisites low-light vision
  Your orc blood is strong enough to grant you the keen vision of 
  your orc forebears. You gain darkvision, allowing you to see in 
  darkness and dim light just as well as you can in bright light. 
  However, in darkness, you see in black and white only.
  Special You can take this feat only at 1st level, and you can’t 
  retrain out of this feat or into this feat.
  ORC SUPERSTITION � 
  FEAT 1
  CONCENTRATE
  ORC
  Trigger You attempt a saving throw against a spell or magical 
  effect, before rolling.
  You defend yourself against magic by relying on techniques 
  derived from orc cultural superstitions. You gain a +1 
  circumstance bonus to your saving throw against the 
  triggering spell or magical effect.
  ORC WEAPON FAMILIARITY 
  FEAT 1
  ORC
  In combat, you favor the brutal weapons that are traditional 
  for your orc ancestors. You are trained with the falchion 
  and greataxe. In addition, you gain access to all uncommon 
  orc weapons. 
  For you, martial orc weapons are simple weapons, and 
  advanced orc weapons are martial weapons. 
  5TH LEVEL
  ORC WEAPON CARNAGE 
  FEAT 5
  ORC
  Prerequisites Orc Weapon Familiarity 
  You are brutally efficient with the weapons of your orc 
  ancestors. Whenever you critically hit using a falchion, a 
  greataxe, or an orc weapon, you apply the weapon’s critical 
  specialization effect.
  VICTORIOUS VIGOR � 
  FEAT 5
  ORC
  Trigger You bring a foe to 0 Hit Points. 
  Your victories in battle fill you with pride and imbue you 
  with the energy to fight a bit longer despite your wounds. 
  You gain temporary Hit Points equal to your Constitution 
  modifier until the end of your next turn.
  9TH LEVEL
  PERVASIVE SUPERSTITION 
  FEAT 9
  ORC
  Prerequisites Orc Superstition
  You steep yourself in superstition and practice ancient orc 
  mental exercises for shrugging off the effects of magic. You 
  gain a +1 circumstance bonus to saving throws against spells 
  and magical effects at all times.
  13TH LEVEL
  INCREDIBLE FEROCITY 
  FEAT 13
  ORC
  Prerequisites Orc Ferocity
  Given time to collect yourself after a near-death scrape, you 
  can rebuild your ferocity and withstand additional finishing 
  blows. You can use Orc Ferocity with a frequency of once per 
  hour, rather than once per day.
  ORC WEAPON EXPERTISE 
  FEAT 13
  ORC
  Prerequisites Orc Weapon Familiarity
  Your orc affinity blends with your class training, granting 
  you great skill with orc weapons. Whenever you gain a class 
  feature that grants you expert or greater proficiency in a 
  given weapon or weapons, you also gain that proficiency in 
  the falchion, the greataxe, and all orc weapons in which you 
  are trained.
  2
  Ancestries & backgrounds
  59
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  At 1st level when you create your character, you gain a 
  background of your choice. This decision is permanent; 
  you can’t change it at later levels. Each background listed 
  here grants two ability boosts, a skill feat, and the trained 
  proficiency rank in two skills, one of which is a Lore skill. 
  If you gain the trained proficiency rank in a skill from your 
  background and would then gain the trained proficiency 
  rank in the same skill from your class at 1st level, you 
  instead become trained in another skill of your choice.
  Lore skills represent deep knowledge of a specific 
  subject and are described on page 247. If a Lore skill 
  involves a choice (for instance, a choice of terrain), explain 
  your preference to the GM, who has final say on whether 
  it’s acceptable or not. If you’d like some suggestions, the 
  Common Lore Subcategories sidebar on page 248 lists a 
  number of Lore skills that are suitable for most campaigns.
  Skill feats expand the functions of your skills and 
  appear in Chapter 5: Feats.
  ACOLYTE 
  BACKGROUND
  You spent your early days in a religious monastery or 
  cloister. You may have traveled out into the world to spread 
  the message of your religion or because you cast away the 
  teachings of your faith, but deep down you’ll always carry 
  within you the lessons you learned.
  Choose two ability boosts. One must be to Intelligence or 
  Wisdom, and one is a free ability boost.
  You’re trained in the Religion skill and the Scribing Lore 
  skill. You gain the Student of the Canon skill feat.
  ACROBAT 
  BACKGROUND
  In a circus or on the streets, you earned your pay by 
  performing as an acrobat. You might have turned to 
  adventuring when the money dried up, or simply decided to 
  put your skills to better use.
  Choose two ability boosts. One must be to Strength or 
  Dexterity, and one is a free ability boost.
  You’re trained in the Acrobatics skill and the Circus Lore 
  skill. You gain the Steady Balance skill feat.
  ANIMAL WHISPERER 
  BACKGROUND
  You have always felt a connection to animals, and it was 
  only a small leap to learn to train them. As you travel, you 
  continuously encounter different creatures, befriending them 
  along the way.
  Choose two ability boosts. One must be to Wisdom or 
  Charisma, and one is a free ability boost.
  You’re trained in the Nature skill and a Lore skill related to 
  one terrain inhabited by animals you like (such as Plains Lore 
  or Swamp Lore). You gain the Train Animal skill feat.
  ARTISAN 
  BACKGROUND
  As an apprentice, you practiced a particular form of building 
  or crafting, developing specialized skill. You might have been 
  a blacksmith’s apprentice toiling over the forge for countless 
  hours, a young tailor sewing garments of all kinds, or a 
  shipwright shaping the hulls of ships.
  Choose two ability boosts. One must be to Strength or 
  Intelligence, and one is a free ability boost.
  You’re trained in the Crafting skill and the Guild Lore skill. 
  You gain the Specialty Crafting skill feat.
  ARTIST 
  BACKGROUND
  Your art is your greatest passion, whatever form it takes. 
  Adventuring might help you find inspiration, or simply be a 
  way to survive until you become a world-famous artist.
  Choose two ability boosts. One must be to Dexterity or 
  Charisma, and one is a free ability boost.
  You’re trained in the Crafting skill and the Art Lore skill. You 
  gain the Specialty Crafting skill feat.
  BARKEEP 
  BACKGROUND
  You have five specialties: hefting barrels, drinking, polishing 
  steins, drinking, and drinking. You worked in a bar, where you 
  learned how to hold your liquor and rowdily socialize.
  Choose two ability boosts. One must be to Constitution or 
  Charisma, and one is a free ability boost.
  You’re trained in the Diplomacy skill and the Alcohol Lore 
  skill. You gain the Hobnobber skill feat.
  BARRISTER 
  BACKGROUND
  Piles of legal manuals, stern teachers, and experience in the 
  courtroom have instructed you in legal matters. You’re capable 
  of mounting a prosecution or defense in court, and you tend 
  to keep abreast of local laws, as you never can tell when you 
  might need to know them on short notice.
  Choose two ability boosts. One must be to Intelligence or 
  Charisma, and one is a free ability boost.
  You’re trained in the Diplomacy skill and the Legal Lore skill. 
  You gain the Group Impression skill feat.
  Backgrounds
  Backgrounds allow you to customize your character based on their life before adventuring. 
  This is the next step in their life story after their ancestry, which reflects the circumstances 
  of their birth. Your character’s background can help you learn or portray more about their 
  personality while also suggesting what sorts of things they’re likely to know. Consider 
  what events set your character on their path to the life of an adventurer and how those 
  circumstances relate to their background. 
  Core Rulebook
  60
  
  BOUNTY HUNTER 
  BACKGROUND
  Bringing in lawbreakers lined your pockets. Maybe you had an 
  altruistic motive and sought to bring in criminals to make the 
  streets safer, or maybe the coin was motivation enough. Your 
  techniques for hunting down criminals transfer easily to the 
  life of an adventurer.
  Choose two ability boosts. One must be to Strength or 
  Wisdom, and one is a free ability boost.
  You’re trained in the Survival skill and the Legal Lore skill. 
  You gain the Experienced Tracker skill feat.
  CHARLATAN 
  BACKGROUND
  You traveled from place to place, peddling false fortunes and 
  snake oil in one town, pretending to be royalty in exile to seduce 
  a wealthy heir in the next. Becoming an adventurer might be 
  your next big scam or an attempt to put your talents to use for a 
  greater cause. Perhaps it’s a bit of both, as you realize that after 
  pretending to be a hero, you’ve become the mask.
  Choose two ability boosts. One must be to Intelligence or 
  Charisma, and one is a free ability boost.
  You’re trained in the Deception skill and the Underworld 
  Lore skill. You gain the Charming Liar skill feat.
  CRIMINAL 
  BACKGROUND
  As an unscrupulous independent or as a member of an 
  underworld organization, you lived a life of crime. You might 
  have become an adventurer to seek redemption, to escape the 
  law, or simply to get access to bigger and better loot.
  Choose two ability boosts. One must be to Dexterity or 
  Intelligence, and one is a free ability boost.
  You’re trained in the Stealth skill and the Underworld Lore 
  skill. You gain the Experienced Smuggler skill feat.
  DETECTIVE 
  BACKGROUND
  You solved crimes as a police inspector or took jobs for 
  wealthy clients as a private investigator. You might have 
  become an adventurer as part of your next big mystery, 
  but likely it was due to the consequences or aftermath of 
  a prior case.
  Choose two ability boosts. One must be to Intelligence or 
  Wisdom, and one is a free ability boost.
  You’re trained in the Society skill and the Underworld Lore 
  skill. You gain the Streetwise skill feat.
  EMISSARY 
  BACKGROUND
  As a diplomat or messenger, you traveled to lands far and 
  wide. Communicating with new people and forming alliances 
  were your stock and trade.
  Choose two ability boosts. One must be to Intelligence or 
  Charisma, and one is a free ability boost.
  You’re trained in the Society skill and a Lore skill related 
  to one city you’ve visited often. You gain the Multilingual 
  skill feat.
  ENTERTAINER 
  BACKGROUND
  Through an education in the arts or sheer dogged practice, 
  2
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  Equipment
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  The Age of  
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  Appendix
  
  you learned to entertain crowds. You might have been an 
  actor, a dancer, a musician, a street magician, or any other 
  sort of performer. 
  Choose two ability boosts. One must be to Dexterity or 
  Charisma, and one is a free ability boost.
  You’re trained in the Performance skill and the Theater Lore 
  skill. You gain the Fascinating Performance skill feat.
  FARMHAND 
  BACKGROUND
  With a strong back and an understanding of seasonal cycles, 
  you tilled the land and tended crops. Your farm could have 
  been razed by invaders, you could have lost the family tying 
  you to the land, or you might have simply tired of the drudgery, 
  but at some point you became an adventurer.
  Choose two ability boosts. One must be to Constitution or 
  Wisdom, and one is a free ability boost.
  You’re trained in the Athletics skill and the Farming Lore 
  skill. You gain the Assurance skill feat with Athletics.
  FIELD MEDIC 
  BACKGROUND
  In the chaotic rush of battle, you learned to adapt to rapidly 
  changing conditions as you administered to battle casualties. 
  You patched up soldiers, guards, or other combatants, and 
  learned a fair amount about the logistics of war.
  Choose two ability boosts. One must be to Constitution or 
  Wisdom, and one is a free ability boost.
  You’re trained in the Medicine skill and the Warfare Lore 
  skill. You gain the Battle Medic skill feat.
  FORTUNE TELLER 
  BACKGROUND
  The strands of fate are clear to you, as you have learned many 
  traditional forms by which laypeople can divine the future. 
  You might have used these skills to guide your community, or 
  simply to make money. But even the slightest peek into these 
  practices connects you to the occult mysteries of the universe.
  Choose two ability boosts. One must be to Intelligence or 
  Charisma, and one is a free ability boost.
  You’re trained in the Occultism skill and the Fortune-Telling 
  Lore skill. You gain the Oddity Identification skill feat.
  GAMBLER 
  BACKGROUND
  The thrill of the win drew you into games of chance. This 
  might have been a lucrative sideline that paled in comparison 
  to the real risks of adventuring, or you might have fallen on 
  hard times due to your gambling and pursued adventuring as 
  a way out of a spiral.
  Choose two ability boosts. One must be to Dexterity or 
  Charisma, and one is a free ability boost.
  You’re trained in the Deception skill and the Games Lore 
  skill. You gain the Lie to Me skill feat.
  GLADIATOR 
  BACKGROUND
  The bloody games of the arena taught you the art of combat. 
  Before you attained true fame, you departed—or escaped—the 
  arena to explore the world. Your skill at drawing both blood 
  and a crowd’s attention pay off in a new adventuring life.
  Choose two ability boosts. One must be to Strength or 
  Charisma, and one is a free ability boost.
  You’re trained in the Performance skill and the Gladiatorial 
  Lore skill. You gain the Impressive Performance skill feat.
  GUARD 
  BACKGROUND
  You served in the guard, out of either patriotism or the need for 
  coin. Either way, you know how to get a difficult suspect to talk. 
  However you left the guard, you might think of adventuring as 
  a way to use your skills on a wider stage.
  Choose two ability boosts. One must be to Strength or 
  Charisma, and one is a free ability boost.
  You’re trained in the Intimidation skill and the Legal Lore or 
  Warfare Lore skill. You gain the Quick Coercion skill feat.
  HERBALIST 
  BACKGROUND
  As a formally trained apothecary or a rural practitioner of folk 
  medicine, you learned the healing properties of various herbs. 
  You’re adept at collecting the right natural cures in all sorts of 
  environments and preparing them properly.
  Choose two ability boosts. One must be to Constitution or 
  Wisdom, and one is a free ability boost.
  You’re trained in the Nature skill and the Herbalism Lore 
  skill. You gain the Natural Medicine skill feat.
  HERMIT 
  BACKGROUND
  In an isolated place—like a cave, remote oasis, or secluded 
  mansion—you lived a life of solitude. Adventuring might 
  represent your first foray out among other people in some time. 
  This might be a welcome reprieve from solitude or an unwanted 
  change, but in either case, you’re likely still rough around 
  the edges.
  Choose two ability boosts. One must be to Constitution or 
  Intelligence, and one is a free ability boost.
  You’re trained in the Nature or Occultism skill, plus a Lore 
  skill related to the terrain you lived in as a hermit (such as Cave 
  Lore or Desert Lore). You gain the Dubious Knowledge skill feat.
  HUNTER 
  BACKGROUND
  You stalked and took down animals and other creatures of 
  the wild. Skinning animals, harvesting their flesh, and cooking 
  them were also part of your training, all of which can give you 
  useful resources while you adventure.
  Choose two ability boosts. One must be to Dexterity or 
  Wisdom, and one is a free ability boost.
  You’re trained in the Survival skill and the Tanning Lore 
  skill. You gain the Survey Wildlife skill feat.
  LABORER 
  BACKGROUND
  You’ve spent years performing arduous physical labor. It was 
  a difficult life, but you somehow survived. You may have 
  embraced adventuring as an easier method to make your 
  way in the world, or you might adventure under someone 
  else’s command.
  Choose two ability boosts. One must be to Strength or 
  Constitution, and one is a free ability boost.
  Core Rulebook
  62
  
  You’re trained in the Athletics skill and the Labor Lore skill. 
  You gain the Hefty Hauler skill feat in Athletics.
  MARTIAL DISCIPLE 
  BACKGROUND
  You dedicated yourself to intense training and rigorous 
  study to become a great warrior. The school you attended 
  might have been a traditionalist monastery, an elite 
  military academy, or the local branch of a prestigious 
  mercenary organization.
  Choose two ability boosts. One must be to Strength or 
  Dexterity, and one is a free ability boost.
  You’re trained in your choice of the Acrobatics or Athletics 
  skill. You gain a skill feat: Cat Fall if you chose Acrobatics or 
  Quick Jump if you chose Athletics. You’re also trained in the 
  Warfare Lore skill.
  MERCHANT 
  BACKGROUND
  In a dusty shop, market stall, or merchant caravan, you 
  bartered wares for coin and trade goods. The skills you picked 
  up still apply in the adventuring life, in which a good deal on a 
  suit of armor could prevent your death.
  Choose two ability boosts. One must be to Intelligence or 
  Charisma, and one is a free ability boost.
  You’re trained in the Diplomacy skill and the Mercantile 
  Lore skill. You gain the Bargain Hunter skill feat.
  MINER 
  BACKGROUND
  You earned a living wrenching precious minerals from the 
  lightless depths of the earth. Adventuring might have seemed 
  lucrative or glamorous compared to this backbreaking labor—
  and if you have to head back underground, this time you plan 
  to do so armed with a real weapon instead of a miner’s pick.
  Choose two ability boosts. One must be to Strength or 
  Wisdom, and one is a free ability boost.
  You’re trained in the Survival skill and the Mining 
  Lore skill. You gain the Terrain Expertise skill feat with 
  underground terrain.
  NOBLE 
  BACKGROUND
  To the common folk, the life of a noble seems 
  one of idyllic luxury, but growing up 
  as a noble or member of the aspiring 
  gentry, you know the reality: a noble’s 
  lot is obligation and intrigue. Whether 
  you seek to escape your duties by 
  adventuring or to better your station, 
  you have traded silks and pageantry for 
  an adventurer’s life.
  Choose two ability boosts. One 
  must be to Intelligence or Charisma, 
  and one is a free ability boost.
  You’re trained in the Society 
  skill and your choice of the 
  Genealogy Lore or Heraldry Lore 
  skill. You gain the Courtly Graces 
  skill feat.
  NOMAD 
  BACKGROUND
  Traveling far and wide, you picked up basic tactics for 
  surviving on the road and in unknown lands, getting by with 
  few supplies and even fewer comforts. As an adventurer, you 
  travel still, often into even more dangerous places.
  Choose two ability boosts. One must be to Constitution or 
  Wisdom, and one is a free ability boost.
  You’re trained in the Survival skill and a Lore skill related 
  to one terrain you traveled in (such as Desert Lore or Swamp 
  Lore). You gain the Assurance skill feat with Survival.
  PRISONER 
  BACKGROUND
  You might have been imprisoned for crimes (whether you were 
  guilty or not), or enslaved for some part of your upbringing. 
  In your adventuring life, you take full advantage of your 
  newfound freedom.
  Choose two ability boosts. One must be to Strength or 
  Constitution, and one is a free ability boost.
  You’re trained in the Stealth skill and the Underworld Lore 
  skill. You gain the Experienced Smuggler skill feat.
  SAILOR 
  BACKGROUND
  You heard the call of the sea from a young age. Perhaps you 
  signed onto a merchant’s vessel, joined the navy, or even fell 
  in with a crew of pirates and scalawags.
  Choose two ability boosts. One must be to Strength or 
  Dexterity, and one is a free ability boost.
  You’re trained in the Athletics skill and the Sailing Lore skill. 
  You gain the Underwater Marauder skill feat.
  SCHOLAR 
  BACKGROUND
  You have a knack for learning, and sequestered yourself 
  from the outside world to learn all you could. You read 
  2
  Ancestries & backgrounds
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  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  about so many wondrous places and things in your books, 
  and always dreamed about one day seeing the real things. 
  Eventually, that curiosity led you to leave your studies and 
  become an adventurer.
  Choose two ability boosts. One must be to Intelligence or 
  Wisdom, and one is a free ability boost.
  You’re trained in your choice of the Arcana, Nature, 
  Occultism, or Religion skill, and gain the Assurance skill 
  feat in your chosen skill. You’re also trained in the Academia 
  Lore skill. 
  SCOUT 
  BACKGROUND
  You called the wilderness home as you found trails and guided 
  travelers. Your wanderlust could have called you to the 
  adventuring life, or perhaps you served as a scout for soldiers 
  and found you liked battle.
  Choose two ability boosts. One must be to Dexterity or 
  Wisdom, and one is a free ability boost.
  You’re trained in the Survival skill and a Lore skill related 
  to one terrain you scouted in (such as Forest Lore or Cavern 
  Lore). You gain the Forager skill feat.
  STREET URCHIN 
  BACKGROUND
  You eked out a living by picking pockets on the streets of 
  a major city, never knowing where you’d find your next 
  meal. While some folk adventure for the glory, you do so 
  to survive.
  Choose two ability boosts. One must be to Dexterity or 
  Constitution, and one is a free ability boost.
  You’re trained in Thievery and a Lore skill for the city you 
  lived in as a street urchin (such as Absalom Lore or Magnimar 
  Lore). You gain the Pickpocket skill feat.
  TINKER 
  BACKGROUND
  Creating all sorts of minor inventions scratches your itch for 
  problem-solving. Your engineering skills take a particularly 
  creative bent, and no one know what you’ll come up with next. 
  It might be a genius device with tremendous potential... or it 
  might explode.
  Choose two ability boosts. One must be to Dexterity or 
  Intelligence, and one is a free ability boost.
  You’re trained in the Crafting skill and the Engineering Lore 
  skill. You gain the Specialty Crafting skill feat.
  WARRIOR 
  BACKGROUND
  In your younger days, you waded into battle as a mercenary, 
  a warrior defending a nomadic people, or a member of a 
  militia or army. You might have wanted to break out from 
  the regimented structure of these forces, or you could have 
  always been as independent a warrior as you are now.
  Choose two ability boosts. One must be to Strength or 
  Constitution, and one is a free ability boost.
  You’re trained in the Intimidation skill and the Warfare Lore 
  skill. You gain the Intimidating Glare skill feat.
  Core Rulebook
  64
  
  Your ancestry entry states which languages you know at 
  1st level. Typically, this means you can both speak and read 
  these languages. Having a positive Intelligence modifier 
  grants a number of additional languages equal to your 
  Intelligence modifier. You can choose these languages 
  from the list presented in your character’s ancestry entry 
  and from those available from your region or ethnicity. 
  Ask your GM if there’s a language you want to select that 
  isn’t on these lists. If your Intelligence changes later on, 
  you adjust your number of languages accordingly.
  The languages presented here are grouped according to 
  how common they are throughout the Inner Sea region. 
  Languages that are common are regularly encountered in 
  most places, even among those who aren’t native speakers. 
  Languages that are uncommon (see Table 2–2 and Regional 
  Languages) are most frequently spoken by native speakers, 
  but they are also spoken by certain scholars and others 
  interested in the associated cultures.
  Druidic is a secret language, and is available only to 
  characters who are druids. In fact, druids are prohibited 
  from teaching the language to non-druids (described 
  further in Anathema on page 130).
  It is possible for your character to learn languages later 
  in their adventuring career. Selecting the Multilingual feat, 
  for example, grants a character two new languages chosen 
  from those listed in Table 2–1: Common Languages and 
  Table 2–2: Uncommon Languages. Other abilities and 
  effects might grant access to common or uncommon 
  languages, as detailed in their descriptions.
  TABLE 2—1: COMMON LANGUAGES
  Language 
  Speakers
  Common 
  Humans, dwarves, elves, halflings, and other
   
  common ancestries
  Draconic 
  Dragons, reptilian humanoids
  Dwarven 
  Dwarves
  Elven 
  Elves, half-elves
  Gnomish 
  Gnomes
  Goblin 
  Goblins, hobgoblins, bugbears
  Halfling 
  Halflings
  Jotun 
  Giants, ogres, trolls, ettins, cyclopes
  Orcish 
  Orcs, half-orcs
  Sylvan 
  Fey, centaurs, plant creatures
  Undercommon Drow, duergars, xulgaths
  TABLE 2–2: UNCOMMON LANGUAGES
  Language 
  Speakers
  Abyssal 
  Demons
  Aklo 
  Deros, evil fey, otherworldly monsters
  Aquan 
  Aquatic creatures, water elemental creatures
  Auran 
  Air elemental creatures, flying creatures
  Celestial 
  Angels
  Gnoll 
  Gnolls
  Ignan 
  Fire elemental creatures
  Infernal 
  Devils
  Necril 
  Ghouls, intelligent undead
  Shadowtongue 
  Nidalese, Shadow Plane creatures
  Terran 
  Earth elemental creatures
  TABLE 2–3: SECRET LANGUAGE
  Language 
  Speakers
  Druidic 
  Druids
  Regional Languages
  Regional languages depend on the game world you’re 
  playing in. Chapter 8: The Age of Lost Omens lists the 
  regional languages of the Pathfinder world and where 
  they’re spoken (page 432). These languages are uncommon.
  Most characters learn the Common language. This is 
  the most widely used language in the region where the 
  campaign takes place. In the Inner Sea region of Golarion, 
  the Common tongue is Taldane, for example. Characters 
  with Common might face a language barrier if they travel 
  somewhere with a different Common language. 
  Sign Language 
  and Reading Lips
  The language entry for most characters lists languages they 
  use to communicate in spoken words. However, you might 
  know the signed version of a language or know how to read 
  lips. You can learn these by taking the Sign Language and 
  Read Lips skill feats. If you are creating a character who is 
  deaf, hard of hearing, or unable to speak, discuss with your 
  GM whether it makes sense for your character to know sign 
  languages or lip reading. If so, your GM might allow you to 
  select one of these feats for free (even if you don’t meet the 
  prerequisites) to represent your character concept.
  Languages
  The people of the Inner Sea region speak dozens of different languages, along with 
  hundreds of dialects and regional variations. While a character can generally get by 
  with Taldane, also known as Common, knowing another language is vital in some 
  regions. Being able to speak these tongues can help you with negotiation, spying 
  on enemies, or just conducting simple commerce. Languages also afford you the 
  chance to contextualize your character in the world and give meaning to your other 
  character choices.
  2
  Ancestries & backgrounds
  65
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Core Rulebook
  66
  
  The rules within each class allow you to bring a wealth 
  of character concepts to life. Perhaps you want to create 
  a brilliant but scatterbrained alchemist who can rattle off 
  complex formulas for alchemical items but has trouble 
  remembering his best friend’s birthday. Or perhaps you 
  want your character to be a muscle-bound swordswoman 
  who becomes as immovable as a mountain when she 
  hoists a shield. Maybe they’ll be a hot-tempered sorcerer 
  whose gesticulating fingers pulse with light from an angelic 
  ancestor. The choices you make for your character within 
  their class—such as a cleric’s choice of deity, a fighter’s 
  choice of weapon, or a sorcerer’s bloodline—bring these 
  visions to life within the context of the rules and the world.
  The entries on the pages that follow describe the 12 core 
  classes in Pathfinder. Each entry contains the information 
  you need to play a character of that class, as well as to 
  advance them from their humble beginnings at 1st level to 
  the dizzying heights of power at 20th level. In addition to 
  the class entries, you might need to reference the following 
  sections, which detail additional character options and 
  how to advance your character in level.
  • Leveling Up on page 31 tells you how to make 
  your character stronger when you get enough 
  Experience Points to reach a new level.
  • Animal Companions and Familiars on page 214 
  provides rules to create an animal companion 
  or a familiar to share your adventures with. You 
  must have a class feature or feat that grants you a 
  companion or familiar to use these rules.
  • Archetypes on page 219 gives you thematic 
  options that allow you to further customize your 
  character’s abilities. Though these rules are not 
  recommended for beginners, the archetypes in this 
  book allow you to gain abilities from other classes 
  starting at 2nd level.
  Reading Class Entries
  Every class entry includes information about typical 
  members of the class, plus suggestions for roleplaying 
  characters of that class and playing these characters in the 
  game’s various modes. Each class provides your character 
  with an ability boost to a key ability score; a number of 
  Hit Points they receive at each level; proficiency ranks for 
  Chapter 3: Classes
  Just as your character’s ancestry plays a key role in expressing their identity and worldview, 
  their class indicates the training they have and will improve upon as an adventurer. 
  Choosing your character’s class is perhaps the most important decision you will make 
  for them. Groups of players often create characters whose skills and abilities complement 
  each other mechanically—for example, ensuring your party includes a healer, a combat-
  oriented character, a stealthy character, and someone with command over magic—so you 
  may wish to discuss options with your group before deciding.
  various abilities, equipment, and skills; special abilities 
  from their class features; and more. Your character’s class 
  entry also provides the information needed when they 
  gain levels, so it will be a vital reference throughout the 
  course of your campaign. 
  Playing the Class
  The first section of each class describes the interests and 
  tendencies typical of that class, as well as information 
  on how others view them. This can help inspire you 
  as you determine your character’s actions and define 
  their personality, but you aren’t obligated to play your 
  character as this section describes.
  Key Ability
  This is the ability score that a member of your class cares 
  about the most. Many of your most useful and powerful 
  abilities are tied to this ability in some way. 
  For instance, this is the ability score you’ll use to 
  determine the Difficulty Class (DC) associated with your 
  character’s class features and feats. This is called your 
  class DC. If your character is a member of a spellcasting 
  class, this key ability is used to calculate spell DCs and 
  similar values. 
  Most classes are associated with one key ability score, 
  but some allow you to choose from two options. For 
  instance, if you’re a fighter, you can choose either Strength 
  or Dexterity as your key ability. A fighter who chooses 
  Strength will excel in hand-to-hand combat, while those 
  who choose Dexterity prefer ranged or finesse weapons. 
  Additionally, when you choose your character’s class, 
  they gain an ability boost to their key ability score, 
  increasing that ability score by 2. For more about ability 
  boosts, see page 20.
  Hit Points
  This section tells you how many Hit Points your 
  character gains from their class at each level. To 
  determine your character’s starting Hit Points, add 
  together the Hit Points they got when you chose their 
  ancestry and the amount listed in this entry, which 
  equals your Constitution modifier plus a fixed number. 
  Classes that intend for characters to rush into battle 
  with weapons bared gain a higher number of Hit Points 
  3
  67
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  each level, while those for characters who cast spells or 
  engage in trickery gain fewer. 
  Each time your character gains a level, they increase their 
  maximum Hit Points by the amount listed in this entry. 
  For more about calculating your character’s Constitution 
  modifier and determining their Hit Points, see page 26.
  Initial Proficiencies
  When you choose your character’s class, they gain a set of 
  initial proficiencies. Proficiencies measure your character’s 
  ability to perform tasks, use abilities, and succeed at checks. 
  Proficiency ranks range from trained to legendary. For 
  instance, a character who is trained with a longbow can use it 
  effectively, while a person who is legendary with the weapon 
  might be able to split an arrow from 100 paces away! 
  Each class entry specifies your character’s initial 
  proficiency rank in Perception, saving throws, attacks, 
  defenses, and either spells or class DC. You gain the trained 
  proficiency rank in at least one skill that is important to 
  your class, and you can choose other skills to gain trained 
  proficiency in—the exact number depends on your class. If 
  your class would make you trained in a skill you’re already 
  trained in (typically due to your background), you can select 
  another skill to become trained in.
  A proficiency rank can unlock various feats and class 
  features, and it also helps determine the modifier for any 
  check you roll or DC you calculate related to that statistic. 
  If your character is trained in Perception, a saving throw, 
  or another statistic, they gain a proficiency bonus equal 
  to their level + 2, while if they have expert proficiency, 
  they gain a proficiency bonus equal to their level + 4. For 
  more about proficiency ranks, see page 13. 
  Spellcasting classes grant a proficiency rank for spell 
  attacks and DCs, which are further detailed in each 
  class’s entry.
  If something isn’t listed in your character’s class entry, 
  their proficiency rank in that statistic is untrained unless 
  they gain training from another source. If your character 
  is untrained in something, you add a proficiency bonus of 
  +0 when attempting a check or calculating a DC related 
  to that statistic.
  Advancement Table
  This table summarizes the feats, skill increases, ability boosts, 
  and other benefits your character gains as they advance in 
  level. The first column of the class table indicates a level, and 
  the second column lists each feature your character receives 
  when they reach that level. The 1st-level entry includes a 
  reminder to select your ancestry and background.
  Class Features
  This section presents all the abilities the class grants 
  your character. An ability gained at a higher level lists 
  the required level next to the ability’s name. All classes 
  include the class features detailed below, and each class 
  also gets special class features specific to it. Many class 
  features require you to choose between options. Unless 
  the specific ability states otherwise, such decisions can’t be 
  changed without retraining (as explained on page 481).
  Class Feats
  This section specifies the levels at which your character 
  gains class feats—special feats that only members of that 
  class can access. Class feats are granted beginning at 1st 
  or 2nd level, depending on the class. Specific class feats 
  are detailed at the end of each class entry.
  skill Feats
  This section specifies the levels at which your character 
  gains feats with the skill trait, called skill feats. Skill 
  feats can be found in Chapter 5: Feats, beginning on 
  page 254. At 2nd level and every 2 levels thereafter, most 
  classes gain a skill feat, though rogues gain them earlier 
  and more often. Your character must be trained in the 
  corresponding skill to take a skill feat.
  General Feats
  This section specifies the levels at which your character 
  gains general feats. Most classes grant a general feat at 
  3rd level and every 4 levels thereafter. At each of these 
  levels, you can select any general feat (including skill 
  feats) as long as your character qualifies for it. More 
  information can be found in Chapter 5: Feats (page 254).
  skill inCreases
  This section specifies the levels at which your character 
  can increase their proficiency rank in a skill. At 3rd level 
  and every 2 levels thereafter, most classes grant a skill 
  increase, though rogues gain them earlier and more often. 
  Your character can use a skill increase to either become 
  trained in one skill in which they’re untrained or become 
  an expert in one skill in which they’re already trained.
  If your character is at least 7th level, they can use a skill 
  increase to become a master of a skill in which they’re 
  already an expert. If they’re at least 15th level, they can 
  use an increase to become legendary in a skill of which 
  they’re already a master.
  ability boosts
  At 5th level and every 5 levels thereafter, your character 
  boosts four different ability scores. Your character can 
  use these ability boosts to increase their ability scores 
  above 18. Boosting an ability score increases it by 1 if 
  it’s already 18 or above, or by 2 if it starts out below 18. 
  For more about ability boosts and applying them during 
  character creation, see page 20.
  anCestry Feats
  This section serves as a reminder of the ancestry feats 
  your character gains at 5th, 9th, 13th, and 17th levels. 
  Ancestry feats are detailed in each ancestry entry in 
  Chapter 2, which begins on page 32.
  Core Rulebook
  68
  
  Alchemist 
  Page 70
  The alchemist uses their skill at crafting 
  to create alchemical items—such as 
  bombs, elixirs, and poisons—that they 
  use to defeat foes and aid allies. Smart 
  and resourceful, an alchemist often has 
  just the right tool for the job and esoteric 
  knowledge to help their friends get out of a jam.
  Barbarian 
  Page 82
  The barbarian is a fearsome embodiment 
  of rage, focusing the deadly power 
  of their anger against anyone who 
  stands in their way. A barbarian is 
  quick to enter battle and, once their fury 
  has been unleashed, is immensely strong, 
  often unpredictable, and nearly unstoppable.
  Bard 
  Page 94
  An artist and a scholar, the bard uses 
  performance and esoteric learning to 
  bolster their companions and foil their 
  enemies. Sometimes sneaky and quite 
  often charming, the bard adventures 
  with pizzazz and talent backed up by 
  an impressive repertoire of occult magic.
  Champion 
  Page 104
  A defender of good who straps on 
  armor and wields a righteous weapon, 
  the champion protects the innocent 
  and vanquishes evil. Steadfast in their 
  beliefs, and devoted to both a deity and 
  an aspect of good, they follow a strict code 
  as they fight to make the world a better place.
  Cleric 
  Page 116
  The cleric is dedicated to the 
  worship of a single deity and draws 
  divine magic from this devotion. 
  Clerics 
  can 
  be 
  vastly 
  different 
  depending on who they worship, and 
  whether they’re cloistered clerics who 
  pursue one of their deity’s domains or war 
  priests who serve as the sword arm of their god.
  Druid 
  Page 128
  The druid walks the wild, primordial 
  places of the world without fear, 
  harnessing the primal magic of nature 
  and controlling it with calm purpose. 
  A devotee of the wilderness, the druid 
  finds nourishment in its power, allies 
  among its creatures, and strength in its fury.
  Fighter 
  Page 140
  With calculated daring and fearless 
  determination, the fighter tracks down 
  and confronts their enemies while 
  defending allies from harm. A master 
  of the battlefield, the fighter is quick to 
  exploit opportunities and strike any who 
  stumble within reach of their sword or bow.
  Monk 
  Page 154
  The monk seeks perfection in all things, 
  and that includes transforming their 
  body into the perfect weapon. They 
  can be walking with calm purpose 
  and 
  contemplating 
  the 
  subtleties 
  of existence in one minute and then 
  transform into a blur of deadly blows in the next.
  Ranger 
  Page 166
  Resourceful and cunning, the ranger 
  is a hunter, tracker, and warrior who 
  preserves the natural world and 
  protects civilization from its ravages. 
  Whether they use a bow, crossbow, 
  a pair of weapons, or snares, the ranger 
  is a fearsome enemy and great ally in the wild.
  Rogue 
  Page 178
  Cunning and quick, the rogue brings 
  skill and expertise few of their comrades 
  can match. In battle, they excel at 
  sneak attacks and ambushes. Their 
  racket gives them the tools they need 
  to get the job done, and their wide array of 
  skill choices lets them specialize as they see fit.
  Sorcerer 
  Page 190
  The intense magic the sorcerer 
  commands 
  comes 
  from 
  neither 
  study nor worship—it comes from 
  their blood. Their magical abilities 
  depend on whether they have the 
  blood of dragons, angels, fey, aberrant 
  creatures, or some other being flowing 
  through their veins and powering their spells.
  Wizard 
  Page 202
  The wizard is the arcane master of 
  spellcasting, plucking incredible power 
  from reality through complicated 
  spell formulas. They stride with 
  confidence, without a need for armor 
  or weapons, enacting their will upon the 
  world and bringing woe upon their enemies.
  69
  3
  CLASSES
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Core Rulebook
  70
  
  Alchemist
  During combat encounters...
  You lob bombs at your foes, harry your enemies, and support the rest of your party 
  with potent elixirs. At higher levels, your mutagens warp your body into a resilient 
  and powerful weapon.
  During social encounters...
  You provide knowledge and experience about alchemical items and related secrets, 
  such as poisons and diseases.
  While exploring...
  You keep an eye out for trouble with your bombs at the ready, while giving advice 
  on all things alchemical and mysterious.
  In downtime...
  You experiment in an alchemical lab, brewing elixirs, making bombs, and furthering 
  your alchemical knowledge.
  You Might...
  • Enjoy tinkering with strange formulas and alchemical reagents, often with a 
  single-minded dedication and recklessness that gives others pause.
  • Get a kick out of wreaking havoc with the alchemical concoctions you’ve made, 
  and enjoy watching things burn, dissolve, freeze, and jolt. 
  • Endlessly experiment to discover new, more potent alchemical tools.
  Others Probably...
  • Think you’re some kind of sorcerer or an eccentric wizard and don’t understand 
  that you don’t cast spells; spellcasters who clumsily dabble in alchemy only 
  heighten this misconception.
  • Don’t understand your zeal for alchemy, creativity, and invention. 
  • Assume that if you haven’t caused a catastrophe with your experimentations, 
  you inevitably will.
  There’s no sight more beautiful to you than a strange brew bubbling in a beaker, 
  and you consume your ingenious elixirs with abandon. You’re fascinated by 
  uncovering the secrets of science and the natural world, and you’re constantly 
  experimenting in your lab or on the go with inventive concoctions for every eventuality. 
  You are fearless in the face of risk, hurling explosive or toxic creations at your foes. Your 
  unique path toward greatness is lined with alchemical brews that push your mind and body 
  to their limits.
  INITIAL PROFICIENCIES
  At 1st level, you gain the 
  listed proficiency ranks in 
  the following statistics. You 
  are untrained in anything 
  not listed unless you gain a 
  better proficiency rank in some 
  other way.
  PERCEPTION
  Trained in Perception
  SAVING THROWS
  Expert in Fortitude
  Expert in Reflex
  Trained in Will
  SKILLS
  Trained in Crafting
  Trained in a number of 
  additional skills equal to 3 plus 
  your Intelligence modifier
  ATTACKS
  Trained in simple weapons
  Trained in alchemical bombs
  Trained in unarmed attacks
  DEFENSES
  Trained in light armor
  Trained in unarmored defense
  CLASS DC
  Trained in alchemist class DC
  Hit Points
  8 plus your Constitution Modifier
  You increase your maximum number of 
  HP by this number at 1st level and every 
  level thereafter.
  Key Ability
  INTELLIGENCE
  At 1st level, your class gives you 
  an ability boost to Intelligence.
  3
  71
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  them becomes more and more powerful, you advance 
  in power dramatically, leaving behind those who don’t 
  understand your strange science.
  You gain the Alchemical Crafting feat (page 258), 
  even if you don’t meet that feat’s prerequisites, and you 
  gain the four common 1st-level alchemical formulas 
  granted by that feat. The catalog of alchemical items 
  begins on page 543. You can use this feat to create 
  alchemical items as long as you have the items’ formulas 
  in your formula book.
  inFused reaGents
  You infuse reagents with your own alchemical essence, 
  allowing you to create alchemical items at no cost. Each 
  day during your daily preparations, you gain a number 
  of batches of infused reagents equal to your level + your 
  Intelligence modifier. You can use these reagents for either 
  advanced alchemy or Quick Alchemy, described below. 
  Together, these infused reagents have light Bulk.
  As soon as you make your next daily preparations, your 
  infused reagents from the previous day’s preparations are 
  instantly destroyed, and nonpermanent effects of your 
  previous day’s infused items immediately end. While infused 
  reagents are physical objects, they can’t be duplicated, 
  preserved, or created in any way other than your daily 
  preparations. Any such artificial reagents lack the infusion 
  and are useless for advanced alchemy or Quick Alchemy.
  advanCed alChemy
  During your daily preparations, after producing new 
  infused reagents, you can spend batches of those infused 
  reagents to create infused alchemical items. You don’t 
  need to attempt a Crafting check to do this, and you 
  ignore both the number of days typically required to 
  create the items and any alchemical reagent requirements. 
  Your advanced alchemy level is equal to your level. For 
  each batch of infused reagents you spend, choose an 
  alchemical item of your advanced alchemy level or lower 
  that’s in your formula book, and make a batch of two of 
  that item. These items have the infused trait and remain 
  potent for 24 hours or until your next daily preparations, 
  whichever comes first.
  QuiCk alChemy
  If you need a specific alchemical item on the fly, you can 
  use your infused reagents to quickly create it with the 
  Quick Alchemy action.
  QUICK ALCHEMY [o[fre[o�
  ALCHEMIST
  MANIPULATE
  Cost 1 batch of infused reagents
  Requirements You have alchemist’s tools (page 287), the formula 
  for the alchemical item you’re creating, and a free hand.
  You swiftly mix up a short-lived alchemical item to use at 
  a moment’s notice. You create a single alchemical item of 
  your advanced alchemy level or lower that’s in your formula 
  TABLE 3–1: ALCHEMIST ADVANCEMENT
  Your
  Level Class Features
  1 
  Ancestry and background, initial proficiencies,
   
  alchemy, formula book, research field, alchemist feat
  2 
  Alchemist feat, skill feat
  3 
  General feat, skill increase
  4 
  Alchemist feat, skill feat
  5 
  Ability boosts, ancestry feat, field discovery,
   
  skill increase
  6 
  Alchemist feat, skill feat
  7 
  Alchemical weapon expertise, general feat, iron will,
   
  perpetual infusions, skill increase
  8 
  Alchemist feat, skill feat
  9 
  Alchemical expertise, alertness, ancestry feat, double
   
  brew, skill increase
  10 
  Ability boosts, alchemist feat, skill feat
  11 
  General feat, juggernaut, perpetual potency, skill
   
  increase
  12 
  Alchemist feat, skill feat
  13 
  Ancestry feat, greater field discovery, light armor
   
  expertise, skill increase, weapon specialization
  14 
  Alchemist feat, skill feat
  15 
  Ability boosts, alchemical alacrity, evasion, general
   
  feat, skill increase
  16 
  Alchemist feat, skill feat
  17 
  Alchemical mastery, ancestry feat, perpetual
   
  perfection, skill increase
  18 
  Alchemist feat, skill feat
  19 
  General feat, light armor mastery, skill increase
  20 
  Ability boosts, alchemist feat, skill feat
  Class Features
  You gain these abilities as an alchemist. Abilities gained 
  at higher levels list the levels at which you gain them next 
  to the features’ names.
  Ancestry and Background
  In addition to the abilities provided by your class at 1st 
  level, you have the benefits of your selected ancestry and 
  background, as described in Chapter 2.
  Initial Proficiencies
  At 1st level, you gain a number of proficiencies that 
  represent your basic training. These proficiencies are 
  noted at the start of this class.
  Alchemy
  You understand the complex interactions of natural 
  and unnatural substances and can concoct alchemical 
  items to meet your needs. You can do this using normal 
  reagents and the Craft activity, or you can use special 
  infused reagents that allow you to craft temporary items 
  quickly and at no cost. Over time, you can create more 
  and more alchemical items for free, and since each of 
  Core Rulebook
  72
  
  book without having to spend the normal monetary cost in 
  alchemical reagents or needing to attempt a Crafting check. 
  This item has the infused trait, but it remains potent only until 
  the start of your next turn.
  Formula Book
  An alchemist keeps meticulous records of the formulas 
  for every item they can create. You start with a standard 
  formula book worth 10 sp or less (as detailed on page 
  290) for free. The formula book contains the formulas for 
  two common 1st-level alchemical items of your choice, in 
  addition to those you gained from Alchemical Crafting 
  and your research field. The catalog of alchemical items 
  begins on page 543.
  Each time you gain a level, you can add the formulas 
  for two common alchemical items to your formula 
  book. These new formulas can be for any level of item 
  you can create. You learn these formulas automatically, 
  but it’s also possible to find or buy additional formulas 
  in settlements or from other alchemists, or to invent them 
  with the Inventor feat (page 262).
  Research Field
  Your inquiries into the alchemical nature of the universe 
  have led you to focus on a particular field of research. 
  You might have a degree from an scientific institute, 
  correspond with other researchers in your field, or work 
  as a genius loner. Choose a field of research. The research 
  fields presented in this book are as follows.
  bomber
  You specialize in explosions and other violent 
  alchemical reactions. You start with the formulas 
  for two 1st-level alchemical bombs in your 
  formula book, in addition to your other formulas.
  When throwing an alchemical bomb with the splash 
  trait, you can deal splash damage to only your 
  primary target instead of the usual splash area.
  ChirurGeon
  You concentrate on healing others with alchemy. 
  You start with the formulas for two of the 
  following in your formula book, in addition 
  to your other formulas: lesser antidote, lesser 
  antiplague, or lesser elixir of life.
  As long as your proficiency rank in Medicine is trained 
  or better, you can attempt a Crafting check instead of 
  a Medicine check for any of Medicine’s untrained and 
  trained uses.
  mutaGenist
  You focus on bizarre mutagenic transformations 
  that sacrifice one aspect of a creature’s physical 
  or psychological being in order to strengthen another. 
  You start with the formulas for two 1st-level mutagens 
  in your formula book, in addition to your other formulas.
  You can gain the benefit of any mutagen, even if 
  it wasn’t specifically brewed for you. Whenever your 
  proficiency rank for simple weapons increases, your 
  proficiency rank for unarmed attacks increases to the 
  same rank unless it’s already better.
  Alchemist Feats
  At 1st level and every even-numbered level thereafter, 
  you gain an alchemist class feat. Alchemist class feats are 
  described beginning on page 76.
  Skill Feats  
  2nd
  At 2nd level and every 2 levels thereafter, you gain 
  a skill feat. Skill feats can be found in Chapter 5 and 
  have the skill trait. You must be trained or better in the 
  corresponding skill to select a skill feat.
  General Feats  
  3rd
  At 3rd level and every 4 levels thereafter, 
  you gain a general feat. General feats are 
  listed in Chapter 5.
  73
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  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Skill Increases  
  3rd
  At 3rd level and every 2 levels thereafter, you gain a skill 
  increase. You can use this increase either to increase your 
  proficiency rank to trained in one skill you’re untrained 
  in, or to increase your proficiency rank in one skill in 
  which you’re already trained to expert.
  At 7th level, you can use skill increases to increase 
  your proficiency rank to master in a skill in which you’re 
  already an expert, and at 15th level, you can use them to 
  increase your proficiency rank to legendary in a skill in 
  which you’re already a master.
  Ability Boosts  
  5th
  At 5th level and every 5 levels thereafter, you boost four 
  different ability scores. You can use these ability boosts to 
  increase your ability scores above 18. Boosting an ability 
  score increases it by 1 if it’s already 18 or above, or by 2 
  if it starts out below 18.
  Ancestry Feats  
  5th
  In addition to the ancestry feat you started with, you gain 
  an ancestry feat at 5th level and every 4 levels thereafter. 
  The list of ancestry feats available to you can be found in 
  your ancestry’s entry in Chapter 2.
  Field Discovery  
  5th
  You learn a special discovery depending on your field.
  Bomber: When using advanced alchemy to make 
  bombs during your daily preparations, you can use a 
  batch of reagents to create any three bombs instead of 
  just two of the same bomb.
  Chirurgeon: When using advanced alchemy to make 
  elixirs of life during your daily preparations, you can 
  create three elixirs with each batch of reagents instead 
  of two.
  Mutagenist: When using advanced alchemy to make 
  mutagens during your daily preparations, you can use a 
  batch of reagents to create any three mutagens instead of 
  just two of the same mutagen.
  Alchemical Weapon Expertise 
  7th
  You’ve trained to more effectively wield the weapons 
  you find in your lab. Your proficiency ranks for simple 
  weapons and alchemical bombs increase to expert.
  Iron Will 
  7th
  Your mental defenses are an iron fortress. Your proficiency 
  rank for Will saves increases to expert.
  Perpetual Infusions  
  7th
  You have learned how to create perpetual alchemical 
  infusions that can provide a near-infinite supply of certain 
  simple items. You gain the ability to create two 1st-level 
  alchemical items using Quick Alchemy without spending a 
  batch of infused reagents. The items you can select depend 
  on your research field and must be in your formula book.
  Chirurgeon
  You use alchemy for medicinal purposes, healing 
  and protecting others across the lands.
  ABILITY SCORES
  Prioritize Intelligence and Wisdom. Constitution 
  increases your survivability, and Dexterity helps you 
  hit with ranged attacks when violence is necessary.
  SKILLS
  Crafting, Diplomacy, Medicine, Nature, Occultism, 
  Religion, Society, Survival
  RESEARCH FIELD
  Chirurgeon
  STARTING FEAT
  Alchemical Savant
  HIGHER-LEVEL FEATS
  Poison Resistance (2nd), Efficient Alchemy (4th), 
  Combine Elixirs (6th), Merciful Elixir (10th), Greater 
  Merciful Elixir (14th), Miracle Worker (18th), Craft 
  Philosopher’s Stone (20th)
  Core Rulebook
  74
  SAMPLE ALCHEMIST
  
  Bomber: Choose two of the following formulas: lesser 
  acid flask, lesser alchemist’s fire, lesser bottled lightning, 
  lesser liquid ice, lesser tanglefoot bag, lesser thunderstone.
  Chirurgeon: Lesser antidote and lesser antiplague.
  Mutagenist: Choose two of the following formulas: 
  lesser bestial mutagen, lesser bullheaded mutagen, lesser 
  cognitive mutagen, lesser juggernaut mutagen, lesser 
  quicksilver mutagen, lesser silvertongue mutagen.
  Alchemical Expertise  
  9th
  Constant practice has increased the effectiveness of your 
  concoctions. Your proficiency rank for your alchemist 
  class DC increases to expert.
  Alertness  
  9th
  You remain alert to threats around you. Your proficiency 
  rank for Perception increases to expert.
  Double Brew  
  9th
  You know your formulas so well that you can concoct 
  two items at once. When using the Quick Alchemy 
  action, instead of spending one batch of infused reagents 
  to create a single item, you can spend up to two batches 
  of infused reagents to make up to two alchemical items 
  as described in that action. These items do not have to 
  be the same.
  Juggernaut  
  11th
  Your body has become accustomed to physical hazards 
  and resistant to pathogens and ailments. Your proficiency 
  rank for Fortitude saves increases to master. When you 
  roll a success on a Fortitude save, you get a critical 
  success instead.
  Perpetual Potency  
  11th
  Your perpetual infusions improve, allowing you to use 
  Quick Alchemy to create more powerful items with no 
  cost. The items you can select depend on your research 
  field and must be in your formula book.
  Bomber: The moderate versions of the bombs you 
  chose for perpetual infusions.
  Chirurgeon: Moderate antidote and antiplague.
  Mutagenist: The moderate versions of the mutagens you 
  chose for perpetual infusions.
  Greater Field Discovery  
  13th
  You learn an incredible discovery that advances your 
  understanding of your field.
  Bomber: You can increase the splash on your bombs 
  to damage creatures within 10 feet, or 15 feet if you have 
  Expanded Splash.
  Chirurgeon: When you use Quick Alchemy to create 
  any type of elixir of life, the creature drinking the 
  elixir gains the maximum Hit Points possible for that 
  elixir, instead of rolling to determine the number of Hit 
  Points regained.
  Mutagenist: If you imbibe another mutagen while 
  you are under the effects of a mutagen that you created, 
  you can gain the benefits and the drawbacks of both 
  mutagens at once, despite the fact that they both have 
  the polymorph trait and would not normally function 
  together. If you come under the effects of any further 
  mutagens while benefiting from two mutagens, you lose 
  the benefit of one of the former mutagens of your choice, 
  while retaining the drawbacks of all the mutagens. If 
  you are under the effects of two mutagens and you come 
  under the effect of a non-mutagen polymorph effect, 
  you lose the benefits of the mutagens while retaining the 
  drawbacks of both.
  Light Armor Expertise  
  13th
  You’ve learned how to dodge while wearing light or 
  no armor. Your proficiency ranks for light armor and 
  unarmored defense increase to expert.
  Weapon Specialization  
  13th
  You’ve learned how to inflict greater injuries with the 
  weapons you know best. You deal 2 additional damage 
  with weapons and unarmed attacks in which you are an 
  expert. This damage increases to 3 if you’re a master, and 
  to 4 if you’re legendary.
  Alchemical Alacrity  
  15th
  Your comfort in concocting items is such that you can 
  create three at a time. When using the Quick Alchemy 
  action, you can spend up to three batches of infused 
  reagents to make up to three alchemical items as 
  described in that action. These items do not have to be 
  the same.
  KEY TERMS
  You’ll see the following key terms in many alchemist 
  abilities.
  Additive: Feats with the additive trait allow you 
  to spend actions to add special substances to bombs 
  or elixirs. You can add only one additive to a single 
  alchemical item, and attempting to add another spoils 
  the item. You can typically use actions with the additive 
  trait only when you’re creating an infused alchemical 
  item, and some can be used only with the Quick Alchemy 
  action. The additive trait is always followed by a level, 
  such as additive 2. An additive adds its level to the level 
  of the alchemical item you’re modifying; the result is the 
  new level of the mixture. The mixture’s item level must be 
  no higher than your advanced alchemy level.
  Infused: You created an alchemical item with the 
  infused trait using your infused reagents, and it has a 
  limited time before it becomes inert. Any nonpermanent 
  effects from your infused alchemical items, with the 
  exception of afflictions such as slow-acting poisons, end 
  when you make your daily preparations again.
  75
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  The Age of  
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  Game
  Game
  mastering
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  & Treasure
  Appendix
  
  Evasion 
  15th
  You’ve learned to move quickly to avoid explosions, dragon’s breath, and worse. 
  Your proficiency rank for Reflex saves increases to master. When you roll a success 
  on a Reflex save, you get a critical success instead.
  Alchemical Mastery 
   17th
  Your alchemical concoctions are incredibly effective. Your proficiency rank for your 
  alchemist class DC increases to master.
  Perpetual Perfection  
  17th
  You have perfected your perpetual infusions, allowing you to use Quick Alchemy to 
  create even more powerful items at no cost. The items you can select depend on your 
  research field and must be in your formula book.
  Bomber: The greater versions of the bombs you chose for perpetual infusions.
  Chirurgeon: Greater antidote and antiplague.
  Mutagenist: The greater versions of the mutagens you chose for perpetual infusions.
  Light Armor Mastery  
  19th
  Your skill with light armor improves, increasing your ability to dodge blows. Your 
  proficiency ranks for light armor and unarmored defense increase to master.
  Alchemist Feats
  At every level that you gain an alchemist feat, you can select one of the following 
  feats. You must satisfy any prerequisites before taking the feat.
  1ST LEVEL
  ALCHEMICAL FAMILIAR 
  FEAT 1
  ALCHEMIST
  You have used alchemy to create life, a simple creature formed from alchemical materials, 
  reagents, and a bit of your own blood. This alchemical familiar appears to be a small 
  creature of flesh and blood, though it might have some unusual or distinguishing aspects 
  depending on your creative process. Like other familiars, your alchemical familiar assists 
  you in your laboratory and on adventures. The familiar uses your Intelligence modifier to 
  determine its Perception, Acrobatics, and Stealth modifiers (see Familiars on page 217 for 
  more information).
  ALCHEMICAL SAVANT 
  FEAT 1
  ALCHEMIST
  Prerequisites trained in Crafting
  You can identify alchemical items quickly. When using the Crafting skill to Identify Alchemy 
  on an alchemical item you hold, you can do so as a single action, which has the concentrate 
  and manipulate traits, instead of spending 10 minutes. If you have the formula for the item 
  you are attempting to identify, you gain a +2 circumstance bonus to your check, and if you 
  roll a critical failure, you get a failure instead.
  FAR LOBBER 
  FEAT 1
  ALCHEMIST
  You’ve learned how to throw a longer distance. When you throw an alchemical bomb, it has 
  a range increment of 30 feet instead of the usual 20 feet.
  QUICK BOMBER � 
  FEAT 1
  ALCHEMIST
  You keep your bombs in easy-to-reach pouches from which you draw without thinking. You 
  Interact to draw a bomb, then Strike with it.
  ALCHEMIST FEATS
  If you need to look up an 
  alchemist feat by name instead 
  of by level, use this table.
  Feat 
  Level
  Alchemical Familiar 
  1
  Alchemical Savant 
  1
  Calculated Splash 
  4
  Combine Elixirs 
  6
  Craft Philosopher’s Stone 
  20
  Debilitating Bomb 
  6
  Directional Bombs 
  6
  Efficient Alchemy 
  4
  Elastic Mutagen 
  10
  Enduring Alchemy 
  4
  Eternal Elixir 
  16
  Expanded Splash 
  10
  Exploitive Bomb 
  16
  Extend Elixir 
  12
  Far Lobber 
  1
  Feral Mutagen 
  8
  Genius Mutagen 
  16
  Glib Mutagen 
  14
  Greater Debilitating Bomb 10
  Greater Merciful Elixir 
  14
  Improbable Elixirs 
  18
  Invincible Mutagen 
  12
  Mega Bomb 
  20
  Merciful Elixir 
  10
  Mindblank Mutagen 
  18
  Miracle Worker 
  18
  Perfect Debilitation 
  18
  Perfect Mutagen 
  20
  Persistent Mutagen 
  16
  Poison Resistance 
  2
  Potent Poisoner 
  10
  Powerful Alchemy 
  8
  Quick Bomber 
  1
  Revivifying Mutagen 
  2
  Smoke Bomb 
  2
  Sticky Bomb 
  8
  True Debilitating Bomb 
  14
  Uncanny Bombs 
  12
  Core Rulebook
  76
  
  2ND LEVEL
  POISON RESISTANCE 
  FEAT 2
  ALCHEMIST
  Repeated exposure to toxic reagents has fortified your body 
  against poisons of all kinds. You gain poison resistance equal 
  to half your level, and you gain a +1 status bonus to saving 
  throws against poisons.
  REVIVIFYING MUTAGEN 
  FEAT 2
  ALCHEMIST
  While under the effect of a mutagen, you can metabolize that 
  mutagen’s power to heal yourself. This uses a single action, 
  which has the concentrate and manipulate traits. Once the 
  action is complete, you regain 1d6 Hit Points for every 2 
  item levels of the mutagen (minimum 1d6), but the mutagen’s 
  duration immediately ends, even if you are under the effect of 
  Persistent Mutagen.
  SMOKE BOMB � 
  FEAT 2
  ADDITIVE 1
  ALCHEMIST
  Frequency once per round
  Trigger You use Quick Alchemy to craft an alchemical bomb with 
  a level at least 1 lower than your advanced alchemy level.
  You cause the bomb to create a cloud of thick smoke, in 
  addition to its normal effects. When thrown, the bomb creates 
  a cloud of smoke in a 10-foot-radius burst. You choose which 
  corner of the target’s space (or the space in which the bomb 
  lands) the cloud is centered on. Creatures within that area have 
  the concealed condition, and all other creatures are concealed 
  to them. The smoke lasts for 1 minute or until dissipated by a 
  strong wind.
  4TH LEVEL
  CALCULATED SPLASH 
  FEAT 4
  ALCHEMIST
  You have calculated all the angles to maximize a bomb’s 
  splash. When you throw an alchemical bomb with the splash 
  trait, you can cause the bomb to deal splash damage equal 
  to your Intelligence modifier (minimum 0) instead of the 
  normal amount.
  EFFICIENT ALCHEMY 
  FEAT 4
  ALCHEMIST
  Thanks to the time you’ve spent studying and experimenting, 
  you know how to scale your formulas into larger batches 
  that don’t require any additional attention. When spending 
  downtime to Craft alchemical items, you can produce twice 
  as many alchemical items in a single batch without spending 
  additional preparatory time. For instance, if you are creating 
  elixirs of life, you can craft up to eight elixirs in a single batch 
  using downtime, rather than four. This does not reduce the 
  amount of alchemical reagents required or other ingredients 
  needed to craft each item, nor does it increase your rate of 
  progress for days past the base downtime spent. This also 
  does not change the number of items you can create in a batch 
  using advanced alchemy.
  77
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  Game
  Game
  mastering
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  & Treasure
  Appendix
  
  SAMPLE ALCHEMIST
  ENDURING ALCHEMY 
  FEAT 4
  ALCHEMIST
  You’ve learned how to make your personal energy last just 
  a little bit longer when quickly brewing ad hoc concoctions. 
  When using Quick Alchemy to create an alchemical tool or 
  elixir, that tool or elixir remains potent until the end of your 
  next turn, instead of losing its potency at the start of your 
  next turn.
  6TH LEVEL
  COMBINE ELIXIRS � 
  FEAT 6
  ADDITIVE 2
  ALCHEMIST
  Frequency once per round
  Trigger You use Quick Alchemy to craft an alchemical item 
  that has the elixir trait and is at least 2 levels lower than 
  your advanced alchemy level.
  You’ve discovered how to mix two elixirs into a single hybrid 
  concoction. You can spend 2 additional batches of infused 
  reagents to add a second elixir to the one you’re crafting. 
  The second elixir must also be at least 2 levels lower than 
  your advanced alchemy level, and the combination elixir is 
  an alchemical item two levels higher than the higher of the 
  two elixirs’ levels. When this combination elixir is consumed, 
  both the constituent elixirs take effect. For example, you can 
  combine two elixirs of life to create a combined elixir that 
  heals twice the normal amount, or you can combine a lesser 
  darkvision elixir with a lesser eagle-eye elixir to both gain 
  darkvision and find secret doors.
  DEBILITATING BOMB � 
  FEAT 6
  ADDITIVE 2
  ALCHEMIST
  Frequency once per round
  Trigger You use Quick Alchemy to craft an alchemical 
  bomb that is at least 2 levels lower than your advanced 
  alchemy level.
  Your bombs impose additional effects on your enemies. 
  You mix a substance into the bomb that causes one of the 
  following: dazzled, deafened, flat-footed, or a –5-foot status 
  penalty to Speeds. If the attack with that bomb hits, the 
  target must succeed at a Fortitude saving throw or suffer 
  that effect until the start of your next turn. Use your class 
  DC for this saving throw (even if someone else throws 
  the bomb).
  DIRECTIONAL BOMBS 
  FEAT 6
  ALCHEMIST
  You can lob bombs with great force and a precise trajectory to 
  angle the splash in a cone spraying in a single direction. When 
  throwing an alchemical bomb with the splash trait, instead of 
  splashing all squares adjacent to the target, you can treat the 
  target’s space as the first affected square of a 15-foot cone 
  directed away from you, potentially allowing you to avoid 
  allies and splash deeper into enemy lines. If the target takes 
  up more than a single square, the target’s square closest to 
  you is the first affected square of the cone.
  BOMBER
  You can mix an explosive out of just about anything!
  ABILITY SCORES
  Prioritize Intelligence and Dexterity. Constitution helps 
  you survive explosions gone wrong, and Wisdom 
  prevents you from bombing the wrong target.
  SKILLS
  Acrobatics, Arcana, Crafting, Deception, Intimidation, 
  Society, Stealth, Thievery
  RESEARCH FIELD
  Bomber
  STARTING FEAT
  Quick Bomber
  HIGHER-LEVEL FEATS
  Smoke Bomb (2nd), Calculated Splash (4th), Directional 
  Bombs (6th), Sticky Bomb (8th), Expanded Splash (10th), 
  Mega Bomb (20th)
  Core Rulebook
  78
  
  8TH LEVEL
  FERAL MUTAGEN 
  FEAT 8
  ALCHEMIST
  Your bestial mutagen brings out the beast lurking within you, 
  granting you especially sharp claws and teeth as well as a 
  ferocious appearance. Whenever you’re affected by a bestial 
  mutagen you created, you gain the mutagen’s item bonus to 
  your Intimidation checks. In addition, your claws and jaws 
  are increasingly vicious, and they gain the deadly d10 trait. 
  Finally, you can increase the mutagen’s penalty to AC from –1 
  to –2 and, in exchange, increase the damage die size of your 
  claws and jaws by one step.
  POWERFUL ALCHEMY 
  FEAT 8
  ALCHEMIST
  Alchemical items you create on the fly are particularly potent. 
  When you use Quick Alchemy to create an infused alchemical 
  item that allows a saving throw, you can change its DC to your 
  class DC.
  STICKY BOMB � 
  FEAT 8
  ADDITIVE 2
  ALCHEMIST
  Frequency once per round
  Trigger You use Quick Alchemy to craft an alchemical bomb, 
  and that bomb’s level is at least 2 levels lower than your 
  advanced alchemy level.
  You mix in an additive to make your bomb’s contents adhere 
  to the target and continue to deal damage. A creature that 
  takes a direct hit from one of your sticky bombs also takes 
  persistent damage equal to and of the same type as the 
  bomb’s splash damage. If the bomb already deals persistent 
  damage, combine the two amounts.
  10TH LEVEL
  ELASTIC MUTAGEN 
  FEAT 10
  ALCHEMIST
  You can cause your body to twist and flow like the quicksilver 
  within your mutagens. Whenever you are under the effects 
  of a quicksilver mutagen you created, you can stretch your 
  legs and Step up to 10 feet, and you can squish and compress 
  your body, allowing you to make it through tight spaces 
  as if you were one size smaller, in addition to any effect 
  from Squeezing.
  EXPANDED SPLASH 
  FEAT 10
  ALCHEMIST
  Prerequisites Calculated Splash
  The particularly volatile compounds that you brew into your 
  bombs result in them creating especially large and powerful 
  explosions. When you throw an alchemical bomb you 
  created and that bomb has the splash trait, you can add your 
  Intelligence modifier to the bomb’s usual splash damage, and 
  it deals splash damage to every creature within 10 feet of 
  the target.
  GREATER DEBILITATING BOMB 
  FEAT 10
  ALCHEMIST
  Prerequisites Debilitating Bomb
  You have learned enhanced techniques and alchemical 
  secrets that allow you to expand the range of effects you 
  can impose with your bombs. When you use Debilitating 
  Bomb, add the following to the list you can choose from: 
  clumsy 1, enfeebled 1, stupefied 1, or –10-foot status penalty 
  to Speeds.
  MERCIFUL ELIXIR � 
  FEAT 10
  ADDITIVE 2
  ALCHEMIST
  Frequency once per round
  Trigger You craft an elixir of life using Quick Alchemy, and 
  that elixir is at least 2 levels lower than your advanced 
  alchemy level.
  You mix a special additive into your elixir that calms the 
  drinker’s body and mind. The elixir of life attempts to 
  counteract one fear effect or one effect imposing the paralyzed 
  condition on the drinker.
  POTENT POISONER 
  FEAT 10
  ALCHEMIST
  Prerequisites Powerful Alchemy
  By concentrating your poisons’ toxic components, you 
  make them harder for victims to resist. When you craft an 
  alchemical item with the poison trait by any means, the DC is 
  increased by up to 4, to a maximum of your class DC.
  12TH LEVEL
  EXTEND ELIXIR 
  FEAT 12
  ALCHEMIST
  Integrating your own personal energy into the elixirs you 
  create causes them to affect you for longer. When you 
  consume one of your alchemical items that has the elixir and 
  infused traits and a duration of 1 minute or longer, that elixir’s 
  duration is doubled.
  INVINCIBLE MUTAGEN 
  FEAT 12
  ALCHEMIST
  The fortifying additives you brew into your mutagens make 
  your juggernaut form impervious. Whenever you’re affected 
  by a juggernaut mutagen you created, you gain resistance 
  to all physical damage equal to your Intelligence modifier 
  (minimum 0).
  UNCANNY BOMBS 
  FEAT 12
  ALCHEMIST
  Prerequisites Far Lobber
  You lob bombs unerringly, despite obstructions or distance. 
  When you throw an alchemical item with the bomb trait, 
  its range increment increases to 60 feet, you reduce any 
  circumstance bonus to the target’s AC from cover by 1, and 
  you automatically succeed at the flat check when targeting a 
  concealed creature.
  79
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  CLASSES
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  SAMPLE ALCHEMIST
  14TH LEVEL
  GLIB MUTAGEN 
  FEAT 14
  ALCHEMIST
  Your silvertongue mutagen transcends languages and 
  plausibility. When affected by a silvertongue mutagen 
  you have created, you ignore circumstance penalties to 
  Deception, Diplomacy, Intimidation, and Performance 
  checks. In addition, your words transcend linguistic barriers; 
  everyone listening to you speak hears your words as if you 
  were speaking in their own language (though you do not 
  actually speak that language, nor does this ability allow you 
  to understand any additional languages).
  GREATER MERCIFUL ELIXIR 
  FEAT 14
  ALCHEMIST
  Prerequisites Merciful Elixir
  Your additives contain panaceas that can remedy a plethora 
  of maladies. When you use Merciful Elixir, your elixir 
  can instead attempt to counteract the blinded, deafened, 
  sickened, or slowed condition.
  TRUE DEBILITATING BOMB 
  FEAT 14
  ALCHEMIST
  Prerequisites Greater Debilitating Bomb
  Ever inventive, you have discovered increasingly devastating 
  ways for your bombs to impede and hamper your foes. When 
  you use Debilitating Bomb, add the following to the list of 
  effects you can choose from: enfeebled  2, stupefied 2, or 
  a –15-foot status penalty to Speeds. If you instead apply 
  one of the effects listed in Debilitating Bomb, the target 
  avoids the effect only if the result of its saving throw is a 
  critical success.
  16TH LEVEL
  ETERNAL ELIXIR 
  FEAT 16
  ALCHEMIST
  Prerequisites Extend Elixir
  Your body readily accepts and retains minor changes. When 
  you drink one of your alchemical items that has the elixir and 
  infused traits and a duration of 1 minute or more, you can 
  make the elixir’s duration indefinite. You can do so only if the 
  elixir’s level is half your level or lower. If you later consume 
  a different elixir and make it indefinite, the effect of the 
  previous indefinite elixir ends.
  EXPLOITIVE BOMB � 
  FEAT 16
  ADDITIVE 2
  ALCHEMIST
  Frequency once per round
  Trigger You craft an alchemical bomb using Quick Alchemy 
  that’s at least 2 levels lower than your advanced 
  alchemy level.
  You mix a substance into the bomb to foil resistances. The 
  bomb reduces any resistance the enemy has to its damage 
  type by an amount equal to your level, but only for that attack.
  MUTAGENIST
  You transform yourself and others with mutagens.
  ABILITY SCORES
  Prioritize Intelligence and Strength. Constitution helps 
  you survive transformations and combat, and Wisdom 
  helps keep your mind intact despite the warping.
  SKILLS
  Athletics, Arcana, Crafting, Intimidation, Occultism, 
  Society, Stealth, Survival
  RESEARCH FIELD
  Mutagenist
  STARTING FEAT
  Alchemical Familiar
  HIGHER-LEVEL FEATS
  Revivifying Mutagen (2nd), Feral Mutagen (8th), 
  Invincible Mutagen (12th), Persistent Mutagen (16th), 
  Perfect Mutagen (20th)
  Core Rulebook
  80
  
  GENIUS MUTAGEN 
  FEAT 16
  ALCHEMIST
  Specialized tweaks to your formula that supplements your 
  genius considerably broaden the benefits you gain from 
  cognitive mutagens. When you’re affected by a cognitive 
  mutagen you created, you also gain the mutagen’s item bonus 
  to Deception, Diplomacy, Intimidation, Medicine, Nature, 
  Performance, Religion, and Survival checks. In addition, you 
  can communicate telepathically with creatures within 60 feet 
  with whom you share a language. The communication is two-
  way once you establish it, so a creature you contact can also 
  communicate with you.
  PERSISTENT MUTAGEN 
  FEAT 16
  ALCHEMIST
  Prerequisites Extend Elixir
  You’ve trained your physical form to remain stable within the 
  a given altered state. Once per day, when you consume an 
  alchemical item with the infused and mutagen traits that you 
  have crafted, you can retain its effects until the next time you 
  make your daily preparations instead of its normal duration.
  18TH LEVEL
  IMPROBABLE ELIXIRS 
  FEAT 18
  ALCHEMIST
  Your mastery of alchemical secrets enables you to replicate 
  effects most believe can be achieved only via magic. Select 
  a number of potions equal to your Intelligence modifier 
  (minimum 1) of 9th level or lower. You gain formulas to 
  Craft these potions as alchemical items with the elixir 
  trait. When Crafting these alchemical elixirs, you can 
  substitute alchemical reagents for an equal value of magical 
  components, and you can use alchemist’s tools instead of 
  any other required tool kits. Other than that, the formula 
  does not change. Once you’ve chosen the potion formulas, 
  they can’t be changed.
  MINDBLANK MUTAGEN 
  FEAT 18
  ALCHEMIST
  With a minor adjustment of ratios in the formula for your 
  serene mutagen, you gain mental protections. When you’re 
  affected by a serene mutagen you created, detection, 
  revelation, and scrying effects of 9th level or lower detect 
  nothing from you or your possessions and auras. For instance, 
  detect magic would still detect other magic in the area, but not 
  any magic on you.
  MIRACLE WORKER 
  FEAT 18
  ALCHEMIST
  Frequency once every 10 minutes
  Your alchemical mastery can resuscitate the recently slain. 
  You can administer a true elixir of life to a creature who has 
  been dead for no more than 2 rounds. When you do, that 
  creature is immediately returned to life with 1 Hit Point and 
  becomes wounded 1.
  PERFECT DEBILITATION 
  FEAT 18
  ALCHEMIST
  You have perfected the formulas for bombs that impede your 
  enemies. When you use Debilitating Bomb, your target avoids 
  the condition the bomb imposes only if it critically succeeds 
  at its saving throw.
  20TH LEVEL
  CRAFT PHILOSOPHER’S STONE 
  FEAT 20
  ALCHEMIST
  Your research has paid off, culminating in the legendary 
  philosopher’s stone. You learn the formula for the philosopher’s 
  stone (page 554) and can add it to your formula book.
  MEGA BOMB � 
  FEAT 20
  ADDITIVE 3
  ALCHEMIST
  Prerequisites Expanded Splash
  Requirements You are holding an infused alchemical bomb 
  you crafted, with a level at least 3 lower than your advanced 
  alchemy level.
  You add an incredibly powerful additive to a held bomb to 
  create a mega bomb, greatly increasing its area and power. 
  You use an Interact action to throw the mega bomb, rather 
  than Strike, and you don’t make an attack roll. The mega 
  bomb affects creatures in a 30-foot-radius burst, centered 
  within 60 feet of you. The bomb deals damage as if each 
  creature were the primary target, with a basic Reflex save. 
  On a failed save, a creature also takes any extra effects that 
  affect a primary target (such as flat-footed from bottled 
  lightning). While all targets in the area take splash damage 
  as primary targets, there is no further splash beyond that 
  area. If your next action after creating a mega bomb isn’t an 
  Interact action to throw it, the mega bomb denatures and 
  loses all effects.
  PERFECT MUTAGEN 
  FEAT 20
  ALCHEMIST
  You have enhanced the formulas for your mutagens, aligning 
  them perfectly to your physiology. When under the effect of a 
  mutagen you crafted, you do not suffer its drawback.
  SAMPLE FORMULA BOOK
  You can choose any 1st-level common alchemical items 
  for your formula book, but the list below contains a good 
  selection of starter formulas. A beginner’s book with these 
  formulas called The Fundamentals of Alchemy has become 
  popular among mainstream alchemists by staying away 
  from controversial topics like mutagens, though it has 
  drawn criticism from fringe alchemists for guiding fledgling 
  alchemists away from more innovative experiments.
  Alchemical Item Formulas: Lesser acid flask, lesser 
  alchemist’s fire, lesser antidote, lesser antiplague, lesser 
  cheetah’s elixir, lesser elixir of life, lesser tanglefoot 
  bag, lesser smokestick.
  81
  3
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  The Age of  
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  Core Rulebook
  82
  
  During combat encounters...
  You summon your rage and rush to the front lines to smash your way through. 
  Offense is your best defense—you’ll need to drop foes before they can exploit your 
  relatively low defenses.
  During social encounters...
  You use intimidation to get what you need, especially when gentler persuasion can’t 
  get the job done.
  While exploring...
  You look out for danger, ready to rush headfirst into battle in an instant. You climb 
  the challenging rock wall and drop a rope for others to follow, and you wade into the 
  risky currents to reach the hidden switch beneath the water’s surface. If something 
  needs breaking, you’re up to the task!
  In downtime...
  You might head to a tavern to carouse, build up the fearsome legend of your mighty 
  deeds, or recruit followers to become a warlord in your own right.
  You Might...
  • Have a deep-seated well of anger, hatred, or frustration.
  • Prefer a straightforward approach to one requiring patience and tedium.
  • Engage in a regimen of intense physical fitness—and punch anyone who says this 
  conflicts with your distaste for patience and tedium.
  Others Probably...
  • Rely on your courage and your strength, and trust that you can hold your own in 
  a fight.
  • See you as uncivilized or a boorish lout unfit for high society.
  • Believe that you are loyal to your friends and allies and will never relent until the 
  fight is done.
  Rage consumes you in battle. You delight in wreaking havoc and using powerful 
  weapons to carve through your enemies, relying on astonishing durability without 
  needing complicated techniques or rigid training. Your rages draw upon a vicious 
  instinct, which you might associate with an animal, a spirit, or some part of yourself. To many 
  barbarians, brute force is a hammer and every problem looks like a nail, whereas others try to 
  hold back the storm of emotions inside them and release their rage only when it matters most.
  INITIAL PROFICIENCIES
  At 1st level, you gain the 
  listed proficiency ranks in 
  the following statistics. You 
  are untrained in anything 
  not listed unless you gain a 
  better proficiency rank in some 
  other way.
  PERCEPTION
  Expert in Perception
  SAVING THROWS
  Expert in Fortitude
  Trained in Reflex
  Expert in Will
  SKILLS
  Trained in Athletics
  Trained in a number of 
  additional skills equal to 3 plus 
  your Intelligence modifier
  ATTACKS
  Trained in simple weapons
  Trained in martial weapons
  Trained in unarmed attacks
  DEFENSES
  Trained in light armor
  Trained in medium armor
  Trained in unarmored defense
  CLASS DC
  Trained in barbarian class DC
  Barbarian
  KEY ABILITY
  STRENGTH
  At 1st level, your class gives you 
  an ability boost to Strength.
  HIT POINTS
  12 plus your Constitution Modifier
  You increase your maximum number of 
  HP by this number at 1st level and every 
  level thereafter.
  3
  CLASSES
  83
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Class Features
  You gain these abilities as a barbarian. Abilities gained at 
  higher levels list the requisite levels next to their names.
  Ancestry and Background
  In addition to the abilities provided by your class at 
  1st level, you have the benefits of your selected ancestry 
  and background, as described in Chapter 2.
  Initial Proficiencies
  At 1st level you gain a number of proficiencies that 
  represent your basic training. These proficiencies are 
  noted in at the start of this class.
  Rage
  You gain the Rage action, which lets you fly into a frenzy.
  RAGE �
  BARBARIAN
  CONCENTRATE
  EMOTION
  MENTAL
  Requirements You aren’t fatigued or raging.
  You tap into your inner fury and begin raging. You gain a 
  number of temporary Hit Points equal to your level plus 
  your Constitution modifier. This frenzy lasts for 1 minute, 
  until there are no enemies you can perceive, or until you fall 
  unconscious, whichever comes first. You can’t voluntarily stop 
  raging. While you are raging:
  • You deal 2 additional damage with melee weapons and 
  unarmed attacks. This additional damage is halved if 
  your weapon or unarmed attack is agile.
  • You take a –1 penalty to AC.
  • You can’t use actions with the concentrate trait unless 
  they also have the rage trait. You can Seek while raging.
  After you stop raging, you lose any remaining temporary 
  Hit Points from Rage, and you can’t Rage again for 1 minute.
  Instinct
  Your rage wells up from a dominant instinct—one you 
  learned from a tradition or that comes naturally to you. Your 
  instinct gives you an ability, requires you to avoid certain 
  behaviors, grants you increased damage and resistances 
  at higher levels, and allows you to select feats tied to your 
  instinct. For more information, see Instincts on page 86.
  Barbarian Feats
  At 1st level and every even-numbered level thereafter, 
  you gain a barbarian class feat. Barbarian class feats are 
  described beginning on page 88.
  Skill Feats  
  2nd
  At 2nd level and every 2 levels thereafter, you gain a skill 
  feat. Skill feats appear in Chapter 5 and have the skill 
  trait. You must be trained or better in the corresponding 
  skill to select a skill feat.
  Deny Advantage  
  3rd
  Your foes struggle to pass your defenses. You aren’t flat-
  footed to hidden, undetected, or flanking creatures of your 
  level or lower, or creatures of your level or lower using 
  surprise attack. However, they can still help their allies flank.
  General Feats  
  3rd
  At 3rd level and every 4 levels thereafter, you gain a 
  general feat. General feats are listed in Chapter 5.
  Skill Increases  
  3rd
  At 3rd level and every 2 levels thereafter, you gain a skill 
  increase. You can use this increase either to increase your 
  proficiency rank to trained in one skill you’re untrained 
  in, or to increase your proficiency rank in one skill in 
  which you’re already trained to expert.
  At 7th level, you can use skill increases to increase 
  your proficiency rank to master in a skill in which you’re 
  already an expert, and at 15th level, you can use them to 
  increase your proficiency rank to legendary in a skill in 
  which you’re already a master.
  Ability Boosts  
  5th
  At 5th level and every 5 levels thereafter, you boost four 
  different ability scores. You can use these ability boosts to 
  increase your ability scores above 18. Boosting an ability 
  score increases it by 1 if it’s already 18 or above, or by 2 if 
  it starts below 18.
  TABLE 3–2: BARBARIAN ADVANCEMENT
  Your
  Level Class Features
  1 
  Ancestry and background, initial proficiencies,
   
  rage, instinct, barbarian feat
  2 
  Barbarian feat, skill feat
  3 
  Deny advantage, general feat, skill increase
  4 
  Barbarian feat, skill feat
  5 
  Ability boosts, ancestry feat, brutality, skill increase
  6 
  Barbarian feat, skill feat
  7 
  General feat, juggernaut, skill increase, weapon 
   
  specialization
  8 
  Barbarian feat, skill feat
  9 
  Ancestry feat, lightning reflexes, raging resistance,
   
  skill increase
  10 
  Ability boosts, barbarian feat, skill feat
  11 
  General feat, mighty rage, skill increase
  12 
  Barbarian feat, skill feat
  13 
  Ancestry feat, greater juggernaut, medium armor
   
  expertise, skill increase, weapon fury
  14 
  Barbarian feat, skill feat
  15 
  Ability boosts, general feat, greater weapon
   
  specialization, indomitable will, skill increase
  16 
  Barbarian feat, skill feat
  17 
  Ancestry feat, heightened senses, skill increase, quick rage
  18 
  Barbarian feat, skill feat
  19 
  Armor of fury, devastator, general feat, skill increase
  20 
  Ability boosts, barbarian feat, skill feat
  Core Rulebook
  84
  
  Ancestry Feats  
  5th
  In addition to the ancestry feat you started with, you gain 
  an ancestry feat at 5th level and every 4 levels thereafter. 
  The list of ancestry feats available to you can be found in 
  your ancestry’s entry in Chapter 2.
  Brutality  
  5th
  Your fury makes your weapons lethal. Your proficiency 
  ranks for simple weapons, martial weapons, and unarmed 
  attacks increase to expert. While raging, you gain access 
  to the critical specialization effects for melee weapons 
  and unarmed attacks.
  Juggernaut  
  7th
  Your body is accustomed to physical hardship and 
  resistant to ailments. Your proficiency rank for Fortitude 
  saves increases to master. When you roll a success on a 
  Fortitude save, you get a critical success instead.
  Weapon Specialization  
  7th
  Your rage helps you hit harder. You deal an 
  additional 2 damage with weapons and unarmed 
  attacks in which you have expert proficiency. 
  This damage increases to 3 if you’re a master, and 
  4 if you’re legendary. You gain your instinct’s 
  specialization ability.
  Lightning Reflexes 
  9th
  Your reflexes are lightning fast. Your 
  proficiency rank for Reflex saves increases 
  to expert.
  Raging Resistance  
  9th
  Repeated exposure and toughened skin allow you 
  to fend off harm. While raging, you gain resistance 
  equal to 3 + your Constitution modifier to damage 
  types based on your instinct.
  Mighty Rage  
  11th
  Your rage intensifies and lets you burst into action. Your 
  proficiency rank for your barbarian class DC increases 
  to expert. You gain the Mighty Rage free action.
  MIGHTY RAGE �
  BARBARIAN
  Trigger You use the Rage action on your turn.
  Use an action that has the rage trait. Alternatively, you can 
  increase the actions of the triggering Rage to 2 to instead use 
  a 2-action activity with the rage trait.
  Greater Juggernaut  
  13th
  You have a stalwart physiology. Your proficiency rank 
  for Fortitude saves increases to legendary. When you roll 
  a critical failure on a Fortitude save, you get a failure 
  instead. When you fail a Fortitude save against an effect 
  that deals damage, you halve the damage you take.
  Medium Armor Expertise  
  13th
  You’ve learned to defend yourself better against attacks. 
  Your proficiency ranks for light armor, medium armor, 
  and unarmored defense increase to expert.
  Weapon Fury  
  13th
  Your rage makes you even more effective with the 
  weapons you wield. Your proficiency ranks for simple 
  weapons, martial weapons, and unarmed attacks increase 
  to master.
  85
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  Greater Weapon Specialization  
  15th
  The weapons you’ve mastered become truly fearsome in 
  your hands. Your damage from weapon specialization 
  increases to 4 with weapons and unarmed attacks in 
  which you’re an expert, 6 if you’re a master, and 8 if 
  you’re legendary. You gain a greater benefit from your 
  instinct’s specialization ability.
  Indomitable Will  
  15th
  Your rage makes it difficult to control you. Your proficiency 
  rank for Will saves increases to master. When you roll a 
  success on a Will save, you get a critical success instead.
  Heightened Senses  
  17th
  Your instinct heightens each of your senses further. Your 
  proficiency rank for Perception increases to master.
  Quick Rage  
  17th
  You recover from your Rage quickly, and are soon ready 
  to begin anew. After you spend a full turn without raging, 
  you can Rage again without needing to wait 1 minute.
  Armor of Fury  
  19th
  Your training and rage deepen your connection to your 
  armor. Your proficiency ranks for light armor, medium 
  armor, and unarmored defense increase to master.
  Devastator  
  19th
  Your Strikes are so devastating that you hardly care about 
  resistance, and your barbarian abilities are unparalleled. 
  Your proficiency rank for your barbarian class DC 
  increases to master. Your melee Strikes ignore 10 points 
  of a creature’s resistance to their physical damage.
  Instincts
  You channel your rage through an instinct. You decide 
  what your instinct means to you. It could be a creature or 
  symbol beloved by your clan, or a purely internal source 
  or filter of your rage, such as a belief, curse, heritage, 
  or state of mind. Each instinct grants an instinct ability, 
  plus more abilities you can gain via instinct feats. It also 
  determines what damage you resist with raging resistance 
  and, at higher levels, increases the additional damage you 
  deal when you Rage.
  Each instinct lists acts that are anathema to it. 
  Whenever you perform such acts, you lose the instinct’s 
  abilities and any instinct feats until you spend 1 day of 
  downtime re-centering yourself, though you keep all of 
  your other barbarian abilities.
  Animal Instinct
  The fury of a wild predator fills you when you Rage, 
  granting you ferocious unarmed attacks. Cultures that 
  revere vicious animals (such as apes or bears) give rise 
  to barbarians with this instinct. You might also be at 
  war with an uncontrollable, animalistic side of your 
  personality, or you might be a descendant of a werewolf 
  or another werecreature. Select an animal from Table 3–3: 
  Animal Instincts that best matches your chosen animal.
  TABLE 3–3: ANIMAL INSTINCTS
  Animal 
  Attack 
  Damage 
  Traits
  Ape 
  Fist 
  1d10 B 
  Grapple, unarmed
  Bear 
  Jaws 
  1d10 P 
  Unarmed
   
  Claw 
  1d6 S 
  Agile, unarmed
  Bull 
  Horn 
  1d10 P 
  Shove, unarmed
  Cat 
  Jaws 
  1d10 P 
  Unarmed
   
  Claw 
  1d6 S 
  Agile, unarmed
  Deer 
  Antler 
  1d8 P 
  Charge, unarmed
  Frog 
  Jaws 
  1d10 B 
  Unarmed
   
  Tongue 
  1d4 B 
  Agile, unarmed
  Shark 
  Jaws 
  1d10 P 
  Grapple, unarmed
  Snake 
  Fangs 
  1d10 P 
  Grapple, unarmed
  Wolf 
  Jaws 
  1d10 P 
  Trip, unarmed
  AnAthemA
  Flagrantly disrespecting an animal of your chosen kind is 
  anathema to your instinct, as is using weapons while raging.
  BestiAl RAge (instinct ABility)
  When you Rage, you gain your chosen animal’s unarmed 
  attack (or attacks). The specific attack gained, the damage it 
  deals, and its traits are listed on Table 3–3: Animal Instincts. 
  These attacks are in the brawling group. Your Rage action 
  gains the morph, primal, and transmutation traits.
  speciAlizAtion ABility
  Increase the damage die size for the unarmed attacks 
  granted by your chosen animal by one step, and increase the 
  additional damage from Rage from 2 to 5 for your chosen 
  animal’s unarmed attacks. The frog’s tongue attack and 
  deer’s antler attack gain reach 10 feet. If you have greater 
  weapon specialization, increase the damage from Rage 
  from 5 to 12 for your chosen animal’s unarmed attacks.
  RAging ResistAnce
  You resist piercing and slashing damage.
  Dragon Instinct
  You summon the fury of a mighty dragon and manifest 
  incredible abilities. Perhaps your culture reveres draconic 
  majesty, or you gained your connection by drinking or 
  bathing in dragon’s blood or after watching a marauding 
  wyrm burn your village. Select a type of dragon from Table 
  3–4: Dragon Instincts to be your instinct’s dragon type. 
  Chromatic dragons tend to be evil, and metallic dragons 
  tend to be good.
  TABLE 3–4: DRAGON INSTINCTS
  Dragon 
  Type 
  Breath Weapon
  Black 
  Chromatic 
  Line of acid
  Core Rulebook
  86
  
  Blue 
  Chromatic 
  Line of electricity
  Green 
  Chromatic 
  Cone of poison
  Red 
  Chromatic 
  Cone of fire
  White 
  Chromatic 
  Cone of cold
  Brass 
  Metallic 
  Line of fire
  Bronze 
  Metallic 
  Line of electricity
  Copper 
  Metallic 
  Line of acid
  Gold 
  Metallic 
  Cone of fire
  Silver 
  Metallic 
  Cone of cold
  AnAthemA
  Letting a personal insult against you slide is anathema to 
  your instinct. Choose whether your character respects or 
  abhors your dragon type. If you respect it, defying such a 
  dragon is anathema, and if you abhor it, failing to defeat 
  such a dragon you come across is anathema.
  DRAconic RAge (instinct ABility)
  While raging, you can increase the additional damage 
  from Rage from 2 to 4 and change its damage type to 
  match that of your dragon’s breath weapon instead of the 
  damage type for your weapon or unarmed attack. If you 
  do this, your Rage action gains the arcane and evocation 
  traits, as well as the trait matching the damage type.
  speciAlizAtion ABility
  When you use draconic rage, you increase the additional 
  damage from Rage from 4 to 8. If you have greater 
  weapon specialization, instead increase the damage from 
  Rage when using draconic rage from 8 to 16.
  RAging ResistAnce
  You resist piercing damage and the damage type of your 
  dragon’s breath weapon.
  Fury Instinct
  Your rage comes from a deep and purely personal well 
  within you. You use your rage as you choose.
  AnAthemA AnD instinct ABility
  You don’t have an anathema or an instinct ability. Instead, 
  you gain an additional 1st-level barbarian feat.
  speciAlizAtion ABility
  Increase the additional damage from Rage from 2 to 6. If 
  you have greater weapon specialization, instead increase 
  the additional damage from Rage to 12.
  RAging ResistAnce
  You resist physical weapon damage, but not physical 
  damage from other sources (such as unarmed attacks).
  Giant Instinct
  Your rage gives you the raw power and size of a giant. This 
  doesn’t necessarily mean you revere giants—you might 
  scoff at them or even aspire to slay them! You could instead 
  seem like a giant to other people due to your exceptional 
  strength or larger-than-life emotions and ego.
  AnAthemA
  Failing to face a personal challenge of strength is anathema.
  titAn mAuleR (instinct ABility)
  You can use a weapon built for a Large creature if you 
  are Small or Medium (both normally and when raging). If 
  you’re not Small or Medium, you can use a weapon built 
  for a creature one size larger than you. You gain access to 
  one weapon one size larger than you, of any weapon type 
  otherwise available at character creation. It has the normal 
  Price and Bulk for a weapon of its size (page 295). When 
  wielding such a weapon in combat, increase your additional 
  damage from Rage from 2 to 6, but you have the clumsy 
  1 condition (page 618) because of the weapon’s unwieldy 
  size. You can’t remove this clumsy condition or ignore its 
  penalties by any means while wielding the weapon.
  speciAlizAtion ABility
  Increase the damage from Rage when using a larger weapon 
  from 6 to 10; if you have greater weapon specialization, 
  increase it from 10 to 18.
  RAging ResistAnce
  You resist bludgeoning damage and your choice of cold, 
  electricity, or fire, chosen when you gain raging resistance.
  Spirit Instinct
  Whether you are emotionally sensitive to the spirits around 
  you; worship ancestors or apparitions; or are haunted by 
  the specter of an ancestor, relative, friend, or foe, your rage 
  takes the form of a spiritual possession.
  AnAthemA
  Disrespecting corpses or spirits is anathema to your 
  instinct; defending yourself against undead creatures is not.
  spiRit RAge (instinct ABility)
  When you are raging, you can increase your damage from 
  Rage from 2 to 3 and deal negative or positive damage, 
  KEY TERMS
  You’ll see the following key terms in many barbarian 
  class features.
  Flourish: Flourish actions are techniques that require 
  too much exertion to perform a large number in a row. 
  You can use only 1 action with the flourish trait per turn.
  Instinct: Instinct abilities require a specific instinct; you 
  lose access if you perform acts anathema to your instinct.
  Open: These maneuvers work only as your first salvo on 
  your turn. You can use an open action only if you haven’t 
  used an action with the attack or open trait yet this turn.
  Rage: You must be raging to use abilities with the rage 
  trait, and they end automatically when you stop raging.
  87
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  The Age of  
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  & Treasure
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  instead of the normal damage type for your weapon or unarmed attack (choose each 
  time you Rage). If you choose to deal negative or positive damage, your weapon or 
  unarmed attack gains the effects of the ghost touch property rune, which makes it 
  more effective against incorporeal creatures, and your Rage action gains the divine 
  and necromancy traits, plus negative or positive, as appropriate.
  speciAlizAtion ABility
  When using spirit rage, increase the damage from Rage from 3 to 7. If you have greater 
  weapon specialization, instead increase the damage when using spirit rage to 13.
  RAging ResistAnce
  You resist negative damage, as well as damage dealt by the attacks and abilities of 
  undead creatures, regardless of the damage type.
  Barbarian Feats
  At every level that you gain a barbarian feat, you can select one of the following 
  feats. You must satisfy any prerequisites before selecting the feat.
  1ST LEVEL
  ACUTE VISION 
  FEAT 1
  BARBARIAN
  When you are raging, your visual senses improve, granting you darkvision.
  MOMENT OF CLARITY � 
  FEAT 1
  BARBARIAN
  CONCENTRATE RAGE
  You push back your rage for a moment in order to think clearly. Until the end of this turn, you 
  can use actions with the concentrate trait even if those actions don’t have the rage trait.
  RAGING INTIMIDATION 
  FEAT 1
  BARBARIAN
  Your fury fills your foes with fear. While you are raging, your Demoralize and Scare to Death 
  actions (from the Intimidation skill and an Intimidation skill feat, respectively) gain the rage 
  trait, allowing you to use them while raging. As soon as you meet the prerequisites for the 
  skill feats Intimidating Glare and Scare to Death, you gain these feats.
  RAGING THROWER 
  FEAT 1
  BARBARIAN
  Thrown weapons become especially deadly in your fury. You apply the additional damage 
  from Rage to your thrown weapon attacks. If you have the Brutal Critical feat or the 
  devastator class feature, apply their benefits to thrown weapon attacks.
  SUDDEN CHARGE t� 
  FEAT 1
  BARBARIAN
  FLOURISH
  OPEN
  With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your 
  movement within melee reach of at least one enemy, you can make a melee Strike against 
  that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming 
  instead of Striding if you have the corresponding movement type.
  2ND LEVEL
  ACUTE SCENT 
  FEAT 2 
  BARBARIAN
  Prerequisites Acute Vision or darkvision
  When you Rage, your sense of smell improves. You gain imprecise scent with a range of 30 feet.
  BARBARIAN FEATS
  If you need to look up a 
  barbarian feat by name instead 
  of by level, use this table.
  Feat 
  Level
  Acute Scent 
  2
  Acute Vision 
  1
  Animal Rage 
  8
  Animal Skin 
  6
  Attack of Opportunity 
  6
  Awesome Blow 
  14
  Brutal Bully 
  6
  Brutal Critical 
  18
  Cleave 
  6
  Collateral Thrash 
  16
  Come and Get Me 
  10
  Contagious Rage 
  20
  Dragon’s Rage Breath 
  6
  Dragon’s Rage Wings 
  12
  Dragon Transformation 
  16
  Fast Movement 
  4
  Furious Bully 
  8
  Furious Finish 
  2
  Furious Grab 
  12
  Furious Sprint 
  10
  Giant’s Lunge 
  14
  Giant’s Stature 
  6
  Great Cleave 
  10
  Knockback 
  10
  Moment of Clarity 
  1
  No Escape 
  2
  Perfect Clarity 
  18
  Predator’s Pounce 
  12
  Quaking Stomp 
  20
  Raging Athlete 
  4
  Raging Intimidation 
  1
  Raging Thrower 
  1
  Reckless Abandon 
  16
  Renewed Vigor 
  8
  Second Wind 
  2
  Shake It Off 
  2
  Share Rage 
  8
  Spirits’ Interference 
  6
  Spirit’s Wrath 
  12
  Sudden Charge 
  1
  Sudden Leap 
  8
  Swipe 
  4
  Terrifying Howl 
  10
  Thrash 
  8
  Titan’s Stature 
  12
  Vengeful Strike 
  14
  Vicious Evisceration 
  18
  Whirlwind Strike 
  14
  Wounded Rage 
  4
  Core Rulebook
  88
  
  FURIOUS FINISH � 
  FEAT 2
  BARBARIAN
  RAGE
  Desperate to finish the fight, you pour all your rage into one final 
  blow. Make a Strike. If it hits, you gain a circumstance bonus to 
  damage equal to the number of rounds remaining in your Rage 
  (maximum 10). After this Strike, your Rage immediately ends, 
  and you are fatigued until you rest for at least 10 minutes.
  NO ESCAPE � 
  FEAT 2
  BARBARIAN
  RAGE
  Trigger A foe within reach attempts to move away from you.
  You keep pace with a retreating foe. Stride up to your Speed, 
  following the foe and keeping it in reach throughout its 
  movement until it stops moving or you’ve moved your full 
  Speed. You can use No Escape to Burrow, Climb, Fly, or Swim 
  instead of Stride if you have the corresponding movement type.
  SECOND WIND 
  FEAT 2
  BARBARIAN
  You can enter a second rage, but afterward you need to catch 
  your breath. You can Rage without waiting for 1 minute after the 
  previous Rage (or 1 round, with quick rage), but when you end 
  this second Rage, you’re fatigued until you rest for 10 minutes.
  SHAKE IT OFF � 
  FEAT 2
  BARBARIAN
  CONCENTRATE RAGE
  You concentrate on your rage, overcoming fear and fighting 
  back sickness. Reduce your frightened condition value by 1, 
  and attempt a Fortitude save to recover from the sickened 
  condition as if you had spent an action retching; you reduce 
  your sickened condition value by 1 on a failure (but not on a 
  critical failure), by 2 on a success, or by 3 on a critical success.
  4TH LEVEL
  FAST MOVEMENT 
  FEAT 4
  BARBARIAN
  Your rage is a frenzy of rapid movements. While you are 
  raging, you gain a +10-foot status bonus to your Speed.
  RAGING ATHLETE 
  FEAT 4
  BARBARIAN
  Prerequisites expert in Athletics
  Physical obstacles can’t hold back your fury. While you are 
  raging, you gain a climb Speed and swim Speed equal to your 
  land Speed, the DC of High Jumps and Long Jumps decreases 
  by 10, and your Leap distance increases by 5 feet when you 
  jump horizontally and by 2 feet when you jump vertically.
  SWIPE [two-action]� 
  FEAT 4
  BARBARIAN
  FLOURISH
  You make a wide, arcing swing. Make a single melee Strike and 
  compare the attack roll result to the ACs of up to two foes, each of 
  whom must be within your melee reach and adjacent to the other. 
  89
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  SAMPLE BARBARIAN
  Roll damage only once and apply it to each creature you hit. A 
  Swipe counts as two attacks for your multiple attack penalty.
  If you’re using a weapon with the sweep trait, its modifier 
  applies to all your Swipe attacks.
  WOUNDED RAGE � 
  FEAT 4
  BARBARIAN
  RAGE
  Trigger You take damage and are capable of entering a rage.
  You roar in pain, awakening the rage within you. You Rage.
  6TH LEVEL
  ANIMAL SKIN 
  FEAT 6
  BARBARIAN INSTINCT MORPH
  PRIMAL
  TRANSMUTATION
  Prerequisites animal instinct
  Your proficiency in unarmored defense increases to expert. 
  While you are raging and unarmored, your skin transforms 
  into a thick hide resembling your animal’s skin. You gain a 
  +1 status bonus to AC instead of taking a –1 penalty to AC; 
  if you have the greater juggernaut class feature, this status 
  bonus increases to +2. The thickness of your hide gives you a 
  Dexterity modifier cap to your AC of +3.
  ATTACK OF OPPORTUNITY � 
  FEAT 6
  BARBARIAN
  Trigger A creature within your reach uses a manipulate action 
  or a move action, makes a ranged attack, or leaves a square 
  during a move action it’s using.
  You swat a foe that leaves an opening. Make a melee Strike 
  against the triggering creature. If your attack is a critical hit and 
  the trigger was a manipulate action, you disrupt that action. 
  This Strike doesn’t count toward your multiple attack penalty, 
  and your multiple attack penalty doesn’t apply to this Strike.
  BRUTAL BULLY 
  FEAT 6
  BARBARIAN
  Prerequisites expert in Athletics
  You push your foes around and leave bruises. While raging, when 
  you successfully Disarm, Grapple, Shove, or Trip a foe, you deal 
  that foe bludgeoning damage equal to your Strength modifier; 
  add this to the damage from a critical success to Trip.
  CLEAVE � 
  FEAT 6
  BARBARIAN
  RAGE
  Trigger Your melee Strike kills a creature or knocks it 
  unconscious, and another foe is adjacent to that creature.
  You swing clear through one foe and into another. Make a 
  melee Strike against the second foe.
  DRAGON’S RAGE BREATH [two-action]� 
  FEAT 6
  ARCANE
  BARBARIAN
  CONCENTRATE
  EVOCATION INSTINCT RAGE
  Prerequisites dragon instinct
  Requirements You haven’t used this ability since you last Raged.
  You breathe deeply and exhale powerful energy in a 30-foot 
  cone or 60-foot line, dealing 1d6 damage per level. The area 
  and damage type match those of your dragon (see Table 3–4 
  ANIMAL RAGER
  The animal within you breaks free, turning you 
  into a feral creature of nature when you rage. You 
  follow your instincts rather than reason, and you 
  find yourself at home in the wilderness.
  ABILITY SCORES
  Increase your Strength as high as you can, followed by 
  your Constitution and Dexterity. A high Wisdom can 
  improve your senses.
  SKILLS
  Athletics, Intimidation, Nature, Survival
  INSTINCT
  Animal instinct
  STARTING FEAT
  Raging Intimidation
  HIGHER-LEVEL FEATS
  No Escape (2nd), Animal Skin (6th), Animal Rage (8th), 
  Terrifying Howl (10th), Predator’s Pounce (12th)
  Core Rulebook
  90
  
  on page 86). If you used this ability in the last hour, the area 
  and the damage are halved (15-foot cone or 30-foot line; 1d6 
  damage for every 2 levels). Each creature in the area must 
  attempt a basic Reflex save.
  GIANT’S STATURE � 
  FEAT 6
  BARBARIAN INSTINCT POLYMORPH PRIMAL RAGE
  TRANSMUTATION
  Prerequisites giant instinct
  Requirements You are Medium or smaller.
  You grow to incredible size. You become Large, increasing your 
  reach by 5 feet and gaining the clumsy 1 condition (page 618) 
  until you stop raging. Your equipment grows with you.
  SPIRITS’ INTERFERENCE � 
  FEAT 6
  BARBARIAN
  DIVINE
  INSTINCT
  NECROMANCY
  RAGE
  Prerequisites spirit instinct
  You call forth protective spirits to ward off ranged attacks. Until 
  your rage ends, anyone making a ranged attack against you must 
  succeed at a DC 5 flat check or the attack misses with no effect.
  8TH LEVEL
  ANIMAL RAGE � 
  FEAT 8
  BARBARIAN CONCENTRATE INSTINCT POLYMORPH PRIMAL RAGE TRANSMUTATION
  Prerequisites animal instinct
  You transform into your animal. You gain the effects of the 
  3rd-level animal form spell except you use your own statistics, 
  temporary Hit Points, and unarmed attacks instead of those 
  granted by animal form. You also retain the constant abilities of 
  your gear. If your animal is a frog, your tongue’s reach increases 
  to 15 feet. Dismissing the transformation gains the rage trait.
  FURIOUS BULLY 
  FEAT 8
  BARBARIAN
  Prerequisites master in Athletics
  You bully foes across the battlefield. While raging, you gain a 
  +2 circumstance bonus to Athletics checks for attack actions.
  RENEWED VIGOR � 
  FEAT 8
  BARBARIAN
  CONCENTRATE RAGE
  You pause to recover your raging vigor. You gain temporary Hit 
  Points equal to half your level plus your Constitution modifier.
  SHARE RAGE � 
  FEAT 8
  AUDITORY
  BARBARIAN
  RAGE
  VISUAL
  Requirements You haven’t used this ability since you last Raged.
  You stoke an ally’s fury. While you are raging, one willing 
  creature within 30 feet gains the effects of the Rage action, 
  except it can still use concentrate actions.
  SUDDEN LEAP 
  FEAT 8
  BARBARIAN
  You swing at a foe while mid-leap. Make a Leap, High Jump, or 
  Long Jump and attempt one melee Strike at any point during your 
  jump. Immediately after the Strike, you fall to the ground if you’re 
  in the air, even if you haven’t reached the maximum distance of 
  your jump. If the distance you fall is no more than the height of 
  your jump, you take no damage and land upright.
  When attempting a High Jump or Long Jump during a 
  Sudden Leap, determine the DC using the Long Jump DCs, and 
  increase your maximum distance to double your Speed.
  THRASH � 
  FEAT 8
  BARBARIAN
  RAGE
  Requirements You have a foe grabbed.
  You thrash the grabbed foe around. It takes bludgeoning 
  damage equal to your Strength modifier plus your ferocious 
  specialization damage plus your Rage damage. The foe must 
  attempt a basic Fortitude save against your class DC.
  10TH LEVEL
  COME AND GET ME � 
  FEAT 10
  BARBARIAN
  CONCENTRATE RAGE
  You open yourself to attacks so you can respond in turn. Until 
  your rage ends, you are flat-footed, and damage rolls against you 
  gain a +2 circumstance bonus. If a creature hits you, that creature 
  is flat-footed to you until the end of your next turn. If you hit it 
  before the end of your next turn, you gain temporary Hit Points 
  equal to your Constitution modifier, or double that on a critical hit. 
  These temporary Hit Points last until the end of your rage.
  FURIOUS SPRINT [two-action]� 
  FEAT 10
  BARBARIAN
  RAGE
  You rush forward. Stride up to five times your Speed in a straight 
  line. You can increase the number of actions this activity takes to 
  3 to Stride up to eight times your Speed in a straight line instead.
  GREAT CLEAVE 
  FEAT 10
  BARBARIAN
  RAGE
  Prerequisites Cleave
  Your fury carries your weapon through multiple foes. When you 
  Cleave, if your Strike also kills or knocks the target unconscious, 
  you can continue to make melee Strikes until you make a Strike 
  that doesn’t kill or knock a creature unconscious, or until there 
  are no creatures adjacent to the most recent creature you 
  attacked while Cleaving, whichever comes first.
  KNOCKBACK � 
  FEAT 10
  BARBARIAN
  RAGE
  Requirements Your last action was a successful Strike.
  The weight of your swing drives your enemy back. You push 
  the foe back 5 feet, with the effects of a successful Shove. You 
  can follow the foe as normal for a successful Shove.
  TERRIFYING HOWL � 
  FEAT 10
  AUDITORY
  BARBARIAN
  RAGE
  Prerequisites Intimidating Glare
  You unleash a terrifying howl. Attempt Intimidate checks to 
  Demoralize each creature within 30 feet. Regardless of the 
  results of your checks, each creature is then temporarily 
  immune to Terrifying Howl for 1 minute.
  91
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  FURY
  You keep things simple, because you need only one 
  thing to drive you: your own inner rage.
  ABILITY SCORES
  Prioritize your Strength, then your Constitution and 
  Dexterity. Wisdom can make you more perceptive.
  SKILLS
  Acrobatics, Athletics, Intimidation, Stealth
  INSTINCT
  Fury instinct
  STARTING FEAT
  Sudden Charge
  HIGHER-LEVEL FEATS
  Furious Finish (2nd), Fast Movement (4th), Attack of 
  Opportunity (6th), Whirlwind Strike (14th)
  SAMPLE BARBARIAN
  12TH LEVEL
  DRAGON’S RAGE WINGS � 
  FEAT 12
  BARBARIAN INSTINCT MORPH PRIMAL RAGE
  TRANSMUTATION
  Prerequisites dragon instinct
  You sprout dragon wings from your back of the same color 
  as your chosen dragon. While you are raging, you gain a 
  fly Speed equal to your land Speed. If you are flying when 
  your rage ends, you start to fall but the transformation only 
  completes at the last moment, so you take no damage from 
  the fall and land standing up.
  FURIOUS GRAB � 
  FEAT 12
  BARBARIAN
  RAGE
  Requirements Your last action was a successful Strike, and either 
  you have a hand free or your Strike used a grapple weapon.
  You grab your foe while it’s distracted by your attack. The 
  foe you hit becomes grabbed, as if you had succeeded at an 
  Athletics check to Grapple the foe.
  PREDATOR’S POUNCE � 
  FEAT 12
  BARBARIAN
  FLOURISH
  INSTINCT
  OPEN
  RAGE
  Prerequisites animal instinct
  Requirements You are unarmored or wearing light armor.
  You close the distance to your prey in a blur, pouncing on the 
  creature before it can react. You Stride up to your Speed and 
  make a Strike at the end of your movement.
  SPIRIT’S WRATH � 
  FEAT 12
  ATTACK
  BARBARIAN
  CONCENTRATE
  INSTINCT RAGE
  Prerequisites spirit instinct
  You call forth an ephemeral apparition, typically the ghost 
  of an ancestor or a nature spirit, which takes the form of a 
  wisp. The spirit wisp makes a melee wisp rush unarmed 
  attack against an enemy within 120 feet of you. The wisp’s 
  attack modifier is equal to your proficiency bonus for martial 
  weapons plus your Strength modifier plus a +2 item bonus, 
  and it applies the same circumstance and status bonuses 
  and penalties that you have. On a hit, the wisp deals damage 
  equal to 4d8 plus your Constitution modifier. The damage is 
  your choice of negative or positive damage; don’t apply your 
  Rage damage or your weapon specialization damage, but 
  circumstance and status bonuses and penalties that would 
  also affect the wisp’s damage apply. If your wisp’s Strike is a 
  critical hit, the target becomes frightened 1. This attack uses 
  and counts toward your multiple attack penalty as if you were 
  the one attacking.
  TITAN’S STATURE 
  FEAT 12
  BARBARIAN
  INSTINCT POLYMORPH
  TRANSMUTATION
  Prerequisites giant instinct, Giant’s Stature
  You grow to even greater size. When using Giant’s Stature, 
  you can instead become Huge (increasing your reach by 10 
  feet if you were Medium or smaller) while you are raging. 
  You have the clumsy 1 condition (page 618) as long as you 
  are Huge.
  Core Rulebook
  92
  
  14TH LEVEL
  AWESOME BLOW 
  FEAT 14
  BARBARIAN
  CONCENTRATE RAGE
  Prerequisites Knockback
  Your attacks are so powerful, they can flatten your opponents. 
  When you use Knockback, you can attempt an Athletics check 
  against your target’s Fortitude DC.
  Critical Success You gain the critical success effect of a Shove, 
  then the critical success effect of a Trip against the target.
  Success You gain the success effect of a Shove, then the 
  success effect of a Trip against the target.
  Failure You gain the normal effect of Knockback.
  GIANT’S LUNGE � 
  FEAT 14
  BARBARIAN
  CONCENTRATE INSTINCT RAGE
  Prerequisites giant instinct
  You extend your body and prepare to attack foes outside your 
  normal reach. Until your rage ends, all your melee weapons 
  and unarmed attacks gain reach 10. This doesn’t increase the 
  reach of any weapon or unarmed attack that already has the 
  reach trait, but it does combine with abilities that increase 
  your reach due to increased size, such as Giant’s Stature.
  VENGEFUL STRIKE � 
  FEAT 14
  BARBARIAN
  RAGE
  Prerequisites Come and Get Me
  Trigger A creature within your reach succeeds or critically 
  succeeds at an attack against you.
  Requirements You’re under the effect of Come and Get Me.
  When struck by an enemy, you respond in turn. Make a melee 
  Strike against the triggering creature. This Strike doesn’t 
  count toward your multiple attack penalty, and your multiple 
  attack penalty doesn’t apply to this Strike.
  WHIRLWIND STRIKE [thre-action]� 
  FEAT 14
  BARBARIAN
  FLOURISH
  OPEN
  You attack all nearby adversaries. Make a melee Strike against 
  each enemy within your melee reach. Each attack counts 
  toward your multiple attack penalty, but do not increase your 
  penalty until you have made all your attacks.
  16TH LEVEL
  COLLATERAL THRASH 
  FEAT 16
  BARBARIAN
  RAGE
  Prerequisites Thrash
  When you Thrash a grabbed foe, you smack that foe into another 
  nearby. Another foe adjacent to the grabbed foe also takes your 
  Thrash damage, with a basic Reflex save against your class DC.
  DRAGON TRANSFORMATION � 
  FEAT 16
  BARBARIAN CONCENTRATE INSTINCT POLYMORPH PRIMAL RAGE TRANSMUTATION
  Prerequisites dragon instinct, Dragon’s Rage Wings
  You transform into a ferocious Large dragon, gaining the effects 
  of 6th-level dragon form except that you use your own AC and 
  attack modifier; you also apply your extra damage from Rage. 
  The action to Dismiss the transformation gains the rage trait.
  At 18th level, you gain a +20-foot status bonus to your fly 
  Speed, your damage bonus with dragon Strikes increases to 
  +12, your breath weapon DC increases to 30, and you gain a 
  +14 status bonus to your breath weapon damage.
  RECKLESS ABANDON � 
  FEAT 16
  BARBARIAN
  RAGE
  Trigger Your turn begins, and you are at half or fewer Hit Points.
  Your blood boils when you take a beating, and you throw caution 
  to the wind to finish the fight. You gain a +2 circumstance 
  bonus to attack rolls, a –2 penalty to AC, and a –1 penalty to 
  saves. These bonuses and penalties last until your Rage ends 
  or until you are above half Hit Points, whichever comes first.
  18TH LEVEL
  BRUTAL CRITICAL 
  FEAT 18
  BARBARIAN
  Your critical hits are particularly devastating. On a critical hit, 
  add one extra damage die. This is in addition to any extra dice 
  you gain if the weapon is deadly or fatal. The target also takes 
  persistent bleed damage equal to two damage dice.
  PERFECT CLARITY � 
  FEAT 18
  BARBARIAN
  CONCENTRATE
  FORTUNE RAGE
  Trigger You fail or critically fail an attack roll or Will save.
  You burn out all of your rage to ensure that your attack lands 
  and your mind remains free. Reroll the triggering attack roll or 
  Will save with a +2 circumstance bonus, use the better result, 
  and resolve the effect. You then immediately stop raging.
  VICIOUS EVISCERATION [two-action]� 
  FEAT 18
  BARBARIAN
  RAGE
  You make a vicious attack that maims your enemy. Make a 
  melee Strike. If the Strike hits and deals damage, the target is 
  drained 1, or drained 2 on a critical success.
  20TH LEVEL
  CONTAGIOUS RAGE 
  FEAT 20
  AUDITORY
  BARBARIAN
  RAGE
  VISUAL
  Prerequisites Share Rage
  You can drive your allies into a frenzy, granting them incredible 
  benefits. You can ignore the requirements on Share Rage, 
  using it multiple times in a Rage. Allies affected by Share Rage 
  who accept your anathema for the duration of the Rage gain 
  your instinct ability and the specialization ability it gains from 
  weapon specialization, but not greater weapon specialization.
  QUAKING STOMP � 
  FEAT 20
  BARBARIAN
  MANIPULATE
  RAGE
  Frequency once per 10 minutes
  You stomp the ground with such force that it creates a minor 
  earthquake, with the effects of the earthquake spell.
  93
  3
  CLASSES
  Introduction
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  Classes
  Skills
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  The Age of  
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  Core Rulebook
  94
  
  During combat encounters...
  You use magical performances to alter the odds in favor of your allies. You confidently 
  alternate between attacks, healing, and helpful spells as needed.
  During social encounters...
  You persuade, prevaricate, and threaten with ease.
  While exploring...
  You’re a font of knowledge, folktales, legends, and lore that provide a deeper context 
  and helpful reconnaissance for the group’s adventure. Your spells and performances 
  inspire your allies to greater discovery and success.
  In downtime...
  You can earn money and prestige with your performances, gaining a name for 
  yourself and acquiring patrons. Eventually, tales of your talents and triumphs might 
  attract other bards to study your techniques in a bardic college.
  You Might...
  • Have a passion for your art so strong that you forge a spiritual connection with it.
  • Take point when tact and nonviolent solutions are required.
  • Follow your muse, whether it’s a mysterious fey creature, a philosophical 
  concept, a psychic force, or a deity of art or music, and with its aid learn secret 
  lore that few others have.
  Others Probably...
  • Relish the opportunity to invite you to social events, either as a performer or a 
  guest, but consider you to be something of a curiosity in their social circles.
  • Underestimate you compared to other spellcasters, believing you are little more 
  than a foppish minstrel and overlooking the subtle power of your magic.
  • Respond favorably to your social charm and abilities, but remain suspicious of 
  your beguiling magic.
  You are a master of artistry, a scholar of hidden secrets, and a captivating 
  persuader. Using powerful performances, you influence minds and elevate 
  souls to new levels of heroics. You might use your powers to become a 
  charismatic leader, or perhaps you might instead be a counselor, manipulator, scholar, 
  scoundrel, or virtuoso. While your versatility leads some to consider you a beguiling ne’er-
  do-well and a jack-of-all-trades, it’s dangerous to dismiss you as a master of none.
  INITIAL PROFICIENCIES
  At 1st level, you gain the 
  listed proficiency ranks in 
  the following statistics. You 
  are untrained in anything 
  not listed unless you gain a 
  better proficiency rank in some 
  other way.
  PERCEPTION
  Expert in Perception
  SAVING THROWS
  Trained in Fortitude
  Trained in Reflex
  Expert in Will
  SKILLS
  Trained in Occultism
  Trained in Performance
  Trained in a number of 
  additional skills equal to 4 plus 
  your Intelligence modifier
  ATTACKS
  Trained in simple weapons
  Trained in the longsword, rapier, 
  sap, shortbow, shortsword, and 
  whip
  Trained in unarmed attacks
  DEFENSES
  Trained in light armor
  Trained in unarmored defense
  SPELLS
  Trained in occult spell attacks
  Trained in occult spell DCs
  Bard
  HIT POINTS
  8 plus your Constitution modifier
  You increase your maximum number of 
  HP by this number at 1st level and every 
  level thereafter.
  KEY ABILITY
  CHARISMA
  At 1st level, your class gives you 
  an ability boost to Charisma.
  3
  CLASSES
  95
  Introduction
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  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
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  Game
  Game
  mastering
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  & Treasure
  Appendix
  
  Class Features
  You gain these abilities as a bard. Abilities gained at higher 
  levels list the requisite levels next to the features’ names.
  Ancestry and Background
  In addition to the abilities provided by your class at 1st 
  level, you have the benefits of your selected ancestry and 
  background, as described in Chapter 2.
  Initial Proficiencies
  At 1st level you gain a number of proficiencies, representing 
  your basic training. These are noted at the start of this class.
  Occult Spellcasting
  You draw upon magic from esoteric knowledge. You can 
  cast occult spells using the Cast a Spell activity, and you 
  can supply material, somatic, and verbal components when 
  casting spells (see Casting Spells on page 302). Because 
  you’re a bard, you can usually play an instrument for 
  spells requiring somatic or material components, as long 
  as it takes at least one of your hands to do so. If you use 
  an instrument, you don’t need a spell component pouch or 
  another hand free. You can usually also play an instrument 
  for spells requiring verbal components, instead of speaking.
  Each day, you can cast up to two 1st-level spells. You 
  must know spells to cast them, and you learn them via the 
  spell repertoire class feature. The number of spells you can 
  cast each day is called your spell slots. 
  As you increase in level as a bard, your number of spells 
  per day increases, as does the highest level of spells you can 
  cast, as shown on Table 3–6: Bard Spells per Day on page 98.
  Some of your spells require you to attempt a spell attack 
  roll to see how effective they are, or have your enemies 
  roll against your spell DC (typically by attempting a saving 
  throw). Since your key ability is Charisma, your spell 
  attack rolls and spell DCs use your Charisma modifier. 
  Details on calculating these statistics appear on page 447.
  HeigHtening SpellS
  When you get spell slots of 2nd level and higher, you can fill 
  those slots with stronger versions of lower-level spells. This 
  increases the spell’s level to match the spell slot. You must 
  have a spell in your spell repertoire at the level you want to 
  cast in order to heighten it to that level. Many spells have 
  specific improvements when they are heightened to certain 
  levels (page 299). The signature spells class feature lets you 
  heighten certain spells freely.
  CantripS
  Some of your spells are cantrips. A cantrip is a special type 
  of spell that doesn’t use spell slots. You can cast a cantrip at 
  will, any number of times per day. A cantrip is automatically 
  heightened to half your level rounded up, which equals the 
  highest level of spell you can cast as a bard. For example, as 
  a 1st-level bard, your cantrips are 1st-level spells, and as a 
  5th-level bard, your cantrips are 3rd-level spells.
  Spell Repertoire
  The collection of spells you can cast is called your spell 
  repertoire. At 1st level, you learn two 1st-level occult spells 
  of your choice and five occult cantrips of your choice. You 
  choose these from the common spells from the occult list 
  (page 311) or from other occult spells to which you have 
  access. You can cast any spell in your spell repertoire by 
  using a spell slot of an appropriate spell level.
  You add to this spell repertoire as you increase in level. 
  Each time you get a spell slot (see Table 3–6), you add a 
  spell to your spell repertoire of the same level. At 2nd level, 
  you select another 1st-level spell; at 3rd level, you select 
  two 2nd-level spells, and so on. When you add spells, you 
  might add a higher-level version of a spell you already 
  have, so you can cast a heightened version of that spell.
  Though you gain them at the same rate, your spell slots 
  and the spells in your spell repertoire are separate. If a 
  feat or other ability adds a spell to your spell repertoire, 
  it wouldn’t give you another spell slot, and vice versa.
  TABLE 3–5: BARD ADVANCEMENT
  Your
  Level Class Features
  1 
  Ancestry and background, initial proficiencies,
   
  occult spellcasting, spell repertoire, composition
   
  spells, muse
  2 
  Bard feat, skill feat
  3 
  2nd-level spells, general feat, lightning reflexes,
   
  signature spells, skill increase
  4 
  Bard feat, skill feat
  5 
  3rd-level spells, ability boosts, ancestry feat,
   
  skill increase
  6 
  Bard feat, skill feat
  7 
  4th-level spells, expert spellcaster, general feat,
   
  skill increase
  8 
  Bard feat, skill feat
  9 
  5th-level spells, ancestry feat, great fortitude,
   
  resolve, skill increase
  10 
  Ability boots, bard feat, skill feat
  11 
  6th-level spells, bard weapon expertise, general feat,
   
  skill increase, vigilant senses
  12 
  Bard feat, skill feat
  13 
  7th-level spells, ancestry feat, light armor expertise,
   
  skill increase, weapon specialization
  14 
  Bard feat, skill feat
  15 
  8th-level spells, ability boosts, general feat, master
   
  spellcaster, skill increase
  16 
  Bard feat, skill feat
  17 
  9th-level spells, ancestry feat, greater resolve,
   
  skill increase
  18 
  Bard feat, skill feat
  19 
  General feat, legendary spellcaster, magnum opus,
   
  skill increase
  20 
  Ability boosts, bard feat, skill feat
  Core Rulebook
  96
  
  Swapping SpellS in Your repertoire
  As you gain new spells in your repertoire, you might 
  want to replace some of the spells you previously learned. 
  Each time you gain a level and learn new spells, you can 
  swap out one of your old spells for a different spell of the 
  same level. This spell can be a cantrip. You can also swap 
  out spells by retraining during downtime (page 481).
  Composition Spells
  You can infuse your performances with magic to create 
  unique effects called compositions. Compositions are 
  a special type of spell that often require you to use the 
  Performance skill when casting them. Composition spells 
  are a type of focus spell. It costs 1 Focus Point to cast a focus 
  spell, and you start with a focus pool of 1 Focus Point. You 
  refill your focus pool during your daily preparations, and 
  you can regain 1 Focus Point by spending 10 minutes using 
  the Refocus activity to perform, write a new composition, 
  or otherwise engage your muse.
  Focus spells are automatically heightened to half your 
  level rounded up, much like cantrips. Focus spells don’t 
  require spell slots, and you can’t cast them using spell 
  slots. Taking feats can give you more focus spells and 
  increase the size of your focus pool, though your focus 
  pool can never hold more than 3 Focus Points. The full 
  rules for focus spells appear on page 300.
  You learn the counter performance composition spell 
  (page 386), protecting against auditory and visual effects.
  CompoSition CantripS
  Composition cantrips are special composition spells that 
  don’t cost Focus Points, so you can use them as often as you 
  like. Composition cantrips are in addition to the cantrips 
  you choose from the occult list. Generally, only feats can 
  give you more composition cantrips. Unlike other 
  cantrips, you can’t swap out composition cantrips 
  gained from bard feats at a later level, unless you 
  swap out the specific feat via retraining (page 481).
  You learn the inspire courage composition 
  cantrip (page 386), which boosts your allies’ 
  attacks, damage, and defense against fear.
  Muses
  As a bard, you select one muse at 1st level. This muse leads 
  you to great things, and might be a physical creature, a 
  deity, a philosophy, or a captivating mystery.
  enigma
  Your muse is a mystery, driving you to uncover the hidden 
  secrets of the multiverse. If your muse is a creature, it 
  might be a dragon or otherworldly being; if a deity, it 
  might be Irori or Nethys. You gain the Bardic Lore feat 
  and add true strike to your spell repertoire.
  maeStro
  Your muse is a virtuoso, inspiring you to greater heights. 
  If it’s a creature, it might be a performance-loving creature 
  such as a choral angel or lillend azata; if a deity, it might 
  be Shelyn. As a bard with a maestro muse, you are an 
  inspiration to your allies and confident of your musical and 
  oratorical abilities. You gain the Lingering Composition feat 
  and add soothe to your spell repertoire.
  polYmatH
  Your muse is a jack of all trades, flitting between skills and 
  pursuits. If it’s is a creature, it might be an eclectic creature 
  like a fey; if a deity, it might be Desna or Calistria. As a bard 
  with a polymath muse, you are interested in a wide array of 
  topics but rarely dedicated to any one, and you rarely make 
  up your mind—you want to try everything. You gain the 
  Versatile Performance feat and add unseen servant to your 
  spell repertoire.
  97
  3
  CLASSES
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  different spell of that level without swapping any spells; 
  this takes as much time as retraining a spell normally does.
  Skill Increases  
  3rd
  At 3rd level and every 2 levels thereafter, you gain a skill 
  increase. You can use this increase either to increase your 
  proficiency rank to trained in one skill you’re untrained 
  in, or to increase your proficiency rank in one skill in 
  which you’re already trained to expert.
  At 7th level, you can use skill increases to increase 
  your proficiency rank to master in a skill in which you’re 
  already an expert, and at 15th level, you can use them to 
  increase your proficiency rank to legendary in a skill in 
  which you’re already a master.
  Ability Boosts  
  5th
  At 5th level and every 5 levels thereafter, you boost four 
  different ability scores. You can use these ability boosts to 
  increase your ability scores above 18. Boosting an ability 
  score increases it by 1 if it’s already 18 or above, or by 2 
  if it starts out below 18.
  Ancestry Feats  
  5th
  In addition to the ancestry feat you started with, you gain 
  an ancestry feat at 5th level and every 4 levels thereafter. 
  The list of feats is in your ancestry’s entry in Chapter 2.
  Expert Spellcaster  
  7th
  Your proficiency ranks for occult spell attack rolls and 
  spell DCs increase to expert.
  TABLE 3–6: BARD SPELLS PER DAY
  Your 
   
   
   
   
   
  Spell Level
  Level Cantrips 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  8th 
  9th 
  10th
  1 
  5 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  2 
  5 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  3 
  5 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  4 
  5 
  3 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  5 
  5 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  6 
  5 
  3 
  3 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  7 
  5 
  3 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  —
  8 
  5 
  3 
  3 
  3 
  3 
  — 
  — 
  — 
  — 
  — 
  —
  9 
  5 
  3 
  3 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  —
  10 
  5 
  3 
  3 
  3 
  3 
  3 
  — 
  — 
  — 
  — 
  —
  11 
  5 
  3 
  3 
  3 
  3 
  3 
  2 
  — 
  — 
  — 
  —
  12 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  — 
  — 
  — 
  —
  13 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  2 
  — 
  — 
  —
  14 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  — 
  — 
  —
  15 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  2 
  — 
  —
  16 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  — 
  —
  17 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  2 
  —
  18 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  —
  19 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  1*
  20 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  1*
  * The magnum opus class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.
  Bard Feats  
  2nd
  At 2nd level and every 2 levels thereafter, you gain a bard 
  class feat (page 99).
  Skill Feats  
  2nd
  At 2nd level and every 2 levels thereafter, you gain a 
  skill feat. Skill feats can be found in Chapter 5 and 
  have the skill trait. You must be trained or better in the 
  corresponding skill to select a skill feat.
  General Feats  
  3rd
  At 3rd level and every 4 levels thereafter, you gain a 
  general feat. General feats are listed in Chapter 5.
  Lightning Reflexes 
  3rd
  Your reflexes are lightning fast. Your proficiency rank in 
  Reflex saves increases to expert.
  Signature Spells  
  3rd
  Experience allows you to cast some spells more flexibly. 
  For each spell level you have access to, choose one spell of 
  that level to be a signature spell. You don’t need to learn 
  heightened versions of signature spells separately; instead, 
  you can heighten these spells freely. If you’ve learned a 
  signature spell at a higher level than its minimum, you 
  can also cast all its lower-level versions without learning 
  those separately. If you swap out a signature spell, you 
  can choose a replacement signature spell of the same spell 
  level at which you learned the previous spell. You can 
  also retrain specifically to change a signature spell to a 
  Core Rulebook
  98
  
  Great Fortitude 
  9th
  Your physique is incredibly hardy. Your proficiency rank 
  for Fortitude saves increases to expert.
  Resolve 
  9th
  You’ve steeled your mind with resolve. Your proficiency 
  rank for Will saves increases to master. When you roll a 
  success at a Will save, you get a critical success instead.
  Bard Weapon Expertise 
  11th
  You have become thoroughly adept with bardic weapons. 
  You gain expert proficiency in simple weapons, plus the 
  longsword, rapier, sap, shortbow, shortsword, and whip. 
  When you critically succeed at an attack roll using one 
  of these weapons while one of your compositions is 
  active, you apply the critical specialization effect for 
  that weapon.
  Vigilant Senses 
  11th
  Through your adventures, you’ve developed keen 
  awareness and attention to detail. Your proficiency rank 
  for Perception increases to master.
  Light Armor Expertise  
  13th
  You’ve learned how to dodge while wearing light or 
  no armor. Your proficiency ranks for light armor and 
  unarmored defense increase to expert.
  Weapon Specialization 
  13th
  You’ve learned how to inflict greater injuries with the 
  weapons you know best. You deal 2 additional damage 
  with weapons and unarmed attacks in which you are an 
  expert. This damage increases to 3 damage if you’re a 
  master, and 4 damage if you’re legendary.
  Master Spellcaster 
  15th
  You’ve mastered the occult. Your proficiency ranks for 
  occult spell attack rolls and spell DCs increase to master.
  Greater Resolve 
  17th
  Your unbelievable training grants you mental resiliency. 
  Your proficiency rank for Will saves increases to 
  legendary. When you roll a success at a Will save, you get 
  a critical success. When you roll a critical failure at a Will 
  save, you get a failure instead. When you fail a Will save 
  against a damaging effect, you take half damage.
  Magnum Opus 
  19th
  You have tuned your spellcasting to the highest caliber. 
  Add two common 10th-level occult spells to your 
  repertoire. You gain a single 10th-level spell slot you can 
  use to cast one of those two spells using bard spellcasting. 
  You don’t gain more 10th-level spells as you level up, 
  unlike other spell slots, and you can’t use 10th-level slots 
  with abilities that give you more spell slots or that let you 
  cast spells without expending spell slots.
  Legendary Spellcaster  
  19th
  Your command of occult magic is the stuff of legends. 
  Your proficiency ranks for occult spell attack rolls and 
  spell DCs increase to legendary.
  Bard Feats
  At every level that you gain a bard feat, you can select one 
  of the following feats. You must satisfy any prerequisites 
  before selecting the feat.
  1ST LEVEL
  BARDIC LORE 
  FEAT 1
  BARD
  Prerequisites enigma muse
  Your studies make you informed on every subject. You 
  are trained in Bardic Lore, a special Lore skill that can be 
  used only to Recall Knowledge, but on any topic. If you 
  have legendary proficiency in Occultism, you gain expert 
  proficiency in Bardic Lore, but you can’t increase your 
  proficiency rank in Bardic Lore by any other means.
  LINGERING COMPOSITION 
  FEAT 1
  BARD
  Prerequisites maestro muse, focus pool
  By adding a flourish, you make your compositions last longer. 
  You learn the lingering composition focus spell (page 387). 
  Increase the number of Focus Points in your focus pool by 1.
  REACH SPELL � 
  FEAT 1
  BARD
  CONCENTRATE
  METAMAGIC
  You can extend your spells’ range. If the next action you use is 
  to Cast a Spell that has a range, increase that spell’s range by 
  KEY TERMS
  You’ll see the following key terms in many bard class features.
  Composition: To cast a composition cantrip or focus 
  spell, you use a type of Performance (page 250). If the spell 
  includes a verbal component, you must use an auditory 
  performance, and if it includes a somatic component, you 
  must use a visual one. The spell gains all the traits of the 
  performance you used. You can cast only one composition 
  spell each turn, and you can have only one active at a time. 
  If you cast a new composition spell, any ongoing effects 
  from your previous composition spell end immediately.
  Metamagic: Actions with the metamagic trait tweak 
  the properties of your spells. These actions usually come 
  from metamagic feats. You must use a metamagic action 
  directly before Casting the Spell you want to alter. If you 
  use any action (including free actions and reactions) other 
  than Cast a Spell directly after, you waste the benefits of 
  the metamagic action. Any additional effects added by a 
  metamagic action are part of the spell’s effect, not of the 
  metamagic action itself.
  99
  3
  CLASSES
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, 
  you extend its range to 30 feet.
  VERSATILE PERFORMANCE 
  FEAT 1
  BARD
  Prerequisites polymath muse
  You can rely on the grandeur of your performances rather than ordinary social skills. 
  You can use Performance instead of Diplomacy to Make an Impression and instead of 
  Intimidation to Demoralize. You can also use an acting Performance instead of Deception to 
  Impersonate. You can use your proficiency rank in Performance to meet the requirements 
  of skill feats that require a particular rank in Deception, Diplomacy, or Intimidation.
  2ND LEVEL
  CANTRIP EXPANSION 
  FEAT 2
  BARD
  Study broadens your range of simple spells. Add two additional cantrips from your spell list 
  to your repertoire.
  ESOTERIC POLYMATH 
  FEAT 2
  BARD
  Prerequisites polymath muse
  You keep a book of occult spells, similar to a wizard’s spellbook, and can use its spells to 
  supplement your spell repertoire. Add all the spells in your repertoire to this book for free. 
  You can use the Occultism skill to Learn Spells (page 238) and add them to your spellbook by 
  paying the appropriate cost, similar to a wizard.
  During your daily preparations, choose any one spell from your book of occult spells. If that 
  spell is already in your spell repertoire, you can treat it as an additional signature spell that 
  day. If it isn’t in your repertoire, treat it as though it were until your next daily preparations.
  INSPIRE COMPETENCE 
  FEAT 2
  BARD
  Prerequisites maestro muse
  You learn the inspire competence composition cantrip (page 386), which aids your allies’ skills.
  LOREMASTER’S ETUDE 
  FEAT 2
  BARD
  FORTUNE
  Prerequisites enigma muse, focus pool
  You magically unlock memories, making them easier to recall. You learn the loremaster’s etude 
  composition spell (page 387). Increase the number of Focus Points in your focus pool by 1.
  MULTIFARIOUS MUSE 
  FEAT 2
  BARD
  Your muse doesn’t fall into a single label. Choose a type of muse other than that of your 
  own. You gain a 1st-level feat that requires that muse, and your muse is now also a muse of 
  that type, allowing you to take feats with the other muse as a prerequisite. You don’t gain 
  any of the other effects of the muse you chose.
  Special You can take this feat multiple times. Each time you do, you must choose a 
  different type of muse other than that of your own.
  4TH LEVEL
  INSPIRE DEFENSE 
  FEAT 4
  BARD
  Prerequisites maestro muse
  You learn the inspire defense composition cantrip (page 386), which protects you and allies.
  BARD FEATS
  If you need to look up a bard 
  feat by name instead of by level, 
  use this table.
  Feat 
  Level
  Allegro 
  14
  Bardic Lore 
  1
  Cantrip Expansion 
  2
  Deep Lore 
  18
  Dirge of Doom 
  6
  Eclectic Polymath 
  12
  Eclectic Skill 
  8
  Effortless Concentration 
  16
  Esoteric Polymath 
  2
  Eternal Composition 
  18
  Fatal Aria 
  20
  Harmonize 
  6
  House of Imaginary Walls 
  10
  Impossible Polymath 
  18
  Inspire Competence 
  2
  Inspire Defense 
  4
  Inspire Heroics 
  8
  Inspirational Focus 
  12
  Know-It-All 
  8
  Lingering Composition 
  1
  Loremaster’s Etude 
  2
  Melodious Spell 
  4
  Multifarious Muse 
  2
  Perfect Encore 
  20
  Quickened Casting 
  10
  Reach Spell 
  1
  Soothing Ballad 
  14
  Steady Spellcasting 
  6
  Studious Capacity 
  16
  Symphony of the Muse 
  20
  Triple Time 
  4
  True Hypercognition 
  14
  Unusual Composition 
  10
  Versatile Performance 
  1
  Versatile Signature 
  4
  Core Rulebook
  100
  
  MELODIOUS SPELL � 
  FEAT 4
  BARD
  CONCENTRATE
  MANIPULATE
  METAMAGIC
  You subtly weave your spellcasting into your performance. 
  If the next action you take is to Cast a Spell, attempt a 
  Performance check against all observers’ Perception DCs. If 
  your Performance check is successful against an observer’s 
  Perception DC, that observer doesn’t notice that you are 
  Casting a Spell, even though normally spells have sensory 
  manifestations that would make spellcasting obvious 
  to those around you, and verbal, somatic, and material 
  components are extremely overt. You hide all of these as part 
  of an ordinary performance.
  This hides only the spell’s spellcasting actions and 
  manifestations, not its effects, so an observer might still see a 
  ray streak out from you or see you vanish.
  TRIPLE TIME 
  FEAT 4
  BARD
  You learn the triple time composition cantrip (page 387), 
  which speeds up you and your allies for a round.
  VERSATILE SIGNATURE 
  FEAT 4
  BARD
  Prerequisites polymath muse
  While most bards are known for certain signature 
  performances and spells, you’re always tweaking your 
  available repertoire. When you make your daily preparations, 
  you can change one of your signature spells to a different 
  spell of that level from your repertoire.
  6TH LEVEL
  DIRGE OF DOOM 
  FEAT 6
  BARD
  You learn the dirge of doom composition cantrip (page 386), 
  which frightens your enemies.
  HARMONIZE � 
  FEAT 6
  BARD
  CONCENTRATE
  MANIPULATE
  METAMAGIC
  Prerequisites maestro muse
  You can perform multiple compositions simultaneously. If your 
  next action is to cast a composition, it becomes a harmonized 
  composition. Unlike a normal composition, a harmonized 
  composition doesn’t end if you cast another composition, 
  and you can cast another composition on the same turn as 
  a harmonized one. Casting another harmonized composition 
  ends any harmonized composition you have in effect.
  STEADY SPELLCASTING  
  FEAT 6
  BARD
  You don’t lose spells easily. If a reaction would disrupt your 
  spellcasting action, attempt a DC 15 flat check. If you succeed, 
  your action isn’t disrupted.
  8TH LEVEL
  ECLECTIC SKILL 
  FEAT 8
  BARD
  Prerequisites polymath muse, master in Occultism
  101
  3
  CLASSES
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  SAMPLE BARD
  DANCER
  Through myriad styles of dance, you inspire your 
  allies and channel otherworldly magic.
  ABILITY SCORES
  Make Charisma highest, followed by Dexterity. Add to 
  Constitution for more health and to Intelligence for skills.
  SKILLS
  Acrobatics, Athletics, Diplomacy, Medicine, Occultism, 
  Performance
  MUSE
  Maestro
  HIGHER-LEVEL FEATS
  Inspire Competence (2nd), Triple Time (4th), Allegro (14th)
  SPELL REPERTOIRE
  1st color spray, illusory disguise, soothe; Cantrips detect 
  magic, ghost sound, light, mage hand, read aura
  Your broad experiences translate to a range of skills. You add 
  your level to all skill checks in which you are untrained. You 
  can attempt any skill check that normally requires you to 
  be trained, even if you are untrained. If you have legendary 
  proficiency in Occultism, you can attempt any skill check 
  that normally requires you to have expert proficiency, even if 
  untrained or trained.
  INSPIRE HEROICS 
  FEAT 8
  BARD
  Prerequisites maestro muse, focus pool
  Your performances inspire even greater deeds in your allies. 
  You learn the inspire heroics metamagic focus spell (page 387). 
  Increase the number of Focus Points in your focus pool by 1.
  KNOW-IT-ALL 
  FEAT 8
  BARD
  Prerequisites enigma muse
  When you succeed at a Knowledge check, you gain additional 
  information or context. When you critically succeed at a 
  Knowledge check, at the GM’s discretion you might gain even 
  more additional information or context than normal.
  10TH LEVEL
  HOUSE OF IMAGINARY WALLS 
  FEAT 10
  BARD
  You erect an imaginary barrier others believe to be real. You learn 
  the house of imaginary walls composition cantrip (page 386).
  QUICKENED CASTING  � 
  FEAT 10
  BARD
  CONCENTRATE
  METAMAGIC
  Frequency once per day
  If your next action is to cast a bard cantrip or a bard spell 
  that is at least 2 levels lower than the highest level bard 
  spell you can cast, reduce the number of actions to cast it by 
  1 (minimum 1 action).
  UNUSUAL COMPOSITION � 
  FEAT 10
  BARD
  CONCENTRATE
  MANIPULATE
  METAMAGIC
  Prerequisites polymath muse
  You can translate the emotion and power of a composition to 
  other mediums. If your next action is to cast a composition spell, 
  you can use a different kind of performance than usual for the 
  composition to change any of its somatic components to verbal 
  components or vice versa. As usual for composition spells, this 
  changes whether the composition is auditory or visual.
  12TH LEVEL
  ECLECTIC POLYMATH 
  FEAT 12
  BARD
  Prerequisites Esoteric Polymath
  Your flexible mind can quickly shift spells. If you add a spell to 
  your repertoire during your daily preparations using Esoteric 
  Polymath, when you prepare again, you can choose to keep the 
  Core Rulebook
  102
  
  new spell from Esoteric Polymath in your repertoire and instead 
  lose access to another spell of the same level in your repertoire.
  INSPIRATIONAL FOCUS 
  FEAT 12
  BARD
  Your connection to your muse has granted you unusual focus. 
  If you have spent at least 2 Focus Points since the last time 
  you Refocused, you recover 2 Focus Points when you Refocus 
  instead of 1.
  14TH LEVEL
  ALLEGRO 
  FEAT 14
  BARD
  You can quicken your allies with a fast-paced performance. 
  You learn the allegro composition cantrip (page 386).
  SOOTHING BALLAD 
  FEAT 14
  BARD
  Prerequisites focus pool
  You soothe your allies’ wounds with the power of your 
  performance. You learn the soothing ballad composition spell 
  (page 387). Increase the number of Focus Points in your 
  focus pool by 1.
  TRUE HYPERCOGNITION � 
  FEAT 14
  BARD
  Prerequisites enigma muse
  Your mind works at an incredible pace. You instantly use up to 
  five Recall Knowledge actions. If you have any special abilities 
  or free actions that would normally be triggered when you 
  Recall Knowledge, you can’t use them for these actions.
  16TH LEVEL
  EFFORTLESS CONCENTRATION � 
  FEAT 16
  BARD
  Requirement You haven’t acted yet on your turn.
  You can maintain a spell with hardly a thought. You immediately 
  gain the effects of a Sustain a Spell action, allowing you to 
  extend the duration of one of your active bard spells.
  STUDIOUS CAPACITY 
  FEAT 16
  BARD
  Prerequisites enigma muse, legendary in Occultism
  Your continued study of occult magic has increased your 
  magical capacity, allowing you to cast spells even when it seems 
  impossible. You can cast one spell each day even after you’ve 
  run out of spell slots of the appropriate spell level, but you can’t 
  use this ability to cast a spell of your highest spell level.
  18TH LEVEL
  DEEP LORE 
  FEAT 18
  BARD
  Prerequisites enigma muse, legendary in Occultism
  Your repertoire is vast, containing far more spells than usual. 
  Add one spell to your repertoire of each level you can cast.
  ETERNAL COMPOSITION 
  FEAT 18
  BARD
  Prerequisites maestro muse
  The world is a stage upon which you are always playing. You 
  are permanently quickened; you can use your extra action 
  only to cast a composition cantrip that requires 1 action to 
  cast. While in exploration mode, you can declare that you are 
  performing an eligible composition cantrip while using any 
  exploration tactic. Even before your first turn in a combat 
  encounter, that cantrip is active as if you had cast it on your 
  previous turn.
  IMPOSSIBLE POLYMATH 
  FEAT 18
  BARD
  Prerequisites trained in Arcana, Nature, or Religion, 
  Esoteric Polymath
  Your esoteric formulas are so unusual that they allow you to 
  dabble in magic from diverse traditions that other bards don’t 
  understand. As long as you’re trained in Arcana, you can add 
  arcane spells to your book from Esoteric Polymath; as long 
  as you’re trained in Nature, you can add primal spells to your 
  book; and as long as you are trained in Religion, you can add 
  divine spells to your book.
  Like your other spells in your book, you can add one of 
  these spells from another tradition to your repertoire as an 
  occult spell each day using Esoteric Polymath, but you can’t 
  retain any spells from another tradition when you prepare 
  again, even if you have Eclectic Polymath.
  20TH LEVEL
  FATAL ARIA 
  FEAT 20
  BARD
  Prerequisites focus pool
  Your songs overwhelm the target with unbearable emotion, 
  potentially striking them dead on the spot. You learn the 
  fatal aria composition spell (page 386). Increase the number 
  of Focus Points in your focus pool by 1.
  PERFECT ENCORE 
  FEAT 20
  BARD
  Prerequisites magnum opus
  You develop another incredible creation. You gain an additional 
  10th-level spell slot.
  SYMPHONY OF THE MUSE 
  FEAT 20
  BARD
  Prerequisites Harmonize
  You are able to weave countless performances together 
  into a solo symphony. You are no longer limited to a single 
  composition each turn or a single composition at a time; 
  when you use a new composition, all previous compositions’ 
  effects continue for their remaining duration.
  103
  3
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  Core Rulebook
  104
  
  Champion
  During combat encounters...
  You confront enemies in hand-to-hand combat while carefully positioning yourself 
  to protect your allies.
  During social encounters...
  You are a voice of hope, striving to reach a peaceful solution that strengthens bonds 
  and yields good results for all.
  While exploring...
  You overcome barriers both physical and spiritual, providing inspiration to your 
  allies through your actions and—when your fellow adventurers ask for it—providing 
  moral and ethical guidance.
  In downtime...
  You spend much of your time in solemn prayer and contemplation, rigorous training, 
  charity work, and fulfilling the tenets of your code, but that doesn’t mean there isn’t 
  time to take up a craft or hobby.
  You Might...
  • Believe there is always hope that good will triumph over evil, no matter how grim 
  the odds.
  • Know the ends don’t justify the means, since evil acts increase the power of evil.
  • Have a strong sense of right and wrong, and grow frustrated when greed or 
  shortsightedness breeds evil.
  Others Probably...
  • See you as a symbol of hope, especially in a time of great need.
  • Worry you secretly despise them for not living up to your impossible standard, or 
  that you are unwilling to compromise when necessary.
  • Know that you’ve sworn divine oaths of service they can trust you to keep.
  You are an emissary of a deity, a devoted servant who has taken up a weighty 
  mantle, and you adhere to a code that holds you apart from those around 
  you. While champions exist for every alignment, as a champion of good, you 
  provide certainty and hope to the innocent. You have powerful defenses that you share freely 
  with your allies and innocent bystanders, as well as holy power you use to end the threat of 
  evil. Your devotion even attracts the attention of holy spirits who aid you on your journey.
  INITIAL PROFICIENCIES
  At 1st level, you gain the 
  listed proficiency ranks in 
  the following statistics. You 
  are untrained in anything 
  not listed unless you gain a 
  better proficiency rank in some 
  other way.
  PERCEPTION
  Trained in Perception
  SAVING THROWS
  Expert in Fortitude
  Trained in Reflex
  Expert in Will
  SKILLS
  Trained in Religion
  Trained in one skill determined 
  by your choice of deity
  Trained in a number of 
  additional skills equal to 
  2 plus your Intelligence 
  modifier
  ATTACKS
  Trained in simple weapons
  Trained in martial weapons
  Trained in unarmed attacks
  DEFENSES
  Trained in all armor
  Trained in unarmored defense
  CLASS DC
  Trained in champion class DC
  SPELLS
  Trained in divine spell attacks
  Trained in divine spell DCs
  KEY ABILITY
  STRENGTH OR DEXTERITY
  At 1st level, your class gives you 
  an ability boost to your choice of 
  Strength or Dexterity.
  HIT POINTS
  10 plus your Constitution modifier
  You increase your maximum number of 
  HP by this number at 1st level and every 
  level thereafter.
  3
  CLASSES
  105
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Class Features
  You gain these abilities as a champion. Abilities gained at 
  higher levels list the requisite levels next to their names.
  Ancestry and Background
  In addition to the abilities provided by your class at 1st 
  level, you have the benefits of your selected ancestry and 
  background, as described in Chapter 2.
  Initial Proficiencies
  At 1st level, you gain a number of proficiencies that 
  represent your basic training, noted at the start of this class.
  Champion’s Code
  You follow a code of conduct, beginning with tenets 
  shared by all champions of an alignment (such as good), 
  and continuing with tenets of your cause. Deities often add 
  additional strictures (for instance, Torag’s champions can’t 
  show mercy to enemies of their people, making it almost 
  impossible for them to follow the redeemer cause). Only rules 
  for good champions appear in this book. Tenets are listed 
  in order of importance, starting with the most important. 
  If a situation places two tenets in conflict, you aren’t in a 
  no-win situation; instead, follow the more important tenet. 
  For instance, as a paladin, if an evil king asked you if you’re 
  hiding refugees so he could execute them, you could lie 
  to him, since the tenet against lying is less important than 
  preventing harm to innocents. Trying to subvert your code 
  by creating a situation that forces a higher tenet to override 
  a lower tenet (for example, promising not to respect 
  authorities and then, to keep your word, disrespecting 
  authorities) is a violation of the champion code.
  If you stray from your alignment or violate your code of 
  conduct, you lose your focus pool and divine ally until you 
  demonstrate your repentance by conducting an atone ritual 
  (page 409), but you keep any other champion abilities that 
  don’t require those class features. If your alignment shifts 
  but is still one allowed by your deity, your GM might let 
  you retrain your cause while still following the same deity.
  The TeneTs of Good
  All champions of good alignment follow these tenets.
  • You must never perform acts anathema to your 
  deity or willingly commit an evil act, such as 
  murder, torture, or the casting of an evil spell.
  • You must never knowingly harm an innocent, or 
  allow immediate harm to one through inaction 
  when you know you could reasonably prevent it. 
  This tenet doesn’t force you to take action against 
  possible harm to innocents at an indefinite time in 
  the future, or to sacrifice your life to protect them.
  Deity and Cause
  Champions are divine servants of a deity. Choose a deity 
  to follow (pages 437–440); your alignment must be one 
  allowed for followers of your deity. Actions fundamentally 
  opposed to your deity’s ideals or alignment are anathema 
  to your faith. A few examples of acts that would be 
  considered anathema appear in each deity’s entry. You and 
  your GM determine whether other acts are anathema.
  You have one of the following causes. Your cause must 
  match your alignment exactly. Your cause determines 
  your champion’s reaction, grants you a devotion spell 
  (page 107), and defines part of your champion’s code.
  Paladin (lawful Good)
  You’re honorable, forthright, and committed to pushing 
  back the forces of cruelty. You gain the Retributive Strike 
  champion’s reaction and the lay on hands devotion spell. 
  After the tenets of good, add these tenets:
  • You must act with honor, never taking advantage 
  of others, lying, or cheating.
  • You must respect the lawful authority of legitimate 
  leadership wherever you go, and follow its laws.
  RedeemeR (neuTRal Good)
  You’re full of kindness and forgiveness. You gain the 
  Glimpse of Redemption champion’s reaction and the lay on 
  hands devotion spell. After the tenets of good, add these:
  TABLE 3–7: CHAMPION ADVANCEMENT
  Your
  Level Class Features
  1 
  Ancestry and background, initial proficiencies, champion’s
   
  code, deity and cause, deific weapon, champion’s reaction,
   
  devotion spells, champion feat, shield block
  2 
  Champion feat, skill feat
  3 
  Divine ally, general feat, skill increase
  4 
  Champion feat, skill feat
  5 
  Ability boosts, ancestry feat, skill increase,
   
  weapon expertise
  6 
  Champion feat, skill feat
  7 
  Armor expertise, general feat, skill increase,
   
  weapon specialization
  8 
  Champion feat, skill feat
  9 
  Ancestry feat, champion expertise, divine smite,
   
  juggernaut, lightning reflexes, skill increase
  10 
  Ability boosts, champion feat, skill feat
  11 
  Alertness, divine will, exalt, general feat, skill increase
  12 
  Champion feat, skill feat
  13 
  Ancestry feat, armor mastery, skill increase, 
   
  weapon mastery
  14 
  Champion feat, skill feat
  15 
  Ability boosts, general feat, greater weapon
   
  specialization, skill increase
  16 
  Champion feat, skill feat
  17 
  Ancestry feat, champion mastery, legendary armor,
   
  skill increase
  18 
  Champion feat, skill feat
  19 
  General feat, hero’s defiance, skill increase
  20 
  Ability boosts, champion feat, skill feat
  Core Rulebook
  106
  
  • You must first try to redeem those who commit 
  evil acts, rather than killing them or meting out 
  punishment. If they then continue on a wicked path, 
  you might need to take more extreme measures.
  • You must show compassion for others, regardless 
  of their authority or station.
  libeRaToR (ChaoTiC Good)
  You’re committed to defending the freedom of others. 
  You gain the Liberating Step champion’s reaction and 
  the lay on hands devotion spell. After the tenets of good, 
  add these tenets:
  • You must respect the choices others make over their 
  own lives, and you can’t force someone to act in a 
  particular way or threaten them if they don’t.
  • You must demand and fight for others’ freedom to 
  make their own decisions. You may never engage 
  in or countenance slavery or tyranny.
  Deific Weapon
  You zealously bear your deity’s favored weapon. If it’s 
  uncommon, you gain access to it. If it’s a simple weapon, 
  increase the damage die by one step (d4 to d6, d6 to d8, 
  d8 to d10, d10 to d12).
  Champion’s Reaction
  Your cause gives you a special reaction: Retributive 
  Strike for paladin, Glimpse of Redemption for 
  redeemer, or Liberating Step for liberator.
  RETRIBUTIVE STRIKE �
  CHAMPION
  Trigger An enemy damages your ally, and both are within 
  15 feet of you.
  You protect your ally and strike your foe. The ally gains 
  resistance to all damage against the triggering damage 
  equal to 2 + your level. If the foe is within reach, make a 
  melee Strike against it.
  GLIMPSE OF REDEMPTION �
  CHAMPION
  Trigger An enemy damages your ally, and 
  both are within 15 feet of you.
  Your foe hesitates under the weight of sin as 
  visions of redemption play in their mind’s eye. The 
  foe must choose one of the following options:
  • The ally is unharmed by the triggering damage.
  • The ally gains resistance to all damage against 
  the triggering damage equal to 2 + your level. 
  After the damaging effect is applied, the enemy 
  becomes enfeebled 2 until the end of its next turn.
  LIBERATING STEP �
  CHAMPION
  Trigger An enemy damages, Grabs, or Grapples your ally, and 
  both are within 15 feet of you.
  You free an ally from restraint. If the trigger was an ally 
  taking damage, the ally gains resistance to all damage 
  against the triggering damage equal to 2 + your level. The 
  ally can attempt to break free of effects grabbing, restraining, 
  immobilizing, or paralyzing them. They either attempt a new 
  save against one such effect that allows a save, or attempt 
  to Escape from one effect as a free action. If they can move, 
  the ally can Step as a free action, even if they didn’t need 
  to escape.
  107
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  Appendix
  
  skill increase. You can use this increase either to increase 
  your proficiency rank to trained in one skill you’re 
  untrained in, or to increase your proficiency rank in one 
  skill in which you’re already trained to expert.
  At 7th level, you can use skill increases to increase 
  your proficiency rank to master in a skill in which you’re 
  already an expert, and at 15th level, you can use them to 
  increase your proficiency rank to legendary in a skill in 
  which you’re already a master.
  Ability Boosts 
  5th
  At 5th level and every 5 levels thereafter, boost four 
  different ability scores. You can use these boosts to 
  increase ability scores above 18. Boosting an ability score 
  increases it by 1 if it’s already 18 or above, or by 2 if it 
  starts out below 18.
  Ancestry Feats 
  5th
  In addition to the ancestry feat you started with, you gain 
  an ancestry feat at 5th level and every 4 levels thereafter. 
  The list of ancestry feats available to you can be found in 
  your ancestry’s entry in Chapter 2.
  Weapon Expertise 
  5th
  You’ve dedicated yourself to learning the intricacies of 
  your weapons. Your proficiency ranks for simple weapons 
  and martial weapons increase to expert.
  Armor Expertise 
  7th
  You have spent so much time in armor that you know 
  how to make the most of its protection. Your proficiency 
  ranks for light, medium, and heavy armor, as well as for 
  unarmored defense, increase to expert. You gain the armor 
  specialization effects of medium and heavy armor.
  Weapon Specialization 
  7th
  You’ve learned how to inflict greater injuries with the 
  weapons you know best. You deal 2 additional damage 
  with weapons and unarmed attacks in which you are an 
  expert. This damage increases to 3 if you’re a master, and to 
  4 if you’re legendary.
  Champion Expertise 
  9th
  Prayers strengthen your divine power. Your proficiency 
  ranks for your champion class DC and divine spell attack 
  rolls and DCs increase to expert.
  Divine Smite 
  9th
  Your champion’s reaction improves.
  Paladin: You surround evil targets in a punishing halo. 
  If you hit with your Retributive Strike, the target takes 
  persistent good damage equal to your Charisma modifier.
  Redeemer: A guilty conscience assails foes who spurn 
  your Glimpse of Redemption. A foe that responds to 
  your Glimpse of Redemption by dealing damage takes 
  persistent good damage equal to your Charisma modifier.
  Devotion Spells
  Your deity’s power grants you special divine spells called 
  devotion spells, which are a type of focus spell. It costs 1 
  Focus Point to cast a focus spell, and you start with a focus 
  pool of 1 Focus Point. You refill your focus pool during 
  your daily preparations, and you regain 1 Focus Point by 
  spending 10 minutes using the Refocus activity to pray to 
  your deity or do service toward their causes.
  Focus spells are automatically heightened to half your 
  level rounded up. Certain feats can give you more focus 
  spells and increase the size of your focus pool, though your 
  focus pool can never hold more than 3 Focus Points. The full 
  rules are on page 300. You gain a devotion spell depending 
  on your cause, and you are trained in divine spell attack 
  rolls and spell DCs. Your spellcasting ability is Charisma.
  Champion Feats
  At 1st level and every even-numbered level thereafter, 
  you gain a champion class feat. Champion class feats are 
  presented beginning on page 109.
  Shield Block
  You gain the Shield Block general feat (page 266), a 
  reaction that lets you reduce damage with your shield.
  Skill Feats 
  2nd
  At 2nd level and every 2 levels thereafter, you gain a 
  skill feat. Skill feats can be found in Chapter 5 and 
  have the skill trait. You must be trained or better in the 
  corresponding skill to select a skill feat.
  Divine Ally 
  3rd
  Your devotion attracts a spirit of your deity’s alignment. 
  Once you choose an ally, your choice can’t be changed.
  The following are divine allies:
  Blade Ally: A spirit of battle dwells within your weapon. 
  Select one weapon when you make your daily preparations. 
  In your hands, the weapon gains the effect of a property 
  rune. For a champion following the tenets of good, choose 
  disrupting, ghost touch, returning, or shifting. You also 
  gain the weapon’s critical specialization effect.
  Shield Ally: A spirit of protection dwells within your 
  shield. In your hands, the shield’s Hardness increases by 2 
  and its HP and BT increase by half.
  Steed Ally: You gain a young animal companion as a 
  mount (page 214). Ordinarily, your animal companion is 
  one that has the mount special ability, such as a horse. You 
  can select a different animal companion (GM’s discretion), 
  but this ability doesn’t grant it the mount special ability.
  General Feats 
  3rd
  At 3rd level and every 4 levels thereafter, you gain a 
  general feat. General feats are listed in Chapter 5.
  Skill Increases 
  3rd
  At 3rd level and every 2 levels thereafter, you gain a 
  Core Rulebook
  108
  
  Liberator: You punish those who ensnare your allies 
  in bondage. If the triggering enemy was using any effects 
  to make your ally grabbed, restrained, immobilized, or 
  paralyzed when you used Liberating Step, that enemy takes 
  persistent good damage equal to your Charisma modifier.
  Juggernaut 
  9th
  Your body is accustomed to physical hardship and 
  resistant to ailments. Your proficiency rank for Fortitude 
  saves increases to master. When you roll a success on a 
  Fortitude save, you get a critical success instead.
  Lightning Reflexes 
  9th
  Your reflexes are lightning fast. Your proficiency rank for 
  Reflex saves increases to expert.
  Alertness 
  11th
  You remain alert to threats around you. Your proficiency 
  rank for Perception increases to expert.
  Divine Will 
  11th
  Your faith grants mastery of your will. Your proficiency 
  rank for Will saves increases to master. When you roll a 
  success on a Will save, you get a critical success instead.
  Exalt 
  11th
  Your champion’s reaction exalts nearby allies, allowing 
  them to benefit as well.
  Paladin: When you use Retributive Strike, each ally 
  within 15 feet of you with the target in their melee reach 
  can spend a reaction to Strike the target with a –5 penalty.
  Redeemer: You protect multiple allies. You can apply 
  the resistance granted by Glimpse of Redemption to 
  yourself and all allies within 15 feet of you, including the 
  triggering ally, except the resistance is reduced by 2 for all.
  Liberator: You can help your whole group get into 
  position. When you use Liberating Step, if your ally doesn’t 
  attempt to break free of an effect, you and all allies within 
  15 feet can Step, in addition to the triggering ally.
  Armor Mastery 
  13th
  Your skill with armor improves, helping you avoid more 
  blows. Your proficiency ranks for light, medium, and heavy 
  armor, as well as for unarmored defense, increase to master.
  Weapon Mastery 
  13th
  You fully understand your weapons. Your proficiency 
  ranks for simple and martial weapons increase to master.
  Greater Weapon Specialization 
  15th
  Your damage from weapon specialization increases to 4 
  with weapons and unarmed attacks in which you’re an 
  expert, 6 if you’re a master, and 8 if you’re legendary.
  Champion Mastery 
  17th
  You’ve mastered your arsenal of champion techniques 
  and divine spells. Your proficiency ranks for your 
  champion class DC and for divine spell attack rolls and 
  spell DCs increase to master.
  Legendary Armor 
  17th
  You shield yourself with steel as easily as with faith. Your 
  proficiency ranks for light, medium, and heavy armor, as 
  well as for unarmored defense, increase to legendary.
  Hero’s Defiance 
  19th
  You can defy fate and continue fighting as long as 
  you have divine energy. You gain the hero’s defiance 
  devotion spell.
  Champion Feats
  At each level that you gain a champion feat, you can 
  select one of the following feats. You must satisfy any 
  prerequisites before selecting the feat.
  1ST LEVEL
  DEITY’S DOMAIN 
  FEAT 1
  CHAMPION
  You embody an aspect of your deity. Choose one of your 
  deity’s domains from those listed on page 441. You gain the 
  domain’s initial domain spell as a devotion spell.
  RANGED REPRISAL 
  FEAT 1
  CHAMPION
  Prerequisites paladin cause
  You can use Retributive Strike with a ranged weapon. In 
  addition, if the foe that triggered your reaction is within 5 feet 
  of your reach but not in your reach, as part of your reaction 
  you can Step to put the foe in your reach before making a 
  melee Retributive Strike.
  UNIMPEDED STEP 
  FEAT 1
  CHAMPION
  Prerequisites liberator cause
  KEY TERMS
  You’ll see these terms in many champion abilities.
  Flourish: Flourishes are techniques that require too 
  much exertion to perform a large number in a row. You 
  can use only 1 action with the flourish trait per turn.
  Metamagic: These actions tweak your spells. You must 
  use a metamagic action directly before Casting the Spell 
  you want to alter. If you use any action (including free 
  actions and reactions) other than Cast a Spell directly 
  after, you waste the benefits of the metamagic action. 
  Effects added by a metamagic action are part of the 
  spell’s effect, not of the metamagic action.
  Oath: Oaths add an additional tenet to your code. You 
  can usually have only one feat with this trait.
  109
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  Equipment
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  The Age of  
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  Playing the 
  Game
  Game
  mastering
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  & Treasure
  Appendix
  
  CHAMPION FEATS
  If you need to look up a 
  champion feat by name instead 
  of by level, use this table.
  Feat 
  Level
  Advanced Deity’s Domain 
  8
  Affliction Mercy 
  12
  Anchoring Aura 
  14
  Attack of Opportunity 
  6
  Aura of Courage 
  4
  Aura of Faith 
  12
  Aura of Life 
  14
  Aura of Righteousness 
  14
  Aura of Vengeance 
  14
  Auspicious Mount 
  16
  Blade of Justice 
  12
  Celestial Form 
  18
  Celestial Mount 
  20
  Champion’s Sacrifice 
  12
  Deity’s Domain 
  1
  Devoted Focus 
  10
  Divine Grace 
  2
  Divine Health 
  4
  Divine Reflexes 
  14
  Divine Wall 
  12
  Dragonslayer Oath 
  2
  Fiendsbane Oath 
  2
  Greater Mercy 
  8
  Heal Mount 
  8
  Imposing Destrier 
  10
  Instrument of Zeal 
  16
  Lasting Doubt 
  12
  Liberating Stride 
  12
  Litany against Sloth 
  10
  Litany against Wrath 
  6
  Litany of Righteousness 
  14
  Loyal Warhorse 
  6
  Mercy 
  4
  Quick Block 
  8
  Radiant Blade Master 
  20
  Radiant Blade Spirit 
  10
  Ranged Reprisal 
  1
  Second Ally 
  8
  Sense Evil 
  8
  Shield Paragon 
  20
  Shield of Grace 
  16
  Shield of Reckoning 
  10
  Shield Warden 
  6
  Shining Oath 
  2
  Smite Evil 
  6
  Ultimate Mercy 
  18
  Unimpeded Step 
  1
  Vengeful Oath 
  2
  Weight of Guilt 
  1
  Wyrmbane Aura 
  14
  With a burst of divine liberation, your ally’s movement from your Liberating Step is 
  unaffected by difficult terrain, greater difficult terrain, narrow surfaces, and uneven ground.
  WEIGHT OF GUILT 
  FEAT 1
  CHAMPION
  Prerequisites redeemer cause
  Guilt clouds the minds of those who ignore your Glimpse of Redemption. Instead of making 
  the triggering creature enfeebled 2, you can make it stupefied 2 for the same duration.
  2ND LEVEL
  DIVINE GRACE � 
  FEAT 2
  CHAMPION
  Trigger You attempt a save against a spell, before you roll.
  You call upon your deity’s grace, gaining a +2 circumstance bonus to the save.
  DRAGONSLAYER OATH 
  FEAT 2
  CHAMPION
  OATH
  Prerequisites tenets of good
  You’ve sworn to slay evil dragons. Add the following tenet to your code after the others: “You 
  must slay evil dragons you encounter as long as you have a reasonable chance of success.”
  Your Retributive Strike gains a +4 circumstance bonus to damage against an evil dragon, or 
  +6 if you have master proficiency with the weapon you used. Your Glimpse of Redemption’s 
  resistance against damage from an evil dragon is 7 + your level. If you use Liberating Step 
  triggered by an evil dragon, your ally gains a +4 circumstance bonus to checks granted by 
  your Liberating Step, and the ally can Step twice afterward.
  You don’t consider evil dragons to be legitimate authorities, even in nations they rule.
  FIENDSBANE OATH 
  FEAT 2
  CHAMPION
  OATH
  Prerequisites tenets of good
  You’ve sworn an oath to banish the corruption of fiends to the dark planes they call home. 
  Add the following tenet to your champion’s code after the other tenets: “You must banish 
  or slay fiends you come across as long as you have a reasonable chance of success; in the 
  incredibly unlikely event you find a good fiend, you don’t have to banish or kill it.”
  Your Retributive Strike gains a +4 circumstance bonus to damage against a fiend, or 
  a +6 circumstance bonus if you have master proficiency with the weapon you used. Your 
  Glimpse of Redemption’s resistance against damage from a fiend is 7 + your level. If you 
  use Liberating Step triggered by a fiend, your ally gains a +4 circumstance bonus to checks 
  granted by your Liberating Step, and the ally can Step twice afterward.
  You don’t consider fiends to be legitimate authorities, even in nations ruled by fiends.
  SHINING OATH 
  FEAT 2
  CHAMPION
  OATH
  Prerequisites tenets of good
  You’ve sworn an oath to put the undead to rest. Add the following tenet to your champion’s 
  code after the other tenets: “You must end the existence of undead you encounter as long as 
  you have a reasonable chance of success; in the unlikely event you find a good undead, you 
  can try to work out a more peaceful way to help it recover from its undead state rather than 
  destroying it in combat, such as helping it complete its unfinished business and find peace.”
  Your Retributive Strike gains a +4 circumstance bonus to damage against an undead, or 
  +6 if you have master proficiency with the weapon you used. Your Glimpse of Redemption’s 
  resistance against damage from an undead is 7 + your level. If you use Liberating Step 
  triggered by an undead, your ally gains a +4 circumstance bonus to checks granted by your 
  Liberating Step, and the ally can Step twice afterward.
  You don’t consider undead to be legitimate authorities, even in nations ruled by undead.
  Core Rulebook
  110
  
  VENGEFUL OATH 
  FEAT 2
  CHAMPION
  OATH
  Prerequisites paladin cause
  You’ve sworn an oath to hunt down wicked evildoers and 
  bring them to judgment. Add the following tenet to your code 
  after the others: “You must hunt down and exterminate evil 
  creatures that have committed heinous atrocities as long as 
  you have a reasonable chance of success and aren’t engaged 
  in a mission that would prevent your doing so.”
  You can use lay on hands to damage a creature you witness 
  harming an innocent or a good ally as if it were undead; in this 
  case, lay on hands deals good damage instead of positive damage 
  and gains the good trait. This good damage can affect non-evil 
  creatures. This doesn’t prevent you from healing such a creature 
  with lay on hands; you choose whether to heal or harm.
  4TH LEVEL
  AURA OF COURAGE 
  FEAT 4
  CHAMPION
  Prerequisites tenets of good
  You stand strong in the face of danger and inspire your allies 
  to do the same. Whenever you become frightened, reduce the 
  condition value by 1 (to a minimum of 0). At the end of your 
  turn when you would reduce your frightened condition value 
  by 1, you also reduce the value by 1 for all allies within 15 feet.
  DIVINE HEALTH 
  FEAT 4
  CHAMPION
  Prerequisites tenets of good
  Your faith makes you resistant to disease, protecting you as 
  you offer succor to the ill. You gain a +1 status bonus to saves 
  against diseases. In addition, if you roll a success on a save 
  against a disease, you get a critical success instead.
  MERCY � 
  FEAT 4
  CHAMPION
  CONCENTRATE
  METAMAGIC
  Prerequisites devotion spell (lay on hands)
  Your touch relieves fear and restores movement. If the next action 
  you use is to cast lay on hands, you can attempt to counteract a 
  fear effect or an effect imposing the paralyzed condition on the 
  target, in addition to the other benefits of lay on hands.
  6TH LEVEL
  ATTACK OF OPPORTUNITY �  
   
  FEAT 6
  CHAMPION
  Trigger A creature within your reach uses a manipulate action 
  or a move action, makes a ranged attack, or leaves a square 
  during a move action it’s using.
  You lash out at a foe that leaves an opening. Make a melee 
  Strike against the triggering creature. If your attack is a 
  critical hit and the trigger was a manipulate action, you disrupt 
  111
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  SAMPLE CHAMPION
  that action. This Strike doesn’t count toward your multiple 
  attack penalty, and your multiple attack penalty doesn’t apply 
  to this Strike.
  LITANY AGAINST WRATH 
  FEAT 6
  CHAMPION
  Prerequisites devotion spells, tenets of good
  You excoriate a foe for its wrath against goodly creatures. You 
  can cast the litany against wrath devotion spell. Increase the 
  number of Focus Points in your focus pool by 1.
  LOYAL WARHORSE 
  FEAT 6
  CHAMPION
  Prerequisites divine ally (steed)
  You and your mount have grown closer, and your loyalty to 
  each other is unbreakable. The mount you gained through the 
  divine ally class feature is now a mature animal companion 
  (page 214). In addition, your mount never attacks you, even if 
  it is magically compelled to do so.
  SHIELD WARDEN 
  FEAT 6
  CHAMPION
  Prerequisites divine ally (shield), tenets of good
  You use your shield to protect your allies as well as yourself. 
  When you have a shield raised, you can use your Shield Block 
  reaction when an attack is made against an ally adjacent to 
  you. If you do, the shield prevents that ally from taking damage 
  instead of preventing you from taking damage, following the 
  normal rules for Shield Block.
  SMITE EVIL � 
  FEAT 6
  CHAMPION
  Prerequisites divine ally (blade)
  Your blade ally becomes an even more powerful tool against 
  evildoers. Select one foe you can see. Until the start of your 
  next turn, your Strikes with the weapon your blade ally inhabits 
  against that foe deal an extra 4 good damage, increasing to 6 
  if you have master proficiency with this weapon.
  If the foe attacks one of your allies, the duration extends to 
  the end of that foe’s next turn. If the foe continues to attack 
  your allies each turn, the duration continues to extend.
  8TH LEVEL
  ADVANCED DEITY’S DOMAIN 
  FEAT 8
  CHAMPION
  Prerequisites Deity’s Domain
  Through your conviction, you have glimpsed the deeper 
  secrets of your deity’s domain. You gain an advanced domain 
  spell from the domain you chose with Deity’s Domain. You 
  can cast that spell as a devotion spell. Increase the number of 
  Focus Points in your focus pool by 1.
  GREATER MERCY 
  FEAT 8
  CHAMPION
  Prerequisites Mercy
  REDEEMER
  Your truth and compassion glow strong as the sun, 
  bringing the evil into the light of your goddess, the 
  Dawnflower.
  ABILITY SCORES
  Take a high Strength for your combat abilities, and a 
  good Charisma for your devotion spells.
  SKILLS
  Athletics, Diplomacy, Religion, Medicine
  DEITY AND CAUSE
  Sarenrae, redeemer
  STARTING FEAT
  Deity’s Domain (truth)
  HIGHER-LEVEL FEATS
  Shining Oath (2nd), Mercy (4th), Litany Against Wrath 
  (6th), Sense Evil (8th), Devoted Focus (10th), Lasting 
  Doubt (12th), Ultimate Mercy (18th)
  Core Rulebook
  112
  
  Your faith enhances your ability to remove conditions. When 
  you use Mercy, you can instead attempt to counteract the 
  blinded, deafened, sickened, or slowed conditions.
  HEAL MOUNT 
  FEAT 8
  CHAMPION
  Prerequisites divine ally (steed)
  Your devotion to your mount manifests as a surge of positive 
  energy. When you cast lay on hands on your mount, you can 
  restore 10 Hit Points, plus 10 for each heightened level.
  QUICK BLOCK  
  FEAT 8
  CHAMPION
  You can block with your shield instinctively. At the start of each 
  of your turns, you gain an additional reaction that you can use 
  only to perform a Shield Block.
  SECOND ALLY  
  FEAT 8
  CHAMPION
  Prerequisites divine ally
  Your inner grace attracts the attention of a second protective 
  spirit. Choose a second type of divine ally and gain its benefits.
  SENSE EVIL  
  FEAT 8
  CHAMPION
  Prerequisites tenets of good
  You sense evil as a queasy or foreboding feeling. When in the 
  presence of an aura of evil that is powerful or overwhelming 
  (page 328), you eventually detect the aura, though you might 
  not do so instantly, and you can’t pinpoint the location. This 
  acts as a vague sense, similar to humans’ sense of smell. An 
  evil creature using a disguise or otherwise trying to hide its 
  presence attempts a Deception check against your Perception 
  DC to hide its aura from you. If the creature succeeds at its 
  Deception check, it is then temporarily immune to your Sense 
  Evil for 1 day.
  10TH LEVEL
  DEVOTED FOCUS 
  FEAT 10
  CHAMPION
  Prerequisites devotion spells
  Your devotion is strong enough to increase your focus to 
  incredible heights. If you have spent at least 2 Focus Points 
  since the last time you Refocused, you recover 2 Focus Points 
  when you Refocus instead of 1.
  IMPOSING DESTRIER 
  FEAT 10
  CHAMPION
  Prerequisites divine ally (steed), Loyal Warhorse
  Under your care, your mount has realized its innate potential. 
  The mount you gained through the divine ally class feature is 
  now a nimble or savage animal companion (page 214). During 
  an encounter, even if you don’t use the Command an Animal 
  action, your mount can still use 1 action on your turn to Stride 
  or Strike.
  LITANY AGAINST SLOTH 
  FEAT 10
  CHAMPION
  Prerequisites devotion spells, tenets of good
  You rail against the sin of sloth, turning a foe’s laziness against 
  it. You can cast the litany against sloth devotion spell. Increase 
  the number of Focus Points in your focus pool by 1.
  RADIANT BLADE SPIRIT 
  FEAT 10
  CHAMPION
  Prerequisites divine ally (blade)
  Your divine ally radiates power, enhancing your chosen 
  weapon. When you choose the weapon for your blade ally 
  during your daily preparations, add the following property 
  runes to the list of effects you can choose from: flaming and 
  any aligned properties (anarchic, axiomatic, holy, or unholy) 
  that match your cause’s alignment.
  SHIELD OF RECKONING � 
  FEAT 10
  CHAMPION
  FLOURISH
  Prerequisites champion’s reaction, divine ally (shield), tenets 
  of good, Shield Warden
  Trigger A foe’s attack against an ally matches the trigger for 
  both your Shield Block reaction and your champion’s reaction.
  When you shield your ally against an attack, you call upon 
  your power to protect your ally further. You use the Shield 
  Block reaction to prevent damage to an ally and also use your 
  champion’s reaction against the foe that attacked your ally.
  12TH LEVEL
  AFFLICTION MERCY 
  FEAT 12
  CHAMPION
  Prerequisites Mercy
  The divine grace that flows through you grants reprieve from 
  an affliction. When you use Mercy, you can instead attempt to 
  counteract a curse, disease, or poison.
  AURA OF FAITH 
  FEAT 12
  CHAMPION
  Prerequisites tenets of good
  You radiate an aura of pure belief that imbues your attacks 
  and those of nearby allies with holy power. Your Strikes deal 
  an extra 1 good damage against evil creatures. Also, each 
  good-aligned ally within 15 feet gains this benefit on their first 
  Strike that hits an evil creature each round.
  BLADE OF JUSTICE � 
  FEAT 12
  CHAMPION
  Prerequisites paladin cause
  You call upon divine power and make a weapon or unarmed 
  Strike against a foe you have witnessed harming an ally or 
  innocent. The Strike deals two extra weapon damage dice 
  if the target of your Strike is evil. Whether or not the target 
  is evil, the Strike applies all effects that normally apply on a 
  Retributive Strike (such as divine smite), and you can convert all 
  the physical damage from the attack into good damage.
  113
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  CLASSES
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  SAMPLE CHAMPION
  CHAMPION’S SACRIFICE 
  FEAT 12
  CHAMPION
  Prerequisites tenets of good
  You can suffer so that others might live. You can cast the 
  champion’s sacrifice devotion spell. Increase the number of 
  Focus Points in your focus pool by 1.
  DIVINE WALL 
  FEAT 12
  CHAMPION
  Requirements You are wielding a shield.
  You use your shield to harry your enemies, preventing them 
  from stepping away from or around you. All spaces adjacent 
  to you are difficult terrain for your enemies.
  LASTING DOUBT 
  FEAT 12
  CHAMPION
  Prerequisites redeemer cause
  When you cast doubt upon your foes, the effect lasts longer than 
  usual. After being enfeebled 2 by your Glimpse of Redemption, 
  the foe is enfeebled 1 for 1 minute. If you have Weight of Guilt, 
  after being stupefied 2 by your Glimpse of Redemption, the foe 
  is stupefied 1 for 1 minute or until the flat check from stupefied 
  causes it to lose a spell, whichever comes first.
  LIBERATING STRIDE 
  FEAT 12
  CHAMPION
  Prerequisites liberator cause
  Instead of you taking a Step at the end of your Liberating Step, 
  the triggering ally can Stride up to half their Speed. Even if 
  you have exalt, only the triggering ally gains this benefit.
  14TH LEVEL
  ANCHORING AURA 
  FEAT 14
  CHAMPION
  Requirements Fiendsbane Oath
  Your aura hampers fiends’ teleportation. Your aura attempts 
  to counteract teleportation spells cast by fiends within 15 feet, 
  using the spell level and DC of your devotion spells.
  AURA OF LIFE 
  FEAT 14
  CHAMPION
  Requirements Shining Oath
  Your aura protects against necromantic effects. You and all 
  allies within 15 feet gain resistance 5 to negative energy and a 
  +1 status bonus to saves against necromancy effects.
  AURA OF RIGHTEOUSNESS 
  FEAT 14
  CHAMPION
  Prerequisites tenets of good
  Your righteous aura dampens evil’s might. You and all allies 
  within 15 feet gain evil resistance 5.
  AURA OF VENGEANCE 
  FEAT 14
  CHAMPION
  Requirements exalt, Vengeful Oath
  LIBERATOR
  With the name of the Savored Sting on your lips, 
  you free those held against their will and exact 
  revenge upon their captors.
  ABILITY SCORES
  Focus on Dexterity. Charisma helps your devotion spells 
  and Deception, and good Wisdom and Constitution 
  improve your defenses.
  SKILLS
  Deception, Religion, Society, Stealth
  DEITY AND CAUSE
  Calistria, liberator
  STARTING FEAT
  Unimpeded Step
  HIGHER-LEVEL FEATS
  Divine Grace (2nd), Aura of Courage (4th), Attack of 
  Opportunity (6th), Liberating Stride (12th)
  Core Rulebook
  114
  
  When you call upon others to take retribution, you also guide 
  their aim. When you use Retributive Strike, your allies who 
  make Strikes take only a –2 penalty, instead of a –5 penalty.
  DIVINE REFLEXES  
  FEAT 14
  CHAMPION
  At the start of each of your turns, you gain an additional 
  reaction that you can use only for your champion’s reaction.
  LITANY OF RIGHTEOUSNESS 
  FEAT 14
  CHAMPION
  Prerequisites tenets of good
  You call upon righteousness to expose an evil foe’s weakness. 
  You can cast the litany of righteousness devotion spell. 
  Increase the number of Focus Points in your focus pool by 1.
  WYRMBANE AURA 
  FEAT 14
  CHAMPION
  Requirements Dragonslayer Oath
  Your aura protects against destructive energies and dragons’ 
  breath. You and all allies within 15 feet gain resistance equal to 
  your Charisma modifier to acid, cold, electricity, fire, and poison. 
  If the source of one of these types of damage is a dragon’s 
  breath, increase the resistance to half your level.
  16TH LEVEL
  AUSPICIOUS MOUNT 
  FEAT 16
  CHAMPION
  Prerequisites divine ally (steed), Imposing Destrier
  Guided by your ongoing care, your steed has developed 
  incredible intelligence and skill. The mount you gained 
  through the divine ally class feature is now a specialized 
  animal companion (page 217). You can select one of the usual 
  specializations or the auspice specialization.
  Auspice mounts gain the following benefits: Your companion 
  is marked by your deity’s religious symbol as a sacred creature 
  of your deity. Its proficiency rank in Religion increases to expert, 
  it can speak the language associated with your deity’s servitors 
  (Celestial for champions who follow the tenets of good), and its 
  Intelligence modifier increases by 2 and its Wisdom modifier by 1.
  INSTRUMENT OF ZEAL 
  FEAT 16
  CHAMPION
  Prerequisites divine ally (blade), tenets of good
  Divine energy fills your weapon. Whenever you critically hit a 
  foe with Smite Evil or a Retributive Strike, your attack adds an 
  extra damage die, and the target is slowed 1 on its next turn.
  SHIELD OF GRACE 
  FEAT 16
  CHAMPION
  Prerequisites Shield Warden
  You protect an ally with both your shield and your body. 
  Whenever you use the Shield Block reaction to prevent damage 
  to an ally, you can evenly split the remaining damage after the 
  Shield Block between the ally and yourself.
  18TH LEVEL
  CELESTIAL FORM 
  FEAT 18
  CHAMPION
  Prerequisites tenets of good
  You take on a celestial countenance, appearing like a type 
  of celestial who serves your deity; for example, as an angel, 
  you would gain a halo and feathery wings. You gain a fly 
  Speed equal to your Speed. You gain darkvision if you don’t 
  already have it, and you gain the celestial trait and the trait 
  appropriate to the type of servitor you’ve become (archon, 
  angel, or azata, for example).
  ULTIMATE MERCY 
  FEAT 18
  CHAMPION
  Prerequisites Mercy
  Your mercy transcends the bounds of life and death. When 
  you use Mercy, you can cast lay on hands on a creature that 
  died since your last turn to return it to life. The target returns 
  to life with 1 hit point and becomes wounded 1. You can’t use 
  Ultimate Mercy if the triggering effect was disintegrate or a 
  death effect.
  20TH LEVEL
  CELESTIAL MOUNT 
  FEAT 20
  CHAMPION
  Prerequisites divine ally (steed), tenets of good
  Your steed gains incredible celestial powers granted by your 
  deity. It gains darkvision, its maximum Hit Points increase by 
  40, and it gains weakness 10 to evil damage.
  Additionally, it grows wings appropriate to a servitor of 
  your deity (such as metallic wings for an archon), granting it a 
  fly Speed equal to its Speed. It gains the celestial trait and the 
  trait appropriate to the type of servitor it has become (archon, 
  angel, or azata, for example).
  RADIANT BLADE MASTER 
  FEAT 20
  CHAMPION
  Prerequisites divine ally (blade), Radiant Blade Spirit
  Your divine ally turns your chosen weapon into a paragon of 
  its type. When you choose the weapon for your blade divine 
  ally during your preparations, add the following property 
  runes to the list of effects you can choose from: dancing, 
  greater disrupting, and keen.
  SHIELD PARAGON 
  FEAT 20
  CHAMPION
  Prerequisites divine ally (shield)
  Your shield is a vessel of divine protection. When you’re 
  wielding your chosen shield, it is always raised, even without 
  you using the Raise a Shield action. Your chosen shield doubles 
  its HP and BT, rather than increasing them by half. If it would 
  be destroyed, it vanishes to your deity’s realm instead, where 
  your divine ally repairs it. During your next daily preparations, 
  the shield returns to you fully repaired.
  115
  3
  CLASSES
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Core Rulebook
  116
  
  Cleric
  During combat encounters...
  If you’re a warpriest, you balance between casting spells and attacking with weapons—
  typically the favored weapon of your deity. If you’re a cloistered cleric, you primarily 
  cast spells. Most of your spells can boost, protect, or heal your allies. Depending on 
  your deity, you get extra spells to heal your allies or harm your enemies.
  During social encounters...
  You might make diplomatic overtures or deliver impressive speeches. Because you’re 
  wise, you also pick up on falsehoods others tell.
  While exploring...
  You detect nearby magic and interpret any religious writing you come across. You 
  might also concentrate on a protective spell for your allies in case of attack. After a 
  battle or hazard, you might heal anyone who was hurt.
  In downtime...
  You might perform services at a temple, travel to spread the word of your deity, 
  research scripture, celebrate holy days, or even found a new temple.
  You Might...
  • Visit the temples and holy places sacred to your faith, and have an immediate 
  affinity with other worshippers of your deity.
  • Know the teachings of your religion’s holy texts and how they apply to a dilemma.
  • Cooperate with your allies, provided they don’t ask you to go against divine will.
  Others Probably...
  • Find your devotion impressive, even if they don’t understand it.
  • Expect you to heal their wounds.
  • Rely on you to interact with other religious figures.
  INITIAL PROFICIENCIES
  At 1st level, you gain the 
  listed proficiency ranks in 
  the following statistics. You 
  are untrained in anything 
  not listed unless you gain a 
  better proficiency rank in some 
  other way.
  PERCEPTION
  Trained in Perception
  SAVING THROWS
  Trained in Fortitude
  Trained in Reflex
  Expert in Will
  SKILLS
  Trained in Religion
  Trained in one skill determined 
  by your choice of deity
  Trained in a number of 
  additional skills equal to 2 plus 
  your Intelligence modifier
  ATTACKS
  Trained in simple weapons
  Trained in the favored weapon 
  of your deity. If your deity’s 
  favored weapon is uncommon, 
  you also gain access to 
  that weapon.
  Trained in unarmed attacks
  DEFENSES
  Untrained in all armor, though 
  your doctrine might alter this
  Trained in unarmored defense
  SPELLS
  Trained in divine spell attacks
  Trained in divine spell DCs
  Deities work their will upon the world in infinite ways, and you serve as one 
  of their most stalwart mortal servants. Blessed with divine magic, you live the 
  ideals of your faith, adorn yourself with the symbols of your church, and train 
  diligently to wield your deity’s favored weapon. Your spells might protect and heal your 
  allies, or they might punish foes and enemies of your faith, as your deity wills. Yours is a life 
  of devotion, spreading the teachings of your faith through both word and deed.
  KEY ABILITY
  WISDOM
  At 1st level, your class gives you 
  an ability boost to Wisdom.
  HIT POINTS
  8 plus your Constitution modifier
  You increase your maximum number of 
  HP by this number at 1st level and every 
  level thereafter.
  3
  CLASSES
  117
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Class Features
  You gain these abilities as a cleric. Abilities gained at 
  higher levels list requisite levels next to their names.
  Ancestry and Background
  In addition to the abilities provided by your class at 1st 
  level, you have the benefits of your selected ancestry and 
  background, as described in Chapter 2.
  Initial Proficiencies
  At 1st level, you gain a number of proficiencies that 
  represent your basic training, noted at the start of this class.
  Deity
  As a cleric, you are a mortal servitor of a deity you revere 
  above all others. The most common deities in Pathfinder 
  appear on pages 437–440, along with their alignments, 
  areas of concern, and the benefits you get for being a 
  cleric of that deity. Your alignment must be one allowed 
  by your deity, as listed in their entry. Your deity grants 
  you the trained proficiency rank in one skill and with 
  the deity’s favored weapon. If the favored weapon is 
  uncommon, you also get access to that weapon.
  Your deity also adds spells to your spell list. You can 
  prepare these just like you can any spell on the divine spell 
  list, once you can prepare spells of their level as a cleric. 
  Some of these spells aren’t normally on the divine list, but 
  they’re divine spells if you prepare them this way.
  AnAthemA
  Acts fundamentally opposed to your deity’s alignment 
  or ideals are anathema to your faith. Learning or casting 
  spells, committing acts, and using items that are anathema 
  to your deity remove you from your deity’s good graces.
  Casting spells with the evil trait is almost always 
  anathema to good deities, and casting good spells is 
  likewise anathema to evil deities; similarly, casting 
  chaotic spells is anathema to lawful deities, and casting 
  lawful spells is anathema to chaotic deities. A neutral 
  cleric who worships a neutral deity isn’t limited this 
  way, but their alignment might change over time if 
  they frequently cast spells or use abilities with a certain 
  alignment. Similarly, casting spells that are anathema to 
  the tenets or goals of your faith could interfere with your 
  connection to your deity. For example, casting a spell 
  to create undead would be anathema to Pharasma, the 
  goddess of death. For borderline cases, you and your GM 
  determine which acts are anathema.
  If you perform enough acts that are anathema to your 
  deity, or if your alignment changes to one not allowed by 
  your deity, you lose the magical abilities that come from 
  your connection to your deity. The class features that you 
  lose are determined by the GM, but they likely include 
  your divine font and all divine spellcasting. These abilities 
  can be regained only if you demonstrate your repentance 
  by conducting an atone ritual (found on page 409).
  Divine Spellcasting
  Your deity bestows on you the power to cast divine spells. 
  You can cast divine spells using the Cast a Spell activity, and 
  you can supply material, somatic, and verbal components 
  when casting spells (see Casting Spells on page 302). Because 
  you’re a cleric, you can usually hold a divine focus (such as a 
  religious symbol) for spells requiring material components 
  instead of needing to use a spell component pouch.
  At 1st level, you can prepare two 1st-level spells and 
  five cantrips each morning from the common spells on 
  the divine spell list in this book (page 309) or from other 
  divine spells to which you gain access. Prepared spells 
  remain available to you until you cast them or until you 
  prepare your spells again. The number of spells you can 
  prepare is called your spell slots.
  As you increase in level as a cleric, the number of spells 
  you can prepare each day increases, as does the highest 
  level of spell you can cast, as shown in Table 3–9: Cleric 
  Spells per Day on page 120.
  Some of your spells require you to attempt a spell 
  attack roll to see how effective they are, or your enemies 
  to roll against your spell DC (typically by attempting a 
  saving throw). Since your key ability is Wisdom, your 
  spell attack rolls and spell DCs use your Wisdom modifier. 
  Details on calculating these statistics appear on page 447.
  TABLE 3–8: CLERIC ADVANCEMENT
  Your
  Level Class Features
  1 
  Ancestry and background, initial proficiencies, deity,
   
  divine spellcasting, divine font, doctrine
  2 
  Cleric feat, skill feat
  3 
  2nd-level spells, general feat, second doctrine, skill increase
  4 
  Cleric feat, skill feat
  5 
  3rd-level spells, ability boosts, alertness, ancestry
   
  feat, skill increase
  6 
  Cleric feat, skill feat
  7 
  4th-level spells, general feat, skill increase, third doctrine
  8 
  Cleric feat, skill feat
  9 
  5th-level spells, ancestry feat, resolve, skill increase
  10 
  Ability boosts, cleric feat, skill feat
  11 
  6th-level spells, fourth doctrine, general feat,
   
  lightning reflexes, skill increase
  12 
  Cleric feat, skill feat
  13 
  7th-level spells, ancestry feat, divine defense, skill
   
  increase, weapon specialization
  14 
  Cleric feat, skill feat
  15 
  8th-level spells, ability boosts, fifth doctrine, general
   
  feat, skill increase
  16 
  Cleric feat, skill feat
  17 
  9th-level spells, ancestry feat, skill increase
  18 
  Cleric feat, skill feat
  19 
  Final doctrine, general feat, miraculous spell, skill increase
  20 
  Ability boosts, cleric feat, skill feat
  Core Rulebook
  118
  
  heightening SpellS
  When you get spell slots of 2nd level and higher, you can 
  fill those slots with stronger versions of lower-level spells. 
  This increases the spell’s level, heightening it to match the 
  spell slot. Many spells have specific improvements when 
  they are heightened to certain levels.
  CAntripS
  A cantrip is a special type of spell that doesn’t use spell 
  slots. You can cast a cantrip at will, any number of times 
  per day. A cantrip is always automatically heightened to 
  half your level rounded up—this is usually equal to the 
  highest level of spell you can cast as a cleric. For example, 
  as a 1st-level cleric, your cantrips are 1st-level spells, and 
  as a 5th-level cleric, your cantrips are 3rd-level spells.
  Divine Font
  Through your deity’s blessing, you gain additional spells 
  that channel either the life force called positive energy or 
  its counterforce, negative energy. When you 
  prepare your spells each day, you can 
  prepare additional heal or harm spells, 
  depending on your deity. The divine 
  font spell your deity provides is listed in 
  the Divine Font entry for your deity on 
  pages 437–440; if both are listed, you can 
  choose between heal or harm. Once you 
  choose, you can’t change your choice short 
  of an ethical shift or divine intervention.
  Healing Font: You gain additional spell 
  slots each day at your highest level of cleric spell slots. 
  You can prepare only heal spells (page 343) in these 
  slots, and the number of slots is equal to 1 plus your 
  Charisma modifier.
  Harmful Font: You gain additional spell slots each 
  day at your highest level of cleric spell slots. You can 
  prepare only harm spells (page 343) in these slots, 
  and the number of slots is equal to 1 plus your 
  Charisma modifier.
  Doctrine
  Even among followers of the same deity, there 
  are numerous doctrines and beliefs, which 
  sometimes vary wildly between clerics. At 1st 
  level, you select a doctrine and gain the benefits 
  of its first doctrine. The doctrines presented in 
  this book are cloistered cleric and warpriest. 
  Each doctrine grants you initial benefits 
  at 1st level. At 3rd, 7th, 11th, 15th, and 
  19th levels, you gain the benefits granted by your 
  doctrine’s second, third, fourth, fifth, and final 
  doctrines respectively.
  CloiStered CleriC
  You are a cleric of the cloth, focusing on divine magic and 
  your connection to your deity’s domains.
  First Doctrine (1st): You gain the Domain Initiate cleric 
  feat (page 121).
  Second Doctrine (3rd): Your proficiency rank for 
  Fortitude saves increases to expert.
  Third Doctrine (7th): Your proficiency ranks for divine 
  spell attack rolls and spell DCs increase to expert.
  Fourth Doctrine (11th): You gain expert proficiency 
  with your deity’s favored weapon. When you 
  critically succeed at an attack roll 
  using that weapon, you apply 
  the weapon’s critical specialization 
  effect; use your divine spell DC 
  if necessary.
  119
  3
  CLASSES
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Cleric Feats 
  2nd
  At 2nd level and every 2 levels thereafter, you gain a cleric 
  class feat. These begin on page 121.
  Skill Feats 
  2nd
  At 2nd level and every 2 levels thereafter, you gain a 
  skill feat. Skill feats can be found in Chapter 5 and 
  have the skill trait. You must be trained or better in the 
  corresponding skill to select a skill feat.
  General Feats 
  3rd
  At 3rd level and every 4 levels thereafter, you gain a 
  general feat. General feats are listed in Chapter 5.
  Skill Increases 
  3rd
  At 3rd level and every 2 levels thereafter, you gain a 
  skill increase. You can use this increase to either become 
  trained in one skill you’re untrained in, or become an 
  expert in one skill in which you’re already trained.
  You can use any of these skill increases you gain at 
  7th level or higher to become a master in a skill in which 
  you’re already an expert, and any of these skill increases 
  you gain at 15th level or higher to become legendary in a 
  skill in which you’re already a master.
  Ability Boosts 
  5th
  At 5th level and every 5 levels thereafter, you boost four 
  different ability scores. You can use these ability boosts to 
  increase your ability scores above 18. Boosting an ability 
  Fifth Doctrine (15th): Your proficiency ranks for divine 
  spell attack rolls and spell DCs increase to master.
  Final Doctrine (19th): Your proficiency ranks for divine 
  spell attack rolls and spell DCs increase to legendary.
  WArprieSt
  You have trained in the more militant doctrine of your 
  church, focusing on both spells and battle.
  First Doctrine (1st): You’re trained in light and medium 
  armor, and you have expert proficiency in Fortitude saves. 
  You gain the Shield Block general feat (page 266), a reaction 
  to reduce damage with a shield. If your deity’s weapon is 
  simple, you gain the Deadly Simplicity cleric feat (page 121). 
  At 13th level, if you gain the divine defense class feature, 
  you also gain expert proficiency in light and medium armor.
  Second Doctrine (3rd): You’re trained in martial weapons.
  Third Doctrine (7th): You gain expert proficiency 
  with your deity’s favored weapon. When you critically 
  succeed at an attack roll using that weapon, you apply 
  the weapon’s critical specialization effect; use your divine 
  spell DC if necessary.
  Fourth Doctrine (11th Level): Your proficiency ranks for 
  divine spell attack rolls and spell DCs increase to expert.
  Fifth Doctrine (15th Level): Your proficiency rank 
  for Fortitude saves increases to master. When you 
  roll a success at a Fortitude save, you get a critical 
  success instead.
  Final Doctrine (19th Level): Your proficiency ranks for 
  divine spell attack rolls and spell DCs increase to master.
  TABLE 3–9: CLERIC SPELLS PER DAY
  Your 
   
   
   
   
   
  Spell Level
  Level Cantrips 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  8th 
  9th 
  10th
  1 
  5 
  2* 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  2 
  5 
  3* 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  3 
  5 
  3 
  2* 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  4 
  5 
  3 
  3* 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  5 
  5 
  3 
  3 
  2* 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  6 
  5 
  3 
  3 
  3* 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  7 
  5 
  3 
  3 
  3 
  2* 
  — 
  — 
  — 
  — 
  — 
  —
  8 
  5 
  3 
  3 
  3 
  3* 
  — 
  — 
  — 
  — 
  — 
  —
  9 
  5 
  3 
  3 
  3 
  3 
  2* 
  — 
  — 
  — 
  — 
  —
  10 
  5 
  3 
  3 
  3 
  3 
  3* 
  — 
  — 
  — 
  — 
  —
  11 
  5 
  3 
  3 
  3 
  3 
  3 
  2* 
  — 
  — 
  — 
  —
  12 
  5 
  3 
  3 
  3 
  3 
  3 
  3* 
  — 
  — 
  — 
  —
  13 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  2* 
  — 
  — 
  —
  14 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  3* 
  — 
  — 
  —
  15 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  2* 
  — 
  —
  16 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3* 
  — 
  —
  17 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  2* 
  —
  18 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3* 
  —
  19 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  1*†
  20 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  1*†
  * Your divine font gives you additional heal or harm spells of this level. The number is equal to 1 + your Charisma modifier.
  † The miraculous spell class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.
  Core Rulebook
  120
  
  score increases it by 1 if it’s already 18 or above, or by 2 
  if it starts out below 18.
  Alertness 
  5th
  You remain alert to threats around you. Your proficiency 
  rank for Perception increases to expert.
  Ancestry Feats 
  5th
  In addition to the ancestry feat you started with, you gain 
  an ancestry feat at 5th level and every 4 levels thereafter. 
  The list of ancestry feats available to you can be found in 
  your ancestry’s entry in Chapter 2.
  Resolve 
  9th
  You’ve steeled your mind with resolve. Your proficiency 
  rank for Will saves increases to master. When you roll a 
  success at a Will save, you get a critical success instead.
  Lightning Reflexes 
  11th
  Your reflexes are lightning fast. Your proficiency rank for 
  Reflex saves increases to expert.
  Divine Defense 
  13th
  Your training and your deity protect you from harm. Your 
  proficiency rank in unarmored defense increases to expert.
  Weapon Specialization 
  13th
  You’ve learned how to inflict greater injuries with the 
  weapons you know best. You deal 2 additional damage 
  with weapons and unarmed attacks in which you are an 
  expert. This damage increases to 3 if you’re a master, and to 
  4 if you’re legendary.
  Miraculous Spell 
  19th
  You’re exalted by your deity and gain truly incredible 
  spells. You gain a single 10th-level spell slot and can 
  prepare a spell in that slot using divine spellcasting. 
  You don’t gain more 10th-level spells as you level up, 
  though you can take the Maker of Miracles feat to gain 
  a second slot.
  Cleric Feats
  At each level that you gain a cleric feat, you can select one 
  of the following feats. You must satisfy any prerequisites 
  before selecting the feat.
  1ST LEVEL
  DEADLY SIMPLICITY 
  FEAT 1
  CLERIC
  Prerequisites deity with a simple favored weapon, trained 
  with your deity’s favored weapon
  Your deity’s weapon is especially powerful in your hands. 
  When you are wielding your deity’s favored weapon, increase 
  the damage die size of that weapon by one step.
  If your deity’s favored weapon is an unarmed attack (such 
  as a fist, if you worship Irori) and its damage die is smaller 
  than d6, instead increase its damage die size to d6.
  DOMAIN INITIATE 
  FEAT 1
  CLERIC
  Your deity bestows a special spell related to their powers. 
  Select one domain—a subject of particular interest to you 
  within your religion—from your deity’s list. You gain an initial 
  domain spell for that domain, a spell unique to the domain 
  and not available to other clerics. Each domain’s theme and 
  domain spells appear in Table 8–2: Domains on page 441.
  Domain spells are a type of focus spell. It costs 1 Focus 
  Point to cast a focus spell, and you start with a focus pool 
  of 1 Focus Point. You refill your focus pool during your daily 
  preparations, and you can regain 1 Focus Point by spending 10 
  minutes using the Refocus activity to pray to your deity or do 
  service toward their causes.
  Focus spells are automatically heightened to half your 
  level rounded up. Focus spells don’t require spell slots, nor 
  can you cast them using spell slots. Certain feats can give you 
  more focus spells and increase the size of your focus pool, 
  though your focus pool can never hold more than 3 Focus 
  Points. The full rules for focus spells appear on page 300.
  Special You can select this feat multiple times, selecting a 
  different domain each time and gaining its domain spell.
  HARMING HANDS  
  FEAT 1
  CLERIC
  Prerequisites harmful font
  The mordant power of your negative energy grows. When you 
  cast harm, you roll d10s instead of d8s.
  HEALING HANDS  
  FEAT 1
  CLERIC
  Prerequisites healing font
  Your positive energy is even more vibrant and restorative. 
  When you cast heal, you roll d10s instead of d8s.
  HOLY CASTIGATION  
  FEAT 1
  CLERIC
  Prerequisites good alignment
  You combine holy energy with positive energy to damage 
  demons, devils, and their evil ilk. Heal spells you cast damage 
  fiends as though they were undead.
  KEY TERMS
  You’ll see the following term in many cleric class features.
  Metamagic: These actions tweak your spells. You must 
  use a metamagic action directly before Casting the Spell 
  you want to alter. If you use any action (including free 
  actions and reactions) other than Cast a Spell directly 
  after, you waste the benefits of the metamagic action. 
  Effects added by a metamagic action are part of the 
  spell’s effect, not of the metamagic action.
  121
  3
  CLASSES
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  REACH SPELL � 
  FEAT 1
  CLERIC
  CONCENTRATE
  METAMAGIC
  You can extend the range of your spells. If the next action you use is to Cast a Spell that has 
  a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if 
  the spell normally has a range of touch, you extend its range to 30 feet.
  2ND LEVEL
  CANTRIP EXPANSION 
  FEAT 2
  CLERIC
  You study a wider range of simple spells. You can prepare two additional cantrips each day.
  COMMUNAL HEALING 
  FEAT 2
  CLERIC
  HEALING
  POSITIVE
  You’re a conduit for positive energy, and as you channel it through you, it heals some of your 
  minor injuries. When you cast the heal spell to heal a single creature other than yourself, 
  you regain Hit Points equal to the spell level of the heal spell.
  EMBLAZON ARMAMENT 
  FEAT 2
  CLERIC
  EXPLORATION
  Carefully etching a sacred image into a physical object, you steel yourself for battle. You 
  can spend 10 minutes emblazoning a symbol of your deity upon a weapon or shield. The 
  symbol doesn’t fade until 1 year has passed, but if you Emblazon an Armament, any symbol 
  you previously emblazoned and any symbol already emblazoned on that item instantly 
  disappears. The item becomes a religious symbol of your deity and can be used as a divine 
  focus while emblazoned, and it gains another benefit determined by the type of item. This 
  benefit applies only to followers of the deity the symbol represents.
  • Shield The shield gains a +1 status bonus to its Hardness. (This causes it to reduce 
  more damage with the Shield Block reaction.)
  • Weapon The wielder gains a +1 status bonus to damage rolls.
  SAP LIFE 
  FEAT 2
  CLERIC
  HEALING
  You draw the life force out of your enemies to heal your own wounds. When you cast a 
  harm spell and damage at least one living creature, you regain Hit Points equal to the spell 
  level of your harm spell. If you aren’t a living creature, you gain no benefit from this feat.
  TURN UNDEAD 
  FEAT 2
  CLERIC
  Undead harmed by your positive energy might flee, compelled by an innate aversion to the 
  force opposite undeath. When you use a heal spell to damage undead, each undead of your 
  level or lower that critically fails its save gains the fleeing condition for 1 round.
  VERSATILE FONT 
  FEAT 2
  CLERIC
  Prerequisites harmful font or healing font, deity that allows clerics to have both fonts
  As you explore your deity’s aspects, you move beyond restrictions on healing or harming. You 
  can prepare either harm or heal in the spell slots gained from the harmful font or healing font.
  4TH LEVEL
  CHANNEL SMITE � 
  FEAT 4
  CLERIC
  DIVINE
  NECROMANCY
  Prerequisites harmful font or healing font
  Cost Expend a harm or heal spell.
  You siphon the destructive energies of positive or negative energy through a melee attack and 
  CLERIC FEATS
  If you need to look up a cleric 
  feat by name instead of by level, 
  use this table.
  Feat 
  Level
  Advanced Domain 
  8
  Align Armament 
  8
  Avatar’s Audience 
  20
  Cantrip Expansion 
  2
  Cast Down 
  6
  Castigating Weapon 
  10
  Channel Smite 
  4
  Channeled Succor 
  8
  Command Undead 
  4
  Communal Healing 
  2
  Cremate Undead 
  8
  Deadly Simplicity 
  1
  Defensive Recovery 
  12
  Deity’s Protection 
  14
  Directed Channel 
  4
  Divine Weapon 
  6
  Domain Focus 
  12
  Domain Initiate 
  1
  Domain Wellspring 
  16
  Echoing Channel 
  18
  Emblazon Antimagic 
  12
  Emblazon Armament 
  2
  Emblazon Energy 
  8
  Eternal Bane 
  16
  Eternal Blessing 
  16
  Extend Armament Alignment 14
  Fast Channel 
  14
  Harming Hands 
  1
  Healing Hands 
  1
  Heroic Recovery 
  10
  Holy Castigation 
  1
  Improved Command Undead 10
  Improved Communal Healing 4
  Improved Swift Banishment 18
  Maker of Miracles 
  20
  Metamagic Channel 
  20
  Necrotic Infusion 
  4
  Reach Spell 
  1
  Replenishment of War 
  10
  Resurrectionist 
  16
  Sap Life 
  2
  Selective Energy 
  6
  Shared Replenishment 
  12
  Steady Spellcasting 
  6
  Swift Banishment 
  14
  Turn Undead 
  2
  Versatile Font 
  2
  Core Rulebook
  122
  
  into your foe. Make a melee Strike and add the spell’s damage 
  to the Strike’s damage. This is negative damage if you expended 
  a harm spell or positive damage if you expended a heal spell.
  The spell is expended with no effect if your Strike fails or 
  hits a creature that isn’t damaged by that energy type (such as 
  if you hit a non-undead creature with a heal spell).
  COMMAND UNDEAD � 
  FEAT 4
  CLERIC
  CONCENTRATE
  METAMAGIC
  Prerequisites harmful font, evil alignment
  You grasp the animating force within an undead creature and 
  bend it to your will. If the next action you use is to cast harm 
  targeting one undead creature, you transform the effects of 
  that harm spell. Instead of harm’s normal effects, the target 
  becomes controlled by you if its level is equal to or lower than 
  your level – 3. It can attempt a Will saving throw to resist being 
  controlled by you. If the target is already under someone else’s 
  command, the controlling creature also rolls a saving throw, 
  and the undead uses the better result.
  Critical Success The target is unaffected and is temporarily 
  immune for 24 hours.
  Success The target is unaffected.
  Failure The undead creature becomes a minion under your 
  control. The spell gains a duration of 1 minute, but it is 
  dismissed if you or an ally attacks the minion undead.
  Critical Failure As failure, but the duration is 1 hour.
  DIRECTED CHANNEL 
  FEAT 4
  CLERIC
  You can shape the energy you channel in a single direction, 
  reaching farther and in a more directed fashion. When you 
  cast a version of harm or heal that has an area, you can make 
  its area a 60-foot cone instead of a 30-foot emanation.
  IMPROVED COMMUNAL HEALING 
  FEAT 4
  CLERIC
  Prerequisites Communal Healing
  You can direct excess channeled energy outward to benefit 
  an ally. You can grant the Hit Points you would regain from 
  Communal Healing to any one creature within the range of 
  your heal spell instead of yourself. You can also use Communal 
  Healing when you target only yourself with a heal spell, 
  though if you do, you must grant the additional healing to 
  someone other than yourself.
  NECROTIC INFUSION � 
  FEAT 4
  CLERIC
  CONCENTRATE
  METAMAGIC
  Prerequisites harmful font, evil alignment
  You pour negative energy into your undead subject to 
  empower its attacks. If the next action you use is to cast harm 
  to restore Hit Points to a single undead creature, the target 
  then deals an additional 1d6 negative damage with its melee 
  weapons and unarmed attacks until the end of its next turn.
  If the harm spell is at least 5th level, this damage increases 
  to 2d6, and if the harm spell is at least 8th level, the damage 
  increases to 3d6.
  6TH LEVEL
  CAST DOWN � 
  FEAT 6
  CLERIC
  CONCENTRATE
  METAMAGIC
  Prerequisites harmful font or healing font
  The sheer force of your faith can bring a foe crashing down. If 
  the next action you use is to cast harm or heal to damage one 
  creature, the target is knocked prone if it takes any damage from 
  the spell. If the target critically fails its save against the spell, it 
  also takes a –10-foot status penalty to its Speed for 1 minute.
  DIVINE WEAPON � 
  FEAT 6
  CLERIC
  Frequency once per turn
  Trigger You finish Casting a Spell using one of your divine 
  spell slots on your turn.
  You siphon residual spell energy into a weapon you’re 
  wielding. Until the end of your turn, the weapon deals an 
  additional 1d4 force damage. You can instead deal an additional 
  1d6 damage of an alignment type that matches one of your 
  deity’s alignment components. As usual for aligned damage, 
  this can damage only creatures of the opposite alignment.
  SELECTIVE ENERGY 
  FEAT 6
  CLERIC
  As you call down divine power, you can prevent some enemies 
  from benefiting or some allies from being hurt. When you cast 
  a version of harm or heal that has an area, you can designate 
  a number of creatures equal to your Charisma modifier 
  (minimum 1) that are not targeted by the spell.
  STEADY SPELLCASTING 
  FEAT 6
  CLERIC
  Confident in your technique, you don’t lose spells easily. If a 
  reaction would disrupt your spellcasting action, attempt a DC 
  15 flat check. If you succeed, your action isn’t disrupted.
  8TH LEVEL
  ADVANCED DOMAIN 
  FEAT 8
  CLERIC
  Prerequisites Domain Initiate
  Your studies or prayers have unlocked deeper secrets of your 
  deity’s domain. You gain an advanced domain spell from one 
  CONTROLLING UNDEAD
  Controlled undead gain the minion trait. Minions can use 2 
  actions per turn and can’t use reactions. A minion acts on your 
  turn in combat when you spend an action to issue it verbal 
  commands (this action has the auditory and concentrate 
  traits). If given no commands, undead minions use no actions 
  except to defend themselves or to escape obvious harm. 
  If left unattended for at least 1 minute, mindless undead 
  minions don’t act, and intelligent ones act as they please. You 
  can’t have more than four undead minions at a time.
  123
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  SAMPLE CLERIC  
  GOZREN
  Following the Wind and the Waves, you protect the 
  beauty of nature in all its forms.
  ABILITY SCORES
  Prioritize Wisdom and Strength. Charisma increases your 
  divine font heal spells.
  SKILLS
  Athletics, Nature, Religion, Survival
  DEITY
  Gozreh (alignment: LN; divine font: heal)
  DOCTRINE
  Warpriest
  HIGHER-LEVEL FEATS
  Domain Initiate (water, 1st), Divine Weapon (6th)
  PREPARED SPELLS
  1st gust of wind, sanctuary, heal spells from divine font; 
  Cantrips detect magic, know direction, light, message, shield
  of your domains (as listed in Table 8–2: Domains on page 441). 
  Increase the number of Focus Points in your focus pool by 1.
  Special You can select this feat multiple times. Each time, 
  you must select a different advanced domain spell from a 
  domain for which you have an initial domain spell.
  ALIGN ARMAMENT � 
  FEAT 8
  CLERIC
  DIVINE
  EVOCATION
  Prerequisites chaotic, evil, good, or lawful deity
  Frequency once per round
  You bring a weapon into metaphysical concordance with your 
  deity’s beliefs. When you select this feat, choose chaotic, evil, 
  good, or lawful. Your choice must match one of your deity’s 
  alignment components. This action has the trait corresponding 
  to the chosen alignment component.
  When you use this action, you touch a weapon. For 1 
  round, that weapon deals an additional 1d6 damage of the 
  chosen type to creatures of the opposed alignment. For 
  example, if you chose good, the weapon would deal 
  an extra 1d6 good damage to evil creatures. If you 
  Align an Armament again, any previously aligned 
  armament loses its additional damage.
  Special You can select this feat a second time, 
  choosing your deity’s other alignment component. 
  When you Align an Armament, you can choose either 
  alignment component.
  CHANNELED SUCCOR  
  FEAT 8
  CLERIC
  Prerequisites healing font
  You can remove conditions with divine grace. You can sacrifice 
  one heal spell you’ve prepared in your extra slots from healing 
  font to cast one of the following spells instead: remove curse, 
  remove disease, remove paralysis, or restoration. The spell is 
  heightened to the same level as the heal spell you sacrificed.
  CREMATE UNDEAD 
  FEAT 8
  CLERIC
  Your positive energy sets undead alight. When you use a heal 
  spell to damage undead, each undead that takes damage also 
  takes persistent fire damage equal to the spell’s level.
  EMBLAZON ENERGY 
  FEAT 8
  CLERIC
  Prerequisites Emblazon Armament
  With elemental forces, you make your emblazoned symbols 
  more potent. When you Emblazon an Armament, you can choose 
  from the following effects instead of the effects listed in that feat. 
  These effects have the same restrictions as the base options.
  • Shield Choose acid, cold, electricity, fire, or sonic. 
  The wielder gain the shield’s circumstance bonus to 
  saving throws against that damage type and can use 
  Shield Block against damage of that type. The shield 
  also gains resistance to that damage type equal to 
  half your level if you have a domain spell with a trait 
  matching that type (such as fire).
  Core Rulebook
  124
  
  • Weapon Choose acid, cold, electricity, fire, or sonic. 
  The weapon deals an extra 1d4 damage of that type. 
  Increase this extra damage to 1d6 if you have a domain 
  spell with a trait matching that type (such as fire).
  10TH LEVEL
  CASTIGATING WEAPON 
  FEAT 10
  CLERIC
  Prerequisites Holy Castigation
  The force of your deity’s castigation strengthens your body so 
  you can strike down the wicked. After you damage a fiend using 
  a heal spell, your weapon or unarmed Strikes deal extra good 
  damage to fiends equal to half the level of the heal spell until 
  the end of your next turn. This is cumulative with any good 
  damage the weapon already deals (such as from a holy rune).
  HEROIC RECOVERY � 
  FEAT 10
  CLERIC
  CONCENTRATE
  METAMAGIC
  Prerequisites healing font, good alignment
  The restorative power of your healing invigorates the 
  recipient. If the next action you use is to cast heal targeting 
  a single living creature and the target regains Hit Points from 
  the spell, it also gains three bonuses until the end of its next 
  turn: a +5-foot status bonus to its Speed, a +1 status bonus to 
  attack rolls, and a +1 status bonus to damage rolls.
  IMPROVED COMMAND UNDEAD 
  FEAT 10
  CLERIC
  Prerequisites harmful font, Command Undead, evil alignment
  Undead creatures find it all but impossible to resist your 
  commands. When you use Command Undead, if the undead 
  succeeds at its save but doesn’t critically succeed, it is your 
  minion for 1 round. If the undead fails its save, it is your 
  minion for 10 minutes. If it critically fails, it is your minion for 
  24 hours.
  REPLENISHMENT OF WAR 
  FEAT 10
  CLERIC
  Prerequisites expert in your deity’s favored weapon
  Striking out against your enemies draws praise and protection 
  from your deity. When you damage a creature with a Strike 
  using your deity’s favored weapon, you gain a number of 
  temporary Hit Points equal to half your level, or equal to your 
  level if the Strike was a critical hit. These temporary Hit Points 
  last until the start of your next turn.
  12TH LEVEL
  DEFENSIVE RECOVERY � 
  FEAT 12
  CLERIC
  CONCENTRATE
  METAMAGIC
  Prerequisites harmful font or healing font
  Your faith provides temporary protection in addition to healing. 
  If the next action you use is to cast harm or heal on a single 
  target and the target regains Hit Points from the spell, it also 
  gains a +2 status bonus to AC and saving throws for 1 round.
  DOMAIN FOCUS 
  FEAT 12
  CLERIC
  Prerequisites one or more domain spells
  Your devotion to your deity’s domains grows greater, and so 
  does the power granted to you. If you have spent at least 2 
  Focus Points since the last time you Refocused, you recover 2 
  Focus Points when you Refocus instead of 1.
  EMBLAZON ANTIMAGIC 
  FEAT 12
  CLERIC
  Prerequisites Emblazon Armament
  Your deity’s symbol protects against offensive magic. When 
  you Emblazon an Armament, you can choose from the 
  following effects instead of the effects listed in that feat. 
  These effects have the same restrictions as the base options.
  • Shield When the wielder has the shield raised, they 
  gain the shield’s circumstance bonus to saving throws 
  against magic, and they can use Shield Block against 
  damage from their enemies’ spells.
  • Weapon When the weapon’s wielder critically hits 
  with the weapon, they can attempt to counteract a 
  spell on their target, using their level as the counteract 
  level. If they attempt to do so, the emblazoned symbol 
  immediately disappears.
  SHARED REPLENISHMENT 
  FEAT 12
  CLERIC
  Prerequisites Replenishment of War
  When your deity blesses your warlike acts, you can extend 
  that favor to your allies. You can grant the temporary Hit Points 
  from Replenishment of War to an ally within 10 feet instead 
  of gaining them yourself. You can grant these temporary Hit 
  Points to a different ally each time, meaning you might be able 
  to grant them to multiple creatures in a single turn.
  14TH LEVEL
  DEITY’S PROTECTION 
  FEAT 14
  CLERIC
  Prerequisites Advanced Domain
  When you call upon your deity’s power to fulfill the promise 
  of their domain, you gain divine protection. After you cast a 
  domain spell, you gain resistance to all damage until the start 
  of your next turn. The amount of resistance is equal to the 
  level of the domain spell you cast.
  EXTEND ARMAMENT ALIGNMENT 
  FEAT 14
  CLERIC
  Prerequisites Align Armament
  The alignment you impose on a weapon lasts much longer. The 
  duration of Align Armament increases to 1 minute.
  FAST CHANNEL  
  FEAT 14
  CLERIC
  Prerequisites harmful font or healing font
  Divine power is always at your fingertips, swiftly responding 
  125
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  SAMPLE CLERIC
  to your call. When you cast harm or heal by spending 2 
  actions, you can get the effects of the 3-action version instead 
  of the 2-action version.
  You can do this with harm if you have harmful font or heal 
  if you have healing font (or both if you have Versatile Font).
  SWIFT BANISHMENT �  
  FEAT 14
  CLERIC
  Trigger You critically hit a creature that is not on its 
  home plane.
  Requirements You have a banishment spell prepared.
  The force of your blow sends your victim back to its home 
  plane. You expend a banishment spell you have prepared, 
  affecting the creature you critically hit without needing to 
  cast the spell. The creature can attempt to resist the spell 
  as normal.
  16TH LEVEL
  ETERNAL BANE 
  FEAT 16
  CLERIC
  Prerequisites evil alignment
  A life of evil has made you a nexus for your deity’s vile power. 
  You’re continuously surrounded by a bane spell with a spell 
  level equal to half your level (rounded up). The radius is 15 
  feet, and you can’t increase it. You can Dismiss the spell; if you 
  do, it returns automatically after 1 minute.
  ETERNAL BLESSING 
  FEAT 16
  CLERIC
  Prerequisites good alignment
  Your good deeds have brought your deity’s grace to you for 
  all of eternity. You’re continuously surrounded by a bless 
  spell with a spell level equal to half your level (rounded 
  up). The radius is 15 feet, and you can’t increase it. You can 
  Dismiss the spell; if you do, it returns automatically after 
  1 minute.
  RESURRECTIONIST 
  FEAT 16
  CLERIC
  You can cause a creature you bring back from the brink of 
  death to thrive and continue healing. When you restore Hit 
  Points to a dying creature or bring a dead creature back to 
  life and restore Hit Points to it, you grant that creature fast 
  healing 5 for 1 minute. This fast healing ends if the creature is 
  knocked unconscious.
  18TH LEVEL
  DOMAIN WELLSPRING 
  FEAT 18
  CLERIC
  Prerequisites Domain Focus
  The intensity of your focus grows from the investment you’ve 
  placed in your domains. If you have spent at least 3 Focus 
  Points since the last time you Refocused, you recover 3 Focus 
  Points when you Refocus instead of 1.
  PHARASMIN
  A follower of the Lady of Graves, you respect the 
  sanctity of both life and death.
  ABILITY SCORES
  Prioritize Wisdom, with Charisma second to maximize 
  your healing and help you spread the word of your faith.
  SKILLS
  Diplomacy, Medicine, Occultism, Religion
  DEITY
  Pharasma (alignment: N; divine font: heal)
  DOCTRINE
  Cloistered cleric (death domain)
  HIGHER-LEVEL FEATS
  Turn Undead (2nd), Selective Energy (6th)
  PREPARED SPELLS
  1st fear, mindlink, heal spells from divine font; Cantrips 
  detect magic,disrupt undead, daze, light, stabilize
  Core Rulebook
  126
  
  ECHOING CHANNEL � 
  FEAT 18
  CLERIC
  CONCENTRATE
  METAMAGIC
  When you pull forth positive or negative energy, you also 
  create a smaller pocket of that energy. If the next action you 
  use is to cast a 2-action harm or heal to heal or damage a single 
  creature, choose one additional creature adjacent to either 
  you or the target. Target that creature with a 1-action version 
  of the same spell. This spell is the same level as the 2-action 
  harm or heal you cast and doesn’t cost another spell slot.
  IMPROVED SWIFT BANISHMENT 
  FEAT 18
  CLERIC
  Prerequisites Swift Banishment
  You easily banish creatures with your weapon. You can use 
  Swift Banishment as long as you have a spell slot of 5th level or 
  higher remaining, even if you don’t have banishment prepared. 
  You must sacrifice a prepared spell of 5th level or higher, and the 
  banishment effect you create is heightened to the level of that 
  spell. Your weapon serves as the special material component 
  of banishment, causing the target to take the –2 penalty to its 
  save against any banishment you cast using Swift Banishment.
  20TH LEVEL
  AVATAR’S AUDIENCE 
  FEAT 20
  CLERIC
  Your extensive service has made you a lesser herald of your 
  deity, which affords you certain privileges. First, any creature 
  you encounter knows instinctively that you speak for 
  your deity. Second, if you conduct the commune ritual to 
  contact your deity, you don’t have to pay any cost and you 
  automatically get a critical success. Third, once per day, you 
  can cast plane shift as a divine innate spell, but only to travel 
  to the realm of your deity. When you cast it this way, its 
  casting time is 1 minute, your religious symbol is a sufficient 
  tuning fork for this spell, and you appear exactly where you 
  want to be. If you’re in your deity’s realm due to this spell, you 
  can return to the point you left when you cast it by spending 
  a single action, which has the concentrate and divine traits.
  MAKER OF MIRACLES 
  FEAT 20
  CLERIC
  Prerequisites miraculous spell
  You are a conduit for truly deific power. You gain an additional 
  10th-level spell slot.
  METAMAGIC CHANNEL � 
  FEAT 20
  CLERIC
  CONCENTRATE
  Deep understanding of divine revelations into the nature of 
  vital essence allows you to freely manipulate the effects of 
  your positive or negative energy. Use 1 metamagic action 
  that you can perform that normally takes 1 action and can be 
  applied to the harm or heal spell. If you use it in this way, its 
  effects apply only to a harm or heal spell.
  127
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  Core Rulebook
  128
  
  The power of nature is impossible to resist. It can bring ruin to the stoutest 
  fortress in minutes, reducing even the mightiest works to rubble, burning them 
  to ash, burying them beneath an avalanche of snow, or drowning them beneath 
  the waves. It can provide endless bounty and breathtaking splendor to those who respect it—
  and an agonizing death to those who take it too lightly. You are one of those who hear nature’s 
  call. You stand in awe of the majesty of its power and give yourself over to its service.
  During combat encounters...
  You call upon the forces of nature to defeat your enemies and protect your allies. 
  You cast spells that draw upon primal magic to protect yourself and your friends, 
  heal their wounds, or summon deadly animals to fight at your side. Depending on 
  your bond to nature, you might call upon powerful elemental magic or change shape 
  into a terrifying beast.
  During social encounters...
  You represent balance and a reasoned approach to problems, looking for solutions 
  that not only are best for the natural world, but also allow the creatures within it to 
  live in harmony and peace. You often propose compromises that allow both sides to 
  gain what they truly need, even if they can’t have all that they desire.
  While exploring...
  Your nature skills are invaluable. You track down enemies, navigate the wilderness, 
  and use spells to detect magical auras around you. You might even ask wild animals 
  to lend their extraordinary senses and scouting abilities to your group.
  In downtime...
  You might craft magic items or potions. Alternatively, your tie to nature might lead 
  you to tend a wilderness area, befriending beasts and healing the wounds caused by 
  civilization. You might even teach sustainable farming and animal husbandry techniques 
  that allow others to subsist off the land without harming the natural balance.
  You Might...
  • Have a deep and meaningful respect for the power of nature.
  • Be in constant awe of the natural world, eager to share it with others but wary of 
  their influence upon it.
  • Treat plants and animals as allies, working with them to reach your goals.
  Others Probably...
  • View you as a representative of nature, and are sure you can control it.
  • Assume you’re a recluse who avoids society and cities and prefers to live in the wild.
  • Consider you a mystic, similar to a priest, but answering only to the forces of nature.
  INITIAL PROFICIENCIES
  At 1st level, you gain the 
  listed proficiency ranks in 
  the following statistics. You 
  are untrained in anything 
  not listed unless you gain a 
  better proficiency rank in some 
  other way.
  PERCEPTION
  Trained in Perception
  SAVING THROWS
  Trained in Fortitude
  Trained in Reflex
  Expert in Will
  SKILLS
  Trained in Nature
  Trained in one skill determined 
  by your druidic order
  Trained in a number of 
  additional skills equal to 2 plus 
  your Intelligence modifier
  ATTACKS
  Trained in simple weapons
  Trained in unarmed attacks
  DEFENSES
  Trained in light armor
  Trained in medium armor
  Trained in unarmored defense
  CLASS DC
  Trained in druid class DC
  SPELLS
  Trained in primal spell attacks
  Trained in primal spell DCs
  Druid
  HIT POINTS
  8 plus your Constitution modifier
  You increase your maximum number of 
  HP by this number at 1st level and every 
  level thereafter.
  KEY ABILITY
  WISDOM
  At 1st level, your class gives you 
  an ability boost to Wisdom.
  3
  CLASSES
  129
  Introduction
  Ancestries &  
  Backgrounds
  Classes
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  Equipment
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  The Age of  
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  Game
  Game
  mastering
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  Appendix
  
  Class Features
  You gain these abilities as a druid. Abilities gained at 
  higher levels list the level at which you gain them next to 
  the features’ names.
  Ancestry and Background
  In addition to the abilities provided by your class at 1st 
  level, you have the benefits of your selected ancestry and 
  background, as described in Chapter 2.
  Initial Proficiencies
  At 1st level you gain a number of proficiencies, 
  representing your basic training. These proficiencies are 
  noted at the start of this class.
  Primal Spellcasting
  The power of the wild world flows through you. You can 
  cast primal spells using the Cast a Spell activity, and you 
  can supply material, somatic, and verbal components when 
  casting spells (see Casting Spells on page 302). Because 
  you’re a druid, you can usually hold a primal focus (such as 
  holly and mistletoe) for spells requiring material components 
  instead of needing to use a spell component pouch.
  At 1st level, you can prepare two 1st-level spells and 
  five cantrips each morning from the common spells on 
  the primal spell list in this book (page 314), or from other 
  primal spells to which you gain access. Prepared spells 
  remain available to you until you cast them or until you 
  prepare your spells again. The number of spells you can 
  prepare is called your spell slots.
  As you increase in level as a druid, the number of spells 
  you can prepare each day increases, as does the highest 
  level of spell you can cast, as shown in Table 3–11: Druid 
  Spells per Day on page 132.
  Some of your spells require you to attempt a spell 
  attack roll to see how effective they are, or have 
  your enemies roll against your spell DC (typically by 
  attempting a saving throw). Since your key ability is 
  Wisdom, your spell attack rolls and spell DCs use your 
  Wisdom modifier. Details on calculating these statistics 
  appear on page 447.
  HeigHtening SpellS
  When you gain spell slots of 2nd level and higher, you can 
  fill those slots with stronger versions of lower-level spells. 
  This increases the spell’s level, heightening it to match the 
  spell slot. Many spells have specific improvements when 
  they are heightened to certain levels.
  CantripS
  A cantrip is a special type of spell that doesn’t use spell 
  slots. You can cast a cantrip at will, any number of times 
  per day. A cantrip is always automatically heightened 
  to half your level rounded up—this is usually equal to 
  the highest level of spell you can cast as a druid. For 
  example, as a 1st-level druid, your cantrips are 1st-level 
  spells, and as a 5th-level druid, your cantrips are 3rd-
  level spells.
  Anathema
  As stewards of the natural order, druids find affronts 
  to nature anathema. If you perform enough acts that 
  are anathema to nature, you lose your magical abilities 
  that come from the druid class, including your primal 
  spellcasting and the benefits of your order. These abilities 
  can be regained only if you demonstrate your repentance 
  by conducting an atone ritual (page 409).
  The following acts are anathema to all druids:
  • Using metal armor or shields.
  • Despoiling natural places.
  • Teaching the Druidic language to non-druids.
  Each druidic order also has additional anathema acts, 
  detailed in the order’s entry.
  Druidic Language
  You know Druidic, a secret language known to only 
  druids, in addition to any languages you know through 
  your ancestry. Druidic has its own alphabet. Teaching the 
  Druidic language to non-druids is anathema.
  TABLE 3–10: DRUID ADVANCEMENT
  Your
  Level Class Features
  1 
  Ancestry and background, initial proficiencies, 
   
   
  primal spellcasting, anathema, Druidic language, 
   
   
  druidic order, Shield Block, wild empathy
  2 
  Druid feat, skill feat
  3 
  2nd-level spells, alertness, general feat, great 
   
   
  fortitude, skill increase
  4 
  Druid feat, skill feat
  5 
  3rd-level spells, ability boosts, ancestry feat, 
   
   
  lightning reflexes, skill increase
  6 
  Druid feat, skill feat
  7 
  4th-level spells, expert spellcaster, general feat, 
   
   
  skill increase
  8 
  Druid feat, skill feat
  9 
  5th-level spells, ancestry feat, skill increase
  10 
  Ability boosts, druid feat, skill feat
  11 
  6th-level spells, druid weapon expertise, general 
   
   
  feat, resolve, skill increase
  12 
  Druid feat, skill feat
  13 
  7th-level spells, ancestry feat, medium armor 
   
   
  expertise, skill increase, weapon specialization
  14 
  Druid feat, skill feat
  15 
  8th-level spells, ability boosts, general feat, master  
   
  spellcaster, skill increase
  16 
  Druid feat, skill feat
  17 
  9th-level spells, ancestry feat, skill increase
  18 
  Druid feat, skill feat
  19 
  General feat, legendary spellcaster, skill increase
  20 
  Ability boosts, druid feat, skill feat
  Core Rulebook
  130
  
  Druidic Order
  Upon becoming a druid, you align yourself with a druidic 
  order, which grants you a class feat, an order spell 
  (see below), and an additional trained skill tied to your 
  order. While you’ll always be a member of your initial 
  order, it’s not unheard of for a druid to request to study 
  with other orders in search of greater understanding of 
  the natural world, and PC druids are among the most 
  likely to blend the powers of different orders.
  Order spells are a type of focus spell. It costs 1 Focus 
  Point to cast a focus spell, and you start with a focus 
  pool of 1 Focus Point. You refill your focus pool during 
  your daily preparations, and you can regain 1 Focus 
  Point by spending 10 minutes using the Refocus activity 
  to commune with local nature spirits or otherwise tend to 
  the wilderness in a way befitting your order.
  Focus spells are automatically heightened to half your 
  level rounded up, much like cantrips. Focus spells don’t 
  require spell slots to cast, and you can’t cast them using 
  spell slots. Selecting druid feats can give you more focus 
  spells and increase the size of your focus pool, though 
  your focus pool can never hold more than 3 points. 
  The full rules for focus spells appear in Chapter 7 on 
  page 300.
  animal
  You have a strong connection to beasts, and you are allied 
  with a beast companion. You are trained in Athletics. 
  You also gain the Animal Companion druid feat. You 
  gain the heal animal order spell. Committing wanton 
  cruelty to animals or killing animals unnecessarily 
  is anathema to your order. (This doesn’t prevent you 
  from defending yourself against animals or killing them 
  cleanly for food.)
  leaf
  You revere plants and the bounty of nature, acting as 
  both a gardener and warden for the wilderness, teaching 
  sustainable techniques to communities, and helping 
  areas regrow after disasters or negligent humanoid 
  expansion. You are trained in Diplomacy. You also gain 
  the Leshy Familiar druid feat. You gain the goodberry 
  order spell, and you increase the number of Focus 
  Points in your focus pool by 1. Committing wanton 
  cruelty to plants or killing plants unnecessarily is 
  anathema to your order. (This doesn’t 
  prevent you from defending yourself 
  against plants or harvesting them 
  when necessary for survival.)
  131
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  Classes
  Skills
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  & Treasure
  Appendix
  
  Wild Empathy
  You have a connection to the creatures of the natural 
  world that allows you to communicate with them on a 
  rudimentary level. You can use Diplomacy to Make an 
  Impression on animals and to make very simple Requests 
  of them. In most cases, wild animals will give you time to 
  make your case.
  Druid Feats 
  2nd
  At 2nd level and every even-numbered level, you gain a 
  druid class feat.
  Skill Feats 
  2nd
  At 2nd level and every 2 levels thereafter, you gain a skill 
  feat. Skill feats appear in Chapter 5 and have the skill 
  trait. You must be trained or better in the corresponding 
  skill to select a skill feat.
  Alertness 
  3rd
  Experience has made you increasingly aware of threats 
  around you, and you react more quickly to danger. 
  Your proficiency rank for Perception increases to expert.
  General Feats 
  3rd
  At 3rd level and every 4 levels thereafter, you gain a 
  general feat. General feats are listed in Chapter 5.
  Great Fortitude 
  3rd
  Your physique is incredibly hardy. Your proficiency rank 
  for Fortitude saves increases to expert.
  TABLE 3–11: DRUID SPELLS PER DAY
  Your 
   
   
   
   
   
  Spell Level
  Level Cantrips 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  8th 
  9th 
  10th
  1 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  2 
  4 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  3 
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  4 
  4 
  3 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  5 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  6 
  4 
  3 
  3 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  7 
  4 
  3 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  —
  8 
  4 
  3 
  3 
  3 
  3 
  — 
  — 
  — 
  — 
  — 
  —
  9 
  4 
  3 
  3 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  —
  10 
  4 
  3 
  3 
  3 
  3 
  3 
  — 
  — 
  — 
  — 
  —
  11 
  4 
  3 
  3 
  3 
  3 
  3 
  2 
  — 
  — 
  — 
  —
  12 
  4 
  3 
  3 
  3 
  3 
  3 
  3 
  — 
  — 
  — 
  —
  13 
  4 
  3 
  3 
  3 
  3 
  3 
  3 
  2 
  — 
  — 
  —
  14 
  4 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  — 
  — 
  —
  15 
  4 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  2 
  — 
  —
  16 
  4 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  — 
  —
  17 
  4 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  2 
  —
  18 
  4 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  —
  19 
  4 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  1*
  20 
  4 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  1*
  * The primal hierophant class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.
  Storm
  You carry the fury of the storm within you, channeling 
  it to terrifying effect and riding the winds through the 
  sky. You are trained in Acrobatics. You also gain the 
  Storm Born druid feat. You gain the tempest surge order 
  spell, and you increase the number of Focus Points in 
  your focus pool by 1. Polluting the air or allowing those 
  who cause major air pollution or climate shifts to go 
  unpunished is anathema to your order. (This doesn’t 
  force you to take action against merely potential harm 
  to the environment or to sacrifice yourself against an 
  obviously superior foe.)
  Wild
  The savage, uncontrollable call of the natural world 
  infuses you, granting you the ability to change your 
  shape and take on the ferocious form of a wild creature. 
  You are trained in Intimidation. You also gain the 
  Wild Shape druid feat. You gain the wild morph order 
  spell. Becoming fully domesticated by the temptations 
  of civilization is anathema to your order. (This doesn’t 
  prevent you from buying and using processed goods or 
  staying in a city for an adventure, but you can never come 
  to rely on these conveniences or truly call such a place 
  your permanent home.)
  Shield Block
  You gain the Shield Block general feat (found on page 
  266), a reaction that lets you reduce damage with 
  your shield.
  Core Rulebook
  132
  
  Skill Increases 
  3rd
  At 3rd level and every 2 levels thereafter, you gain a skill 
  increase. You can use this increase either to increase your 
  proficiency rank to trained in one skill you’re untrained 
  in, or to increase your proficiency rank in one skill in 
  which you’re already trained to expert.
  At 7th level, you can use skill increases to increase 
  your proficiency rank to master in a skill in which you’re 
  already an expert, and at 15th level, you can use them to 
  increase your proficiency rank to legendary in a skill in 
  which you’re already a master.
  Ability Boosts 
  5th
  At 5th level and every 5 levels thereafter, you boost four 
  different ability scores. You can use these ability boosts to 
  increase your ability scores above 18. Boosting an ability 
  score increases it by 1 if it’s already 18 or above, or by 2 
  if it starts out below 18.
  Ancestry Feats 
  5th
  In addition to the ancestry feat you started with, you gain 
  an ancestry feat at 5th level and every 4 levels thereafter. 
  The list of ancestry feats available to you can be found in 
  your ancestry’s entry in Chapter 2.
  Lightning Reflexes 
  5th
  Your reflexes are lightning fast. Your proficiency rank for 
  Reflex saves increases to expert.
  Expert Spellcaster 
  7th
  Your command of primal forces has deepened, empowering 
  your spells. Your proficiency ranks for primal spell attack 
  rolls and spell DCs increase to expert.
  Druid Weapon Expertise 
  11th
  You have become thoroughly familiar with the weapons 
  of your trade. Your proficiency ranks for all simple 
  weapons and unarmed attacks increase to expert.
  Resolve 
  11th
  You’ve steeled your mind with incredible resolve. Your 
  proficiency rank for Will saves increases to master. 
  When you roll a success at a Will save, you get a 
  critical success instead.
  Medium Armor Expertise 
  13th
  You’ve learned to defend yourself better against attacks. 
  Your proficiency ranks for light armor, medium armor, 
  and unarmored defense increase to expert.
  Weapon Specialization 
  13th
  You’ve learned how to inflict greater injuries with the 
  weapons you know best. You deal 2 additional damage with 
  weapons and unarmed attacks in which you are an expert. 
  This damage increases to 3 if you’re a master, and to 4 if 
  you’re legendary.
  Master Spellcaster 
  15th
  Primal magic answers your command. Your proficiency 
  ranks for primal spell attack rolls and spell DCs increase 
  to master.
  Legendary Spellcaster 
  19th
  You have developed an unparalleled rapport with the 
  magic of nature. Your proficiency ranks for primal spell 
  attack rolls and spell DCs increase to legendary.
  Primal Hierophant 
  19th
  You command the most potent forces of primal magic 
  and can cast a spell of truly incredible power. You gain 
  a single 10th-level spell slot and can prepare a spell in 
  that slot using primal spellcasting. Unlike with other spell 
  slots, you don’t gain more 10th-level spells as you level 
  up, though you can take the Hierophant’s Power feat to 
  gain a second slot.
  Druid Feats
  At every level that you gain a druid feat, you can select one 
  of the following feats. You must satisfy any prerequisites 
  before selecting the feat.
  1ST LEVEL
  ANIMAL COMPANION 
  FEAT 1
  DRUID
  Prerequisites animal order
  You gain the service of a young animal companion that 
  travels with you on your adventures and obeys any simple 
  commands you give it to the best of its abilities. See Animal 
  Companions on page 214 for more information.
  LESHY FAMILIAR 
  FEAT 1
  DRUID
  Prerequisites leaf order
  You gain a leshy familiar, a Tiny plant that embodies one of the 
  many spirits of nature. Other than taking the form of a plant 
  instead of an animal, this familiar uses all the same rules as 
  other familiars, which are detailed on page 217.
  KEY TERMS
  You’ll see the following key term in many druid 
  class features.
  Metamagic: Actions with the metamagic trait tweak 
  the properties of your spells. These actions usually come 
  from metamagic feats. You must use the metamagic action 
  directly before Casting the Spell you want to alter. If you 
  use any action (including free actions and reactions) other 
  than Cast a Spell directly after, you waste the benefits of 
  the metamagic action. Any additional effects added by a 
  metamagic action are part of the spell’s effect, not of the 
  metamagic action itself.
  133
  3
  CLASSES
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  SAMPLE DRUID
  WILD DRUID
  Taking on the forms of dangerous creatures, you fight 
  with feral intensity. Though you trust your instincts, 
  you might mistrust the ways of polite society.
  ABILITY SCORES
  Prioritize Wisdom and Strength so you can cast spells 
  and enter melee combat. You’ll also want Dexterity and 
  Constitution to improve your defenses and survivability.
  SKILLS
  Acrobatics, Athletics, Intimidation, Nature
  ORDER
  Wild
  HIGHER-LEVEL FEATS
  Form Control (4th), Insect Shape (6th), Soaring Shape 
  (8th), Plant Shape (10th), Monstrosity Shape (16th)
  PREPARED SPELLS
  1st heal, magic fang; Cantrips dancing lights, detect magic, 
  know direction, produce flame, tanglefoot
  REACH SPELL � 
  FEAT 1
  CONCENTRATE
  DRUID
  METAMAGIC
  You can extend the range of your spells. If the next action you 
  use is to Cast a Spell that has a range, increase that spell’s 
  range by 30 feet. As is standard for increasing spell ranges, if 
  the spell normally has a range of touch, you extend its range 
  to 30 feet.
  STORM BORN 
  FEAT 1
  DRUID
  Prerequisites storm order
  You are at home out in the elements, reveling in the power of 
  nature unleashed. You do not take circumstance penalties to 
  ranged spell attacks or Perception checks caused by weather, 
  and your targeted spells don’t require a flat check to succeed 
  against a target concealed by weather (such as fog).
  WIDEN SPELL � 
  FEAT 1
  DRUID
  MANIPULATE
  METAMAGIC
  You manipulate the energy of your spell, causing it to spread 
  out and affect a wider area. If the next action you use is to Cast 
  a Spell that has an area of a burst, cone, or line and does not 
  have a duration, increase the area of that spell. Add 5 feet to the 
  radius of a burst that normally has a radius of at least 10 feet 
  (a burst with a smaller radius is not affected). Add 5 feet to the 
  length of a cone or line that is normally 15 feet long or smaller, 
  and add 10 feet to the length of a larger cone or line.
  WILD SHAPE 
  FEAT 1
  DRUID
  Prerequisites wild order
  You are one with the wild, always changing and adapting to 
  meet any challenge. You gain the wild shape order spell, which 
  lets you transform into a variety of forms that you can expand 
  with druid feats.
  2ND LEVEL
  CALL OF THE WILD 
  FEAT 2
  DRUID
  You call upon the creatures of nature to come to your aid. You 
  can spend 10 minutes in concert with nature to replace one 
  of the spells you’ve prepared in one of your druid spell slots 
  with a summon animal or summon plants and fungi spell of the 
  same level.
  ENHANCED FAMILIAR 
  FEAT 2
  DRUID
  Prerequisites a familiar
  You infuse your familiar with additional primal energy, 
  increasing its abilities. You can select four familiar or master 
  abilities each day, instead of two.
  ORDER EXPLORER 
  FEAT 2
  DRUID
  You have learned the secrets of another druidic order, 
  Core Rulebook
  134
  
  passing whatever rites of initiation that order requires and gaining access to its secrets. 
  Choose an order other than your own. You gain a 1st-level feat that lists that order as a 
  prerequisite, and you are now a member of that order for the purpose of meeting feat 
  prerequisites. If you commit acts anathema to your new order, you lose all feats and 
  abilities requiring that order but retain your other druid feats and abilities. You don’t gain 
  any of the other benefits of the order you chose.
  Special You can take this feat multiple times. Each time you do, you must choose a 
  different order other than your own.
  POISON RESISTANCE � 
  FEAT 2
  DRUID
  Your affinity for the natural world grants you protection against some of its dangers. You 
  gain poison resistance equal to half your level, and you gain a +1 status bonus to saving 
  throws against poisons.
  4TH LEVEL
  FORM CONTROL � 
  FEAT 4
  DRUID
  MANIPULATE
  METAMAGIC
  Prerequisites Strength 14, Wild Shape
  With additional care and effort, you can take on an alternate form for a longer period 
  of time. If your next action is to cast wild shape, wild shape’s spell level is 2 lower than 
  normal (minimum 1st level), but you can remain transformed for up to 1 hour or the listed 
  duration (whichever is longer). You can still Dismiss the form at any time, as permitted 
  by the spell.
  MATURE ANIMAL COMPANION 
  FEAT 4
  DRUID
  Prerequisites Animal Companion
  Your animal companion grows up, becoming a mature animal companion, which grants it 
  additional capabilities. See the animal companion rules on page 214 for more information. 
  Your animal companion is better trained than most. During an encounter, even if you don’t 
  use the Command an Animal action, your animal companion can still use 1 action on your 
  turn that round to Stride or Strike.
  ORDER MAGIC 
  FEAT 4
  DRUID
  Prerequisites Order Explorer
  You have delved deeper into the teaching of a new order, gaining access to a coveted order 
  spell. Choose an order you have selected with Order Explorer. You gain the initial order spell 
  from that order.
  Special You can take this feat multiple times. Each time you do, you must choose a 
  different order you have selected with Order Explorer.
  THOUSAND FACES 
  FEAT 4
  DRUID
  Prerequisites Wild Shape
  Your form is as mutable as the weather, changing to meet your whim. You add the forms 
  listed in humanoid form to your wild shape list.
  WOODLAND STRIDE 
  FEAT 4
  DRUID
  Prerequisites leaf order
  You can always find a path, almost as if foliage parted before you. You ignore any 
  difficult terrain caused by plants, such as bushes, vines, and undergrowth. Even plants 
  manipulated by magic don’t impede your progress.
  DRUID FEATS
  If you need to look up a druid 
  feat by name instead of by level, 
  use this table.
  Feat 
  Level
  Animal Companion 
  1
  Call of the Wild 
  2
  Dragon Shape 
  12
  Effortless Concentration 
  16
  Elemental Shape 
  10
  Enhanced Familiar 
  2
  Ferocious Shape 
  8
  Fey Caller 
  8
  Form Control 
  4
  Green Empathy 
  6
  Green Tongue 
  12
  Healing Transformation 
  10
  Hierophant’s Power 
  20
  Impaling Briars 
  16
  Incredible Companion 
  8
  Insect Shape 
  6
  Invoke Disaster 
  18
  Leshy Familiar 
  1
  Leyline Conduit 
  20
  Mature Animal Companion 
  4
  Monstrosity Shape 
  16
  Order Explorer 
  2
  Order Magic 
  4
  Overwhelming Energy 
  10
  Perfect Form Control 
  18
  Plant Shape 
  10
  Poison Resistance 
  2
  Primal Focus 
  12
  Primal Summons 
  12
  Primal Wellspring 
  18
  Reach Spell 
  1
  Side by Side 
  10
  Soaring Shape 
  8
  Specialized Companion 
  14
  Steady Spellcasting 
  6
  Storm Born 
  1
  Storm Retribution 
  6
  Thousand Faces 
  4
  Timeless Nature 
  14
  True Shapeshifter 
  20
  Verdant Metamorphosis 
  14
  Widen Spell 
  1
  Wild Shape 
  1
  Wind Caller 
  8
  Woodland Stride 
  4
  135
  3
  CLASSES
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  SAMPLE DRUID
  6TH LEVEL
  GREEN EMPATHY 
  FEAT 6
  DRUID
  Prerequisites leaf order
  You can communicate with plants on a basic level and use 
  Diplomacy to Make an Impression on them and to make very 
  simple Requests of them. Non-creature plants typically can’t 
  fulfill most requests you might ask of them unless you have 
  access to other magic such as speak with plants. Because of 
  your affiliation with the leaf order, plants have a sense that 
  you support them, so you gain a +2 circumstance bonus on 
  your check to Make a Request of a plant using Green Empathy.
  INSECT SHAPE 
  FEAT 6
  DRUID
  Prerequisites Wild Shape
  Your understanding of life expands, allowing you to mimic a 
  wider range of creatures. Add the forms in insect form to your 
  wild shape list. Whenever you use wild shape to polymorph 
  into the non-flying insect form listed in pest form, the duration 
  is 24 hours instead of 10 minutes.
  STEADY SPELLCASTING  
  FEAT 6
  DRUID
  Confident in your technique, you don’t lose spells easily. If a 
  reaction would disrupt your spellcasting action, attempt a DC 
  15 flat check. If you succeed, your action isn’t disrupted.
  STORM RETRIBUTION � 
  FEAT 6
  DRUID
  Prerequisites storm order, tempest surge order spell
  Trigger An opponent adjacent to you critically hits you with a 
  melee weapon or melee unarmed attack.
  Requirements You have at least 1 available Focus Point.
  You lash out, directing a burst of storming fury toward a 
  creature that has harmed you. You cast tempest surge on the 
  triggering opponent and push that creature, moving it 5 feet 
  away from you if it fails its Reflex save, or 10 feet if it critically 
  fails. This movement is forced movement.
  8TH LEVEL
  FEROCIOUS SHAPE 
  FEAT 8
  DRUID
  Prerequisites Wild Shape
  You have mastered the shape of ferocious dinosaurs. Add 
  the forms listed in dinosaur form to your wild shape list. 
  Whenever you use wild shape to take a form that grants you 
  a specific Athletics modifier, you gain a +1 status bonus to your 
  Athletics checks.
  FEY CALLER 
  FEAT 8
  DRUID
  You have learned some of the tricks the fey use to bend primal 
  magic toward illusions and trickery. Add illusory disguise, 
  STORM DRUID
  You call upon the power of nature to let loose bolts 
  of lightning, intense weather, and elemental spells.
  ABILITY SCORES
  Prioritize Wisdom. You typically stay at range, so take a 
  high Dexterity. You can choose whether to focus more on 
  your health with Constitution or be more knowledgeable 
  and skilled with Intelligence.
  SKILLS
  Acrobatics, Medicine, Nature, Survival
  ORDER
  Storm
  FEATS
  Widen Spell (1st), Storm Retribution (6th), Wind Caller 
  (8th), Primal Focus (12th), Invoke Disaster (18th)
  PREPARED SPELLS
  1st burning hands, gust of wind; Cantrips detect magic, 
  electric arc, know direction, light, ray of frost
  Core Rulebook
  136
  
  illusory object, illusory scene, and veil to your spell list as 
  primal spells.
  INCREDIBLE COMPANION 
  FEAT 8
  DRUID
  Prerequisites Mature Animal Companion
  Your animal companion continues to grow and develop. It 
  becomes a nimble or savage animal companion (your choice), 
  gaining additional capabilities determined by the type of 
  companion (page 214).
  SOARING SHAPE 
  FEAT 8
  DRUID
  Prerequisites Wild Shape
  Wings free you from the shackles of the ground below. Add 
  the bat and bird forms in aerial form to your wild shape list. 
  If you have Insect Shape, you also add the wasp form to your 
  wild shape list. If you have Ferocious Shape, you also add the 
  pterosaur form to your wild shape list. Whenever you use 
  wild shape to gain a form that grants you a specific Acrobatics 
  modifier, you gain a +1 status bonus to Acrobatics checks.
  WIND CALLER 
  FEAT 8
  DRUID
  Prerequisites storm order
  You bid the winds to lift and carry you through the air. You 
  gain the stormwind flight order spell. Increase the number of 
  Focus Points in your focus pool by 1.
  10TH LEVEL
  ELEMENTAL SHAPE 
  FEAT 10
  DRUID
  Prerequisites Wild Shape
  You understand the fundamental elements of nature such that 
  you can imbue them into your body and manifest as a living 
  embodiment of those elements. Add the forms in elemental 
  form to your wild shape list. Whenever you’re polymorphed 
  into another form using wild shape, you gain resistance 
  5 to fire.
  HEALING TRANSFORMATION � 
  FEAT 10
  DRUID
  METAMAGIC
  You can take advantage of shapechanging magic to close 
  wounds and patch injuries. If your next action is to cast a 
  non-cantrip polymorph spell that targets only one creature, 
  your polymorph spell also restores 1d6 Hit Points per spell 
  level to that creature. This is a healing effect.
  OVERWHELMING ENERGY � 
  FEAT 10
  DRUID
  MANIPULATE
  METAMAGIC
  With a complex gesture, you call upon the primal power 
  of your spell to overcome enemies’ resistances. If the next 
  action you use is to Cast a Spell, the spell ignores an amount 
  of the target’s resistance to acid, cold, electricity, fire, or sonic 
  damage equal to your level. This applies to all damage the 
  spell deals, including persistent damage and damage caused 
  137
  3
  CLASSES
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  SAMPLE DRUID
  by an ongoing effect of the spell, such as the wall created by 
  wall of fire. A creature’s immunities are unaffected.
  PLANT SHAPE 
  FEAT 10
  DRUID
  Prerequisites leaf order or Wild Shape
  You can take the form of a plant creature. Add the forms 
  listed in plant form to your wild shape list; if you don’t 
  have wild shape, you can instead cast plant form once 
  per day, heightened to the highest spell level you can 
  cast. Whenever you’re polymorphed into another form 
  using wild shape, you gain resistance 5 to poison.
  SIDE BY SIDE 
  FEAT 10
  DRUID
  Prerequisites Animal Companion
  You and your animal companion fight in tandem, distracting 
  your foes and keeping them off balance. Whenever you and 
  your animal companion are adjacent to the same foe, you are 
  both flanking that foe with each other, regardless of your 
  actual positions.
  12TH LEVEL
  DRAGON SHAPE 
  FEAT 12
  DRUID
  Prerequisites Soaring Shape
  You can take on the form of some of the world’s most fearsome 
  creatures. Add the forms listed in dragon form to your wild 
  shape list. Whenever you’re polymorphed into another form 
  using wild shape, you gain resistance 5 to your choice of acid, 
  cold, electricity, fire, or poison.
  GREEN TONGUE 
  FEAT 12
  DRUID
  Prerequisites Green Empathy
  You share a special kinship with all things green and living. 
  You (and your leshy familiar, if you have one) are constantly 
  under the effects of speak with plants. Most non-creature 
  plants recognize you as a druid of the leaf order and are 
  friendly to you.
  PRIMAL FOCUS 
  FEAT 12
  DRUID
  Your connection to nature is particularly strong, and the 
  spirits of nature flock around you, helping you replenish your 
  focus. If you have spent at least 2 Focus Points since the last 
  time you Refocused, you recover 2 Focus Points when you 
  Refocus instead of 1.
  PRIMAL SUMMONS 
  FEAT 12
  DRUID
  Prerequisites Call of the Wild
  Whenever you summon an ally, you can empower it with 
  the elemental power of air, earth, fire, or water. You gain the 
  primal summons order spell.
  LEAF DRUID
  You’re a nurturing caretaker in tune with the 
  natural world and the magic of life. A little plant 
  creature called a leshy accompanies you.
  ABILITY SCORES
  Prioritize Wisdom. Take Dexterity and Constitution for 
  your defenses, and Charisma to be more diplomatic or 
  Strength if you want to deal more damage in melee.
  SKILLS
  Diplomacy, Medicine, Nature, Survival
  ORDER
  Leaf
  FEATS
  Call of the Wild (2nd), Woodland Stride (4th), Green 
  Empathy (6th), Plant Shape (10th), Green Tongue (12th)
  PREPARED SPELLS
  1st heal, summon plants and fungi; Cantrips detect magic, 
  know direction, light, stabilize, tanglefoot
  Core Rulebook
  138
  
  14TH LEVEL
  SPECIALIZED COMPANION 
  FEAT 14
  DRUID
  Prerequisites Incredible Companion
  Your animal companion continues to grow in power and ability, 
  and it is now cunning enough to become specialized. Your 
  animal companion gains one specialization of your choice. (See 
  the Animal Companion section on page 214.)
  Special You can select this feat up to three times. Each time, 
  add a different specialization to your companion.
  TIMELESS NATURE 
  FEAT 14
  DRUID
  With primal magic sustaining you, you cease aging. The 
  overflowing primal energy gives you a +2 status bonus to saves 
  against diseases and primal magic.
  VERDANT METAMORPHOSIS 
  FEAT 14
  DRUID
  Prerequisites leaf order
  You transform into a plant version of yourself. You gain the 
  plant trait and lose any trait that’s inappropriate for your new 
  form (typically humanoid for a PC, but also possibly animal or 
  fungus). You can change from a form that looks mostly like 
  your old self into a tree or any other non-creature plant as 
  a single action, which has the concentrate trait. This has the 
  same effect as tree shape, except you can turn into any kind of 
  non-creature plant and your AC is 30.
  If you rest for 10 minutes while transformed into a non-
  creature plant during daylight hours under direct sunlight, 
  you recover half your maximum Hit Points. If you take your 
  daily rest in this way, the rest restores you to maximum Hit 
  Points and removes all non-permanent drained, enfeebled, 
  clumsy, and stupefied conditions, as well as all poisons and 
  diseases of 19th level or lower.
  16TH LEVEL
  EFFORTLESS CONCENTRATION � 
  FEAT 16
  DRUID
  Trigger Your turn begins.
  You maintain a spell with hardly a thought. You immediately 
  gain the effects of the Sustain a Spell action, allowing you to 
  extend the duration of one of your active druid spells.
  IMPALING BRIARS 
  FEAT 16
  DRUID
  Prerequisites leaf order
  You can fill an area with devastating briars that impale and 
  impede your foes. You gain the impaling briars order spell. 
  Increase the number of Focus Points in your focus pool by 1.
  MONSTROSITY SHAPE 
  FEAT 16
  DRUID
  Prerequisites Wild Shape
  You can transform into a powerful magical creature. Add the 
  purple worm and sea serpent forms listed in monstrosity form 
  to your wild shape list. If you have Soaring Shape, add the 
  phoenix form listed in aerial form to your wild shape list.
  18TH LEVEL
  INVOKE DISASTER 
  FEAT 18
  DRUID
  Prerequisites Wind Caller
  You can invoke nature’s fury upon your foes. You gain the 
  storm lord order spell. Increase the number of Focus Points in 
  your focus pool by 1.
  PERFECT FORM CONTROL 
  FEAT 18
  DRUID
  Prerequisites Form Control, Strength 18
  Thanks to magic and muscle memory, you can stay in your 
  alternate forms indefinitely; you may have even forgotten 
  your original form. When you use Form Control, instead of 
  lasting 1 hour, wild shape is permanent until you Dismiss it.
  PRIMAL WELLSPRING 
  FEAT 18
  DRUID
  Prerequisites Wild Focus
  Your reservoir of Focus Points is a deep wellspring. If you have 
  spent at least 3 Focus Points since the last time you Refocused, 
  you recover 3 Focus Points when you Refocus instead of 1.
  20TH LEVEL
  HIEROPHANT’S POWER 
  FEAT 20
  DRUID
  Prerequisites legendary in Nature
  You have entwined yourself with the natural world, and its full 
  power flows through you. You gain an additional 10th-level 
  spell slot.
  LEYLINE CONDUIT � 
  FEAT 20
  CONCENTRATE
  DRUID
  MANIPULATE
  METAMAGIC
  Frequency once per minute
  You can cast your spells effortlessly by tapping into the 
  leylines of the world. If your next action is to Cast a Spell of 
  5th level or lower that has no duration, you don’t expend the 
  prepared spell as you cast it.
  TRUE SHAPESHIFTER � 
  FEAT 20
  CONCENTRATE
  DRUID
  Prerequisites Dragon Shape, Wild Shape
  You transcend the limitations of form. While under the effects 
  of wild shape, you can change into any other form on your 
  wild shape list; if the durations of the forms would vary, use 
  the shorter of the two durations.
  Once per day, you can transform into a kaiju, with the 
  effects of nature incarnate; if you have Plant Shape, you can 
  instead transform into a green man.
  139
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  Core Rulebook
  140
  
  During combat encounters...
  You strike with unmatched accuracy and use specialized combat techniques. A melee 
  fighter stands between allies and enemies, attacking foes who try to get past. A 
  ranged fighter delivers precise shots from a distance.
  During social encounters...
  You can be an intimidating presence. This can be useful when negotiating with 
  enemies, but is sometimes a liability in more genteel interactions.
  While exploring...
  You keep up your defenses in preparation for combat, and keep an eye out for 
  hidden threats. You also overcome physical challenges in your way, breaking down 
  doors, lifting obstacles, climbing adeptly, and leaping across pits.
  In downtime...
  You might perform manual labor or craft and repair armaments. If you know 
  techniques you no longer favor, you might train yourself in new ones. If you’ve 
  established your reputation, you might build an organization or a stronghold of 
  your own.
  You Might...
  • Know the purpose and quality of every weapon and piece of armor you own.
  • Recognize that the danger of an adventurer’s life must be balanced out with great 
  revelry or ambitious works.
  • Have little patience for puzzles or problems that require detailed logic or study.
  Others Probably...
  • Find you intimidating until they get to know you—and maybe even after they get 
  to know you.
  • Expect you’re all brawn and no brains.
  • Respect your expertise in the art of warfare and value your opinion on the quality 
  of armaments.
  Fighter
  Fighting for honor, greed, loyalty, or simply the thrill of battle, you are an 
  undisputed master of weaponry and combat techniques. You combine your 
  actions through clever combinations of opening moves, finishing strikes, and 
  counterattacks whenever your foes are unwise enough to drop their guard. Whether you 
  are a knight, mercenary, sharpshooter, or blade master, you have honed your martial skills 
  into an art form and perform devastating critical attacks on your enemies.
  Initial Proficiencies
  At 1st level, you gain the 
  listed proficiency ranks in 
  the following statistics. You 
  are untrained in anything 
  not listed unless you gain a 
  better proficiency rank in some 
  other way.
  Perception
  Expert in Perception
  Saving Throws
  Expert in Fortitude
  Expert in Reflex
  Trained in Will
  Skills
  Trained in your choice of 
  Acrobatics or Athletics
  Trained in a number of 
  additional skills equal to 3 plus 
  your Intelligence modifier
  Attacks
  Expert in simple weapons
  Expert in martial weapons
  Trained in advanced weapons
  Expert in unarmed attacks
  Defenses
  Trained in all armor
  Trained in unarmored defense
  Class DC
  Trained in fighter class DC
  Key Ability
  STRENGTH OR DEXTERITY
  At 1st level, your class gives you 
  an ability boost to your choice of 
  Strength or Dexterity.
  Hit Points
  10 plus your Constitution modifier
  You increase your maximum number of 
  HP by this number at 1st level and every 
  level thereafter.
  3
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  Introduction
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  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
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  Game
  Game
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  Appendix
  
  Class Features
  You gain these abilities as a fighter. Abilities gained at 
  higher levels list the level at which you gain them next to 
  the features’ names.
  Ancestry and Background
  In addition to the abilities provided by your class at 1st 
  level, you have the benefits of your selected ancestry and 
  background, as described in Chapter 2.
  Initial Proficiencies
  At 1st level you gain a number of proficiencies that 
  represent your basic training. These proficiencies are 
  noted at the start of this class.
  Attack of Opportunity
  Ever watchful for weaknesses, you can quickly attack 
  foes that leave an opening in their defenses. You gain the 
  Attack of Opportunity reaction.
  ATTACK OF OPPORTUNITY �
  Trigger A creature within your reach uses a manipulate action 
  or a move action, makes a ranged attack, or leaves a square 
  during a move action it’s using.
  You lash out at a foe that leaves an opening. Make a melee Strike 
  against the triggering creature. If your attack is a critical hit and 
  the trigger was a manipulate action, you disrupt that action. 
  This Strike doesn’t count toward your multiple attack penalty, 
  and your multiple attack penalty doesn’t apply to this Strike.
  Fighter Feats
  At 1st level and every even-numbered level thereafter, you 
  gain a fighter class feat. Fighter class feats are described 
  beginning on page 144.
  Shield Block
  You gain the Shield Block general feat (found on page 
  266), a reaction that lets you reduce damage with 
  your shield.
  Skill Feats 
  2nd
  At 2nd level and every 2 levels thereafter, you gain a 
  skill feat. Skill feats can be found in Chapter 5 and 
  have the skill trait. You must be trained or better in the 
  corresponding skill to select a skill feat.
  Bravery 
  3rd
  Having faced countless foes and the chaos of battle, you 
  have learned how to stand strong in the face of fear and 
  keep on fighting. Your proficiency rank for Will saves 
  increases to expert. When you roll a success at a Will save 
  against a fear effect, you get a critical success instead. 
  In addition, anytime you gain the frightened condition, 
  reduce its value by 1.
  General Feats 
  3rd
  At 3rd level and every 4 levels thereafter, you gain a 
  general feat. General feats are listed in Chapter 5.
  Skill Increases 
  3rd
  At 3rd level and every 2 levels thereafter, you gain a skill 
  increase. You can use this increase either to increase your 
  proficiency rank to trained in one skill you’re untrained 
  in, or to increase your proficiency rank in one skill in 
  which you’re already trained to expert.
  At 7th level, you can use skill increases to increase 
  your proficiency rank to master in a skill in which you’re 
  already an expert, and at 15th level, you can use them to 
  increase your proficiency rank to legendary in a skill in 
  which you’re already a master.
  Ability Boosts 
  5th
  At 5th level and every 5 levels thereafter, you boost four 
  different ability scores. You can use these ability boosts to 
  increase your ability scores above 18. Boosting an ability 
  score increases it by 1 if it’s already 18 or above, or by 2 
  if it starts out below 18.
  Ancestry Feats 
  5th
  In addition to the ancestry feat you started with, you gain 
  an ancestry feat at 5th level and every 4 levels thereafter. 
  TABLE 3–12: FIGHTER ADVANCEMENT
  Your
  Level 
  Class Features
  1 
  Ancestry and background, initial proficiencies,
   
  attack of opportunity, fighter feat, shield block
  2 
  Fighter feat, skill feat
  3 
  Bravery, general feat, skill increase
  4 
  Fighter feat, skill feat
  5 
  Ability boosts, ancestry feat, fighter weapon
   
  mastery, skill increase
  6 
  Fighter feat, skill feat
  7 
  Battlefield surveyor, general feat, skill increase,
   
  weapon specialization
  8 
  Fighter feat, skill feat
  9 
  Ancestry feat, combat flexibility, juggernaut,
   
  skill increase
  10 
  Ability boosts, fighter feat, skill feat
  11 
  Armor expertise, fighter expertise, general feat,
   
  skill increase
  12 
  Fighter feat, skill feat
  13 
  Ancestry feat, skill increase, weapon legend
  14 
  Fighter feat, skill feat
  15 
  Ability boosts, evasion, general feat, greater weapon
   
  specialization, improved flexibility, skill increase
  16 
  Fighter feat, skill feat
  17 
  Ancestry feat, armor mastery, skill increase
  18 
  Fighter feat, skill feat
  19 
  General feat, skill increase, versatile legend
  20 
  Ability boosts, fighter feat, skill feat
  Core Rulebook
  142
  
  armaments, and you’ve developed unparalleled skill with 
  your favorite weapons. Your proficiency ranks for simple 
  and martial weapons increase to master. Your proficiency 
  rank for advanced weapons increases to expert.
  You can select one weapon group and increase your 
  proficiency ranks to legendary for all simple and martial 
  weapons in that weapon group, and to master for all 
  advanced weapons in that weapon group.
  Evasion 
  15th
  You’ve learned to move quickly to avoid explosions, a 
  dragon’s breath, and worse. Your proficiency rank for 
  Reflex saves increases to master. When you roll a success 
  on a Reflex save, you get a critical success instead.
  Greater Weapon Specialization 
  15th
  Your damage from weapon specialization increases to 4 
  with weapons and unarmed attacks in which you’re an 
  expert, 6 if you’re a master, and 8 if you’re legendary.
  Improved Flexibility 
  15th
  Your extensive experience gives you even greater ability 
  to adapt to each day’s challenges. When you use combat 
  The list of ancestry feats available to you can be found in 
  your ancestry’s entry in Chapter 2.
  Fighter Weapon Mastery 
  5th
  Hours spent training with your preferred weapons, 
  learning and developing new combat techniques, have 
  made you particularly effective with your weapons of 
  choice. Choose one weapon group. Your proficiency rank 
  increases to master with the simple and martial weapons 
  in that group, and to expert with the advanced weapons 
  in that group. You gain access to the critical specialization 
  effects (page 283) of all weapons for which you have 
  master proficiency.
  Battlefield Surveyor 
  7th
  Whether taking stock of an enemy army or simply standing 
  guard, you excel at observing your foes. Your proficiency 
  rank for Perception increases to master. In addition, you 
  gain a +2 circumstance bonus to Perception checks for 
  initiative, making you faster to react during combat.
  Weapon Specialization 
  7th
  You’ve learned how to inflict greater injuries with the 
  weapons you know best. You deal 2 additional damage 
  with weapons and unarmed attacks in which you are an 
  expert. This damage increases to 3 if you’re a master, and to 
  4 if you’re legendary.
  Combat Flexibility 
  9th
  Through your experience in battle, you can prepare your 
  tactics to suit different situations. When you make your 
  daily preparations, you gain one fighter feat of 8th level 
  or lower that you don’t already have. You can use that 
  feat until your next daily preparations. You must meet all 
  of the feat’s other prerequisites.
  Juggernaut 
  9th
  Your body is accustomed to physical hardship and 
  resistant to ailments. Your proficiency rank for Fortitude 
  saves increases to master. When you roll a success on a 
  Fortitude save, you get a critical success instead.
  Armor Expertise 
  11th
  You have spent so much time wearing armor that you know 
  how to make the most of its protection. Your proficiency 
  rank for light, medium, and heavy armor, as well as for 
  unarmored defense, increase to expert. You gain the armor 
  specialization effects of medium and heavy armor.
  Fighter Expertise 
  11th
  You’ve practiced your techniques to make them harder 
  to resist. Your proficiency rank for your fighter class DC 
  increases to expert.
  Weapon Legend 
  13th
  You’ve learned fighting techniques that apply to all 
  KEY TERMS
  You’ll see the following key terms in many fighter 
  class features.
  Flourish: Actions with this trait are special techniques 
  that require too much exertion for you to perform 
  frequently. You can use only 1 action with the flourish 
  trait per turn.
  Open: These maneuvers work only as the first salvo in 
  the attacks you make on your turn. You can use an action 
  with the open trait only if you haven’t used an action with 
  the attack or open trait yet this turn.
  Press: Actions with this trait allow you to follow up 
  earlier attacks. An action with the press trait can be 
  used only if you are currently affected by a multiple 
  attack penalty.
  Some actions with the press trait also grant an effect 
  on a failure. The effects that are added on a failure don’t 
  apply on a critical failure. If your press action succeeds, 
  you can choose to apply the failure effect instead. (For 
  example, you may wish to do this when an attack deals 
  no damage due to resistance.) Because a press action 
  requires a multiple attack penalty, you can’t use one when 
  it’s not your turn, even if you use the Ready activity.
  Stance: A stance is a general combat strategy that 
  you enter by using an action with the stance trait, and 
  you remain in for some time. A stance lasts until you get 
  knocked out, until its requirements (if any) are violated, 
  until the encounter ends, or until you enter a new stance, 
  whichever comes first. After you take an action with the 
  stance trait, you can’t take another one for 1 round. You 
  can enter or be in a stance only in encounter mode.
  143
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  flexibility, you can gain two fighter feats instead of one. While the first feat must 
  still be 8th level or lower, the second feat can be up to 14th level, and you can use 
  the first feat to meet the prerequisites of the second feat. You must meet all of the 
  feats’ prerequisites.
  Armor Mastery  
  17th
  Your skill with armor improves, increasing your ability to prevent blows. Your 
  proficiency ranks for light, medium, and heavy armor, as well as for unarmored 
  defense, increase to master.
  Versatile Legend  
  19th
  You are nigh-unmatched with any weapon. Your proficiency ranks for simple 
  weapons, martial weapons, and unarmed attacks increase to legendary, and your 
  proficiency rank for advanced weapons increases to master. Your proficiency rank 
  for your fighter class DC increases to master.
  Fighter Feats
  At each level that you gain a fighter feat, you can select one of the following feats. 
  You must satisfy any prerequisites before taking the feat.
  1ST LEVEL
  DOUBLE SLICE � 
  FEAT 1
  FIGHTER
  Requirements You are wielding two melee weapons, each in a different hand.
  You lash out at your foe with both weapons. Make two Strikes, one with each of your two 
  melee weapons, each using your current multiple attack penalty. Both Strikes must have 
  the same target. If the second Strike is made with a weapon that doesn’t have the agile trait, 
  it takes a –2 penalty.
  If both attacks hit, combine their damage, and then add any other applicable effects 
  from both weapons. You add any precision damage only once, to the attack of your choice. 
  Combine the damage from both Strikes and apply resistances and weaknesses only once. 
  This counts as two attacks when calculating your multiple attack penalty.
  EXACTING STRIKE � 
  FEAT 1
  FIGHTER
  PRESS
  You make a controlled attack, fully accounting for your momentum. Make a Strike. The 
  Strike gains the following failure effect.
  Failure This attack does not count toward your multiple attack penalty.
  POINT-BLANK SHOT � 
  FEAT 1
  FIGHTER
  OPEN
  STANCE
  Requirements You are wielding a ranged weapon.
  You take aim to pick off nearby enemies quickly. When using a ranged volley weapon while 
  you are in this stance, you don’t take the penalty to your attack rolls from the volley trait. 
  When using a ranged weapon that doesn’t have the volley trait, you gain a +2 circumstance 
  bonus to damage rolls on attacks against targets within the weapon’s first range increment.
  POWER ATTACK � 
  FEAT 1
  FIGHTER
  FLOURISH
  You unleash a particularly powerful attack that clobbers your foe but leaves you a bit 
  unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple 
  attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 
  10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to 
  three extra dice.
  FIGHTER FEATS
  If you need to look up a fighter 
  feat by name instead of by level, 
  use this table.
  Feat 
  Level
  Advanced Weapon Training 6
  Advantageous Assault 
  6
  Aggressive Block 
  2
  Agile Grace 
  10
  Assisting Shot 
  2
  Blind-Fight 
  8
  Boundless Reprisals 
  20
  Brutal Finish 
  12
  Brutish Shove 
  2
  Certain Strike 
  10
  Combat Grab 
  2
  Combat Reflexes 
  10
  Debilitating Shot 
  10
  Desperate Finisher 
  14
  Determination 
  14
  Disarming Stance 
  6
  Disarming Twist 
  10
  Disruptive Stance 
  10
  Double Shot 
  4
  Double Slice 
  1
  Dual-Handed Assault 
  4
  Dueling Dance 
  12
  Dueling Parry 
  2
  Dueling Riposte 
  8
  Exacting Strike 
  1
  Fearsome Brute 
  10
  Felling Strike 
  8
  Flinging Shove 
  12
  Furious Focus 
  6
  Graceful Poise 
  16
  Guardian’s Deflection 
  6
  Guiding Finish 
  14
  Guiding Riposte 
  14
  Impossible Volley 
  18
  Improved Dueling Riposte 
  12
  Improved Knockdown 
  10
  Improved Reflexive Shield 
  16
  Improved Twin Riposte 
  14
  Incredible Aim 
  8
  Incredible Ricochet 
  12
  Intimidating Strike 
  2
  Knockdown 
  4
  Lunge 
  2
  Lunging Stance 
  12
  Mirror Shield 
  10
  Mobile Shot Stance 
  8
  Multishot Stance 
  16
  Paragon’s Guard 
  12
  Point-Blank Shot 
  1
  Positioning Assault 
  8
  Power Attack 
  1
  Powerful Shove 
  4
  Quick Reversal 
  4
  Quick Shield Block 
  8
  Reactive Shield 
  1
  Reflexive Shield 
  6
  Revealing Stab 
  6
  Savage Critical 
  18
  Shatter Defenses 
  6
  Shield Warden 
  6
  Shielded Stride 
  4
  Core Rulebook
  144
  
  REACTIVE SHIELD � 
  FEAT 1
  FIGHTER
  Trigger An enemy hits you with a melee Strike.
  Requirements You are wielding a shield.
  You can snap your shield into place just as you would take a blow, avoiding the hit at the 
  last second. You immediately use the Raise a Shield action and gain your shield’s bonus to 
  AC. The circumstance bonus from the shield applies to your AC when you’re determining 
  the outcome of the triggering attack.
  SNAGGING STRIKE � 
  FEAT 1
  FIGHTER
  Requirements You have one hand free, and your target is within reach of that hand.
  You combine an attack with quick grappling moves to throw an enemy off balance as long 
  as it stays in your reach. Make a Strike while keeping one hand free. If this 
  Strike hits, the target is flat-footed until the start of your next turn or until 
  it’s no longer within the reach of your hand, whichever comes first.
  SUDDEN CHARGE � 
  FEAT 1
  FIGHTER
  FLOURISH
  OPEN
  With a quick sprint, you dash up to your foe and swing. Stride twice. If you 
  end your movement within melee reach of at least one enemy, you can make a 
  melee Strike against that enemy. You can use Sudden Charge while Burrowing, 
  Climbing, Flying, or Swimming instead of Striding if you have the corresponding 
  movement type.
  2ND LEVEL
  AGGRESSIVE BLOCK � 
  FEAT 2
  FIGHTER
  Trigger You use the Shield Block reaction, and the opponent 
  that triggered Shield Block is adjacent to you and is your 
  size or smaller.
  You push back as you block the attack, knocking your 
  foe away or off balance. You use your shield to push 
  the triggering creature, either automatically Shoving it 5 
  feet or causing it to become flat-footed until the start of 
  your next turn. The triggering creature chooses whether 
  to be moved or become flat-footed. If it chooses to be 
  moved, you choose the direction. If the Shove would 
  cause it to hit a solid object, enter a square of difficult 
  terrain, or enter another creature’s space, it must 
  become flat-footed instead of being moved.
  ASSISTING SHOT � 
  FEAT 2
  FIGHTER
  With a quick shot, you interfere with a foe in combat. 
  You can use the Aid action with a ranged weapon you 
  wield. Instead of being within reach of the target, 
  you must be within maximum range of the target. An 
  Assisting Shot uses ammunition and incurs penalties 
  just like any other attack.
  BRUTISH SHOVE [�
  n-action] FEAT 2
  FIGHTER
  PRESS
  Requirements You are wielding a two-handed melee weapon.
  Throwing your weight behind your attack, you hit your 
  Feat (cont.) 
  Level
  Snagging Strike 
  1
  Spring Attack 
  12
  Stance Savant 
  14
  Sudden Charge 
  1
  Sudden Leap 
  8
  Swipe 
  4
  Triple Shot 
  6
  Twinned Defense 
  16
  Twin Parry 
  4
  Twin Riposte 
  10
  Two-Weapon Flurry 
  14
  Weapon Supremacy 
  20
  Whirlwind Strike 
  14
  145
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  DUAL-HANDED ASSAULT � 
  FEAT 4
  FIGHTER
  FLOURISH
  Requirements You are wielding a one-handed melee weapon 
  and have a free hand.
  You snap your free hand over to grip your weapon just long 
  enough to add momentum and deliver a more powerful 
  blow to your opponent. Make a Strike with the required 
  weapon. You quickly switch your grip during the Strike in 
  order to make the attack with two hands. If the weapon 
  doesn’t normally have the two-hand trait, increase its 
  weapon damage die by one step for this attack. (Rules on 
  increasing die size appear on page 279.) If the weapon has 
  the two-hand trait, you gain the benefit of that trait and 
  a circumstance bonus to damage equal to the weapon’s 
  number of damage dice. When the Strike is complete, you 
  resume gripping the weapon with only one hand. This action 
  doesn’t end any stance or fighter feat effect that requires 
  you to have one hand free.
  KNOCKDOWN � 
  FEAT 4
  FIGHTER
  FLOURISH
  Prerequisites trained in Athletics
  You make an attack to knock a foe off balance, then follow 
  up immediately with a sweep to topple them. Make a 
  melee Strike. If it hits and deals damage, you can attempt 
  an Athletics check to Trip the creature you hit. If you’re 
  wielding a two-handed melee weapon, you can ignore Trip’s 
  requirement that you have a hand free. Both attacks count 
  toward your multiple attack penalty, but the penalty doesn’t 
  increase until after you’ve made both of them.
  POWERFUL SHOVE 
  FEAT 4
  FIGHTER
  Prerequisites Aggressive Block or Brutish Shove
  You can push larger foes around with your attack. You can use 
  Aggressive Block or Brutish Shove against a creature up to 
  two sizes larger than you.
  When a creature you Shove has to stop moving because it 
  would hit an object, it takes damage equal to your Strength 
  modifier (minimum 1). This happens regardless of how you 
  Shoved the creature.
  QUICK REVERSAL � 
  FEAT 4
  FIGHTER
  FLOURISH
  PRESS
  Requirements You are flanked by at least two enemies.
  You turn your foes’ flanking against them with a quick 
  reverse. Make a melee Strike against one of the flanking 
  enemies and make a second Strike with the same weapon 
  or unarmed attack against a different enemy that is flanking 
  you. This second Strike has the same multiple attack penalty 
  of the initial attack and doesn’t count toward your multiple 
  attack penalty.
  SHIELDED STRIDE 
  FEAT 4
  FIGHTER
  When your shield is up, your enemies’ blows can’t touch you. 
  opponent hard enough to make it stumble back. Make a 
  Strike with a two-handed melee weapon. If you hit a target 
  that is your size or smaller, that creature is flat-footed until 
  the end of your current turn, and you can automatically 
  Shove it, with the same benefits as the Shove action 
  (including the critical success effect, if your Strike was a 
  critical hit). If you move to follow the target, your movement 
  doesn’t trigger reactions.
  This Strike has the following failure effect.
  Failure The target becomes flat-footed until the end of your 
  current turn.
  COMBAT GRAB � 
  FEAT 2
  FIGHTER
  PRESS
  Requirements You have one hand free, and your target is 
  within reach of that hand.
  You swipe at your opponent and grab at them. Make a melee 
  Strike while keeping one hand free. If the Strike hits, you grab 
  the target using your free hand. The creature remains grabbed 
  until the end of your next turn or until it Escapes, whichever 
  comes first.
  DUELING PARRY � 
  FEAT 2
  FIGHTER
  Requirements You are wielding only a single one-handed 
  melee weapon and have your other hand or hands free.
  You can parry attacks against you with your one-handed 
  weapon. You gain a +2 circumstance bonus to AC until the 
  start of your next turn as long as you continue to meet 
  the requirements.
  INTIMIDATING STRIKE � 
  FEAT 2
  EMOTION
  FEAR
  FIGHTER
  MENTAL
  Your blow not only wounds creatures but also shatters their 
  confidence. Make a melee Strike. If you hit and deal damage, 
  the target is frightened 1, or frightened 2 on a critical hit.
  LUNGE � 
  FEAT 2
  FIGHTER
  Requirement You are wielding a melee weapon.
  Extending your body to its limits, you attack an enemy that 
  would normally be beyond your reach. Make a Strike with a 
  melee weapon, increasing your reach by 5 feet for that Strike. 
  If the weapon has the disarm, shove, or trip trait, you can use 
  the corresponding action instead of a Strike.
  4TH LEVEL
  DOUBLE SHOT � 
  FEAT 4
  FIGHTER
  FLOURISH
  Requirements You are wielding a ranged weapon with reload 0.
  You shoot twice in blindingly fast succession. Make two 
  Strikes, each against a separate target and with a –2 penalty. 
  Both attacks count toward your multiple attack penalty, but 
  the penalty doesn’t increase until after you’ve made both 
  of them.
  Core Rulebook
  146
  
  When you have your shield raised, you can Stride to 
  move half your Speed without triggering reactions that 
  are triggered by your movement (such as Attacks of 
  Opportunity). You can use Shielded Stride while Flying or 
  Swimming instead of Striding if you have the corresponding 
  movement type.
  SWIPE � 
  FEAT 4
  FIGHTER
  FLOURISH
  You make a wide, arcing swing. Make a melee Strike and 
  compare the attack roll result to the AC of up to two foes, 
  each of whom must be within your melee reach and adjacent 
  to each other. Roll damage only once and apply it to each 
  creature you hit. A Swipe counts as two attacks for your 
  multiple attack penalty.
  If you’re using a weapon with the sweep trait, its modifier 
  applies to all your Swipe attacks.
  TWIN PARRY � 
  FEAT 4
  FIGHTER
  Requirements You are wielding two melee weapons, one in 
  each hand.
  You use your two weapons to parry attacks. You gain a +1 
  circumstance bonus to AC until the start of your next turn, 
  or a +2 circumstance bonus if either weapon has the parry 
  trait. You lose this circumstance bonus if you no longer meet 
  this feat’s requirement.
  6TH LEVEL
  ADVANCED WEAPON TRAINING  
  FEAT 6
  FIGHTER
  You’ve studied the art of wielding an advanced weapon. 
  Choose a weapon group. You gain proficiency with all advanced 
  weapons in that group as if they were martial weapons of 
  their weapon group.
  ADVANTAGEOUS ASSAULT � 
  FEAT 6
  FIGHTER
  PRESS
  When an enemy’s movement is compromised, you deliver a 
  more deadly blow. Make a Strike against a creature that is 
  grabbed, prone, or restrained. You gain a circumstance bonus 
  to damage on this Strike equal to the number of weapon 
  damage dice, or that number + 2 if you’re wielding the weapon 
  in two hands. The Strike gains the following failure effect.
  Failure You deal damage to the target equal to the number of 
  weapon damage dice, or that number + 2 if you’re wielding 
  the weapon in two hands. This damage has the same 
  damage type as the weapon.
  DISARMING STANCE � 
  FEAT 6
  FIGHTER
  STANCE
  Prerequisites trained in Athletics
  Requirements You are wielding only a single one-handed 
  melee weapon and have your other hand or hands free.
  147
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  Classes
  Skills
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  Spells
  The Age of  
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  Appendix
  
  SAMPLE FIGHTER
  You adopt a fencing stance that improves your control over 
  your weapon. While you are in this stance, you gain a +1 
  circumstance bonus to Athletics checks to Disarm and a 
  +2 circumstance bonus to your Reflex DC when defending 
  against checks to Disarm you. In addition, you can attempt to 
  Disarm creatures up to two sizes larger than you.
  FURIOUS FOCUS  
  FEAT 6
  FIGHTER
  Prerequisites Power Attack
  You’ve learned to maintain your balance even when swinging 
  furiously. When you make a Power Attack with a melee 
  weapon you’re wielding in two hands, it counts as one attack 
  toward your multiple attack penalty instead of two.
  GUARDIAN’S DEFLECTION � 
  FEAT 6
  FIGHTER
  Trigger An ally within your melee reach is hit by an attack, 
  you can see the attacker, and the ally gaining a +2 
  circumstance bonus to AC would turn the critical hit 
  into a hit or the hit into a miss.
  Requirements You are wielding a single one-handed 
  melee weapon and have your other hand or hands free.
  You use your weapon to deflect the attack against your ally, 
  granting a +2 circumstance bonus to their Armor Class against 
  the triggering attack. This turns the triggering critical hit into 
  a hit, or the triggering hit into a miss.
  REFLEXIVE SHIELD 
  FEAT 6
  FIGHTER
  You can use your shield to fend off the worst of area effects 
  and other damage. When you Raise your Shield, you gain 
  your shield’s circumstance bonus to Reflex saves. If you have 
  the Shield Block reaction, damage you take as a result of a 
  Reflex save can trigger that reaction, even if the damage isn’t 
  physical damage.
  REVEALING STAB � 
  FEAT 6
  FIGHTER
  Requirements You are wielding a melee weapon that deals 
  piercing damage.
  You drive your piercing weapon into an imperceptible foe, 
  revealing its location to your allies. Make a Strike with the 
  required melee weapon. You don’t have to attempt a flat check 
  to hit a concealed creature, and you have to succeed at only a 
  DC 5 flat check to target a hidden creature. If you hit and deal 
  damage, you can drive the required weapon into a corporeal 
  target, revealing its current position. You Release the weapon, 
  and it becomes lodged in the target. If the target is concealed, 
  other creatures don’t need to succeed at a flat check to hit 
  it. If the target is hidden, other creatures have to succeed at 
  only a DC 5 flat check to target it. The creatures need to be 
  able to see your weapon to gain any of these benefits, and 
  the target can’t become undetected to anyone who sees your 
  weapon. If the target is invisible, the weapon remains visible 
  while lodged in it.
  BULLY
  Using a two-handed weapon, you push your foes 
  about the battlefield and deal grievous wounds. You 
  excel at taking down the biggest enemy standing in 
  your way.
  ABILITY SCORES
  Prioritizing Strength, Constitution, and Wisdom helps 
  with survivability and increases your damage, and 
  Dexterity allows extra maneuverability.
  SKILLS
  Athletics, Crafting, Intimidation, Medicine
  STARTING FEAT
  Power Attack
  HIGHER-LEVEL FEATS
  Knockdown (4th), Furious Focus (6th), Positioning Assault 
  (8th), Brutal Finish (12th), Savage Critical (18th)
  Core Rulebook
  148
  
  This benefit lasts until the weapon is removed from the 
  creature. An adjacent creature or the target can remove the 
  weapon with 2 Interact actions.
  SHATTER DEFENSES � 
  FEAT 6
  FIGHTER
  PRESS
  Requirements A frightened creature is in your melee reach.
  Your offense exploits your enemy’s fear. Make a melee Strike 
  against a frightened creature. If you hit and deal damage, the 
  target becomes flat-footed until its frightened condition ends. 
  If the target was already flat-footed to you when you damaged 
  it with this Strike, it can’t reduce its frightened value below 1 
  until the start of your next turn.
  SHIELD WARDEN 
  FEAT 6
  FIGHTER
  Prerequisites shield block
  You use your shield to protect your allies. When you have a 
  shield raised, you can use your Shield Block reaction when 
  an attack is made against an ally adjacent to you. If you do, 
  the shield prevents that ally from taking damage instead of 
  preventing you from taking damage, following the normal 
  rules for Shield Block.
  TRIPLE SHOT 
  FEAT 6
  FIGHTER
  Prerequisites Double Shot
  You can quickly fire multiple shots with greater control. When 
  you use Double Shot, you can make the attacks against the 
  same target. You can add an additional action to Double Shot 
  to make three ranged Strikes instead of two. If you do, the 
  penalty is –4. All attacks count toward your multiple attack 
  penalty, but the penalty doesn’t increase until after you’ve 
  made all of them.
  8TH LEVEL
  BLIND-FIGHT 
  FEAT 8
  FIGHTER
  Prerequisites master in Perception
  Your battle instincts make you more aware of concealed 
  and invisible opponents. You don’t need to succeed at a flat 
  check to target concealed creatures. You’re not flat-footed 
  to creatures that are hidden from you (unless you’re flat-
  footed to them for reasons other than the hidden condition), 
  and you need only a successful DC 5 flat check to target a 
  hidden creature.
  While you’re adjacent to an undetected creature of your 
  level or lower, it is instead only hidden from you.
  DUELING RIPOSTE � 
  FEAT 8
  FIGHTER
  Prerequisites Dueling Parry
  Trigger A creature within your reach critically fails a Strike 
  against you.
  Requirements You are benefiting from Dueling Parry.
  You riposte against your flailing enemy. Make a melee Strike 
  against or attempt to Disarm the triggering creature.
  FELLING STRIKE � 
  FEAT 8
  FIGHTER
  Your attack can ground an airborne foe. Make a Strike. If it 
  hits and deals damage to a flying target, the target falls up to 
  120 feet. The fall is gradual enough that if it causes the target 
  to hit the ground, the target takes no damage from the fall. If 
  the attack is a critical hit, the target can’t Fly, Leap, levitate, 
  or otherwise leave the ground until the end of your next turn.
  INCREDIBLE AIM � 
  FEAT 8
  CONCENTRATE
  FIGHTER
  By spending a moment to focus, you can ensure your attack 
  strikes true. Make a ranged weapon Strike. On this Strike, you 
  gain a +2 circumstance bonus to the attack roll and ignore the 
  target’s concealed condition.
  MOBILE SHOT STANCE � 
  FEAT 8
  FIGHTER
  STANCE
  Your shots become nimble and deadly. While you’re in this 
  stance, your ranged Strikes don’t trigger Attacks of Opportunity 
  or other reactions that are triggered by a ranged attack.
  If you have Attack of Opportunity, you can use it with a 
  loaded ranged weapon you’re wielding. The triggering creature 
  must be within 5 feet of you for you to do so.
  POSITIONING ASSAULT � 
  FEAT 8
  FIGHTER
  FLOURISH
  Requirements You are wielding a two-handed melee weapon 
  and your target is within your reach.
  With punishing blows, you force your opponent into position. 
  Make a Strike with the required weapon. If you hit, you move 
  the target 5 feet into a space in your reach. This follows the 
  forced movement rules found on page 475.
  QUICK SHIELD BLOCK  
  FEAT 8
  FIGHTER
  Prerequisites shield block, Reactive Shield
  You can bring your shield into place with hardly a thought. At 
  the start of each of your turns, you gain an additional reaction 
  that you can use only to Shield Block.
  SUDDEN LEAP � 
  FEAT 8
  FIGHTER
  You make an impressive leap and swing while you soar. Make 
  a Leap, High Jump, or Long Jump and attempt one melee Strike 
  at any point during your jump. Immediately after the Strike, 
  you fall to the ground if you’re in the air, even if you haven’t 
  reached the maximum distance of your jump. If the distance 
  you fall is no more than the height of your jump, you take no 
  damage and land upright.
  When attempting a High Jump or Long Jump during a 
  Sudden Leap, determine the DC using the Long Jump DCs, and 
  increase your maximum distance to double your Speed.
  149
  3
  CLASSES
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  SAMPLE FIGHTER
  Special If you have Felling Strike, you can spend 3 actions 
  to make a Sudden Leap and use Felling Strike instead of a 
  normal Strike.
  10TH LEVEL
  AGILE GRACE  
  FEAT 10
  FIGHTER
  Your graceful moves with agile weapons are beyond compare. 
  Your multiple attack penalty with agile weapons and agile 
  unarmed attacks becomes –3 for your second attack and –6 
  for subsequent attacks (rather than –4 and –8).
  CERTAIN STRIKE � 
  FEAT 10
  FIGHTER
  PRESS
  Even when you don’t hit squarely, you can still score a glancing 
  blow. Make a melee Strike. It gains the following failure effect.
  Failure Your attack deals any damage it would have dealt on 
  a hit, excluding all damage dice. (This removes damage dice 
  from weapon runes, spells, and special abilities, in addition 
  to weapon damage dice.)
  COMBAT REFLEXES 
  FEAT 10
  FIGHTER
  You are particularly swift at punishing foes who leave you 
  openings. At the start of each of your turns when you regain 
  your actions, you gain an additional reaction that can be used 
  only to make an Attack of Opportunity.
  DEBILITATING SHOT � 
  FEAT 10
  FIGHTER
  FLOURISH
  Aiming for a weak point, you impede your foe with a precise 
  shot. Make a ranged weapon Strike. If it hits and deals damage, 
  the target is slowed 1 until the end of its next turn.
  DISARMING TWIST � 
  FEAT 10
  FIGHTER
  PRESS
  Prerequisites trained in Athletics
  Requirements You are wielding only a single one-handed 
  melee weapon and have your other hand or hands free.
  After your initial attack redirects your foe’s defenses, your 
  follow-up wrests their weapon from their grasp. Make a 
  melee Strike with the required weapon. In addition to its 
  other effects, this Strike gains the success and critical success 
  effects of the Disarm action. The Strike also has the following 
  failure effect.
  Failure The target is flat-footed until the end of your current 
  turn.
  DISRUPTIVE STANCE � 
  FEAT 10
  FIGHTER
  STANCE
  The slightest distraction can provoke your wrath, and you’re 
  prepared to foil enemies’ actions. As long as you are in this 
  stance, you can use Attack of Opportunity when a creature 
  within your reach uses a concentrate action, in addition to 
  manipulate and move actions. Furthermore, you disrupt a 
  DUELIST
  With one hand free and a blade in the others, 
  you are adept at foiling your opponents by way 
  of misdirection, disarming strikes, and by always 
  being ready for their clumsy attacks.
  ABILITY SCORES
  Prioritize Strength. Dexterity and Wisdom help with 
  survivability and versatility, and Constitution grants 
  some extra toughness.
  SKILLS
  Acrobatics, Athletics, Deception, Medicine
  STARTING FEAT
  Snagging Strike
  HIGHER-LEVEL FEATS
  Dueling Parry (2nd), Guardian’s Deflection (6th), Dueling 
  Riposte (8th), Dueling Dance (12th), Stance Savant (14th)
  Core Rulebook
  150
  
  triggering concentrate or manipulate action if your Strike hits 
  (not only if it’s a critical hit).
  FEARSOME BRUTE 
  FEAT 10
  FIGHTER
  Fear makes your foes weak and more vulnerable to your 
  attacks. You gain a circumstance bonus to damage rolls for 
  Strikes against frightened creatures. The bonus is equal to 
  double the target’s frightened value.
  If you have master proficiency in Intimidation, increase the 
  bonus to triple the target’s frightened value.
  IMPROVED KNOCKDOWN 
  FEAT 10
  FIGHTER
  Prerequisites Knockdown
  You can dash your foe to the ground with a single blow. When 
  you use Knockdown, instead of making a Strike followed by a 
  Trip, you can attempt a single Strike. If you do and your Strike 
  hits, you also apply the critical success effect of a Trip. If you 
  used a two-handed melee weapon for the Strike, you can use 
  the weapon’s damage die size instead of the regular die size 
  for the damage from a critical Trip.
  MIRROR SHIELD � 
  FEAT 10
  FIGHTER
  Trigger An opponent casting a spell that targets you critically 
  fails a spell attack roll against your AC.
  Requirements You have a shield raised.
  You reflect the spell back against the triggering opponent. 
  Make a ranged attack against the triggering creature using 
  your highest proficiency with a ranged weapon. If you can cast 
  spells, you can make a spell attack roll instead. If you succeed, 
  your opponent takes the effects of a successful spell attack 
  roll for their own spell (or the effects of a critical success if 
  your attack roll was a critical success).
  TWIN RIPOSTE � 
  FEAT 10
  FIGHTER
  Trigger A creature within your reach critically fails a Strike 
  against you.
  Requirements You are benefiting from Twin Parry.
  A clever parry with one weapon leaves your opponent open to 
  an attack with the other weapon. Make a melee Strike or use a 
  Disarm action against the triggering opponent.
  12TH LEVEL
  BRUTAL FINISH � 
  FEAT 12
  FIGHTER
  PRESS
  Requirements You are wielding a melee weapon in two hands.
  Your final blow can make an impact even if it rebounds off a 
  foe’s defenses. Make a Strike with the required weapon. After 
  the Strike, your turn ends. The Strike deals one extra weapon 
  damage die, or two extra weapon damage dice if you’re at least 
  18th level. The Strike also gains the following failure effect.
  Failure You deal damage equal to one weapon damage die of 
  the required weapon. Increase this to two dice if you’re at 
  least 18th level.
  DUELING DANCE � 
  FEAT 12
  FIGHTER
  STANCE
  Prerequisites Dueling Parry
  Requirements You are wielding only a single one-handed 
  melee weapon and have your other hand or hands free.
  Using your free hand as pivot and balance, you both attack 
  and defend with your weapon. While you are in this stance, 
  you constantly have the benefits of Dueling Parry.
  FLINGING SHOVE 
  FEAT 12
  FIGHTER
  Prerequisites Aggressive Block or Brutish Shove
  Increase the distance you Shove your opponent with 
  Aggressive Block or Brutish Shove to 10 feet on a success or 
  20 feet on a critical success. When you use Aggressive Block, 
  you can choose whether the target is flat-footed or Shoved. 
  When you make a Brutish Shove, you also Shove the target 5 
  feet on a failure.
  IMPROVED DUELING RIPOSTE  
  FEAT 12
  FIGHTER
  Prerequisites Dueling Riposte
  Your weapon whirls and darts, striking foes whenever the 
  opportunity presents itself. At the start of each of your turns, 
  you gain an additional reaction that you can use only to make 
  a Dueling Riposte. You can use this extra reaction even if you 
  are not benefiting from Dueling Parry.
  INCREDIBLE RICOCHET � 
  FEAT 12
  CONCENTRATE
  FIGHTER
  PRESS
  Prerequisites Incredible Aim
  After your first shot singles out your opponent’s position, you 
  direct another that ricochets around obstacles and strikes 
  unerringly. Make a ranged weapon Strike. You ignore the 
  target’s concealed condition and all cover.
  LUNGING STANCE � 
  FEAT 12
  FIGHTER
  STANCE
  Prerequisites attack of opportunity, Lunge
  Requirement You are wielding a melee weapon.
  Your body coiled to strike, you can lash out at distant enemies. 
  While you are in this stance, you can use Attack of Opportunity 
  against a creature that is outside your reach but within the 
  reach you would have with a Lunge. If you do, you increase 
  your range with the Strike by 5 feet.
  PARAGON’S GUARD � 
  FEAT 12
  FIGHTER
  STANCE
  Requirements You are wielding a shield.
  Once you’ve had a moment to set your stance, you always have 
  your shield ready without a thought. While you are in this stance, 
  you constantly have your shield raised as if you’d used the Raise 
  a Shield action, as long as you meet that action’s requirements.
  151
  3
  CLASSES
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  SAMPLE FIGHTER
  SPRING ATTACK � 
  FEAT 12
  FIGHTER
  PRESS
  Requirements You are adjacent to an enemy.
  Springing away from one foe, you Strike at another. Stride up 
  to your Speed, but you must end that movement within melee 
  reach of a different enemy. At the end of your movement, 
  make a melee Strike against an enemy now within reach. You 
  can use Spring Attack while Burrowing, Climbing, Flying, or 
  Swimming instead of Striding if you have the corresponding 
  movement type.
  14TH LEVEL
  DESPERATE FINISHER � 
  FEAT 14
  FIGHTER
  Trigger You complete the last action on your turn, and your 
  turn has not ended yet.
  Requirements You meet the requirements to use an action 
  with the press trait.
  You throw everything into one last press. Use a single action 
  that you know with the press trait as part of Desperate 
  Finisher. You forgo the ability to use reactions until the start 
  of your next turn.
  DETERMINATION � 
  FEAT 14
  CONCENTRATE
  FIGHTER
  Frequency once per day
  Your training allows you to shrug off your foes’ spells 
  and conditions when the need is dire. Choose a single 
  nonpermanent spell or condition that is affecting you. If you 
  chose a condition, its effect on you ends. If you chose a spell, 
  attempt to counteract the spell (your level is your counteract 
  level, and you attempt a Will save as your counteract check).
  This doesn’t remove any Hit Point damage normally 
  dealt by the spell or condition, and it doesn’t prevent the 
  spell or debilitating effect from affecting other allies or the 
  environment around you. It can’t remove an ongoing affliction 
  or prevent such an affliction from inflicting conditions on you 
  later. It can’t remove conditions from the situation (such as 
  prone or flanked). If the effect comes from a creature, hazard, 
  or item of 20th level or higher, Determination can’t remove its 
  effect on you.
  GUIDING FINISH � 
  FEAT 14
  FIGHTER
  PRESS
  Requirements You are wielding only a single one-handed 
  melee weapon and have your other hand or hands free.
  Using your weapon as a lever, you force your opponent 
  to end up right where you want them. Make a Strike 
  with the required weapon. If the Strike hits, you can 
  move the target up to 10 feet into a space in your reach. 
  You can move the target through your space during this 
  movement. This follows the forced movement rules found on 
  page 475. Your Strike gains the following failure effect.
  Failure You can force the creature to move as you would on a 
  success, but you can move the target only 5 feet.
  Archer
  You take out your opponents from a distance with 
  ranged weapons, and you excel at dispatching flying 
  or other hard-to-reach enemies.
  ABILITY SCORES
  Prioritize Dexterity. Constitution and Wisdom helps with 
  survivability, and Strength adds damage with propulsive 
  weapons.
  SKILLS
  Acrobatics, Medicine, Stealth, Thievery
  STARTING FEAT
  Point-Blank Shot
  HIGHER-LEVEL FEATS
  Double Shot (4th), Triple Shot (6th), Debilitating Shot 
  (10th), Multishot Stance (16th), Impossible Volley (18th)
  Core Rulebook
  152
  
  GUIDING RIPOSTE 
  FEAT 14
  FIGHTER
  Prerequisites Dueling Riposte
  By shifting your weight and angling your weapon, you guide 
  your opponent to a more favorable position. When you use 
  Dueling Riposte to Strike and you hit, you can move the target 
  up to 10 feet into a space in your reach. This follows the forced 
  movement rules found on page 475.
  IMPROVED TWIN RIPOSTE 
  FEAT 14
  FIGHTER
  Prerequisites Twin Riposte
  Your weapons are a blur, blocking and biting at your foes. At 
  the start of each of your turns, you gain an additional reaction 
  that you can use only to perform a Twin Riposte. You can 
  use this extra reaction even if you are not benefiting from 
  Twin Parry.
  STANCE SAVANT � 
  FEAT 14
  FIGHTER
  Trigger You roll initiative.
  When there’s imminent danger, you drop into a stance with a 
  mere thought. Use an action that has the stance trait.
  TWO-WEAPON FLURRY � 
  FEAT 14
  FIGHTER
  FLOURISH
  PRESS
  Requirements You are wielding two weapons, each in a 
  different hand.
  You lash out with both your weapons in a sudden frenzy. 
  Strike twice, once with each weapon.
  WHIRLWIND STRIKE � 
  FEAT 14
  FIGHTER
  FLOURISH
  OPEN
  You attack all nearby adversaries. Make a melee Strike against 
  each enemy within your melee reach. Each attack counts 
  toward your multiple attack penalty, but do not increase your 
  penalty until you have made all your attacks.
  16TH LEVEL
  GRACEFUL POISE � 
  FEAT 16
  FIGHTER
  STANCE
  Prerequisites Double Slice
  With the right positioning, your off-hand weapon can strike 
  like a scorpion’s stinger. While you are in this stance, if you 
  make your second Strike from Double Slice with an agile 
  weapon, Double Slice counts as one attack when calculating 
  your multiple attack penalty.
  IMPROVED REFLEXIVE SHIELD 
  FEAT 16
  FIGHTER
  Prerequisites Reflexive Shield
  Your shield can help save nearby allies. When you use Shield 
  Block against damage resulting from a Reflex save, adjacent 
  allies who would take damage due to Reflex saves against the 
  same effect also benefit from the damage reduction.
  MULTISHOT STANCE � 
  FEAT 16
  FIGHTER
  STANCE
  Prerequisites Triple Shot
  Requirements You are wielding a ranged weapon with 
  reload 0.
  You lock yourself in a stable position so you can fire swiftly 
  and accurately. While you are in this stance, your penalty for 
  Double Shot is reduced to –1, or –2 if you add the extra action 
  to make three Strikes. If you move from your position, this 
  stance ends.
  TWINNED DEFENSE � 
  FEAT 16
  FIGHTER
  STANCE
  Prerequisites Twin Parry
  Requirements You are wielding two melee weapons, one in 
  each hand.
  You’re always ready to use your off-hand weapon to interfere 
  with attacks against you. While you are in this stance, you 
  constantly gain the benefits of the Twin Parry action.
  18TH LEVEL
  IMPOSSIBLE VOLLEY � 
  FEAT 18
  FIGHTER
  FLOURISH
  OPEN
  Requirements You are wielding a ranged weapon with the 
  volley trait and reload 0.
  You fire a volley at all foes in an area. Make one Strike with a 
  –2 penalty against each enemy within a 10-foot-radius burst 
  centered at or beyond your weapon’s volley range. Roll the 
  damage only once for all targets.
  Each attack counts toward your multiple attack penalty, 
  but do not increase your penalty until you have made all 
  your attacks.
  SAVAGE CRITICAL 
  FEAT 18
  FIGHTER
  The wounds you inflict are grievous. When you Strike with 
  a weapon or unarmed attack for which you have legendary 
  proficiency, you critically succeed if you roll a 19 on the die as 
  long as that result is a success. This has no effect on a 19 if the 
  result would be a failure.
  20TH LEVEL
  BOUNDLESS REPRISALS 
  FEAT 20
  FIGHTER
  With a sixth sense for the flow of combat, you can quickly 
  react to any situation as required. At the start of each 
  enemy’s turn, you gain a reaction you can use only during 
  that turn.
  WEAPON SUPREMACY 
  FEAT 20
  FIGHTER
  Your skill with weapons lets you attack swiftly at all times. 
  You’re permanently quickened. You can use your extra action 
  only to Strike.
  153
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  Core Rulebook
  154
  
  Monk
  During combat encounters...
  You speed into the fray, dodging or leaping past obstacles with acrobatic maneuvers. 
  You strike opponents in a rapid flurry of attacks, using your bare fists or wielding 
  specialized weapons that you mastered during your monastic training. Stances let 
  you change up your combat style for different situations, and ki abilities allow you 
  to perform mystic feats like healing yourself and soaring through the air.
  During social encounters...
  Your perceptiveness lets you see through falsehoods, and your philosophical training 
  provides insight into any situation.
  While exploring...
  You climb up walls, dodge traps, overcome obstacles, and leap over pits. You usually 
  stay toward the outside of the group to protect more vulnerable members, and you’re 
  well suited to looking for danger or moving stealthily.
  In downtime...
  You diligently exercise, eat healthy foods, meditate, and study various philosophies. 
  You might also take up a craft that you strive to perfect.
  You Might...
  • Maintain a regimen of physical training and meditation.
  • Face adversity with a calm and measured approach, never panicking or 
  succumbing to despair.
  • Look to the future for ways you can improve, while remaining at peace with your 
  present self.
  Others Probably...
  • Marvel at your feats of physical prowess.
  • Think you’re more than a bit uptight, given your vows and tenets.
  • Come to you for philosophical advice.
  The strength of your fist flows from your mind and spirit. You seek 
  perfection—honing your body into a flawless instrument and your mind into 
  an orderly bastion of wisdom. You’re a fierce combatant renowned for martial 
  arts skills and combat stances that grant you unique fighting moves. While the challenge 
  of mastering many fighting styles drives you to great heights, you also enjoy meditating 
  on philosophical questions and discovering new ways to obtain peace and enlightenment.
  INITIAL PROFICIENCIES
  At 1st level, you gain the 
  listed proficiency ranks in 
  the following statistics. You 
  are untrained in anything 
  not listed unless you gain a 
  better proficiency rank in some 
  other way.
  PERCEPTION
  Trained in Perception
  SAVING THROWS
  Expert in Fortitude
  Expert in Reflex
  Expert in Will
  SKILLS
  Trained in a number of 
  skills equal to 4 plus your 
  Intelligence modifier
  ATTACKS
  Trained in simple weapons
  Trained in unarmed attacks
  DEFENSES
  Untrained in all armor
  Expert in unarmored defense
  CLASS DC
  Trained in monk class DC
  HIT POINTS
  10 plus your Constitution modifier
  You increase your maximum number of 
  HP by this number at 1st level and every 
  level thereafter.
  KEY ABILITY
  STRENGTH OR DEXTERITY
  At 1st level, your class gives you 
  an ability boost to your choice of 
  Strength or Dexterity.
  3
  CLASSES
  155
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  Equipment
  Spells
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  Class Features
  You gain these abilities as a monk. Abilities gained at higher 
  levels list the requisite levels next to the features’ names.
  Ancestry and Background
  In addition to the abilities provided by your class at 1st 
  level, you have the benefits of your selected ancestry and 
  background, as described in Chapter 2.
  Initial Proficiencies
  At 1st level, you gain a number of proficiencies representing 
  your basic training, which are noted at the start of this class.
  Flurry of Blows 
  You can attack rapidly with fists, feet, elbows, knees, and 
  other unarmed attacks. You gain the Flurry of Blows action.
  FLURRY OF BLOWS �
  FLOURISH
  MONK
  Make two unarmed Strikes. If both hit the same creature, 
  combine their damage for the purpose of resistances and 
  weaknesses. Apply your multiple attack penalty to the Strikes 
  normally. As it has the flourish trait, you can use Flurry of 
  Blows only once per turn.
  Monk Feats 
  At 1st level and every even-numbered level thereafter, you 
  gain a monk class feat.
  Powerful Fist 
  You know how to wield your fists as deadly weapons. 
  The damage die for your fist changes to 1d6 instead of 
  1d4. Most people take a –2 circumstance penalty when 
  making a lethal attack with nonlethal unarmed attacks, 
  because they find it hard to use their fists with deadly 
  force. You don’t take this penalty when making a lethal 
  attack with your fist or any other unarmed attacks.
  Skill Feats 
  2nd
  At 2nd level and every 2 levels thereafter, you gain a skill 
  feat. Skill feats are listed in Chapter 5 and have the skill 
  trait. You must be trained or better in the corresponding 
  skill to select a skill feat.
  General Feats 
  3rd
  At 3rd level and every 4 levels thereafter, you gain a 
  general feat. General feats are listed in Chapter 5.
  Incredible Movement 
  3rd
  You move like the wind. You gain a +10-foot status 
  bonus to your Speed whenever you’re not wearing armor. 
  The bonus increases by 5 feet for every 4 levels you have 
  beyond 3rd.
  Mystic Strikes 
  3rd
  Focusing your will into your physical attacks imbues 
  them with mystical energy. Your unarmed attacks 
  become magical, allowing them to get past resistances 
  to non-magical attacks. However, you still need an item 
  such as handwraps of mighty fists to gain an item bonus to 
  attack rolls or increase your attacks’ weapon damage dice.
  Skill Increases 
  3rd
  At 3rd level and every 2 levels thereafter, you gain a 
  skill increase. You can use this increase to either become 
  trained in one skill you’re untrained in, or become an 
  expert in one skill in which you’re already trained.
  At 7th level, you can use skill increases to become a 
  master in a skill in which you’re already an expert, and 
  at 15th level, you can use them to become legendary in a 
  skill in which you’re already a master.
  Ability Boosts 
  5th
  At 5th level and every 5 levels thereafter, you boost four 
  different ability scores. You can use these ability boosts to 
  increase your ability scores above 18. Boosting an ability 
  TABLE 3–13: MONK ADVANCEMENT
  Your
  Level 
  Class Features
  1 
  Ancestry and background, initial proficiencies,  
   
   
  flurry of blows, monk feat, powerful fist
  2 
  Monk feat, skill feat
  3 
  General feat, incredible movement +10 feet, mystic
   
  strikes, skill increase
  4 
  Monk feat, skill feat
  5 
  Ability boosts, alertness, ancestry feat, expert
   
  strikes, skill increase
  6 
  Monk feat, skill feat
  7 
  General feat, incredible movement +15 feet, path to
   
  perfection, skill increase, weapon specialization
  8 
  Monk feat, skill feat
  9 
  Ancestry feat, metal strikes, monk expertise,
   
  skill increase
  10 
  Ability boosts, monk feat, skill feat
  11 
  General feat, incredible movement +20 feet, second
   
  path to perfection, skill increase
  12 
  Monk feat, skill feat
  13 
  Ancestry feat, graceful mastery, master strikes,
   
  skill increase
  14 
  Monk feat, skill feat
  15 
  Ability boosts, general feat, greater weapon
   
  specialization, incredible movement +25 feet, skill
   
  increase, third path to perfection
  16 
  Monk feat, skill feat
  17 
  Adamantine strikes, ancestry feat, graceful legend,
   
  skill increase
  18 
  Monk feat, skill feat
  19 
  General feat, incredible movement +30 feet,
   
  perfected form, skill increase
  20 
  Ability boosts, monk feat, skill feat
  3
  Core Rulebook
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  Core Rulebook
  156
  
  Master Strikes 
  13th
  You have honed your skill in using your body as a 
  weapon. Your proficiency ranks for unarmed attacks and 
  simple weapons increase to master.
  Greater Weapon Specialization 
  15th
  Your damage from weapon specialization increases to 4 
  with weapons and unarmed attacks in which you’re an 
  expert, 6 if you’re a master, and 8 if you’re legendary.
  Third Path to Perfection  
  15th
  You have made great progress in your personal studies 
  of enlightenment. Choose one of the saving throws 
  you selected for path to perfection or second path to 
  perfection. Your proficiency rank for the chosen type 
  of save increases to legendary. When you roll a critical 
  failure on the chosen type of save, you get a failure 
  instead. When you fail at the chosen type of save against 
  an effect that deals damage, you take half damage.
  score increases it by 1 if it’s already 18 or above, or by 2 
  if it starts out below 18.
  Alertness 
  5th
  You remain alert to threats around you. Your proficiency 
  rank for Perception increases to expert.
  Ancestry Feats 
  5th
  In addition to the ancestry feat you started with, you gain 
  an ancestry feat at 5th level and every 4 levels thereafter. 
  The list of ancestry feats available to you can be found in 
  your ancestry’s entry in Chapter 2.
  Expert Strikes 
  5th
  You’ve practiced martial arts and have now surpassed 
  your former skill. Your proficiency ranks for unarmed 
  attacks and simple weapons increase to expert.
  Path to Perfection 
  7th
  You have progressed along your own path to 
  enlightenment. Choose your Fortitude, Reflex, or Will 
  saving throw. Your proficiency rank for the chosen saving 
  throw increases to master. When you roll a success on the 
  chosen saving throw, you get a critical success instead.
  Weapon Specialization 
  7th
  You’ve learned how to inflict greater injuries with the 
  weapons you know best. You deal 2 additional damage 
  with weapons and unarmed attacks in which you are an 
  expert. This damage increases to 3 if you’re a master, and 
  4 if you’re legendary.
  Metal Strikes 
  9th
  You can adjust your body to make unarmed attacks 
  infused with the mystic energy of rare metals. Your 
  unarmed attacks are treated as cold iron and silver. 
  This allows you to deal more damage to a variety of 
  supernatural creatures, such as demons, devils, and fey.
  Monk Expertise 
  9th
  Your proficiency rank for your monk class DC increases 
  to expert. If you have ki spells, your proficiency rank for 
  spell attacks and spell DCs with the tradition of magic 
  you use for your ki spells increases to expert.
  Second Path to Perfection 
  11th
  You’ve learned to find perfection in every success. Choose 
  a different saving throw than the one you chose for your 
  path to perfection. Your proficiency rank for the chosen 
  saving throw increases to master. If you roll a success with 
  the chosen saving throw, you instead critically succeed.
  Graceful Mastery 
  13th
  You move with perpetual grace in battle, eluding and 
  turning aside blows. Your proficiency rank for unarmored 
  defense increases to master.
  KEY TERMS
  You’ll see the following key terms in many monk abilities.
  Flourish: Actions with this trait are special techniques 
  that require too much exertion for you to perform frequently. 
  You can use only 1 action with the flourish trait per turn.
  Incapacitation: An ability with this trait can take a 
  character out of the fight. But when you use an incapacitation 
  effect against a creature of higher level than you, you reduce 
  the degree of success of your attack roll by one step, and 
  that creature improves the degree of success of its saving 
  throws for that effect by one step.
  Ki Spells: By tapping into a supernatural inner reserve 
  called ki, you can create magical effects. Certain feats grant 
  you special spells called ki spells, which are a type of focus 
  spell. It costs 1 Focus Point to cast a focus spell. When you 
  gain your first ki spell, you also gain a focus pool of 1 Focus 
  Point. You refill your focus pool during your daily preparations, 
  and you regain 1 Focus Point by spending 10 minutes using 
  the Refocus activity to meditate in order to reach inner peace.
  When you first gain a ki spell, decide whether your ki 
  spells are divine spells or occult spells. You become trained 
  in spell attacks and spell DCs of that tradition.
  Focus spells are automatically heightened to half your 
  level rounded up. Taking feats can give you more focus 
  spells and increase the size of your focus pool, though your 
  focus pool can never hold more than 3 points. The full rules 
  for focus spells appear on page 300.
  Stance: A stance is a general combat strategy that you 
  enter by using an action with the stance trait, and that 
  you remain in for some time. A stance lasts until you get 
  knocked out, until its requirements (if any) are violated, 
  until the encounter ends, or until you enter a new stance, 
  whichever comes first. After you take an action that has 
  the stance trait, you can’t take another one for 1 round. You 
  can enter or be in a stance only in encounter mode.
  157
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  Adamantine Strikes  
  17th
  When you focus your will into your limbs, your blows are as unyielding as the 
  hardest of metals. Your unarmed attacks are treated as adamantine.
  Graceful Legend  
  17th
  Your sublime movement grants you unparalleled protection and offense. Your 
  proficiency rank for unarmored defense increases to legendary, and your proficiency 
  rank for your monk class DC increases to master. If you have ki spells, your 
  proficiency rank for spell attack rolls and spell DCs with the tradition of magic you 
  use for your ki spells increases to master.
  Perfected Form  
  19th
  You have purged incompetence from your techniques. On your first Strike of your turn, 
  if you roll lower than 10, you can treat the attack roll as a 10. This is a fortune effect.
  Monk Feats
  Every level at which you gain a monk feat, select one of the following feats. You must 
  satisfy any prerequisites before taking the feat.
  1ST LEVEL
  CRANE STANCE � 
  FEAT 1
  MONK
  STANCE
  Requirements You are unarmored.
  You enter the stance of a crane, holding your arms in an imitation of a crane’s wings and 
  using flowing, defensive motions. You gain a +1 circumstance bonus to AC, but the only 
  Strikes you can make are crane wing attacks. These deal 1d6 bludgeoning damage; are in 
  the brawling group; and have the agile, finesse, nonlethal, and unarmed traits.
  While in Crane Stance, reduce the DC for High Jump and Long Jump by 5, and when you 
  Leap, you can move an additional 5 feet horizontally or 2 feet vertically.
  DRAGON STANCE � 
  FEAT 1
  MONK
  STANCE
  Requirements You are unarmored.
  You enter the stance of a dragon and make powerful leg strikes like a lashing dragon’s 
  tail. You can make dragon tail attacks that deal 1d10 bludgeoning damage. They are in the 
  brawling group and have the backswing, nonlethal, and unarmed traits.
  While in Dragon Stance, you can ignore the first square of difficult terrain while Striding.
  KI RUSH 
  FEAT 1
  MONK
  You can use ki to move with extraordinary speed and make yourself harder to hit. You gain 
  the ki rush ki spell and a focus pool of 1 Focus Point. The rules for ki spells are summarized 
  in the sidebar on page 157, and the full rules for focus spells appear on page 300.
  KI STRIKE 
  FEAT 1
  MONK
  Your study of the flow of mystical energy allows you to harness it into your physical strikes. 
  You gain the ki strike ki spell and a focus pool of 1 Focus Point. The rules for ki spells are 
  summarized in the sidebar on page 157, and the full rules for focus spells appear on page 300.
  MONASTIC WEAPONRY 
  FEAT 1
  MONK
  You have trained with the traditional weaponry of your monastery or school. You gain 
  access to uncommon weapons that have the monk trait and become trained in simple 
  MONK FEATS
  If you need to look up a monk 
  feat by name instead of by level, 
  use this table.
  Feat 
  Level
  Abundant Step 
  6
  Arrow Snatching 
  8
  Brawling Focus 
  2
  Crane Flutter 
  6
  Crane Stance 
  1
  Crushing Grab 
  2
  Dancing Leaf 
  2
  Deflect Arrow 
  4
  Diamond Fists 
  18
  Diamond Soul 
  12
  Disrupt Ki 
  12
  Dragon Roar 
  6
  Dragon Stance 
  1
  Elemental Fist 
  2
  Empty Body 
  18
  Enduring Quickness 
  20
  Enlightened Presence 
  16
  Flurry of Maneuvers 
  4
  Flying Kick 
  4
  Fuse Stance 
  20
  Guarded Movement 
  4
  Impossible Technique 
  20
  Improved Knockback 
  12
  Ironblood Stance 
  8
  Ironblood Surge 
  14
  Ki Blast 
  6
  Ki Rush 
  1
  Ki Strike 
  1
  Knockback Strike 
  10
  Master of Many Styles 
  16
  Meditative Focus 
  12
  Meditative Wellspring 
  18
  Mixed Maneuver 
  8
  Monastic Weaponry 
  1
  Mountain Quake 
  14
  Mountain Stance 
  1
  Mountain Stronghold 
  6
  Quivering Palm 
  16
  Shattering Strike 
  16
  Sleeper Hold 
  10
  Stance Savant 
  12
  Stand Still 
  4
  Stunning Fist 
  2
  Swift River 
  18
  Tangled Forest Rake 
  14
  Tangled Forest Stance 
  8
  Tiger Slash 
  6
  Tiger Stance 
  1
  Timeless Body 
  14
  Tongue of Sun and Moon 
  14
  Wall Run 
  8
  Water Step 
  6
  Whirling Throw 
  6
  Wholeness of Body 
  4
  Wild Winds Gust 
  14
  Wild Winds Initiate 
  8
  Wind Jump 
  10
  Winding Flow 
  10
  Wolf Drag 
  6
  Wolf Stance 
  1
  3
  Core Rulebook
  158
  Core Rulebook
  158
  
  MONK UNARMED ATTACKS
  Some monk stances allow you to make special unarmed attacks while in those stances. These attacks are summarized here.
  Attack 
  Damage 
  Group 
  Traits
  Crane wing 
  1d6 B 
  Brawling 
  Agile, finesse, nonlethal, unarmed
  Dragon tail 
  1d10 B 
  Brawling 
  Backswing, nonlethal, unarmed
  Falling stone 
  1d8 B 
  Brawling 
  Forceful, nonlethal, unarmed
  Iron sweep 
  1d8 B 
  Brawling 
  Nonlethal, parry, sweep, unarmed
  Lashing branch 
  1d8 S 
  Brawling 
  Agile, finesse, nonlethal, unarmed
  Tiger claw 
  1d8 S 
  Brawling 
  Agile, finesse, nonlethal, unarmed
  Wind crash* 
  1d6 S 
  Brawling 
  Agile, nonlethal, propulsive, unarmed
  Wolf jaw 
  1d8 P 
  Brawling 
  Agile, backstabber, finesse, nonlethal, unarmed
  * Wild winds stance is a ki spell, so you can find out more about wind crash on page 402.
  and martial monk weapons. When your proficiency rank 
  for unarmed attacks increases to expert or master, your 
  proficiency rank for these weapons increases to expert or 
  master as well.
  You can use melee monk weapons with any of your monk 
  feats or monk abilities that normally require unarmed attacks, 
  though not if the feat or ability requires you to use a single 
  specific type of attack, such as Crane Stance.
  MOUNTAIN STANCE � 
  FEAT 1
  MONK
  STANCE
  Trigger You are unarmored and touching the ground.
  You enter the stance of an implacable mountain—a technique 
  first discovered by dwarven monks—allowing you to strike 
  with the weight of an avalanche. The only Strikes you can 
  make are falling stone unarmed attacks. These deal 1d8 
  bludgeoning damage; are in the brawling group; and have the 
  forceful, nonlethal, and unarmed traits.
  While in Mountain Stance, you gain a +4 status bonus to 
  AC and a +2 circumstance bonus to any defenses against 
  being Shoved or Tripped. However, you have a Dexterity 
  modifier cap to your AC of +0, meaning you don’t add 
  your Dexterity to your AC, and your Speeds are all reduced 
  by 5 feet.
  TIGER STANCE � 
  FEAT 1
  MONK
  STANCE
  Requirements You are unarmored.
  You enter the stance of a tiger and can 
  make tiger claw attacks. These deal 1d8 
  slashing damage; are in the brawling group; and 
  have the agile, finesse, nonlethal, and unarmed traits. On a 
  critical success with your tiger claws, if you deal damage, the 
  target takes 1d4 persistent bleed damage.
  As long as your Speed is at least 20 feet while in Tiger 
  Stance, you can Step 10 feet.
  WOLF STANCE � 
  FEAT 1
  MONK
  STANCE
  Requirements You are unarmored.
  You enter the stance of a wolf, low to the ground 
  with your hands held like fanged teeth. You can 
  make wolf jaw unarmed attacks. These deal 1d8 
  159
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  Appendix
  
  piercing damage; are in the brawling group; and have the 
  agile, backstabber, finesse, nonlethal, and unarmed traits.
  If you’re flanking a target while in Wolf Stance, your wolf 
  jaw unarmed attacks also gain the trip trait.
  2ND LEVEL
  BRAWLING FOCUS 
  FEAT 2
  MONK
  You know how to make the most of your attacks when 
  fighting hand-to-hand. You gain access to the critical 
  specialization effects of unarmed strikes in the brawling 
  group and weapons in the brawling group. If you have 
  Monastic Weaponry, you also gain the critical specialization 
  effects of all monk weapons in which you are trained.
  CRUSHING GRAB 
  FEAT 2
  MONK
  Like a powerful constrictor, you crush targets in your 
  unyielding grasp. When you successfully Grapple a creature, 
  you can deal bludgeoning damage to that creature equal to 
  your Strength modifier. You can make this attack nonlethal 
  with no penalty.
  DANCING LEAF 
  FEAT 2
  MONK
  You are as light as a leaf whirling in the breeze. When you 
  Leap or succeed at a High Jump or Long Jump, increase the 
  distance you jump by 5 feet. When calculating the damage 
  you take from falling, don’t count any distance fallen while 
  you are adjacent to a wall.
  ELEMENTAL FIST 
  FEAT 2
  MONK
  Prerequisites Ki Strike
  You call upon the power of the elements, infusing your ki 
  with elemental energy and allowing your attacks to deal 
  energy damage. When you cast ki strike, in addition to the 
  damage types normally available, you can deliver the extra 
  damage in the form of a gust of storm-tossed wind (dealing 
  electricity damage and gaining the air trait), a chunk of 
  stone (dealing bludgeoning damage and gaining the earth 
  trait), a flickering flame (dealing fire damage), or a crashing 
  wave of frigid water (dealing cold damage and gaining the 
  water trait).
  STUNNING FIST 
  FEAT 2
  MONK
  Prerequisites Flurry of Blows
  The focused power of your flurry threatens to overwhelm 
  your opponent. When you target the same creature with two 
  Strikes from your Flurry of Blows, you can try to stun the 
  creature. If either Strike hits and deals damage, the target 
  must succeed at a Fortitude save against your class DC or 
  be stunned 1 (or stunned 3 on a critical failure). This is an 
  incapacitation effect.
  4TH LEVEL
  DEFLECT ARROW � 
  FEAT 4
  MONK
  Trigger You are the target of a physical ranged attack.
  Requirements You’re aware of the attack, are not flat-footed 
  against it, and have a hand free.
  You gain a +4 circumstance bonus to AC against the triggering 
  attack. If the attack misses, you have deflected it. You cannot 
  use this feat to deflect unusually massive ranged projectiles 
  (such as boulders or ballista bolts).
  FLURRY OF MANEUVERS 
  FEAT 4
  MONK
  Prerequisites expert in Athletics
  You flurry is a combination of maneuvers. You can replace one 
  or both of your attacks during a Flurry of Blows with Grapples, 
  Shoves, or Trips.
  FLYING KICK � 
  FEAT 4
  MONK
  You launch yourself at a foe. Make a Leap or attempt a High 
  Jump or Long Jump. At the end of the jump, if you’re adjacent 
  to a foe, you can immediately Strike that foe with an unarmed 
  attack, even if the foe is in mid-air. You fall to the ground after 
  the Strike. If the distance you fall is no more than the height of 
  your jump, you land upright and take no damage.
  GUARDED MOVEMENT 
  FEAT 4
  MONK
  Your guard is up, even while moving. You gain a +4 circumstance 
  bonus to AC against reactions triggered by your movement.
  STAND STILL � 
  FEAT 4
  MONK
  Trigger A creature within your reach uses a move action or 
  leaves a square during a move action it’s using.
  You strike out when your foe tries to flee. Make a melee Strike 
  against the triggering creature. If the attack is a critical hit and 
  the trigger was a move action, you disrupt that action.
  WHOLENESS OF BODY 
  FEAT 4
  MONK
  Prerequisites ki spells
  You can restore your health by tapping into your ki. You 
  gain the wholeness of body ki spell (page 402). Increase the 
  number of Focus Points in your focus pool by 1.
  6TH LEVEL
  ABUNDANT STEP 
  FEAT 6
  MONK
  Prerequisites incredible movement, ki spells
  You can teleport yourself a short distance. You gain the 
  abundant step ki spell (page 401). Increase the number of 
  Focus Points in your focus pool by 1. 
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  CRANE FLUTTER � 
  FEAT 6
  MONK
  Prerequisites Crane Stance
  Trigger You are targeted with a melee attack by an attacker 
  you can see.
  Requirements You are in Crane Stance.
  You interpose your arm between yourself and your opponent. 
  Your circumstance bonus to AC from Crane Stance increases to 
  +3 against the triggering attack. If the attack misses you, you 
  can immediately make a crane wing Strike against the attacker 
  at a –2 penalty, even if the attacker isn’t within your reach.
  DRAGON ROAR � 
  FEAT 6
  AUDITORY
  EMOTION
  FEAR
  MENTAL
  MONK
  Prerequisites Dragon Stance
  Requirements You are in Dragon Stance.
  You bellow, instilling fear in your enemies. Enemies within a 
  15-foot emanation must succeed at a Will save against your 
  Intimidation DC or be frightened 1 (frightened 2 on a critical 
  failure). When a creature frightened by the roar begins its turn 
  adjacent to you, it can’t reduce its frightened value below 1 
  on that turn. Your first attack that hits a frightened creature 
  after you roar and before the end of your next turn gains a 
  +4 circumstance bonus to damage.
  After you use Dragon Roar, you can’t use it again for 1d4 rounds. 
  Its effects end immediately if you leave Dragon Stance. Creatures 
  in the area of your roar are then temporarily immune for 1 minute.
  KI BLAST 
  FEAT 6
  MONK
  Prerequisites ki spells
  You can unleash an impactful cone of force by channeling 
  your ki. You gain the ki blast ki spell (page 401). Increase the 
  number of Focus Points in your focus pool by 1.
  MOUNTAIN STRONGHOLD � 
  FEAT 6
  MONK
  Prerequisites Mountain Stance
  Requirements You are in Mountain Stance.
  You focus on your connection to the earth and call upon 
  the mountain to block attacks against you. You gain a +2 
  circumstance bonus to AC until the beginning of your next turn.
  Special If you have this feat, the Dexterity modifier cap to 
  your AC while you’re in Mountain Stance increases from +0 to +1.
  TIGER SLASH � 
  FEAT 6
  MONK
  Prerequisites Tiger Stance
  161
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  SAMPLE MONK
  Requirements You are in Tiger Stance.
  You make a fierce swipe with both hands. Make a tiger claw 
  Strike. It deals two extra weapon damage dice (three extra 
  dice if you’re 14th level or higher), and you can push the 
  target 5 feet away as if you had successfully Shoved them. 
  If the attack is a critical success and deals damage, add your 
  Strength modifier to the persistent bleed damage from your 
  tiger claw.
  WATER STEP 
  FEAT 6
  MONK
  You can Stride across liquid and surfaces that don’t support 
  your weight. This benefit lasts only during your movement. If 
  you end your movement on a surface that can’t support you, 
  you fall in or it collapses as normal.
  WHIRLING THROW � 
  FEAT 6
  MONK
  Requirements You have a creature grabbed or restrained.
  You propel your grabbed or restrained foe a great distance. 
  You can throw the creature any distance up to 10 feet, plus 
  5 feet × your Strength modifier. If you successfully throw the 
  creature, it takes bludgeoning damage equal to your Strength 
  modifier plus 1d6 per 10 feet you threw it.
  Attempt an Athletics check against the foe’s Fortitude DC. You 
  take a –2 circumstance penalty to your check if the target is one 
  size larger than you and a –4 circumstance penalty if it’s larger 
  than that. You gain a +2 circumstance bonus to your check if the 
  target is one size smaller than you and a +4 circumstance bonus 
  if it’s smaller than that.
  Critical Success You throw the creature the desired distance 
  and it lands prone.
  Success You throw the creature the desired distance.
  Failure You don’t throw the creature.
  Critical Failure You don’t throw the creature, and it’s no longer 
  grabbed or restrained by you.
  WOLF DRAG � 
  FEAT 6
  MONK
  Prerequisites Wolf Stance
  Requirements You are in Wolf Stance.
  You rip your enemy off their feet. Make a wolf jaw Strike. Your 
  wolf jaw gains the fatal d12 trait for this Strike, and if the attack 
  succeeds, you knock the target prone.
  8TH LEVEL
  ARROW SNATCHING 
  FEAT 8
  MONK
  Prerequisite Deflect Arrow
  You pluck missiles from the air and hurl them back at their 
  source. When you successfully deflect an attack with Deflect 
  Arrow, as part of that reaction, you can immediately make a 
  ranged Strike against the attacker using the projectile you 
  deflected. This is a thrown weapon with the same range 
  increment and effect on a hit as the triggering attack.
  KI MONK
  Centering yourself, you call forth the internal magical 
  energy that dwells within all living things. This ki 
  can empower your body or flash out as pure energy.
  ABILITY SCORES
  Prioritize Strength. Wisdom empowers your ki spells, 
  Perception, and Will saves. Constitution and Dexterity 
  help your physical defenses.
  SKILLS
  Acrobatics, Athletics, Occultism, Stealth
  STARTING FEAT
  Ki Strike (occult)
  HIGHER-LEVEL FEATS
  Mountain Stance (1st), Elemental Fist (2nd), Wholeness 
  of Body (4th), Ki Blast (6th), Meditative Focus (12th), 
  Quivering Palm (16th), Empty Body (20th)
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  IRONBLOOD STANCE � 
  FEAT 8
  MONK
  STANCE
  Requirements You are unarmored.
  You enter the stance of impenetrable iron, refusing to yield to 
  any blow. You can make iron sweep unarmed attacks. These 
  deal 1d8 bludgeoning damage; are in the brawling group; and 
  have the nonlethal, parry, sweep, and unarmed traits.
  While in Ironblood Stance, you gain resistance 2 to all 
  damage. The resistance increases to 3 at 12th level, to 4 at 
  16th level, and to 5 at 20th level.
  MIXED MANEUVER � 
  FEAT 8
  MONK
  Prerequisite master in Athletics
  You combine two different maneuvers together into a single 
  flowing whole. Choose any two of Grapple, Shove, and Trip. 
  Attempt both of the attacks you chose against the same or 
  different creatures, but don’t apply the multiple attack penalty 
  until after resolving both attacks.
  TANGLED FOREST STANCE � 
  FEAT 8
  MONK
  STANCE
  Trigger You are unarmored.
  You extend your arms like gnarled branches to interfere 
  with your foes’ movements. You can make lashing branch 
  unarmed attacks. These deal 1d8 slashing damage; are in the 
  brawling group; and have the agile, finesse, nonlethal, and 
  unarmed traits.
  While you’re in Tangled Forest Stance and can act, every 
  enemy in your reach that tries to move away from you must 
  succeed at a Reflex save, Acrobatics check, or Athletics check 
  against your class DC or be immobilized for that action. If you 
  prefer, you can allow the enemy to move.
  WALL RUN � 
  FEAT 8
  MONK
  You defy gravity, traversing vertical planes as easily as 
  the ground. Stride up to your Speed. You must start your 
  movement on a horizontal surface. During this movement, 
  you can run up vertical surfaces, like walls, at your full 
  Speed. If you end the Stride off the ground, you fall after 
  taking your next action or when your turn ends, whichever 
  comes first (though you can Grab an Edge, if applicable). If 
  you have Water Step or a similar ability, Wall Run lets you 
  run along flimsy vertical surfaces, as well as vertical liquids, 
  such as a waterfall.
  WILD WINDS INITIATE 
  FEAT 8
  MONK
  Prerequisites ki spells
  You learn a mystical stance that lets you attack from a 
  distance. You gain the wild winds stance ki spell (page 402). 
  Increase the number of Focus Points in your focus pool by 1. 
  While entering the stance is a ki spell, the wind crash Strikes 
  the stance grants are not, so you can use them as often as you 
  like while in the stance.
  10TH LEVEL
  KNOCKBACK STRIKE � 
  FEAT 10
  CONCENTRATE
  MONK
  You focus your strength into a blow powerful enough to push 
  an enemy away from you. Make an unarmed Strike. If you hit, 
  attempt an Athletics check to Shove the target. This attack 
  uses the same multiple attack penalty as your Strike, and 
  doesn’t count toward your multiple attack penalty.
  SLEEPER HOLD � 
  FEAT 10
  ATTACK
  INCAPACITATION
  MONK
  Requirements You have a creature grabbed or restrained.
  You pinch crucial points of your target’s nervous system, 
  impeding its ability to function. Attempt an Athletics check to 
  Grapple the creature, with the following success and critical 
  success effects instead of the usual effects.
  Critical Success The target falls unconscious for 1 minute, 
  though it remains standing and doesn’t drop what it holds.
  Success The target is clumsy 1 until the end of its next turn.
  WIND JUMP 
  FEAT 10
  MONK
  Prerequisites ki spells
  You gather the wind beneath you, allowing you to soar as you 
  jump. You gain the wind jump ki spell (page 402). Increase the 
  number of Focus Points in your focus pool by 1.
  WINDING FLOW � 
  FEAT 10
  MONK
  Frequency once per round
  Any journey consists of more than simply reaching your 
  destination. You use two of the following actions in any order: 
  Stand, Step, and Stride. You can’t use the same action twice.
  12TH LEVEL
  DIAMOND SOUL 
  FEAT 12
  MONK
  You have fortified your body and mind against eldritch effects. 
  You gain a +1 status bonus to saving throws against magic.
  DISRUPT KI � 
  FEAT 12
  MONK
  NEGATIVE
  Make an unarmed Strike. If it deals damage to a living creature, 
  you block that creature’s inner life force. The creature takes 
  2d6 persistent negative damage and is enfeebled 1 until the 
  persistent damage ends. If you’re 18th level or higher, this 
  deals 3d6 persistent negative damage instead.
  IMPROVED KNOCKBACK 
  FEAT 12
  MONK
  Prerequisites master in Athletics
  When you successfully Shove a creature, increase both the 
  distance you can push the creature and the distance you can 
  move to follow along with the target by 5 feet on a success 
  163
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  SAMPLE MONK
  or 10 feet on a critical success. If you push the target into an 
  obstacle, it takes bludgeoning damage equal to 6 plus your 
  Strength modifier, or 8 plus your Strength modifier if you have 
  legendary proficiency in Athletics.
  MEDITATIVE FOCUS 
  FEAT 12
  MONK
  Prerequisites ki spells
  Your meditation is so effective that you can achieve a 
  deep focus. If you have spent at least 2 Focus Points since 
  the last time you Refocused, you recover 2 Focus Points when 
  you Refocus instead of 1.
  STANCE SAVANT � 
  FEAT 12
  MONK
  Trigger You roll initiative.
  You enter a stance without a thought. Use an action that has 
  the stance trait.
  14TH LEVEL
  IRONBLOOD SURGE � 
  FEAT 14
  MONK
  Prerequisites Ironblood Stance
  Requirements You are in Ironblood Stance.
  You steel yourself, preparing to resist oncoming attacks and 
  using your muscles to absorb the impact. You gain the benefits 
  of your iron sweep’s parry trait (a +1 circumstance bonus to 
  AC until the start of your next turn) and your resistance from 
  Ironblood Stance increases to your Strength modifier (if it’s 
  higher) for the same duration.
  MOUNTAIN QUAKE � 
  FEAT 14
  MONK
  Prerequisites Mountain Stronghold
  Requirements You are in Mountain Stance.
  You stomp, shaking the earth beneath you. Creatures on the 
  ground within a 20-foot emanation take damage equal to your 
  Strength modifier (minimum 0), which they can resist with a 
  basic Fortitude save. On a failure, they also fall prone. After 
  you use this action, you can’t use it again for 1d4 rounds.
  Special If you have this feat, the Dexterity modifier cap to 
  your AC while using Mountain Stance increases from +1 to +2.
  TANGLED FOREST RAKE � 
  FEAT 14
  MONK
  Prerequisites Tangled Forest Stance
  Requirements You are in Tangled Forest Stance.
  You reposition foes with raking attacks. Make a lashing branch 
  Strike. If you hit and deal damage, you force the target to move 
  5 feet into a space within your reach. This follows the forced 
  movement rules found on page 475.
  TIMELESS BODY 
  FEAT 14
  MONK
  You cease aging. In addition, you gain a +2 status bonus to 
  CRANE MONK
  Striving for grace in all things, you mimic the fluid 
  movements of the crane. Your strikes are quick as 
  the wind and your mind clear as a placid pool.
  ABILITY SCORES
  Prioritize Dexterity for finesse attacks and high defenses. 
  A good Wisdom lets you perceive dangers and act 
  quickly, and Constitution improves your hardiness.
  SKILLS
  Acrobatics, Nature, Religion, Stealth
  STARTING FEAT
  Crane Stance
  HIGHER-LEVEL FEATS
  Dancing Leaf (2nd), Flying Kick (4th), Crane Flutter (6th), 
  Winding Flow (10th), Stance Savant (12th), Enduring 
  Quickness (20th)
  3
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  saving throws against poisons and diseases, and you gain 
  resistance to poison damage equal to half your level.
  TONGUE OF SUN AND MOON 
  FEAT 14
  MONK
  You have transcended the barriers between words and 
  meaning. You can speak and understand all spoken languages.
  WILD WINDS GUST � 
  FEAT 14
  AIR
  CONCENTRATE
  EVOCATION
  MANIPULATE
  MONK
  Prerequisites Wild Winds Initiate
  Requirements You are in wild winds stance.
  You store up energy and release it in an enormous gust 
  of rushing wind. Make a wind crash Strike against each 
  creature in your choice of a 30-foot cone or a 60 foot line. 
  These attacks all count toward your multiple attack penalty, 
  but the penalty doesn’t increase until after you make all 
  the attacks.
  16TH LEVEL
  ENLIGHTENED PRESENCE 
  FEAT 16
  EMOTION
  MENTAL
  MONK
  You exude an aura of resolve. You and allies within 15 feet 
  of you gain a +2 status bonus to Will saving throws against 
  mental effects.
  MASTER OF MANY STYLES � 
  FEAT 16
  MONK
  Prerequisites Stance Savant
  Requirements This is the first action of your turn.
  You move between stances in an unceasing dance. You use an 
  action with the stance trait.
  QUIVERING PALM 
  FEAT 16
  MONK
  Prerequisites ki spells
  Your strikes can kill foes. You gain the quivering palm ki spell 
  (page 401). Increase the number of Focus Points in your focus 
  pool by 1.
  SHATTERING STRIKE � 
  FEAT 16
  MONK
  The force of your considered blow shatters objects and 
  defenses alike. Make an unarmed Strike. It bypasses the 
  target’s resistances. If the target has Hardness, the Strike 
  treats the Hardness as if it were half its value.
  18TH LEVEL
  DIAMOND FISTS 
  FEAT 18
  MONK
  Your body hardens as you combine your attacks, making 
  your finishing blows more damaging. Your unarmed attacks 
  gain the forceful trait. Any that already had this trait instead 
  increase their weapon damage dice by one step.
  EMPTY BODY 
  FEAT 18
  MONK
  Prerequisites ki spells
  You transmute your body into an ethereal form. You gain the 
  empty body ki spell (page 401). Increase the number of Focus 
  Points in your focus pool by 1.
  MEDITATIVE WELLSPRING 
  FEAT 18
  MONK
  Prerequisites Meditative Focus
  When you clear your mind, your focus comes flowing back in a 
  powerful rush. If you have spent at least 3 Focus Points since 
  the last time you Refocused, you recover 3 Focus Points when 
  you Refocus instead of 1.
  SWIFT RIVER � 
  FEAT 18
  MONK
  Trigger Your turn ends and you have a status penalty to your 
  Speed or are immobilized or slowed.
  You flow like water, avoiding all restraints. End one status 
  penalty to your speed, or end one immobilized or slowed 
  condition affecting you.
  20TH LEVEL
  ENDURING QUICKNESS  
  FEAT 20
  MONK
  You move as fast and as high as the wind itself. You’re 
  permanently quickened. You can use your extra action to 
  Stride or Leap, or to provide one of the actions needed for a 
  High Jump or Long Jump.
  FUSE STANCE  
  FEAT 20
  MONK
  Prerequisites at least two stances
  You have combined two stances into a single stance all your 
  own. When you take this feat, choose two stances you know 
  and combine them into a single fused stance. Give your new 
  fused stance a unique name. When you enter your fused 
  stance, you gain all the effects of both stances, including the 
  requirements and restrictions.
  You can’t fuse stances with fundamentally incompatible 
  requirements or restrictions (such as Ironblood Stance 
  and Crane Stance, which both require using only one type 
  of Strike).
  IMPOSSIBLE TECHNIQUE � 
  FEAT 20
  FORTUNE
  MONK
  Trigger An enemy’s attack hits you or you fail a saving throw 
  against an enemy’s ability.
  Requirements You are not armored or fatigued.
  You execute a maneuver that defies possibility. If the triggering 
  effect was an enemy’s attack hitting you, the enemy rerolls 
  the attack roll and uses the lower result. If the triggering 
  effect was you failing a saving throw, you reroll the saving 
  throw and use the higher result.
  165
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  Core Rulebook
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  During combat encounters...
  You can single out particular foes to hunt, making you better at defeating them. 
  You target and brutalize your chosen foe with either a bow or melee weapons, while 
  supporting your allies with your skills.
  During social encounters...
  When you speak, it’s with the voice of practical experience, especially involving 
  wilderness exploration.
  While exploring...
  You guide your allies through the wilderness or follow tracks. You keep an eye out 
  for trouble, constantly alert for danger even when it’s not overt.
  In downtime...
  You craft weapons and snares in preparation for your next venture. If you prefer to 
  get outside, you might go on hunts or scout nearby areas to better understand your 
  environment.
  You Might...
  • Respect the raw power of nature and understand how to make the best of 
  its bounty.
  • Enjoy the thrill of the hunt.
  • Scout out ahead of the party, reconnoitering dangers before combat begins.
  Others Probably...
  • Call upon you to protect them from the wilds or the encroachment of civilization.
  • Expect you to be a quiet or taciturn loner.
  • Think there is something dangerous and wild about you.
  INITIAL PROFICIENCIES
  At 1st level, you gain the 
  listed proficiency ranks in 
  the following statistics. You 
  are untrained in anything 
  not listed unless you gain a 
  better proficiency rank in some 
  other way.
  PERCEPTION
  Expert in Perception
  SAVING THROWS
  Expert in Fortitude
  Expert in Reflex
  Trained in Will
  SKILLS
  Trained in Nature
  Trained in Survival
  Trained in a number of additional 
  skills equal to 4  plus your 
  Intelligence modifier
  ATTACKS
  Trained in simple weapons
  Trained in martial weapons
  Trained in unarmed attacks
  DEFENSES
  Trained in light armor
  Trained in medium armor
  Trained in unarmored defense
  CLASS DC
  Trained in ranger class DC
  Some rangers believe civilization wears down the soul, but still needs to be 
  protected from wild creatures. Others say nature needs to be protected from 
  the greedy, who wish to tame its beauty and plunder its treasures. You could 
  champion either goal, or both. You might be a scout, tracker, or hunter of fugitives or beasts, 
  haunting the edge of civilization or exploring the wilds. You know how to live off the land and 
  are skilled at spotting and taking down both opportune prey and hated enemies.
  Ranger
  KEY ABILITY
  STRENGTH OR DEXTERITY
  At 1st level, your class gives you 
  an ability boost to your choice of 
  Strength or Dexterity.
  HIT POINTS
  10 + your Constitution modifier
  You increase your maximum number of 
  HP by this number at 1st level and every 
  level thereafter.
  3
  CLASSES
  167
  Introduction
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  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  TABLE 3–14: RANGER ADVANCEMENT
  Your
  Level 
  Class Features
  1 
  Ancestry and background, initial proficiencies, hunt
   
  prey, hunter’s edge, ranger feat
  2 
  Ranger feat, skill feat
  3 
  General feat, iron will, skill increase
  4 
  Ranger feat, skill feat 
   
  5 
  Ability boosts, ancestry feat, skill increase,
   
  trackless step, weapon expertise
  6 
  Ranger feat, skill feat
  7 
  Evasion, general feat, skill increase, vigilant senses,
   
  weapon specialization
  8 
  Ranger feat, skill feat
  9 
  Ancestry feat, nature’s edge, ranger expertise,
   
  skill increase
  10 
  Ability boosts, ranger feat, skill feat
  11 
  General feat, juggernaut, medium armor expertise,
   
  skill increase, wild stride
  12 
  Ranger feat, skill feat
  13 
  Ancestry feat, skill increase, weapon mastery
  14 
  Ranger feat, skill feat
  15 
  Ability boosts, general feat, greater weapon
   
  specialization, improved evasion, incredible senses,
   
  skill increase
  16 
  Ranger feat, skill feat
  17 
  Ancestry feat, masterful hunter, skill increase
  18 
  Ranger feat, skill feat
  19 
  General feat, second skin, skill increase, swift prey
  20 
  Ability boosts, ranger feat, skill feat
  Class Features
  You gain these abilities as a ranger. Abilities gained at 
  higher levels list the level at which you gain them next to 
  the features’ names.
  Ancestry and Background
  In addition to what you get from your class at 1st level, 
  you have the benefits of your selected ancestry and 
  background, as described in Chapter 2.
  Initial Proficiencies
  At 1st level, you gain a number of proficiencies that 
  represent your basic training. These proficiencies are 
  noted at the start of this class.
  Hunt Prey
  When you focus your attention on a single foe, you become 
  unstoppable in your pursuit. You gain the Hunt Prey action.
  HUNT PREY �
  CONCENTRATE
  RANGER
  You designate a single creature as your prey and focus your 
  attacks against that creature. You must be able to see or hear 
  the prey, or you must be tracking the prey during exploration.
  You gain a +2 circumstance bonus to Perception checks 
  when you Seek your prey and a +2 circumstance bonus to 
  Survival checks when you Track your prey. You also ignore the 
  penalty for making ranged attacks within your second range 
  increment against the prey you’re hunting.
  You can have only one creature designated as your prey 
  at a time. If you use Hunt Prey against a creature when you 
  already have a creature designated, the prior creature loses 
  the designation and the new prey gains the designation. Your 
  designation lasts until your next daily preparations.
  Hunter’s Edge
  You have trained for countless hours to become a more 
  skilled hunter and tracker, gaining an additional benefit 
  when you Hunt Prey depending on the focus of your 
  training. Choose a hunter’s edge.
  Flurry: You have trained to unleash a devastating flurry 
  of attacks upon your prey. Your multiple attack penalty 
  for attacks against your hunted prey is –3 (–2 with an 
  agile weapon) on your second attack of the turn instead 
  of –5, and –6 (–4 with an agile weapon) on your third or 
  subsequent attack of the turn, instead of –10.
  Precision: You have trained to aim for your prey’s weak 
  points. The first time you hit your hunted prey in a round, 
  you also deal 1d8 additional precision damage. (Precision 
  damage increases the damage you already deal, using the 
  same type, but is ineffective against creatures that lack vital 
  organs or weak points.) At 11th level, the extra damage 
  increases to 2d8 precision damage, and at 19th level, the 
  extra damage increases to 3d8 precision damage.
  Outwit: You are talented at outwitting and evading 
  your prey. You gain a +2 circumstance bonus to Deception 
  checks, Intimidation checks, Stealth checks, and any checks 
  to Recall Knowledge about the prey, and a +1 circumstance 
  bonus to AC against your prey’s attacks.
  Ranger Feats
  At 1st level and every even-numbered level, you gain a ranger 
  class feat. Ranger feats are listed beginning on page 170.
  Skill Feats 
  2nd
  At 2nd level and every 2 levels thereafter, you gain a skill 
  feat. Skill feats appear in Chapter 5 and have the skill 
  trait. You must be trained or better in the corresponding 
  skill to select a skill feat.
  General Feats 
  3rd
  At 3rd level and every 4 levels thereafter, you gain a 
  general feat. General feats are listed in Chapter 5.
  Iron Will 
  3rd
  Your training has hardened your resolve. Your proficiency 
  rank for Will saves increases to expert.
  Skill Increases 
  3rd
  At 3rd level and every 2 levels thereafter, you gain a 
  Core Rulebook
  168
  
  skill increase. You can use this increase to either become 
  trained in one skill, or become an expert in one skill in 
  which you’re already trained.
  At 7th level, you can use skill increases to become a 
  master in a skill in which you’re already an expert, and 
  at 15th level, you can use them to become legendary in a 
  skill in which you’re already a master.
  Ability Boosts 
  5th
  At 5th level and every 5 levels thereafter, you boost four 
  different ability scores. You can use these ability boosts to 
  increase your ability scores above 18. Boosting an ability 
  score increases it by 1 if it’s already 18 or above, or by 2 
  if it starts out below 18.
  Ancestry Feats 
  5th
  In addition to the ancestry feat you started with, you gain 
  an ancestry feat at 5th level and every 4 levels thereafter. 
  The list of ancestry feats available to you can be found in 
  your ancestry’s entry in Chapter 2.
  Trackless Step 
  5th
  When you move through natural terrains, you are difficult 
  to track. You always gain the benefits of the Cover Tracks 
  action in such terrains, without moving at half your Speed.
  Weapon Expertise 
  5th
  You’ve dedicated yourself to learning the intricacies of 
  your weapons. Your proficiency ranks for simple and 
  martial weapons increases to expert. You gain access to 
  the critical specialization effects of all simple and martial 
  weapons when attacking your hunted prey.
  Evasion 
  7th
  You’ve learned to move quickly to avoid explosions, 
  dragons’ breath, and worse. Your proficiency rank for 
  Reflex saves increases to master. When you roll a success 
  on a Reflex save, you get a critical success instead.
  Vigilant Senses 
  7th
  Through your adventuring, you’ve developed keen 
  awareness and attention to detail. Your proficiency rank 
  for Perception increases to master.
  Weapon Specialization 
  7th
  You’ve learned how to inflict greater injuries with the 
  weapons you know best. You deal 2 additional damage with 
  weapons and unarmed attacks in which you are an expert. 
  This damage increases to 3 if you’re a master, and to 4 if 
  you’re legendary.
  Nature’s Edge 
  9th
  You always find the weak points in your foes’ defenses when 
  they’re on unfavorable terrain. Enemies are flat-footed to 
  you if they’re in natural difficult terrain, on natural uneven 
  ground, or in difficult terrain resulting from a snare.
  Ranger Expertise 
  9th
  You’ve practiced your techniques to make them harder 
  to resist. Your proficiency rank for your ranger class DC 
  increases to expert.
  Juggernaut 
  11th
  Your body is accustomed to physical hardship and 
  resistant to ailments. Your proficiency rank for Fortitude 
  saves increases to master. When you roll a success on a 
  Fortitude save, you get a critical success instead.
  Medium Armor Expertise 
  11th
  You’ve learned to defend yourself better against attacks. 
  Your proficiency ranks for light armor, medium armor, 
  and unarmored defense increase to expert.
  Wild Stride 
  11th
  You move quickly through obstacles, whether they’re 
  tumbled stone, tangled undergrowth, or sucking mud. 
  You can ignore the effects of non-magical difficult 
  terrain. As normal for ignoring difficult terrain, this also 
  lets you treat the hindrances of greater difficult terrain 
  as those of difficult terrain.
  Weapon Mastery 
  13th
  You fully understand the intricacies of your weapons. 
  Your proficiency ranks for simple and martial weapons 
  increase to master.
  Greater Weapon Specialization 
  15th
  Your damage from weapon specialization increases to 4 
  with weapons and unarmed attacks in which you’re an 
  expert, 6 if you’re a master, and 8 if you’re legendary.
  KEY TERMS
  You’ll see these key terms in many ranger class features.
  Flourish: Actions with this trait are special techniques 
  that require too much exertion for you to perform 
  frequently. You can use only 1 action with the flourish trait 
  per turn.
  Open: These maneuvers work only as the first salvo in 
  the attacks you make on your turn. You can use an action 
  with the open trait only if you haven’t used an action 
  with the attack or open trait yet this turn.
  Press: Actions with this trait allow you to follow up earlier 
  attacks. An action with the press trait can be used only if 
  you are currently affected by a multiple attack penalty.
  Some actions with the press trait also grant an effect 
  on a failure. The effects that are added on a failure don’t 
  apply on a critical failure. If your press action succeeds, 
  you can choose to apply the failure effect instead. (For 
  example, you may wish to do this when an attack deals 
  no damage due to resistance.) Because a press action 
  requires a multiple attack penalty, you can’t use one when 
  it’s not your turn, even if you use the Ready activity.
  169
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  Improved Evasion 
  15th
  Your ability to elude danger is matchless. Your proficiency rank for Reflex saves increases 
  to legendary. When you roll a critical failure on a Reflex save, you get a failure instead. 
  When you fail a Reflex save against a damaging effect, you take half damage.
  Incredible Senses 
  15th
  You notice things almost impossible for an ordinary person to detect. Your proficiency 
  rank for Perception increases to legendary.
  Masterful Hunter 
  17th
  You have honed your abilities as a hunter to incredible levels. Your proficiency rank 
  for your ranger class DC increases to master. When using a ranged weapon that you 
  have master proficiency in, you can ignore the penalty if attacking your hunted prey 
  within the weapon’s second and third range increments.
  If you have master proficiency in Perception, you gain a +4 circumstance bonus to 
  Perception checks when you Seek your prey, and if you have master proficiency in 
  Survival, you gain a +4 circumstance bonus to Survival checks when you Track your prey.
  You also gain an additional benefit depending on your hunter’s edge.
  Flurry: You can blend your weapon mastery with skillful targeting to make a 
  series of precise attacks. If you have master proficiency with your weapon, your 
  multiple attack penalty for attacks against your hunted prey is –2 (–1 with an agile 
  weapon) on your second attack of the turn, and –4 (–2 with an agile weapon) on 
  your third and subsequent attacks of the turn.
  Precision: Your weapon mastery allows you to hit your prey’s vital areas multiple 
  times. The second time in a round you hit your hunted prey, you also deal 1d8 
  precision damage. At 19th level, your second hit in a round against your hunted prey 
  deals 2d8 precision damage, and your third hit in a round against your hunted prey 
  deals 1d8 precision damage.
  Outwit: Your mastery of skills allows you to overwhelm your prey. If you have 
  master proficiency in Deception, Intimidation, Stealth, or the skill you use to Recall 
  Knowledge about your prey, increase the circumstance bonus against the prey with 
  that skill from +2 to +4. If you have master proficiency with your armor, increase the 
  circumstance bonus to AC against the prey from +1 to +2.
  Second Skin 
  19th
  Your armor has become akin to a second skin for you. Your proficiency ranks 
  for light armor, medium armor, and unarmored defense increase to master. When 
  wearing light or medium armor, you can rest normally, rather than receiving poor 
  rest that leaves you fatigued.
  Swift Prey 
  19th
  You size up your prey with only a glance. You can use Hunt Prey as a free action if 
  it’s your first action of your turn.
  Ranger Feats
  At every level that you gain a ranger feat, you can select one of the following. You must 
  satisfy any prerequisites before taking the feat.
  1ST LEVEL
  ANIMAL COMPANION 
  FEAT 1
  RANGER
  You gain the service of a young animal companion that travels with you and obeys simple 
  commands as best as it can. See Animal Companions on page 214. When you Hunt Prey, your 
  animal companion gains the action’s benefits and your hunter’s edge benefit if you have one.
  RANGER FEATS
  If you need to look up a ranger 
  feat by name instead of by level, 
  use this table.
  Feat 
  Level
  Animal Companion 
  1
  Blind-Fight 
  8
  Camouflage 
  10
  Companion’s Cry 
  4
  Crossbow Ace 
  1
  Deadly Aim 
  8
  Disrupt Prey 
  4
  Distracting Shot 
  12
  Double Prey 
  12
  Far Shot 
  4
  Favored Enemy 
  4
  Favored Terrain 
  2
  Greater Distracting Shot 
  16
  Hazard Finder 
  8
  Hunted Shot 
  1
  Hunter’s Aim 
  2
  Impossible Flurry 
  18
  Impossible Volley 
  18
  Improved Twin Riposte 
  16
  Incredible Companion 
  10
  Legendary Monster Hunter 16
  Legendary Shot 
  20
  Lightning Snares 
  12
  Manifold Edge 
  18
  Master Monster Hunter 
  10
  Masterful Companion 
  18
  Mature Animal Companion 
  6
  Monster Hunter 
  1
  Monster Warden 
  2
  Penetrating Shot 
  10
  Perfect Shot 
  18
  Powerful Snares 
  8
  Quick Draw 
  2
  Quick Snares 
  6
  Running Reload 
  4
  Scout’s Warning 
  4
  Second Sting 
  12
  Sense the Unseen 
  14
  Shadow Hunter 
  18
  Shared Prey 
  14
  Side by Side 
  12
  Skirmish Strike 
  6
  Snap Shot 
  6
  Snare Specialist 
  4
  Specialized Companion 
  16
  Stealthy Companion 
  14
  Swift Tracker 
  6
  Targeting Shot 
  14
  Terrain Master 
  8
  To the Ends of the Earth 
  20
  Triple Threat 
  20
  Twin Parry 
  4
  Twin Riposte 
  10
  Twin Takedown 
  1
  Ubiquitous Snares 
  16
  Ultimate Skirmisher 
  20
  Warden’s Boon 
  8
  Warden’s Guidance 
  14
  Warden’s Step 
  10
  Wild Empathy 
  2
  Core Rulebook
  170
  
  CROSSBOW ACE 
  FEAT 1
  RANGER
  You have a deep understanding of the crossbow. When you’re 
  wielding a crossbow and use Hunt Prey or use Interact to 
  reload your crossbow, you gain a +2 circumstance bonus to 
  the damage roll on your next Strike with that crossbow. If the 
  crossbow is a simple crossbow, also increase the damage die 
  size for that attack by one step (page 279). You must make 
  the attack before the end of your next turn or these benefits 
  are lost.
  HUNTED SHOT � 
   FEAT 1
  FLOURISH
  RANGER
  Frequency once per round
  Requirement You are wielding a ranged weapon with reload 0.
  You take two quick shots against the one you hunt. Make two 
  Strikes against your prey with the required weapon. If both 
  hit the same creature, combine their damage for the purpose 
  of resistances and weaknesses. Apply your multiple attack 
  penalty to each Strike normally.
  MONSTER HUNTER 
  FEAT 1
  RANGER
  You swiftly assess your prey and apply what you know. 
  As part of the action used to Hunt your Prey, you can 
  attempt a check to Recall Knowledge about your prey. 
  When you critically succeed at identifying your hunted 
  prey with Recall Knowledge, you note a weakness in the 
  creature’s defenses. You and allies you tell gain 
  a +1 circumstance bonus to your next attack 
  roll against that prey. You can give bonuses 
  from Monster Hunter only once per day against a 
  particular creature.
  TWIN TAKEDOWN � 
  FEAT 1
  FLOURISH
  RANGER
  Frequency once per round
  Requirement You are wielding two melee weapons, 
  each in a different hand.
  You swiftly attack your hunted prey with both 
  weapons. Make two Strikes against your 
  hunted prey, one with each of the required 
  weapons. If both hit the same hunted prey, 
  combine their damage for the purpose of 
  its resistances and weaknesses. Apply your multiple 
  attack penalty to each Strike normally.
  2ND LEVEL
  FAVORED TERRAIN 
  FEAT 2
  RANGER
  You have studied a specific terrain to overcome 
  its challenges. Choose aquatic, arctic, desert, forest, 
  mountain, plains, sky, swamp, or underground as 
  your favored terrain. When in that terrain, you can 
  ignore the effects of non-magical difficult  terrain. 
  If  you have the wild stride class feature, you gain a 
  second benefit while in your favored terrain, depending on 
  your choice.
  • Aquatic You gain a swim Speed equal to your Speed. If 
  you already had a swim Speed, you gain a +10-foot status 
  bonus to your swim Speed.
  • Arctic You need to eat and drink only one-tenth as much 
  as usual, you aren’t affected by severe or extreme cold, 
  and you can walk across ice and snow at full Speed 
  without needing to Balance.
  • Desert You need to eat and drink only one-tenth as 
  much as usual, you aren’t affected by severe or extreme 
  heat, and you can walk along sand at full Speed without 
  needing to Balance.
  • Forest, Mountain, or Underground You gain a climb Speed 
  equal to your Speed. If you already had a climb Speed, 
  you gain a +10-foot status bonus to your climb Speed.
  • Plains You gain a +10-foot status bonus to your land Speed.
  • Sky You gain a +10-foot status bonus to your fly Speed, if 
  you have one.
  171
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  Swamp You can move across bogs at full Speed, even if 
  they are deep enough to be greater difficult terrain or to 
  normally require you to Swim.
  HUNTER’S AIM � 
  FEAT 2
  CONCENTRATE
  RANGER
  When you focus on aiming, your attack becomes particularly 
  accurate. Make a ranged weapon Strike against your hunted 
  prey. On this Strike, you gain a +2 circumstance bonus to the 
  attack roll and ignore your prey’s concealed condition. 
  MONSTER WARDEN 
  FEAT 2
  RANGER
  Prerequisites Monster Hunter
  You understand how to defend yourself and others against 
  your prey. When you grant bonuses from Monster Hunter, 
  you and your allies also each gain a +1 circumstance 
  bonus to your next saving throw against that particular 
  creature and to your AC against that creature’s next attack 
  against you.
  QUICK DRAW � 
  FEAT 2
  RANGER
  You draw your weapon and attack with the same motion. You 
  Interact to draw a weapon, then Strike with that weapon.
  WILD EMPATHY 
  FEAT 2
  RANGER
  You have a connection to the creatures of the natural 
  world that allows you to communicate with them on 
  a rudimentary level. You can use Diplomacy to Make an 
  Impression on animals and to make very simple Requests 
  of them. In most cases, wild animals will give you time to 
  make your case.
  4TH LEVEL
  COMPANION’S CRY 
  FEAT 4
  RANGER
  Prerequisites an animal companion
  You can urge your companion to do its utmost. You can 
  spend 2 actions to Command an Animal instead of 1 when 
  commanding your animal companion. If you do, your animal 
  companion uses an additional action.
  DISRUPT PREY � 
  FEAT 4
  RANGER
  Trigger Your hunted prey is within your reach, and it uses a 
  manipulate action, uses a move action, or leaves a square 
  during a move action it’s using.
  Make a melee Strike against your prey. If the attack is a critical 
  hit, you disrupt the triggering action.
  FAR SHOT 
  FEAT 4
  RANGER
  Your experience in the field has taught you how to focus 
  your aim at a distance, increasing your accuracy. Double 
  your weapons’ range increments.
  FAVORED ENEMY 
  FEAT 4
  RANGER
  You have studied a specific type of wild creature and can 
  hunt it more easily. When you gain this feat, choose animals, 
  beasts, dragons, or both fungi and plants as your favored 
  enemy. When you roll initiative and can see an enemy that 
  belongs to the chosen category, you can Hunt Prey as a free 
  action, designating that enemy.
  You can use this free action even if you haven’t identified 
  the creature yet with Recall Knowledge. The benefit doesn’t 
  apply against favored enemies disguised as other creatures, 
  and the GM determines whether it applies against a creature 
  disguised as a favored enemy.
  RUNNING RELOAD � 
  FEAT 4
  RANGER
  You can reload your weapon on the move. You Stride, Step, or 
  Sneak, then Interact to reload.
  SCOUT’S WARNING � 
  FEAT 4
  RANGER
  Trigger You are about to roll a Perception or Survival check 
  for initiative.
  You visually or audibly warn your allies of danger, granting 
  them each a +1 circumstance bonus to their initiative rolls. 
  Depending on whether you use gestures or call out, this action 
  gains either the visual or the auditory trait, respectively.
  SNARE SPECIALIST 
  FEAT 4
  RANGER
  Prerequisites expert in Crafting, Snare Crafting
  You specialize in creating quick traps to obstruct your enemies 
  on the battlefield. If your proficiency rank in Crafting is expert, 
  you gain the formulas for three common or uncommon snares 
  (page 589). If your rank is master, you gain 6. If your rank is 
  legendary, you gain 9.
  Each day during your daily preparations, you can prepare 
  four snares from your formula book for quick deployment; if 
  they normally take 1 minute to Craft, you can Craft them with 
  3 Interact actions. The number of snares increases to six if 
  you have master proficiency in Crafting and eight if you have 
  legendary proficiency in Crafting. Snares prepared in this way 
  don’t cost you any resources to Craft.
  TWIN PARRY � 
  FEAT 4
  RANGER
  Requirements You are wielding two melee weapons, one in 
  each hand.
  You can use two weapons to deflect attacks. You gain a +1 
  circumstance bonus to AC until the start of your next turn, 
  or a +2 circumstance bonus if either weapon has the parry 
  trait. You lose this circumstance bonus if you no longer meet 
  this feat’s requirement.
  Core Rulebook
  172
  
  6TH LEVEL
  MATURE ANIMAL COMPANION 
  FEAT 6
  RANGER
  Prerequisites Animal Companion
  Your animal companion grows up, becoming a mature animal 
  companion and gaining additional capabilities (page 214).
  If you have the Hunt Prey action, your animal companion 
  assaults the prey even without your orders. During an 
  encounter, even if you don’t use the Command an Animal 
  action, your animal companion can still use 1 action that round 
  on your turn to Stride toward or Strike your prey.
  QUICK SNARES 
  FEAT 6
  RANGER
  Prerequisites expert in Crafting, Snare Specialist
  You can rig a snare in only moments. You can Craft snares that 
  normally take 1 minute to Craft with 3 Interact actions, even if 
  you haven’t prepared them.
  SKIRMISH STRIKE � 
  FEAT 6
  FLOURISH
  RANGER
  Your feet and weapon move in tandem. Either Step and then 
  Strike, or Strike and then Step.
  SNAP SHOT 
  FEAT 6
  RANGER
  You’ve learned to react with ranged weapons when a creature 
  is in close quarters. You can use a reaction that normally allows 
  you to make a melee weapon Strike to instead make a ranged 
  weapon Strike. You must be Striking an adjacent target. If 
  necessary for the reaction’s trigger, you treat your ranged 
  weapon as if it had a reach of 5 feet. If the reaction has other 
  requirements, such as wielding a specific kind of weapon, Snap 
  Shot doesn’t allow you to ignore them; it allows you only to 
  replace a melee weapon Strike with a ranged weapon Strike.
  SWIFT TRACKER 
  FEAT 6
  RANGER
  Prerequisites expert in Survival, Experienced Tracker
  Your keen eyes catch signs of passage even when you’re moving. 
  You can move at your full Speed while you Track. If you have 
  master proficiency in Survival, you don’t need to attempt a new 
  Survival check every hour while Tracking. If you have legendary 
  proficiency in Survival, you can use another exploration activity 
  while Tracking.
  If you roll Survival for initiative while tracking your hunted 
  prey, when you start your first turn of the encounter, you can 
  Stride toward your hunted prey as a free action.
  8TH LEVEL
  BLIND-FIGHT 
  FEAT 8
  RANGER
  Prerequisites master in Perception
  Your battle instincts make you more aware of concealed and 
  invisible opponents. You don’t need to succeed at a flat check to 
  target concealed creatures. You’re not flat-footed to creatures 
  173
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  SAMPLE RANGER
  that are hidden from you (unless you’re flat-footed to them for 
  reasons other than the hidden condition), and you need only a 
  successful DC 5 flat check to target a hidden creature.
  While you’re adjacent to an undetected creature of your 
  level or lower, it is instead only hidden from you.
  DEADLY AIM � 
  FEAT 8
  OPEN
  RANGER
  Prerequisites weapon specialization
  You aim for your prey’s weak spots, making your shot more 
  challenging but dealing more damage if you hit. Make a 
  ranged Strike against your hunted prey at a –2 penalty. You 
  gain a +4 circumstance bonus to damage on that Strike. This 
  bonus increases to +6 at 11th level and +8 at 15th level.
  HAZARD FINDER 
  FEAT 8
  RANGER
  You have an intuitive ability to sense hazards. You gain a +1 
  circumstance bonus to Perception checks to find traps and 
  hazards, to AC against their attacks, and to saves against 
  their effects. You can find hazards that would normally 
  require you to Search even if you aren’t Searching.
  POWERFUL SNARES 
  FEAT 8
  RANGER
  Prerequisites master in Crafting, Snare Specialist
  Your snares are particularly difficult for enemies to avoid. 
  When you set a snare, the saving throw DC for that snare is 
  equal to its normal DC or your class DC, whichever is higher.
  TERRAIN MASTER 
  FEAT 8
  RANGER
  Prerequisites wild stride, master in Survival, Favored Terrain
  You adapt to your surroundings in any natural terrain. You 
  can spend 1 hour practicing in your current terrain in order 
  to make it your favored terrain, replacing your current 
  favored terrain temporarily. If you spend a full day out 
  of the new favored terrain, your favored terrain reverts 
  back to your original choice when you took the Favored 
  Terrain feat.
  WARDEN’S BOON � 
  FEAT 8
  RANGER
  By pointing out vulnerabilities, you grant the benefits listed 
  in Hunt Prey and your hunter’s edge benefit to an ally until 
  the end of their next turn. Depending on whether you call 
  out or use gestures, this action gains either the auditory or 
  visual trait.
  10TH LEVEL
  CAMOUFLAGE 
  FEAT 10
  RANGER
  Prerequisites master in Stealth
  You alter your appearance to blend in to the wilderness. In 
  natural terrain, you can Sneak even if you’re observed.
  ANIMAL RANGER
  Sharing a powerful bond, you and your beloved 
  animal explore the wilds and fight in tandem.
  ABILITY SCORES
  Prioritize Dexterity, followed by Constitution and 
  Wisdom. Take Strength if you want to deal more damage.
  SKILLS
  Acrobatics, Athletics, Medicine, Nature, Stealth, Survival
  HUNTER’S EDGE
  Outwit
  STARTING FEAT
  Animal Companion
  HIGHER-LEVEL FEATS
  Companion’s Cry (4th), Mature Animal Companion 
  (6th), Incredible Companion (10th), Side by Side (12th), 
  Specialized Companion (16th), Masterful Companion (18th)
  Core Rulebook
  174
  
  INCREDIBLE COMPANION 
  FEAT 10
  RANGER
  Prerequisites Mature Animal Companion
  Your animal companion continues to grow and develop. It 
  becomes a nimble or savage animal companion (your choice), 
  gaining additional capabilities determined by the type of 
  companion (page 214).
  MASTER MONSTER HUNTER 
  FEAT 10
  RANGER
  Prerequisites master in Nature, Monster Hunter
  You have a nearly encyclopedic knowledge of all creatures of 
  the world. You can use Nature to Recall Knowledge to identify 
  any creature. In addition, you gain the benefits of Monster 
  Hunter (and Monster Warden, if you have it) on a success as 
  well as a critical success.
  PENETRATING SHOT � 
  FEAT 10
  OPEN
  RANGER
  Requirements You are wielding a ranged weapon.
  You shoot clear through an intervening creature to hit your 
  prey. Choose a target that is giving lesser cover to your hunted 
  prey. Make a single ranged Strike with the required weapon 
  against the chosen target and your hunted prey. This attack 
  ignores any lesser cover the chosen target provides your 
  hunted prey. Roll damage only once, and apply it to each 
  creature you hit. A Penetrating Shot counts as two attacks for 
  your multiple attack penalty.
  TWIN RIPOSTE � 
  FEAT 10
  RANGER
  Trigger A creature within your reach critically fails a Strike 
  against you.
  Requirements You are benefiting from Twin Parry
  A clever parry with one weapon leaves your opponent open to 
  an attack with the other weapon. Make a melee Strike or use a 
  Disarm action against the triggering opponent.
  WARDEN’S STEP 
  FEAT 10
  RANGER
  Prerequisites master in Stealth
  You can guide your allies to move quietly through the 
  wilderness. When you Sneak during exploration in natural 
  terrain, you can designate any number of your allies to gain 
  the benefits as if they were using that activity during that 
  exploration. This requires no action on their part.
  12TH LEVEL
  DISTRACTING SHOT 
  FEAT 12
  RANGER
  The sheer power of your attacks, or the overwhelming number 
  of them, leaves an enemy flustered. If you critically hit your 
  hunted prey with a ranged weapon, or hit it at least twice on 
  the same turn with a ranged weapon, it’s flat-footed until the 
  start of your next turn.
  DOUBLE PREY 
  FEAT 12
  RANGER
  You can focus on two foes at once, hunting both of them down. 
  When you use the Hunt Prey action, you can pick two creatures 
  as your prey.
  LIGHTNING SNARES 
  FEAT 12
  RANGER
  Prerequisites master in Crafting, Snare Specialist
  You can rig a trap with incredible speed. When you create a 
  snare that normally takes 1 minute to Craft, you can Craft it 
  using a single Interact action instead.
  SECOND STING � 
  FEAT 12
  PRESS
  RANGER
  Requirements You are wielding two melee weapons, each in a 
  different hand.
  You read your prey’s movements and transform them into 
  openings, so failures with one weapon set up glancing blows 
  with the other. Make a melee Strike with one of the required 
  weapons against your hunted prey. The Strike gains the 
  following failure effect.
  Failure You deal the damage the other required weapon would 
  have dealt on a hit, excluding all damage dice. (This removes 
  dice from weapon runes, spells, and special abilities, not 
  just weapon damage dice.)
  SIDE BY SIDE 
  FEAT 12
  RANGER
  Prerequisites an animal companion
  You and your animal companion fight in tandem, distracting 
  your foes and keeping them off balance. Whenever you and 
  your animal companion are adjacent to the same foe, you are 
  both flanking that foe with each other, regardless of your 
  actual positions.
  14TH LEVEL
  SENSE THE UNSEEN � 
  FEAT 14
  RANGER
  Trigger You fail a check to Seek.
  When you look for foes, you can catch even the slightest 
  cues, such as their minute movements or the shifting of 
  air currents on your skin. Even though you failed at the 
  triggering check, you automatically sense any undetected 
  creatures in the area where you’re Seeking, making them 
  merely hidden to you.
  SHARED PREY 
  FEAT 14
  RANGER
  Prerequisites Double Prey, Warden’s Boon
  Hunting as a duo, you and your ally both single out your prey. 
  When you use Hunt Prey and select only one prey, you can 
  grant your Hunt Prey benefits and hunter’s edge to an ally 
  in addition to gaining them yourself. The ally retains these 
  benefits until you use Hunt Prey again.
  175
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  CLASSES
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  Equipment
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  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  SAMPLE RANGER
  STEALTHY COMPANION 
  FEAT 14
  RANGER
  Prerequisites Camouflage
  You’ve trained your animal companion to blend in to its 
  surroundings. Your animal companion gains the benefit of the 
  Camouflage feat. If your companion is a specialized ambusher, 
  its proficiency rank for Stealth increases to master (or 
  legendary if it was already master).
  TARGETING SHOT � 
  FEAT 14
  CONCENTRATE
  PRESS
  RANGER
  Prerequisites Hunter’s Aim
  You carefully track your prey’s position and defenses, allowing 
  you to follow up around obstacles that block your shot. 
  Make a ranged weapon Strike against your hunted prey. You 
  ignore the target’s concealed condition and all cover.
  WARDEN’S GUIDANCE 
  FEAT 14
  RANGER
  You can convey your prey’s location to your allies, no matter 
  how well hidden it is. As long as your hunted prey is observed 
  by you, all your allies who roll failures and critical failures 
  when Seeking it get a success instead. Your allies need to be 
  able to see or hear you to gain this benefit. You have to be able 
  to call out or use gestures for your allies to get this benefit.
  16TH LEVEL
  GREATER DISTRACTING SHOT 
  FEAT 16
  RANGER
  Prerequisites Distracting Shot
  Even a single missile can throw off your enemy’s balance, and 
  more powerful attacks leave it flustered for longer. If you hit 
  your hunted prey with a ranged weapon, it’s flat-footed until 
  the start of your next turn. If you critically hit your prey or hit 
  it twice on the same turn with a ranged weapon, it’s flat-footed 
  until the end of your next turn instead.
  IMPROVED TWIN RIPOSTE 
  FEAT 16
  RANGER
  At the start of each of your turns, you gain an additional 
  reaction that you can use only to perform a Twin Riposte 
  against your hunted prey. You can use this extra reaction even 
  if you are not benefiting from Twin Parry.
  LEGENDARY MONSTER HUNTER 
  FEAT 16
  RANGER
  Prerequisites legendary in Nature, Master Monster Hunter
  Your knowledge of monsters is so incredible that it reveals 
  glaring flaws in your prey. Your bonus from Monster Hunter 
  (and the bonus from Monster Warden if you have it) increases 
  from +1 to +2 for you and any allies who benefit.
  SPECIALIZED COMPANION 
  FEAT 16
  RANGER
  Prerequisites Incredible Companion
  ARCHER
  You keep your distance from your prey, shooting 
  arrows with incredible precision to hinder or kill 
  those you hunt.
  ABILITY SCORES
  Prioritize Dexterity, then Wisdom. Choose Strength if 
  you want to use a composite bow or thrown weapon, or 
  Intelligence to be more skilled.
  SKILLS
  Acrobatics, Athletics, Nature, Stealth, Survival, Thievery
  HUNTER’S EDGE
  Flurry
  STARTING FEAT
  Hunted Shot
  HIGHER-LEVEL FEATS
  Quick Draw (2nd), Far Shot (4th), Skirmish Strike (6th), 
  Deadly Aim (8th), Penetrating Shot (10th), Distracting 
  Shot (12th), Impossible Volley (18th)
  Core Rulebook
  176
  
  Your animal companion has become cunning enough to become 
  specialized. Your animal companion gains one specialization of 
  your choice. (See the Animal Companion section on page 214.)
  UBIQUITOUS SNARES 
  FEAT 16
  RANGER
  Prerequisites Snare Specialist
  You can prepare a seemingly impossible number of snares in 
  advance, and you’re ready to spring them on unsuspecting foes. 
  Double the number of prepared snares from Snare Specialist.
  18TH LEVEL
  IMPOSSIBLE FLURRY � 
  FEAT 18
  FLOURISH
  OPEN
  RANGER
  Requirements You are wielding two melee weapons, each in a 
  different hand.
  You forgo precision to attack at an impossible speed. Make 
  three melee Strikes with each of the required weapons. All of 
  these Strikes take the maximum multiple attack penalty, as if 
  you had already made two or more attacks this turn.
  IMPOSSIBLE VOLLEY � 
  FEAT 18
  RANGER
  Requirements You are wielding a ranged weapon with the 
  volley trait and reload 0.
  You fire a volley at all foes in an area. Make one Strike with a 
  –2 penalty against each enemy within a 10-foot-radius burst 
  centered at or beyond your weapon’s volley range. Roll the 
  damage only once for all targets.
  Each attack counts toward your multiple attack penalty, 
  but do not increase your penalty until you have made all 
  your attacks.
  MANIFOLD EDGE 
  FEAT 18
  RANGER
  Prerequisites hunter’s edge, masterful hunter
  You’ve learned every possible edge to use against your foes. 
  When you use Hunt Prey, you can gain a hunter’s edge benefit 
  other than the one you selected at 1st level. If you do, you 
  don’t gain the additional benefit from masterful hunter.
  MASTERFUL COMPANION 
  FEAT 18
  RANGER
  Prerequisites masterful hunter, Animal Companion
  Your animal companion shares your incredible hunting skills, 
  allowing it to take down your shared prey with ease. When 
  you Hunt Prey, your animal companion gains the masterful 
  hunter benefit associated with your hunter’s edge, rather than 
  just your original hunter’s edge benefit.
  PERFECT SHOT � 
  FEAT 18
  FLOURISH
  RANGER
  Requirements You are wielding a loaded ranged weapon with 
  reload 1 or more, and you have not reloaded your weapon 
  since your last turn.
  After watching the motions of combat with incredible intensity 
  and precision, you fire at your prey at the perfect moment to 
  deliver maximum pain. Make a ranged Strike with the required 
  weapon against your hunted prey. If you hit, the Strike deals 
  maximum damage. After the Strike, your turn ends.
  SHADOW HUNTER 
  FEAT 18
  RANGER
  Prerequisites Camouflage
  You blend in to your surroundings so well that others have 
  trouble telling you apart from the terrain. While in natural 
  terrain, you’re always concealed from all foes if you choose to 
  be, except for your hunted prey.
  20TH LEVEL
  LEGENDARY SHOT 
  FEAT 20
  RANGER
  Prerequisites masterful hunter, legendary in Perception, Far Shot
  You focus on your hunted prey, perceiving angles, air 
  resistance, and every variable that would affect your ranged 
  attack. If you have master proficiency with your ranged 
  weapon, you can ignore the penalty for attacking up to five 
  range increments away when attacking your hunted prey.
  TO THE ENDS OF THE EARTH 
  FEAT 20
  RANGER
  Prerequisites legendary in Survival
  Your ability to track your prey has surpassed explanation, 
  allowing you to trace your prey’s movements and predict its 
  location with ease. When you use Hunt Prey on a creature 
  within 100 feet, you can follow that creature’s movements, 
  allowing you to know the creature’s exact location no matter 
  how far away it becomes, as long as it remains your prey. You 
  must be legendary in Nature to track your prey’s location across 
  teleportation or planar travel. This feat gains the detection, 
  divination, and primal traits if you’re legendary in Nature.
  TRIPLE THREAT 
  FEAT 20
  RANGER
  Prerequisites Shared Prey
  You can divide your attention three ways when hunting. When 
  you use Hunt Prey, you can designate three creatures as prey, 
  designate two creatures as prey and share the effect with one 
  ally (as Shared Prey), or designate one creature as prey and 
  share the effect with two allies.
  ULTIMATE SKIRMISHER 
  FEAT 20
  RANGER
  Prerequisites wild stride 
  You are so skilled at navigating the wild, your movement is 
  completely unaffected by terrain. You ignore the effects of 
  all difficult terrain, greater difficult terrain, and hazardous 
  terrain, and you don’t trigger traps and hazards that are 
  triggered by moving into an area (such as trip wires and 
  pressure plates), unless you want to.
  177
  3
  CLASSES
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Core Rulebook
  178
  
  Rogue
  During combat encounters...
  You move about stealthily so you can catch foes unawares. You’re a precision 
  instrument, more useful against a tough boss or distant spellcaster than against 
  rank-and-file soldiers.
  During social encounters...
  Your skills give you multiple tools to influence your opposition. Pulling cons and 
  ferreting out information are second nature to you.
  While exploring...
  You sneak to get the drop on foes and scout for danger or traps. You’re a great asset, 
  since you can disable traps, solve puzzles, and anticipate dangers.
  In downtime...
  You might pick pockets or trade in illegal goods. You can also become part of a 
  thieves’ guild, or even found one of your own.
  You Might...
  • Hone your skills through intense practice, both on your own and out in the world.
  • Know where to attain illicit goods.
  • Skirt or break the law because you think it’s meaningless or have your own code.
  Others Probably...
  • Find you charming or fascinating, even if they think they know better than to 
  trust you.
  • Come to you when they need someone who is willing to take risks or use 
  questionable methods.
  • Suspect you’re motivated primarily by greed.
  You are skilled and opportunistic . Using your sharp wits and quick reactions, 
  you take advantage of your opponents’ missteps and strike where it hurts 
  most. You play a dangerous game, seeking thrills and testing your skills, and 
  likely don’t care much for any laws that happen to get in your way. While the path of 
  every rogue is unique and riddled with danger, the one thing you all share in common is 
  the breadth and depth of your skills.
  INITIAL PROFICIENCIES
  At 1st level, you gain the 
  listed proficiency ranks in 
  the following statistics. You 
  are untrained in anything 
  not listed unless you gain a 
  better proficiency rank in some 
  other way.
  PERCEPTION
  Expert in Perception
  SAVING THROWS
  Trained in Fortitude
  Expert in Reflex
  Expert in Will
  SKILLS
  Trained in Stealth
  Trained in one or more skills 
  determined by your rogue's 
  racket.
  Trained in a number of 
  additional skills equal to 
  7 plus your Intelligence 
  modifier
  ATTACKS
  Trained in simple weapons
  Trained in the rapier, sap, 
  shortbow, and shortsword
  Trained in unarmed attacks
  DEFENSES
  Trained in light armor
  Trained in unarmored defense
  CLASS DC
  Trained in rogue class DC
  KEY ABILITY
  DEXTERITY OR OTHER
  At 1st level, your class gives you 
  an ability boost to Dexterity or 
  an option from rogue’s racket.
  HIT POINTS
  8 plus your Constitution modifier
  You increase your maximum number of 
  HP by this number at 1st level and every 
  level thereafter.
  3
  CLASSES
  179
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Class Features
  You gain these abilities as a rogue. Abilities gained at 
  higher levels list the level at which you gain them next to 
  the features’ names.
  Ancestry and Background
  In addition to what you get from your class at 1st level, 
  you have the benefits of your selected ancestry and 
  background, as described in Chapter 2.
  Initial Proficiencies
  At 1st level, you gain a number of proficiencies that 
  represent your basic training. These proficiencies are 
  noted at the start of this class.
  Rogue’s Racket
  As you started on the path of the rogue, you began to 
  develop your own style to pursue your illicit activities. 
  Your racket shapes your rogue techniques and the way 
  you approach a job, while building your reputation in the 
  criminal underworld for a certain type of work. A client 
  with deep pockets might even hire a team of rogues for a 
  particular heist, each specializing in a different racket, in 
  order to cover all the bases. Choose a rogue’s racket. The 
  rackets presented in this book are as follows.
  Ruffian
  You prefer to strong-arm or intimidate others rather than 
  rely on finesse or fancy tricks. You might be an enforcer for 
  organized crime, a highway bandit, or a noble who bullies 
  others with threats of your family’s power. Or, you might 
  use your skills on the up and up, in a private security detail 
  or as a guard in a city with the right temperament.
  You use whatever tools you have at hand to get the job 
  done. You can deal sneak attack damage with any simple 
  weapon, in addition to the weapons listed in the sneak 
  attack class feature. When you critically succeed at an 
  attack roll using a simple weapon and the target has the 
  flat-footed condition (unable to focus on defending itself), 
  you also apply the critical specialization effect for the 
  weapon you’re wielding (page 283). You don’t gain these 
  benefits if the weapon has a damage die larger than d8 
  (after applying any abilities that alter its damage die size).
  You’re trained in Intimidation and medium armor. You 
  can choose Strength as your key ability score. When you 
  gain light armor expertise, you also gain expert proficiency 
  in medium armor, and when you gain light armor mastery, 
  you also gain master proficiency in medium armor.
  ScoundRel
  You use fast-talking, flattery, and a silver tongue to avoid 
  danger and escape tricky situations. You might be a grifter 
  or con artist, traveling from place to place with a new story 
  or scheme. Your racket is also ideal for certain reputable 
  professions, like barrister, diplomat, or politician.
  When you successfully Feint (page 246), the target is 
  flat-footed against melee attacks you attempt against it 
  until the end of your next turn. On a critical success, the 
  target is flat-footed against all melee attacks until the end 
  of your next turn, not just yours.
  You’re trained in Deception and Diplomacy. You can 
  choose Charisma as your key ability score.
  Thief
  Nothing beats the thrill of taking something that belongs 
  to someone else, especially if you can do so completely 
  unnoticed. You might be a pickpocket working the streets, 
  a cat burglar sneaking through windows and escaping via 
  rooftops, or a safecracker breaking into carefully guarded 
  vaults. You might even work as a consultant, testing 
  clients’ defenses by trying to steal something precious.
  When a fight breaks out, you prefer swift, lightweight 
  weapons, and you strike where it hurts. When you attack 
  with a finesse melee weapon, you can add your Dexterity 
  modifier to damage rolls instead of your Strength modifier.
  You are trained in Thievery.
  TABLE 3–15: ROGUE ADVANCEMENT
  Your
  Level 
  Class Features
  1 
  Ancestry and background, initial proficiencies, 
   
  rogue’s racket, sneak attack 1d6, surprise attack, 
   
  rogue feat, skill feat
  2 
  Rogue feat, skill feat, skill increase
  3 
  Deny advantage, general feat, skill feat, skill increase
  4 
  Rogue feat, skill feat, skill increase
  5 
  Ability boosts, ancestry feat, skill feat, skill 
   
  increase, sneak attack 2d6, weapon tricks
  6 
  Rogue feat, skill feat, skill increase
  7 
  Evasion, general feat, skill feat, skill increase, 
   
  vigilant senses, weapon specialization
  8 
  Rogue feat, skill feat, skill increase
  9 
  Ancestry feat, debilitating strike, great fortitude, 
   
  skill feat, skill increase
  10 
  Ability boosts, rogue feat, skill feat, skill increase
  11 
  General feat, rogue expertise, skill feat, skill 
   
  increase, sneak attack 3d6
  12 
  Rogue feat, skill feat, skill increase
  13 
  Ancestry feat, improved evasion, incredible senses, 
   
  light armor expertise, master tricks, skill feat, 
   
  skill increase
  14 
  Rogue feat, skill feat, skill increase
  15 
  Ability boosts, double debilitation, general feat,  
   
  greater weapon specialization, skill feat, skill increase
  16 
  Rogue feat, skill feat, skill increase
  17 
  Ancestry feat, skill feat, skill increase, slippery 
   
  mind, sneak attack 4d6
  18 
  Rogue feat, skill feat, skill increase
  19 
  General feat, light armor mastery, master strike, 
   
  skill feat, skill increase
  20 
  Ability boosts, rogue feat, skill feat, skill increase
  Core Rulebook
  180
  
  Sneak Attack
  When your enemy can’t properly defend itself, you take 
  advantage to deal extra damage. If you Strike a creature 
  that has the flat-footed condition (page 620) with an 
  agile or finesse melee weapon, an agile or finesse unarmed 
  attack, or a ranged weapon attack, you deal an extra 1d6 
  precision damage. For a ranged attack with a thrown 
  melee weapon, that weapon must also be agile or finesse.
  As your rogue level increases, so does the number of 
  damage dice for your sneak attack. Increase the number 
  of dice by one at 5th, 11th, and 17th levels.
  Surprise Attack
  You spring into combat faster than foes can react. On 
  the first round of combat, if you roll Deception or Stealth 
  for initiative, creatures that haven’t acted are flat-footed 
  to you.
  Rogue Feats
  At 1st level and every even-numbered level, you gain a 
  rogue class feat.
  Skill Feats
  You gain skill feats more often than others. At 1st level 
  and every level thereafter, you gain a skill feat. Skill feats 
  can be found in Chapter 5 and have the skill trait.
  Skill Increases 
  2nd
  You gain more skill increases than members of other 
  classes. At 2nd level and every level thereafter, you gain a 
  skill increase. You can use this increase to either become 
  trained in one skill you’re untrained in, or to become an 
  expert in one skill in which you’re already trained.
  At 7th level, you can use skill increases to become a 
  master in a skill in which you’re already an expert, and 
  at 15th level, you can use them to become legendary in a 
  skill in which you’re already a master.
  Deny Advantage 
  3rd
  As someone who takes advantage of others’ defenses, 
  you are careful not to leave such openings yourself. 
  You aren’t flat-footed to hidden, undetected, or flanking 
  creatures of your level or lower, or creatures of your level 
  or lower using surprise attack. However, they can still 
  help their allies flank.
  General Feats 
  3rd
  At 3rd level and every 4 levels thereafter, you gain a 
  general feat. General feats are listed in Chapter 5.
  Ability Boosts 
  5th
  At 5th level and every 5 levels thereafter, you boost four 
  different ability scores. You can use these ability boosts to 
  increase your ability scores above 18. Boosting an ability 
  score increases it by 1 if it’s already 18 or above, or by 2 
  if it starts out below 18.
  KEY TERMS
  You’ll see the following key terms in many rogue 
  class features.
  Debilitation: Debilitations apply conditions and other 
  negative effects to a creature. When the creature is 
  affected by a new debilitation, any previous one it was 
  affected by ends.
  Flourish: Actions with this trait are special techniques 
  that require too much exertion for you to perform 
  frequently. You can use only 1 action with the flourish 
  trait per turn.
  181
  3
  CLASSES
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Ancestry Feats 
  5th
  In addition to the initial ancestry feat you started with, 
  you gain an ancestry feat at 5th level and every 4 levels 
  thereafter. The list of ancestry feats available to you can 
  be found in your ancestry’s entry in Chapter 2.
  Weapon Tricks 
  5th
  You have become thoroughly familiar with the tools of 
  your trade. You gain expert proficiency in simple weapons, 
  as well as the rapier, sap, shortbow, and shortsword. 
  When you critically succeed at an attack roll against a 
  flat-footed creature while using an agile or finesse simple 
  weapon or any of the listed weapons, you apply the critical 
  specialization effect for the weapon you’re wielding.
  Evasion 
  7th
  You’ve learned to move quickly to avoid explosions, 
  dragons’ breath, and worse. Your proficiency rank for 
  Reflex saves increases to master. When you roll a success 
  on a Reflex save, you get a critical success instead.
  Vigilant Senses 
  7th
  Through your adventures, you’ve developed keen 
  awareness and attention to detail. Your proficiency rank 
  for Perception increases to master.
  Weapon Specialization 
  7th
  You’ve learned how to inflict greater injuries with the 
  weapons you know best. You deal 2 additional damage 
  with weapons and unarmed attacks in which you are an 
  expert. This damage increases to 3 damage if you’re a 
  master, and 4 damage if you’re legendary.
  Debilitating Strike 
  9th
  When taking advantage of an opening, you both hinder and 
  harm your foe. You gain the Debilitating Strike free action.
  DEBILITATING STRIKE �
  ROGUE
  Trigger Your Strike hits a flat-footed creature and deals damage.
  You apply one of the following debilitations, which lasts until 
  the end of your next turn.
  Debilitation The target takes a –10-foot status penalty to 
  its Speeds.
  Debilitation The target becomes enfeebled 1.
  Great Fortitude 
  9th
  Your physique is incredibly hardy. Your proficiency rank 
  for Fortitude saves increases to expert.
  Rogue Expertise 
  11th
  Your techniques are now harder to resist. Your proficiency 
  rank for your rogue class DC increases to expert.
  Improved Evasion 
  13th
  You elude danger to a degree that few can match. 
  Your  proficiency rank for Reflex saves increases to 
  legendary. When you roll a critical failure on a Reflex 
  save, you get a failure instead. When you fail a Reflex 
  save against a damaging effect, you take half damage.
  Incredible Senses 
  13th
  You notice things almost impossible for an ordinary 
  person to detect. Your proficiency rank for Perception 
  increases to legendary.
  Light Armor Expertise 
  13th
  You’ve learned how to dodge while wearing light or 
  no armor. Your proficiency ranks for light armor and 
  unarmored defense increase to expert.
  Master Tricks 
  13th
  You’ve mastered a rogue’s fighting moves. Your proficiency 
  ranks increase to master for all simple weapons plus the 
  rapier, sap, shortbow, and shortsword.
  Double Debilitation 
  15th
  Your opportunistic attacks are particularly detrimental. 
  When you use Debilitating Strike, you can apply two 
  debilitations simultaneously; removing one removes both.
  Greater Weapon Specialization 
  15th
  Your damage from weapon specialization increases to 4 
  with weapons and unarmed attacks in which you’re an 
  expert, 6 if you’re a master, and 8 if you’re legendary.
  Slippery Mind 
  17th
  You play mental games and employ cognitive tricks to 
  throw off mind-altering effects. Your proficiency rank for 
  Will saves increases to master. When you roll a success at 
  a Will save, you get a critical success instead.
  Light Armor Mastery 
  19th
  Your skill with light armor improves, increasing your 
  ability to dodge blows. Your proficiency ranks for light 
  armor and unarmored defense increase to master.
  Master Strike 
  19th
  You can incapacitate an unwary foe with a single strike. 
  Your proficiency rank for your rogue class DC increases 
  to master. You gain the Master Strike free action.
  MASTER STRIKE�
  INCAPACITATION
  ROGUE
  Trigger Your Strike hits a flat-footed creature and deals damage.
  The target attempts a Fortitude save at your class DC. It then 
  becomes temporarily immune to your Master Strike for 1 day.
  Critical Success The target is unaffected.
  Success The target is enfeebled 2 until the end of your next turn.
  Failure The target is paralyzed for 4 rounds.
  Critical Failure The target is paralyzed for 4 rounds, knocked 
  unconscious for 2 hours, or killed (your choice).
  Core Rulebook
  182
  
  Rogue Feats
  At every level that you gain a rogue feat, you can select one of the following feats. 
  You must satisfy any prerequisites before selecting the feat.
  1ST LEVEL
  NIMBLE DODGE [one-action� 
  FEAT 1
  ROGUE
  Trigger A creature targets you with an attack and you can see the attacker.
  Requirements You are not encumbered.
  You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the 
  triggering attack.
  TRAP FINDER 
  FEAT 1
  ROGUE
  You have an intuitive sense that alerts you to the dangers and presence of traps. You gain 
  a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by 
  traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps 
  that normally require you to be Searching. You still need to meet any other requirements 
  to find the trap.
  You can disable traps that require a proficiency rank of master in Thievery. If you have 
  master proficiency in Thievery, you can disable traps that require a proficiency rank of 
  legendary instead, and your circumstance bonuses against traps increase to +2.
  TWIN FEINT �] 
  FEAT 1
  ROGUE
  Requirements You are wielding two melee weapons, each in a different hand.
  You make a dazzling series of attacks with both weapons, using the first attack to 
  throw your foe off guard against a second attack at a different angle. Make one Strike 
  with each of your two melee weapons, both against the same target. The target is 
  automatically flat-footed against the second attack. Apply your multiple attack penalty 
  to the Strikes normally.
  YOU’RE NEXT � 
  FEAT 1
  EMOTION
  FEAR
  MENTAL
  ROGUE
  Prerequisites trained in Intimidation
  Trigger You reduce an enemy to 0 hit points.
  After downing a foe, you menacingly remind another foe that you’re coming after them 
  next. Attempt an Intimidation check with a +2 circumstance bonus to Demoralize a single 
  creature that you can see and that can see you. If you have legendary proficiency in 
  Intimidation, you can use this as a free action with the same trigger.
  2ND LEVEL
  BRUTAL BEATING 
  FEAT 2
  ROGUE
  Prerequisites ruffian racket
  The brutality of your critical hits shakes your foes’ confidence. Whenever your Strike is a 
  critical hit and deals damage, the target is frightened 1.
  DISTRACTING FEINT 
  FEAT 2
  ROGUE
  Prerequisites scoundrel racket
  Your Feints are far more distracting than normal, drawing your foes’ attention and allowing 
  you and your allies to take greater advantage. While a creature is flat-footed by your Feint, 
  it also takes a –2 circumstance penalty to Perception checks and Reflex saves.
  ROGUE FEATS
  Use this table to look up rogue 
  feats by name.
  Feat 
  Level
  Battle Assessment 
  4
  Blank Slate 
  16
  Blind-Fight 
  8
  Brutal Beating 
  2
  Cloud Step 
  16
  Cognitive Loophole 
  16
  Critical Debilitation 
  12
  Defensive Roll 
  14
  Delay Trap 
  8
  Dispelling Slice 
  16
  Distracting Feint 
  2
  Dread Striker 
  4
  Fantastic Leap 
  12
  Felling Shot 
  12
  Gang Up 
  6
  Hidden Paragon 
  20
  Implausible Infiltration 
  18
  Impossible Striker 
  20
  Improved Poison Weapon 
  8
  Instant Opening 
  14
  Leave an Opening 
  14
  Light Step 
  6
  Magical Trickster 
  4
  Minor Magic 
  2
  Mobility 
  2
  Nimble Dodge 
  1
  Nimble Roll 
  8
  Opportune Backstab 
  8
  Perfect Distraction 
  16
  Poison Weapon 
  4
  Powerful Sneak 
  18
  Precise Debilitations 
  10
  Quick Draw 
  2
  Reactive Distraction 
  20
  Reactive Interference 
  12
  Reactive Pursuit 
  4
  Sabotage 
  4
  Scout’s Warning 
  4
  Sense the Unseen 
  14
  Sidestep 
  8
  Skirmish Strike 
  6
  Sly Striker 
  8
  Sneak Savant 
  10
  Spring from the Shadows 
  12
  Tactical Debilitations 
  10
  Trap Finder 
  1
  Trickster’s Ace 
  18
  Twin Feint 
  1
  Twist the Knife 
  6
  Unbalancing Blow 
  2
  Vicious Debilitations 
  10
  You’re Next 
  1
  183
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  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
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  Game
  Game
  mastering
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  & Treasure
  Appendix
  
  SAMPLE ROGUE
  MINOR MAGIC 
  FEAT 2
  ROGUE
  You’ve dabbled in a variety of tricks, gaining minor magical 
  abilities from a particular tradition. Choose arcane, divine, 
  occult, or primal magic, and gain two cantrips from the 
  common cantrips available to that tradition.
  MOBILITY 
  FEAT 2
  ROGUE
  You move in a way that denies your enemies the opportunity 
  to retaliate. When you take a Stride action to move half your 
  Speed or less, that movement does not trigger reactions. You 
  can use Mobility when Climbing, Flying, or Swimming instead 
  of Striding if you have the corresponding movement type.
  QUICK DRAW � 
  FEAT 2
  ROGUE
  You draw your weapon and attack with the same motion. You 
  Interact to draw a weapon, then Strike with that weapon.
  UNBALANCING BLOW 
  FEAT 2
  ROGUE
  Prerequisites thief racket
  Interweaving your most powerful attacks in a graceful flow, 
  you temporarily unbalance your foes. Whenever your Strike is 
  a critical hit and deals damage, the target is flat-footed against 
  your attacks until the end of your next turn.
  4TH LEVEL
  BATTLE ASSESSMENT � 
  FEAT 4
  ROGUE
  SECRET
  With careful observation during battle, you identify an 
  enemy’s strengths and weaknesses. The GM rolls a secret 
  Perception check for you against the Deception or Stealth DC 
  (whichever is higher) of an enemy of your choice who is not 
  concealed from you, hidden from you, or undetected by you, 
  and who is engaged in combat. The GM might apply a penalty 
  for the distance between you and the enemy. The enemy is 
  then temporarily immune to your Battle Assessment for 1 day.
  Critical Success The GM chooses two of the following pieces 
  of information about the enemy to tell you: which of the 
  enemy’s weaknesses is highest, which of the enemy’s 
  saving throws has the lowest modifier, one immunity the 
  enemy has, or which of the enemy’s resistances is highest. 
  If the event of a tie, the GM should pick one at random.
  Success The GM chooses one piece of information from the 
  above list to tell you about the enemy.
  Critical Failure The GM gives you false information (the GM 
  makes up the information).
  DREAD STRIKER 
  FEAT 4
  ROGUE
  You capitalize on your enemies’ fear to slip past their defenses. 
  Any creature that has the frightened condition is also 
  flat-footed against your attacks.
  SCOUNDREL
  Your attacks are made deadly through distraction.
  ABILITY SCORES
  Prioritize Dexterity, plus Charisma to improve your feints.
  SKILLS
  Acrobatics, Athletics, Crafting, Deception, Diplomacy, 
  Intimidation, Occultism, Society, Stealth, Thievery
  ROGUE’S RACKET
  Scoundrel
  STARTING FEAT
  Trap Finder
  HIGHER-LEVEL FEATS
  Distracting Feint (2nd), Twist the Knife (6th), Tactical 
  Debilitations (10th), Perfect Distraction (16th)
  Core Rulebook
  184
  
  REACTIVE PURSUIT [� 
  FEAT 4
  ROGUE
  Trigger An adjacent foe moves away from you, and you can reach 
  at least one space adjacent to the foe with a Stride action.
  You keep pace with a retreating foe. You Stride, but you must 
  end your movement adjacent to the triggering enemy. Your 
  move does not trigger reactions from the triggering enemy. You 
  can use Reactive Pursuit to Burrow, Climb, Fly, or Swim instead 
  of Stride if you have the corresponding movement type.
  SABOTAGE � 
  FEAT 4
  INCAPACITATION
  ROGUE
  Requirements You have a free hand.
  You subtly damage others’ equipment. Choose one item that a 
  creature within your reach wields or carries. The item must have 
  moving parts that you could possibly sabotage (a shortbow 
  could be sabotaged, but a longsword could not). Attempt a 
  Thievery check against the Reflex DC of the creature. Damage 
  dealt by Sabotage can’t take the item below its Break Threshold.
  Critical Success You deal damage equal to four times your 
  Thievery proficiency bonus.
  Success You deal damage equal to double your Thievery 
  proficiency bonus.
  Critical Failure Temporarily immune to your Sabotage for 1 day.
  MAGICAL TRICKSTER 
  FEAT 4
  ROGUE
  Whether you’re using magic items, wielding innate magic, 
  or dabbling in spellcasting, you can sneak spells past your 
  foes’ defenses as easily as any blade. When you succeed at 
  a spell attack roll against a flat-footed foe’s AC and the spell 
  deals damage, you can add your sneak attack damage to the 
  damage roll. If your single spell leads to multiple separate 
  damage rolls, apply your sneak attack damage only once 
  per target.
  POISON WEAPON � 
  FEAT 4
  MANIPULATE
  ROGUE
  Requirements You are wielding a piercing or slashing weapon 
  and have a free hand.
  You apply a poison to the required weapon. If your next attack 
  with that weapon before the end of your next turn hits and 
  deals damage, it applies the effects of the poison, provided that 
  poison can be delivered by contact or injury. If you critically fail 
  the attack roll, the poison is wasted as normal.
  Special During your daily preparations, you can prepare a 
  number of simple injury poisons equal to your rogue level. These 
  poisons deal 1d4 poison damage. Only you can apply these 
  poisons properly, and they expire the next time you prepare. 
  185
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  Classes
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  SAMPLE ROGUE
  SCOUT’S WARNING � 
  FEAT 4
  ROGUE
  Trigger You are about to roll a Perception or Survival check 
  for initiative.
  You visually or audibly warn your allies of danger, granting 
  them each a +1 circumstance bonus to their initiative rolls. 
  Depending on whether you use gestures or call out, this action 
  gains either the visual or auditory trait, respectively.
  6TH LEVEL
  GANG UP 
  FEAT 6
  ROGUE
  You and your allies harry an opponent in concert. Any enemy is 
  flat-footed against your melee attacks due to flanking as long as 
  the enemy is within both your reach and your ally’s. Your allies 
  must still flank an enemy for it to be flat-footed to them.
  LIGHT STEP 
  FEAT 6
  ROGUE
  You aren’t bothered by tricky footing. When you Stride or Step, 
  you can ignore difficult terrain.
  SKIRMISH STRIKE � 
  FEAT 6
  FLOURISH
  ROGUE
  Your feet and weapon move in tandem. Either Step and then 
  Strike, or Strike and then Step.
  TWIST THE KNIFE � 
  FEAT 6
  ROGUE
  Requirements Your last action was a melee Strike that dealt 
  sneak attack damage to a flat-footed target.
  After stabbing your opponent in a weak spot, you tear the 
  wound open. You deal persistent bleed damage to the target 
  equal to your number of sneak attack damage dice.
  8TH LEVEL
  BLIND-FIGHT 
  FEAT 8
  ROGUE
  Prerequisites master in Perception
  Your battle instincts make you more aware of concealed and 
  invisible opponents. You don’t need to succeed at a flat check to 
  target concealed creatures. You’re not flat-footed to creatures 
  that are hidden from you (unless you’re flat-footed to them for 
  reasons other than the hidden condition), and you need only a 
  successful DC 5 flat check to target a hidden creature.
  While you’re adjacent to an undetected creature of your 
  level or lower, it is instead only hidden from you.
  DELAY TRAP � 
  FEAT 8
  ROGUE
  Trigger A trap within your reach is triggered.
  You can jam the workings of a trap to delay its effects. Attempt 
  a Thievery check to Disable a Device on the trap; the DC to do 
  so is increased by 5, and the effects are as follows.
  THIEF
  Furtive and swift, you pick locks, find secret doors 
  and traps, and collect all the best loot.
  ABILITY SCORES
  Prioritize Dexterity. Constitution improves your health and 
  Wisdom helps you notice traps.
  SKILLS
  Acrobatics, Arcana, Athletics, Crafting, Deception, 
  Diplomacy, Society, Stealth, Thievery
  ROGUE’S RACKET
  Thief
  STARTING FEAT
  Nimble Dodge
  HIGHER-LEVEL FEATS
  Quick Draw (2nd), Skirmish Strike (6th), Sneak Savant (10th), 
  Spring from the Shadows (12th), Implausible Infiltration (18th)
  Core Rulebook
  186
  
  Critical Success You prevent the trap from being triggered, or 
  you delay the activation until the start or end of your next 
  turn (your choice).
  Success You prevent the trap from being triggered, or 
  you delay the activation until the end of your next turn 
  (whichever is worse for you; GM’s choice).
  Failure No effect.
  Critical Failure You’re flat-footed until the start of your next turn.
  IMPROVED POISON WEAPON 
  FEAT 8
  ROGUE
  Prerequisites Poison Weapon
  You deliver poisons in ways that maximize their harmful 
  effects. When you apply a simple poison with Poison Weapon, 
  the poison deals 2d4 poison damage instead of 1d4 poison 
  damage. You don’t waste a poison you apply with Poison 
  Weapon on a critically failed attack roll.
  NIMBLE ROLL 
  FEAT 8
  ROGUE
  Prerequisites Nimble Dodge
  You throw yourself into a roll to escape imminent danger. 
  You can use Nimble Dodge before attempting a Reflex save 
  in addition to its original trigger. If you do, the circumstance 
  bonus applies to your Reflex save against the triggering effect.
  When you use Nimble Dodge and the triggering attack fails 
  or critically fails, or when you succeed or critically succeed 
  at the saving throw, you can also Stride up to 10 feet as part 
  of the reaction. If you do, the reaction gains the move trait. 
  You can use Nimble Roll while Flying or Swimming instead of 
  Striding if you have the corresponding movement type.
  OPPORTUNE BACKSTAB � 
  FEAT 8
  ROGUE
  Trigger A creature within your melee reach is hit by a melee 
  attack from one of your allies.
  When your enemy is hit by your ally, you capitalize upon the 
  distraction. Make a Strike against the triggering creature.
  SIDESTEP � 
  FEAT 8
  ROGUE
  Trigger The attack roll for a Strike targeting you fails or 
  critically fails.
  You deftly step out of the way of an attack, letting the blow 
  continue to the creature next to you. You redirect the attack to 
  a creature of your choice that is adjacent to you and within the 
  reach of the triggering attack. The attacker rerolls the Strike’s 
  attack roll against the new target.
  SLY STRIKER 
  FEAT 8
  ROGUE
  Prerequisites sneak attack
  Your attacks deal more damage, even against creatures that 
  aren’t flat-footed. When you succeed or critically succeed at a 
  Strike against a creature that isn’t flat-footed, you also deal 1d6 
  precision damage. This applies only if you’re using a weapon or 
  unarmed attack you could deal sneak attack damage with. At 
  14th level, if you would normally deal 3d6 or more sneak attack 
  damage to flat-footed creatures, you deal 2d6 precision damage 
  to creatures that aren’t flat-footed.
  10TH LEVEL
  PRECISE DEBILITATIONS 
  FEAT 10
  ROGUE
  Prerequisites thief racket, Debilitating Strike
  You carefully aim and gracefully deliver your debilitations. 
  Add the following debilitations to the list you can choose from 
  when you use Debilitating Strike.
  • Debilitation The target takes an additional 2d6 
  precision damage from your attacks.
  • Debilitation The target becomes flat-footed.
  SNEAK SAVANT 
  FEAT 10
  ROGUE
  Prerequisite master in Stealth
  It is almost impossible to spot you without taking effort to 
  look. When you roll a failure on a Sneak action, you get a 
  success instead. You can still critically fail.
  TACTICAL DEBILITATIONS 
  FEAT 10
  ROGUE
  Prerequisites scoundrel racket, Debilitating Strike
  You learn new debilitations that grant you tactical advantages 
  against your foes. Add the following debilitations to the list 
  you can choose from when you use Debilitating Strike.
  • Debilitation The target can’t use reactions.
  • Debilitation The target can’t flank or contribute to allies’ 
  flanking.
  VICIOUS DEBILITATIONS 
  FEAT 10
  ROGUE
  Prerequisites ruffian racket, Debilitating Strike
  The debilitations you dish out seriously impair your foes. Add 
  the following debilitations to the list you can choose from 
  when you use Debilitating Strike.
  • Debilitation The target gains weakness 5 to your 
  choice of bludgeoning, piercing, or slashing damage.
  • Debilitation The target becomes clumsy 1.
  12TH LEVEL
  CRITICAL DEBILITATION 
  FEAT 12
  INCAPACITATION
  ROGUE
  Prerequisites Debilitating Strike
  Your debilitations are especially effective on your most 
  powerful attacks. Whenever you critically succeed at an 
  attack roll against an enemy and use Debilitating Strike, add 
  the following debilitation to the list you can choose from.
  • Debilitation The target attempts a Fortitude save 
  against your class DC with the following effects.
  Critical Success The target is unaffected.
  187
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  Dropping into a roll to disperse the force of the blow, you can 
  partially evade a lethal attack and stay conscious. You take 
  half damage from the triggering attack.
  INSTANT OPENING � 
  FEAT 14
  CONCENTRATE
  ROGUE
  You distract your opponent with a few choice words or a rude 
  gesture. Choose a target within 30 feet. It’s flat-footed against 
  your attacks until the end of your next turn. Depending on the 
  way you describe your distraction, this action gains either the 
  auditory or visual trait.
  LEAVE AN OPENING 
  FEAT 14
  ROGUE
  When you hit hard enough, you leave an opening so your 
  ally can jump in on the action. Whenever you critically hit a 
  flat-footed opponent with a melee attack and deal damage, the 
  target triggers an Attack of Opportunity reaction from one ally 
  of your choice who has that reaction, as if the enemy had used 
  a manipulate action.
  SENSE THE UNSEEN � 
  FEAT 14
  ROGUE
  Trigger You fail a check to Seek.
  When you look for foes, you catch the slightest of cues. Even 
  though you failed at the triggering check, you automatically 
  sense any undetected creatures in the area where you’re 
  Seeking, making them merely hidden to you.
  16TH LEVEL
  BLANK SLATE 
  FEAT 16
  ROGUE
  Prerequisites legendary in Deception
  Your deceptions confound even the most powerful mortal 
  divinations. Detection, revelation, and scrying effects pass 
  right over you, your possessions, and your auras, detecting 
  nothing unless the detecting effect has a counteract level of 
  20 or higher. For example, detect magic would still detect other 
  magic in the area but not any magic on you, true seeing wouldn’t 
  reveal you, locate or scrying wouldn’t find you, and so on.
  CLOUD STEP 
  FEAT 16
  ROGUE
  Prerequisites legendary in Acrobatics
  Using fantastic acrobatic skill, you can walk for brief stretches 
  across insubstantial surfaces. When you Stride, you can move 
  across water, air, and solid surfaces that can hold only limited 
  weight as if they were normal ground. If you Stride over a trap 
  with a weight-sensitive pressure plate, you don’t trigger it. At 
  the end of your turn, you sink, fall, break fragile surfaces, or 
  trigger traps as normal for your current location.
  COGNITIVE LOOPHOLE � 
  FEAT 16
  ROGUE
  Trigger Your turn ends.
  Success The target is slowed 1 until the end of your next turn.
  Failure The target is slowed 2 until the end of your next turn.
  Critical Failure The target is paralyzed until the end of your 
  next turn.
  FANTASTIC LEAP � 
  FEAT 12
  ROGUE
  You launch yourself through the air at a foe. Attempt a High 
  Jump or Long Jump. If you attempt a High Jump, determine the 
  distance you can travel using the scale of a Long Jump. At the 
  end of your jump, you can make a melee Strike.
  After your Strike, you fall to the ground if you’re in the air. 
  If the distance of your fall is no more than the height of your 
  jump, you take no damage and land upright.
  FELLING SHOT � 
  FEAT 12
  ROGUE
  Your ranged attacks can shoot an unprepared foe right out 
  of the air. Make a Strike with a ranged weapon or a thrown 
  weapon against a flat-footed creature. If the Strike is a success 
  and deals damage, the target must attempt a Reflex save 
  against your class DC with the following effects.
  Success The target is unaffected.
  Failure The target falls up to 120 feet. If it hits the ground, it 
  takes no damage from the fall.
  Critical Failure As failure, and the target can’t fly, jump, levitate, 
  or otherwise leave the ground until the end of your next turn.
  REACTIVE INTERFERENCE � 
  FEAT 12
  ROGUE
  Trigger An adjacent enemy begins to use a reaction.
  Grabbing a sleeve, swiping with your weapon, or creating 
  another obstruction, you reflexively foil an enemy’s 
  response. If the triggering creature’s level is equal to or 
  lower than yours, you disrupt the triggering reaction. If the 
  triggering creature’s level is higher than yours, you must 
  make an attack roll against its AC. On a success, you disrupt 
  the reaction.
  SPRING FROM THE SHADOWS � 
  FEAT 12
  FLOURISH
  ROGUE
  Leaping out from hiding, you assail your target when they least 
  expect it. You Stride up to your Speed, but you must end your 
  movement next to an enemy you’re hidden from or undetected 
  by. You then Strike that enemy; you remain hidden from or 
  undetected by that creature until after you Strike. You can use 
  Spring from the Shadows while Burrowing, Climbing, Flying, or 
  Swimming instead of Striding if you have the corresponding 
  movement type.
  14TH LEVEL
  DEFENSIVE ROLL [reaction� 
  FEAT 14
  ROGUE
  Frequency once per 10 minutes
  Trigger A physical attack would reduce you to 0 Hit Points.
  Core Rulebook
  188
  
  Requirements You are currently affected by a mental effect that 
  you gained by failing, but not critically failing, a saving throw.
  You can find a loophole in a mental effect to temporarily 
  overcome it. Until the end of your next turn, you ignore a single 
  mental effect that meets the requirement. You can suppress a 
  particular effect using Cognitive Loophole only once.
  Special You can use this reaction even if the mental effect is 
  preventing you from using reactions.
  DISPELLING SLICE � 
  FEAT 16
  ROGUE
  Your sneak attack slices through the threads binding magic 
  to a target. Make a Strike against a flat-footed creature 
  (your choice). If your Strike deals sneak attack damage, you 
  attempt to counteract a single spell active on the target. 
  Your counteract level is equal to your rogue level, and your 
  counteract check modifier is equal to your class DC – 10.
  PERFECT DISTRACTION � 
  FEAT 16
  ROGUE
  Prerequisites legendary in Deception
  You use clever tactics to mislead your foes as you sneak away. 
  You Sneak while leaving a decoy behind. The decoy acts as 
  the spell mislead, though you aren’t invisible, just undetected. 
  You can continue to concentrate to move your decoy, as with 
  the spell, whether or not you remain hidden throughout the 
  duration. Once you use Perfect Distraction, you need to spend 
  10 minutes to set up another decoy before you can use it again.
  18TH LEVEL
  IMPLAUSIBLE INFILTRATION � 
  FEAT 18
  MAGICAL
  MOVE
  ROGUE
  Prerequisites legendary in Acrobatics, Quick Squeeze
  Requirements You are adjacent to a floor or vertical wall.
  You find tiny holes or imperfections that no one else could see 
  and try to somehow fit yourself through them, possibly moving 
  directly through the wall or floor from one side to the other. Your 
  movement attempt fails if the wall or floor is made of something 
  other than wood, plaster, or stone; is thicker than 10 feet; or 
  contains even a thin layer of metal. If you have a climb Speed, 
  you can use this ability to attempt to move through a ceiling.
  POWERFUL SNEAK 
  FEAT 18
  ROGUE
  You have learned to exploit your enemies’ lowered defenses. 
  When you succeed or critically succeed at a Strike using your 
  Strength modifier on the attack roll and you would deal sneak 
  attack damage, you can change the additional damage from 
  sneak attack into ordinary damage of the same type as your 
  Strike, rather than precision damage.
  TRICKSTER’S ACE � 
  FEAT 18
  CONCENTRATE
  ROGUE
  Trigger You specify the trigger when you make your daily 
  preparations (see Requirements below).
  Requirements When you make your daily preparations, you 
  must specify a trigger for this reaction using the same 
  restrictions as the triggers for the Ready action. You also 
  choose a single spell from the arcane, divine, occult, or 
  primal list of 4th level or lower. The spell can’t have a cost, 
  nor can its casting time be more than 10 minutes. The spell 
  must be able to target a single creature, and you must be a 
  valid target for it.
  Whether from jury-rigged magic items, stolen magical 
  essence, or other means, you have a contingency in your 
  back pocket for desperate situations. When the trigger 
  occurs, you cause the spell to come into effect. The spell 
  targets only you, no matter how many creatures it would 
  affect normally. If you define particularly complicated 
  conditions, as determined by the GM, the trigger might fail. 
  Once the contingency is triggered, the spell is expended until 
  your next daily preparations.
  20TH LEVEL
  HIDDEN PARAGON � 
  FEAT 20
  ROGUE
  Prerequisites legendary in Stealth
  Frequency once per hour
  Trigger You successfully use Stealth to Hide and become 
  hidden from all of your current foes, or use Stealth to Sneak 
  and become undetected to all your current foes.
  When you put your mind to slipping out of sight, you disappear 
  completely. You become invisible for 1 minute, even if you use 
  a hostile action. Not even glitterdust, see invisibility, or similar 
  effects can reveal you, though creatures can still use the Seek 
  action to locate you as normal.
  IMPOSSIBLE STRIKER 
  FEAT 20
  ROGUE
  Prerequisites Sly Striker
  Your attacks are swift and deadly beyond explanation. 
  Nothing can prevent you from making a sneak attack, even 
  if your opponent can see every blow coming. Instead of 
  dealing the damage from Sly Striker, you can deal your full 
  sneak attack damage to a target even if the target isn’t 
  flat-footed.
  REACTIVE DISTRACTION � 
  FEAT 20
  CONCENTRATE
  MANIPULATE
  ROGUE
  Prerequisites legendary in Deception, Perfect Distraction
  Trigger You would be hit by an attack or targeted by an effect, 
  or you are within an effect’s area.
  Requirements You have Perfect Distraction ready to use.
  You reactively switch with your decoy to foil your foe. You use 
  Perfection Distraction, even if you were observed, as long as 
  you end the movement of your Sneak while concealed or in a 
  location with cover or greater cover. Your decoy is targeted 
  by the attack or effect instead of you. In the case of an area 
  effect, if your Sneak doesn’t move you out of the area, both 
  you and the decoy are targeted by the effect.
  189
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  CLASSES
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Core Rulebook
  190
  
  Sorcerer
  During combat encounters...
  You use spells to injure your enemies, influence their minds, and hamper their 
  movements. You might be too vulnerable to get into melee combat, or your bloodline 
  might give you abilities that help you hold your own in a brawl. While your magic is 
  powerful, to conserve your best spells—or when you’ve used them all up—you also 
  rely on cantrips.
  During social encounters...
  Your natural charisma makes you good at interacting with people.
  While exploring...
  You detect the magic around you, finding treasures and warning your adventuring 
  group of magical traps. When the group encounters mysteries or problems related to 
  your bloodline, you try to solve them.
  In downtime...
  You craft magic items or scribe scrolls. Your bloodline might drive you to research 
  your ancestry or associate with affiliated people or creatures.
  You Might...
  • Have a strong independent streak, and whether you embrace or reject your 
  magical heritage, you long to distinguish yourself both as a spellcaster and as an 
  individual.
  • View your lineage with fascination, fear, or something in between—anything from 
  wholehearted acceptance to vehement rejection.
  • Rely on magic items, such as scrolls and wands, to supplement your limited 
  selection of spells.
  Others Probably...
  • Marvel at your ability to create magic from thin air and view your abilities with 
  equal parts admiration and mistrust.
  • Consider you less dedicated than studious wizards, devoted clerics, and other 
  practitioners of magic, since power comes to you naturally.
  • Assume you’re as unpredictable as the magic you bring forth, even if your 
  personality proves otherwise.
  You didn’t choose to become a spellcaster—you were born one. There’s magic 
  in your blood, whether a divinity touched one of your ancestors, a forebear 
  communed with a primal creature, or a powerful occult ritual influenced your line. 
  Self-reflection and study allow you to refine your inherent magical skills and unlock new, more 
  powerful abilities. The power in your blood carries a risk, however, and you constantly face 
  the choice of whether you’ll rise to become a master spellcaster or fall into destruction.
  Initial Proficiencies
  At 1st level, you gain the 
  listed proficiency ranks in 
  the following statistics. You 
  are untrained in anything 
  not listed unless you gain a 
  better proficiency rank in some 
  other way.
  Perception
  Trained in Perception
  Saving Throws
  Trained in Fortitude
  Trained in Reflex
  Expert in Will
  Skills
  Trained in one or more skills 
  determined by your bloodline
  Trained in a number of 
  additional skills equal to 2 plus 
  your Intelligence modifier
  Attacks
  Trained in simple weapons
  Trained in unarmed attacks
  Defenses
  Untrained in all armor
  Trained in unarmored defense
  Spells
  Trained in spell attack rolls of 
  your spellcasting tradition, as 
  indicated by your bloodline
  Trained in spell DCs of your 
  spellcasting tradition, as 
  indicated by your bloodline
  KEY ABILITY
  CHARISMA
  At 1st level, your class gives you 
  an ability boost to Charisma.
  HIT POINTS
  6 + your Constitution modifier
  You increase your maximum number of 
  HP by this number at 1st level and every 
  level thereafter.
  3
  CLASSES
  191
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Class Features
  You gain these abilities as a sorcerer. Abilities gained at 
  higher levels list the requisite levels next to their names.
  Ancestry and Background
  In addition to the abilities provided by your class at 1st 
  level, you have the benefits of your selected ancestry and 
  background, as described in Chapter 2.
  Initial Proficiencies
  At 1st level, you gain a number of proficiencies that 
  represent your basic training. These proficiencies are 
  noted at the start of this class.
  Bloodline
  Choose a bloodline that gives you your spellcasting talent. 
  This choice determines the type of spells you cast and 
  the spell list you choose them from, additional spells you 
  learn, and additional trained skills. You also gain Focus 
  Points and special focus spells based on your bloodline. 
  The bloodlines presented in this book are as follows.
  Aberrant: A strange and unknowable influence gives 
  you occult spells.
  Angelic: Holy grace bestows divine spells upon you.
  Demonic: A sinful corruption gives you divine spells.
  Diabolic: A bond with devils gives you divine spells.
  Draconic: The blood of dragons grants you 
  arcane spells.
  Elemental: The power of the elements manifests in 
  you as primal spells.
  Fey: Influence from the fey gives you primal spells.
  Hag: The blight of a hag has given you occult spells.
  Imperial: An ancient power grants you arcane spells.
  Undead: The touch of death gives you divine spells.
  See Bloodlines on page 194 for more information. 
  Sorcerer Spellcasting
  Your bloodline provides you with incredible magical 
  power. You can cast spells using the Cast a Spell activity, 
  and you can supply material, somatic, and verbal 
  components when casting spells  (see Casting Spells on 
  page 302). Because you’re a sorcerer, you can usually 
  replace material components with somatic components, 
  so you don’t need to use a spell component pouch.
  Each day, you can cast up to three 1st-level spells. You 
  must know spells to cast them, and you learn them via the 
  spell repertoire class feature. The number of spells you can 
  cast each day is called your spell slots. 
  As you increase in level as a sorcerer, your number of 
  spells per day increases, as does the highest level of spells 
  you can cast, as shown on Table 3–17: Sorcerer Spells per 
  Day on page 193.
  Some of your spells require you to attempt a spell attack 
  roll to see how effective they are, or have your enemies 
  roll against your spell DC (typically by attempting a saving 
  throw). Since your key ability is Charisma, your spell 
  attack rolls and spell DCs use your Charisma modifier. 
  Details on calculating these statistics appear on page 447.
  HeigHtening SpellS
  When you get spell slots of 2nd level and higher, you 
  can fill those slots with stronger versions of lower-level 
  spells. This increases the spell’s level to match the spell 
  slot. You must have a spell in your spell repertoire at the 
  level you want to cast in order to heighten it to that level. 
  Many spells have specific improvements when they are 
  heightened to certain levels (page 299). The signature 
  spells class feature lets you heighten certain spells freely.
  CantripS
  A cantrip is a special type of spell that doesn’t use spell slots. 
  You can cast a cantrip at will, any number of times per day. 
  A cantrip is always automatically heightened to half your 
  level rounded up—this is usually equal to the highest level 
  of spell you can cast as a sorcerer. For example, as a 1st-
  level sorcerer, your cantrips are 1st-level spells, and as a 
  5th-level sorcerer, your cantrips are 3rd-level spells.
  TABLE 3–16: SORCERER ADVANCEMENT
  Your
  Level Class Features
  1 
  Ancestry and background, initial proficiencies,
   
  bloodline, sorcerer spellcasting, spell repertoire
  2 
  Skill feat, sorcerer feat
  3 
  2nd-level spells, general feat, signature spells,
   
  skill increase
  4 
  Skill feat, sorcerer feat
  5 
  3rd-level spells, ability boosts, ancestry feat, magical
   
  fortitude, skill increase
  6 
  Skill feat, sorcerer feat
  7 
  4th-level spells, expert spellcaster, general feat,
   
  skill increase
  8 
  Skill feat, sorcerer feat
  9 
  5th-level spells, ancestry feat, lightning reflexes,
   
  skill increase
  10 
  Ability boosts, skill feat, sorcerer feat
  11 
  6th-level spells, alertness, general feat, simple
   
  weapon expertise, skill increase
  12 
  Skill feat, sorcerer feat
  13 
  7th-level spells, ancestry feat, defensive robes, skill
   
  increase, weapon specialization
  14 
  Skill feat, sorcerer feat
  15 
  8th-level spells, ability boosts, general feat, master
   
  spellcaster, skill increase
  16 
  Skill feat, sorcerer feat
  17 
  9th-level spells, ancestry feat, skill increase
  18 
  Skill feat, sorcerer feat
  19 
  Bloodline paragon, general feat, legendary
   
  spellcaster, skill increase
  20 
  Ability boosts, skill feat, sorcerer feat
  Core Rulebook
  192
  
  Spell Repertoire
  The collection of spells you can cast is called your spell 
  repertoire. At 1st level, you learn two 1st-level spells of 
  your choice and four cantrips of your choice, as well as 
  an additional spell and cantrip from your bloodline (page 
  194). You choose these from the common spells from the 
  tradition corresponding to your bloodline, or from other 
  spells from that tradition to which you have access. You 
  can cast any spell in your spell repertoire by using a spell 
  slot of an appropriate spell level.
  You add to this spell repertoire as you increase in level. 
  Each time you get a spell slot (see Table 3–17), you add a 
  spell of the same level to your spell repertoire. When you 
  gain access to a new level of spells, your first new spell is 
  always your bloodline spell, but you can choose the other 
  spells you gain. At 2nd level, you select another 1st-level 
  spell; at 3rd level, you gain a new bloodline spell and two 
  other 2nd-level spells, and so on. When you add spells, you 
  might choose a higher-level version of a spell you already 
  have so that you can cast a heightened version of that spell.
  Though you gain them at the same rate, your spell slots 
  and the spells in your spell repertoire are separate. If a 
  feat or other ability adds a spell to your spell repertoire, it 
  wouldn’t give you another spell slot, and vice versa.
  Swapping SpellS in Your repertoire
  As you gain new spells in your spell repertoire, you might 
  want to replace some of the spells you previously learned. 
  Each time you gain a level and learn new spells, you can 
  swap out one of your old spells for a different spell of 
  TABLE 3–17: SORCERER SPELLS PER DAY
  Your 
   
   
   
   
   
  Spell Level
  Level Cantrips 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  8th 
  9th 
  10th
  1 
  5 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  2 
  5 
  4 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  3 
  5 
  4 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  4 
  5 
  4 
  4 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  5 
  5 
  4 
  4 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  6 
  5 
  4 
  4 
  4 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  7 
  5 
  4 
  4 
  4 
  3 
  — 
  — 
  — 
  — 
  — 
  —
  8 
  5 
  4 
  4 
  4 
  4 
  — 
  — 
  — 
  — 
  — 
  —
  9 
  5 
  4 
  4 
  4 
  4 
  3 
  — 
  — 
  — 
  — 
  —
  10 
  5 
  4 
  4 
  4 
  4 
  4 
  — 
  — 
  — 
  — 
  —
  11 
  5 
  4 
  4 
  4 
  4 
  4 
  3 
  — 
  — 
  — 
  —
  12 
  5 
  4 
  4 
  4 
  4 
  4 
  4 
  — 
  — 
  — 
  —
  13 
  5 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  — 
  — 
  —
  14 
  5 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  — 
  — 
  —
  15 
  5 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  — 
  —
  16 
  5 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  — 
  —
  17 
  5 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  —
  18 
  5 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  —
  19 
  5 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  1*
  20 
  5 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  1*
  * The bloodline paragon class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.
  the same level. This spell can be a cantrip, but you can’t 
  swap out bloodline spells. You can also swap out spells 
  by retraining during downtime (page 481).
  Skill Feats 
  2nd
  At 2nd level and every 2 levels thereafter, you gain a skill 
  feat. Skill feats appear in Chapter 5 and have the skill 
  trait. You must be trained or better in the corresponding 
  skill to select a skill feat.
  Sorcerer Feats 
  2nd
  At 2nd level and every even-numbered level, you gain a 
  sorcerer class feat. These begin on page 198.
  General Feats 
  3rd
  At 3rd level and every 4 levels thereafter, you gain a 
  general feat. General feats are listed in Chapter 5.
  Signature Spells 
  3rd
  You’ve learned to cast some of your spells more flexibly. 
  For each spell level you have access to, choose one spell of 
  that level to be a signature spell. You don’t need to learn 
  heightened versions of signature spells separately; instead, 
  you can heighten these spells freely. If you’ve learned a 
  signature spell at a higher level than its minimum, you 
  can also cast all its lower-level versions without learning 
  those separately. If you swap out a signature spell, you 
  can choose a replacement signature spell of the same spell 
  level at which you learned the previous spell. You can also 
  retrain specifically to change a signature spell to a different 
  193
  3
  CLASSES
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  spell of that level without swapping any spells; this takes as 
  much time as retraining a spell normally does.
  Skill Increases 
  3rd
  At 3rd level and every 2 levels thereafter, you gain a 
  skill increase. You can use an increase to either become 
  trained in one skill you’re untrained in, or to increase 
  your proficiency rank in one skill in which you’re already 
  trained to expert.
  At 7th level, you can use skill increases to become a 
  master in a skill in which you’re already an expert, and 
  at 15th level, you can use them to become legendary in a 
  skill in which you’re already a master.
  Ability Boosts 
  5th
  At 5th level and every 5 levels thereafter, you boost four 
  different ability scores. You can use these ability boosts to 
  increase your ability scores above 18. Boosting an ability 
  score increases it by 1 if it’s already 18 or above, or by 2 if 
  it starts out below 18.
  Ancestry Feats 
  5th
  In addition to the ancestry feat you started with, you gain 
  an ancestry feat at 5th level and every 4 levels thereafter. 
  The list of ancestry feats available to you can be found in 
  your ancestry’s entry in Chapter 2.
  Magical Fortitude 
  5th
  Magical power has improved your body’s resiliency. Your 
  proficiency rank for Fortitude saves increases to expert.
  Expert Spellcaster 
  7th
  Your inherent magic responds easily and powerfully to 
  your command. Your proficiency ranks for spell attack 
  rolls and spell DCs for spells of your bloodline’s tradition 
  increase to expert.
  Lightning Reflexes 
  9th
  Your reflexes are lightning fast. Your proficiency rank for 
  Reflex saves increases to expert.
  Alertness  
  11th
  You remain alert to threats around you. Your proficiency 
  rank for Perception increases to expert.
  Simple Weapon Expertise 
  11th
  Training and magic improved your weapon technique. Your 
  proficiency rank for simple weapons increases to expert.
  Defensive Robes 
  13th
  The flow of magic and your defensive training combine 
  to help you get out of the way before an attack. Your 
  proficiency rank in unarmored defense increases to expert.
  Weapon Specialization 
  13th
  You’ve learned to inflict grave wounds with your practiced 
  weapons. You deal 2 additional damage with weapons and 
  unarmed attacks in which you are an expert. This damage 
  increases to 3 if you’re a master, and 4 if you’re legendary.
  Master Spellcaster 
  15th
  You have achieved mastery over the magic in your blood. 
  Your proficiency ranks for spell attack rolls and spell DCs 
  for spells of your bloodline’s tradition increase to master.
  Bloodline Paragon 
  19th
  You have perfected the magic in your bloodline. Add 
  two common 10th-level spells of your tradition to your 
  repertoire. You gain a single 10th-level spell slot you can 
  use to cast these spells, using sorcerer spellcasting. Unlike 
  other spell slots, you don’t gain more 10th-level spells as 
  you level up, and they can’t be used for abilities that let 
  you cast spells without expending spell slots or abilities 
  that give you more spell slots. You can take the Bloodline 
  Perfection sorcerer feat to gain a second slot.
  Legendary Spellcaster 
  19th
  You demonstrate prodigious talent for spellcasting. Your 
  proficiency ranks for spell attack rolls and spell DCs for 
  spells of your bloodline’s tradition increase to legendary.
  Bloodlines
  Choose your bloodline, the source of your power. It has a 
  major influence on your abilities, determining your spell 
  list, the tradition of spells you cast, and two trained skills.
  Bloodline Spells
  Your bloodline grants you bloodline spells, special spells 
  unique to your lineage. Bloodline spells are a type of focus 
  spell. It costs 1 Focus Point to cast a focus spell, and you start 
  with a focus pool of 1 Focus Point. You refill your focus pool 
  during your daily preparations, and you can regain 1 Focus 
  Point by spending 10 minutes using the Refocus activity. 
  Unlike other characters, you don’t need to do anything 
  specific to Refocus, as the power of the blood flowing 
  through your veins naturally replenishes your focus pool.
  THE BLESSED AND THE DAMNED
  Many bloodlines are tied to certain types of creatures, 
  and the reputations of those creatures might color 
  how people see you. If you have the blood of demons, 
  people might fear you; conversely, people of good faiths 
  might assume your angelic blood puts you on their 
  side. These preconceptions aren’t necessarily true, and 
  you can certainly use demonic or infernal powers to do 
  good. Having a bloodline tied to creatures of a certain 
  alignment doesn’t have any effect on your own alignment 
  unless you want it to; your magic is disconnected from 
  its source. That said, many sorcerers seek out creatures 
  or organizations associated with their bloodlines, which 
  can expose them to these forces’ influences.
  Core Rulebook
  194
  
  Focus spells are automatically heightened to half your 
  level rounded up. Focus spells don’t require spell slots, nor 
  can you cast them using spell slots. Taking feats can give 
  you more focus spells and increase the size of your focus 
  pool, though your focus pool can never hold more than 
  3 points. The full rules are on page 300.
  Reading a Bloodline Entry
  A bloodline entry contains the following information.
  Spell List You use this magical tradition and spell list.
  Bloodline Skills You become trained in the listed skills.
  Granted Spells You automatically add the spells listed here 
  to your spell repertoire, in addition to those you gain through 
  sorcerer spellcasting. At 1st level, you gain a cantrip and a 
  1st-level spell. You learn the other spells on the list as soon as 
  you gain the ability to cast sorcerer spells of that level.
  Bloodline Spells You automatically gain the initial bloodline 
  spell at 1st level and can gain more by selecting the Advanced 
  Bloodline and Greater Bloodline feats.
  Blood Magic Whenever you cast a bloodline spell using Focus 
  Points or a granted spell from your bloodline using a spell slot, 
  you gain a blood magic effect. If the blood magic offers a choice, 
  make it before resolving the spell. The blood magic effect occurs 
  after resolving any checks for the spell’s initial effects and, 
  against a foe, applies only if the spell is a successful attack or 
  the foe fails its saving throw. If the spell has an area, you must 
  designate yourself or one target in the area when you cast the 
  spell to be the target of the blood magic effect. All references 
  to spell level refer to the level of the spell you cast.
  Aberrant
  Something speaks to you from beyond the stars 
  or below the earth. Ancient and unknowable, 
  this alien influence presses against your mind.
  Spell List occult (page 311)
  Bloodline Skills Intimidation, Occultism
  Granted Spells cantrip: daze; 1st: spider sting; 2nd: 
  touch of idiocy; 3rd: vampiric touch; 4th: confusion; 
  5th: black tentacles; 6th: feeblemind; 7th: warp mind; 8th: 
  uncontrollable dance; 9th: unfathomable song
  Bloodline Spells initial: tentacular limbs; 
  advanced: 
  aberrant whispers; 
  greater: 
  unusual anatomy
  Blood Magic Aberrant whispers shield 
  one target’s mind or your own, 
  granting a +2 status bonus to 
  Will saving throws for 1 round.
  Angelic
  One of your forebears hailed 
  from a celestial realm, or your ancestors’ 
  devotion led to their lineage being blessed.
  Spell List divine (page 309)
  Bloodline Skills Diplomacy, Religion
  Granted Spells cantrip: light; 1st: heal; 2nd: 
  spiritual weapon; 3rd: searing light; 4th: divine 
  wrath; 5th: flame strike; 6th: blade barrier; 7th: divine decree; 
  8th: divine aura; 9th: foresight
  Bloodline Spells initial: angelic halo; advanced: angelic wings; 
  greater: celestial brand
  Blood Magic An angelic aura protects you or one target, 
  granting a +1 status bonus to saving throws for 1 round.
  Demonic
  Demons debase all they touch. One of your ancestors fell 
  victim to their corruption, and you are burdened by that sin.
  Spell List divine (page 309)
  Bloodline Skills Intimidation, Religion
  Granted Spells cantrip: acid splash; 1st: fear; 2nd: enlarge; 
  3rd: slow; 4th: divine wrath; 5th: Abyssal plague; 6th: 
  disintegrate; 7th: divine decree; 8th: divine aura; 9th: implosion
  195
  3
  CLASSES
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  SAMPLE SORCERER
  Bloodline Spells initial: glutton’s jaws; advanced: swamp of 
  sloth; greater: Abyssal wrath
  Blood Magic The corruption of sin weakens a target’s defenses 
  or makes you more imposing. Either a target takes a –1 status 
  penalty to AC for 1 round, or you gain a +1 status bonus to 
  Intimidation checks for 1 round.
  Diabolic
  Devils are evil with a silver tongue, and one of your 
  ancestors dallied in darkness or made an infernal pact.
  Spell List divine (page 309)
  Bloodline Skills Deception, Religion
  Granted Spells cantrip: produce flame; 1st: charm; 2nd: flaming 
  sphere; 3rd: enthrall; 4th: suggestion; 5th: crushing despair; 6th: 
  true seeing; 7th: divine decree; 8th: divine aura; 9th: meteor swarm
  Bloodline Spells initial: diabolic edict; advanced: embrace the 
  pit; greater: hellfire plume
  Blood Magic Hellfire scorches a target or fills your tongue with 
  lies. Either a target takes 1 fire damage per spell level (if the spell 
  already deals initial fire damage, combine this with the spell’s 
  initial damage before determining weaknesses and resistances), 
  or you gain a +1 status bonus to Deception checks for 1 round.
  Draconic
  The blood of dragons flows through your veins. These 
  beasts are both fearsome in combat and skilled at magic.
  Spell List arcane (page 307)
  Bloodline Skills Arcana, Intimidation
  Granted Spells cantrip: shield; 1st: true strike; 2nd: resist 
  energy; 3rd: haste; 4th: spell immunity; 5th: chromatic wall; 
  6th: dragon form; 7th: mask of terror; 8th: prismatic wall; 9th: 
  overwhelming presence
  Bloodline Spells initial: dragon claws; advanced: dragon 
  breath; greater: dragon wings
  Blood Magic Draconic scales grow briefly on you or one target, 
  granting a +1 status bonus to AC for 1 round.
  Dragon tYpe
  At 1st level, choose the type of dragon that influenced your 
  bloodline. You can’t change your dragon type later. This 
  affects how some of your bloodline spells function. The 
  good metallic dragons and their damage types are brass 
  (fire), bronze (electricity), copper (acid), gold (fire), and 
  silver (cold). The evil chromatic dragons and their damage 
  types are black (acid), blue (electricity), green (poison), red 
  (fire), and white (cold).
  Elemental
  A genie ancestor or some other elemental influence has 
  imbued your blood with primal fury, affecting how the 
  bloodline spells and granted spells marked with an asterisk 
  (*), as well as your blood magic, function. 
  Spell List primal (page 314)
  Bloodline Skills Intimidation, Nature
  Granted Spells cantrip: produce flame*; 1st: burning hands*; 
  2nd: resist energy; 3rd: fireball*; 4th: freedom of movement; 
  FEY-TOUCHED
  Your blood ties you to the magic of the First 
  World and the otherworldly fey. Like them, you’re 
  capricious, charming, and hard to pin down.
  ABILITY SCORES
  Improve your Charisma first. Good Dexterity, Constitution, 
  and Wisdom provide solid defenses.
  SKILLS
  Deception, Diplomacy, Nature, Stealth
  BLOODLINE
  Fey
  HIGHER-LEVEL FEATS
  Reach Spell (1st), Primal Evolution (4th), Advanced Bloodline 
  (6th), Greater Bloodline (10th), Bloodline Focus (12th)
  SPELL REPERTOIRE
  1st charm, fleet step, summon fey; Cantrips dancing lights, 
  daze, detect magic, ghost sound, tanglefoot
  Core Rulebook
  196
  
  5th: elemental form; 6th: repulsion; 7th: energy aegis; 8th: 
  prismatic wall; 9th: storm of vengeance
  Bloodline Spells initial: elemental toss*; advanced: elemental 
  motion; greater: elemental blast*
  Blood Magic Elemental energy surrounds you or a target. Either 
  you gain a +1 status bonus to Intimidation checks for 1 round, or a 
  target takes 1 damage per spell level. The damage is bludgeoning 
  or fire, according to your elemental type (see below). If the spell 
  already deals that type of damage, combine it with the spell’s 
  initial damage before determining weaknesses and resistances.
  elemental tYpe
  At 1st level, choose the type of elemental that influenced 
  your bloodline: air, earth, fire, or water. If your element is 
  air, you buffet your foes with powerful winds; if it’s earth, 
  you toss huge chunks of rock; if it’s fire, you incinerate 
  your foes with flame; and if it’s water, you inundate your 
  foes with torrents of water. For fire, all marked spells deal 
  fire damage. For other elements, they deal bludgeoning 
  damage. You also add the trait of the element you chose.
  Fey
  Fey whimsy or a tryst in a moonlit grove put the bewitching 
  magic of the First World into your family’s bloodline.
  Spell List primal (page 314)
  Bloodline Skills Deception, Nature
  Granted Spells cantrip: ghost sound; 1st: charm; 2nd: hideous 
  laughter; 3rd: enthrall; 4th: suggestion; 5th: cloak of colors; 
  6th: mislead; 7th: visions of danger; 8th: uncontrollable dance; 
  9th: resplendent mansion
  Bloodline Spells 
  initial: 
  faerie dust; 
  advanced: 
  fey 
  disappearance; greater: fey glamour
  Blood Magic Colorful fey glamours dance around you or one 
  target, causing them to be concealed for 1 round. Such obvious 
  concealment can’t be used to Hide.
  Hag
  A hag long ago cursed your family, or you are a descendant 
  of a hag or changeling, and their accursed corruption 
  infests your blood and soul.
  Spell List occult (page 311)
  Bloodline Skills Deception, Occultism
  Granted Spells cantrip: daze; 1st: illusory disguise; 2nd: touch 
  of idiocy; 3rd: blindness; 4th: outcast’s curse; 5th: mariner’s 
  curse; 6th: baleful polymorph; 7th: warp mind; 8th: spiritual 
  epidemic; 9th: nature’s enmity
  Bloodline Spells initial: jealous hex; advanced: horrific visage; 
  greater: you’re mine
  197
  3
  CLASSES
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  1ST LEVEL
  COUNTERSPELL � 
  FEAT 1
  ABJURATION
  SORCERER
  Trigger A creature casts a spell that you have in your repertoire.
  Requirements You have an unexpended spell slot you could 
  use to cast the triggering spell.
  When a foe Casts a Spell you know and you can see its 
  manifestations, you can use your own magic to disrupt it. 
  You expend one of your spell slots to counter the triggering 
  creature’s casting of a spell that you have in your repertoire. 
  You lose your spell slot as if you had cast the triggering spell. 
  You then attempt to counteract the triggering spell (page 458).
  Special This feat has the trait corresponding to the tradition 
  of spells you cast (arcane, divine, natural, or occult).
  DANGEROUS SORCERY 
  FEAT 1
  SORCERER
  Your legacy grants you great destructive power. When you 
  Cast a Spell from your spell slots, if the spell deals damage and 
  doesn’t have a duration, you gain a status bonus to that spell’s 
  damage equal to the spell’s level.
  FAMILIAR 
  FEAT 1
  SORCERER
  An animal serves you and assists your spellcasting. You gain a 
  familiar (rules for familiars are found on page 217).
  REACH SPELL � 
  FEAT 1
  CONCENTRATE
  METAMAGIC
  SORCERER
  You can extend the range of your spells. If the next action you 
  use is to Cast a Spell that has a range, increase that spell’s range 
  by 30 feet. As is standard for increasing spell ranges, if the spell 
  normally has a range of touch, you extend its range to 30 feet.
  WIDEN SPELL � 
  FEAT 1
  MANIPULATE
  METAMAGIC
  SORCERER
  You manipulate the energy of your spell, causing it to affect a 
  wider area. If the next action you use is to Cast a Spell that has 
  an area of a burst, cone, or line and does not have a duration, 
  increase the area of that spell. Add 5 feet to the radius of a 
  burst that normally has a radius of at least 10 feet (a burst 
  with a smaller radius is not affected). Add 5 feet to the length 
  of a cone or line that is normally 15 feet long or smaller, and 
  add 10 feet to the length of a larger cone or line.
  2ND LEVEL
  CANTRIP EXPANSION 
  FEAT 2
  SORCERER
  You better understand the basic power of your bloodline. Add 
  two additional cantrips from your spell list to your repertoire.
  ENHANCED FAMILIAR 
  FEAT 2
  SORCERER
  Prerequisites a familiar
  KEY TERMS
  You’ll see the following key terms in many sorcerer abilities.
  Metamagic: Actions with the metamagic trait tweak 
  the properties of your spells. These actions usually come 
  from metamagic feats. You must use a metamagic action 
  directly before Casting the Spell you want to alter. If you 
  use any action (including free actions and reactions) other 
  than Cast a Spell directly after, you waste the benefits of 
  the metamagic action. Any additional effects added by a 
  metamagic action are part of the spell’s effect, not of the 
  metamagic action itself.
  Blood Magic Spiteful curses punish your foes. The first creature 
  that deals damage to you before the end of your next turn takes 2 
  mental damage per spell level and must attempt a basic Will save.
  Imperial
  One of your ancestors was a mortal who mastered magic. 
  Such magical blood can remain latent for generations, 
  but in you it manifested in full.
  Spell List arcane (page 307)
  Bloodline Skills Arcana, Society
  Granted Spells cantrip: detect magic; 1st: magic missile; 2nd: 
  dispel magic; 3rd: haste; 4th: dimension door; 5th: prying 
  eye; 6th: disintegrate; 7th: prismatic spray; 8th: maze; 9th: 
  prismatic sphere
  Bloodline Spells initial: ancestral memories; advanced: extend 
  spell; greater: arcane countermeasure
  Blood Magic A surge of ancestral memories grants you or one 
  target a +1 status bonus to skill checks for 1 round.
  Undead
  The touch of undeath runs through your blood. Your 
  family tree might contain powerful undead, like a 
  vampire, or perhaps you died and returned a bit different.
  Spell List divine (page 309)
  Bloodline Skills Intimidation, Religion
  Granted Spells cantrip: chill touch; 1st: harm; 2nd: false life; 3rd: 
  bind undead; 4th: talking corpse; 5th: cloudkill; 6th: vampiric 
  exsanguination; 7th: finger of death; 8th: horrid wilting; 9th: 
  wail of the banshee
  Bloodline Spells initial: touch of undeath; advanced: drain life; 
  greater: grasping grave
  Blood Magic Necromantic energy flows through you or one 
  target. Either you gain temporary Hit Points equal to the 
  spell’s level for 1 round, or a target takes 1 negative damage 
  per spell level (if the spell already deals initial negative 
  damage, combine this with the spell’s initial damage before 
  determining weaknesses and resistances).
  Sorcerer Feats
  At every level at which you gain a sorcerer feat, you can 
  select one of the following feats. You must satisfy any 
  prerequisites before taking the feat.
  Core Rulebook
  198
  
  You infuse your familiar with additional magical energy. You can select four familiar or master 
  abilities each day, instead of two.
  4TH LEVEL
  ARCANE EVOLUTION 
  FEAT 4
  ARCANE
  SORCERER
  Prerequisites bloodline that grants arcane spells
  Your arcane legacy grants you an exceptional aptitude for intellectual and academic 
  pursuits. You become trained in one skill of your choice. Additionally, you keep a book of 
  arcane spells similar to a wizard’s spellbook. You add all the spells in your spell repertoire 
  to this book for free, and you can add additional arcane spells to the book by paying the 
  appropriate cost and using your Arcana skill, similarly to how a wizard can Learn Spells to 
  add those spells to his spellbook.
  During your daily preparations, choose any one spell from your book of arcane spells. 
  If it isn’t in your spell repertoire, add it to your spell repertoire until the next time you 
  prepare. If it’s already in your spell repertoire, add it as an additional signature spell 
  for that day.
  BESPELL WEAPON � 
  FEAT 4
  SORCERER
  Frequency once per turn
  Requirements Your most recent action was to cast a non-cantrip spell.
  You siphon the residual energy from the last spell you cast into one weapon you’re wielding. 
  Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on 
  the school of the spell you just cast.
  • Abjuration force damage
  • Conjuration or Transmutation the same type as the weapon
  • Divination, Enchantment, or Illusion mental damage
  • Evocation a type the spell dealt, or force damage if the spell didn’t deal damage
  • Necromancy negative damage
  DIVINE EVOLUTION 
  FEAT 4
  DIVINE
  SORCERER
  Prerequisites bloodline that grants divine spells
  The divine might provided by your bloodline flows through you. You gain an additional 
  spell slot of your highest level, which you can use only to cast your choice of heal or 
  harm. You can cast either of these spells using that spell slot, even if they aren’t in your 
  spell repertoire.
  OCCULT EVOLUTION 
  FEAT 4
  OCCULT
  SORCERER
  Prerequisites bloodline that grants occult spells
  Glimpses of the obscure secrets of the universe loan you power. You become trained in one 
  skill of your choice. Additionally, once per day, you can spend 1 minute to choose one mental 
  occult spell you don’t know and add it to your spell repertoire. You lose this temporary spell 
  the next time you make your daily preparations (though you can use this ability to add it 
  again later).
  PRIMAL EVOLUTION 
  FEAT 4
  PRIMAL
  SORCERER
  Prerequisites bloodline that grants primal spells
  You can call upon the creatures of the wild for aid. You gain an additional spell slot of 
  your highest level, which you can use only to cast summon animal or summon plants and 
  fungi. You can cast either of these spells using that spell slot, even if it they aren’t in your 
  spell repertoire.
  SORCERER FEATS
  If you need to look up a sorcerer 
  feat by name instead of by level, 
  use this table.
  Feat 
  Level
  Advanced Bloodline 
  6
  Arcane Evolution 
  4
  Bespell Weapon 
  6
  Bloodline Conduit 
  20
  Bloodline Focus 
  12
  Bloodline Perfection 
  20
  Bloodline Resistance 
  8
  Bloodline Wellspring 
  18
  Cantrip Expansion 
  2
  Counterspell 
  1
  Crossblooded Evolution 
  8
  Dangerous Sorcery 
  1
  Divine Evolution 
  4
  Effortless Concentration 
  16
  Enhanced Familiar 
  2
  Familiar 
  1
  Greater Bloodline 
  10
  Greater Crossblooded 
  18
  Evolution 
  Greater Mental Evolution 
  16
  Greater Vital Evolution 
  16
  Interweave Dispel 
  14
  Magic Sense 
  12
  Metamagic Mastery 
  20
  Occult Evolution 
  4
  Overwhelming Energy 
  10
  Primal Evolution 
  4
  Quickened Casting 
  10
  Reach Spell 
  1
  Reflect Spell 
  14
  Steady Spellcasting 
  6
  Widen Spell 
  1
  199
  3
  CLASSES
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  SAMPLE SORCERER
  6TH LEVEL
  ADVANCED BLOODLINE 
  FEAT 6
  SORCERER
  Prerequisites bloodline spell
  You have studied your bloodline to learn the secrets of its 
  magic. You gain the advanced bloodline spell associated with 
  your bloodline. Increase the number of Focus Points in your 
  focus pool by 1.
  STEADY SPELLCASTING  
  FEAT 6
  SORCERER
  You are confident in your spellcasting technique, and you 
  are more easily able to retain your concentration when you 
  Cast a Spell. If a reaction would disrupt your spellcasting 
  action, attempt a DC 15 flat check. If you succeed, your action 
  isn’t disrupted.
  8TH LEVEL
  BLOODLINE RESISTANCE 
  FEAT 8
  SORCERER
  Your magical blood makes you more resistant to magic. You 
  gain a +1 status bonus to saving throws against spells and 
  magical effects.
  CROSSBLOODED EVOLUTION 
  FEAT 8
  SORCERER
  Odd interactions in your bloodline provide you with 
  unexpected spells. You can have one spell in your spell 
  repertoire from a tradition other than the one that matches 
  your bloodline. You cast that spell as a spell from your 
  bloodline’s tradition. You can swap which spell you add and 
  from which tradition as you could any other sorcerer spell, but 
  you can’t have more than one spell from another tradition in 
  your spell repertoire at the same time using this feat.
  10TH LEVEL
  GREATER BLOODLINE 
  FEAT 10
  SORCERER
  Prerequisites bloodline spell
  Further communion with the legacy of your bloodline has 
  uncovered greater secrets. You gain the greater bloodline spell 
  associated with your bloodline. Increase the number of Focus 
  Points in your focus pool by 1.
  OVERWHELMING ENERGY � 
  FEAT 10
  MANIPULATE
  METAMAGIC
  SORCERER
  You alter your spells to overcome resistances. If the next 
  action you use is to Cast a Spell, the spell ignores an amount 
  of the target’s resistance to acid, cold, electricity, fire, or sonic 
  damage equal to your level. This applies to all damage the 
  spell deals, including persistent damage and damage caused 
  by an ongoing effect of the spell, such as the wall created by 
  wall of fire. A creature’s immunities are unaffected.
  DEMONBLOOD
  The grotesque and chaotic creatures of the Abyss left 
  their mark on your family’s bloodline. You have a 
  vicious streak and find wanton destruction thrilling.
  ABILITY SCORES
  Your Charisma is most important, and boosting Strength, 
  Dexterity, and Constitution make you a better combatant.
  SKILLS
  Athletics, Deception, Intimidation, Religion
  BLOODLINE
  Demonic
  HIGHER-LEVEL FEATS
  Dangerous Sorcery (1st), Divine Evolution (4th), Advanced 
  Bloodline (6th), Bloodline Resistance (8th), Greater 
  Bloodline (10th), Bloodline Focus (12th)
  SPELL REPERTOIRE
  1st bane, fear, harm; Cantrips acid splash, chill touch, detect 
  magic, light, shield
  Core Rulebook
  200
  
  QUICKENED CASTING � 
  FEAT 10
  CONCENTRATE
  METAMAGIC
  SORCERER
  Frequency once per day
  In a mentally strenuous process, you modify your casting of a 
  spell to take less time. If your next action is to cast a sorcerer 
  cantrip or a sorcerer spell that is at least 2 levels lower than 
  the highest level sorcerer spell you can cast, reduce the 
  number of actions to cast it by 1 (minimum 1 action).
  12TH LEVEL
  BLOODLINE FOCUS 
  FEAT 12
  SORCERER
  Prerequisites bloodline spell
  Your focus recovers faster. If you have spent at least 2 Focus 
  Points since the last time you Refocused, you recover 2 Focus 
  Points when you Refocus instead of 1.
  MAGIC SENSE  
  FEAT 12
  DETECTION
  DIVINATION
  SORCERER
  You have a literal sixth sense for magic. You can sense the 
  presence of magic auras as though you were always using a 
  1st-level detect magic spell. This detects magic in your field of 
  vision only. When you Seek, you gain the benefits of a 3rd-level 
  detect magic spell on things you see (in addition to the normal 
  benefits of Seeking). You can turn this sense off and on with a 
  free action at the start or the end of your turn.
  14TH LEVEL
  INTERWEAVE DISPEL � 
  FEAT 14
  METAMAGIC
  SORCERER
  Prerequisites dispel magic in your spell repertoire
  You weave dispelling energy into a spell, sending both effects 
  at a foe. If your next action is to cast a single-target spell 
  against a creature, and you either hit the foe with the spell 
  attack roll or the foe fails its saving throw, you can cast dispel 
  magic on the foe as a free action, expending a spell slot as 
  normal and targeting one spell effect affecting the foe.
  REFLECT SPELL  
  FEAT 14
  SORCERER
  Prerequisites Counterspell
  When you successfully use Counterspell to counteract a 
  spell that affects targeted creatures or an area, you can turn 
  that spell’s effect back on its caster. When reflected, the spell 
  affects only the original caster, even if it’s an area spell or it 
  would normally affect more than one creature. The original 
  caster can attempt a save and use other defenses against the 
  reflected spell as normal.
  16TH LEVEL
  EFFORTLESS CONCENTRATION [reaction� 
  FEAT 16
  SORCERER
  Trigger Your turn begins.
  You maintain a spell with hardly a thought. You immediately 
  gain the effects of the Sustain a Spell action, allowing you to 
  extend the duration of one of your active sorcerer spells.
  GREATER MENTAL EVOLUTION 
  FEAT 16
  ARCANE
  SORCERER
  Prerequisites Arcane Evolution or Occult Evolution
  Your bloodline’s deep connection to mental essence greatly 
  enhances your spell repertoire. Add one spell to your spell 
  repertoire for each spell level you can cast.
  GREATER VITAL EVOLUTION 
  FEAT 16
  DIVINE
  SORCERER
  Prerequisites Divine Evolution or Primal Evolution
  Vital power surges through you like a font of energy. Twice 
  per day, you can cast a spell after you’ve run out of spell slots 
  of the appropriate spell level; the two spells you cast with this 
  feat must be of different spell levels.
  18TH LEVEL
  BLOODLINE WELLSPRING 
  FEAT 18
  SORCERER
  Prerequisites Bloodline Focus
  Your blood’s power replenishes your focus. If you have spent 
  at least 3 Focus Points since the last time you Refocused, you 
  recover 3 Focus Points when you Refocus instead of 1.
  GREATER CROSSBLOODED EVOLUTION 
  FEAT 18
  SORCERER
  Prerequisites Crossblooded Evolution
  Your bloodline is extraordinarily complex. You can have up 
  to three spells from other traditions in your spell repertoire, 
  rather than just one. These spells must each be of a different 
  spell level, but they don’t need to be from the same tradition.
  20TH LEVEL
  BLOODLINE CONDUIT � 
  FEAT 20
  METAMAGIC
  SORCERER
  Frequency once per minute
  Your inborn magical nature lets you redirect ambient energies 
  to fuel your spells. If your next action is to Cast a Spell of 
  5th level or lower that has no duration, you don’t expend the 
  spell’s slot when you cast it.
  BLOODLINE PERFECTION  
  FEAT 20
  SORCERER
  Prerequisites bloodline paragon
  You command the ultimate powers of your bloodline and 
  tradition. You gain an additional 10th-level spell slot.
  METAMAGIC MASTERY  
  FEAT 20
  SORCERER
  Altering your spells doesn’t take any longer than casting them 
  normally. You can use metamagic single actions as free actions..
  201
  3
  CLASSES
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Core Rulebook
  202
  
  Wizard
  During combat Encounters...
  You likely try to stay out of the fray, carefully judging when to use your spells. You 
  save your most powerful magic to incapacitate threatening foes and use your cantrips 
  when only weaker foes remain. When enemies pull out tricks like invisibility or flight, 
  you answer with spells like glitterdust or earth bind, leveling the field for your allies.
  During social encounters...
  You provide a well of knowledge about arcane matters and solve arguments with logic.
  While exploring...
  You locate magical auras and determine the arcane significance of magical writing 
  or phenomena you uncover. When you run across an unusual obstacle to further 
  exploration, you probably have a scroll that will make it easier to overcome.
  In downtime...
  You learn new spells, craft magic items, or scribe scrolls for your party, and seek 
  out new and exciting formulas in addition to spells. You might even forge scholarly 
  connections and establish a school or guild of your own.
  You Might...
  • Have an unquenchable intellectual curiosity about how everything in the world 
  around you works—magic in particular.
  • Believe fervently that your school of magic is superior (if you’re a specialist) or that 
  true mastery of magic requires knowledge of all schools (if you’re a universalist).
  • Use esoteric jargon and technical terms to precisely describe the minutiae of 
  magical effects, even though the difference is probably lost on other people.
  Others Probably...
  • Consider you to be incredibly powerful and potentially dangerous.
  • Fear what your magic can do to their minds, bodies, and souls, and ask that you 
  avoid casting spells in polite company, as few can identify whether one of your 
  spells is harmless or malevolent until it’s too late.
  • Assume you can easily solve all their problems, from dangerous weather to poor 
  crop yields, and ask you for spells that can help them get whatever they desire.
  You are an eternal student of the arcane secrets of the universe, using your 
  mastery of magic to cast powerful and devastating spells. You treat magic like a 
  science, cross-referencing the latest texts on practical spellcraft with ancient esoteric tomes 
  to discover and understand how magic works. Yet magical theory is vast, and there’s no 
  way you can study it all. You either specialize in one of the eight schools of magic, gaining 
  deeper understanding of the nuances of those spells above all others, or favor a broader 
  approach that emphasizes the way all magic comes together at the expense of depth.
  INITIAL PROFICIENCIES
  At 1st level, you gain the 
  listed proficiency ranks in 
  the following statistics. You 
  are untrained in anything 
  not listed unless you gain a 
  better proficiency rank in some 
  other way.
  PERCEPTION
  Trained in Perception
  SAVING THROWS
  Trained in Fortitude
  Trained in Reflex
  Expert in Will
  SKILLS
  Trained in Arcana
  Trained in a number of additional 
  skills equal to 2 plus your 
  Intelligence modifier
  ATTACKS
  Trained in the club, crossbow, 
  dagger, heavy crossbow, and 
  staff
  Trained in unarmed attacks
  DEFENSES
  Untrained in all armor
  Trained in unarmored defense
  SPELLS
  Trained in arcane spell attacks
  Trained in arcane spell DCs
  3
  CLASSES
  203
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  KEY ABILITY
  INTELLIGENCE
  At 1st level, your class gives you 
  an ability boost to Intelligence.
  HIT POINTS
  6 plus your Constitution modifier
  You increase your maximum number of 
  HP by this number at 1st level and every 
  level thereafter.
  
  Class Features
  You gain these abilities as a wizard. Abilities gained at 
  higher levels list the levels next to their names.
  Ancestry and Background
  In addition to the abilities provided by your class at 1st 
  level, you have the benefits of your selected ancestry and 
  background, as described in Chapter 2.
  Initial Proficiencies
  At 1st level, you gain a number of proficiencies that 
  represent your basic training. These proficiencies are 
  noted at the start of this class.
  Arcane Spellcasting
  Through dedicated study and practice, you can harness 
  arcane power to cast spells. You can cast arcane spells 
  using the Cast a Spell activity, and you can supply 
  material, somatic, and verbal components when casting 
  spells (see Casting Spells on page 302).
  At 1st level, you can prepare up to two 1st-level spells 
  and five cantrips each morning from the spells in your 
  spellbook (see below), plus one extra cantrip and spell of 
  your chosen school of each level you can cast if you are 
  a specialist wizard. Prepared spells remain available to 
  you until you cast them or until you prepare your spells 
  again. The number of spells you can prepare is called 
  your spell slots.
  As you increase in level as a wizard, your number of 
  spell slots and the highest level of spells you can cast from 
  spell slots increase, shown in Table 3–19: Wizard Spells 
  per Day on page 205.
  Some of your spells require you to attempt a spell attack 
  roll to see how effective they are, or have your enemies roll 
  against your spell DC (typically by attempting a saving 
  throw). Since your key ability is Intelligence, your spell 
  attack rolls and spell DCs use your Intelligence modifier. 
  Details on calculating these statistics appear on page 447.
  HeigHtening SpellS
  When you get spell slots of 2nd level and higher, you can 
  fill those slots with stronger versions of lower-level spells. 
  This increases the spell’s level, heightening it to match the 
  spell slot. Many spells have specific improvements when 
  they are heightened to certain levels.
  CantripS
  A cantrip is a special type of spell that doesn’t use spell 
  slots. You can cast a cantrip at will, any number of times 
  per day. A cantrip is always automatically heightened to 
  half your level rounded up—this is usually equal to the 
  highest level of spell you can cast as a wizard. For example, 
  as a 1st-level wizard, your cantrips are 1st-level spells, and 
  as a 5th-level wizard, your cantrips are 3rd-level spells.
  Spellbook
  Every arcane spell has a written version, usually recorded 
  in a spellbook. You start with a spellbook worth 10 sp 
  or less (as detailed on page 291), which you receive for 
  free and must study to prepare your spells each day. The 
  spellbook contains your choice of 10 arcane cantrips and 
  five 1st-level arcane spells. You choose these from the 
  common spells on the arcane spell list from this book 
  (page 307) or from other arcane spells you gain access to. 
  Your spellbook’s form and name are up to you. It might 
  be a musty, leather-bound tome or an assortment of thin 
  metal disks connected to a brass ring; its name might be 
  esoteric, like The Crimson Libram, or something more 
  academic, like A Field Study in Practical Transmutation.
  Each time you gain a level, you add two more arcane 
  spells to your spellbook, of any level of spell you can cast. 
  You can also use the Arcana skill to add other spells that 
  you find in your adventures, as described on page 241.
  Arcane School
  Many arcane spellcasters delve deeply into a single school 
  of magic in an attempt to master its secrets. If you want to 
  be a specialist wizard, choose a school in which to specialize. 
  TABLE 3–18: WIZARD ADVANCEMENT 
  Your
  Level 
  Class Features
  1 
  Ancestry and background, initial proficiencies, arcane
   
  spellcasting, arcane school, arcane bond, arcane thesis,
   
  wizard feat
  2 
  Skill feat, wizard feat
  3 
  2nd-level spells, general feat, skill increase
  4 
  Skill feat, wizard feat
  5 
  3rd-level spells, ability boosts, ancestry feat, lightning
   
  reflexes, skill increase
  6 
  Skill feat, wizard feat
  7 
  4th-level spells, expert spellcaster, general feat,
   
  skill increase
  8 
  Skill feat, wizard feat
  9 
  5th-level spells, ancestry feat, magical fortitude,
   
  skill increase
  10 
  Ability boosts, skill feat, wizard feat
  11 
  6th-level spells, alertness, general feat, skill increase,
   
  wizard weapon expertise
  12 
  Skill feat, wizard feat
  13 
  7th-level spells, ancestry feat, defensive robes, skill
   
  increase, weapon specialization
  14 
  Skill feat, wizard feat
  15 
  8th-level spells, ability boosts, general feat, master
   
  spellcaster, skill increase
  16 
  Skill feat, wizard feat
  17 
  9th-level spells, ancestry feat, resolve, skill increase
  18 
  Skill feat, wizard feat
  19 
  Archwizard’s spellcraft, legendary archwizard,
   
  general feat, skill increase
  20 
  Ability boosts, skill feat, wizard feat
  Core Rulebook
  204
  
  You gain additional spells and spell slots for spells of your 
  school. Arcane schools are described in detail on page 207.
  If you don’t choose a school, you’re a universalist, a 
  wizard who believes that the path to true knowledge of 
  magic requires a multidisciplinary understanding of all 
  eight schools working together. Though a universalist lacks 
  the focus of a specialist wizard, they have greater flexibility. 
  Universalist wizards are described on page 209.
  Arcane Bond
  You place some of your magical power in a bonded item. 
  Each day when you prepare your spells, you can designate 
  a single item you own as your bonded item. This is typically 
  an item associated with spellcasting, such as a wand, ring, 
  or staff, but you are free to designate a weapon or other 
  item. You gain the Drain Bonded Item free action.
  DRAIN BONDED ITEM �
  ARCANE
  WIZARD
  Frequency once per day
  Requirements You haven’t acted yet on your turn.
  You expend the power stored in your bonded item. During your 
  turn, you gain the ability to cast one spell you prepared today 
  and already cast, without spending a spell slot. You must still 
  Cast the Spell and meet the spell’s other requirements.
  Arcane Thesis
  During your studies to become a full-fledged wizard, you 
  produced a thesis of unique magical research on one of a 
  variety of topics. You gain a special benefit depending on 
  TABLE 3–19: WIZARD SPELLS PER DAY
  Your 
   
   
   
   
   
  Spell Level
  Level Cantrips 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  8th 
  9th 
  10th
  1 
  5 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  2 
  5 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  3 
  5 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  4 
  5 
  3 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  5 
  5 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  6 
  5 
  3 
  3 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  7 
  5 
  3 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  —
  8 
  5 
  3 
  3 
  3 
  3 
  — 
  — 
  — 
  — 
  — 
  —
  9 
  5 
  3 
  3 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  —
  10 
  5 
  3 
  3 
  3 
  3 
  3 
  — 
  — 
  — 
  — 
  —
  11 
  5 
  3 
  3 
  3 
  3 
  3 
  2 
  — 
  — 
  — 
  —
  12 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  — 
  — 
  — 
  —
  13 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  2 
  — 
  — 
  —
  14 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  — 
  — 
  —
  15 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  2 
  — 
  —
  16 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  — 
  —
  17 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  2 
  —
  18 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  —
  19 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  1*
  20 
  5 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  1*
  * The archwizard’s spellcraft class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.
  the topic of your thesis research. The arcane thesis topics 
  presented in this book are below; your specific thesis 
  probably has a much longer and more technical title like 
  “On the Methods of Spell Interpolation and the Genesis 
  of a New Understanding of the Building Blocks of Magic.”
  improved Familiar attunement
  You’ve long held that fine-tuning the magic that bonds 
  wizard and familiar can improve the mystic connection, 
  compared to the safe yet generic bond most wizards 
  currently use. You’ve formed such a pact with your familiar, 
  gaining more advantages from it than most wizards. You 
  gain the Familiar wizard feat as a bonus feat. Your familiar 
  gains an extra ability, and it gains an additional extra 
  ability when you reach 6th, 12th, and 18th levels.
  Your connection with your familiar alters your arcane 
  bond class feature so that you store your magical energy 
  in your familiar, rather than an item you own; you also 
  gain the Drain Familiar free action instead of Drain 
  Bonded Item. Drain Familiar can be used any time an 
  ability would allow you to use Drain Bonded Item and 
  functions identically, except that you draw magic from 
  your familiar instead of an item.
  metamagiCal experimentation
  You’ve realized that the practice known as metamagic is a 
  holdover from a time long ago, when wizards had to work 
  out their own spells and variations rather than rely on spells 
  recorded by others and passed down over the years. This 
  allows you efficient access to various metamagic effects.
  205
  3
  CLASSES
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  You gain a 1st-level metamagic wizard feat as a bonus 
  feat. Starting at 4th level, during your daily preparations, 
  you can gain a metamagic wizard feat of your choice that 
  has a level requirement of no more than half your level, 
  which you can use until your next daily preparations.
  Spell blending
  You theorize that spell slots are a shorthand for an 
  underlying energy that powers all spellcasting, and 
  you’ve found a way to tinker with the hierarchy of spell 
  slots, combining them to fuel more powerful spells.
  When you make your daily preparations, you can trade 
  two spell slots of the same level for a bonus spell slot of 
  up to 2 levels higher than the traded spell slots. You can 
  exchange as many spell slots as you have available. 
  Bonus spell slots must be of a level you can normally 
  cast, and each bonus spell slot must be of a different 
  spell level. You can also trade any spell slot for two 
  additional cantrips, though you cannot trade more 
  than one spell slot at a time for additional cantrips in 
  this way.
  Spell SubStitution
  You don’t accept the fact that once spells are prepared, 
  they can’t be changed until your next daily preparation, 
  and you have uncovered a shortcut allowing you to 
  substitute new spells for those you originally prepared.
  You can spend 10 minutes to empty one of your 
  prepared spell slots and prepare a different spell from 
  your spellbook in its place. If you are interrupted during 
  such a swap, the original spell remains prepared and can 
  still be cast. You can try again to swap out the spell later, 
  but you must start the process over again.
  Wizard Feats
  At 1st level and every even-numbered level thereafter, you 
  gain a wizard class feat. These feats begin on page 209.
  Skill Feats 
  2nd
  At 2nd level and every 2 levels thereafter, you gain 
  a skill feat. Skill feats can be found in Chapter 5 and 
  have the skill trait. You must be trained or better in the 
  corresponding skill to select a skill feat.
  General Feats 
  3rd
  At 3rd level and every 4 levels thereafter, you gain a 
  general feat. General feats are listed in Chapter 5.
  Skill Increases 
  3rd
  At 3rd level and every 2 levels thereafter, you gain a skill 
  increase. You can use this increase either to increase your 
  proficiency rank to trained in one skill you’re untrained 
  in, or to increase your proficiency rank in one skill in 
  which you’re already trained to expert.
  At 7th level, you can use skill increases to increase 
  your proficiency rank to master in a skill in which you’re 
  SAMPLE SPELLBOOK
  You can fill your spellbook with whichever spells you like, 
  but the list below covers a good selection of starter spells 
  for a 1st-level wizard. These are the exact spells found 
  in Structure and Interpretation of Arcane Magic, a basic 
  spellbook used by arcane academies and master wizards 
  to teach apprentices good habits in arcane research.
  Cantrips: Acid splash, detect magic, electric arc, light, 
  mage hand, message, prestidigitation, ray of frost, shield, 
  and study aura.
  1st Level: Burning hands, color spray, grease, mage 
  armor, and magic missile, plus one spell of your school if 
  you’re a specialist wizard.
  Core Rulebook
  206
  
  already an expert, and at 15th level, you can use them to 
  increase your proficiency rank to legendary in a skill in 
  which you’re already a master.
  Ability Boosts 
  5th
  At 5th level and every 5 levels thereafter, you boost four 
  different ability scores. You can use these ability boosts to 
  increase your ability scores above 18. Boosting an ability 
  score increases it by 1 if it’s already 18 or above, or by 2 
  if it starts out below 18.
  Ancestry Feats 
  5th
  In addition to the ancestry feat you started with, you gain 
  an ancestry feat at 5th level and every 4 levels thereafter. 
  The list of ancestry feats available to you can be found in 
  your ancestry’s entry in Chapter 2.
  Lightning Reflexes 
  5th
  Your reflexes are lightning fast. Your proficiency rank for 
  Reflex saves increases to expert.
  Expert Spellcaster 
  7th
  Extended practice of the arcane has improved your 
  capabilities. Your proficiency ranks for arcane spell 
  attack rolls and spell DCs increase to expert.
  Magical Fortitude 
  9th
  Magical power has improved your body’s resiliency. Your 
  proficiency rank for Fortitude saves increases to expert.
  Alertness  
  11th
  You remain alert to threats around you. Your proficiency 
  rank for Perception increases to expert.
  Wizard Weapon Expertise 
  11th
  Through a combination of magic and training, you’ve 
  learned how to wield wizard weapons more effectively. 
  You gain expert proficiency in the club, crossbow, 
  dagger, heavy crossbow, and staff.
  Defensive Robes 
  13th
  The flow of magic and your training combine to help 
  you avoid attacks. Your proficiency rank in unarmored 
  defense increases to expert.
  Weapon Specialization  
  13th
  You’ve learned how to inflict greater injuries with the 
  weapons you know best. You deal an additional 2 damage 
  with weapons and unarmed attacks in which you are an 
  expert. This damage increases to 3 if you’re a master, and 
  4 if you’re legendary.
  Master Spellcaster 
  15th
  You command superlative spellcasting ability. Your 
  proficiency ranks for arcane spell attack rolls and spell 
  DCs increase to master.
  Resolve 
   17th
  You’ve steeled your mind with resolve. Your proficiency 
  rank for Will saves increases to master. When you roll a 
  success at a Will save, you get a critical success instead.
  Archwizard’s Spellcraft 
  19TH
  You command the most potent arcane magic and can 
  cast a spell of truly incredible power. You gain a single 
  10th-level spell slot and can prepare a spell in that slot 
  using arcane spellcasting. Unlike with other spell slots, 
  you don’t gain more 10th-level spells as you level up, 
  though you can take the Archwizard’s Might feat to gain 
  a second slot.
  Legendary Spellcaster 
  19th
  You are a consummate spellcaster, with a comprehensive 
  understanding of both arcane theory and practical 
  spellcraft. Your proficiency ranks for arcane spell attack 
  rolls and spell DCs increase to legendary.
  Arcane Schools
  If you specialize in an arcane school, rather than studying 
  each school equally (as universalists do), you gain an 
  extra spell slot for each level of spell you can cast. You can 
  prepare only spells of your chosen arcane school in these 
  extra slots. In addition, you can prepare an extra cantrip 
  of your chosen school. You also add another arcane spell 
  of your chosen school to your spellbook.
  You learn a school spell, a special type of spell taught to 
  students of your arcane school. School spells are a type of 
  focus spell. It costs 1 Focus Point to cast a focus spell, and 
  you start with a focus pool of 1 Focus Point. You refill 
  your focus pool during your daily preparations, and you 
  can regain 1 Focus Point by spending 10 minutes using 
  the Refocus activity to study your spellbook or perform 
  arcane research.
  Focus spells are automatically heightened to half your 
  level rounded up. Focus spells don’t require spell slots, 
  nor can you cast them using spell slots. Certain feats can 
  give you more focus spells and increase the size of your 
  focus pool, though your focus pool can never hold more 
  than 3 Focus Points. The full rules for focus spells appear 
  on page 300.
  Abjuration
  As an abjurer, you master the art of protection, strengthening 
  defenses, preventing attacks, and even turning magic 
  against itself. You understand that an ounce of prevention 
  is worth a pound of cure. You add one 1st-level abjuration 
  spell (such as feather fall) to your spellbook. You learn the 
  protective ward school spell (page 407).
  Conjuration
  As a conjurer, you summon creatures and objects from 
  places beyond, and use magic to transport to distant locales. 
  207
  3
  CLASSES
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  SAMPLE WIZARD
  You understand that the true key to victory is strength in 
  numbers. You add one 1st-level conjuration spell (such as 
  summon animal) to your spellbook. You learn the augment 
  summoning school spell (page 406).
  Divination
  As a diviner, you master remote viewing and prescience, 
  learning information that can transform investigations, 
  research, and battle strategies. You understand that 
  knowledge is power. You add one 1st-level divination 
  spell (such as true strike) to your spellbook. You learn the 
  diviner’s sight school spell (page 406).
  Enchantment
  As an enchanter, you use magic to manipulate 
  others’ minds. You might use your abilities 
  to subtly influence others or seize control 
  over them. You understand that the mind 
  surpasses matter. You add one 1st-level 
  enchantment spell (such as charm) to your 
  spellbook. You learn the charming words 
  school spell (page 406).
  Evocation
  As an evoker, you revel in the raw power of 
  magic, using it to create and destroy with ease. 
  You can call forth elements, forces, and energy to 
  devastate your foes or to assist you in other ways. You 
  understand that the most direct approach is the most 
  elegant. You add one 1st-level evocation spell (such as 
  shocking grasp) to your spellbook. You learn the force bolt 
  school spell (page 407).
  Illusion
  As an illusionist, you use magic to create images, figments, 
  and phantasms to baffle your enemies. You understand 
  that perception is reality. You add one 1st-level illusion 
  spell (such as illusory object) to your spellbook. You learn 
  the warped terrain school spell (page 407).
  Necromancy
  As a necromancer, you call upon the powers of life 
  and death. While your school is often vilified for its 
  association with raising the undead, you understand that 
  control over life also means control over healing. You 
  add one 1st-level necromancy spell (such as grim tendrils) 
  to your spellbook. You learn the call of the grave school 
  spell (page 406).
  Transmutation
  As a transmuter, you alter the physical properties of things, 
  transforming creatures, objects, the natural world, and 
  even yourself at your whim. You understand that change 
  is inevitable. You add one 1st-level transmutation spell 
  (such as magic weapon) to your spellbook. You learn the 
  physical boost school spell (page 407).
  CONJURER
  Your magic summons creatures, transports you, and 
  creates useful items. You know about odd creatures 
  and distant realms.
  ABILITY SCORES
  Prioritize Intelligence. Dexterity, Constitution, and 
  Wisdom round out your defenses.
  SKILLS
  Arcana, Crafting, Diplomacy, Nature, Occultism, Religion, 
  Society
  SPECIALIZATION
  Conjuration
  THESIS
  Improved Familiar Attunement
  HIGHER-LEVEL FEATS
  Enhanced Familiar (2nd), Advanced School Spell (8th), 
  Effortless Concentration (16th)
  Core Rulebook
  208
  
  Universalist Wizards
  Instead of specializing narrowly in an arcane school, you 
  can become a universalist wizard—by studying all the 
  schools equally, you devote yourself to understanding 
  the full breadth of the arcane arts. For each level of spell 
  you can cast, you can use Drain Bonded item once per 
  day to recall a spell of that level (instead of using it only 
  once per day in total). You gain an extra wizard class 
  feat, and you add one 1st-level spell of your choice to 
  your spellbook.
  Wizard Feats
  At each level that you gain a wizard feat, you can 
  select one of the following feats. You must satisfy any 
  prerequisites before taking the feat.
  1ST LEVEL
  COUNTERSPELL � 
  FEAT 1
  ABJURATION
  ARCANE
  WIZARD
  Trigger A creature Casts a Spell that you have prepared.
  When a foe Casts a Spell and you can see its manifestations, 
  you can use your own magic to disrupt it. You expend a 
  prepared spell to counter the triggering creature’s casting of 
  that same spell. You lose your spell slot as if you had cast the 
  triggering spell. You then attempt to counteract the triggering 
  spell (page 458).
  ESCHEW MATERIALS 
  FEAT 1
  WIZARD
  You can use clever workarounds to replicate the arcane essence 
  of certain materials. When Casting a Spell that requires material 
  components, you can provide these material components without 
  a spell component pouch by drawing intricate replacement sigils 
  in the air. Unlike when providing somatic components, you still 
  must have a hand completely free. This doesn’t remove the need 
  for any materials listed in the spell’s cost entry.
  FAMILIAR 
  FEAT 1
  WIZARD
  You make a pact with creature that serves you and assists your 
  spellcasting. You gain a familiar (page 217).
  HAND OF THE APPRENTICE 
  FEAT 1
  WIZARD
  Prerequisites universalist wizard
  You can magically hurl your weapon at your foe. You gain the 
  hand of the apprentice universalist spell. Universalist spells 
  are a type of focus spell, much like school spells. You start 
  with a focus pool of 1 Focus Point. See Arcane Schools on page 
  207 for more information about focus spells.
  209
  3
  CLASSES
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  ENHANCED FAMILIAR 
  FEAT 2
  WIZARD
  Prerequisites a familiar
  You infuse your familiar with additional magical energy. You 
  can select four familiar or master abilities each day, instead 
  of two.
  Special If your arcane thesis is improved familiar attunement, 
  your familiar’s base number of familiar abilities, before adding 
  any extra abilities from the arcane thesis, is four.
  4TH LEVEL
  BESPELL WEAPON � 
  FEAT 4
  WIZARD
  Frequency once per turn
  Requirements Your most recent action was to cast a 
  non-cantrip spell.
  You siphon spell energy into one weapon you’re wielding. Until 
  the end of your turn, the weapon deals an extra 1d6 damage 
  of a type depending on the school of the spell you just cast.
  • Abjuration force damage
  • Conjuration or Transmutation the same type as the weapon
  • Divination, Enchantment, or Illusion mental damage
  • Evocation a type the spell dealt, or force damage if the 
  spell didn’t deal damage
  • Necromancy negative damage
  LINKED FOCUS 
  FEAT 4
  WIZARD
  Prerequisites arcane bond, arcane school
  Frequency once per day
  You have linked your bonded item to the well of energy that 
  powers your school spells. When you Drain your Bonded Item to 
  cast a spell of your arcane school, you also regain 1 Focus Point.
  SILENT SPELL � 
  FEAT 4
  CONCENTRATE
  METAMAGIC
  WIZARD
  Prerequisites Conceal Spell
  You’ve learned how to cast many of your spells without 
  speaking the words of power you would normally need to 
  provide. If the next action you use is Casting a Spell that has 
  a verbal component and at least one other component, you can 
  remove the verbal component. This makes the spell quieter and 
  allows you to cast it in areas where sound can’t carry. However, 
  the spell still has visual manifestations, so this doesn’t make 
  the spell any less obvious to someone who sees you casting it. 
  When you use Silent Spell, you can choose to gain the benefits 
  of Conceal Spell, and you don’t need to attempt a Deception 
  check because the spell has no verbal components.
  6TH LEVEL
  SPELL PENETRATION  
  FEAT 6
  WIZARD
  You’ve studied ways of overcoming the innate magical 
  resistance that dragons, otherworldly beings, and certain 
  KEY TERM
  You’ll see the following key term in many wizard abilities.
  Metamagic: Actions with the metamagic trait tweak 
  the properties of your spells. These actions usually come 
  from metamagic feats. You must use a metamagic action 
  directly before Casting the Spell you want to alter. If you 
  use any action (including free actions and reactions) other 
  than Cast a Spell directly after, you waste the benefits of 
  the metamagic action. Any additional effects added by a 
  metamagic action are part of the spell’s effect, not of the 
  metamagic action itself.
  REACH SPELL � 
  FEAT 1
  CONCENTRATE
  METAMAGIC
  WIZARD
  You can extend the range of your spells. If the next action you 
  use is to Cast a Spell that has a range, increase that spell’s range 
  by 30 feet. As is standard for increasing spell ranges, if the spell 
  normally has a range of touch, you extend its range to 30 feet.
  WIDEN SPELL � 
  FEAT 1
  MANIPULATE
  METAMAGIC
  WIZARD
  You manipulate the energy of your spell, causing it to affect a 
  wider area. If the next action you use is to Cast a Spell that has 
  an area of a burst, cone, or line and does not have a duration, 
  increase the area of that spell. Add 5 feet to the radius of a 
  burst that normally has a radius of at least 10 feet (a burst 
  with a smaller radius is not affected). Add 5 feet to the length 
  of a cone or line that is normally 15 feet long or smaller, and 
  add 10 feet to the length of a larger cone or line.
  2ND LEVEL
  CANTRIP EXPANSION 
  FEAT 2
  WIZARD
  Dedicated study allows you to prepare a wider range of simple 
  spells. You can prepare two additional cantrips each day.
  CONCEAL SPELL � 
  FEAT 2
  CONCENTRATE
  MANIPULATE
  METAMAGIC
  WIZARD
  Hiding your gestures and incantations within other speech 
  and movement, you attempt to conceal the fact that you are 
  Casting a Spell. If the next action you use is to Cast a Spell, 
  attempt a Stealth check against one or more observers’ 
  Perception DCs; if the spell has verbal components, you 
  must also attempt a Deception check against the observers’ 
  Perception DC. If you succeed at your check (or checks) 
  against an observer’s DC, that observer doesn’t notice you’re 
  casting a spell, even though material, somatic, and verbal 
  components are usually noticeable and spells normally have 
  sensory manifestations that would make spellcasting obvious 
  to those nearby.
  This ability hides only the spell’s spellcasting actions and 
  manifestations, not its effects, so an observer might still see a 
  ray streak out from you or see you vanish into thin air.
  Core Rulebook
  210
  
  other powerful creatures have. Any creature that has a status bonus to saving throws 
  against magic reduces that bonus by 1 against your spells.
  STEADY SPELLCASTING  
  FEAT 6
  WIZARD
  Confident in your technique, you don’t easily lose your concentration when you Cast a 
  Spell. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you 
  succeed, your action isn’t disrupted.
  8TH LEVEL
  ADVANCED SCHOOL SPELL 
  FEAT 8
  WIZARD
  Prerequisites arcane school
  You gain access to a powerful new school spell depending on your arcane school. If you’re an 
  abjurer, you gain energy absorption; if you’re a conjurer, you gain dimensional steps; if you’re a 
  diviner, you gain vigilant eye; if you’re an enchanter, you gain dread aura; if you’re an evoker, you 
  gain elemental tempest; if you’re an illusionist, you gain invisibility cloak; if you’re a necromancer, 
  you gain life siphon; and if you’re a transmuter, you gain shifting form. The descriptions of these 
  spells are on pages 406–407. Increase the number of Focus Points in your focus pool by 1.
  BOND CONSERVATION � 
  FEAT 8
  MANIPULATE
  METAMAGIC
  WIZARD
  Prerequisites arcane bond
  Requirements The last action you used was Drain Bonded Item.
  By carefully manipulating the arcane energies stored in your bonded item as you drain it, you 
  can conserve just enough power to cast another, slightly weaker spell. If the next action you 
  use is to Cast a Spell using the energy from Drain Bonded Item, you gain an extra use of Drain 
  Bonded Item. You must use this extra use of Drain Bonded Item before the end of your next 
  turn or you lose it, and you can use this additional use only to cast a spell 2 or more levels 
  lower than the first spell cast with Drain Bonded Item.
  UNIVERSAL VERSATILITY 
  FEAT 8
  WIZARD
  Prerequisites universalist wizard, Hand of the Apprentice
  You can access the fundamental abilities of any school of magic. During your daily 
  preparations, choose one of the eight school spells gained by 1st-level specialist wizards. 
  You can use that school spell until your next daily preparations. When you Refocus, you can 
  choose a different school spell from among those eight school spells, replacing the previous 
  one. Increase the number of Focus Points in your focus pool by 1.
  10TH LEVEL
  OVERWHELMING ENERGY � 
  FEAT 10
  MANIPULATE
  METAMAGIC
  WIZARD
  With a complex gesture, you alter the energy of your spell to overcome resistances. If the 
  next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance 
  to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage 
  the spell deals, including persistent damage and damage caused by an ongoing effect of the 
  spell, such as the wall created by wall of fire. A creature’s immunities are unaffected.
  QUICKENED CASTING � 
  FEAT 10
  CONCENTRATE
  METAMAGIC
  WIZARD
  Frequency once per day
  In a mentally strenuous process, you modify your casting of a spell to take less time. If 
  your next action is to cast a wizard cantrip or a wizard spell that is at least 2 levels lower 
  WIZARD FEATS
  If you need to look up a wizard 
  feat by name instead of by level, 
  use this table.
  Feat 
  Level
  Advanced School Spell 
  8
  Archwizard’s Might 
  20
  Bespell Weapon 
  4
  Bond Conservation 
  8
  Bonded Focus 
  14
  Cantrip Expansion 
  2
  Clever Counterspell 
  12
  Conceal Spell 
  2
  Counterspell 
  1
  Effortless Concentration 
  16
  Enhanced Familiar 
  2
  Eschew Materials 
  1
  Familiar 
  1
  Hand of the Apprentice 
  1
  Infinite Possibilities 
  18
  Linked Focus 
  4
  Magic Sense 
  12
  Metamagic Mastery 
  20
  Overwhelming Energy 
  10
  Quickened Casting 
  10
  Reach Spell 
  1
  Reflect Spell 
  14
  Reprepare Spell 
  18
  Scroll Savant 
  10
  Silent Spell 
  4
  Spell Combination 
  20
  Spell Penetration 
  6
  Spell Tinker 
  16
  Steady Spellcasting 
  6
  Superior Bond 
  14
  Universal Versatility 
  8
  Widen Spell 
  1
  211
  3
  CLASSES
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  SAMPLE WIZARD
  than the highest-level wizard spell you can cast, reduce the 
  number of actions to cast it by 1 (minimum 1 action).
  SCROLL SAVANT 
  FEAT 10
  WIZARD
  Prerequisites expert in Crafting
  During your daily preparations, you can create two temporary 
  scrolls containing arcane spells from your spellbook. These 
  scrolls follow the normal rules for scrolls (page 564), with some 
  additional restrictions. Each scroll must be of a different spell 
  level, and both spell levels must be 2 or more levels lower than 
  your highest-level spell. Any scrolls you create this way become 
  non-magical the next time you make your daily preparations. A 
  temporary scroll has no value.
  If you have master proficiency in arcane spell DCs, you can 
  create three temporary scrolls during your daily preparations, 
  and if you have legendary proficiency, you can create four 
  temporary scrolls.
  12TH LEVEL
  CLEVER COUNTERSPELL 
  FEAT 12
  WIZARD
  Prerequisites Counterspell, Quick Recognize
  You creatively apply your prepared spells to Counterspell a 
  much wider variety of your opponents’ magic. Instead of being 
  able to counter a foe’s spell with Counterspell only if you have 
  that same spell prepared, you can use Counterspell as long as 
  you have the spell the foe is casting in your spellbook. When 
  you use Counterspell in this way, the prepared spell you expend 
  must share a trait other than its tradition with the triggering 
  spell. At the GM’s discretion, you can instead use a spell that 
  has an opposing trait or that otherwise logically would counter 
  the triggering spell (such as using a cold or water spell to 
  counter fireball or using remove fear to counter a fear spell). 
  Regardless of what spell you expend, you take a –2 penalty to 
  your counteract check, though the GM can waive this penalty if 
  the expended spell is especially appropriate.
  MAGIC SENSE  
  FEAT 12
  ARCANE
  DETECTION
  DIVINATION
  WIZARD
  You have a literal sixth sense for ambient magic in your vicinity. 
  You can sense the presence of magic auras as though you were 
  always using a 1st-level detect magic spell. This detects magic in 
  your field of vision only. When you Seek, you gain the benefits 
  of a 3rd-level detect magic spell on things you see (in addition 
  to the normal benefits of Seeking). You can turn this sense off 
  and on with a free action at the start or the end of your turn.
  14TH LEVEL
  BONDED FOCUS 
  FEAT 14
  WIZARD
  Prerequisites arcane bond
  Your connection to your bonded item increases your focus pool. 
  If you have spent at least 2 Focus Points since the last time 
  ILLUSIONIST
  You cast illusory spells that fool the senses, and you 
  excel at bypassing threats without violence.
  ABILITY SCORES
  Prioritize Intelligence. Increase Dexterity and Charisma 
  so you can sneak and deceive people with skills as well 
  as spells.
  SKILLS
  Arcana, Deception, Diplomacy, Occultism, Society, 
  Stealth, Thievery
  SPECIALIZATION
  Illusion
  THESIS
  Spell blending
  HIGHER-LEVEL FEATS
  Conceal Spell (2nd), Silent Spell (4th), Advanced School 
  Spell (8th), Magic Sense (12th)
  Core Rulebook
  212
  
  you Refocused and your bonded item is in your possession, you 
  recover 2 Focus Points when you Refocus instead of 1.
  REFLECT SPELL  
  FEAT 14
  WIZARD
  Prerequisites Counterspell
  When you successfully use Counterspell to counteract a spell 
  that affects targeted creatures or an area, you can turn that spell’s 
  effect back on its caster. When reflected, the spell affects only 
  the original caster, even if it’s an area spell or it would normally 
  affect more than one creature. The original caster can attempt a 
  save and use other defenses against the reflected spell as normal.
  SUPERIOR BOND 
  FEAT 14
  WIZARD
  Prerequisites arcane bond
  When you draw upon your bonded item, you can leave a bit of 
  energy within it for later use. You can use Drain Bonded Item 
  one additional time per day, but only to cast a spell 2 or more 
  levels lower than your highest-level spell.
  16TH LEVEL
  EFFORTLESS CONCENTRATION � 
  FEAT 16
  WIZARD
  Trigger Your turn begins.
  You maintain a spell with hardly a thought. You immediately 
  gain the effects of the Sustain a Spell action, allowing you to 
  extend the duration of one of your active wizard spells.
  SPELL TINKER � 
  FEAT 16
  CONCENTRATE
  WIZARD
  You’ve learned to alter choices you make when casting spells 
  on yourself. After casting a spell on only yourself that offers 
  several choices of effect (such as resist energy, spell immunity, 
  or a polymorph spell that offers several potential forms), you 
  can alter the choice you made when Casting the Spell (for 
  instance, choosing a different type of damage for resist energy). 
  However, your tinkering weakens the spell’s integrity, reducing 
  its remaining duration by half.
  You can’t use this feat if the benefits of the spell have already 
  been used up or if the effects of the first choice would persist in 
  any way after switching (for instance, if one of the choices was 
  to create a consumable item you already used, or to heal you), 
  or if the feat would create an effect more powerful than that 
  offered by the base spell. The GM is the final arbiter of what 
  Spell Tinker can be applied to.
  18TH LEVEL
  INFINITE POSSIBILITIES  
  FEAT 18
  WIZARD
  You’ve found a way to prepare a spell slot that exists in your 
  mind as many different possibilities at once. Once during your 
  daily preparations, you can use a spell slot to hold that infinite 
  potential, rather than using it to prepare a spell. You can use this 
  spell slot to cast any spell from your spellbook that’s at least 
  2 levels lower than the slot you designate; the spell acts in all 
  ways as a spell of 2 levels lower. You don’t have any particular 
  spell prepared in that slot until you cast it.
  REPREPARE SPELL  
  FEAT 18
  WIZARD
  You’ve discovered how to reuse some of your spell slots over 
  and over. You can spend 10 minutes to prepare a spell that 
  you already cast today, regaining access to that spell slot. The 
  spell must be of 4th level or lower and one that does not have 
  a duration. You can reprepare a spell in this way even if you’ve 
  already reprepared that spell previously in the same day.
  If you have the spell substitution arcane thesis, you can 
  instead prepare a different spell in an expended slot, as long as 
  the new spell doesn’t have a duration. Once you’ve reprepared 
  a spell in that slot even once, you can use your arcane thesis 
  to substitute only spells without durations into that spell slot.
  20TH LEVEL
  ARCHWIZARD’S MIGHT  
  FEAT 20
  WIZARD
  Prerequisites archwizard’s spellcraft
  You have mastered the greatest secrets of arcane magic. You 
  gain an additional 10th-level spell slot.
  METAMAGIC MASTERY  
  FEAT 20
  WIZARD
  Altering your spells doesn’t take any longer than casting them 
  normally. You can use metamagic single actions as free actions.
  SPELL COMBINATION  
  FEAT 20
  WIZARD
  You can merge spells, producing multiple effects with a single 
  casting. One slot of each level of spell you can cast, except 
  2nd level and 1st level, becomes a spell combination slot (this 
  doesn’t apply to cantrips). When you prepare your spells, you 
  can fill a combination slot with a combination of two spells. 
  Each spell in the combination must be 2 or more spell levels 
  below the slot’s level, and both must target only one creature or 
  object or have the option to target only one creature or object. 
  Each spell in the combination must also have the same means of 
  determining whether it has an effect—both spells must require a 
  ranged spell attack roll, require the same type of saving throw, 
  or automatically affect the target.
  When you cast a combined spell, it affects only one target, 
  even if the component spells normally affect more than one. If 
  any spell in the combination has further restrictions (such as 
  targeting only living creatures), you must abide by all restrictions. 
  The combined spell uses the shorter of the component spells’ 
  ranges. Resolve a combined spell as if were a single spell, but 
  apply the effects of both component spells. For example, if the 
  spell’s target succeeded at the save against a combined spell, it 
  would apply the success effect of each spell, and if it critically 
  failed, it would apply the critical failure effect of both spells.
  213
  3
  CLASSES
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Animal Companions
  An animal companion is a loyal comrade who follows 
  your orders without you needing to use Handle an Animal 
  on it. Your animal companion has the minion trait, and it 
  gains 2 actions during your turn if you use the Command 
  an Animal action to command it; this is in place of the 
  usual effects of Command an Animal. If your companion 
  dies, you can spend a week of downtime to replace it at no 
  cost. You can have only one animal companion at a time. 
  Riding Animal Companions
  You or an ally can ride your animal companion as long as 
  it is at least one size larger than the rider. If it is carrying a 
  rider, the animal companion can use only its land Speed, and 
  it can’t move and Support you on the same turn. However, if 
  your companion has the mount special ability, it’s especially 
  suited for riding and ignores both of these restrictions. 
  Young Animal Companions
  The following are the base statistics for a young animal 
  companion, the first animal companion most characters 
  get. You make adjustments to these statistics depending 
  on the type of animal you choose. As you gain levels, 
  you might make further adjustments as your companion 
  becomes more powerful. Animal companions calculate 
  their modifiers and DCs just as you do with one difference: 
  the only item bonuses they can benefit from are to speed 
  and AC (their maximum item bonus to AC is +2).
  Proficiencies
  Your animal companion uses your level to determine its 
  proficiency bonuses. It’s trained in its unarmed attacks, 
  unarmored defense, barding, all saving throws, Perception, 
  Acrobatics, and Athletics. Animal companions can’t use 
  abilities that require greater Intelligence, such as Coerce 
  or Decipher Writing, even if trained in the appropriate 
  skill, unless they have a specialization that allows it.
  Ability Modifiers
  An animal companion begins with base ability modifiers 
  of Str +2, Dex +2, Con +1, Int –4, Wis +1, Cha +0. Each 
  type has its own strengths and increases two of these 
  modifiers by 1 each. These increases are already calculated 
  into the stat blocks in Companion Types below.
  Hit Points
  Your animal companion has ancestry Hit Points from 
  its type, plus a number of Hit Points equal to 6 plus its 
  Constitution modifier for each level you have.
  Mature Animal Companions
  To advance a young animal companion to a mature animal 
  companion (usually a result of one of your class feat 
  choices), increase its Strength, Dexterity, Constitution, and 
  Wisdom modifiers by 1. Increase its unarmed attack damage 
  from one die to two dice (for instance 1d8 to 2d8), and its 
  proficiency rank for Perception and all saving throws to 
  expert. Increase its proficiency ranks in Intimidation, Stealth, 
  and Survival to trained, and if it was already trained in one 
  of those skills from its type, increase its proficiency rank in 
  that skill to expert. If your companion is Medium or smaller, 
  it grows by one size.
  Nimble Animal Companions
  To advance a mature animal companion to a nimble 
  animal companion, increase its Dexterity modifier by 2 
  and its Strength, Constitution, and Wisdom modifiers 
  by 1. It deals 2 additional damage with its unarmed 
  attacks. Increase its proficiency ranks in Acrobatics and 
  unarmored defense to expert. It also learns the advanced 
  maneuver for its type. Its attacks become magical for the 
  purpose of ignoring resistances.
  Savage Animal Companions
  To advance a mature animal companion to a savage animal 
  companion, increase its Strength modifier by 2 and its 
  Dexterity, Constitution, and Wisdom modifiers by 1. It deals 
  3 additional damage with its unarmed attacks. Increase 
  its proficiency rank in Athletics to expert. It also learns 
  the advanced maneuver for its type. If your companion is 
  Medium or smaller, it grows by one size. Its attacks become 
  magical for the purpose of ignoring resistances.
  Companion Types
  The species of animal you choose is called your companion’s 
  type. Each companion type has its own statistics. The 
  Size entry indicates your companion’s starting size as a 
  young animal companion. Following the size entry are 
  the companion’s unarmed attacks, and then its ability 
  modifiers. The Hit Points entry indicates the companion’s 
  ancestry Hit Points. The Skill entry indicates an additional 
  trained skill your companion has. The Senses entry lists 
  your companion’s special senses. The Speed entry gives 
  your companion’s Speeds. The Special entry, if present, lists 
  any other special abilities your companion has, for example 
  whether it often serves as a mount and is particularly 
  appropriate for mounted classes, such as the champion. 
  The Support Benefit entry indicates a special benefit you 
  gain by Commanding the Animal to use the Support action 
  Animal Companions and Familiars
  Some adventurers travel with loyal allies known as animal companions and familiars. The 
  former begin as young animals but acquire impressive physical abilities as you level up, while 
  the latter share a magical bond with you.
  Core Rulebook
  214
  
  (see below). The Advanced Maneuver entry indicates a 
  powerful new action your companion learns how to use if 
  it becomes a nimble or savage animal companion.
  SUPPORT �
  Requirements The creature is an animal companion.
  Your animal companion supports you. You gain the benefits 
  listed in the companion type’s Support Benefit entry. If the 
  animal uses the Support action, the only other actions it can 
  use on this turn are basic move actions to get into position to 
  take advantage of the Support benefits; if it has already used 
  any other action this turn, it can’t Support you.
  Badger
  Your companion is a badger, wolverine, or other big mustelid.
  Size Small
  Melee � jaws, Damage 1d8 piercing 
  Melee � claw (agile), Damage 1d6 slashing
  Str +2, Dex +2, Con +2, Int –4, Wis +2, Cha +0 
  Hit Points 8
  Skill Survival
  Senses low-light vision, scent (imprecise, 30 feet)
  Speed 25 feet, burrow 10 feet, climb 10 feet
  Support Benefit Your badger digs around your foe’s position, 
  interfering with its footing. Until the start of your next turn, if 
  you hit and deal damage to a creature your badger threatens, 
  the target can’t use a Step action (unless it can Step through 
  difficult terrain) until it moves from its current position.
  Advanced Maneuver Badger Rage
  BADGER RAGE �
  CONCENTRATE
  EMOTION
  MENTAL
  Requirements The badger isn’t fatigued or raging.
  The badger enters a state of pure rage that lasts for 1 minute, until 
  there are no enemies it can perceive, or until it falls unconscious, 
  whichever comes first. It can’t voluntarily stop raging. While 
  raging, the badger is affected in the following ways.
  • It deals 4 additional damage with its bite attacks and 2 
  additional damage with its claw attacks.
  • It takes a –1 penalty to AC.
  • It can’t use actions that have the concentrate trait 
  unless they also have the rage trait. The animal 
  companion can Seek even while raging.
  After it has stopped raging, it can’t use Badger Rage again 
  for 1 minute. 
  Bear
  Your companion is a black, grizzly, polar, or other type of bear.
  Size Small
  Melee � jaws, Damage 1d8 piercing
  Melee � claw (agile), Damage 1d6 slashing
  Str +3, Dex +2, Con +2, Int –4, Wis +1, Cha +0
  Hit Points 8
  Skill Intimidation
  Senses low-light vision, scent (imprecise, 30 feet)
  Speed 35 feet
  Support Benefit Your bear mauls your enemies when you create 
  an opening. Until the start of your next turn, each time you 
  hit a creature in the bear’s reach with a Strike, the creature 
  takes 1d8 slashing damage from the bear. If your bear is 
  nimble or savage, the slashing damage increases to 2d8.
  Advanced Maneuver Bear Hug
  BEAR HUG �
  Requirements The bear’s last action was a successful claw Strike.
  The bear makes another claw Strike against the same target. 
  If this Strike hits, the target is also grabbed, as if the bear had 
  successfully Grappled the target.
  Bird
  Your companion is a bird of prey, such as an eagle, hawk, or owl.
  Size Small
  Melee � jaws (finesse), Damage 1d6 piercing
  Melee � talon (agile, finesse), Damage 1d4 slashing
  Str +2, Dex +3, Con +1, Int –4, Wis +2, Cha +0
  Hit Points 4
  Skill Stealth
  Senses low-light vision
  Speed 10 feet, fly 60 feet
  Support Benefit The bird pecks at your foes’ eyes when you 
  create an opening. Until the start of your next turn, your 
  Strikes that damage a creature that your bird threatens also 
  deal 1d4 persistent bleed damage, and the target is dazzled 
  until it removes the bleed damage. If your bird is nimble or 
  savage, the persistent bleed damage increases to 2d4.
  Advanced Maneuver Flyby Attack
  FLYBY ATTACK �
  The bird Flies and makes a talon Strike at any point along the way.
  Cat
  Your companion is a big cat, such as a leopard or tiger.
  Size Small
  Melee � jaws (finesse), Damage 1d6 piercing
  Melee � claw (agile, finesse), Damage 1d4 slashing
  Str +2, Dex +3, Con +1, Int –4, Wis +2, Cha +0 
  Hit Points 4
  Skill Stealth
  Senses low-light vision, scent (imprecise, 30 feet)
  Speed 35 feet
  Special Your cat deals 1d4 extra precision damage against flat-
  footed targets.
  Support Benefit Your cat throws your enemies off-balance when 
  you create an opening. Until the start of your next turn, your 
  Strikes that deal damage to a creature that your cat threatens 
  make the target flat-footed until the end of your next turn.
  Advanced Maneuver Cat Pounce
  CAT POUNCE �
  FLOURISH
  The cat Strides and then Strikes. If it was undetected at the start 
  of its Cat Pounce, it remains undetected until after the attack.
  215
  3
  CLASSES
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Dromaeosaur
  Your companion is a dromaeosaur (also called a raptor), such 
  as a velociraptor or deinonychus.
  Size Small
  Melee � jaws (finesse); Damage 1d8 piercing
  Melee � talon (agile, finesse); Damage 1d6 slashing
  Str +2, Dex +3, Con +2, Int –4, Wis +1, Cha +0 
  Hit Points 6
  Skill Stealth
  Senses low-light vision, scent (imprecise, 30 feet)
  Speed 50 feet
  Support Benefit Your raptor constantly darts into flanking 
  position. Until the start of your next turn, it counts as being in 
  its space or an empty space of your choice within 10 feet when 
  determining whether you and your companion are flanking; 
  you can choose a different space for each of your attacks). 
  Advanced Maneuver Darting Attack
  DARTING ATTACK �
  FLOURISH
  The raptor Steps up to 10 feet and then Strikes, or Strikes and 
  then Steps up to 10 feet.
  Horse
  Your companion is a horse, pony, or similar equine.
  Size Medium or Large
  Melee � hoof (agile), Damage 1d6 bludgeoning
  Str +3, Dex +2, Con +2, Int –4, Wis +1, Cha +0 
  Hit Points 8
  Skill Survival
  Senses low-light vision, scent (imprecise, 30 feet)
  Speed 40 feet
  Special mount
  Support Benefit Your horse adds momentum to your charge. 
  Until the start of your next turn, if you moved at least 10 
  feet on the action before your attack, add a circumstance 
  bonus to damage to that attack equal to twice the number of 
  damage dice. If your weapon already has the jousting weapon 
  trait, increase the trait’s damage bonus by 2 per die instead.
  Advanced Maneuver Gallop
  GALLOP �
  MOVE
  The horse Strides twice at a +10-foot circumstance bonus to Speed.
  Snake
  Your companion is a constrictor snake, such as a boa or python.
  Size Small
  Melee � jaws (finesse); Damage 1d8 piercing
  Str +3, Dex +3, Con +1, Int –4, Wis +1, Cha +0 
  Hit Points 6
  Skill Stealth
  Senses low-light vision, scent (imprecise, 30 feet)
  Speed 20 feet, climb 20 feet, swim 20 feet
  Support Benefit Your snake holds your enemies with its coils, 
  interfering with reactions. Until the start of your next turn, 
  any creature your snake threatens can’t use reactions 
  triggered by your actions unless its level is higher than yours.
  Advanced Maneuver Constrict
  CONSTRICT �
  Requirements The snake has a smaller creature grabbed.
  The snake deals 12 bludgeoning damage to the grabbed creature; 
  the creature must attempt a basic Fortitude save. If the snake is a 
  specialized animal companion, increase this damage to 20. 
  Wolf
  Your companion is a wolf or other canine creature, such as a dog.
  Size Small
  � Melee jaws (finesse); Damage 1d8 piercing
  Str +2, Dex +3, Con +2, Int –4, Wis +1, Cha +0 
  Hit Points 6
  Skill Survival
  Senses low-light vision, scent (imprecise, 30 feet)
  Speed 40 feet
  Support Benefit Your wolf tears tendons with each opening. 
  Until the start of your next turn, your Strikes that damage 
  creatures your wolf threatens give the target a –5-foot status 
  penalty to its Speeds for 1 minute (–10 on a critical success).
  Core Rulebook
  216
  
  Advanced Maneuver Knockdown
  KNOCKDOWN �
  Requirements The animal companion’s last action was a 
  successful jaws Strike.
  The wolf automatically knocks the target of its jaws Strike prone.
  Specialized Animal Companions
  Specialized animal companions are more intelligent and 
  engage in more complex behaviors. The first time an animal 
  gains a specialization, it gains the following: Its proficiency 
  rank for unarmed attacks increases to expert. Its proficiency 
  ranks for saving throws and Perception increase to master. 
  Increase its Dexterity modifier by 1 and its Intelligence 
  modifier by 2. Its unarmed attack damage increases from 
  two dice to three dice, and it increases its additional damage 
  with unarmed attacks from 2 to 4 or from 3 to 6. 
  Each specialization grants additional benefits. Most 
  animal companions can have only one specialization.
  AMbusHer
  In your companion’s natural environment, it can use 
  a Sneak action even if it’s currently observed. It gains a 
  +2 circumstance bonus to initiative rolls using Stealth, its 
  proficiency rank in Stealth increases to expert (or master if 
  it was already an expert from its type), and its Dexterity 
  modifier increases by 1. Its proficiency rank for unarmored 
  defense increases to expert, or master if it’s nimble.
  bully
  Your companion terrorizes foes with dominance displays 
  and pushes them around the battlefield. Its proficiency ranks 
  for Athletics and Intimidation increase to expert (or master 
  if it was already expert from its type), its Strength modifier 
  increases by 1, and its Charisma modifier increases by 3.
  dAredevil
  Your companion joins the fray with graceful leaps and dives. 
  It gains the deny advantage ability, so it isn’t flat-footed 
  to hidden, undetected, or flanking creatures unless such a 
  creature’s level is greater than yours. Its proficiency rank in 
  Acrobatics increases to master, and its Dexterity modifier 
  increases by 1. Its proficiency rank in unarmored defense 
  increases to expert, or master if it’s nimble. 
  rAcer
  Your companion races. It gains a +10-foot status bonus 
  to its Speed, swim Speed, or fly Speed (your choice). Its 
  proficiency in Fortitude saves increases to legendary, and 
  its Constitution modifier increases by 1.
  trAcker
  Your companion is an incredible tracker. It can move at full 
  Speed while following tracks. Its proficiency rank in Survival 
  increases to expert (or master if it was already an expert 
  from its type), and its Wisdom modifier increases by 1.
  Wrecker
  Your companion smashes things. Its unarmed attacks 
  ignore half an object’s Hardness. Its Athletics proficiency 
  increases to master, and its Strength modifier increases 
  by 1.
  Familiars
  Familiars are mystically bonded creatures tied to your 
  magic. Most familiars were originally animals, though 
  the ritual of becoming a familiar makes them something 
  more. You can choose a Tiny animal you want as your 
  familiar, such as a bat, cat, raven, or snake. Some familiars 
  are different, usually described in the ability that granted 
  you a familiar; for example, a druid’s leshy familiar is a 
  Tiny plant instead of an animal, formed from a minor 
  nature spirit.
  Familiars have the minion trait (page 634), so during 
  an encounter, they gain 2 actions in a round if you spend 
  an action to command them. If your familiar dies, you 
  can spend a week of downtime to replace it at no cost. 
  You can have only one familiar at a time.
  Modifiers and AC
  Your familiar’s save modifiers and AC are equal to 
  yours before applying circumstance or status bonuses or 
  penalties. Its Perception, Acrobatics, and Stealth modifiers 
  are equal to your level plus your spellcasting ability 
  modifier (Charisma if you don’t have one, unless otherwise 
  specified). If it attempts an attack roll or other skill check, it 
  uses your level as its modifier. It doesn’t have or use its own 
  ability modifiers and can never benefit from item bonuses.
  Hit Points
  Your familiar has 5 Hit Points for each of your levels.
  217
  3
  CLASSES
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Size
  Your familiar is Tiny.
  Senses
  Your familiar has low-light vision and can gain additional 
  senses from familiar abilities. It can communicate 
  empathically with you as long as it’s within 1 mile of you, 
  sharing emotions. It doesn’t understand or speak languages 
  normally, but it can gain speech from a familiar ability.
  Movement
  Your familiar has either a Speed of 25 feet or a swim 
  Speed of 25 feet (choose one upon gaining the familiar). 
  It can gain other movement types from familiar abilities.
  Familiar and Master Abilities
  Each day, you channel your magic into two abilities, 
  which can be either familiar or master abilities. If your 
  familiar is an animal that naturally has one of these 
  abilities (for instance, an owl has a fly Speed), you must 
  select that ability. Your familiar can’t be an animal that 
  naturally has more familiar abilities than your daily 
  maximum familiar abilities.
  fAMiliAr Abilities
  Amphibious: It gains a swim Speed of 25 feet (or Speed of 
  25 feet if it already has a swim Speed).
  Burrower: It gains a burrow Speed of 5 feet, allowing it 
  to dig Tiny holes.
  Climber: It gains a climb Speed of 25 feet.
  Damage Avoidance: Choose one type of save. It takes 
  no damage when it succeeds at that type of save; this 
  doesn’t prevent effects other than damage. 
  Darkvision: It gains darkvision.
  Fast Movement: Increase one of the familiar’s Speeds 
  from 25 feet to 40 feet.
  Flier: It gains a fly Speed of 25 feet.
  Kinspeech: It can understand and speak with animals 
  of the same species. To select this, your familiar must be 
  an animal, it must have the speech ability, and you must 
  be at least 6th level.
  Lab Assistant: It can use your Quick Alchemy action. 
  You must have Quick Alchemy, and your familiar must 
  be in your space. This has the same cost and requirement 
  as if you used it. It must have the manual dexterity 
  ability to select this.
  Manual Dexterity: It can use up to two of its limbs as 
  if they were hands to use manipulate actions.
  Scent: It gains scent (imprecise, 30 feet).
  Speech: It understands and speaks a language 
  you know.
  MAster Abilities
  Cantrip Connection: You can prepare an additional 
  cantrip, or if you have a repertoire, instead designate a 
  cantrip to add to your repertoire every time you select 
  this ability; you can retrain it but can’t otherwise change 
  it. You must be able to prepare cantrips or add them to 
  your repertoire to select this.
  Extra Reagents: Your familiar grows extra infused 
  reagents on or in its body. You gain an additional batch 
  of infused reagents. You must have the infused reagents 
  ability to select this ability. 
  Familiar Focus: Once per day, your familiar can use 2 
  actions with the concentrate trait to regain 1 Focus Point, 
  up to your usual maximum You must have a focus pool 
  to select this.
  Lifelink: If your familiar would be reduced to 0 HP by 
  damage, as a reaction with the concentrate trait, you can 
  take the damage. If you do, you take all the damage and 
  your familiar takes none. However, if special effects when 
  a hit damages your familiar (such as snake venom) still 
  apply to your familiar.
  Spell Battery: You gain one additional spell slot at least 
  3 levels lower than your highest-level spell slot; you 
  must be able to cast 4th-level spells using spell slots to 
  select this master ability.
  Spell Delivery: If your familiar is in your space, 
  you can cast a spell with a range of touch, transfer 
  its power to your familiar, and command the 
  familiar to deliver the spell. If you do, the familiar 
  uses its 2 actions for the round to move to a target 
  of your choice and touch that target. If it doesn’t 
  reach the target to touch it this turn, the spell has 
  no effect.
  Core Rulebook
  218
  
  Applying an archetype requires you to select archetype feats 
  instead of class feats. Start by finding the archetype that 
  best fits your character concept, and select the archetype’s 
  dedication feat using one of your class feat choices. Once 
  you have the dedication feat, you can select any feat from 
  that archetype in place of a class feat as long as you meet its 
  prerequisites. The archetype feat you select is still subject 
  to any selection restrictions on the class feat it replaces. For 
  example, if you gained an ability at 6th level that granted 
  you a 4th-level class feat with the dwarf trait, you could 
  swap out that class feat only for an archetype feat of 4th 
  level or lower with the dwarf trait. Archetype feats you 
  gain in place of a class feat are called archetype class feats.
  Occasionally, an archetype feat works like a skill 
  feat instead of a class feat. These archetype feats have 
  the skill trait, and you select them in place of a skill 
  feat, otherwise following the same rules above. These 
  are not archetype class feats (for instance, to determine 
  the number of Hit Points you gain from the Fighter 
  Resiliency archetype feat).
  Each archetype’s dedication feat represents a certain 
  portion of your character’s time and focus, so once you 
  select a dedication feat for an archetype, you must satisfy 
  its requirements before you can gain another dedication 
  feat. Typically, you satisfy an archetype dedication feat 
  by gaining a certain number of feats from the archetype’s 
  list. You cannot retrain a dedication feat as long as you 
  have any other feats from that archetype.
  Sometimes an archetype feat lets you gain another feat, 
  such as the alchemist’s basic concoction. You must always 
  meet the prerequisites of the feat you gain in this way.
  Two special kinds of archetypes are designated by the 
  class and multiclass traits. The archetypes in this book 
  are all multiclass archetypes.
  Multiclass Archetypes
  Archetypes with the multiclass trait represent diversifying 
  your training into another class’s specialties. You can’t 
  select a multiclass archetype’s dedication feat if you are 
  a member of the class of the same name (for instance, a 
  fighter can’t select the Fighter Dedication feat).
  Class Archetypes
  Archetypes with the class trait represent a fundamental 
  divergence from your class’s specialties, but one that exists 
  within the context of your class. You can select a class 
  archetype only if you are a member of the class of the same 
  name. Class archetypes always alter or replace some of a 
  class’s static class features, in addition to any new feats they 
  offer. It may be possible to take a class archetype at 1st level 
  if it alters or replaces some of the class’s initial class features. 
  In that case, you must take that archetype’s dedication feat 
  at 2nd level, and after that you proceed normally. You can 
  never have more than one class archetype. 
  sPellcAsting ArcHetyPes
  Some archetypes grant you a substantial degree of 
  spellcasting, albeit delayed compared to a character 
  from a spellcasting class. In this book, the spellcasting 
  archetypes are bard, cleric, druid, sorcerer, and 
  wizard, the multiclass archetypes for the five main 
  spellcasting classes, but future books might introduce 
  spellcasting archetypes that aren’t multiclass archetypes. 
  A spellcasting archetype allows you to use scrolls, 
  staves, and wands in the same way that a member of a 
  spellcasting class can.
  Spellcasting archetypes always grant the ability to 
  cast cantrips in their dedication, and then they have a 
  basic spellcasting feat, an expert spellcasting feat, and 
  a master spellcasting feat. These feats share their name 
  with the archetype; for instance, the wizard’s master 
  spellcasting feat is called Master Wizard Spellcasting. 
  All spell slots you gain from spellcasting archetypes 
  have restrictions depending on the archetype; for 
  instance, the bard archetype grants you spell slots 
  you can use only to cast occult spells from your bard 
  repertoire, even if you are a sorcerer with occult spells 
  in your sorcerer repertoire.
  Basic Spellcasting Feat: Available at 4th level, these feats 
  grant a 1st-level spell slot. At 6th level, they grant you a 
  2nd-level spell slot. At 8th level, they grant you a 3rd-
  level spell slot. Archetypes refer to these benefits as the 
  “basic spellcasting benefits.”
  Expert Spellcasting Feat: Taken at 12th level, these feats 
  make you an expert in spell attack rolls and DCs of the 
  appropriate magical tradition and grant you a 4th-level 
  spell slot. At 14th level, they grant you a 5th-level spell 
  slot, and at 16th level, they grant you a 6th-level spell 
  slot. Archetypes refer to these benefits as the “expert 
  spellcasting benefits.”
  Master Spellcasting Feat: Upon reaching 18th level, 
  these feats make you a master in spell attack rolls and 
  DCs of the appropriate magical tradition and grant you 
  a 7th-level spell slot. At 20th level, they grant you an 8th-
  level spell slot. Archetypes refer to these benefits as the 
  “master spellcasting benefits.”
  Archetypes
  There are infinite possible character concepts, but you might find that the feats and skill 
  choices from a single class aren’t sufficient to fully realize your character. Archetypes allow 
  you to expand the scope of your character’s class. 
  219
  3
  CLASSES
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Alchemist
  You enjoy tinkering with alchemical formulas and 
  substances in your spare time, and your studies have 
  progressed beyond mere experimentation.
  Multiclass alchemist characters
  The free alchemical items from the alchemist archetype 
  are extremely useful to characters of any class. The 
  following are just some of the possible combinations. 
  • 
  Barbarian alchemists can mix mutagens with 
  their rage to ferocious effect. 
  • Champion alchemists can focus on alchemical 
  items that boost defenses and heal others, 
  allowing their champion’s reaction 
  and lay on hands to go further. 
  • Fighter alchemists can use their 
  alchemy to gain additional options 
  in situations where their usual 
  tactics don’t work. 
  • Ranger alchemists focus on alchemy 
  and snares, getting extra use out of 
  their Crafting skill and supplying 
  bombs for the bomb snare. 
  • Rogue alchemists can combine a rogue’s poison 
  feats with free daily poisons, and bombs present an 
  interesting way to sneak attack with various types 
  of energy damage. 
  •  Spellcaster alchemists often use their alchemical 
  items to take pressure off their repertoire or prepared 
  spells. For instance, a wizard alchemist who can 
  brew up darksight elixirs to grant darkvision can 
  prepare another spell instead of darkvision.
  ALCHEMIST DEDICATION 
  FEAT 2
  ARCHETYPE
  DEDICATION
  MULTICLASS
  Prerequisites Intelligence 14
  You put your alchemical interest into practice. You become 
  trained in alchemical bombs and Crafting; if you were already 
  trained in Crafting, you instead become trained in a skill of 
  your choice. You become trained in alchemist class DC.
  You gain the alchemist’s infused reagents class feature, 
  gaining a number of reagents each day equal to your level. 
  You also gain the Alchemical Crafting feat and four additional 
  formulas for 1st-level alchemical items, as well as the ability 
  to create free items during your daily preparations. Your 
  advanced alchemy level is 1 and doesn’t increase on its own.
  Special You cannot select another dedication feat until you 
  have gained two other feats from the alchemist archetype.
  BASIC CONCOCTION  
  FEAT 4
  ARCHETYPE
  Prerequisites Alchemist Dedication
  You gain a 1st- or 2nd-level alchemist feat.
  QUICK ALCHEMY  
  FEAT 4
  ARCHETYPE
  Prerequisites Alchemist Dedication
  You gain the Quick Alchemy action (page 72).
  ADVANCED CONCOCTION  
  FEAT 6 
  ARCHETYPE
  Prerequisites Basic Concoction
  You gain one alchemist feat. For the purpose of meeting 
  its prerequisites, your alchemist level is equal to half your 
  character level.
  Special You can select this feat more than once. Each time 
  you select it, you gain another alchemist feat.
  EXPERT ALCHEMY 
  FEAT 6
  ARCHETYPE
  Prerequisites Alchemist Dedication, expert in Crafting
  Your advanced alchemy level increases to 3. At 10th level, it 
  increases to 5.
  MASTER ALCHEMY 
  FEAT 12
  ARCHETYPE
  Prerequisites Expert Alchemy, master in Crafting
  Your advanced alchemy level increases to 7. For every level you 
  gain beyond 12th, your advanced alchemy level increases by 1.
  Core Rulebook
  220
  
  Barbarian
  There’s a rage deep inside you that sometimes breaks 
  loose, granting you some of the might of a barbarian in 
  addition to your other abilities.
  Multiclass Barbarian characters
  The barbarian archetype is a great choice for characters 
  that emphasize Strength and melee attacks more than 
  usual for their class, as long as they can handle Rage’s 
  spellcasting restriction. It’s especially good for characters 
  looking to add more damage. 
  BARBARIAN DEDICATION 
  FEAT 2
  ARCHETYPE
  DEDICATION
  MULTICLASS
  Prerequisites Strength 14, Constitution 14
  You become trained in Athletics; if you were already trained in 
  Athletics, you instead become trained in a skill of your choice. 
  You become trained in barbarian class DC.
  You can use the Rage action (page 84).
  Choose an instinct as you would if you were a barbarian. You 
  have that instinct for all purposes and become bound by its 
  anathema, but you don’t gain any of the other abilities it grants. 
  Special You cannot select another dedication feat until you 
  have gained two other feats from the barbarian archetype.
  BARBARIAN RESILIENCY  
  FEAT 4
  ARCHETYPE
  Prerequisites Barbarian Dedication, class granting no more 
  Hit Points per level than 10 + your Constitution modifier
  You gain 3 additional Hit Points for each barbarian archetype 
  class feat you have. As you continue selecting barbarian 
  archetype class feats, you continue to gain additional Hit 
  Points in this way.
  BASIC FURY  
  FEAT 4
  ARCHETYPE
  Prerequisites Barbarian Dedication
  You gain a 1st- or 2nd-level barbarian feat.
  ADVANCED FURY  
  FEAT 6 
  ARCHETYPE
  Prerequisites Basic Fury
  You gain one barbarian feat. For the purpose of meeting 
  its prerequisites, your barbarian level is equal to half your 
  character level.
  Special You can select this feat more than once. Each time 
  you select it, you gain another barbarian feat.
  INSTINCT ABILITY  
  FEAT 6
  ARCHETYPE
  Prerequisites Barbarian Dedication
  You gain the instinct ability for the instinct you chose for 
  Barbarian Dedication. 
  JUGGERNAUT’S FORTITUDE 
  FEAT 12
  ARCHETYPE
  Prerequisites Barbarian Dedication, expert in Fortitude saves
  Your proficiency rank in Fortitude saves increases to master. 
  221
  3
  CLASSES
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Bard
  A muse has called you to dabble in occult lore, allowing 
  you to cast a few spells. The deeper you delve, the more 
  powerful your performances become. 
  Multiclass Bard characters
  The bard archetype grants powerful effects that tend to 
  use actions; it’s a great choice if you have actions to spare. 
  BARD DEDICATION 
  FEAT 2
  ARCHETYPE
  DEDICATION
  MULTICLASS
  Prerequisites Charisma 14
  You cast spells like a bard and gain the Cast a Spell activity. You 
  gain a spell repertoire with two common cantrips from the occult 
  spell list, or any other cantrips you learn or discover. You’re 
  trained in spell attack rolls and spell DCs for occult spells. Your 
  key spellcasting ability for bard archetype spells is Charisma, and 
  they are occult bard spells. You become trained in Occultism and 
  Performance; for each of these skills in which you were already 
  trained, you instead become trained in a skill of your choice.
  Choose a muse as you would if you were a bard. You have 
  that muse for all purposes, allowing you to take that muse’s 
  feats, but you don’t gain any of the other abilities it grants.
  Special You cannot select another dedication feat until you 
  have gained two other feats from the bard archetype.
  BASIC BARD SPELLCASTING 
  FEAT 4
  ARCHETYPE
  Prerequisites Bard Dedication
  You gain the basic spellcasting benefits (page 219). Each time 
  you gain a spell slot of a new level from the bard archetype, 
  add a common occult spell or another spell you learned or 
  discovered to your repertoire, of the appropriate spell level.
  BASIC MUSE’S WHISPERS  
  FEAT 4
  ARCHETYPE
  Prerequisites Bard Dedication
  You gain a 1st- or 2nd-level bard feat.
  ADVANCED MUSE’S WHISPERS  
  FEAT 6
  ARCHETYPE
  Prerequisites Basic Muse’s Whispers
  You gain one bard feat. For the purpose of meeting 
  its prerequisites, your bard level is equal to half your 
  character level.
  Special You can select this feat more than once. Each time 
  you select it, you gain another bard feat.
  COUNTER PERFORM  
  FEAT 6
  ARCHETYPE
  Prerequisites Bard Dedication
  You gain the counter performance composition spell. 
  If you don’t already have one, you gain a focus 
  pool of 1 Focus Point, which you can Refocus by 
  engaging your muse. (For more on composition 
  spells, see page 97.)
  INSPIRATIONAL PERFORMANCE 
  FEAT 8
  ARCHETYPE
  Prerequisites Bard Dedication
  You gain the inspire courage composition cantrip.
  OCCULT BREADTH 
  FEAT 8
  ARCHETYPE
  Prerequisites Basic Bard Spellcasting
  Your repertoire expands, and you can cast more occult spells 
  each day. Increase the number of spells in your repertoire and 
  the number of spell slots you gain from bard archetype feats by 
  1 for each spell level other than your two highest spell levels.
  EXPERT BARD SPELLCASTING 
  FEAT 12
  ARCHETYPE
  Prerequisites Basic Bard Spellcasting, master in Occultism
  You gain the expert spellcasting benefits (page 219).
  MASTER BARD SPELLCASTING 
  FEAT 18
  ARCHETYPE
  Prerequisites Expert Bard Spellcasting, legendary in Occultism
  You gain the master spellcasting benefits (page 219).
  Core Rulebook
  222
  
  Champion
  You have sworn a solemn oath to your deity, who has 
  granted you champion powers to aid you in your cause.
  Multiclass Champion characters
  The champion archetype greatly improves defenses, 
  particularly armor. It’s a great way for a character to gain 
  armor proficiency or a powerful defensive reaction. 
  CHAMPION DEDICATION 
  FEAT 2
  ARCHETYPE
  DEDICATION
  MULTICLASS
  Prerequisites Strength 14, Charisma 14
  Choose a deity and cause as you would if you were a 
  champion. You become trained in light, medium, and 
  heavy armor. You become trained in Religion and 
  your deity’s associated skill; for each of these skills 
  in which you were already trained, you instead 
  become trained in a skill of your choice. You 
  become trained in champion class DC.
  You are bound by your deity’s anathema and 
  must follow the champion’s code and alignment 
  requirements for your cause. You don’t gain any 
  other abilities from your choice of deity or cause.
  Special You cannot select another dedication 
  feat until you have gained two other feats from the 
  champion archetype.
  BASIC DEVOTION  
  FEAT 4
  ARCHETYPE
  Prerequisites Champion Dedication
  You gain a 1st- or 2nd-level champion feat.
  CHAMPION RESILIENCY  
  FEAT 4
  ARCHETYPE
  Prerequisites 
  Champion 
  Dedication, 
  class granting no more Hit Points per level than 8  + 
  your Constitution modifier
  You gain 3 additional Hit Points for each champion archetype class 
  feat you have. As you continue selecting champion archetype 
  class feats, you continue to gain additional Hit Points in this way.
  HEALING TOUCH  
  FEAT 4
  ARCHETYPE
  Prerequisites Champion Dedication
  You gain the appropriate devotion spell for your cause (lay on 
  hands for the paladin, redeemer, and liberator). If you don’t 
  already have one, you gain a focus pool of 1 Focus Point, 
  which you can Refocus by praying or serving your deity. (For 
  more on devotion spells, see page 107.)
  ADVANCED DEVOTION  
  FEAT 6 
  ARCHETYPE
  Prerequisites Basic Devotion
  You gain one champion feat. For the purpose of meeting 
  its prerequisites, your champion level is equal to half your 
  character level.
  Special You can select this feat more than once. Each time 
  you select it, you gain another champion feat.
  CHAMPION’S REACTION  
  FEAT 6
  ARCHETYPE
  Prerequisites Champion Dedication
  You can use the champion’s reaction associated with your cause.
  DIVINE ALLY  
  FEAT 6
  ARCHETYPE
  Prerequisites Champion Dedication
  You gain a divine ally of your choice (page 108).
  DIVERSE ARMOR EXPERT  
  FEAT 14
  ARCHETYPE
  Prerequisites Champion Dedication, expert in 
  unarmored defense or one or more types of armor
  Your proficiency ranks for light armor, medium armor, 
  heavy armor, and unarmored defense increase to expert.
  223
  3
  CLASSES
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Cleric
  You are an ordained priest of your deity and have even 
  learned how to cast a few divine spells. Though your main 
  training lies elsewhere, your religious calling provides 
  you divine gifts. 
  Multiclass Cleric characters
  The cleric archetype is a great way to create a character 
  of another class who’s a devotee of a particular deity. 
  The many domains available to clerics of different deities 
  present a variety of options for focus spells.
  • Alchemist clerics work well with the chirurgeon 
  field, healing various ailments with either alchemy 
  or spells. 
  • Martial clerics are typically looking for a potent 
  domain spell or some healing to use in a pinch. 
  • Divine sorcerer clerics double down as the ultimate 
  divine spellcasters.
  • Other spellcaster clerics diversify their options, 
  becoming theurgic characters who combine two 
  magical traditions.
  CLERIC DEDICATION 
  FEAT 2
  ARCHETYPE
  DEDICATION
  MULTICLASS
  Prerequisites Wisdom 14
  You cast spells like a cleric. You gain access to the Cast a Spell 
  activity. You can prepare two common cantrips each day from 
  the divine spell list in this book or any other cantrips you learn 
  or discover. You’re trained in spell attack rolls and spell DCs for 
  divine spells. Your key spellcasting ability for cleric archetype 
  spells is Wisdom, and they are divine cleric spells. Choose a 
  deity as you would if you were a cleric. You become bound 
  by that deity’s anathema. You become trained in Religion and 
  your deity’s associated skill; for each of these skills in which 
  you were already trained, you instead become trained in a skill 
  of your choice. You don’t gain any other abilities from your 
  choice of deity.
  Special You cannot select another dedication feat until you 
  have gained two other feats from the cleric archetype.
  BASIC CLERIC SPELLCASTING 
  FEAT 4
  ARCHETYPE
  Prerequisites Cleric Dedication
  You gain the basic spellcasting benefits (page 219). You can 
  prepare your deity’s spells in your spell slots of the appropriate 
  level from the cleric archetype.
  BASIC DOGMA  
  FEAT 4
  ARCHETYPE
  Prerequisites Cleric Dedication
  You gain a 1st- or 2nd-level cleric feat.
  ADVANCED DOGMA  
  FEAT 6
  ARCHETYPE
  Prerequisites Basic Dogma
  You gain one cleric feat. For the purpose of meeting 
  its prerequisites, your cleric level is equal to half your 
  character  level.
  Special You can select this feat more than once. Each time 
  you select it, you gain another cleric feat.
  DIVINE BREADTH 
  FEAT 8
  ARCHETYPE
  Prerequisites Basic Cleric Spellcasting
  You can cast more divine spells each day. Increase the spell 
  slots you gain from cleric archetype feats by 1 for each spell 
  level other than your two highest spell levels.
  EXPERT CLERIC SPELLCASTING 
  FEAT 12
  ARCHETYPE
  Prerequisites Basic Cleric Spellcasting, master in Religion
  You gain the expert spellcasting benefits (page 219).
  MASTER CLERIC SPELLCASTING 
  FEAT 18
  ARCHETYPE
  Prerequisites Expert Cleric Spellcasting, legendary in 
  Religion
  You gain the master spellcasting benefits (page 219).
  Core Rulebook
  224
  
  Druid
  You have entered a druidic circle and learned a few of the 
  order’s secrets, granting you primal power.
  Multiclass Druid characters
  The druid archetype can provide a bit of healing or 
  elemental damage and can increase your utility in a 
  natural environment with spells like speak with animals 
  and meld into stone.
  DRUID DEDICATION 
  FEAT 2
  ARCHETYPE
  DEDICATION
  MULTICLASS
  Prerequisites Wisdom 14
  You cast spells like a druid. You gain access to the Cast a Spell 
  activity. You can prepare two common cantrips each day from 
  the primal spell list in this book or any other cantrips you 
  learn or discover. You’re trained in spell attack rolls and spell 
  DCs for primal spells. Your key spellcasting ability for druid 
  archetype spells is Wisdom, and they are primal druid spells. 
  You learn the Druidic language.
  Choose an order as you would if you were a druid. You 
  become a member of that order and are bound by its anathema, 
  allowing you to take the order’s feats. You become trained in 
  Nature and your order’s associated skill; for each of these 
  skills in which you were already trained, you become trained 
  in a skill of your choice. You don’t gain any other abilities from 
  your choice of order.
  Special You cannot select another dedication feat until you 
  have gained two other feats from the druid archetype.
  BASIC DRUID SPELLCASTING 
  FEAT 4
  ARCHETYPE
  Prerequisites Druid Dedication
  You gain the basic spellcasting benefits (page 219).
  BASIC WILDING  
  FEAT 4
  ARCHETYPE
  Prerequisites Druid Dedication
  You gain a 1st- or 2nd-level druid feat.
  ORDER SPELL 
  FEAT 4
  ARCHETYPE
  Prerequisites Druid Dedication
  You gain the initial order spell from your order. If you don’t 
  already have one, you gain a focus pool of 1 Focus Point, which 
  you can Refocus by being one with nature. (For more on order 
  spells, see page 131.)
  ADVANCED WILDING  
  FEAT 6
  ARCHETYPE
  Prerequisites Basic Wilding
  You gain one druid feat. For the purpose of meeting 
  its prerequisites, your druid level is equal to half your 
  character level. 
  Special You can select this feat more than once. Each time 
  you select it, you gain another druid feat.
  PRIMAL BREADTH 
  FEAT 8
  ARCHETYPE
  Prerequisites Basic Druid Spellcasting
  Increase the spell slots you gain from druid archetype feats by 
  1 for each spell level other than your two highest spell levels.
  EXPERT DRUID SPELLCASTING 
  FEAT 12
  ARCHETYPE
  Prerequisites Basic Druid Spellcasting, master in Nature
  You gain the expert spellcasting benefits (page 219).
  MASTER DRUID SPELLCASTING 
  FEAT 18
  ARCHETYPE
  Prerequisites Expert Druid Spellcasting, legendary in Nature
  You gain the master spellcasting benefits (page 219).
  225
  3
  CLASSES
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Fighter
  You have spent time learning the art of warfare, increasing 
  your skill with martial arms and at wearing armor. With 
  further training, you can become a true combat specialist.
  Multiclass Fighter characters
  The fighter archetype grants access to great feats 
  for characters focusing on any combat style, and it’s 
  particularly helpful for characters looking to diversify their 
  offensive abilities or focus on more powerful weapons.
  • Barbarian fighters can combine their talents with 
  two-handed weapons with some of the fighter’s 
  two-handed feats to devastating effect. 
  • Champion fighters focus on a style of combat 
  exemplified by their deity. A shield-using champion 
  benefits from the best of both worlds in shield feats.
  • Monk fighters are great at combining unusual 
  weapon styles. For instance, a monks 
  isn’t hindered by a restriction to 
  keep one hand free, because they 
  want to punch you with that 
  hand anyway. 
  • Ranger fighters can either specialize in archery 
  or use their fighter feats to pick up an unusual 
  combat style combination. 
  • Rogue fighters can make good use of fighter’s free 
  hand, two-weapon fighting, or archery feats. 
  • Spellcaster fighters benefit greatly from the additional 
  weapon proficiencies, and fighter is a solid choice for 
  any spellcaster of a particularly martial bent.
  FIGHTER DEDICATION 
  FEAT 2
  ARCHETYPE
  DEDICATION
  MULTICLASS
  Prerequisites Strength 14, Dexterity 14
  You become trained in simple weapons and martial weapons. 
  You become trained in your choice of Acrobatics or Athletics; 
  if you are already trained in both of these skills, you instead 
  become trained in a skill of your choice. You become trained 
  in fighter class DC.
  Special You cannot select another dedication feat until you 
  have gained two other feats from the fighter archetype.
  BASIC MANEUVER  
  FEAT 4
  ARCHETYPE
  Prerequisites Fighter Dedication
  You gain a 1st- or 2nd-level fighter feat.
  FIGHTER RESILIENCY  
  FEAT 4
  ARCHETYPE
  Prerequisites Fighter Dedication, class granting no more Hit 
  Points per level than 8 + your Constitution modifier 
  You gain 3 additional Hit Points for each fighter archetype 
  class feat you have. As you continue selecting fighter 
  archetype class feats, you continue to gain additional Hit 
  Points in this way.
  OPPORTUNIST  
  FEAT 4
  ARCHETYPE
  Prerequisites Fighter Dedication
  You gain the Attack of Opportunity reaction, found on 
  page 142.
  ADVANCED MANEUVER  
  FEAT 6 
  ARCHETYPE
  Prerequisites Basic Maneuver
  You gain a fighter feat. For the purpose of meeting its 
  prerequisites, your fighter level is equal to half your 
  character level.
  Special You can select this feat more than once. Each time 
  you select it, you gain another fighter feat.
  DIVERSE WEAPON EXPERT  
  FEAT 12
  ARCHETYPE
  Prerequisites Fighter Dedication, expert in any kind of 
  weapon or unarmed attack
  Your proficiency ranks for simple weapons and martial 
  weapons increase to expert, and your proficiency rank for 
  advanced weapons increases to trained.
  Core Rulebook
  226
  
  Monk
  Monastic training has taught you martial arts and allowed 
  you to hone your mind, body, and spirit to new heights.
  Multiclass MONK characters
  The monk archetype is a strong choice for any character 
  that fights unarmored or with unarmed attacks.
  • Barbarian monks with the animal instinct can 
  combine the barbarian’s excellent unarmed damage 
  with the monk’s diverse unarmed special abilities. 
  • Champion monks are perfect for champions of 
  Irori or other deities who favor unarmed attacks. 
  • Fighter monks can supplement free-hand fighting 
  and add mobility to the fighter’s toolkit. 
  • Rogue monks are incredibly effective because 
  stances grant some of the best agile finesse attacks 
  and flurry gives more sneak attacks. 
  • Spellcaster monks can fight with a free hand and 
  still use material components to cast spells. 
  MONK DEDICATION 
  FEAT 2
  ARCHETYPE
  DEDICATION
  MULTICLASS
  Prerequisites Strength 14, Dexterity 14
  You become trained in unarmed attacks and gain the 
  powerful fist class feature (page 156). You become 
  trained in your choice of Acrobatics or Athletics; if 
  you are already trained in both of these skills, you 
  become trained in a skill of your choice. You become 
  trained in monk class DC.
  Special You can’t select another dedication feat until you have 
  gained two other feats from the monk archetype.
  BASIC KATA  
  FEAT 4
  ARCHETYPE
  Prerequisites Monk Dedication
  You gain a 1st- or 2nd-level monk feat.
  MONK RESILIENCY  
  FEAT 4
  ARCHETYPE
  Prerequisites Monk Dedication, class granting no more Hit 
  Points per level than 8 + your Constitution modifier 
  You gain 3 additional Hit Points for each monk archetype class 
  feat you have. As you continue selecting monk archetype class 
  feats, you continue to gain additional Hit Points in this way.
  ADVANCED KATA  
  FEAT 6 
  ARCHETYPE
  Prerequisites Basic Kata
  You gain one monk feat. For the purpose of meeting its 
  prerequisites, your monk level is equal to half your character level.
  Special You can select this feat more than once. Each time 
  you select it, you gain another monk feat.
  MONK MOVES  
  FEAT 8
  ARCHETYPE
  Prerequisites Monk Dedication
  You gain a +10-foot status bonus to your Speed when you’re 
  not wearing armor.
  MONK’S FLURRY  
  FEAT 10
  ARCHETYPE
  Prerequisites Monk Dedication
  You gain the Flurry of Blows action (page 156).
  PERFECTION’S PATH 
  FEAT 12
  ARCHETYPE
  Prerequisites Monk Dedication, expert in at least one 
  saving throw
  Choose one saving throw (Fortitude, Reflex, or Will) in which 
  you are an expert. Your proficiency rank in the chosen saving 
  throw increases to master.
  227
  3
  CLASSES
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Ranger
  You have studied hunting, tracking, and wilderness 
  survival, adding a ranger’s tools to your skill set.
  Multiclass Ranger characters
  The ranger archetype has access to excellent options to 
  improve a character’s monster knowledge and survival 
  skills, but ranger is of particular interest to any character 
  wanting to become a dedicated archer.
  • Alchemist rangers can add snares to their daily 
  free items, benefiting from a strong Crafting 
  modifier, and their Intelligence makes them 
  exceptional with monster knowledge feats. The 
  ranger archetype is also useful to bombers who 
  want to alternate with in bow attacks.
  • Champion rangers are particularly fitting for 
  deities who connect thematically to nature or have 
  a bow as their favored weapon. (Or, in the case of 
  Erastil, both!)
  • Fighter rangers are among the most fearsome 
  archers, combining the best archery feats from 
  both classes to create a fighting style unique to 
  each fighter ranger. 
  • Rogue rangers make excellent snipers or ranged 
  skirmishers, and snares let them be on the other 
  side of traps for a change. 
  • Spellcaster rangers benefit greatly from ranger’s 
  feat support, backing up their spells with ranged 
  weapon attacks. Druids have the most thematic 
  overlap with rangers among the spellcasters, 
  allowing you to create a true master of 
  the wilderness.
  RANGER DEDICATION 
  FEAT 2
  ARCHETYPE
  DEDICATION
  MULTICLASS
  Prerequisites Dexterity 14
  You become trained in Survival; if you were already trained 
  in Survival, you instead become trained in another skill of 
  your choice. You become trained in ranger class DC.
  You can use the Hunt Prey action (page 168).
  Special You cannot select another dedication 
  feat until you have gained two other feats from the 
  ranger archetype.
  BASIC HUNTER’S TRICK  
  FEAT 4
  ARCHETYPE
  Prerequisites Ranger Dedication
  You gain a 1st- or 2nd-level ranger feat.
  RANGER RESILIENCY  
  FEAT 4
  ARCHETYPE
  Prerequisites Ranger Dedication, class granting no more Hit 
  Points per level than 8 + your Constitution modifier
  You gain 3 additional Hit Points for each ranger archetype 
  class feat you have. As you continue selecting ranger 
  archetype class feats, you continue to gain additional Hit 
  Points in this way.
  ADVANCED HUNTER’S TRICK  
  FEAT 6 
  ARCHETYPE
  Prerequisites Basic Hunter’s Trick
  You gain one ranger feat. For the purpose of meeting 
  its prerequisites, your ranger level is equal to half your 
  character level.
  Special You can select this feat more than once. Each time 
  you select it, you gain another ranger feat.
  MASTER SPOTTER  
  FEAT 12
  ARCHETYPE
  Prerequisites Ranger Dedication, expert in Perception
  Your proficiency rank in Perception increases to master.
  Core Rulebook
  228
  
  Rogue
  You’ve learned to sneak, steal, and disable traps. With time 
  and luck, you’ll become capable of moving through the 
  shadows, striking unseen, and escaping without notice.
  Multiclass Rogue characters
  Nearly any character can benefit from the many skills 
  and tricks the rogue archetype grants.
  • Alchemist rogues can use the rogue’s Poison 
  Weapon to great effect with their daily poisons, 
  and sneak attack is a nice boost to bomb damage. 
  • Barbarian rogues can become masters in every 
  save and diversify their skills. 
  • Champion rogues add damage from sneak attack 
  while protecting their flanking partners from harm. 
  • Fighter rogues combine the fighter’s accuracy with 
  extra damage, a deadly combination for archers or 
  finesse fighters. 
  • Monk rogues have great synergy, since many stances 
  grant powerful Strikes that work with sneak attack. 
  • Ranger rogues benefit from the shared focus on 
  trailing foes and catching them flat-footed. The 
  flurry edge can get you many sneak attacks, and the 
  precision edge doubles down on precision damage. 
  • Spellcaster rogues use the rogue multiclass to shore 
  up skills or to pick up tricky rogue feats 
  like Mobility to help keep them safe.
  ROGUE DEDICATION 
  FEAT 2
  ARCHETYPE
  DEDICATION
  MULTICLASS
  Prerequisites Dexterity 14
  You gain a skill feat and the rogue’s surprise attack class feature 
  (page 181). You become trained in light armor. In addition, you 
  become trained in Stealth or Thievery plus one skill of your 
  choice; if you are already trained in both Stealth and Thievery, 
  you become trained in an additional skill of your choice. You 
  become trained in rogue class DC.
  Special You cannot gain another dedication feat until you 
  have gained two other feats from the rogue archetype.
  BASIC TRICKERY  
  FEAT 4
  ARCHETYPE
  Prerequisites Rogue Dedication
  You gain a 1st- or 2nd-level rogue feat.
  SNEAK ATTACKER  
  FEAT 4
  ARCHETYPE
  Prerequisites Rogue Dedication
  You gain the sneak attack class feature (page 181), except 
  it deals 1d4 damage, increasing to 1d6 at 6th level. You 
  don’t increase the number of dice as you gain levels.
  ADVANCED TRICKERY  
  FEAT 6
  ARCHETYPE
  Prerequisites Basic Trickery
  You gain one rogue feat. For the purpose of meeting 
  its prerequisites, your rogue level is equal to half your 
  character level.
  Special You can select this feat more than once. Each time 
  you select it, you gain another rogue feat.
  SKILL MASTERY  
  FEAT 8
  ARCHETYPE
  Prerequisites Rogue Dedication, trained in at least one skill 
  and expert in at least one skill 
  Increase your proficiency rank in one of your skills from 
  expert to master and in another of your skills from trained to 
  expert. You gain a skill feat associated with one of the skills 
  you chose. 
  Special You can select this feat up to five times.
  UNCANNY DODGE 
  FEAT 10
  ARCHETYPE
  Prerequisites Rogue Dedication
  You gain the deny advantage class feature (page 181).
  EVASIVENESS 
  FEAT 12
  ARCHETYPE
  Prerequisites Rogue Dedication, expert in Reflex saves
  Your proficiency rank for Reflex saves increases to master. 
  229
  3
  CLASSES
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Sorcerer
  You coax the magic power in your blood to manifest, 
  accessing magic others don’t expect you to have.
  Multiclass Sorcerer characters
  The sorcerer archetype is a method for anyone to pick up 
  commonly useful spells, such as invisibility and haste. 
  SORCERER DEDICATION 
  FEAT 2
  ARCHETYPE
  DEDICATION
  MULTICLASS
  Prerequisites Charisma 14
  Choose a bloodline. You become trained in the bloodline’s 
  two skills; for each of these skills in which you were already 
  trained, you become trained in a skill of your choice.
  You cast spells like a sorcerer. You gain access to the Cast 
  a Spell activity. You gain a spell repertoire with two common 
  cantrips from the spell list associated with your bloodline, 
  or any other cantrips you learn or discover. You’re trained 
  in spell attack rolls and spell DCs for your tradition’s spells. 
  Your key spellcasting ability for sorcerer archetype spells 
  is Charisma, and they are sorcerer spells of your bloodline’s 
  tradition. You don’t gain any other abilities from your choice 
  of bloodline.
  Special You cannot select another dedication feat until you 
  have gained two other feats from the sorcerer archetype.
  BASIC SORCERER SPELLCASTING 
  FEAT 4
  ARCHETYPE
  Prerequisites Sorcerer Dedication
  You gain the basic spellcasting benefits (page 219). Each time you 
  gain a spell slot of a new level from the sorcerer archetype, add a 
  spell of the appropriate spell level to your repertoire: a common 
  spell of your bloodline’s tradition, one of your bloodline’s granted 
  spells, or another spell you have learned or discovered.
  BASIC BLOOD POTENCY  
  FEAT 4
  ARCHETYPE
  Prerequisites Sorcerer Dedication
  You gain a 1st- or 2nd-level sorcerer feat.
  BASIC BLOODLINE SPELL  
  FEAT 4
  ARCHETYPE
  Prerequisites Sorcerer Dedication
  You gain your bloodline’s initial bloodline spell. If you don’t 
  already have one, you also gain a focus pool of 1 Focus Point, 
  which you can Refocus without any special effort. (For 
  more on bloodline spells, see page 194.) 
  ADVANCED BLOOD POTENCY  
  FEAT 6
  ARCHETYPE
  Prerequisites Basic Blood Potency
  You gain one sorcerer feat. For the purpose of 
  prerequisites, your sorcerer level is half your 
  character level.
  Special You can select this feat more than once. Each 
  time you do, you gain another sorcerer feat.
  BLOODLINE BREADTH 
  FEAT 8
  ARCHETYPE
  Prerequisites Basic Sorcerer Spellcasting
  Your repertoire expands, and you can cast more spells of your 
  bloodline’s tradition each day. Increase the number of spells 
  in your repertoire and number of spell slots you gain from 
  sorcerer archetype feats by 1 for each spell level other than 
  your two highest spell levels.
  EXPERT SORCERER SPELLCASTING 
  FEAT 12
  ARCHETYPE
  Prerequisites Basic Sorcerer Spellcasting; master in Arcana, 
  Nature, Occultism, or Religion, depending on bloodline
  You gain the expert spellcasting benefits (page 219).
  MASTER SORCERER SPELLCASTING 
  FEAT 18
  ARCHETYPE
  Prerequisites Expert Sorcerer Spellcasting; legendary in Arcana, 
  Nature, Occultism, or Religion, depending on bloodline
  You gain the master spellcasting benefits (page 219).
  Core Rulebook
  230
  
  Wizard
  You have dabbled in the arcane arts and, through discipline 
  and academic study, learned how to cast a few spells. 
  Multiclass Wizard characters
  The wizard archetype grants versatile prepared spells, 
  perfect for characters looking to add some extra utility. 
  WIZARD DEDICATION 
  FEAT 2
  ARCHETYPE
  DEDICATION
  MULTICLASS
  Prerequisites Intelligence 14
  You cast spells like a wizard, gaining a spellbook with four 
  common arcane cantrips of your choice. You gain the Cast a 
  Spell activity. You can prepare two cantrips each day from 
  your spellbook. You’re trained in arcane spell attack rolls 
  and spell DCs. Your key spellcasting ability for wizard 
  archetype spells is Int, and they are arcane wizard 
  spells. You become trained in Arcana; if you were 
  already trained in Arcana, you instead become trained 
  in a skill of your choice.
  Special You can’t select another dedication feat until you 
  have gained two other feats from the wizard archetype.
  ARCANE SCHOOL SPELL 
  FEAT 4
  ARCHETYPE
  Prerequisite Wizard Dedication
  Select one arcane school of magic. You gain the school’s initial 
  school spell. If you don’t already have one, you gain a focus 
  pool of 1 Focus Point, which you can Refocus by studying. (For 
  more on arcane schools, see page 204.)
  BASIC ARCANA  
  FEAT 4
  ARCHETYPE
  Prerequisites Wizard Dedication
  You gain a 1st- or 2nd-level wizard feat of your choice.
  BASIC WIZARD SPELLCASTING 
  FEAT 4
  ARCHETYPE
  Prerequisites Wizard Dedication
  You gain the basic spellcasting benefits (page 219). Each time 
  you gain a spell slot of a new level from the wizard archetype, 
  add two common spells of that level to your spellbook.
  ADVANCED ARCANA  
  FEAT 6
  ARCHETYPE
  Prerequisites Basic Arcana
  You gain one wizard feat. For the purpose of meeting 
  its prerequisites, your wizard level is equal to half your 
  character level.
  Special You can select this feat more than once. Each time 
  you select it, you gain another wizard feat.
  ARCANE BREADTH 
  FEAT 8
  ARCHETYPE
  Prerequisites Basic Wizard Spellcasting
  You can cast more arcane spells each day. Increase the spell 
  slots you gain from wizard archetype feats by 1 for each spell 
  level other than your two highest spell levels. 
  EXPERT WIZARD SPELLCASTING 
  FEAT 12
  ARCHETYPE
  Prerequisites Basic Wizard Spellcasting, master in Arcana
  You gain the expert spellcasting benefits (page 219).
  MASTER WIZARD SPELLCASTING 
  FEAT 18
  ARCHETYPE
  Prerequisites Expert Wizard Spellcasting, legendary in Arcana
  You gain the master spellcasting benefits (page 219).
  231
  3
  CLASSES
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Core Rulebook
  232
  
  Chapter 4: Skills
  While your character’s ability scores represent their raw talent and potential, skills represent 
  their training and experience at performing certain tasks. Each skill is keyed to one of your 
  character’s ability scores and used for an array of related actions. Your character’s expertise 
  in a skill comes from several sources, including their background and class. In this chapter, 
  you’ll learn about skills, their scope, and the actions they can be used for. 
  A character’s acumen in skills can come from all sorts of training, from practicing 
  acrobatic tricks to studying academic topics to rehearsing a performing art. When 
  you create your character and as they advance in level, you have flexibility as to 
  which skills they become better at and when. Some classes depend heavily on 
  certain skills—such as the alchemist’s reliance on Crafting—but for most classes, 
  you can choose whichever skills make the most sense for your character’s theme and 
  backstory at 1st level, then use their adventure and downtime experiences to inform 
  how their skills should improve as your character levels up.
  A character gains training in certain skills at 1st level: typically two skills from 
  their background, a small number of predetermined skills from their class, and 
  several skills of your choice granted by your class. This training increases your 
  proficiency ranks for those skills to trained instead of untrained and lets you use 
  more of the skills’ actions. Sometimes you might gain training in a specific skill from 
  multiple sources, such as if your background granted training in Crafting and you 
  took the alchemist class, which also grants training in Crafting. Each time after the 
  first that you would gain the trained proficiency rank in a given skill, you instead 
  allocate the trained proficiency to any other skill of your choice.
  Key Ability
  Each skill is tied to a key ability. You add your modifier for this ability to checks 
  and DCs when using that skill. For example, skulking about the shadows of a city at 
  night with Stealth uses your Dexterity modifier, navigating the myriad personalities 
  and power plays of court politics with Society uses your Intelligence modifier, and 
  so on. The key ability for each skill is listed on Table 4–1: Skills, Key Abilities, and 
  Actions on page 235 and also appears in parentheses following the skill’s name 
  in the descriptions on the following pages. If the GM deems it appropriate for a 
  certain situation, however, they might have you use a different ability modifier for 
  a skill check or when determining your skill DC. 
  Skill Actions
  The actions you can perform with a given skill are sorted into those you can use 
  untrained and those that require you to be trained in the skill, as shown on Table 
  4–1: Skills, Key Abilities, and Actions (page 235). The untrained and trained actions 
  of each skill appear in separate sections within the skill’s description. 
  Anyone can use a skill’s untrained actions, but you can use trained actions only 
  if you have a proficiency rank of trained or better in that skill. A circumstance, 
  condition, or effect might bar you from a skill action regardless of your proficiency 
  rank, and sometimes using a skill in a specific situation might require you to have a 
  higher proficiency rank than what is listed on the table. For instance, even though 
  a barbarian untrained in Arcana could identify a construct with a lucky roll using 
  Arcana to Recall Knowledge, the GM might decide that Recalling Knowledge 
  to determine the spells used to create such a construct is beyond the scope of 
  the barbarian’s anecdotal knowledge. The GM decides whether a task requires a 
  particular proficiency rank.
  IMPROVING SKILLS
  As your character advances 
  in level, there are two main 
  ways their skills improve: skill 
  increases and skill feats. Your 
  class lists the levels at which you 
  gain each of these improvements.
  SKILL INCREASES
  Skill increases improve your 
  proficiency in skills of your 
  choice. You can use these 
  increases to become trained 
  in new skills or increase your 
  proficiency rank in skills you’re 
  trained in (from trained to 
  expert at any level, expert to 
  master at 7th level or higher, 
  and master to legendary at 15th 
  level or higher). Unlike when 
  you first become trained at a 
  skill, if two different abilities 
  would make you an expert, 
  master, or legendary in a skill, 
  you don’t get to choose a second 
  skill to become expert in—the 
  redundant benefit simply has 
  no effect.
  SKILL FEATS
  Skill feats are a type of general 
  feat that often grant you a 
  new way to use a skill or make 
  you better at using a skill in a 
  particular way. Skill feats always 
  have the skill trait. These feats 
  appear in Chapter 5.
  4
  233
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Skill Checks and Skill DCs
  When you’re actively using a skill, often by performing 
  one of its actions, you might attempt a skill check: rolling 
  a d20 and adding your skill modifier. To determine this 
  modifier, add your ability modifier for the skill’s key ability, 
  your proficiency bonus for the skill, and any other bonuses 
  and penalties. 
  Skill modifier = modifier of the skill’s key ability 
  score + proficiency bonus + other bonuses + penalties
  When writing down the modifier on your character 
  sheet, you should write down only the numbers that always 
  apply—typically just your ability modifier and proficiency 
  bonus at 1st level. At higher levels, you may wear or use 
  items to improve your skills with item bonuses pretty much 
  all the time; you should write those down, too. 
  The GM sets the DC of a skill check, using the guidelines 
  in Chapter 10: Game Mastering. The most important DCs 
  to remember are the five simple skill DCs below.
   
  Task Difficulty 
  Simple DC
   
  Untrained  
  10
   
  Trained  
  15
   
  Expert 
  20
   
  Master 
  30
   
  Legendary 
  40
  When someone or something tests your skill, they 
  attempt a check against your skill DC, which is equal to 10 
  plus your skill modifier. A skill DC works like any other DC 
  to determine the effect of an opposing creature’s skill action.
  See page 444 in Chapter 9: Playing the Game for more 
  information about modifiers, bonuses, and penalties.
  Armor and Skills
  Some armor imposes a penalty on specific skill checks and 
  DCs. If a creature is wearing armor that imparts a skill 
  penalty, that penalty is applied to the creature’s Strength- 
  and Dexterity-based skill checks and skill DCs, unless the 
  action has the attack trait. Check penalties from armor are 
  detailed on page 274 in Chapter 6: Equipment. 
  Secret Checks
  Sometimes you won’t know whether you succeed at a skill 
  check. If an action has the secret trait, the GM rolls the check 
  for you and informs you of the effect without revealing the 
  result of the roll or the degree of success. The GM rolls 
  secret checks when your knowledge about the outcome is 
  imperfect, like when you’re searching for a hidden creature 
  or object, attempting to deceive someone, translating a 
  tricky bit of ancient text, or remembering some piece of lore. 
  This way, you as the player don’t know things that your 
  character wouldn’t. This rule is the default for actions with 
  the secret trait, but the GM can choose not to use secret 
  checks if they would rather some or all rolls be public.
  Exploration and Downtime Activities
  Some skill activities have the exploration or downtime 
  trait. Exploration activities usually take a minute or more, 
  while downtime activities may take a day or more. They 
  usually can’t be used during an encounter, though the GM 
  might bend this restriction. If you’re not sure whether you 
  have the time to use one of these activities, ask your GM.
  General Skill Actions
  General skill actions are skill actions that can be used 
  with multiple different skills. When you use a general skill 
  action, you might use your modifier from any skill that lists 
  it as one of the skill’s actions, depending on the situation.
   General Skill Action 
  Proficiency 
  Page
   
  Decipher Writing 
  Trained 
  234
   
  Earn Income 
  Trained 
  236
   
  Identify Magic  
  Trained 
  238
   
  Learn a Spell  
  Trained 
  238
   Recall Knowledge �  
  Untrained 
  238
   
  Subsist 
  Untrained 
  240
  Decipher Writing (Trained)
  When you encounter particularly archaic or esoteric texts, 
  the GM might require you to Decipher the Writing before 
  you can understand it. You must be trained in the relevant 
  skill to Decipher Writing. Arcana is typically used for 
  writing about magic or science, Occultism for esoteric texts 
  about mysteries and philosophy, Religion for scripture, and 
  Society for coded messages or archaic documents.
  DECIPHER WRITING
  CONCENTRATE
  EXPLORATION
  SECRET
  You attempt to decipher complicated writing or literature on an 
  obscure topic. This usually takes 1 minute per page of text, but 
  might take longer (typically an hour per page for decrypting 
  ciphers or the like). The text must be in a language you can 
  read, though the GM might allow you to attempt to decipher 
  text written in an unfamiliar language using Society instead.
  The DC is determined by the GM based on the state or 
  complexity of the document. The GM might have you roll one 
  check for a short text or a check for each section of a larger text.
  Critical Success You understand the true meaning of the text.
  Success You understand the true meaning of the text. If it was 
  a coded document, you know the general meaning but might 
  not have a word-for-word translation.
  Failure You can’t understand the text and take a –2 circumstance 
  penalty to further checks to decipher it.
  Critical Failure You believe you understand the text on that 
  page, but you have in fact misconstrued its message.
  Sample Decipher Tasks
  Trained entry-level philosophy treatise
  Expert complex code, such as a cipher
  Core Rulebook
  234
  
  TABLE 4–1: SKILLS, KEY ABILITIES, AND ACTIONS
  Skill 
  Key Ability 
  Untrained Actions 
  Trained Actions
  Acrobatics 
  Dexterity 
  Balance �  
  Maneuver in Flight � 
   
   
  Tumble Through �  
  Squeeze E 
  Arcana 
  Intelligence 
  Recall Knowledge G �  
  Borrow an Arcane Spell E
   
   
   
  Decipher Writing E, G 
   
   
   
  Identify Magic E, G 
   
   
   
  Learn a Spell E, G 
  Athletics 
  Strength 
  Climb �  
  Disarm � 
   
   
  Force Open �  
   
   
  Grapple �  
   
   
  High Jump �  
   
   
  Long Jump � 
   
   
  Shove �  
   
   
  Swim �  
   
   
  Trip �  
  Crafting 
  Intelligence 
  Recall Knowledge G �  
  Craft D 
   
   
  Repair E  
  Earn Income D, G 
   
   
   
  Identify Alchemy E
  Deception 
  Charisma 
  Create a Diversion �  
  Feint � 
   
   
  Impersonate E 
   
   
  Lie 
  Diplomacy 
  Charisma 
  Gather Information E 
   
   
  Make an Impression E 
   
   
  Request �  
  Intimidation 
  Charisma 
  Coerce E 
   
   
  Demoralize �  
  Lore 
  Intelligence 
  Recall Knowledge G �  
  Earn Income  D, G 
  Medicine 
  Wisdom 
  Administer First Aid �  
  Treat Disease D
   
   
  Recall Knowledge G �  
  Treat Poison � 
   
   
   
  Treat Wounds E
  Nature 
  Wisdom 
  Command an Animal �  
  Identify Magic E, G 
   
   
  Recall Knowledge G �  
  Learn a Spell E, G 
  Occultism 
  Intelligence 
  Recall Knowledge G �  
  Decipher Writing E, G 
   
   
   
  Identify Magic E, G 
   
   
   
  Learn a Spell E, G 
  Performance 
  Charisma 
  Perform �  
  Earn Income D, G 
  Religion 
  Wisdom 
  Recall Knowledge G �  
  Decipher Writing  E, G 
   
   
   
  Identify Magic E, G
   
   
   
  Learn a Spell E, G 
  Society 
  Intelligence 
  Recall Knowledge G �  
  Create Forgery D 
   
   
  Subsist D, G 
  Decipher Writing E, G 
  Stealth 
  Dexterity 
  Conceal an Object �  
   
   
  Hide �  
   
   
  Sneak �  
  Survival 
  Wisdom 
  Sense Direction E  
  Cover Tracks E 
   
   
  Subsist D, G 
  Track E 
  Thievery 
  Dexterity 
  Palm an Object �  
  Disable a Device � 
   
   
  Steal �  
  Pick a Lock � 
  D This skill action can be used only during downtime.
  E This skill action is used during exploration.
  G This is a general skill action, with a description appearing on pages 234–240 instead of under the entries for the 
   various skills it’s used for.
  4
  Skills
  235
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  EXTRA PREPARATION
  When Earning Income, you might be able to spend days 
  of downtime to prepare for your task, which adjusts the 
  DC of the skill check. This might involve rehearsing a play, 
  studying a topic, and so on. The GM determines how long 
  preparation takes and how much the DC changes. This is 
  most useful when you’re trying a task that’s higher level 
  than you; otherwise such tasks have an increased DC!
  ENDING OR INTERRUPTING TASKS
  When a task you’re doing is complete, or if you stop 
  in the middle of one, you normally have to find a new 
  task if you want to keep Earning Income. For instance, 
  if you quit your job working at the docks, you’ll need to 
  find another place of employment instead of picking up 
  where you left off. This usually takes 1 day or more of 
  downtime looking for leads on new jobs.
  However, you might pause a task due to an adventure or 
  event that wouldn’t prevent you from returning to the old 
  job later. The GM might decide that you can pick up where 
  you left off, assuming the task hasn’t been completed by 
  others in your absence. Whether you roll a new skill check 
  when you resume is also up to the GM. Generally speaking, 
  if you had a good initial roll and want to keep it, you can, 
  but if you had a bad initial roll, you can’t try for a better one 
  by pausing to do something else. If your statistics changed 
  during the break—usually because you leveled up while 
  adventuring—you can attempt a new check.
  Master spymaster’s code or advanced research notes
  Legendary esoteric planar text written in metaphor by an 
  ancient celestial
  Earn Income (Trained)
  You can use a skill—typically Crafting, Lore, or 
  Performance—to earn money during downtime. You 
  must be trained in the skill to do so. This takes time to 
  set up, and your income depends on your proficiency 
  rank and how lucrative a task you can find. Because this 
  process requires a significant amount of time and involves 
  tracking things outside the progress of adventures, it 
  won’t come up in every campaign.
  In some cases, the GM might let you use a different skill 
  to Earn Income through specialized work. Usually, this is 
  scholarly work, such as using Religion in a monastery to 
  study old texts—but giving sermons at a church would still 
  fall under Performance instead of Religion. You also might 
  be able to use physical skills to make money, such as using 
  Acrobatics to perform feats in a circus or Thievery to pick 
  pockets. If you’re using a skill other than Crafting, Lore, or 
  Performance, the DC tends to be significantly higher.
  EARN INCOME
  DOWNTIME
  You use one of your skills to make money during downtime. 
  The GM assigns a task level representing the most lucrative 
  job available. You can search for lower-level tasks, with the 
  GM determining whether you find any. Sometimes you can 
  attempt to find better work than the initial offerings, though 
  TABLE 4–2: INCOME EARNED
   
  Task Level 
  Failure 
  Trained 
  Expert 
  Master 
  Legendary
   
  0 
  1 cp 
  5 cp 
  5 cp 
  5 cp 
  5 cp
   
  1 
  2 cp 
  2 sp 
  2 sp 
  2 sp 
  2 sp
   
  2 
  4 cp 
  3 sp 
  3 sp 
  3 sp 
  3 sp
   
  3 
  8 cp 
  5 sp 
  5 sp 
  5 sp 
  5 sp
   
  4 
  1 sp 
  7 sp 
  8 sp 
  8 sp 
  8 sp
   
  5 
  2 sp 
  9 sp 
  1 gp 
  1 gp 
  1 gp
   
  6 
  3 sp 
  1 gp, 5 sp 
  2 gp 
  2 gp 
  2 gp
   
  7 
  4 sp 
  2 gp 
  2 gp, 5 sp 
  2 gp, 5 sp 
  2 gp, 5 sp
   
  8 
  5 sp 
  2 gp, 5 sp 
  3 gp 
  3 gp 
  3 gp
   
  9 
  6 sp 
  3 gp 
  4 gp 
  4 gp 
  4 gp
   
  10 
  7 sp 
  4 gp 
  5 gp 
  6 gp 
  6 gp
   
  11 
  8 sp 
  5 gp 
  6 gp 
  8 gp 
  8 gp
   
  12 
  9 sp 
  6 gp 
  8 gp 
  10 gp 
  10 gp
   
  13 
  1 gp 
  7 gp 
  10 gp 
  15 gp 
  15 gp
   
  14 
  1 gp, 5 sp 
  8 gp 
  15 gp 
  20 gp 
  20 gp
   
  15 
  2 gp 
  10 gp 
  20 gp 
  28 gp 
  28 gp
   
  16 
  2 gp, 5 sp 
  13 gp 
  25 gp 
  36 gp 
  40 gp
   
  17 
  3 gp 
  15 gp 
  30 gp 
  45 gp 
  55 gp
   
  18 
  4 gp 
  20 gp 
  45 gp 
  70 gp 
  90 gp
   
  19 
  6 gp 
  30 gp 
  60 gp 
  100 gp 
  130 gp
   
  20 
  8 gp 
  40 gp 
  75 gp 
  150 gp 
  200 gp
   20 (critical success) 
  — 
  50 gp 
  90 gp 
  175 gp 
  300 gp
  Core Rulebook
  236
  
  this takes time and requires using the Diplomacy skill to 
  Gather Information, doing some research, or socializing.
  When you take on a job, the GM secretly sets the DC of your 
  skill check. After your first day of work, you roll to determine 
  your earnings. You gain an amount of income based on your 
  result, the task’s level, and your proficiency rank (as listed on 
  Table 4–2: Income Earned).
  You can continue working at the task on subsequent days 
  without needing to roll again. For each day you spend after 
  the first, you earn the same amount as the first day, up until 
  the task’s completion. The GM determines how long you can 
  work at the task. Most tasks last a week or two, though some 
  can take months or even years. 
  Critical Success You do outstanding work. Gain the amount of 
  currency listed for the task level + 1 and your proficiency rank.
  Success You do competent work. Gain the amount of currency 
  listed for the task level and your proficiency rank.
  Failure You do shoddy work and get paid the bare minimum 
  for your time. Gain the amount of currency listed in the 
  failure column for the task level. The GM will likely reduce 
  how long you can continue at the task.
  Critical Failure You earn nothing for your work and are fired 
  immediately. You can’t continue at the task. Your reputation 
  suffers, potentially making it difficult for you to find 
  rewarding jobs in that community in the future.
  Sample Earn Income Tasks
  These examples use Alcohol Lore to work in a bar or 
  Legal Lore to perform legal work.
  Trained bartend, do legal research
  Expert curate drink selection, present minor court cases
  Master run a large brewery, present important court cases
  Legendary run an international brewing franchise, present 
  a case in Hell’s courts
  Crafting goods for the Market (Crafting)
  Using Crafting, you can work at producing common 
  items for the market. It’s usually easy to find work making 
  basic items whose level is 1 or 2 below your settlement’s 
  level (see Earn Income on page 504). Higher-level tasks 
  represent special commissions, which might require you to 
  Craft a specific item using the Craft downtime activity and 
  sell it to a buyer at full price. These opportunities don’t 
  occur as often and might have special requirements—or 
  serious consequences if you disappoint a prominent client. 
  PraCtiCing a trade (Lore)
  You apply the practical benefits of one of your Lore 
  specialties during downtime by practicing your trade. This 
  is most effective for Lore specialties such as business, law, 
  or sailing, where there’s high demand for workers. The GM 
  might increase the DC or determine only low-level tasks 
  are available if you’re attempting to use an obscure Lore 
  skill to Earn Income. You might also need specialized tools 
  to accept a job, like mining tools to work in a mine or a 
  merchant’s scale to buy and sell valuables in a market.
  INCOME EXAMPLES
  The following examples show the kinds of tasks your 
  character might take on to Earn Income during low-level 
  and high-level play. 
  HARSK MAKES TEA
  Harsk is a 3rd-level ranger and an expert at harvesting 
  and brewing tea. He has a Tea Lore modifier of +7. He 
  has 30 days of downtime at his disposal and decides to 
  work at a prestigious local tea house. The GM decides 
  this is a 5th-level task if Harsk wants to assist the tea 
  master, or a 2nd-level task if he wants to serve tea. 
  Harsk chooses the tougher task, and the GM secretly 
  sets the DC at 20.
  Harsk rolls a 4 on his Tea Lore check for a result of 11. 
  Poor Harsk has failed! He earns only 2 sp for his efforts 
  and continues working for 3 more days, for a total of 
  8 sp.
  At that point, the GM offers Harsk a choice: either he 
  can finish out the week with the tea master and look 
  for a new job, or he can lower his ambitions and serve 
  in the tea house. Harsk, now more aware of his own 
  capabilities, accepts the less prestigious job for now. 
  He moves to his new job and attempts a new Tea Lore 
  check against DC 16. Rolling a 19, he gets a result of 
  26—a critical success! He earns 5 sp per day (like a 
  success at a 3rd-level task). The GM rules that demand 
  will be high enough that Harsk can work there for the 
  remainder of his downtime if he so chooses, a total of 
  26 days. Harsk accepts and earns a total of 138 sp (13 
  gp, 8 sp) that month.
  LEM PERFORMS
  Lem is a 16th-level bard and legendary with his flute. He 
  has a Performance modifier of +31 with his enchanted 
  flute. With 30 days of downtime ahead of him, Lem 
  wonders if he can find something that might excite him 
  more than performing in front of a bunch of stuffy nobles. 
  He finds a momentous offer indeed—a performance in a 
  celestial realm, and Lem’s patron goddess Shelyn might 
  even be in attendance! This is a 20th-level task, and the 
  GM secretly sets the DC at 40.
  Lem rolls an 11 on his Performance check for a result 
  of 42. Success! The engagement lasts for a week, and 
  at the end, the grateful celestials present Lem with a 
  beautiful living diamond rose in constant bloom worth 
  1,400 gold pieces (200 gp per day for 7 days). 
  With 23 days of downtime left, Lem accepts a 14th-
  level task performing at a prestigious bardic college for 
  members of a royal court. The GM secretly sets the DC 
  at 32, and Lem critically succeeds, earning 28 gp per day 
  for a total of 644 gp. Between the two performances, 
  Lem has earned just over 2,000 gold pieces during his 
  downtime—though he’s not sure he’ll ever sell that rose.
  4
  Skills
  237
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  staging a PerforManCe (PerforManCe)
  You perform for an audience to make money. The available 
  audiences determine the level of your task, since more 
  discerning audiences are harder to impress but provide a 
  bigger payout. The GM determines the task level based on 
  the audiences available. Performing for a typical audience of 
  commoners on the street is a level 0 task, but a performance 
  for a group of artisans with more refined tastes might be a 
  2nd- or 3rd-level task, and ones for merchants, nobility, and 
  royalty are increasingly higher level. Your degree of success 
  determines whether you moved your audience and whether 
  you were rewarded with applause or rotten fruit.
  Identify Magic (Trained) 
  Using the skill related to the appropriate tradition, as 
  explained in Magical Traditions and Skills on page 238, 
  you can attempt to identify a magical item, location, 
  or ongoing effect. In many cases, you can use a skill to 
  attempt to Identify Magic of a tradition other than your 
  own at a higher DC. The GM determines whether you can 
  do this and what the DC is. 
  IDENTIFY MAGIC
  CONCENTRATE
  EXPLORATION
  SECRET
  Once you discover that an item, location, or ongoing effect 
  is magical, you can spend 10 minutes to try to identify the 
  particulars of its magic. If your attempt is interrupted, you 
  must start over. The GM sets the DC for your check. Cursed 
  or esoteric subjects usually have higher DCs or might even be 
  impossible to identify using this activity alone. Heightening a 
  spell doesn’t increase the DC to identify it.
  Critical Success You learn all the attributes of the magic, 
  including its name (for an effect), what it does, any means of 
  activating it (for an item or location), and whether it is cursed.
  Success For an item or location, you get a sense of what it does 
  and learn any means of activating it. For an ongoing effect 
  (such as a spell with a duration), you learn the effect’s name 
  and what it does. You can’t try again in hopes of getting a 
  critical success.
  Failure You fail to identify the magic and can’t try again for 1 day.
  Critical Failure You misidentify the magic as something else 
  of the GM’s choice.
  Magical Traditions and Skills
  Each magical tradition has a corresponding skill, as shown 
  on the table below. You must have the trained proficiency 
  rank in a skill to use it to Identify Magic or Learn a Spell. 
  Something without a specific tradition, such as an item with 
  the magical trait, can be identified using any of these skills.
   
  Magical Tradition 
  Corresponding Skill
   
  Arcane  
  Arcana
   
  Divine  
  Religion
   
  Occult  
  Occultism
   
  Primal  
  Nature
  Learn a Spell (Trained)
  If you’re a spellcaster, you can use the skill corresponding 
  to your magical tradition to learn a new spell of that 
  tradition. Table 4–3: Learning a Spell lists the Price of the 
  materials needed to Learn a Spell of each level.
  LEARN A SPELL
  CONCENTRATE
  EXPLORATION
  Requirements You have a spellcasting class feature, and the 
  spell you want to learn is on your magical tradition’s spell list.
  You can gain access to a new spell of your tradition from 
  someone who knows that spell or from magical writing like a 
  spellbook or scroll. If you can cast spells of multiple traditions, 
  you can Learn a Spell of any of those traditions, but you must 
  use the corresponding skill to do so. For example, if you were 
  a cleric with the bard multiclass archetype, you couldn’t use 
  Religion to add an occult spell to your bardic spell repertoire.
  To learn the spell, you must do the following:
  • Spend 1 hour per level of the spell, during which you 
  must remain in conversation with a person who knows 
  the spell or have the magical writing in your possession.
  • Have materials with the Price indicated in Table 4–3. 
  • Attempt a skill check for the skill corresponding to your 
  tradition (DC determined by the GM, often close to the 
  DC on Table 4–3). Uncommon or rare spells have higher 
  DCs; full guidelines for the GM appear on page 503.
  If you have a spellbook, Learning a Spell lets you add the 
  spell to your spellbook; if you prepare spells from a list, it’s 
  added to your list; if you have a spell repertoire, you can select 
  it when you add or swap spells.
  Critical Success You expend half the materials and learn the spell. 
  Success You expend the materials and learn the spell.
  Failure You fail to learn the spell but can try again after you 
  gain a level. The materials aren’t expended.
  Critical Failure As failure, plus you expend half the materials.
  TABLE 4–3: LEARNING A SPELL
   
  Spell Level 
  Price 
  Typical DC
   
  1st or cantrip 
  2 gp 
  15
   
  2nd 
  6 gp 
  18
   
  3rd 
  16 gp 
  20
   
  4th 
  36 gp 
  23
   
  5th 
  70 gp 
  26
   
  6th 
  140 gp 
  28
   
  7th 
  300 gp 
  31
   
  8th 
  650 gp 
  34
   
  9th 
  1,500 gp 
  36
   
  10th 
  7,000 gp 
  41
  Recall Knowledge (Untrained)
  To remember useful information on a topic, you can 
  attempt to Recall Knowledge. You might know basic 
  information about something without needing to attempt 
  a check, but Recall Knowledge requires you to stop and 
  think for a moment so you can recollect more specific 
  Core Rulebook
  238
  
  facts and apply them. You might even need to spend time 
  investigating first. For instance, to use Medicine to learn 
  the cause of death, you might need to conduct a forensic 
  examination before attempting to Recall Knowledge.
  RECALL KNOWLEDGE �
  CONCENTRATE
  SECRET
  You attempt a skill check to try to remember a bit of knowledge 
  regarding a topic related to that skill. The GM determines the 
  DCs for such checks and which skills apply.
  Critical Success You recall the knowledge accurately and gain 
  additional information or context.
  Success You recall the knowledge accurately or gain a useful 
  clue about your current situation.
  Critical Failure You recall incorrect information or gain an 
  erroneous or misleading clue.
  The following skills can be used to Recall Knowledge, 
  getting information about the listed topics. In some cases, 
  you can get the GM’s permission to use a different but 
  related skill, usually against a higher DC than normal. Some 
  topics might appear on multiple lists, but the skills could 
  give different information. For example, Arcana might tell 
  you about the magical defenses of a golem, whereas Crafting 
  could tell you about its sturdy resistance to physical attacks.
  • Arcana: Arcane theories, magical traditions, 
  creatures of arcane significance, and arcane planes.
  • Crafting: Alchemical reactions and creatures, item 
  value, engineering, unusual materials, and constructs.
  • Lore: The subject of the Lore skill’s subcategory.
  • Medicine: Diseases, poisons, wounds, and forensics.
  • Nature: The environment, flora, geography, weather, 
  creatures of natural origin, and natural planes.
  • Occultism: Ancient mysteries, obscure philosophy, 
  creatures of occult significance, and esoteric planes.
  • Religion: Divine agents, divine planes, theology, 
  obscure myths, and creatures of religious significance.
  • Society: Local history, key personalities, legal 
  institutions, societal structure, and humanoid culture.
  The GM might allow checks to Recall Knowledge 
  using other skills. For example, you might assess the skill 
  of an acrobat using Acrobatics. If you’re using a physical 
  skill (like in this example), the GM will most likely have 
  you use a mental ability score—typically Intelligence—
  instead of the skill’s normal physical ability score.
  Recall Knowledge Tasks
  These examples use Society or Religion.
  Untrained name of a ruler, key noble, or major deity
  Trained line of succession for a major noble family, core 
  doctrines of a major deity
  Expert genealogy of a minor noble, teachings of an 
  ancient priest
  Master hierarchy of a genie noble court, major extraplanar 
  temples of a deity
  Legendary existence of a long-lost noble heir, secret 
  doctrines of a religion
  4
  Skills
  239
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Subsist (Untrained)
  If you need to provide food and shelter, you can use the 
  Subsist downtime activity. This typically uses Society if 
  you’re in a settlement or Survival if you’re in the wild.
  SUBSIST
  DOWNTIME
  You try to provide food and shelter for yourself, and possibly 
  others as well, with a standard of living described on page 294. 
  The GM determines the DC based on the nature of the place 
  where you’re trying to Subsist. You might need a minimum 
  proficiency rank to Subsist in particularly strange environments. 
  Unlike most downtime activities, you can Subsist after 8 hours 
  or less of exploration, but if you do, you take a –5 penalty.
  Critical Success You either provide a subsistence living for 
  yourself and one additional creature, or you improve your 
  own food and shelter, granting yourself a comfortable living.
  Success You find enough food and shelter with basic protection 
  from the elements to provide you a subsistence living. 
  Failure You’re exposed to the elements and don’t get enough 
  food, becoming fatigued until you attain sufficient food 
  and shelter.
  Critical Failure You attract trouble, eat something you 
  shouldn’t, or otherwise worsen your situation. You take a 
  –2 circumstance penalty to checks to Subsist for 1 week. 
  You don’t find any food at all; if you don’t have any stored 
  up, you’re in danger of starving or dying of thirst if you 
  continue failing.
  Sample Subsist Tasks
  Untrained lush forest with calm weather or large city 
  with plentiful resources
  Trained typical hillside or village
  Expert typical mountains or insular hamlet
  Master typical desert or city under siege
  Legendary barren wasteland or city of undead
  Skill Descriptions
  The following entries describe the skills in the game. The 
  heading for each entry provides the skill’s name, with 
  that skill’s key ability in parentheses. A brief description 
  of the skill is followed by a list of actions you can use if 
  you’re untrained in that skill, and then the actions you 
  can perform if you are trained in that skill. Some actions 
  list sample tasks for each rank to give you a better 
  sense of what you can accomplish as your proficiency 
  increases. As the actions of a skill aren’t comprehensive, 
  there may be times when the GM asks you to attempt 
  a skill check without using any of the listed actions, or 
  times when the GM asks you to roll using a different key 
  ability modifier.
  Most skills include entries for success and failure, as 
  well as descriptions of what occurs on a critical success or 
  a critical failure. If either of the critical entries is absent, 
  treat those results as a success or failure, as normal.
  Acrobatics (Dex)
  Acrobatics measures your ability to perform tasks requiring 
  coordination and grace. When you use the Escape basic 
  action (page 470), you can use your Acrobatics modifier 
  instead of your unarmed attack modifier.
  BALANCE �
  MOVE
  Requirements You are in a square that contains a narrow 
  surface, uneven ground, or another similar feature.
  You move across a narrow surface or uneven ground, 
  attempting an Acrobatics check against its Balance DC. You 
  are flat-footed while on a narrow surface or uneven ground.
  Critical Success You move up to your Speed.
  Success You move up to your Speed, treating it as difficult 
  terrain (every 5 feet costs 10 feet of movement).
  Failure You must remain stationary to keep your balance 
  (wasting the action) or you fall. If you fall, your turn ends.
  Critical Failure You fall and your turn ends.
  Sample Balance Tasks
  Untrained tangled roots, uneven cobblestones
  Trained wooden beam
  Expert deep, loose gravel
  Master tightrope, smooth sheet of ice
  Legendary razor’s edge, chunks of floor falling in midair
  TUMBLE THROUGH �
  MOVE
  You Stride up to your Speed. During this movement, you can try 
  to move through the space of one enemy. Attempt an Acrobatics 
  check against the enemy’s Reflex DC as soon as you try to enter 
  its space. You can Tumble Through using Climb, Fly, Swim, or 
  another action instead of Stride in the appropriate environment.
  Success You move through the enemy’s space, treating the 
  squares in its space as difficult terrain (every 5 feet costs 10 
  feet of movement). If you don’t have enough Speed to move all 
  the way through its space, you get the same effect as a failure.
  Failure Your movement ends, and you trigger reactions as if 
  you had moved out of the square you started in.
  Acrobatics Trained Actions
  MANEUVER IN FLIGHT �
  MOVE
  Requirements You have a fly Speed.
  You try a difficult maneuver while flying. Attempt an Acrobatics 
  check. The GM determines what maneuvers are possible, but 
  they rarely allow you to move farther than your fly Speed.
  Success You succeed at the maneuver.
  Failure Your maneuver fails. The GM chooses if you simply 
  can’t move or if some other detrimental effect happens. 
  The outcome should be appropriate for the maneuver you 
  attempted (for instance, being blown off course if you were 
  trying to fly against a strong wind).
  Critical Failure As failure, but the consequence is more dire.
  Core Rulebook
  240
  
  Sample Maneuver in Flight Tasks
  Trained steep ascent or descent
  Expert fly against the wind, hover midair
  Master reverse direction
  Legendary fly through gale force winds
  SQUEEZE
  EXPLORATION
  MOVE
  You contort yourself to squeeze through a space so small you 
  can barely fit through. This action is for exceptionally small 
  spaces; many tight spaces are difficult terrain (page 475) that 
  you can move through more quickly and without a check. 
  Critical Success You squeeze through the tight space in 
  1 minute per 10 feet of squeezing.
  Success You squeeze through in 1 minute per 5 feet.
  Critical Failure You become stuck in the tight space. While 
  you’re stuck, you can spend 1 minute attempting another 
  Acrobatics check at the same DC. Any result on that 
  check other than a critical failure causes you 
  to become unstuck.
  Sample Squeeze Tasks
  Trained space barely fitting your 
  shoulders
  Master space barely fitting your head
  Arcana (Int)
  Arcana measures how much you know about arcane 
  magic and creatures. Even if you’re untrained, you can 
  Recall Knowledge (page 238).
  • Recall Knowledge about arcane theories; magic 
  traditions; creatures of arcane significance (like 
  dragons and beasts); and the Elemental, Astral, 
  and Shadow Planes.
  Arcana Trained ACTIONS
  You must be trained in Arcana to use it for the following 
  general skill actions (page 234).
  • Decipher Writing about arcane theory.
  • Identify Magic, particularly arcane magic.
  • Learn a Spell from the arcane tradition.
  BORROW AN ARCANE SPELL
  CONCENTRATE
  EXPLORATION
  If you’re an arcane spellcaster who prepares from a spellbook, 
  you can attempt to prepare a spell from someone else’s 
  spellbook. The GM sets the DC for the check based on the 
  spell’s level and rarity; it’s typically a bit easier than Learning 
  the Spell.
  Success You prepare the borrowed spell as part of your normal 
  spell preparation.
  Failure You fail to prepare the spell, but the spell slot 
  remains available for you to prepare a different 
  spell. You can’t try to prepare this spell 
  until the next time you prepare spells.
  Athletics (Str)
  Athletics allows you to perform deeds of physical 
  prowess. When you use the Escape basic action (page 
  470), you can use your Athletics modifier instead of your 
  unarmed attack modifier.
  CLIMB �
  MOVE
  Requirements You have both hands free.
  You move up, down, or across an incline. Unless it’s 
  particularly easy, you must attempt an Athletics check. The 
  GM determines the DC based on the nature of the incline and 
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  environmental circumstances. You’re flat-footed unless you 
  have a climb Speed.
  Critical Success You move up, across, or safely down the 
  incline for 5 feet plus 5 feet per 20 feet of your land Speed 
  (a total of 10 feet for most PCs).
  Success You move up, across, or safely down the incline for 
  5 feet per 20 feet of your land Speed (a total of 5 feet for 
  most PCs, minimum 5 feet if your Speed is below 20 feet).
  Critical Failure You fall. If you began the climb on stable 
  ground, you fall and land prone.
  Sample Climb Tasks
  Untrained ladder, steep slope, low-branched tree
  Trained rigging, rope, typical tree
  Expert wall with small handholds and footholds
  Master ceiling with handholds and footholds, rock wall
  Legendary smooth surface
  TABLE 4–4: CLIMB AND SWIM DISTANCE
  This table provides a quick reference for how far you can 
  move with a Climb or Swim action.
   
   Climb Distance 
   Swim Distance
  Speed  
  Success 
  Critical 
  Success 
  Critical
  5–15 feet 
  5 
  5 
  5 
  10
  20–35 feet 
  5 
  10 
  10 
  15
  40–55 feet 
  10 
  15 
  15 
  20
  60–65 feet 
  15 
  20 
  20 
  25
  FORCE OPEN �
  ATTACK
  Using your body, a lever, or some other tool, you attempt 
  to forcefully open a door, window, container or heavy gate. 
  With a high enough result, you can even smash through walls. 
  Without a crowbar, prying something open takes a –2 item 
  penalty to the Athletics check to Force Open. 
  Critical Success You open the door, window, container, or gate 
  and can avoid damaging it in the process.
  Success You break the door, window, container, or gate open, 
  and the door, window, container, or gate gains the broken 
  condition. If it’s especially sturdy, the GM might have it take 
  damage but not be broken.
  Critical Failure Your attempt jams the door, window, container, 
  or gate shut, imposing a –2 circumstance penalty on future 
  attempts to Force it Open.
  Sample Force Open Tasks
  Untrained fabric, flimsy glass
  Trained ice, sturdy glass
  Expert flimsy wooden door, wooden portcullis
  Master sturdy wooden door, iron portcullis, metal bar
  Legendary stone or iron door
  GRAPPLE �
  ATTACK
  Requirements You have at least one free hand. Your target 
  cannot be more than one size larger than you.
  You attempt to grab an opponent with your free hand. 
  Attempt an Athletics check against their Fortitude DC. 
  You can also Grapple to keep your hold on a creature you 
  already grabbed.
  Critical Success Your opponent is restrained until the end of 
  your next turn unless you move or your opponent Escapes 
  (page 470).
  Success Your opponent is grabbed until the end of your next 
  turn unless you move or your opponent Escapes.
  Failure You fail to grab your opponent. If you already had 
  the opponent grabbed or restrained using a Grapple, those 
  conditions on that creature end.
  Critical Failure If you already had the opponent grabbed or 
  restrained, it breaks free. Your target can either grab you, 
  as if it succeeded at using the Grapple action against you, 
  or force you to fall and land prone.
  HIGH JUMP �
  You Stride, then make a vertical Leap and attempt a DC 30 
  Athletics check to increase the height of your jump. If you 
  didn’t Stride at least 10 feet, you automatically fail your check. 
  This DC might be increased or decreased due to the situation, 
  as determined by the GM.
  Critical Success Increase the maximum vertical distance to 8 
  feet, or increase the maximum vertical distance to 5 feet 
  and maximum horizontal distance to 10 feet.
  Success Increase the maximum vertical distance to 5 feet.
  Failure You Leap normally.
  Critical Failure You don’t Leap at all, and instead you fall prone 
  in your space.
  Leap
  The Leap basic action is used for High Jump and Long 
  Jump. Leap lets you take a careful, short jump. You can 
  Leap up to 10 feet horizontally if your Speed is at least 
  15 feet, or up to 15 feet horizontally if your Speed is at 
  least 30 feet. You land in the space where your Leap 
  ends (meaning you can typically clear a 5-foot gap if your 
  Speed is between 15 feet and 30 feet, or a 10-foot gap 
  if your Speed is 30 feet or more). If you make a vertical 
  Leap, you can move up to 3 feet vertically and 5 feet 
  horizontally onto an elevated surface. 
  LONG JUMP �
  You Stride, then make a horizontal Leap and attempt an 
  Athletics check to increase the length of your jump. The DC 
  of the Athletics check is equal to the total distance in feet 
  you’re attempting to move during your Leap (so you’d need 
  to succeed at a DC 20 check to Leap 20 feet). You can’t Leap 
  farther than your Speed.
  If you didn’t Stride at least 10 feet, or if you attempt to jump 
  in a different direction than your Stride, you automatically fail 
  your check. This DC might be increased or decreased due to the 
  situation, as determined by the GM.
  Success Increase the maximum horizontal distance you Leap 
  to the desired distance.
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  Failure You Leap normally.
  Critical Failure You Leap normally, but then fall and land prone.
  SHOVE �
  ATTACK
  Requirements You have at least one hand free. The target 
  can’t be more than one size larger than you.
  You push an opponent away from you. Attempt an Athletics 
  check against your opponent’s Fortitude DC.
  Critical Success You push your opponent up to 10 feet away 
  from you. You can Stride after it, but you must move the 
  same distance and in the same direction.
  Success You push your opponent back 5 feet. You can Stride 
  after it, but you must move the same distance and in the 
  same direction.
  Critical Failure You lose your balance, fall, and land prone.
  Forced Movement
  The Shove action can force a creature to move. When 
  an effect forces you to move, or if you start falling, the 
  distance you move is defined by the effect that moved you, 
  not by your Speed. Because you’re not acting to move, this 
  doesn’t trigger reactions triggered by movement. 
  SWIM �
  MOVE
  You propel yourself through water. In most calm water, you 
  succeed at the action without needing to attempt a check. If 
  you must breathe air and you’re submerged in water, you must 
  hold your breath each round. If you fail to hold your breath, you 
  begin to drown (as described on page 478). If the water you are 
  swimming in is turbulent or otherwise dangerous, you might 
  have to attempt an Athletics check to Swim.
  If you end your turn in water and haven’t succeeded at a 
  Swim action that turn, you sink 10 feet or get moved by the 
  current, as determined by the GM. However, if your last action 
  on your turn was to enter the water, you don’t sink or move 
  with the current that turn.
  Critical Success You move through the water 10 feet, plus 5 feet 
  per 20 feet of your land Speed (a total of 15 feet for most PCs).
  Success You move through the water 5 feet, plus 5 feet per 
  20 feet of your land Speed (a total of 10 feet for most PCs).
  Critical Failure You make no progress, and if you’re holding 
  your breath, you lose 1 round of air.
  Sample Swim Tasks
  Untrained lake or other still water
  Trained flowing water, like a river
  Expert swiftly flowing river
  Master stormy sea
  Legendary maelstrom, waterfall
  TRIP �
  ATTACK
  Requirements You have at least one hand free. Your target 
  can’t be more than one size larger than you.
  FALLING
  When you fall more than 5 feet, you take falling damage 
  when you land, which is bludgeoning damage equal to 
  half the distance you fell. If you take any damage from a 
  fall, you’re knocked prone when you land.
  If you fall into water, snow, or another soft substance, 
  calculate the damage from the fall as though your fall 
  were 20 feet shorter. The reduction can’t be greater than 
  the depth of the water (so when falling into water that is 
  only 10 feet deep, you treat the fall as 10 feet shorter). 
  You can Grab an Edge as a reaction (page 472) to reduce 
  or eliminate the damage from some falls. More detailed 
  rules for falling damage appear on page 463.
  You try to knock an opponent to the ground. Attempt an 
  Athletics check against the target’s Reflex DC. 
  Critical Success The target falls and lands prone and takes 1d6 
  bludgeoning damage.
  Success The target falls and lands prone.
  Critical Failure You lose your balance and fall and land prone.
  Athletics Trained Action
  DISARM �
  ATTACK
  Requirements You have at least one hand free. The target 
  can’t be more than one size larger than you.
  You try to knock something out of an opponent’s grasp. 
  Attempt an Athletics check against the opponent’s Reflex DC.
  Critical Success You knock the item out of the opponent’s 
  grasp. It falls to the ground in the opponent’s space.
  Success You weaken your opponent’s grasp on the item. Until 
  the start of that creature’s turn, attempts to Disarm the 
  opponent of that item gain a +2 circumstance bonus, and 
  the target takes a –2 circumstance penalty to attacks with 
  the item or other checks requiring a firm grasp on the item.
  Critical Failure You lose your balance and become flat-footed 
  until the start of your next turn.
  Crafting (Int)
  You can use this skill to create, understand, and repair items. 
  Even if you’re untrained, you can Recall Knowledge 
  (page 238).
  • Recall Knowledge about alchemical reactions, the 
  value of items, engineering, unusual materials, 
  and alchemical or mechanical creatures. The GM 
  determines which creatures this applies to, but it 
  usually includes constructs.
  REPAIR
  EXPLORATION
  MANIPULATE
  Requirements You have a repair kit (page 291).
  You spend 10 minutes attempting to fix a damaged item, placing 
  the item on a stable surface and using the repair  kit with 
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  both hands. The GM sets the DC, but it’s usually about the same 
  DC to Repair a given item as it is to Craft it in the first place. You 
  can’t Repair a destroyed item.
  Critical Success You restore 10 Hit Points to the item, plus an 
  additional 10 Hit Points per proficiency rank you have in 
  Crafting (a total of 20 HP if you’re trained, 30 HP if you’re an 
  expert, 40 HP if you’re a master, or 50 HP if you’re legendary).
  Success You restore 5 Hit Points to the item, plus an additional 
  5 per proficiency rank you have in Crafting (for a total of 
  10 HP if you are trained, 15 HP if you’re an expert, 20 HP if 
  you’re a master, or 25 HP if you’re legendary).
  Critical Failure You deal 2d6 damage to the item. Apply the 
  item’s Hardness to this damage.
  Crafting Trained Actions
  You must be trained in Crafting to use it to Earn Income 
  (page 236).
  • Earn Income by crafting goods for the market.
  CRAFT
  DOWNTIME
  MANIPULATE
  You can make an item from raw materials. You need the 
  Alchemical Crafting skill feat to create alchemical items, the 
  Magical Crafting skill feat to create magic items, and the Snare 
  Crafting feat to create snares.
  To Craft an item, you must meet the following requirements:
  • The item is your level or lower. An item that doesn’t list 
  a level is level 0. If the item is 9th level or higher, you 
  must be a master in Crafting, and if it’s 16th or higher, 
  you must be legendary.
  • You have the formula for the item; see Getting 
  Formulas below for more information.
  • You have an appropriate set of tools and, in many 
  cases, a workshop. For example, you need access to a 
  smithy to forge a metal shield.
  • You must supply raw materials worth at least half the 
  item’s Price. You always expend at least that amount 
  of raw materials when you Craft successfully. If you’re 
  in a settlement, you can usually spend currency to get 
  the amount of raw materials you need, except in the 
  case of rarer precious materials.
  You must spend 4 days at work, at which point you attempt 
  a Crafting check. The GM determines the DC to Craft the item 
  based on its level, rarity, and other circumstances.
  If your attempt to create the item is successful, you expend 
  the raw materials you supplied. You can pay the remaining 
  portion of the item’s Price in materials to complete the item 
  immediately, or you can spend additional downtime days 
  working on it. For each additional day you spend, reduce 
  the value of the materials you need to expend to complete 
  the item. This amount is determined using Table 4–2: Income 
  Earned (page 236), based on your proficiency rank in Crafting 
  and using your own level instead of a task level. After any of 
  these downtime days, you can complete the item by spending 
  the remaining portion of its Price in materials. If the downtime 
  Core Rulebook
  244
  
  days you spend are interrupted, you can return to finish 
  the item later, continuing where you left off. An example of 
  Crafting appears in the sidebar.
  Critical Success Your attempt is successful. Each additional 
  day spent Crafting reduces the materials needed to complete 
  the item by an amount based on your level + 1 and your 
  proficiency rank in Crafting.
  Success Your attempt is successful. Each additional day spent 
  Crafting reduces the materials needed to complete the item 
  by an amount based on your level and your proficiency rank.
  Failure You fail to complete the item. You can salvage the raw 
  materials you supplied for their full value. If you want to try 
  again, you must start over.
  Critical Failure You fail to complete the item. You ruin 10% of 
  the raw materials you supplied, but you can salvage the 
  rest. If you want to try again, you must start over.
  Consumables and Ammunition
  You can Craft items with the consumable trait in batches, 
  making up to four of the same item at once with a single 
  check. This requires you to include the raw materials 
  for all the items in the batch at the start, and you must 
  complete the batch all at once. You also Craft non-magical 
  ammunition in batches, using the quantity listed in Table 
  6–8: Ranged Weapons (typically 10).
  Getting Formulas
  You can gain access to the formulas for all common 
  items in Chapter 6: Equipment by purchasing a basic 
  crafter’s book (page 287). See the rules on page 293 for 
  information on how to acquire other formulas. 
   IDENTIFY ALCHEMY
  CONCENTRATE
  EXPLORATION
  SECRET
  Requirements You have alchemist’s tools (page 287). 
  You can identify the nature of an alchemical item with 10 minutes 
  of testing using alchemist’s tools. If your attempt is interrupted 
  in any way, you must start over.
  Success You identify the item and the means of activating it.
  Failure You fail to identify the item but can try again.
  Critical Failure You misidentify the item as another item of 
  the GM’s choice.
  Deception (Cha)
  You can trick and mislead others using disguises, lies, and 
  other forms of subterfuge. 
  CREATE A DIVERSION �
  MENTAL
  With a gesture, a trick, or some distracting words, you can 
  create a diversion that draws creatures’ attention elsewhere. 
  If you use a gesture or trick, this action gains the manipulate 
  trait. If you use distracting words, it gains the auditory and 
  linguistic traits.
  Attempt a single Deception check and compare it to the 
  CRAFTING EXAMPLE
  Ezren is a 5th-level wizard and an expert in Crafting. He 
  has a Crafting modifier of +13 and the Magical Crafting 
  feat. With 2 weeks of downtime ahead of him, he decides 
  to craft a striking rune, a 4th-level item. The GM secretly 
  chooses a DC of 19.
  The item has a Price of 65 gp, so Ezren prepares 32 gp, 
  5 sp worth of raw materials. He has another 32 gp, 5 sp 
  worth of raw materials on hand. After spending 4 days 
  building and incanting spells, he rolls a 12 on his Crafting 
  check, for a result of 25. That’s a success! At this point, 
  Ezren can spend the additional 32 gp, 5 sp worth of 
  materials to complete the item immediately for 65 gp.
  However, Ezren has 10 more days on his hands, so he 
  decides to spend additional time to complete the item. 
  Because he’s a 5th-level character and an expert at Crafting, 
  he reduces the amount he has to pay by 1 gp for each day 
  spent. After spending 10 days working, he reduces the cost 
  to complete the item from 65 gp to 55 gp. He spends the 
  remaining portion of its Price in materials, completes the 
  striking rune, and goes out on his next adventure. (He could 
  have stayed home to keep working on the striking rune, 
  eventually reducing the item’s total Price to just the half he 
  paid up front, but adventuring is far more lucrative!)
  If Ezren’s Crafting check result were a 29 or higher, he’d 
  have gotten a critical success. In that case, he’d reduce the 
  remaining amount by 2 gp per day, lowering the amount 
  needed to complete the item after 10 additional days of 
  work to 45 gp.
  Perception DCs of the creatures whose attention you’re trying 
  to divert. Whether or not you succeed, creatures you attempt 
  to divert gain a +4 circumstance bonus to their Perception DCs 
  against your attempts to Create a Diversion for 1 minute.
  Success You become hidden to each creature whose 
  Perception DC is less than or equal to your result. (The 
  hidden condition allows you to Sneak away, as described 
  on page 252.) This lasts until the end of your turn or until 
  you do anything except Step or use the Hide or the Sneak 
  action of the Stealth skill (pages 251 and 252). If you Strike 
  a creature, the creature remains flat-footed against that 
  attack, and you then become observed. If you do anything 
  else, you become observed just before you act unless the 
  GM determines otherwise.
  Failure You don’t divert the attention of any creatures whose 
  Perception DC exceeds your result, and those creatures are 
  aware you were trying to trick them.
  IMPERSONATE
  CONCENTRATE
  EXPLORATION
  MANIPULATE
  SECRET
  You create a disguise to pass yourself off as someone or 
  something you are not. Assembling a convincing disguise takes 
  10 minutes and requires a disguise kit (found on page 290), but 
  a simpler, quicker disguise might do the job if you’re not trying 
  to imitate a specific individual, at the GM’s discretion. 
  4
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  The Age of  
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  Game
  Game
  mastering
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  Appendix
  
  In most cases, creatures have a chance to detect your 
  deception only if they use the Seek action to attempt 
  Perception checks against your Deception DC. If you attempt 
  to directly interact with someone while disguised, the GM 
  rolls a secret Deception check for you against that creature’s 
  Perception DC instead. If you’re disguised as a specific 
  individual, the GM might give creatures you interact with a 
  circumstance bonus based on how well they know the person 
  you’re imitating, or the GM might roll a secret Deception 
  check even if you aren’t directly interacting with others.
  Success You trick the creature into thinking you’re the person 
  you’re disguised as. You might have to attempt a new check 
  if your behavior changes.
  Failure The creature can tell you’re not who you claim to be.
  Critical Failure The creature can tell you’re not who you claim 
  to be, and it recognizes you if it would know you without 
  a disguise.
  LIE
  AUDITORY
  CONCENTRATE
  LINGUISTIC
  MENTAL
  SECRET
  You try to fool someone with an untruth. Doing so takes at 
  least 1 round, or longer if the lie is elaborate. You roll a single 
  Deception check and compare it against the Perception DC of 
  every creature you are trying to fool. The GM might give them 
  a circumstance bonus based on the situation and the nature of 
  the lie you are trying to tell. Elaborate or highly unbelievable 
  lies are much harder to get a creature to believe than simpler 
  and more believable lies, and some lies are so big that it’s 
  impossible to get anyone to believe them.
  At the GM’s discretion, if a creature initially believes your 
  lie, it might attempt a Perception check later to Sense Motive 
  against your Deception DC to realize it’s a lie. This usually 
  happens if the creature discovers enough evidence to counter 
  your statements. 
  Success The target believes your lie.
  Failure The target doesn’t believe your lie and gains a +4 
  circumstance bonus against your attempts to Lie for the 
  duration of your conversation. The target is also more likely 
  to be suspicious of you in the future.
  Deception Trained Action
  FEINT �
  MENTAL
  Requirements You are within melee reach of the opponent you 
  attempt to Feint.
  With a misleading flourish, you leave an opponent unprepared 
  for your real attack. Attempt a Deception check against that 
  opponent’s Perception DC.
  Critical Success You throw your enemy’s defenses against 
  you entirely off. The target is flat-footed against melee 
  attacks that you attempt against it until the end of your 
  next turn.
  Success Your foe is fooled, but only momentarily. The target is 
  flat-footed against the next melee attack that you attempt 
  against it before the end of your current turn.
  Critical Failure Your feint backfires. You are flat-footed against 
  melee attacks the target attempts against you until the end 
  of your next turn.
  Diplomacy (Cha)
  You influence others through negotiation and flattery. 
  GATHER INFORMATION
  EXPLORATION
  SECRET
  You canvass local markets, taverns, and gathering places in 
  an attempt to learn about a specific individual or topic. The 
  GM determines the DC of the check and the amount of time it 
  takes (typically 2 hours, but sometimes more), along with any 
  benefit you might be able to gain by spending coin on bribes, 
  drinks, or gifts.
  Success You collect information about the individual or topic. 
  The GM determines the specifics.
  Critical Failure You collect incorrect information about the 
  individual or topic.
  Sample Gather Information Tasks
  Untrained talk of the town
  Trained common rumor
  Expert obscure rumor, poorly guarded secret
  Master well-guarded or esoteric information
  Legendary information known only to an incredibly 
  select few, or only to extraordinary beings
  MAKE AN IMPRESSION
  AUDITORY
  CONCENTRATE
  EXPLORATION
  LINGUISTIC
  MENTAL
  With at least 1 minute of conversation, during which you engage 
  in charismatic overtures, flattery, and other acts of goodwill, 
  you seek to make a good impression on someone to make them 
  temporarily agreeable. At the end of the conversation, attempt 
  a Diplomacy check against the Will DC of one target, modified 
  by any circumstances the GM sees fit. Good impressions (or bad 
  impressions, on a critical failure) last for only the current social 
  interaction unless the GM decides otherwise.
  Critical Success The target’s attitude toward you improves by 
  two steps.
  Success The target’s attitude toward you improves by one step.
  Critical Failure The target’s attitude toward you decreases by 
  one step.
  Changing Attitudes
  Your influence on NPCs is measured with a set of attitudes 
  that reflect how they view your character. These are 
  only a brief summary of a creature’s disposition. The 
  GM will supply additional nuance based on the history 
  and beliefs of the characters you’re interacting with, and 
  their attitudes can change in accordance with the story. 
  The attitudes are detailed in the Conditions Appendix and 
  are summarized here.
  • Helpful: Willing to help you and responds favorably to 
  your requests.
  Core Rulebook
  246
  
  • Friendly: Has a good attitude toward you, but won’t 
  necessarily stick their neck out to help you.
  • Indifferent: Doesn’t care about you either way. (Most 
  NPCs start out indifferent.)
  • Unfriendly: Dislikes you and doesn’t want to help you.
  • Hostile: Actively works against you—and might attack 
  you just because of their dislike.
  No one can ever change the attitude of a player character 
  with these skills. You can roleplay interactions with 
  player characters, and even use Diplomacy results if the 
  player wants a mechanical sense of how convincing or 
  charming a character is, but players make the ultimate 
  decisions about how their characters respond.
  REQUEST �
  AUDITORY
  CONCENTRATE
  LINGUISTIC
  MENTAL
  You can make a request of a creature that’s friendly or helpful 
  to you. You must couch the request in terms that the target 
  would accept given their current attitude toward you. The 
  GM sets the DC based on the difficulty of the request. Some 
  requests are unsavory or impossible, and even a helpful NPC 
  would never agree to them.
  Critical Success The target agrees to your request without 
  qualifications.
  Success The target agrees to your request, but they might 
  demand added provisions or alterations to the request.
  Failure The target refuses the request, though they might 
  propose an alternative that is less extreme.
  Critical Failure Not only does the target refuse the request, 
  but their attitude toward you decreases by one step due to 
  the temerity of the request.
  Intimidation (Cha)
  You bend others to your will using threats. 
  COERCE
  AUDITORY
  CONCENTRATE
  EMOTION
  EXPLORATION
  LINGUISTIC
  MENTAL
  With threats either veiled or overt, you attempt to bully a 
  creature into doing what you want. You must spend at least 1 
  minute of conversation with a creature you can see and that 
  can either see or sense you. At the end of the conversation, 
  attempt an Intimidation check against the target’s Will DC, 
  modified by any circumstances the GM determines. The 
  attitudes referenced in the effects below are summarized in 
  the Changing Attitudes sidebar on page 246 and described in 
  full in the Conditions Appendix, starting on page 618.
  Critical Success The target gives you the information you 
  seek or agrees to follow your directives so long as they 
  aren’t likely to harm the target in any way. The target 
  continues to comply for an amount of time determined by 
  the GM but not exceeding 1 day, at which point the target 
  becomes unfriendly (if they weren’t already unfriendly 
  or hostile). However, the target is too scared of you to 
  retaliate—at least in the short term.
  Success As critical success, but once the target becomes 
  unfriendly, they might decide to act against you—for 
  example, by reporting you to the authorities or assisting 
  your enemies.
  Failure The target doesn’t do what you say, and if they were 
  not already unfriendly or hostile, they become unfriendly.
  Critical Failure The target refuses to comply, becomes hostile 
  if they weren’t already, and can’t be Coerced by you for at 
  least 1 week.
  DEMORALIZE �
  AUDITORY
  CONCENTRATE
  EMOTION
  MENTAL
  With a sudden shout, a well-timed taunt, or a cutting put-
  down, you can shake an enemy’s resolve. Choose a creature 
  within 30 feet of you who you’re aware of. Attempt an 
  Intimidation check against that target’s Will DC. If the target 
  does not understand the language you are speaking, you’re 
  not speaking a language, or they can’t hear you, you take a 
  –4 circumstance penalty to the check. Regardless of your 
  result, the target is temporarily immune to your attempts to 
  Demoralize it for 10 minutes.
  Critical Success The target becomes frightened 2.
  Success The target becomes frightened 1.
  Lore (Int)
  You have specialized information on a narrow topic. 
  Lore features many subcategories. You might have 
  Military Lore, Sailing Lore, Vampire Lore, or any similar 
  subcategory of the skill. Each subcategory counts as its 
  own skill, so applying a skill increase to Planar Lore 
  wouldn’t increase your proficiency with Sailing Lore, 
  for example. 
  You gain a specific subcategory of the Lore skill from 
  your background. The GM determines what other 
  subcategories they’ll allow as Lore skills, though these 
  categories are always less broad than any of the other 
  skills that allow you to Recall Knowledge, and they 
  should never be able to fully or mainly take the place 
  of another skill’s Recall Knowledge action. For instance, 
  Magic Lore wouldn’t enable you to recall the same 
  breadth of knowledge covered by Arcana, Adventuring 
  Lore wouldn’t simply give you all the information an 
  adventurer needs, and Planar Lore would not be sufficient 
  to gain all the information spread across various skills 
  and subcategories such as Heaven Lore. 
  If you have multiple subcategories of Lore that could 
  apply to a check or that would overlap with another skill 
  in the circumstances, you can use the skill with the better 
  skill modifier or the one you would prefer to use. If there’s 
  any doubt whether a Lore skill applies to a specific topic 
  or action, the GM decides whether it can be used or not.
  Even if you’re untrained in Lore, you can use it to 
  Recall Knowledge (page 238).
  • Recall Knowledge about the subject of your Lore 
  skill’s subcategory.
  4
  Skills
  247
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  COMMON LORE SUBCATEGORIES
  You can learn any Lore skill your GM gives you permission 
  to take. The following list covers a wide variety of 
  common Lore topics appropriate for most campaigns. 
  Backgrounds often grant you a Lore from this list.
  • Academia Lore
  • Accounting Lore
  • Architecture Lore
  • Art Lore
  • Circus Lore
  • Engineering Lore
  • Farming Lore
  • Fishing Lore
  • Fortune-Telling Lore
  • Games Lore
  • Genealogy Lore
  • Gladiatorial Lore
  • Guild Lore
  • Heraldry Lore
  • Herbalism Lore
  • Hunting Lore
  • Labor Lore
  • Legal Lore
  • Library Lore
  • Lore about a specific deity (Abadar Lore, Iomedae 
  Lore, etc.)
  • Lore about a specific creature or narrow category of 
  creatures (Demon Lore, Owlbear Lore, Vampire Lore, etc.)
  • Lore of a specific plane other than the Material Plane, 
  or the plane in which the game is set if not the Material 
  Plane (Abyss Lore, Astral Plane Lore, Heaven Lore, etc.)
  • Lore about a specific settlement (Absalom Lore, 
  Magnimar Lore, etc.)
  • Lore about a specific terrain (Mountain Lore, River 
  Lore, etc.)
  • Lore of a type of food or drink (Alcohol Lore, Baking 
  Lore, Butchering Lore, Cooking Lore, Tea Lore, etc.)
  • Mercantile Lore
  • Midwifery Lore
  • Milling Lore
  • Mining Lore
  • Sailing Lore
  • Scouting Lore
  • Scribing Lore
  • Stabling Lore
  • Tanning Lore
  • Theater Lore
  • Underworld Lore
  • Warfare Lore
  Lore Trained Action
  You must be trained in Lore to use it to Earn Income 
  (page 236).
  • Earn Income by using your knowledge to practice 
  a trade.
  Medicine (Wis)
  You can patch up wounds and help people recover from 
  diseases and poisons. Even if you’re untrained in Medicine, 
  you can use it to Recall Knowledge (page 238).
  • Recall Knowledge about diseases, injuries, poisons, 
  and other ailments. You can use this to perform 
  forensic examinations if you spend 10 minutes 
  (or more, as determined by the GM) checking for 
  evidence such as wound patterns. This is most useful 
  when determining how a body was injured or killed.
  ADMINISTER FIRST AID �
  MANIPULATE
  Requirements You have healer’s tools (page 290).
  You perform first aid on an adjacent creature that is dying or 
  bleeding. If a creature is both dying and bleeding, choose which 
  ailment you’re trying to treat before you roll. You can Administer 
  First Aid again to attempt to remedy the other effect.
  • Stabilize Attempt a Medicine check on a creature that 
  has 0 Hit Points and the dying condition. The DC is 
  equal to 5 + that creature’s recovery roll DC (typically 
  15 + its dying value).
  • Stop Bleeding Attempt a Medicine check on a creature 
  that is taking persistent bleed damage (page 452), 
  giving them a chance to make another flat check to 
  remove the persistent damage. The DC is usually the DC 
  of the effect that caused the bleed.
  Success If you’re trying to stabilize, the creature loses the dying 
  condition (but remains unconscious). If you’re trying to stop 
  bleeding, the creature attempts a flat check to end the bleeding.
  Critical Failure If you were trying to stabilize, the creature’s 
  dying value increases by 1. If you were trying to stop 
  bleeding, it immediately takes an amount of damage equal 
  to its persistent bleed damage.
  Medicine Trained Actions
  TREAT DISEASE
  DOWNTIME
  MANIPULATE
  Requirements You have healer’s tools (page 290).
  You spend at least 8 hours caring for a diseased creature. Attempt 
  a Medicine check against the disease’s DC. After you attempt to 
  Treat a Disease for a creature, you can’t try again until after that 
  creature’s next save against the disease.
  Critical Success You grant the creature a +4 circumstance 
  bonus to its next saving throw against the disease.
  Success You grant the creature a +2 circumstance bonus to its 
  next saving throw against the disease.
  Critical Failure Your efforts cause the creature to take a –2 
  circumstance penalty to its next save against the disease.
  TREAT POISON �
  MANIPULATE
  Requirements You have healer’s tools (page 290).
  You treat a patient to prevent the spread of poison. Attempt a 
  Medicine check against the poison’s DC. After you attempt to 
  Core Rulebook
  248
  
  Treat a Poison for a creature, you can’t try again until after the 
  next time that creature attempts a save against the poison.
  Critical Success You grant the creature a +4 circumstance 
  bonus to its next saving throw against the poison.
  Success You grant the creature a +2 circumstance bonus to its 
  next saving throw against the poison. 
  Critical Failure Your efforts cause the creature to take a –2 
  circumstance penalty to its next save against the poison.
  TREAT WOUNDS
  EXPLORATION
  HEALING
  MANIPULATE
  Requirements You have healer’s tools (page 290).
  You spend 10 minutes treating one injured living creature 
  (targeting yourself, if you so choose). The target is then 
  temporarily immune to Treat Wounds actions for 1 hour, but 
  this interval overlaps with the time you spent treating (so a 
  patient can be treated once per hour, not once per 70 minutes).
  The Medicine check DC is usually 15, though the GM might 
  adjust it based on the circumstances, such as treating a patient 
  outside in a storm, or treating magically cursed wounds. If you’re 
  an expert in Medicine, you can instead attempt a DC 20 check 
  to increase the Hit Points regained by 10; if you’re a master of 
  Medicine, you can instead attempt a DC 30 check to increase 
  the Hit Points regained by 30; and if you’re legendary, you can 
  instead attempt a DC 40 check to increase the Hit Points regained 
  by 50. The damage dealt on a critical failure remains the same.
  If you succeed at your check, you can continue treating the 
  target to grant additional healing. If you treat them for a total 
  of 1 hour, double the Hit Points they regain from Treat Wounds.
  The result of your Medicine check determines how many 
  Hit Points the target regains.
  Critical Success The target regains 4d8 Hit Points, and its 
  wounded condition is removed. 
  Success The target regains 2d8 Hit Points, and its wounded 
  condition is removed. 
  Critical Failure The target takes 1d8 damage.
  Nature (Wis)
  You know a great deal about the natural world, and you 
  command and train animals and magical beasts. Even 
  if you’re untrained in Nature, you can use it to Recall 
  Knowledge (page 238).
  • Recall Knowledge about fauna, flora, geography, 
  weather, the environment, creatures of natural origin 
  (like animals, beasts, fey, and plants), the First World, 
  the Material Plane, and the Elemental Planes.
  COMMAND AN ANIMAL �
  AUDITORY
  CONCENTRATE
  You issue an order to an animal. Attempt a Nature check 
  against the animal’s Will DC. The GM might adjust the DC if the 
  animal has a good attitude toward you, you suggest a course of 
  action it was predisposed toward, or you offer it a treat. 
  You automatically fail if the animal is hostile or unfriendly 
  to you. If the animal is helpful to you, increase your degree of 
  COMMANDED ANIMALS
  Issuing commands to an animal doesn’t always go 
  smoothly. An animal is an independent creature with 
  limited intelligence. Most animals understand only the 
  simplest instructions, so you might be able to instruct 
  your animal to move to a certain square but not dictate 
  a specific path to get there, or command it to attack a 
  certain creature but not to make its attack nonlethal. The 
  GM decides the specifics of the action your animal uses.
  The animal does what you commanded as soon as 
  it can, usually as its first action on its next turn. If you 
  successfully commanded it multiple times, it does what 
  you said in order. It forgets all commands beyond what it 
  can accomplish on its turn. If multiple people command 
  the same animal, the GM determines how the animal 
  reacts. The GM might also make the DC higher if someone 
  has already tried to Command the Animal that round.
  success by one step. You might be able to Command an Animal 
  more easily with a feat like Ride (page 266).
  Most animals know the Leap, Seek, Stand, Stride, and 
  Strike basic actions. If an animal knows an activity, such as a 
  horse’s Gallop, you can Command the Animal to perform the 
  activity, but you must spend as many actions on Command 
  an Animal as the activity’s number of actions. You can also 
  spend multiple actions to Command the Animal to perform 
  that number of basic actions on its next turn; for instance, you 
  could spend 3 actions to Command an Animal to Stride three 
  times or to Stride twice and then Strike.
  Success The animal does as you command on its next turn.
  Failure The animal is hesitant or resistant, and it does nothing.
  Critical Failure The animal misbehaves or misunderstands, 
  and it takes some other action determined by the GM.
  Nature Trained Actions
  You must be trained in Nature to use it for the following 
  general skill actions (page 234).
  • Identify Magic, particularly primal magic.
  • Learn a Spell from the primal tradition.
  Occultism (Int)
  You know a great deal about ancient philosophies, esoteric 
  lore, obscure mysticism, and supernatural creatures. Even 
  if you’re untrained in Occultism, you can use it to Recall 
  Knowledge (page 238).
  • Recall Knowledge about ancient mysteries; obscure 
  philosophies; creatures of occult significance (like 
  aberrations, spirits, and oozes); and the Positive 
  Energy, Negative Energy, Shadow, Astral, and 
  Ethereal Planes.
  Occultism Trained Actions
  You must be trained in Occultism to use it for the 
  following general skill actions (page 234).
  4
  Skills
  249
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  • Decipher Writing on occult topics, including 
  complex metaphysical systems, syncretic principles, 
  weird philosophies, and incoherent ramblings.
  • Identify Magic, particularly occult magic.
  • Learn a Spell from the occult tradition.
  Performance (Cha)
  You are skilled at a form of performance, using your 
  talents to impress a crowd or make a living.
  Basic Competence
  Some performances require you to be more than just 
  charismatic, and if you don’t meet the demands of the 
  art form or the audience, the GM might apply a penalty 
  based on the relevant ability score. For example, if 
  you’re dancing and have a negative Dexterity modifier, 
  you might take a penalty to your attempt at dancing. 
  Likewise, if you are orating and have a negative 
  Intelligence modifier, you might have to hope your 
  raw Charisma can overcome the penalties from your 
  intellectual shortcomings—or ask someone to help write 
  your speeches!
  Performance Traits
  When you use an action that utilizes the Performance 
  skill, it gains one or more traits relevant to the type of 
  performance. The GM might change these depending on 
  the circumstances, but the most common performance-
  based traits are listed below.
  Performance 
  Additional Traits
  Act or perform comedy 
  Auditory, linguistic, and visual
  Dance 
  Move and visual
  Play an instrument 
  Auditory and manipulate
  Orate or sing 
  Auditory and linguistic
  PERFORM �
  CONCENTRATE
  When making a brief performance—one song, a quick dance, 
  or a few jokes—you use the Perform action. This action is most 
  useful when you want to prove your capability or impress 
  someone quickly. Performing rarely has an impact on its 
  own, but it might influence the DCs of subsequent Diplomacy 
  checks against the observers—or even change their attitudes—
  if the GM sees fit.
  Critical Success Your performance impresses the observers, 
  and they’re likely to share stories of your ability.
  Success You prove yourself, and observers appreciate the 
  quality of your performance.
  Failure Your performance falls flat.
  Critical Failure You demonstrate only incompetence.
  Sample Perform Tasks
  Untrained audience of commoners
  Trained audience of artisans
  Expert audience of merchants or minor nobles
  Master audience of high nobility or minor royalty
  Legendary audience of major royalty or otherworldly beings
  Performance Trained Action
  You must be trained in Performance to use it to Earn 
  Income (page 236).
  • Earn Income by staging a performance.
  Religion (Wis)
  The secrets of deities, dogma, faith, and the realms of 
  divine creatures both sublime and sinister are open to 
  you. You also understand how magic works, though 
  your training imparts a religious slant to that knowledge. 
  Even if you’re untrained in Religion, you can use it to Recall 
  Knowledge (page 238).
  • Recall Knowledge about divine agents, the finer 
  points of theology, obscure myths regarding a 
  faith, and creatures of religious significance (like 
  celestials, fiends, and undead), the Outer Sphere, 
  and the Positive and Negative Energy Planes.
  Religion Trained Actions
  You must be trained in Religion to use it for the following 
  general skill actions (page 234).
  • Decipher Writing of a religious nature, including 
  allegories, homilies, and proverbs.
  • Identify Magic, particularly divine magic.
  • Learn a Spell from the divine tradition.
  Society (Int)
  You understand the people and systems that make 
  civilization run, and you know the historical events that 
  make societies what they are today. Further, you can use 
  that knowledge to navigate the complex physical, societal, 
  and economic workings of settlements. Even if you’re 
  untrained in Society, you can use it for the following 
  general skill actions (page 234).
  • Recall Knowledge about local history, important 
  personalities, legal institutions, societal structure, 
  and humanoid cultures. The GM might allow 
  Society to apply to other creatures that are major 
  elements of society in your region, such as the 
  draconic nobility in a kingdom of humans ruled 
  by dragons.
  • Subsist in a settlement by finding shelter, scrounging, 
  or begging for food. 
  Society Trained Actions
  You must be trained in Society to use it to Decipher 
  Writing (page 234).
  • Decipher Writing that’s a coded message, text 
  written in an incomplete or archaic form, or in 
  some cases, text in a language you don’t know.
  Core Rulebook
  250
  
  CREATE FORGERY
  DOWNTIME
  SECRET
  You create a forged document, usually over the course of a 
  day or a week. You must have the proper writing material to 
  create a forgery. When you Create a Forgery, the GM rolls a 
  secret DC 20 Society check. If you succeed, the forgery is of 
  good enough quality that passive observers can’t notice the 
  fake. Only those who carefully examine the document and 
  attempt a Perception or Society check against your Society 
  DC can do so. 
  If the document’s handwriting doesn’t need to be specific 
  to a person, you need only to have seen a similar document 
  before, and you gain up to a +4 circumstance bonus to your 
  check, as well as to your DC (the GM determines the bonus). 
  To forge a specific person’s handwriting, you need a sample of 
  that person’s handwriting.
  If your check result was below 20, the forgery has some 
  obvious signs of being a fake, so the GM compares your 
  result to each passive observer’s Perception DC or Society DC, 
  whichever is higher, using the success or failure results below. 
  Once the GM rolls your check for a document, that same result 
  is used against all passive observers’ DCs no matter how many 
  creatures passively observe that document. 
  An observer who was fooled on a passive glance can still 
  choose to closely scrutinize the documents on the lookout for 
  a forgery, using different techniques and analysis methods 
  beyond the surface elements you successfully forged with 
  your original check. In that case, the observer can attempt a 
  Perception or Society check against your Society DC (if they 
  succeed, they know your document is a forgery).
  Success The observer does not detect the forgery.
  Failure The observer knows your document is a forgery.
  Stealth (Dex)
  You are skilled at avoiding detection, allowing you to slip 
  past foes, hide, or conceal an item.
  CONCEAL AN OBJECT �
  MANIPULATE
  SECRET
  You hide a small object on your person (such as a weapon of 
  light Bulk). When you try to sneak a concealed object past 
  someone who might notice it, the GM rolls your Stealth check 
  and compares it to this passive observer’s Perception DC. Once 
  the GM rolls your check for a concealed object, that same 
  result is used no matter how many passive observers you 
  try to sneak it past. If a creature is specifically searching you 
  for an item, it can attempt a Perception check against your 
  Stealth DC (finding the object on success). 
  You can also conceal an object somewhere other than your 
  person, such as among undergrowth or in a secret compartment 
  within a piece of furniture. In this case, characters Seeking in 
  an area compare their Perception check results to your Stealth 
  DC to determine whether they find the object. 
  Success The object remains undetected.
  Failure The searcher finds the object.
  BEING STEALTHY
  If you want to sneak around when there are creatures 
  that can see you, you can use a combination of Hide and 
  Sneak to do so.
  • First, Hide behind something (either by taking 
  advantage of cover or having the concealed condition 
  due to fog, a spell, or a similar effect). A successful 
  Stealth check makes you hidden, though the creatures 
  still know roughly where you are.
  • Second, now that you’re hidden, you can Sneak. That 
  means you can move at half your Speed and attempt 
  another Stealth check. If it’s successful, you’re now 
  undetected. That means the creatures don’t know 
  which square you’re in anymore.
  If you were approaching creatures that didn’t know 
  you were there, you could begin Sneaking right away, 
  since they didn’t know your location to start with. Some 
  actions can cause you to become observed again, but 
  they’re mostly what you’d expect: standing out in the 
  open, attacking someone, making a bunch of noise, and 
  so forth. If you Strike someone after successfully Hiding 
  or Sneaking, though, they’re flat-footed to that Strike.
  Creatures can try to find you using the Seek action, 
  described on page 471.
  Three conditions explain the states of detection. 
  Remember that these conditions are relative to each 
  creature—you can be observed by one creature while 
  hidden to another and undetected by a third.
  OBSERVED
  You’re in the creature’s clear view.
  HIDDEN
  The creature knows your location but can’t see you.
  UNDETECTED
  The creature doesn’t know your location.
  HIDE �
  SECRET
  You huddle behind cover or greater cover or deeper into 
  concealment to become hidden, rather than observed. The 
  GM rolls your Stealth check in secret and compares the 
  result to the Perception DC of each creature you’re observed 
  by but that you have cover or greater cover against or are 
  concealed from. You gain the circumstance bonus from cover 
  or greater cover to your check.
  Success If the creature could see you, you’re now hidden 
  from it instead of observed. If you were hidden from or 
  undetected by the creature, you retain that condition.
  If you successfully become hidden to a creature but 
  then cease to have cover or greater cover against it or be 
  concealed from it, you become observed again. You cease 
  being hidden if you do anything except Hide, Sneak, or Step. 
  4
  Skills
  251
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  If you attempt to Strike a creature, the creature remains flat-
  footed against that attack, and you then become observed. If 
  you do anything else, you become observed just before you 
  act unless the GM determines otherwise. The GM might allow 
  you to perform a particularly unobtrusive action without 
  being noticed, possibly requiring another Stealth check.
  If a creature uses Seek to make you observed by it, you 
  must successfully Hide to become hidden from it again.
  SNEAK �
  MOVE
  SECRET
  You can attempt to move to another place while becoming 
  or staying undetected. Stride up to half your Speed. (You can 
  use Sneak while Burrowing, Climbing, Flying, or Swimming 
  instead of Striding if you have the corresponding movement 
  type; you must move at half that Speed.)
  If you’re undetected by a creature and it’s impossible for that 
  creature to observe you (for a typical creature, this includes 
  when you’re invisible, the observer is blinded, or you’re in 
  darkness and the creature can’t see in darkness), for any critical 
  failure you roll on a check to Sneak, you get a failure instead. 
  You also continue to be undetected if you lose cover or greater 
  cover against or are no longer concealed from such a creature.
  At the end of your movement, the GM rolls your Stealth 
  check in secret and compares the result to the Perception 
  DC of each creature you were hidden from or undetected by 
  at the start of your movement. If you have cover or greater 
  cover from the creature throughout your Stride, you gain the 
  +2 circumstance bonus from cover (or +4 from greater cover) 
  to your Stealth check. Because you’re moving, the bonus 
  increase from Taking Cover doesn’t apply. You don’t get to roll 
  against a creature if, at the end of your movement, you neither 
  are concealed from it nor have cover or greater cover against 
  it. You automatically become observed by such a creature.
  Success You’re undetected by the creature during your movement 
  and remain undetected by the creature at the end of it.
  You become observed as soon as you do anything other 
  than Hide, Sneak, or Step. If you attempt to Strike a creature, 
  the creature remains flat-footed against that attack, and you 
  then become observed. If you do anything else, you become 
  observed just before you act unless the GM determines 
  otherwise. The GM might allow you to perform a particularly 
  unobtrusive action without being noticed, possibly requiring 
  another Stealth check. If you speak or make a deliberate 
  loud noise, you become hidden instead of undetected.
  If a creature uses Seek and you become hidden to it as a 
  result, you must Sneak if you want to become undetected 
  by that creature again.
  Failure A telltale sound or other sign gives your position away, 
  though you still remain unseen. You’re hidden from the 
  creature throughout your movement and remain so.
  Critical Failure You’re spotted! You’re observed by the creature 
  throughout your movement and remain so. If you’re 
  invisible and were hidden from the creature, instead of 
  being observed you’re hidden throughout your movement 
  and remain so.
  Survival (Wis)
  You are adept at living in the wilderness, foraging for 
  food and building shelter, and with training you discover 
  the secrets of tracking and hiding your trail. Even if you’re 
  untrained, you can still use Survival to Subsist (page 240).
  • Subsist in the wild by foraging for food and 
  building shelter.
  SENSE DIRECTION
  EXPLORATION
  SECRET
  Using the stars, the position of the sun, traits of the 
  geography or flora, or the behavior of fauna, you can stay 
  oriented in the wild. Typically, you attempt a Survival check 
  only once per day, but some environments or changes might 
  necessitate rolling more often. The GM determines the DC 
  and how long this activity takes (usually just a minute or so). 
  More unusual locales or those you’re unfamiliar with might 
  require you to have a minimum proficiency rank to Sense 
  Direction. Without a compass, you take a –2 item penalty to 
  checks to Sense Direction.
  Critical Success You get an excellent sense of where you are. 
  If you are in an environment with cardinal directions, you 
  know them exactly. 
  Success You gain enough orientation to avoid becoming 
  hopelessly lost. If you are in an environment with cardinal 
  directions, you have a sense of those directions. 
  Sense Direction Tasks
  Untrained determine a cardinal direction using the sun
  Trained find an overgrown path in a forest
  Expert navigate a hedge maze
  Master navigate a byzantine labyrinth or relatively 
  featureless desert
  Legendary navigate an ever-changing dream realm
  Survival Trained Actions
  COVER TRACKS
  CONCENTRATE
  EXPLORATION
  MOVE
  You cover your tracks, moving up to half your travel Speed, 
  using the rules on page 479). You don’t need to attempt a 
  Survival check to cover your tracks, but anyone tracking you 
  must succeed at a Survival check against your Survival DC if it 
  is higher than the normal DC to Track.
  In some cases, you might Cover Tracks in an encounter. In 
  this case, Cover Tracks is a single action and doesn’t have the 
  exploration trait.
  TRACK
  CONCENTRATE
  EXPLORATION
  MOVE
  You follow tracks, moving at up to half your travel Speed, using 
  the rules on page 479). After a successful check to Track, you 
  can continue following the tracks at half your Speed without 
  attempting additional checks for up to 1 hour. In some cases, 
  you might Track in an encounter. In this case, Track is a single 
  action and doesn’t have the exploration trait, but you might 
  Core Rulebook
  252
  
  need to roll more often because you’re in a tense situation. 
  The GM determines how often you must attempt this check.
  You attempt your Survival check when you start Tracking, 
  once every hour you continue tracking, and any time 
  something significant changes in the trail. The GM determines 
  the DCs for such checks, depending on the freshness of the 
  trail, the weather, and the type of ground.
  Success You find the trail or continue to follow the one you’re 
  already following.
  Failure You lose the trail but can try again after a 1-hour delay.
  Critical Failure You lose the trail and can’t try again for 24 hours.
  Sample Track Tasks
  Untrained the path of a large army following a road
  Trained relatively fresh tracks of a rampaging bear 
  through the plains
  Expert a nimble panther’s tracks through a jungle, tracks 
  after the rain
  Master tracks after a winter snow, tracks of a mouse or 
  smaller creature, tracks left on surfaces that can’t hold 
  prints like bare rock
  Legendary old tracks through a windy desert’s sands, 
  tracks after a major blizzard or hurricane
  Thievery (Dex)
  You are trained in a particular set of skills favored by 
  thieves and miscreants. 
  PALM AN OBJECT �
  MANIPULATE
  Palming a small, unattended object without being noticed 
  requires you to roll a single Thievery check against the 
  Perception DCs of all creatures who are currently observing 
  you. You take the object whether or not you successfully 
  conceal that you did so. You can typically only Palm Objects 
  of negligible Bulk, though the GM might determine otherwise 
  depending on the situation.
  Success The creature does not notice you Palming the Object. 
  Failure The creature notices you Palming the Object, and the 
  GM determines the creature’s response.
  STEAL �
  MANIPULATE
  You try to take a small object from another creature without 
  being noticed. Typically, you can Steal only an object of 
  negligible Bulk, and you automatically fail if the creature who 
  has the object is in combat or on guard.
  Attempt a Thievery check to determine if you successfully 
  Steal the object. The DC to Steal is usually the Perception DC 
  of the creature wearing the object. This assumes the object 
  is worn but not closely guarded (like a loosely carried pouch 
  filled with coins, or an object within such a pouch). If the object 
  is in a pocket or similarly protected, you take a –5 penalty to 
  your Thievery check. The GM might increase the DC of your 
  check if the nature of the object makes it harder to steal (such 
  as a very small item in a large pack, or a sheet of parchment 
  mixed in with other documents).
  You might also need to compare your Thievery check result 
  against the Perception DCs of observers other than the person 
  wearing the object. The GM may increase the Perception DCs 
  of these observers if they’re distracted.
  Success You steal the item without the bearer noticing, or an 
  observer doesn’t see you take or attempt to take the item.
  Failure The item’s bearer notices your attempt before you can 
  take the object, or an observer sees you take or attempt 
  to take the item. The GM determines the response of any 
  creature that notices your theft.
  Thievery Trained Actions
  DISABLE A DEVICE �
  MANIPULATE
  Requirements Some devices require you to use thieves’ tools 
  (page 291) when disabling them.
  This action allows you to disarm a trap or another complex 
  device. Often, a device requires numerous successes before 
  becoming disabled, depending on its construction and 
  complexity. Thieves’ tools are helpful and sometimes even 
  required to Disable a Device, as determined by the GM, and 
  sometimes a device requires a higher proficiency rank in 
  Thievery to disable it.
  Your Thievery check result determines how much progress 
  you make.
  Critical Success You disable the device, or you achieve two 
  successes toward disabling a complex device. You leave no 
  trace of your tampering, and you can rearm the device later, 
  if that type of device can be rearmed.
  Success You disable the device, or you achieve one success 
  toward disabling a complex device.
  Critical Failure You trigger the device.
  PICK A LOCK �
  MANIPULATE
  Requirements You have thieves’ tools (page 291).
  Opening a lock without a key is very similar to Disabling a 
  Device, but the DC of the check is determined by the complexity 
  and construction of the lock you are attempting to pick (locks 
  and their DCs are found on page 290). Locks of higher qualities 
  might require multiple successes to unlock, since otherwise even 
  an unskilled burglar could easily crack the lock by attempting 
  the check until they rolled a natural 20. If you lack the proper 
  tools, the GM might let you used improvised picks, which are 
  treated as shoddy tools, depending on the specifics of the lock. 
  Critical Success You unlock the lock, or you achieve two 
  successes toward opening a complex lock. You leave no 
  trace of your tampering.
  Success You open the lock, or you achieve one success toward 
  opening a complex lock.
  Critical Failure You break your tools. Fixing them requires using 
  Crafting to Repair them or else swapping in replacement 
  picks (costing 3 sp, or 3 gp for infiltrator thieves’ tools).
  4
  Skills
  253
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Core Rulebook
  254
  
  TABLE 5–1: GENERAL FEATS 
   
   
  Non-Skill Feats 
  Level 
  Prerequisites 
  Benefits
  Adopted Ancestry 
  1 
  — 
  Gain access to ancestry feats from another ancestry
  Armor Proficiency 
  1 
  — 
  Become trained in a type of armor
  Breath Control 
  1 
  — 
  Hold your breath longer and gain benefits against inhaled threats
  Canny Acumen 
  1 
  — 
  Become an expert in a saving throw or Perception
  Diehard 
  1 
  — 
  Die at dying 5, rather than dying 4
  Fast Recovery 
  1 
  Constitution 14 
  Regain more HP from rest, recover faster from disease and poisons
  Feather Step 
  1 
  Dexterity 14 
  Step into difficult terrain
  Fleet 
  1 
  — 
  Increase your Speed by 5 feet
  Incredible Initiative 
  1 
  — 
  +2 to initiative rolls
  Ride 
  1 
  — 
  Automatically succeed at commanding your mount to move
  Shield Block 
  1 
  — 
  Ward off a blow with your shield
  Toughness 
  1 
  — 
  Increase your maximum HP and reduce the DCs of recovery checks
  Weapon Proficiency 
  1 
  — 
  Become trained in a weapon type
  Ancestral Paragon 
  3 
  — 
  Gain a 1st-level ancestry feat
  Untrained Improvisation 
  3 
  — 
  Become more adept at using untrained skills
  Expeditious Search 
  7 
  Master Perception 
  Search areas in half the time
  Incredible Investiture 
  11 
  Charisma 16 
  Invest up to 12 magic items
  TABLE 5–2: GENERAL SKILL FEATS 
   
   
  Varying Skill Feats 
  Level Prerequisites 
  Benefits
  Assurance 
  1 
  Trained in at least one skill 
  Receive a fixed result on a skill check 
  Dubious Knowledge 
  1 
  Trained in Recall Knowledge skill 
  Learn true and erroneous knowledge on failed check
  Quick Identification 
  1 
  Trained in Arcana, Nature, Occultism, 
  Identify Magic in 1 minute or less
   
   
  or Religion
  Recognize Spell 
  1 
  Trained in Arcana, Nature, Occultism,  Identify a spell as a reaction as it’s being cast
   
   
  or Religion
  Skill Training 
  1 
  Intelligence 12 
  Become trained in a skill
  Trick Magic Item 
  1 
  Trained in Arcana, Nature, Occultism, 
  Activate a magic item you normally can’t activate
   
   
  or Religion
  Automatic Knowledge 
  2 
  Expert in Recall Knowledge action,  
  Recall Knowledge as a free action once per day
   
   
  Assurance in the relevant skill
  Magical Shorthand 
  2 
  Expert in Arcana, Nature, Occultism,  
  Learn spells quickly and at a reduced cost
   
   
  or Religion
  Quick Recognition 
  7 
  Master in Arcana, Nature, Occultism,  Identify spells as a free action
   
   
  or Religion; Recognize Spell
  Acrobatics Skill Feats 
  Level Prerequisites 
  Benefits
  Cat Fall 
  1 
  Trained in Acrobatics 
  Treat falls as shorter than they are
  For most classes, you gain a general feat when you reach 
  3rd level and every 4 levels thereafter. Each time you gain 
  a general feat, you can select any feat with the general trait 
  whose prerequisites you satisfy. 
  General feats also include a subcategory of skill feats, 
  which expand on what you can accomplish via skills. 
  Chapter 5: Feats
  All kinds of experiences and training can shape your character beyond what you learn by 
  advancing in your class. Abilities that require a degree of training but can be learned by 
  anyone—not only members of certain ancestries or classes—are called general feats.
  These feats also have the skill trait. Most characters gain 
  skill feats at 2nd level and every 2 levels thereafter. When 
  you gain a skill feat, you must select a general feat with the 
  skill trait; you can’t select a general feat that lacks the skill 
  trait. The level of a skill feat is typically the minimum level 
  at which a character could meet its proficiency prerequisite.
  5
  255
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Quick Squeeze 
  1 
  Trained in Acrobatics 
  Move swiftly as you Squeeze
  Steady Balance 
  1 
  Trained in Acrobatics 
  Maintain your balance in adverse conditions
  Nimble Crawl 
  2 
  Expert in Acrobatics 
  Crawl at a faster rate
  Kip Up 
  7 
  Master in Acrobatics 
  Stand up for free without triggering reactions
  Arcana Skill Feats 
  Level Prerequisites 
  Benefits
  Arcane Sense 
  1 
  Trained in Arcana 
  Cast detect magic at will as an arcane innate spell
  Unified Theory 
  15 
  Legendary in Arcana 
  Use Arcana for checks for all magical traditions
  Athletics Skill Feats 
  Level Prerequisites 
  Benefits
  Combat Climber 
  1 
  Trained in Athletics 
  Fight more effectively as you Climb
  Hefty Hauler 
  1 
  Trained in Athletics 
  Increase your Bulk limits by 2
  Quick Jump 
  1 
  Trained in Athletics 
  High Jump or Long Jump as a single action
  Titan Wrestler 
  1 
  Trained in Athletics 
  Disarm, Grapple, Shove, or Trip larger creatures
  Underwater Marauder 
  1 
  Trained in Athletics 
  Fight more effectively underwater
  Powerful Leap 
  2 
  Expert in Athletics 
  Jump farther and higher
  Rapid Mantel 
  2 
  Expert in Athletics 
  Pull yourself onto ledges quickly
  Quick Climb 
  7 
  Master in Athletics 
  Climb swiftly
  Quick Swim 
  7 
  Master in Athletics 
  Swim quickly
  Wall Jump 
  7 
  Master in Athletics 
  Jump off walls
  Cloud Jump 
  15 
  Legendary in Athletics 
  Jump impossible distances
  Crafting Skill Feats 
  Level Prerequisites 
  Benefits
  Alchemical Crafting 
  1 
  Trained in Crafting 
  Craft alchemical items
  Quick Repair 
  1 
  Trained in Crafting 
  Repair items quickly
  Snare Crafting 
  1 
  Trained in Crafting 
  Craft snares
  Specialty Crafting 
  1 
  Trained in Crafting 
  Gain bonuses to Craft certain items
  Magical Crafting 
  2 
  Expert in Crafting 
  Craft magic items
  Impeccable Crafting 
  7 
  Master in Crafting, Specialty Crafting Craft items more efficiently
  Inventor 
  7 
  Master in Crafting 
  Use Crafting to create item formulas
  Craft Anything 
  15 
  Legendary in Crafting 
  Ignore most requirements for crafting items
  Deception Skill Feats 
  Level Prerequisites 
  Benefits
  Charming Liar 
  1 
  Trained in Deception 
  Improve a target’s attitude with your lies
  Lengthy Diversion 
  1 
  Trained in Deception 
  Remain hidden after you Create a Diversion
  Lie to Me 
  1 
  Trained in Deception 
  Use Deception to detect lies
  Confabulator 
  2 
  Expert in Deception 
  Reduce the bonuses against your repeated lies
  Quick Disguise 
  2 
  Expert in Deception 
  Set up a disguise in only half the time
  Slippery Secrets 
  7 
  Master in Deception 
  Evade attempts to uncover your true nature
  Diplomacy Skill Feats 
  Level Prerequisites 
  Benefits
  Bargain Hunter 
  1 
  Trained in Diplomacy 
  Earn Income by searching for deals
  Group Impression 
  1 
  Trained in Diplomacy 
  Make an Impression on multiple targets at once
  Hobnobber 
  1 
  Trained in Diplomacy 
  Gather Information rapidly
  Glad-Hand 
  2 
  Expert in Diplomacy 
  Make an Impression on a target you’ve just met
  Shameless Request 
  7 
  Master in Diplomacy 
  Make Requests of others with lesser consequences
  Legendary Negotiation 
  15 
  Legendary in Diplomacy 
  Quickly parley with foes
  Intimidation Skill Feats Level Prerequisites 
  Benefits
  Group Coercion 
  1 
  Trained in Intimidation 
  Coerce multiple targets simultaneously
  Intimidating Glare 
  1 
  Trained in Intimidation 
  Demoralize a creature without speaking
  Quick Coercion 
  1 
  Trained in Intimidation 
  Coerce a creature quickly
  Intimidating Prowess 
  2 
  Strength 16, expert in Intimidation 
  Gain a bonus to physically Demoralize a target
  Lasting Coercion 
  2 
  Expert in Intimidation 
  Coerce a target into helping you longer
  Battle Cry 
  7 
  Master in Intimidation 
  Demoralizes foes when you roll for initiative
  Terrified Retreat 
  7 
  Master in Intimidation 
  Cause foes you Demoralize to flee
  Scare to Death 
  15 
  Legendary in Intimidation 
  Scare a target so much, they might die
  Lore Skill Feats 
  Level Prerequisites 
  Benefits
  Additional Lore 
  1 
  Trained in Lore 
  Become trained in another Lore subcategory
  Experienced Professional 1 
  Trained in Lore 
  Prevent critical failures when Earning Income
  Unmistakable Lore 
  2 
  Expert in Lore 
  Recall Knowledge about your Lore more effectively
  Legendary Professional 
  15 
  Legendary in Lore 
  Gain renown for your Lore
  Core Rulebook
  256
  
  Medicine Skill Feats 
  Level Prerequisites 
  Benefits
  Battle Medicine 
  1 
  Trained in Medicine 
  Heal yourself or an ally in battle
  Continual Recovery 
  2 
  Expert in Medicine 
  Treat Wounds on a patient more often
  Robust Recovery 
  2 
  Expert in Medicine 
  Greater benefits from Treat Disease and Treat Poison
  Ward Medic 
  2 
  Expert in Medicine 
  Treat several patients at once
  Legendary Medic 
  15 
  Legendary in Medicine 
  Remove disease or the blinded, deafened, doomed, or 
   
   
   
   
  drained condition
  Nature Skill Feats 
  Level Prerequisites 
  Benefits
  Natural Medicine 
  1 
  Trained in Nature 
  Use Nature to Treat Wounds
  Train Animal 
  1 
  Trained in Nature 
  Teach an animal a trick
  Bonded Animal 
  2 
  Expert in Nature 
  An animal becomes permanently helpful to you
  Occultism Skill Feats 
  Level Prerequisites 
  Benefits
  Oddity Identification 
  1 
  Trained in Occultism 
  +2 to Occultism checks to Identify Magic with
   
   
   
  certain traits
  Bizarre Magic 
  7 
  Master in Occultism 
  Your magic becomes more difficult to identify
  Performance Skill Feats Level Prerequisites 
  Benefits
  Fascinating Performance 
  1 
  Trained in Performance 
  Perform to fascinate observers
  Impressive Performance 
  1 
  Trained in Performance 
  Make an Impression with Performance
  Virtuosic Performer 
  1 
  Trained in Performance 
  +1 with a certain type of performance
  Legendary Performer 
  15 
  Legendary in Performance,  
  Gain renown for your Performance
   
   
  Virtuosic Performer 
  Religion Skill Feats 
  Level Prerequisites 
  Benefits
  Student of the Canon 
  1 
  Trained in Religion 
  More accurately recognize the tenets of your faith
   
   
   
  or philosophy 
  Divine Guidance 
  15 
  Legendary in Religion 
  Find guidance in the writings of your faith
  Society Skill Feats 
  Level Prerequisites 
  Benefits
  Courtly Graces 
  1 
  Trained in Society 
  Use Society to get along in noble society
  Multilingual 
  1 
  Trained in Society 
  Learn two new languages
  Read Lips 
  1 
  Trained in Society 
  Read the lips of people you can see
  Sign Language 
  1 
  Trained in Society 
  Learn sign languages
  Streetwise 
  1 
  Trained in Society 
  Use Society to Gather Information and Recall   
   
   
   
  Knowledge
  Connections 
  2 
  Expert in Society, Courtly Graces 
  Leverage your connections for favors and meetings
  Legendary Codebreaker 
  15 
  Legendary in Society 
  Quickly Decipher Writing using Society
  Legendary Linguist 
  15 
  Legendary in Society, Multilingual 
  Create pidgin languages to communicate with anyone
  Stealth Skill Feats 
  Level Prerequisites 
  Benefits
  Experienced Smuggler 
  1 
  Trained in Stealth 
  Conceal items from observers more effectively
  Terrain Stalker 
  1 
  Trained in Stealth 
  Sneak in certain terrain without attempting a check
  Quiet Allies 
  2 
  Expert in Stealth 
  Roll a single Stealth check when sneaking with allies
  Foil Senses 
  7 
  Master in Stealth 
  Take precautions against special senses
  Swift Sneak 
  7 
  Master in Stealth 
  Move your full Speed while you Sneak
  Legendary Sneak 
  15 
  Legendary in Stealth, Swift Sneak 
  Hide and Sneak without cover or being concealed
  Survival Skill Feats 
  Level Prerequisites 
  Benefits
  Experienced Tracker 
  1 
  Trained in Survival 
  Track at your full Speed at a –5 penalty
  Forager 
  1 
  Trained in Survival 
  Forage for supplies to provide for multiple creatures
  Survey Wildlife 
  1 
  Trained in Survival 
  Identify nearby creatures through signs and clues
  Terrain Expertise 
  1 
  Trained in Survival 
  +1 to Survival checks in certain terrain
  Planar Survival 
  7 
  Master in Survival 
  Use Survival to Subsist on different planes
  Legendary Survivalist 
  15 
  Legendary in Survival 
  Survive extreme conditions
  Thievery Skill Feats 
  Level Prerequisites 
  Benefits
  Pickpocket 
  1 
  Trained in Thievery 
  Steal or Palm an Object more effectively
  Subtle Theft 
  1 
  Trained in Thievery 
  Your thefts are harder to notice
  Wary Disarmament 
  2 
  Expert in Thievery 
  +2 to AC or saves against devices or traps you trigger
   
   
   
  while disarming
  Quick Unlock 
  7 
  Master in Thievery 
  Pick a Lock with 1 action
  Legendary Thief 
  15 
  Legendary in Thievery, Pickpocket 
  Steal what would normally be impossible to steal
  FEATS
  5
  257
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  ADDITIONAL LORE 
   FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Lore
  Your knowledge has expanded to encompass a new field. Choose 
  an additional Lore skill subcategory. You become trained in it. At 
  3rd, 7th, and 15th levels, you gain an additional skill increase 
  you can apply only to the chosen Lore subcategory. 
  Special You can select this feat more than once. Each time 
  you must select a new subcategory of Lore and you gain the 
  additional skill increases to that subcategory for the listed levels.
  ADOPTED ANCESTRY 
   FEAT 1
  GENERAL
  You’re fully immersed in another ancestry’s culture and 
  traditions, whether born into them, earned through rite of 
  passage, or bonded through a deep friendship or romance. 
  Choose a common ancestry. You can select ancestry feats 
  from the ancestry you chose, in addition to your character’s 
  own ancestry, as long as the ancestry feats don’t require any 
  physiological feature that you lack, as determined by the GM.
  ALCHEMICAL CRAFTING 
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Crafting
  You can use the Craft activity to create alchemical items. When 
  you select this feat, you immediately add the formulas for four 
  common 1st-level alchemical items to your formula book.
  ANCESTRAL PARAGON 
   FEAT 3
  GENERAL
  Whether through instinct, study, or magic, you feel a deeper 
  connection to your ancestry. You gain a 1st-level ancestry feat.
  ARCANE SENSE  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Arcana
  Your study of magic allows you to instinctively sense its 
  presence. You can cast 1st-level detect magic at will as an arcane 
  innate spell. If you’re a master in Arcana, the spell is heightened 
  to 3rd level; if you’re legendary, it is heightened to 4th level.
  ARMOR PROFICIENCY 
   FEAT 1
  GENERAL
  You become trained in light armor. If you already were trained 
  in light armor, you gain training in medium armor. If you were 
  trained in both, you become trained in heavy armor.
  Special You can select this feat more than once. Each time, 
  you become trained in the next type of armor above.
  ASSURANCE 
   FEAT 1
  FORTUNE
  GENERAL
  SKILL
  Prerequisites trained in at least one skill
  Even in the worst circumstances, you can perform basic tasks. 
  Choose a skill you’re trained in. You can forgo rolling a skill check 
  for that skill to instead receive a result of 10 + your proficiency 
  bonus (do not apply any other bonuses, penalties, or modifiers). 
  Special You can select this feat multiple times. Each time, 
  choose a different skill and gain the benefits for that skill.
  AUTOMATIC KNOWLEDGE 
  FEAT 2
  GENERAL
  SKILL
  Prerequisites expert in a skill with the Recall Knowledge 
  action, Assurance in that skill
  You know basic facts off the top of your head. Choose a skill 
  you’re an expert in that has the Recall Knowledge action and 
  for which you have the Assurance feat. You can use the Recall 
  Knowledge action with that skill as a free action once per round. 
  If you do, you must use Assurance on the skill check.
  Special You can select this feat multiple times, choosing a 
  different skill each time. You can use Automatic Knowledge 
  with any skills you have chosen, but you can still use Automatic 
  Knowledge only once per round.
  BARGAIN HUNTER  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Diplomacy
  You can Earn Income (page 236) using Diplomacy, spending 
  your days hunting for bargains and reselling at a profit. You 
  can also spend time specifically sniffing out a great bargain 
  on an item; this works as if you were using Earn Income with 
  Diplomacy, except instead of gaining money, you purchase 
  the item at a discount equal to the money you would have 
  gained, gaining the item for free if your earned income equals 
  or exceeds its cost. Finally, if you select Bargain Hunter 
  during character creation at 1st level, you start play with an 
  additional 2 gp.
  BATTLE CRY  
  FEAT 7
  GENERAL
  SKILL
  Prerequisites master in Intimidation
  When you roll initiative, you can yell a mighty battle cry and 
  Demoralize an observed foe as a free action. If you’re legendary 
  in Intimidation, you can use a reaction to Demoralize your foe 
  when you critically succeed at an attack roll.
  BATTLE MEDICINE � 
  FEAT 1
  GENERAL
  HEALING
  MANIPULATE
  SKILL
  Prerequisites trained in Medicine
  You can patch up yourself or an adjacent ally, even in combat. 
  Attempt a Medicine check with the same DC as for Treat 
  Wounds and provide the corresponding amount of healing. 
  As with Treat Wounds, you can attempt checks against 
  higher DCs if you have the minimum proficiency rank. The 
  target is then temporarily immune to your Battle Medicine 
  for 1 day.
  BIZARRE MAGIC  
  FEAT 7
  GENERAL
  SKILL
  Prerequisites master in Occultism
  You can draw upon strange variations in your spellcasting, 
  whether or not you can cast occult spells. The DCs to Recognize 
  Spells you cast and Identify Magic you use increase by 5. 
  Core Rulebook
  258
  
  BONDED ANIMAL 
  FEAT 2
  DOWNTIME
  GENERAL
  SKILL
  Prerequisites expert in Nature
  You forge strong connections with animals. You can spend 7 
  days of downtime trying to bond with a normal animal (not 
  a companion or other special animal). After this duration, 
  attempt a DC 20 Nature check. If successful, you bond with 
  the animal. The animal is permanently helpful to you, unless 
  you do something egregious to break your bond. A helpful 
  animal is easier to direct, as described under Command an 
  Animal on page 249.
  Bonding with a new animal ends any previous bond you had. 
  You can’t have both a bonded animal and an animal companion 
  (though you can have both a bonded animal and a familiar).
  BREATH CONTROL  
  FEAT 1
  GENERAL
  You have incredible breath control, which grants you 
  advantages when air is hazardous or sparse. You can hold your 
  breath for 25 times as long as usual before suffocating. You 
  gain a +1 circumstance bonus to saving throws against inhaled 
  threats, such as inhaled poisons, and if you roll a success on 
  such a saving throw, you get a critical success instead.
  CANNY ACUMEN 
  FEAT 1
  GENERAL
  Your avoidance or observation is beyond the ken of most in 
  your profession. Choose Fortitude saves, Reflex saves, Will 
  saves, or Perception. You become an expert in your choice. At 
  17th level, you become a master in your choice.
  CAT FALL  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Acrobatics
  Your catlike aerial acrobatics allow you to cushion your 
  falls. Treat falls as 10 feet shorter. If you’re an expert in 
  Acrobatics, treat falls as 25 feet shorter. If you’re a master in 
  Acrobatics, treat them as 50 feet shorter. If you’re legendary 
  in Acrobatics, you always land on your feet and don’t take 
  damage, regardless of the distance of the fall. 
  CHARMING LIAR 
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Deception
  Your charm allows you to win over those you lie to. When 
  you get a critical success using the Lie action, the target’s 
  attitude toward you improves by one step, as though you’d 
  succeeded at using Diplomacy to Make an Impression. This 
  works only once per conversation, and if you critically 
  succeed against multiple targets using the same result, you 
  choose one creature’s attitude to improve. You must be lying 
  to impart seemingly important information, inflate your 
  status, or ingratiate yourself, which trivial or irrelevant lies 
  can’t achieve.
  FEATS
  5
  259
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Impersonate to pretend to be a noble if you aren’t one. If you 
  want to impersonate a specific noble, you still need to use 
  Deception to Impersonate normally, and to Lie when necessary.
  CRAFT ANYTHING 
  FEAT 15
  GENERAL
  SKILL
  Prerequisites legendary in Crafting
  You can find ways to craft just about anything, despite 
  restrictions. As long as you have the appropriate Crafting skill 
  feat (such as Magical Crafting for magic items) and meet the 
  item’s level and proficiency requirement, you ignore just about 
  any other requirement, such as being of a specific ancestry or 
  providing spells. The only exceptions are requirements that add 
  to the item’s cost, including castings of spells that themselves 
  have a cost, and requirements of special items such as the 
  philosopher’s stone that have exclusive means of access and 
  Crafting. The GM decides whether you can ignore a requirement.
  DIEHARD  
  FEAT 1
  GENERAL
  It takes more to kill you than most. You die from the dying 
  condition at dying 5, rather than dying 4.
  DIVINE GUIDANCE  
  FEAT 15
  GENERAL
  SKILL
  Prerequisites legendary in Religion
  You’re so immersed in divine scripture that you find meaning 
  and guidance in your texts in any situation. Spend 10 minutes 
  Deciphering Writing on religious scriptures of your deity 
  or philosophy while thinking about a particular problem or 
  conundrum you face, and then attempt a Religion check (DC 
  determined by the GM). If you succeed, you unearth a relevant 
  passage, parable, or aphorism that can help you move forward 
  or change your thinking to help solve your conundrum. For 
  example, the GM might provide you with a cryptic poem or hint 
  that can guide you to the next step of solving your problem.
  DUBIOUS KNOWLEDGE  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in a skill with the Recall Knowledge action
  You’re a treasure trove of information, but not all of it comes 
  from reputable sources. When you fail a Recall Knowledge 
  check using any skill, you learn a bit of true knowledge and 
  a bit of erroneous knowledge, but you don’t have any way to 
  differentiate which is which.
  EXPEDITIOUS SEARCH  
  FEAT 7
  GENERAL
  Prerequisites master in Perception
  You have a system that lets you search at great speed, finding 
  details and secrets twice as quickly as others can. When 
  Searching, you take half as long as usual to Search a given 
  area. This means that while exploring, you double the Speed 
  you can move while ensuring you’ve Searched an area before 
  walking into it (up to half your Speed). If you’re legendary in 
  Perception, you instead Search areas four times as quickly.
  CLOUD JUMP  
  FEAT 15
  GENERAL
  SKILL
  Prerequisites legendary in Athletics
  Your unparalleled athletic skill allows you to jump impossible 
  distances. Triple the distance you Long Jump (so you could jump 
  60 feet on a successful DC 20 check). When you High Jump, use 
  the calculation for a Long Jump but don’t triple the distance.
  When you Long Jump or High Jump, you can also increase 
  the number of actions you use (up to the number of actions you 
  have remaining in your turn) to jump even further. For each extra 
  action, add your Speed to the maximum distance you jump.
  COMBAT CLIMBER  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Athletics
  Your techniques allow you to fight as you climb. You’re not 
  flat-footed while Climbing and can Climb with a hand occupied. 
  You must still use another hand and both legs to Climb.
  CONFABULATOR  
  FEAT 2
  GENERAL
  SKILL
  Prerequisites expert in Deception
  Even when caught in falsehoods, you pile lie upon lie. Reduce the 
  circumstance bonus a target gains for your previous attempts 
  to Create a Diversion or Lie to it from +4 to +2. If you’re a master 
  in Deception, reduce the bonus to +1, and if you’re legendary, 
  your targets don’t get these bonuses at all.
  CONNECTIONS  
  FEAT 2
  GENERAL
  SKILL
  Prerequisites expert in Society, Courtly Graces
  You have social connections you can leverage to trade favors or 
  meet important people. When you’re in an area with connections 
  (typically a settlement where you’ve spent downtime building 
  connections, or possibly another area in the same nation), you 
  can attempt a Society check to arrange a meeting with an 
  important political figure or ask for a favor in exchange for a 
  later favor of your contact’s choice. The GM decides the DC 
  based on the difficulty of the favor and the figure’s prominence.
  CONTINUAL RECOVERY  
  FEAT 2
  GENERAL
  SKILL
  Prerequisites expert in Medicine
  You zealously monitor a patient’s progress to administer 
  treatment faster. When you Treat Wounds, your patient 
  becomes immune for only 10 minutes instead of 1 hour. This 
  applies only to your Treat Wounds activities, not any other the 
  patient receives.
  COURTLY GRACES  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Society
  You were raised among the nobility or have learned proper 
  etiquette and bearing, allowing you to present yourself as a 
  noble and play games of influence and politics. You can use 
  Society to Make an Impression on a noble, as well as with 
  Core Rulebook
  260
  
  EXPERIENCED PROFESSIONAL  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Lore
  You carefully safeguard your professional endeavors to prevent 
  disaster. When you use Lore to Earn Income, if you roll a critical 
  failure, you instead get a failure. If you’re an expert in Lore, you 
  gain twice as much income from a failed check to Earn Income, 
  unless it was originally a critical failure.
  EXPERIENCED SMUGGLER  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Stealth
  You often smuggle things past the authorities. When the GM 
  rolls your Stealth check to see if a passive observer notices a 
  small item you have concealed, the GM uses the number rolled 
  or 10—whichever is higher—as the result of your die roll, adding it 
  to your Stealth modifier to determine your Stealth check result. 
  If you’re a master in Stealth, the GM uses the number rolled or 
  15, and if you’re legendary in Stealth, you automatically succeed 
  at hiding a small concealed item from passive observers. This 
  provides no benefits when a creature attempts a Perception 
  check while actively searching you for hidden items. Due to 
  your smuggling skill, you’re more likely to find more lucrative 
  smuggling jobs when using Underworld Lore to Earn Income.
  EXPERIENCED TRACKER  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Survival
  Tracking is second nature to you, and when necessary you 
  can follow a trail without pause. You can Track while moving 
  at full Speed by taking a –5 penalty to your Survival check. 
  If you’re a master in Survival, you don’t take the –5 penalty. 
  If you’re legendary in Survival, you no longer need to roll a 
  new Survival check every hour when tracking, though you still 
  need to roll whenever there are significant changes in the trail.
  FASCINATING PERFORMANCE  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Performance
  When you Perform, compare your result to the Will DC of one 
  observer. If you succeed, the target is fascinated by you for 1 
  round. If the observer is in a situation that demands immediate 
  attention, such as combat, you must critically succeed to fascinate 
  it and the Perform action gains the incapacitation trait. You must 
  choose which creature you’re trying to fascinate before you roll 
  your check, and the target is then temporarily immune for 1 hour.
  If you’re an expert in Performance, you can fascinate up 
  to four observers; if you’re a master, you can fascinate up to 
  10 observers; and if you’re legendary, you can fascinate any 
  number of observers at the same time. 
  FAST RECOVERY  
  FEAT 1
  GENERAL
  Prerequisites Constitution 14
  Your body quickly bounces back from afflictions. You regain 
  twice as many Hit Points from resting. Each time you succeed 
  at a Fortitude save against an ongoing disease or poison, you 
  reduce its stage by 2, or by 1 against a virulent disease or poison. 
  Each critical success you achieve against an ongoing disease or 
  poison reduces its stage by 3, or by 2 against a virulent disease 
  or poison. In addition, you reduce the severity of your drained 
  condition by 2 when you rest for a night instead of by 1. 
  FEATHER STEP  
  FEAT 1
  GENERAL
  Prerequisites Dexterity 14
  You step carefully and quickly. You can Step into difficult terrain.
  FLEET  
  FEAT 1
  GENERAL
  You move more quickly on foot. Your Speed increases by 5 feet.
  FOIL SENSES  
  FEAT 7
  GENERAL
  SKILL
  Prerequisites master in Stealth
  You are adept at foiling creatures’ special senses and cautious 
  enough to safeguard against them at all times. Whenever you 
  use the Avoid Notice, Hide, or Sneak actions, you are always 
  considered to be taking precautions against special senses 
  (see the Detecting with Other Senses sidebar on page 465). 
  FORAGER  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Survival
  While using Survival to Subsist, if you roll any result worse than 
  a success, you get a success. On a success, you can provide 
  subsistence living for yourself and four additional creatures, 
  and on a critical success, you can take care of twice as many 
  creatures as on a success. 
  Each time your proficiency rank in Survival increases, double 
  the number of additional creatures you can take care of on a 
  success (to eight if you’re an expert, 16 if you’re a master, or 32 
  if you’re legendary). You can choose to care for half the number 
  of additional creatures and provide a comfortable living instead 
  of subsistence living.
  Multiple smaller creatures or creatures with significantly 
  smaller appetites than a human are counted as a single creature 
  for this feat, and larger creatures or those with significantly 
  greater appetites each count as multiple creatures. The GM 
  determines how much a non-human creature needs to eat.
  GLAD-HAND  
  FEAT 2
  GENERAL
  SKILL
  Prerequisites expert in Diplomacy
  First impressions are your strong suit. When you meet 
  someone in a casual or social situation, you can immediately 
  attempt a Diplomacy check to Make an Impression on that 
  creature rather than needing to converse for 1 minute. You 
  take a –5 penalty to the check. If you fail or critically fail, you 
  can engage in 1 minute of conversation and attempt a new 
  check at the end of that time rather than accepting the failure 
  or critical failure result.
  FEATS
  5
  261
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  You have an incredible ability to invest more magic items. 
  Increase your limit on invested items from 10 to 12.
  INTIMIDATING GLARE 
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Intimidation
  You can Demoralize with a mere glare. When you do, Demoralize 
  loses the auditory trait and gains the visual trait, and you don’t 
  take a penalty if the creature doesn’t understand your language.
  INTIMIDATING PROWESS  
  FEAT 2
  GENERAL
  SKILL
  Prerequisites Strength 16, expert in Intimidation
  In situations where you can physically menace the target when 
  you Coerce or Demoralize, you gain a +1 circumstance bonus 
  to your Intimidation check and you ignore the penalty for not 
  sharing a language. If your Strength score is 20 or higher and 
  you are a master in Intimidation, this bonus increases to +2.
  INVENTOR  
  FEAT 7
  DOWNTIME
  GENERAL
  SKILL
  Prerequisites master in Crafting
  You are a genius at Crafting, easily able to determine how things 
  are made and create new inventions. You can spend downtime 
  to invent a common formula that you don’t know. This works 
  just like the Craft activity: you spend half the Price of the 
  formula up front, attempt a Crafting check, and on a success 
  either finish the formula by paying the difference or work for 
  longer to decrease the Price. The difference is that you spend 
  the additional time in research, design, and development, rather 
  than in creating an item. Once it’s complete, you add the new 
  formula you invented to your formula book.
  KIP UP � 
  FEAT 7
  GENERAL
  SKILL
  Prerequisites master in Acrobatics
  You stand up. This movement doesn’t trigger reactions.
  LASTING COERCION  
  FEAT 2
  GENERAL
  SKILL
  Prerequisites expert in Intimidation
  When you successfully Coerce someone, the maximum time 
  they comply increases to a week, still determined by the GM. 
  If you’re legendary, the maximum increases to a month.
  LEGENDARY CODEBREAKER  
  FEAT 15
  GENERAL
  SKILL
  Prerequisites legendary in Society
  Your skill with languages and codes is so great that you 
  can decipher information with little more than a quick read 
  through a text. You can Decipher Writing using Society 
  while reading at normal speed. If you slow down and spend 
  the full amount of time that’s ordinarily required and roll a 
  success, you get a critical success; if you critically succeed 
  while spending the normal amount of time, you gain a nearly 
  word-for-word understanding of the document.
  GROUP COERCION  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Intimidation
  When you Coerce, you can compare your Intimidation check 
  result to the Will DCs of two targets instead of one. It’s possible 
  to get a different degree of success for each target. The number 
  of targets you can Coerce in a single action increases to four if 
  you’re an expert, 10 if you’re a master, and 25 if you’re legendary.
  GROUP IMPRESSION  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Diplomacy
  When you Make an Impression, you can compare your 
  Diplomacy check result to the Will DCs of two targets instead 
  of one. It’s possible to get a different degree of success for 
  each target. The number of targets increases to four if you’re 
  an expert, 10 if you’re a master, and 25 if you’re legendary.
  HEFTY HAULER  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Athletics
  You can carry more than your frame implies. Increase your 
  maximum and encumbered Bulk limits by 2.
  HOBNOBBER  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Diplomacy
  You are skilled at learning information through conversation. 
  The Gather Information exploration activity takes you half as 
  long as normal (typically reducing the time to 1 hour). If you’re a 
  master in Diplomacy and you Gather Information at the normal 
  speed, when you attempt to do so and roll a critical failure, you 
  get a failure instead. There is still no guarantee that a rumor you 
  learn with Gather Information is accurate.
  IMPECCABLE CRAFTING 
  FEAT 7
  GENERAL
  SKILL
  Prerequisites master in Crafting, Specialty Crafting
  You craft flawless creations with great efficiency. Whenever you 
  roll a success at a Crafting check to make an item of the type you 
  chose with Specialty Crafting, you get a critical success instead.
  IMPRESSIVE PERFORMANCE  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Performance
  Your performances inspire admiration and win you fans. You can 
  Make an Impression using Performance instead of Diplomacy.
  INCREDIBLE INITIATIVE  
  FEAT 1
  GENERAL
  You react more quickly than others can. You gain a +2 
  circumstance bonus to initiative rolls.
  INCREDIBLE INVESTITURE  
  FEAT 11
  GENERAL
  Prerequisites Charisma 16
  Core Rulebook
  262
  
  LEGENDARY LINGUIST  
  FEAT 15
  GENERAL
  SKILL
  Prerequisites legendary in Society, Multilingual
  You’re so skilled with languages you can create a pidgin instantly. 
  You can always talk to any creature that has a language—even a 
  language you don’t know —by creating a new pidgin language that 
  uses simplified terms and conveys basic concepts. To do so, you 
  must first understand at least what medium of communication 
  the creature uses (speech, sign language, and so on).
  LEGENDARY MEDIC  
  FEAT 15
  GENERAL
  SKILL
  Prerequisites legendary in Medicine
  You’ve discovered medical breakthroughs or techniques that 
  achieve miraculous results. Once per day for each target, you can 
  spend 1 hour treating that target and attempt a Medicine check 
  to remove a disease or the blinded, deafened, doomed, or drained 
  condition. Use the DC of the disease or of the spell or effect that 
  created the condition. If the effect’s source is an artifact, above 
  20th level, or similarly powerful, increase the DC by 10.
  LEGENDARY NEGOTIATION � 
  FEAT 15
  GENERAL
  SKILL
  Prerequisites legendary in Diplomacy
  You can negotiate incredibly quickly in adverse situations. You 
  attempt to Make an Impression and then Request your opponent 
  cease their current activity and engage in negotiations. You 
  take a –5 penalty to your Diplomacy check. The GM sets the 
  DC of the Request based on the circumstances—it’s generally 
  at least a very hard DC of the creature’s level. Some creatures 
  might simply refuse, and even those who agree to parley might 
  ultimately find your arguments lacking and return to violence.
  LEGENDARY PERFORMER  
  FEAT 15
  GENERAL
  SKILL
  Prerequisites legendary in Performance, Virtuosic Performer
  Your fame has spread throughout the lands. NPCs who succeed 
  at a DC 10 Society check to Recall Knowledge have heard of you 
  and usually have an attitude toward you one step better than 
  normal, depending on your reputation and the NPC’s disposition. 
  For instance, if you’re well-known for cruel and demanding 
  behavior, creatures might be intimidated by you, rather than be 
  friendly toward you. When you Earn Income with Performance, 
  you attract higher-level audiences than your location would 
  allow, as audiences flock to see you. For instance, rulers and 
  angels might travel to your small tower in the woods to hear 
  you perform. Typically, this increases the audiences available by 
  2 levels or more, determined by the GM. 
  LEGENDARY PROFESSIONAL  
  FEAT 15
  GENERAL
  SKILL
  Prerequisites legendary in Lore
  Your fame has spread throughout the lands (for instance, if 
  you have Warfare Lore, you might be a legendary general or 
  tactician). This works as Legendary Performer above, except 
  you gain higher-level jobs when you Earn Income with Lore.
  LEGENDARY SNEAK  
  FEAT 15
  GENERAL
  SKILL
  Prerequisites legendary in Stealth, Swift Sneak
  You’re always sneaking unless you choose to be seen, even 
  when there’s nowhere to hide. You can Hide and Sneak even 
  without cover or being concealed. When you employ an 
  exploration tactic other than Avoiding Notice, you also gain 
  the benefits of Avoiding Notice unless you choose not to. See 
  page 479 for more information about exploration tactics.
  LEGENDARY SURVIVALIST  
  FEAT 15
  GENERAL
  SKILL
  Prerequisites legendary in Survival
  You can survive indefinitely without food or water and can 
  endure severe, extreme, and incredible cold and heat without 
  taking damage from doing so.
  LEGENDARY THIEF  
  FEAT 15
  GENERAL
  SKILL
  Prerequisites legendary in Thievery, Pickpocket
  Your ability to Steal defies belief. You can attempt to Steal 
  something that is actively wielded or that would be extremely 
  noticeable or time consuming to remove (like worn shoes or 
  armor). You must do so slowly and carefully, spending at least 1 
  minute (and significantly longer for items that are normally time 
  consuming to remove, like armor). Throughout this duration you 
  must have some means of staying hidden, such as the cover of 
  darkness or a bustling crowd. You take a –5 penalty to your 
  Thievery check. Even if you succeed, if the item is extremely 
  prominent—like a suit of full plate armor—onlookers will quickly 
  notice it’s gone after you steal it.
  LENGTHY DIVERSION  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Deception
  When you critically succeed to Create a Diversion, you continue 
  to remain hidden after the end of your turn. This effect lasts for 
  an amount of time that depends on the diversion and situation, 
  as determined by the GM (minimum 1 additional round).
  LIE TO ME  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Deception
  You can use Deception to weave traps to trip up anyone trying 
  to deceive you. If you can engage in conversation with someone 
  trying to Lie to you, use your Deception DC if it is higher than 
  your Perception DC to determine whether they succeed. This 
  doesn’t apply if you don’t have a back-and-forth dialogue, such 
  as when someone attempts to Lie during a long speech.
  MAGICAL CRAFTING 
  FEAT 2
  GENERAL
  SKILL
  Prerequisites expert in Crafting
  You can Craft magic items, though some have other requirements, 
  as listed in Chapter 11. When you select this feat, you gain 
  formulas for four common magic items of 2nd level or lower.
  FEATS
  5
  263
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  MAGICAL SHORTHAND  
  FEAT 2
  GENERAL
  SKILL
  Prerequisites expert in Arcana, Nature, Occultism, or Religion
  Learning spells comes easily to you. If you’re an expert in a 
  tradition’s associated skill, you take 10 minutes per spell level to 
  learn a spell of that tradition, rather than 1 hour per spell level. If 
  you fail to learn the spell, you can try again after 1 week or after 
  you gain a level, whichever comes first. If you’re a master in the 
  tradition’s associated skill, learning a spell takes 5 minutes per 
  spell level, and if you’re legendary, it takes 1 minute per spell level. 
  You can use downtime to learn and inscribe new spells. This works 
  as if you were using Earn Income with the tradition’s associated 
  skill, but instead of gaining money, you choose a spell available to 
  you to learn and gain a discount on learning it, learning it for free 
  if your earned income equals or exceeds its cost.
  MULTILINGUAL  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Society
  You easily pick up new languages. You learn two new languages, 
  chosen from common languages, uncommon languages, and 
  any others you have access to. You learn an additional language 
  if you are or become a master in Society and again if you are or 
  become legendary.
  Special You can select this feat multiple times. Each time, 
  you learn additional languages.
  NATURAL MEDICINE  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Nature
  You can apply natural cures to heal your allies. You can use 
  Nature instead of Medicine to Treat Wounds. If you’re in the 
  wilderness, you might have easier access to fresh ingredients, 
  allowing you to gain a +2 circumstance bonus to your check to 
  Treat Wounds using Nature, subject to the GM’s determination. 
  NIMBLE CRAWL 
  FEAT 2
  GENERAL
  SKILL
  Prerequisites expert in Acrobatics
  You can Crawl incredibly swiftly—up to half your Speed, rather 
  than 5 feet. If you’re a master in Acrobatics, you can Crawl at full 
  Speed, and if you’re legendary, you aren’t flat-footed while prone.
  ODDITY IDENTIFICATION 
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Occultism
  You have a sense for spells that twist minds or reveal secrets. You 
  gain a +2 circumstance bonus to Occultism checks to Identify 
  Magic with the mental, possession, prediction, or scrying traits.
  PICKPOCKET  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Thievery
  You can Steal or Palm an Object that’s closely guarded, such as 
  in a pocket, without taking the –5 penalty. You can’t steal objects 
  that would be extremely noticeable or time consuming to remove 
  (like worn shoes or armor or actively wielded objects). If you’re a 
  master in Thievery, you can attempt to Steal from a creature in 
  combat or otherwise on guard. When doing so, Stealing requires 
  2 manipulate actions instead of 1, and you take a –5 penalty.
  PLANAR SURVIVAL  
  FEAT 7
  GENERAL
  SKILL
  Prerequisites master in Survival
  You can Subsist using Survival on different planes, even those 
  without resources or natural phenomena you normally need. 
  For instance, you can forage for food even if the plane lacks 
  food that could normally sustain you. A success on your check 
  to Subsist can also reduce the damage dealt by the plane, at the 
  GM’s discretion.
  POWERFUL LEAP  
  FEAT 2
  GENERAL
  SKILL
  Prerequisites expert in Athletics
  When you Leap, you can jump 5 feet up with a vertical Leap, and 
  you increase the distance you can jump horizontally by 5 feet.
  QUICK CLIMB  
  FEAT 7
  GENERAL
  SKILL
  Prerequisites master in Athletics
  When Climbing, you move 5 more feet on a success and 10 more 
  feet on a critical success, to a maximum of your Speed.
  If you’re legendary in Athletics, you gain a climb Speed 
  equal to your Speed.
  QUICK COERCION  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Intimidation
  You can bully others with just a few choice implications. You 
  can Coerce a creature after 1 round of conversation instead 
  of 1 minute. You still can’t Coerce a creature in the midst of 
  combat, or without engaging in a conversation.
  QUICK DISGUISE  
  FEAT 2
  GENERAL
  SKILL
  Prerequisites expert in Deception
  You can set up a disguise in half the usual time (generally 5 
  minutes). If you’re a master, it takes one-tenth the usual time 
  (usually 1 minute). If you’re legendary, you can create a full 
  disguise and Impersonate as a 3-action activity.
  QUICK IDENTIFICATION  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Arcana, Nature, Occultism or Religion
  You can Identify Magic swiftly. You take only 1 minute when using 
  Identify Magic to determine the properties of an item, ongoing 
  effect, or location, rather than 10 minutes. If you’re a master, it 
  takes a 3-action activity, and if you’re legendary, it takes 1 action.
  QUICK JUMP  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Athletics
  Core Rulebook
  264
  
  You can use High Jump and Long Jump as a single action 
  instead of 2 actions. If you do, you don’t perform the initial 
  Stride (nor do you fail if you don’t Stride 10 feet).
  QUICK RECOGNITION  
  FEAT 7
  GENERAL
  SKILL
  Prerequisites master in Arcana, Nature, Occultism, or Religion; 
  Recognize Spell
  You Recognize Spells swiftly. Once per round, you can Recognize 
  a Spell using a skill in which you’re a master as a free action.
  QUICK REPAIR  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Crafting
  You take 1 minute to Repair an item. If you’re a master in 
  Crafting, it takes 3 actions. If you’re legendary, it takes 1 action. 
  QUICK SQUEEZE  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Acrobatics
  You Squeeze 5 feet per round (10 feet on a critical success). 
  If you’re legendary in Acrobatics, you Squeeze at full Speed.
  QUICK SWIM  
  FEAT 7
  GENERAL
  SKILL
  Prerequisites master in Athletics
  You Swim 5 feet farther on a success and 10 feet farther on a 
  critical success, to a maximum of your Speed. If you’re legendary 
  in Athletics, you gain a swim Speed equal to your Speed.
  QUICK UNLOCK  
  FEAT 7
  GENERAL
  SKILL
  Prerequisites master in Thievery
  You can Pick a Lock using 1 action instead of 2.
  QUIET ALLIES  
  FEAT 2
  GENERAL
  SKILL
  Prerequisites expert in Stealth
  You’re skilled at moving with a group. When you are Avoiding 
  Notice and your allies Follow the Expert, you and those allies can 
  roll a single Stealth check, using the lowest modifier, instead of 
  rolling separately. This doesn’t apply for initiative rolls. 
  RAPID MANTEL  
  FEAT 2
  GENERAL
  SKILL
  Prerequisites expert in Athletics
  You easily pull yourself onto ledges. When you Grab an Edge, 
  you can pull yourself onto that surface and stand. You can use 
  Athletics instead of a Reflex save to Grab an Edge.
  READ LIPS  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Society
  You can read lips of others nearby who you can clearly see. When 
  you’re at your leisure, you can do this automatically. In encounter 
  mode or when attempting a more difficult feat of lipreading, 
  you’re fascinated and flat-footed during each round in which you 
  focus on lip movements, and you must succeed at a Society check 
  (DC determined by the GM) to successfully read someone’s lips. In 
  either case, the language read must be one that you know.
  If you are deaf or hard of hearing and have Read Lips, 
  you recognize the lip movements for the spoken form of 
  your languages. You can also speak the spoken form of your 
  languages clearly enough for others to understand you.
  RECOGNIZE SPELL � 
  FEAT 1
  GENERAL
  SECRET
  SKILL
  Prerequisites trained in Arcana, Nature, Occultism, or Religion
  Trigger A creature within line of sight casts a spell that you don’t 
  have prepared or in your spell repertoire, or a trap or similar 
  object casts such a spell. You must be aware of the casting.
  If you are trained in the appropriate skill for the spell’s tradition 
  and it’s a common spell of 2nd level or lower, you automatically 
  identify it (you still roll to attempt to get a critical success, but 
  can’t get a worse result than success). The highest level of spell 
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  you automatically identify increases to 4 if you’re an expert, 6 
  if you’re a master, and 10 if you’re legendary. The GM rolls a 
  secret Arcana, Nature, Occultism, or Religion check, whichever 
  corresponds to the tradition of the spell being cast. If you’re 
  not trained in the skill, you can’t get a result better than failure. 
  Critical Success You correctly recognize the spell and gain a +1 
  circumstance bonus to your saving throw or your AC against it.
  Success You correctly recognize the spell.
  Failure You fail to recognize the spell.
  Critical Failure You misidentify the spell as another spell 
  entirely, of the GM’s choice.
  RIDE 
  FEAT 1
  GENERAL
  When you Command an Animal you’re mounted on to take a 
  move action (such as Stride), you automatically succeed instead 
  of needing to attempt a check. Any animal you’re mounted on 
  acts on your turn, like a minion. If you Mount an animal in the 
  middle of an encounter, it skips its next turn and then acts on 
  your next turn. Page 249 has more on Command an Animal.
  ROBUST RECOVERY  
  FEAT 2
  GENERAL
  SKILL
  Prerequisites expert in Medicine
  You learned folk medicine to help recover from diseases and 
  poison, and using it diligently has made you especially resilient. 
  When you Treat a Disease or a Poison, or someone else uses 
  one of these actions on you, increase the circumstance bonus 
  granted on a success to +4, and if the result of the patient’s 
  saving throw is a success, the patient gets a critical success.
  SCARE TO DEATH � 
  FEAT 15
  DEATH
  EMOTION
  FEAR
  GENERAL
  INCAPACITATION
  SKILL
  Prerequisites legendary in Intimidation
  You can frighten foes so much, they might die. Attempt an 
  Intimidation check against the Will DC of a living creature within 
  30 feet of you that you sense or observe and who can sense or 
  observe you. If the target can’t hear you or doesn’t understand 
  the language you are speaking, you take a –4 circumstance 
  penalty. The creature is temporarily immune for 1 minute.
  Critical Success The target must succeed at a Fortitude save 
  against your Intimidation DC or die. If the target succeeds 
  at its save, it becomes frightened 2 and is fleeing for 1 
  round; it suffers no effect on a critical success.
  Success The target becomes frightened 2.
  Failure The target becomes frightened 1.
  Critical Failure The target is unaffected.
  SHAMELESS REQUEST  
  FEAT 7
  GENERAL
  SKILL
  Requirements master in Diplomacy
  You can downplay the consequences or outrageousness of 
  your requests using sheer brazenness and charm. When you 
  Request something, you reduce any DC increases for making an 
  outrageous request by 2, and if you roll a critical failure for your 
  Request, you get a failure instead. While this means you can 
  never cause your target to reduce their attitude toward you by 
  making a Request, they eventually tire of requests, even though 
  they still have a positive attitude toward you.
  SHIELD BLOCK � 
  FEAT 1
  GENERAL
  Trigger While you have your shield raised, you would take 
  damage from a physical attack.
  You snap your shield in place to ward off a blow. Your shield 
  prevents you from taking an amount of damage up to the 
  shield’s Hardness. You and the shield each take any remaining 
  damage, possibly breaking or destroying the shield.
  SIGN LANGUAGE  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Society
  You learn the sign languages associated with the languages 
  you know, allowing you to sign and understand signs. Sign 
  languages typically require both hands to convey more complex 
  concepts, and they are visual rather than auditory.
  Sign language is difficult to understand during combat due 
  to the level of attention needed, unlike basic gestures like 
  pointing at a foe to suggest a target. Sign language is hard to 
  use in areas of low visibility, just like speech is difficult in a 
  noisy environment.
  SKILL TRAINING 
  FEAT 1
  GENERAL
  SKILL
  Prerequisites Intelligence 12
  You become trained in the skill of your choice.
  Special You can select this feat multiple times, choosing a 
  new skill to become trained in each time.
  SLIPPERY SECRETS  
  FEAT 7
  GENERAL
  SKILL
  Prerequisites master in Deception
  You elude and evade attempts to uncover your true nature or 
  intentions. When a spell or magical effect tries to read your mind, 
  detect whether you are lying, or reveal your alignment, you can 
  attempt a Deception check against the spell or effect’s DC. If you 
  succeed, the effect reveals nothing.
  SNARE CRAFTING 
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Crafting
  You can use the Craft activity to create snares, using the 
  rules from page 244. When you select this feat, you add the 
  formulas for four common snares to your formula book.
  SPECIALTY CRAFTING  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Crafting
  Your training focused on Crafting one particular kind of item. 
  Select one of the specialties listed on page 267; you gain a +1 
  circumstance bonus to Crafting checks to Craft items of that 
  type. If you are a master in Crafting, this bonus increases to +2. 
  Core Rulebook
  266
  
  If it’s unclear whether the specialty applies, the GM decides. 
  Some specialties might apply only partially. For example, if you 
  were making a morningstar and had specialty in woodworking, 
  the GM might give you half your bonus because the item 
  requires both blacksmithing and woodworking.
  Specialty 
  Applicable Items
  Alchemy* 
  Alchemical items such as elixirs
  Artistry 
  Fine art, including jewelry
  Blacksmithing 
  Durable metal goods, including metal armor
  Bookmaking 
  Books and paper
  Glassmaking 
  Glass, including glassware and windows
  Leatherworking Leather goods, including leather armor
  Pottery 
  Ceramic goods
  Shipbuilding 
  Ships and boats
  Stonemasonry 
  Stone goods and structures
  Tailoring 
  Clothing
  Weaving 
  Textiles, baskets, and rugs
  Woodworking 
  Wooden goods and structures
  * You must have the Alchemical Crafting skill feat to Craft 
  alchemical items.
  STEADY BALANCE  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Acrobatics
  You can keep your balance easily, even in adverse conditions. 
  Whenever you roll a success using the Balance action, you 
  get a critical success instead. You’re not flat-footed while 
  attempting to Balance on narrow surfaces and uneven 
  ground. Thanks to your incredible balance, you can attempt 
  an Acrobatics check instead of a Reflex save to Grab an Edge.
  STREETWISE  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Society
  You know about life on the streets and feel the pulse of your 
  local settlement. You can use your Society modifier instead 
  of your Diplomacy modifier to Gather Information. In any 
  settlement you frequent regularly, you can use the Recall 
  Knowledge action with Society to know the same sorts of 
  information that you could discover with Diplomacy to Gather 
  Information. The DC is usually significantly higher, but you 
  know the information without spending time gathering it. If 
  you fail to recall the information, you can still subsequently 
  attempt to Gather Information normally.
  STUDENT OF THE CANON  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Religion
  You’ve researched many faiths enough to recognize notions 
  about them that are unlikely to be true. If you roll a critical failure 
  at a Religion check to Decipher Writing of a religious nature or 
  to Recall Knowledge about the tenets of faiths, you get a failure 
  instead. When attempting to Recall Knowledge about the tenets 
  of your own faith, if you roll a failure, you get a success instead, 
  and if you roll a success, you get a critical success instead.
  SUBTLE THEFT  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Thievery
  When you successfully Steal something, observers (creatures 
  other than the creature you stole from) take a –2 circumstance 
  penalty to their Perception DCs to detect your theft. 
  Additionally, if you first Create a Diversion using Deception, 
  taking a single Palm an Object or Steal action doesn’t end your 
  undetected condition.
  SURVEY WILDLIFE 
   FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Survival
  You can study details in the wilderness to determine the 
  presence of nearby creatures. You can spend 10 minutes 
  assessing the area around you to find out what creatures 
  are nearby, based on nests, scat, and marks on vegetation. 
  Attempt a Survival check against a DC determined by the GM 
  based on how obvious the signs are. On a success, you can 
  attempt a Recall Knowledge check with a –2 penalty to learn 
  more about the creatures just from these signs. If you’re a 
  master in Survival, you don’t take the penalty.
  SWIFT SNEAK  
  FEAT 7
  GENERAL
  SKILL
  Prerequisites master in Stealth
  You can move your full Speed when you Sneak. You can use Swift 
  Sneak while Burrowing, Climbing, Flying, or Swimming instead 
  of Striding if you have the corresponding movement type.
  TERRAIN EXPERTISE 
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Survival
  Your experience in navigating a certain type of terrain 
  makes you supremely confident while doing so. You gain 
  a +1 circumstance bonus to Survival checks in one of the 
  following types of terrain, chosen when you select this feat: 
  aquatic, arctic, desert, forest, mountain, plains, sky, swamp, 
  or underground.
  Special You can select this feat more than once, choosing a 
  different type of terrain each time.
  TERRAIN STALKER  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Stealth
  Select one type of difficult terrain from the following list: 
  rubble, snow, or underbrush. While undetected by all 
  non-allies in that type of terrain, you can Sneak without 
  attempting a Stealth check as long as you move no more than 
  5 feet and do not move within 10 feet of an enemy at any point 
  during your movement. This also allows you to automatically 
  approach creatures to within 15 feet while Avoiding Notice 
  during exploration as long as they aren’t actively Searching 
  or on guard.
  Special You can select this feat multiple times. Each time, 
  choose a different type of terrain.
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  TERRIFIED RETREAT 
  FEAT 7
  GENERAL
  SKILL
  Prerequisites master in Intimidation
  When you critically succeed at the Demoralize action, if the 
  target’s level is lower than yours, the target is fleeing for 1 round.
  TITAN WRESTLER  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Athletics
  You can attempt to Disarm, Grapple, Shove, or Trip creatures 
  up to two sizes larger than you, or up to three sizes larger than 
  you if you’re legendary in Athletics.
  TOUGHNESS  
  FEAT 1
  GENERAL
  You can withstand more punishment than most before 
  succumbing. Increase your maximum Hit Points by your level. 
  You reduce the DC of recovery checks by 1 (page 459).
  TRAIN ANIMAL  
  FEAT 1
  DOWNTIME
  GENERAL
  MANIPULATE
  SKILL
  Prerequisites trained in Nature
  You spend time teaching an animal to do a certain action. You 
  can either select a basic action the animal already knows how to 
  do (typically those listed in the Command an Animal action on 
  page 249) or attempt to teach the animal a new basic action. The 
  GM determines the DC of any check required and the amount 
  of time the training takes (usually at least a week). It’s usually 
  impossible to teach an animal a trick that uses critical thinking. 
  If you’re expert, master, or legendary in Nature, you might be 
  able to train more unusual creatures, at the GM’s discretion.
  Success The animal learns the action. If it was an action the 
  animal already knew, you can Command the Animal to take 
  that action without attempting a Nature check. If it was a 
  new basic action, add that action to the actions the animal 
  can take when Commanded, but you must still roll.
  Failure The animal doesn’t learn the trick.
  TRICK MAGIC ITEM � 
  FEAT 1
  GENERAL
  MANIPULATE
  SKILL
  Prerequisites trained in Arcana, Nature, Occultism, or Religion
  You examine a magic item you normally couldn’t use in an effort 
  to fool it and activate it temporarily. For example, this might allow 
  a fighter to cast a spell from a wand or allow a wizard to cast a 
  spell that’s not on the arcane list using a scroll. You must know 
  what activating the item does, or you can’t attempt to trick it.
  Attempt a check using the skill matching the item’s magic 
  tradition, or matching a tradition that has the spell on its list, 
  if you’re trying to cast a spell from the item. The relevant skills 
  are Arcana for arcane, Nature for primal, Occultism for occult, 
  Religion for divine, or any of the four for an item that has the 
  magical trait and not a tradition trait. The GM determines the 
  DC based on the item’s level (possibly adjusted depending on 
  the item or situation).
  If you activate a magic item that requires a spell attack roll 
  or spell DC and you don’t have the ability to cast spells of the 
  relevant tradition, use your level as your proficiency bonus and 
  the highest of your Intelligence, Wisdom, or Charisma modifiers. 
  If you’re a master in the appropriate skill for the item’s tradition, 
  you instead use the trained proficiency bonus, and if you’re 
  legendary, you instead use the expert proficiency bonus.
  Success For the rest of the current turn, you can spend actions 
  to activate the item as if you could normally use it.
  Failure You can’t use the item or try to trick it again this turn, 
  but you can try again on subsequent turns.
  Critical Failure You can’t use the item, and you can’t try to 
  trick it again until your next daily preparations. 
  UNDERWATER MARAUDER  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Athletics
  You’ve learned to fight underwater. You are not flat-footed 
  while in water, and you don’t take the usual penalties for using 
  a bludgeoning or slashing melee weapon in water.
  UNIFIED THEORY 
  FEAT 15
  GENERAL
  SKILL
  Prerequisites legendary in Arcana
  You’ve started to make a meaningful connection about the 
  common underpinnings of the four traditions of magic and 
  magical essences, allowing you to understand them all through 
  an arcane lens. Whenever you use an action or a skill feat that 
  requires a Nature, Occultism, or Religion check, depending on 
  the magic tradition, you can use Arcana instead. If you would 
  normally take a penalty or have a higher DC for using Arcana 
  on other magic (such as when using Identify Magic), you no 
  longer do so.
  UNMISTAKABLE LORE  
  FEAT 2
  GENERAL
  SKILL
  Prerequisites expert in Lore
  You never get information about your areas of expertise wrong. 
  When you Recall Knowledge using any Lore subcategory in 
  which you’re trained, if you roll a critical failure, you get a failure 
  instead. If you’re a master in a Lore subcategory, on a critical 
  success, you gain even more information or context than usual. 
  UNTRAINED IMPROVISATION 
  FEAT 3
  GENERAL
  You’ve learned how to handle situations when you’re out of 
  your depth. Your proficiency bonus to untrained skill checks 
  is equal to half your level instead of +0. If you’re 7th level 
  or higher, the bonus increases to your full level instead. This 
  doesn’t allow you to use the skill’s trained actions.
  VIRTUOSIC PERFORMER  
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Performance
  You have exceptional talent with one type of performance. You 
  gain a +1 circumstance bonus when making a certain type of 
  performance. If you are a master in Performance, this bonus 
  increases to +2. Select one of the following specialties and apply 
  Core Rulebook
  268
  
  the bonus when attempting Performance checks of that type. If 
  it’s unclear whether the specialty applies, the GM decides.
  Specialty 
  Examples
  Acting 
  Drama, pantomime, puppetry
  Comedy 
  Buffoonery, joke telling, limericks
  Dance 
  Ballet, huara, jig, macru
  Keyboards 
  Harpsichord, organ, piano
  Oratory 
  Epic, ode, poetry, storytelling
  Percussion 
  Chimes, drum, gong, xylophone
  Singing 
  Ballad, chant, melody, rhyming
  Strings 
  Fiddle, harp, lute, viol
  Winds 
  Bagpipe, flute, recorder, trumpet
  WALL JUMP  
  FEAT 7
  GENERAL
  SKILL
  Prerequisites master in Athletics
  You can use your momentum from a jump to propel yourself 
  off a wall. If you’re adjacent to a wall at the end of a jump 
  (whether performing a High Jump, Long Jump, or Leap), 
  you don’t fall as long as your next action is another jump. 
  Furthermore, since your previous jump gives you momentum, 
  you can use High Jump or Long Jump as a single action, but 
  you don’t get to Stride as part of the activity.
  You can use Wall Jump only once in a turn, unless you’re 
  legendary in Athletics, in which case you can use Wall Jump as 
  many times as you can use consecutive jump actions in that turn.
  WARD MEDIC  
  FEAT 2
  GENERAL
  SKILL
  Prerequisites expert in Medicine
  You’ve studied in large medical wards, treating several patients 
  at once and tending to all their needs. When you use Treat 
  Disease or Treat Wounds, you can treat up to two targets. If 
  you’re a master in Medicine, you can treat up to four targets, 
  and if you’re legendary, you can treat up to eight targets.
  WARY DISARMAMENT  
  FEAT 2
  GENERAL
  SKILL
  Prerequisites expert in Thievery
  If you trigger a device or set off a trap while disarming it, you 
  gain a +2 circumstance bonus to your AC or saving throw 
  against the device or trap. This applies only to attacks or 
  effects triggered by your failed attempt, not to any later ones, 
  such as additional attacks from a complex trap.
  WEAPON PROFICIENCY  
  FEAT 1
  GENERAL
  You become trained in all simple weapons. If you were already 
  trained in all simple weapons, you become trained in all martial 
  weapons. If you were already trained in all martial weapons, 
  you become trained in one advanced weapon of your choice.
  Special You can select this feat more than once. Each 
  time you do, you become trained in additional weapons as 
  appropriate, following the above progression.
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  Core Rulebook
  270
  
  Chapter 6: Equipment
  To make your mark on the world, you’ll need to have the right equipment, including 
  armor, weapons, and other gear. This chapter presents the various equipment that you can 
  purchase during character creation. You can usually find these items for sale in most cities 
  and other large settlements.
  TABLE 6–1: COIN VALUES
  Coins 
  CP 
  SP 
  GP 
  PP
  Copper piece (cp) 
  1 
  1/10 
  1/100 1/1,000
  Silver piece (sp) 
  10 
  1 
  1/10 
  1/100
  Gold piece (gp) 
  100 
  10 
  1 
  1/10
  Platinum piece (pp) 
  1,000 
  100 
  10 
  1
  Your character starts out with 15 gold pieces (150 silver 
  pieces) to spend on any common items from this chapter. 
  Items with an uncommon rarity can be purchased only if 
  you have special access from abilities you selected during 
  character creation or your GM gives you permission to 
  purchase them.
  Once you’ve purchased your starting items, there are 
  three main ways to gain new items and equipment: you 
  can find them during an adventure, make them using the 
  Crafting skill, or purchase them from a merchant.
  Coins and Currency
  Though you might be able to barter valuable items in 
  some areas, currency is the most versatile way to make 
  transactions when you head to market. The most common 
  currency is coins. For most commoners and beginning 
  adventurers, the standard unit is the silver piece (sp). Each 
  silver piece is a standard weight of silver and is typically 
  accepted by any merchant or kingdom no matter where 
  it was minted. There are three other common types of 
  coins, each likewise standardized in weight and value. The 
  first is the copper piece (cp). Each copper piece is worth 
  one‑tenth of a silver piece. The gold piece (gp) is often used 
  for purchasing magic items and other expensive items, as 
  1 gold piece is worth 10 silver pieces or 100 copper pieces. 
  The platinum piece (pp) is used by nobles to demonstrate 
  their wealth, for the purchase of very expensive items, or 
  simply as a way to easily transport large sums of currency. 
  A platinum piece is worth 10 gold pieces, 100 silver pieces, 
  or 1,000 copper pieces. See Table 6–1: Coin Values for the 
  exchange rates of common types of coins.
  Other Currency
  Art objects, gems, and raw materials (such as those used 
  for the Craft activity) can be used much like currency: 
  you can sell them for the same Price you can buy them.
  Price
  Most items in the following tables have a Price, which is 
  the amount of currency it typically takes to purchase that 
  item. An item with a Price of “—” can’t be purchased. An 
  item with a Price of 0 is normally free, but its value could 
  be higher based on the materials used to create it. Most 
  items can be sold for half their Price, but coins, gems, art 
  objects, and raw materials (such as components for the 
  Craft activity) can be exchanged for their full Price.
  Item Level
  Each item has an item level, which represents the item’s 
  complexity and any magic used in its construction. 
  Simpler items with a lower level are easier to construct, 
  and you can’t Craft items that have a higher level than 
  your own (page 243). If an item’s level isn’t listed, its level 
  is 0. While characters can use items of any level, GMs 
  should keep in mind that allowing characters access to 
  items far above their current level may have a negative 
  impact on the game.
  Carrying and Using Items
  A character typically has two hands, allowing them to hold 
  an item in each hand or a single two‑handed item using 
  both hands. Drawing or changing how you’re carrying an 
  item usually requires you to use an Interact action (though 
  to drop an item, you use the Release action instead). 
  Table 6–2: Changing Equipment on page 273 lists some 
  ways that you might change the items you’re holding or 
  carrying, and the number of hands you need to do so.
  Many ways of using items require you to spend 
  multiple actions. For example, drinking a potion stowed in 
  your belt pouch requires using an Interact action to draw 
  it and then using a second action to drink it as described in 
  its Activate entry (page 532).
  Bulk
  Carrying especially heavy or unwieldy items can make 
  it more difficult for you to move, as can overloading 
  yourself with too much gear. The Bulk value of an item 
  reflects how difficult the item is to handle, representing its 
  size, weight, and general awkwardness. If you have a high 
  Strength score, you usually don’t need to worry about 
  Bulk unless you’re carrying numerous substantial items.
  Starting Money
  15 gp (150 sp)
  6
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  Bulk limits
  You can carry an amount of Bulk equal to 5 plus your 
  Strength modifier without penalty; if you carry more, you 
  gain the encumbered condition. You can’t hold or carry 
  more Bulk than 10 plus your Strength modifier.
  Encumbered
  You are carrying more weight than you can manage. 
  While you’re encumbered, you’re clumsy 1 and take 
  a –10-foot penalty to all your Speeds. As with all 
  penalties to your Speed, this can’t reduce your Speed 
  below 5 feet.
  Bulk Values
  Items can have a number to indicate their Bulk value, 
  or they can be light (indicated by an L) or negligible 
  (indicated by a —) for the purpose of determining Bulk. 
  For instance, full plate armor is 4 Bulk, a longsword is 
  1 Bulk, a dagger or scroll is light, and a piece of chalk is 
  negligible. Ten light items count as 1 Bulk, and you round 
  down fractions (so 9 light items count as 0 Bulk, and 11 
  light items count as 1 Bulk). Items of negligible Bulk don’t 
  count toward Bulk unless you try to carry vast numbers 
  of them, as determined by the GM.
  estimating an item’s Bulk
  As a general rule, an item that weighs 5 to 10 pounds is 1 
  Bulk, an item weighing less than a few ounces is negligible, 
  and anything in between is light. Particularly awkward or 
  unwieldy items might have higher Bulk values. For example, 
  a 10‑foot pole isn’t heavy, but its length makes it difficult 
  for you to move while you have one on your person, so its 
  Bulk is 1. Items made for larger or smaller creatures have 
  greater or lesser Bulk, as described on page 295.
  Bulk of Coins
  Coins are a popular means of exchange due to their 
  portability, but they can still add up. A thousand coins 
  of any denomination or combination of denominations 
  count as 1 Bulk. It’s not usually necessary to determine 
  the Bulk of coins in fractions of 1,000; simply round 
  down fractions of 1,000. In other words, 100 coins 
  don’t count as a light item, and 1,999 coins are 1 Bulk, 
  not 2.
  Bulk of Creatures
  You might need to know the Bulk of a creature, especially 
  if you need to carry someone off the battlefield. The table 
  that follows lists the typical Bulk of a creature based on its 
  size, but the GM might adjust this number.
   Size of Creature 
  Bulk
    
  Tiny 
  1
   
  Small 
  3
   
  Medium 
  6
   
  Large 
  12
   
  Huge 
  24
   Gargantuan 
  48
  Dragging
  In some situations, you might drag an object or creature 
  rather than carry it. If you’re dragging something, treat 
  its Bulk as half. Typically, you can drag one thing at 
  a time, you must use both hands to do so, and you 
  drag slowly—roughly 50 feet per minute unless you 
  have some means to speed it up. Use the total Bulk of 
  what you’re dragging, so if you have a sack laden with 
  goods, use the sum of all the Bulk it carries instead of an 
  individual item within.
  Wielding Items
  Some abilities require you to wield an item, typically a 
  weapon. You’re wielding an item any time you’re holding 
  it in the number of hands needed to use it effectively. 
  When wielding an item, you’re not just carrying it 
  around—you’re ready to use it. Other abilities might 
  require you to merely carry or have an item. These apply 
  as long as you have the item on your person; you don’t 
  have to wield it.
  Item Damage
  An item can be broken or destroyed if it takes enough 
  damage. Every item has a Hardness value. Each time an 
  item takes damage, reduce any damage the item takes by 
  its Hardness. The rest of the damage reduces the item’s 
  Hit Points. Normally an item takes damage only when 
  a creature is directly attacking it—commonly targeted 
  items include doors and traps. A creature that attacks 
  you doesn’t normally damage your armor or other gear, 
  even if it hits you. However, the Shield Block reaction can 
  cause your shield to take damage as you use it to prevent 
  damage to yourself, and some monsters have exceptional 
  abilities that can damage your items.
  An item that takes damage can become broken 
  and eventually destroyed. It becomes broken when 
  its Hit Points are equal to or lower than its Broken 
  Threshold (BT); once its Hit Points are reduced to 0, 
  it is destroyed. A broken item has the broken condition 
  until Repaired above its Broken Threshold. Anything 
  that automatically makes an item broken immediately 
  reduces its Hit Points to its Broken Threshold if the item 
  had more Hit Points than that when the effect occurred. 
  If an item has no Broken Threshold, then it has no 
  relevant changes to its function due to being broken, 
  but it’s still destroyed at 0 Hit Points. (See the broken 
  condition definition on page 273 for more information.) 
  A destroyed item can’t be Repaired.
  An item’s Hardness, Hit Points, and Broken Threshold 
  usually depend on the material the item is made of. This 
  information appears on page 577.
  Core Rulebook
  272
  
  TABLE 6–2: CHANGING EQUIPMENT
  Change 
  Hands 
  Action
  Draw, stow, or pick up an item 1 
  1 or 2 
  Interact
  Pass an item to or take an item from a willing creature 2 
  1 or 2 
  Interact
  Drop an item to the ground 
  1 or 2 
  Release
  Detach a shield or item strapped to you 
  1 
  Interact
  Change your grip by removing a hand from an item 
  2 
  Release
  Change your grip by adding a hand to an item 
  2 
  Interact
  Retrieve an item from a backpack 3 or satchel 
  2 
  Interact
  1 If you retrieve a two-handed item with only one hand, you still need to change your grip before you can wield or use it.
  2 A creature must have a hand free for someone to pass an item to them, and they might then need to change their grip if they 
  receive an item requiring two hands to wield or use.
  3 Retrieving an item stowed in your own backpack requires first taking off the backpack with a separate Interact action.
  Broken
  Broken is a condition that affects objects. An object is 
  broken when damage has reduced its Hit Points below 
  its Broken Threshold. A broken object can’t be used for 
  its normal function, nor does it grant bonuses—with the 
  exception of armor. Broken armor still grants its item 
  bonus to AC, but it also imparts a status penalty to AC 
  depending on its category: –1 for broken light armor, –2 for 
  broken medium armor, or –3 for broken heavy armor.
  A broken item still imposes penalties and limitations 
  normally incurred by carrying, holding, or wearing it. For 
  example, broken armor would still impose its Dexterity 
  modifier cap, check penalty, and so forth.
  If an effect makes an item broken automatically and the 
  item has more HP than its Broken Threshold, that effect 
  also reduces the item’s current HP to the Broken Threshold.
  Object Immunities
  Inanimate objects and hazards are immune to bleed, 
  death effects, disease, healing, mental effects, necromancy, 
  nonlethal attacks, and poison, as well as the doomed, 
  drained, fatigued, paralyzed, sickened, and unconscious 
  conditions. An item that has a mind is not immune to mental 
  effects. Many objects are immune to other conditions, at the 
  GM’s discretion. For instance, a sword has no Speed, so it 
  can’t take a penalty to its Speed, but an effect that causes a 
  Speed penalty might work on a moving blade trap. 
  Shoddy Items
  Improvised or of dubious make, shoddy items are never 
  available for purchase except for in the most desperate of 
  communities. When available, a shoddy item usually costs 
  half the Price of a standard item, though you can never sell 
  one in any case. Attacks and checks involving a shoddy 
  item take a –2 item penalty. This penalty also applies to any 
  DCs that a shoddy item applies to (such as AC, for shoddy 
  armor). A shoddy suit of armor also worsens the armor’s 
  check penalty by 2. A shoddy item’s Hit Points and Broken 
  Threshold are each half that of a normal item of its type.
  EQUIPMENT
  6
  273
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Armor
  Armor increases your character’s defenses, but some medium or heavy armor can hamper 
  movement. If you want to increase your character’s defense beyond the protection your armor 
  provides, they can use a shield. Armor protects your character only while they’re wearing it.
  Armor Class
  Your Armor Class (AC) measures how well you can 
  defend against attacks. When a creature attacks you, your 
  Armor Class is the DC for that attack roll.
  Armor Class = 10 + Dexterity modifier (up to your 
  armor’s Dex Cap) + proficiency bonus + armor’s 
  item bonus to AC + other bonuses + penalties
  Use your proficiency bonus for the category (light, 
  medium, or heavy) or the specific type of armor you’re 
  wearing. If you’re not wearing armor, use your proficiency 
  in unarmored defense.
  Donning and Removing 
  Armor
  Getting in and out of armor is time consuming—so 
  make sure you’re wearing it when you need it! Donning 
  and removing armor are both activities involving many 
  Interact actions. It takes 1 minute to don light armor, 5 
  minutes to don medium or heavy armor, and 1 minute to 
  remove any armor.
  Armor Statistics
  Table 6–3: Unarmored Defense provides the statistics 
  for the various forms of protection without wearing 
  armor. Table 6–4: Armor provides the statistics for suits 
  of armor that can be purchased and worn, organized 
  by category. The columns in both tables provide the 
  following statistics.
  Category
  The armor’s category—unarmored, light armor, medium 
  armor, or heavy armor—indicates which proficiency 
  bonus you use while wearing the armor.
  AC Bonus
  This number is the item bonus you add for the armor 
  when determining Armor Class.
  Dexterity Modifier Cap (Dex Cap)
  This number is the maximum amount of your 
  Dexterity modifier that can apply to your AC while you 
  are wearing a given suit of armor. For example, if you 
  have a Dexterity modifier of +4 and you are wearing 
  a suit of half plate, you apply only a +1 bonus from 
  your Dexterity modifier to your AC while wearing  
  that armor.
  Check Penalty
  While wearing your armor, you take this penalty to 
  Strength‑ and Dexterity‑based skill checks, except for 
  those that have the attack trait. If you meet the armor’s 
  Strength threshold (see Strength below), you don’t take 
  this penalty.
  Speed Penalty
  While wearing a suit of armor, you take the penalty 
  listed in this entry to your Speed, as well as to any other 
  movement types you have, such as a climb Speed or swim 
  Speed, to a minimum Speed of 5 feet. If you meet the 
  armor’s Strength threshold (see below), you reduce the 
  penalty by 5 feet.
  Strength
  This entry indicates the Strength score at which you are 
  strong enough to overcome some of the armor’s penalties. 
  If your Strength is equal to or greater than this value, 
  you no longer take the armor’s check penalty, and you 
  decrease the Speed penalty by 5 feet (to no penalty if the 
  penalty was –5 feet, or to a –5‑foot penalty if the penalty 
  was –10 feet).
  Bulk
  This entry gives the armor’s Bulk, assuming you’re 
  wearing the armor and distributing its weight across 
  your body. A suit of armor that’s carried or worn usually 
  has 1 more Bulk than what’s listed here (or 1 Bulk total 
  for armor of light Bulk). An armor’s Bulk is increased or 
  decreased if it’s sized for creatures that aren’t Small or 
  Medium in size, following the rules on page 295.
  Group
  Each type of medium and heavy armor belongs to an 
  armor group, which classifies it with similar types of 
  armor. Some abilities reference armor groups, typically 
  to grant armor specialization effects, which are described 
  on page 275.
  Armor Traits
  The traits for each suit of armor appear in this entry. 
  Armor can have the following traits.
  Bulwark: The armor covers you so completely that 
  it provides benefits against some damaging effects. 
  On Reflex saves to avoid a damaging effect, such 
  as a fireball, you add a +3 modifier instead of your 
  Dexterity modifier. 
  Core Rulebook
  274
  
  TABLE 6–3: UNARMORED DEFENSE
  Unarmored 
  Price AC Bonus Dex Cap Check Penalty Speed Penalty 
   
  Bulk 
   
  Armor Traits
  No armor 
  — 
  +0 
  — 
  — 
  — 
   
  — 
   
  —
  Explorer’s clothing 1 sp 
  +0 
  +5 
  — 
  — 
   
  L 
   
  Comfort
  TABLE 6–4: ARMOR
  Light Armor 
  Price AC Bonus Dex Cap Check Penalty Speed Penalty Strength 
  Bulk 
  Group 
  Armor Traits
  Padded armor 
  2 sp 
  +1 
  +3 
  — 
  — 
  10 
  L 
  — 
  Comfort
  Leather 
  2 gp 
  +1 
  +4 
  –1 
  — 
  10 
  1 
  — 
  —
  Studded leather 
  3 gp 
  +2 
  +3 
  –1 
  — 
  12 
  1 
  — 
  —
  Chain shirt 
  5 gp 
  +2 
  +3 
  –1 
  — 
  12 
  1 
  — 
  Flexible, Noisy
  Medium Armor 
  Price AC Bonus Dex Cap Check Penalty Speed Penalty Strength 
  Bulk 
  Group 
  Armor Traits
  Hide 
  2 gp 
  +3 
  +2 
  –2 
  –5 ft. 
  14 
  2 
  Leather 
  —
  Scale mail 
  4 gp 
  +3 
  +2 
  –2 
  –5 ft. 
  14 
  2 
  Composite 
  —
  Chain mail 
  6 gp 
  +4 
  +1 
  –2 
  –5 ft. 
  16 
  2 
  Chain 
  Flexible, noisy
  Breastplate 
  8 gp 
  +4 
  +1 
  –2 
  –5 ft. 
  16 
  2 
  Plate 
  —
  Heavy Armor 
  Price AC Bonus Dex Cap Check Penalty Speed Penalty Strength 
  Bulk 
  Group 
  Armor Traits
  Splint mail (level 1) 13 gp 
  +5 
  +1 
  –3 
  –10 ft. 
  16 
  3 
  Composite 
  —
  Half plate (level 1) 18 gp 
  +5 
  +1 
  –3 
  –10 ft. 
  16 
  3 
  Plate 
  —
  Full plate (level 2) 30 gp 
  +6 
  +0 
  –3 
  –10 ft. 
  18 
  4 
  Plate 
  Bulwark
  MATERIALS
  Most suits of armor and weapons are made from ordinary, 
  commonly available materials like iron, leather, steel, and 
  wood. If you’re not sure what a suit of armor is made of, 
  the GM determines the details.
  Some armor, shields, and weapons are instead 
  made of precious materials. These often have inherent 
  supernatural properties. Cold iron, for example, which 
  harms fey, and silver can damage werecreatures. These 
  materials are detailed beginning on page 577.
  Comfort: The armor is so comfortable that you can 
  rest normally while wearing it.
  Flexible: The armor is flexible enough that it doesn’t 
  hinder most actions. You don’t apply its check penalty to 
  Acrobatics or Athletics checks.
  Noisy: This armor is loud and likely to alert others 
  to your presence when you’re using the Avoid Notice 
  exploration activity (page 479).
  Armor Specialization Effects
  Certain class features can grant you additional benefits 
  with certain armors. This is called an armor specialization 
  effect. The exact effect depends on which armor group 
  your armor belongs to, as listed below. Only medium and 
  heavy armors have armor specialization effects.
  Chain: The armor is so flexible it can bend with a 
  critical hit and absorb some of the blow. Reduce the 
  damage from critical hits by either 4 + the value of the 
  armor’s potency rune for medium armor, or 6 + the value 
  of the armor’s potency rune for heavy armor. This can’t 
  reduce the damage to less than the damage rolled for the 
  hit before doubling for a critical hit.
  Composite: The numerous overlapping pieces of 
  this armor protect you from piercing attacks. You gain 
  resistance to piercing damage equal to 1 + the value of the 
  armor’s potency rune for medium armor, or 2 + the value 
  of the armor’s potency rune for heavy armor.
  Leather: The thick second skin of the armor disperses 
  blunt force to reduce bludgeoning damage. You gain 
  resistance to bludgeoning damage equal to 1 + the value 
  of the armor’s potency rune for medium armor, or 2 + the 
  value of the armor’s potency rune for heavy armor.
  Plate: The sturdy plate provides no purchase for a 
  cutting edge. You gain resistance to slashing damage 
  equal to 1 + the value of the armor’s potency rune for 
  medium armor, or 2 + the value of the armor’s potency 
  rune for heavy armor.
  Armor Descriptions
  Each type of armor is described in more detail below.
  Breastplate: Though referred to as a breastplate, 
  this type of armor consists of several pieces of plate 
  or half‑plate armor (page 276) that protect the torso, 
  chest, neck, and sometimes the hips and lower legs. It 
  strategically grants some of the protection of plate while 
  allowing greater flexibility and speed.
  Chain Mail: A suit of chain mail consists of several 
  pieces of armor composed of small metal rings linked 
  together in a protective mesh. It typically includes a chain 
  shirt, leggings, a pair of arms, and a coif, collectively 
  protecting most of the body.
  Chain Shirt: Sometimes called a hauberk, this is a long 
  shirt constructed of the same metal rings as chainmail. 
  However, it is much lighter than chainmail and protects 
  only the torso, upper arms, and upper legs of its wearer.
  EQUIPMENT
  6
  275
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Explorer’s Clothing: Adventurers who don’t wear 
  armor travel in durable clothing. Though it’s not armor 
  and uses your unarmored defense proficiency, it still has 
  a Dex Cap and can grant an item bonus to AC if etched 
  with potency runes (as described on page 581).
  Full Plate: Plate mail consists of interlocking plates 
  that encase nearly the entire body in a carapace of steel. 
  It is costly and heavy, and the wearer often requires 
  help to don it correctly, but it provides some of the best 
  defense armor can supply. A suit of this armor comes 
  with an undercoat of padded armor (see below) and a 
  pair of gauntlets (page 285).
  Half Plate: Half plate consists of most of the upper body 
  plates used in full plate, with lighter or sparser steel plate 
  protection for the arms and legs. This provides some of the 
  protection of full plate with greater flexibility and speed. 
  A suit of this armor comes with an undercoat of padded 
  armor (see below) and a pair of gauntlets (page 285).
  Hide: A mix of furs, sturdy hide, and sometimes molded 
  boiled leather, this armor provides protection due to its 
  layers of leather, though its bulkiness slows the wearer 
  down and decreases mobility.
  Leather: A mix of flexible and molded boiled leather, a 
  suit of this type of armor provides some protection with 
  maximum flexibility.
  Padded Armor: This armor is simply a layer of heavy, 
  quilted cloth, but it is sometimes used because it’s so 
  inexpensive. Padded armor is easier to damage 
  and destroy than other types of armor. Heavy 
  armor comes with a padded armor undercoat 
  included in its Price, though it loses the comfort 
  trait when worn under heavy armor. You can wear 
  just that padded armor undercoat to sleep in, if your 
  heavy armor is destroyed, or when otherwise not 
  wearing the full heavy armor. This allows you to 
  keep the armor invested and benefit from the 
  power of any runes on the associated heavy 
  armor, but no one else can wear your heavy 
  armor without the padded undercoat.
  Scale Mail: Scale mail consists of many metal scales 
  sewn onto a reinforced leather backing, often in the form 
  of a long shirt that protects the torso, arms, and legs.
  Splint Mail: This type of armor is chain mail reinforced 
  with flexible, interlocking metal plates, typically located 
  on the wearer’s torso, upper arms, and legs. A suit of 
  this armor comes with an undercoat of padded armor 
  (see above) and a pair of gauntlets (page 285).
  Studded Leather: This leather armor is reinforced 
  with metal studs and sometimes small metal plates, 
  providing most of the flexibility of leather armor with 
  more robust protection.
  DAMAGING ARMOR
  Your armor’s statistics are based on the material it’s 
  predominantly made from. It’s not likely your armor 
  will take damage, as explained in Item Damage on 
  page 272.
  Material 
  Hardness 
  HP 
  BT
  Cloth (explorer’s clothing, 
  1 
  4 
  2
  padded armor)
  Leather (hide, leather, studded 
  4 
  16 
  8
  leather)
  Metal (breastplate, chain mail, 
  9 
  36 
  18
  chain shirt, full plate, half plate,
  scale mail, splint mail)
  Core Rulebook
  276
  
  Raise a Shield is the action most commonly used with 
  shields. Most shields must be held in one hand, so you 
  can’t hold anything with that hand and Raise a Shield. A 
  buckler, however, doesn’t take up your hand, so you can 
  Raise a Shield with a buckler if the hand is free (or, at 
  the GM’s discretion, if it’s holding a simple, lightweight 
  object that’s not a weapon). You lose the benefits of Raise 
  a Shield if that hand is no longer free.
  When you have a tower shield raised, you can use the 
  Take Cover action (page 471) to increase the circumstance 
  bonus to AC to +4. This lasts until the shield is no longer 
  raised. If you would normally provide lesser cover against 
  an attack, having your tower shield raised provides 
  standard cover against it (and other creatures can Take 
  Cover as normal using the cover from your shield).
  If you have access to the Shield Block reaction (from 
  your class or from a feat), you can use it while Raising 
  your Shield to reduce the damage you take by an amount 
  equal to the shield’s Hardness. Both you and the shield 
  then take any remaining damage.
  Shield Statistics
  Shields have statistics that follow the same rules as armor: 
  Price, Speed Penalty, and Bulk. See page 274 for the rules 
  for those statistics. Their other statistics are described here.
  AC Bonus
  A shield grants a circumstance bonus to AC, but only 
  when the shield is raised. This requires using the Raise a 
  Shield action, found on page 472.
  Hardness
  Whenever a shield takes damage, the amount of damage it 
  takes is reduced by this amount. This number is particularly 
  relevant for shields because of the Shield Block feat 
  (page 266). The rules for Hardness appear on page 272.
  TABLE 6–5: SHIELDS 
   
   
   
   
   
  Shield 
  Price 
  AC Bonus  1 
  Speed Penalty 
  Bulk 
  Hardness 
  HP (BT)
  Buckler 
  1 gp 
  +1 
  — 
  L 
  3 
  6 (3)
  Wooden shield 
  1 gp 
  +2 
  — 
  1 
  3  
  12 (6)
  Steel shield 
  2 gp 
  +2 
  — 
  1 
  5  
  20 (10)
  Tower shield 
  10 gp 
  +2/+4  2 
  –5 ft. 
  4 
  5  
  20 (10)
  1  Gaining a shield’s circumstance bonus to AC requires using the Raise a Shield action (found on page 472).
  2 Getting the higher bonus for a tower shield requires using the Take Cover action (page 471) while the shield is raised.
  HP (BT)
  This column lists the shield’s Hit Points (HP) and Broken 
  Threshold (BT). These measure how much damage the 
  shield can take before it’s destroyed (its total HP) and how 
  much it can take before being broken and unusable (its BT). 
  These matter primarily for the Shield Block reaction.
  Attacking with a Shield
  A shield can be used as a martial weapon for attacks, 
  using the statistics listed for a shield bash on Table 6–7: 
  Melee Weapons (page 280). The shield bash is an option 
  only for shields that weren’t designed to be used as 
  weapons. A shield can’t have runes added to it. You can 
  also buy and attach a shield boss or shield spikes to a 
  shield to make it a more practical weapon. These can be 
  found on Table 6–7. These work like other weapons and 
  can even be etched with runes.
  Shield Descriptions
  Each type of shield is described in more detail below.
  Buckler: This very small shield is a favorite of duelists 
  and quick, lightly armored warriors. It’s typically made of 
  steel and strapped to your forearm. You can Raise a Shield 
  with your buckler as long as you have that hand free or 
  are holding a light object that’s not a weapon in that hand.
  Wooden Shield: Though they come in a variety of shapes 
  and sizes, the protection offered by wooden shields comes 
  from the stoutness of their materials. While wooden shields 
  are less expensive than steel shields, they break more easily.
  Steel Shield: Like wooden shields, steel shields come 
  in a variety of shapes and sizes. Though more expensive 
  than wooden shields, they are much more durable.
  Tower Shield: These massive shields can be used to 
  provide cover to nearly the entire body. Due to their size, 
  they are typically made of wood reinforced with metal.
  Shields
  A shield can increase your character’s defense beyond the protection their armor provides. 
  Your character must be wielding a shield in one hand to make use of it, and it grants its 
  bonus to AC only if they use an action to Raise a Shield. This action grants the shield’s bonus 
  to AC as a circumstance bonus until their next turn starts. A shield’s Speed penalty applies 
  whenever your character is holding the shield, whether they have raised it or not.
  EQUIPMENT
  6
  277
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Attack Rolls
  When making an attack roll, determine the result by 
  rolling 1d20 and adding your attack modifier for the 
  weapon or unarmed attack you’re using. Modifiers for 
  melee and ranged attacks are calculated differently.
  Melee attack modifier = Strength modifier (or 
  optionally Dexterity for a finesse weapon) + 
  proficiency bonus + other bonuses + penalties
  Ranged attack modifier = Dexterity modifier + 
  proficiency bonus + other bonuses + penalties
  Bonuses, and penalties apply to these rolls just like 
  with other types of checks. Weapons with potency runes 
  (page 581) add an item bonus to your attack rolls. 
  Multiple Attack Penalty
  If you use an action with the attack trait more than once 
  on the same turn, your attacks after the first take a penalty 
  called a multiple attack penalty. Your second attack takes a 
  –5 penalty, and any subsequent attacks take a –10 penalty.
  The multiple attack penalty doesn’t apply to attacks 
  you make when it isn’t your turn (such as attacks made as 
  part of a reaction). You can use a weapon with the agile 
  trait (page 282) to reduce your multiple attack penalty.
  Damage Rolls
  When the result of your attack roll with a weapon or 
  unarmed attack equals or exceeds your target’s AC, you 
  hit your target! Roll the weapon or unarmed attack’s 
  damage die and add the relevant modifiers, bonuses, and 
  penalties to determine the amount of damage you deal. 
  Calculate a damage roll as follows.
  Melee damage roll = damage die of weapon or unarmed 
  attack + Strength modifier + bonuses + penalties
  Ranged damage roll = damage die of weapon + Strength 
  modifier for thrown weapons + bonuses + penalties
  Ranged weapons don’t normally add an ability modifier 
  to the damage roll, though weapons with the propulsive 
  trait (page 283) add half your Strength modifier (or your 
  full modifier if it is a negative number), and thrown 
  weapons add your full Strength modifier.
  Magic weapons with striking, greater striking, or 
  major striking runes (page 581) add one or more weapon 
  damage dice to your damage roll. These extra dice are 
  the same die size as the weapon’s damage die. At higher 
  levels, most characters also gain extra damage from 
  weapon specialization.
  Critical Hits
  When you make an attack and roll a natural 20 (the 
  number on the die is 20), or if the result of your attack 
  exceeds the target’s AC by 10, you achieve a critical 
  success (also known as a critical hit). 
  If you critically succeed at a Strike, your attack deals 
  double damage (page 451). Other attacks, such as spell 
  attack rolls and some uses of the Athletics skill, describe 
  the specific effects that occur when their outcomes are 
  critical successes.
  Unarmed Attacks
  Almost all characters start out trained in unarmed 
  attacks. You can Strike with your fist or another body 
  part, calculating your attack and damage rolls in the 
  same way you would with a weapon. Unarmed attacks 
  can belong to a weapon group (page 280), and they 
  might have weapon traits (page 282). However, unarmed 
  attacks aren’t weapons, and effects and abilities that 
  work with weapons never work with unarmed attacks 
  unless they specifically say so.
  Table 6–6: Unarmed Attacks lists the statistics for an 
  unarmed attack with a fist, though you’ll usually use the 
  same statistics for attacks made with any other parts 
  of your body. Certain ancestry feats, class features, and 
  spells give access to special, more powerful unarmed 
  attacks. Details for those unarmed attacks are provided 
  in the abilities that grant them.
  Improvised Weapons
  If you attack with something that wasn’t built to be a 
  weapon, such as a chair or a vase, you’re making an 
  attack with an improvised weapon. You take a –2 item 
  penalty to attack rolls with an improvised weapon. 
  The GM determines the amount and type of damage 
  the attack deals, if any, as well as any weapon traits the 
  improvised weapon should have. 
  Weapons
  Most characters in Pathfinder carry weapons, ranging from mighty warhammers to graceful 
  bows to even simple clubs. Full details on how you calculate the bonuses, modifiers, and 
  penalties for attack rolls and damage rolls are given in Chapter 9 on page 446, but they’re 
  summarized here, followed by the rules for weapons and dozens of weapon choices.
  Core Rulebook
  278
  
  Weapon Statistics
  The tables on pages 280–282 list the statistics for various 
  melee and ranged weapons that you can purchase, as well 
  as the statistics for striking with a fist (or another basic 
  unarmed attack). The tables present the following statistics. 
  All weapons listed in this chapter have an item level of 0.
  Damage
  This entry lists the weapon’s damage die and the type of 
  damage it deals: B for bludgeoning, P for piercing, or S 
  for slashing.
  Damage Dice
  Each weapon lists the damage die used for its damage 
  roll. A standard weapon deals one die of damage, but a 
  magical striking rune can increase the number of dice 
  rolled, as can some special actions and spells. These 
  additional dice use the same die size as the weapon or 
  unarmed attack’s normal damage die.
  Counting Damage Dice
  Effects based on a weapon’s number of damage dice 
  include only the weapon’s damage die plus any extra dice 
  from a striking rune. They don’t count extra dice from 
  abilities, critical specialization effects, property runes, 
  weapon traits, or the like. 
  Increasing Die Size
  When an effect calls on you to increase the size of your 
  weapon damage dice, instead of using its normal weapon 
  damage dice, use the next larger die, as listed below (so if 
  you were using a d4, you’d use a d6, and so on). If you are 
  already using a d12, the size is already at its maximum. 
  You can’t increase your weapon damage die size more 
  than once.
  1d4 ➞ 1d6 ➞ 1d8 ➞ 1d10 ➞ 1d12
  Range
  Ranged and thrown weapons have a range increment. 
  Attacks with these weapons work normally up to 
  that distance. Attack rolls beyond a weapon’s range 
  increment take a –2 penalty for each additional multiple 
  of that increment between you and the target. Attacks 
  beyond the sixth range increment are impossible.
  For example, a shortbow takes no penalty against a 
  target up to 60 feet away, a –2 penalty against a target 
  beyond 60 feet but up to 120 feet away, and a –4 penalty 
  against a target beyond 120 feet but up to 180 feet away, 
  and so on, up to 360 feet.
  Reload
  While all weapons need some amount of time to get into 
  position, many ranged weapons also need to be loaded and 
  reloaded. This entry indicates how many Interact actions 
  it takes to reload such weapons. This can be 0 if drawing 
  ammunition and firing the weapon are part of the same 
  action. If an item takes 2 or more actions to reload, the 
  GM determines whether they must be performed together 
  as an activity, or you can spend some of those actions 
  during one turn and the rest during your next turn.
  An item with an entry of “—” must be drawn to be 
  thrown, which usually takes an Interact action just like 
  drawing any other weapon. Reloading a ranged weapon 
  and drawing a thrown weapon both require a free hand. 
  Switching your grip to free a hand and then to place your 
  hands in the grip necessary to wield the weapon are both 
  included in the actions you spend to reload a weapon.
  Bulk
  This entry gives the weapon’s Bulk. A weapon’s Bulk is 
  increased or decreased if it’s sized for creatures that aren’t 
  Small or Medium size, following the rules on page 295.
  Hands
  Some weapons require one hand to wield, and others 
  require two. A few items, such as a longbow, list 1+ for 
  its Hands entry. You can hold a weapon with a 1+ entry 
  in one hand, but the process of shooting it requires using 
  a second to retrieve, nock, and loose an arrow. This means 
  you can do things with your free hand while holding the 
  SELECTING WEAPONS
  Characters who focus on combat need to carefully 
  consider their choice of weapons, evaluating whether 
  they want to fight in melee or at range, the weapons’ 
  damage potential, and the special features of various 
  weapons. Characters who are primarily spellcasters 
  usually just need to pick a backup weapon in the best 
  category they’re trained or better in.
  When selecting weapons, start by identifying the 
  weapon types you’re trained or better in. You should then 
  compare weapons within these types to determine which 
  ones you will have the highest melee or ranged attack 
  modifier with. It’s usually considered best practice to 
  select both a melee and ranged weapon during character 
  creation so you can contend with a broader variety of 
  foes and situations.
  Weapon Categories
  Weapons fall into broad categories depending on how 
  much damage they deal and what traits they have. 
  Martial weapons generally deal more damage than simple 
  weapons, and advanced weapons generally have more 
  advantageous traits than martial weapons with the same 
  damage. Generally, you’ll want to select weapons that deal 
  more damage, but if you’re a highly skilled combatant, you 
  might want to pick a weapon with interesting traits, even 
  if it has a lower weapon damage die. You can also purchase 
  multiple weapons within your budget, allowing you to 
  switch between them for different situations.
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  Appendix
  
  bow without changing your grip, but the other hand must 
  be free when you shoot. To properly wield a 1+ weapon, 
  you must hold it in one hand and also have a hand free.
  Weapons requiring two hands typically deal more damage. 
  Some one‑handed weapons have the two‑hand trait, causing 
  them to deal a different size of weapon damage die when 
  used in two hands. In addition, some abilities require you 
  to wield a weapon in two hands. You meet this requirement 
  while holding the weapon in two hands, even if it doesn’t 
  require two hands or have the two‑hand trait.
  Group
  A weapon or unarmed attack’s group classifies it with 
  similar weapons. Groups affect some abilities and what 
  the weapon does on a critical hit if you have access to 
  that weapon or unarmed attack’s critical specialization 
  effects; for full details, see page 283.
  Weapon Traits
  The traits a weapon or unarmed attack has are listed in 
  this entry. Any trait that refers to a “weapon” can also 
  apply to an unarmed attack that has that trait. 
  Ammunition
  Some entries in the ranged weapons tables are followed 
  by an entry indicating the type of ammunition that 
  weapon launches. The damage die is determined by the 
  weapon, not the ammunition. Because that and other 
  relevant statistics vary by weapon, ammunition entries 
  list only the name, quantity, Price, and Bulk.
  TABLE 6–6: UNARMED ATTACKS
  Unarmed
  Attack 
  Price 
  Damage 
  Bulk 
  Hands 
  Group 
  Weapon Traits
  Fist 
  — 
  1d4 B 
  — 
  1 
  Brawling 
  Agile, finesse, nonlethal, unarmed
  TABLE 6–7: MELEE WEAPONS
  Simple
  Weapons  
  Price 
  Damage 
  Bulk 
  Hands 
  Group 
  Weapon Traits
  Club 
  0 
  1d6 B 
  1 
  1 
  Club 
  Thrown 10 ft.
  Dagger 
  2 sp 
  1d4 P 
  L 
  1 
  Knife 
  Agile, finesse, thrown 10 ft., versatile S
  Gauntlet 
  2 sp 
  1d4 B 
  L 
  1 
  Brawling 
  Agile, free-hand
  Light mace 
  4 sp 
  1d4 B 
  L 
  1 
  Club 
  Agile, finesse, shove
  Longspear 
  5 sp 
  1d8 P 
  2 
  2 
  Spear 
  Reach
  Mace 
  1 gp 
  1d6 B 
  1 
  1 
  Club 
  Shove
  Morningstar 
  1 gp 
  1d6 B 
  1 
  1 
  Club 
  Versatile P
  Sickle 
  2 sp 
  1d4 S 
  L 
  1 
  Knife 
  Agile, finesse, trip
  Spear 
  1 sp 
  1d6 P 
  1 
  1 
  Spear 
  Thrown 20 ft.
  Spiked gauntlet 
  3 sp 
  1d4 P 
  L 
  1 
  Brawling 
  Agile, free-hand
  Staff 
  0 
  1d4 B 
  1 
  1 
  Club 
  Two-hand d8
  Uncommon
  Simple Weapons  
  Price 
  Damage 
  Bulk 
  Hands 
  Group 
  Weapon Traits
  Clan dagger 
  2 gp 
  1d4 P 
  L 
  1 
  Knife 
  Agile, dwarf, parry, versatile B
  Katar 
  3 sp 
  1d4 P 
  L 
  1 
  Knife 
  Agile, deadly d6, monk
  Martial Weapons  
  Price 
  Damage 
  Bulk 
  Hands 
  Group 
  Weapon Traits
  Bastard sword 
  4 gp 
  1d8 S 
  1 
  1 
  Sword 
  Two-hand d12
  Battle axe 
  1 gp 
  1d8 S 
  1 
  1 
  Axe 
  Sweep
  Bo staff 
  2 sp 
  1d8 B 
  2 
  2 
  Club 
  Monk, parry, reach, trip
  Falchion 
  3 gp 
  1d10 S 
  2 
  2 
  Sword 
  Forceful, sweep
  Flail 
  8 sp 
  1d6 B 
  1 
  1 
  Flail 
  Disarm, sweep, trip
  Glaive 
  1 gp 
  1d8 S 
  2 
  2 
  Polearm 
  Deadly d8, forceful, reach
  Greataxe 
  2 gp 
  1d12 S 
  2 
  2 
  Axe 
  Sweep
  Greatclub 
  1 gp 
  1d10 B 
  2 
  2 
  Club 
  Backswing, shove
  Greatpick 
  1 gp 
  1d10 P 
  2 
  2 
  Pick 
  Fatal d12
  Greatsword 
  2 gp 
  1d12 S 
  2 
  2 
  Sword 
  Versatile P
  Guisarme 
  2 gp 
  1d10 S 
  2 
  2 
  Polearm 
  Reach, trip
  Halberd 
  2 gp 
  1d10 P 
  2 
  2 
  Polearm 
  Reach, versatile S
  Hatchet 
  4 sp 
  1d6 S 
  L 
  1 
  Axe 
  Agile, sweep, thrown 10 ft.
  Lance 
  1 gp 
  1d8 P 
  2 
  2 
  Spear 
  Deadly d8, jousting d6, reach
  Core Rulebook
  280
  
  Light hammer 
  3 sp 
  1d6 B 
  L 
  1 
  Hammer 
  Agile, thrown 20 ft.
  Light pick 
  4 sp 
  1d4 P 
  L 
  1 
  Pick 
  Agile, fatal d8
  Longsword 
  1 gp 
  1d8 S 
  1 
  1 
  Sword 
  Versatile P
  Main-gauche 
  5 sp 
  1d4 P 
  L 
  1 
  Knife 
  Agile, disarm, finesse, parry, versatile S
  Maul 
  3 gp 
  1d12 B 
  2 
  2 
  Hammer 
  Shove
  Pick 
  7 sp 
  1d6 P 
  1 
  1 
  Pick 
  Fatal d10
  Ranseur 
  2 gp 
  1d10 P 
  2 
  2 
  Polearm 
  Disarm, reach
  Rapier 
  2 gp 
  1d6 P 
  1 
  1 
  Sword 
  Deadly d8, disarm, finesse
  Sap 
  1 sp 
  1d6 B 
  L 
  1 
  Club 
  Agile, nonlethal
  Scimitar 
  1 gp 
  1d6 S 
  1 
  1 
  Sword 
  Forceful, sweep
  Scythe 
  2 gp 
  1d10 S 
  2 
  2 
  Polearm 
  Deadly d10, trip
  Shield bash 
  — 
  1d4 B 
  — 
  1 
  Shield 
  —
  Shield boss 
  5 sp 
  1d6 B 
  — 
  1 
  Shield 
  Attached to shield
  Shield spikes 
  5 sp 
  1d6 P 
  — 
  1 
  Shield 
  Attached to shield
  Shortsword 
  9 sp 
  1d6 P 
  L 
  1 
  Sword 
  Agile, finesse, versatile S
  Starknife 
  2 gp 
  1d4 P 
  L 
  1 
  Knife 
  Agile, deadly d6, finesse, thrown 20 ft.,
   
   
   
   
   
   
  versatile S
  Trident 
  1 gp 
  1d8 P 
  1 
  1 
  Spear 
  Thrown 20 ft.
  War flail 
  2 gp 
  1d10 B 
  2 
  2 
  Flail 
  Disarm, sweep, trip
  Warhammer 
  1 gp 
  1d8 B 
  1 
  1 
  Hammer 
  Shove
  Whip 
  1 sp 
  1d4 S 
  1 
  1 
  Flail 
  Disarm, finesse, nonlethal, reach, trip
  Uncommon
  Martial Weapons  
  Price 
  Damage 
  Bulk 
  Hands 
  Group 
  Weapon Traits
  Dogslicer 
  1 sp 
  1d6 S 
  L 
  1 
  Sword 
  Agile, backstabber, finesse, goblin
  Elven curve blade 
  4 gp 
  1d8 S 
  2 
  2 
  Sword 
  Elf, finesse, forceful
  Filcher’s fork 
  1 gp 
  1d4 P 
  L 
  1 
  Spear 
  Agile, backstabber, deadly d6, finesse,
   
   
   
   
   
   
  halfling, thrown 20 ft.
  Gnome hooked 
  2 gp 
  1d6 B 
  1 
  1 
  Hammer 
  Gnome, trip, two-hand d10, versatile P
  hammer
  Horsechopper 
  9 sp 
  1d8 S 
  2 
  2 
  Polearm 
  Goblin, reach, trip, versatile P
  Kama 
  1 gp 
  1d6 S 
  L 
  1 
  Knife 
  Agile, monk, trip
  Katana 
  2 gp 
  1d6 S 
  1 
  1 
  Sword 
  Deadly d8, two-hand d10, versatile P
  Kukri 
  6 sp 
  1d6 S 
  L 
  1 
  Knife 
  Agile, finesse, trip
  Nunchaku 
  2 sp 
  1d6 B 
  L 
  1 
  Club 
  Backswing, disarm, finesse, monk
  Orc knuckle dagger 
  7 sp 
  1d6 P 
  L 
  1 
  Knife 
  Agile, disarm, orc
  Sai 
  6 sp 
  1d4 P 
  L 
  1 
  Knife 
  Agile, disarm, finesse, monk, versatile B
  Spiked chain 
  3 gp 
  1d8 S 
  1 
  2 
  Flail 
  Disarm, finesse, trip
  Temple sword 
  2 gp 
  1d8 S 
  1 
  1 
  Sword 
  Monk, trip
  Uncommon
  Advanced Weapons  Price 
  Damage 
  Bulk 
  Hands 
  Group 
  Weapon Traits
  Dwarven waraxe 
  3 gp 
  1d8 S 
  2 
  1 
  Axe 
  Dwarf, sweep, two-hand d12
  Gnome flickmace 
  3 gp 
  1d8 B 
  2 
  1 
  Flail 
  Gnome, reach
  Orc necksplitter 
  2 gp 
  1d8 S 
  1 
  1 
  Axe 
  Forceful, orc, sweep
  Sawtooth saber 
  5 gp 
  1d6 S 
  L 
  1 
  Sword 
  Agile, finesse, twin
  TABLE 6–8: RANGED WEAPONS
  Simple Weapons  
  Price 
  Damage 
  Range 
  Reload 
  Bulk 
  Hands 
  Group 
  Weapon Traits
  Blowgun 
  1 sp 
  1 P 
  20 ft. 
  1 
  L 
  1 
  Dart 
  Agile, nonlethal
  10 blowgun darts 
  5 cp 
   
   
   
  L 
   
   
  Crossbow 
  3 gp 
  1d8 P 
  120 ft. 
  1 
  1 
  2 
  Bow 
  —
  10 bolts 
  1 sp 
   
   
   
  L 
   
   
  Dart 
  1 cp 
  1d4 P 
  20 ft. 
  — 
  L 
  1 
  Dart 
  Agile, thrown
  Hand crossbow 
  3 gp 
  1d6 P 
  60 ft. 
  1 
  L 
  1 
  Bow 
  —
  10 bolts 
  1 sp 
   
   
   
  L 
   
   
  Heavy crossbow 
  4 gp 
  1d10 P 
  120 ft. 
  2 
  2 
  2 
  Bow 
  —
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  10 bolts 
   
  1 sp 
   
   
   
  L 
   
   
  Javelin 
  1 sp 
  1d6 P 
  30 ft. 
  — 
  L 
  1 
  Dart 
  Thrown
  Sling 
  0 
  1d6 B 
  50 ft. 
  1 
  L 
  1 
  Sling 
  Propulsive
  10 sling bullets 
  1 cp 
   
   
   
  L 
   
   
  Martial Weapons  
  Price 
  Damage 
  Range 
  Reload 
  Bulk 
  Hands 
  Group 
  Weapon Traits
  Alchemical bomb* 
  Varies 
  Varies 
  20 ft. 
  — 
  L 
  1 
  Bomb 
  Varies
  Composite longbow 20 gp 
  1d8 P 
  100 ft. 
  0 
  2 
  1+ 
  Bow 
  Deadly d10, propulsive,
   
   
   
   
   
   
   
   
  volley 30 ft.
  10 arrows 
  1 sp 
   
   
   
  L 
   
   
  Composite shortbow 14 gp 
  1d6 P 
  60 ft. 
  0 
  1 
  1+ 
  Bow 
  Deadly d10, propulsive
  10 arrows 
  1 sp 
   
   
   
  L 
   
   
  Longbow 
  6 gp 
  1d8 P 
  100 ft. 
  0 
  2 
  1+ 
  Bow 
  Deadly d10, volley 30 ft.
  10 arrows 
  1 sp 
   
   
   
  L 
   
   
  Shortbow 
  3 gp 
  1d6 P 
  60 ft. 
  0 
  1 
  1+ 
  Bow 
  Deadly d10
  10 arrows 
  1 sp 
   
   
   
  L 
  Uncommon
  Martial Weapons  
  Price 
  Damage 
  Range 
  Reload 
  Bulk 
  Hands 
  Group 
  Weapon Traits
  Halfling sling staff 
  5 gp 
  1d10 B 
  80 ft. 
  1 
  1 
  2 
  Sling 
  Halfling, propulsive
  10 sling bullets 
  1 cp 
   
   
   
  L
  Shuriken 
  1 cp 
  1d4 P 
  20 ft. 
  0 
  — 
  1 
  Dart 
  Agile, monk, thrown
  * Statistics for alchemical bombs can be found starting on page 544. 
  Weapon Traits
  Weapons and unarmed attacks with the weapon trait can 
  have the following traits.
  Agile: The multiple attack penalty you take with this 
  weapon on the second attack on your turn is –4 instead 
  of –5, and –8 instead of –10 on the third and subsequent 
  attacks in the turn.
  Attached: An attached weapon must be combined with 
  another piece of gear to be used. The trait lists what type of 
  item the weapon must be attached to. You must be wielding 
  or wearing the item the weapon is attached to in order to 
  attack with it. For example, shield spikes are attached to 
  a shield, allowing you to attack with the spikes instead of 
  a shield bash, but only if you’re wielding the shield. An 
  attached weapon is usually bolted onto or built into the 
  item it’s attached to, and typically an item can have only one 
  weapon attached to it. An attached weapon can be affixed 
  to an item with 10 minutes of work and a successful DC 10 
  Crafting check; this includes the time needed to remove 
  the weapon from a previous item, if necessary. If an item 
  is destroyed, its attached weapon can usually be salvaged.
  Backstabber: When you hit a flat‑footed creature, 
  this weapon deals 1 precision damage in addition to its 
  normal damage. The precision damage increases to 2 if 
  the weapon is a +3 weapon.
  Backswing: You can use the momentum from a missed 
  attack with this weapon to lead into your next attack. 
  After missing with this weapon on your turn, you gain 
  a +1 circumstance bonus to your next attack with this 
  weapon before the end of your turn.
  Deadly: On a critical hit, the weapon adds a weapon 
  damage die of the listed size. Roll this after doubling the 
  weapon’s damage. This increases to two dice if the weapon 
  has a greater striking rune and three dice if the weapon has 
  a major striking rune. For instance, a rapier with a greater 
  striking rune deals 2d8 extra piercing damage on a critical 
  hit. An ability that changes the size of the weapon’s normal 
  damage dice doesn’t change the size of its deadly die.
  Disarm: You can use this weapon to Disarm with the 
  Athletics skill even if you don’t have a free hand. This uses 
  the weapon’s reach (if different from your own) and adds 
  the weapon’s item bonus to attack rolls (if any) as an item 
  bonus to the Athletics check. If you critically fail a check to 
  Disarm using the weapon, you can drop the weapon to take 
  the effects of a failure instead of a critical failure. On a critical 
  success, you still need a free hand if you want to take the item.
  Dwarf: Dwarves craft and use these weapons.
  Elf: Elves craft and use these weapons.
  Fatal: The fatal trait includes a die size. On a critical 
  hit, the weapon’s damage die increases to that die size 
  instead of the normal die size, and the weapon adds one 
  additional damage die of the listed size.
  Finesse: You can use your Dexterity modifier instead 
  of your Strength modifier on attack rolls using this 
  melee weapon. You still use your Strength modifier when 
  calculating damage.
  Forceful: This weapon becomes more dangerous as you 
  build momentum. When you attack with it more than once 
  on your turn, the second attack gains a circumstance bonus 
  to damage equal to the number of weapon damage dice, 
  and each subsequent attack gains a circumstance bonus to 
  damage equal to double the number of weapon damage dice.
  Free-Hand: This weapon doesn’t take up your hand, 
  usually because it is built into your armor. A free‑hand 
  weapon can’t be Disarmed. You can use the hand covered 
  by your free‑hand weapon to wield other items, perform 
  manipulate actions, and so on. You can’t attack with a 
  free‑hand weapon if you’re wielding anything in that hand 
  Core Rulebook
  282
  
  or otherwise using that hand. When you’re not wielding 
  anything and not otherwise using the hand, you can use 
  abilities that require you to have a hand free as well as those 
  that require you to be wielding a weapon in that hand. Each 
  of your hands can have only one free‑hand weapon on it.
  Gnome: Gnomes craft and use these weapons.
  Goblin: Goblins craft and use these weapons.
  Grapple: You can use this weapon to Grapple with the 
  Athletics skill even if you don’t have a free hand. This 
  uses the weapon’s reach (if different from your own) and 
  adds the weapon’s item bonus to attack rolls as an item 
  bonus to the Athletics check. If you critically fail a check 
  to Grapple using the weapon, you can drop the weapon 
  to take the effects of a failure instead of a critical failure.
  Halfling: Halflings craft and use these weapons.
  Jousting: The weapon is suited for mounted combat 
  with a harness or similar means. When mounted, if you 
  moved at least 10 feet on the action before your attack, 
  add a circumstance bonus to damage for that attack 
  equal to the number of damage dice for the weapon. In 
  addition, while mounted, you can wield the weapon in 
  one hand, changing the damage die to the listed value.
  Monk: Many monks learn to use these weapons.
  Nonlethal: Attacks with this weapon are nonlethal 
  (page 453), and are used to knock creatures unconscious 
  instead of kill them. You can use a nonlethal weapon to 
  make a lethal attack with a –2 circumstance penalty.
  Orc: Orcs craft and use these weapons.
  Parry: This weapon can be used defensively to block 
  attacks. While wielding this weapon, if your proficiency 
  with it is trained or better, you can spend an Interact 
  action to position your weapon defensively, gaining a +1 
  circumstance bonus to AC until the start of your next turn.
  Propulsive: You add half your Strength modifier 
  (if positive) to damage rolls with a propulsive ranged 
  weapon. If you have a negative Strength modifier, you 
  add your full Strength modifier instead.
  Reach: This weapon is long and can be used to attack 
  creatures up to 10 feet away instead of only adjacent 
  creatures. For creatures that already have reach with 
  the limb or limbs that wield the weapon, the weapon 
  increases their reach by 5 feet.
  Shove: You can use this weapon to Shove with the 
  Athletics skill even if you don’t have a free hand. This 
  uses the weapon’s reach (if different from your own) and 
  adds the weapon’s item bonus to attack rolls as an item 
  bonus to the Athletics check. If you critically fail a check 
  to Shove using the weapon, you can drop the weapon to 
  take the effects of a failure instead of a critical failure.
  Sweep: This weapon makes wide sweeping or spinning 
  attacks, making it easier to attack multiple enemies. When 
  you attack with this weapon, you gain a +1 circumstance 
  bonus to your attack roll if you already attempted to 
  attack a different target this turn using this weapon.
  Thrown: You can throw this weapon as a ranged 
  attack. A thrown weapon adds your Strength modifier to 
  damage just like a melee weapon does. When this trait 
  appears on a melee weapon, it also includes the range 
  increment. Ranged weapons with this trait use the range 
  increment specified in the weapon’s Range entry.
  Trip: You can use this weapon to Trip with the Athletics 
  skill even if you don’t have a free hand. This uses the 
  weapon’s reach (if different from your own) and adds the 
  weapon’s item bonus to attack rolls as an item bonus to 
  the Athletics check. If you critically fail a check to Trip 
  using the weapon, you can drop the weapon to take the 
  effects of a failure instead of a critical failure.
  Twin: These weapons are used as a pair, complementing 
  each other. When you attack with a twin weapon, you 
  add a circumstance bonus to the damage roll equal to the 
  weapon’s number of damage dice if you have previously 
  attacked with a different weapon of the same type this 
  turn. The weapons must be of the same type to benefit 
  from this trait, but they don’t need to have the same runes.
  Two-Hand: This weapon can be wielded with two 
  hands. Doing so changes its weapon damage die to the 
  indicated value. This change applies to all the weapon’s 
  damage dice, such as those from striking runes.
  Unarmed: An unarmed attack uses your body rather 
  than a manufactured weapon. An unarmed attack isn’t a 
  weapon, though it’s categorized with weapons for weapon 
  groups, and it might have weapon traits. Since it’s part of 
  your body, an unarmed attack can’t be Disarmed. It also 
  doesn’t take up a hand, though a fist or other grasping 
  appendage follows the same rules as a free‑hand weapon.
  Versatile: A versatile weapon can be used to deal a 
  different type of damage than that listed in the Damage 
  entry. This trait indicates the alternate damage type. For 
  instance, a piercing weapon that is versatile S can be 
  used to deal piercing or slashing damage. You choose the 
  damage type each time you make an attack.
  Volley: This ranged weapon is less effective at close 
  distances. Your attacks against targets that are at a 
  distance within the range listed take a –2 penalty.
  Critical Specialization 
  Effects
  Certain feats, class features, weapon runes, and other 
  effects can grant you additional benefits when you make 
  an attack with certain weapons and get a critical success. 
  This is called a critical specialization effect. The exact 
  effect depends on which weapon group your weapon 
  belongs to, as listed below. You can always decide not to 
  add the critical specialization effect of your weapon.
  Axe: Choose one creature adjacent to the initial target 
  and within reach. If its AC is lower than your attack roll 
  result for the critical hit, you deal damage to that creature 
  equal to the result of the weapon damage die you rolled 
  (including extra dice for its potency rune, if any). This 
  amount isn’t doubled, and no bonuses or other additional 
  dice apply to this damage.
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  Bomb: Increase the radius of the bomb’s splash damage 
  (if any) to 10 feet.
  Bow: If the target of the critical hit is adjacent 
  to a surface, it gets stuck to that surface by the 
  missile. The target is immobilized and must spend 
  an Interact action to attempt a DC 10 Athletics 
  check to pull the missile free; it can’t move from its 
  space until it succeeds. The creature doesn’t become 
  stuck if it is incorporeal, is liquid (like a water elemental 
  or some oozes), or could otherwise escape without effort.
  Brawling: The target must succeed at a Fortitude save 
  against your class DC or be slowed 1 until the end of 
  your next turn.
  Club: You knock the target away from you up to 10 
  feet (you choose the distance). This is forced movement 
  (page 475).
  Dart: The target takes 1d6 persistent bleed damage. 
  You gain an item bonus to this bleed damage equal to 
  the weapon’s item bonus to attack rolls.
  Flail: The target is knocked prone.
  Hammer: The target is knocked prone.
  Knife: The target takes 1d6 persistent bleed 
  damage. You gain an item bonus to this bleed damage 
  equal to the weapon’s item bonus to attack rolls.
  Pick: The weapon viciously pierces the target, who 
  takes 2 additional damage per weapon damage die.
  Polearm: The target is moved 5 feet in a direction 
  of your choice. This is forced movement (page 475).
  Shield: You knock the target back from you 5 feet. 
  This is forced movement (page 475). 
  Sling: The target must succeed at a Fortitude save 
  against your class DC or be stunned 1.
  Spear: The weapon pierces the target, weakening its 
  attacks. The target is clumsy 1 until the start of your 
  next turn.
  Sword: The target is made off‑balance by your 
  attack, becoming flat‑footed until the start of your 
  next turn.
  Weapon Descriptions
  Each of the weapons listed in Tables 6–7 and 6–8 are 
  described below.
  Alchemical Bomb: These bombs come in a variety 
  of types and levels of power, but no matter the variety, 
  you throw the bomb at the target and it explodes, 
  unleashing its alchemical blast. 
  Arrow: These projectiles are the ammunition for 
  bows. The shaft of an arrow is made of wood. It is 
  stabilized in flight by fletching at one end and bears a 
  metal head on the other.
  Bastard 
  Sword: 
  This 
  broad‑bladed 
  sword, 
  sometimes called the hand‑and‑a‑half sword, has a 
  longer grip so it can be held in one hand or used with 
  two hands to provide extra piercing or slashing power.
  Battle Axe: These axes are designed explicitly as 
  weapons, rather than tools. They typically weigh less, with 
  a shaft reinforced with metal bands or bolts, and have 
  a sharper blade, making them ideal for chopping limbs 
  rather than wood.
  Bolt: Shorter than traditional arrows but similar in 
  construction, bolts are the ammunition used by crossbows.
  Blowgun: This long, narrow tube is used for shooting 
  blowgun darts, using only the power of a forcefully 
  exhaled breath. 
  Blowgun Dart: These thin, light darts are typically 
  made of hardwood and stabilized with fletching of 
  down or fur. They are often hollow so they can be 
  used to deliver poison.
  Bo Staff: This strong but slender staff is tapered 
  at the ends and well balanced. It’s designed to be 
  an offensive and defensive weapon.
  Clan Dagger: This broad dagger is carried by dwarves 
  as a weapon, tool, and designation of clan. Losing or 
  having to surrender a clan dagger is considered a mark 
  of embarrassment to most dwarves.
  Club: This is a piece of stout wood shaped or 
  repurposed to bludgeon an enemy. Clubs can be 
  intricately carved pieces of martial art or as simple as 
  a tree branch or piece of wood. 
  Composite Longbow: This projectile weapon 
  is made from horn, wood, and sinew laminated 
  together to increase the power of its pull and the 
  force of its projectile. Like all longbows, its great size 
  also increases the bow’s range and power. You must 
  use two hands to fire it, and it cannot be used while 
  mounted. Any time an ability is specifically restricted 
  to a longbow, such as Erastil’s favored weapon, it also 
  applies to composite longbows unless otherwise stated.
  Composite Shortbow: This shortbow is made from horn, 
  wood, and sinew laminated together to increase the power 
  of its pull and the force of its projectile. Its compact size and 
  power make it a favorite of mounted archers. Any time an 
  ability is specifically restricted to a shortbow, it also applies 
  to composite shortbows unless otherwise stated.
  Crossbow: This ranged weapon has a bow‑like 
  assembly mounted on a handled frame called a tiller. 
  The tiller has a mechanism to lock the bowstring in 
  place, attached to a trigger mechanism that releases 
  the tension and launches a bolt.
  Dagger: This small, bladed weapon is held in one 
  hand and used to stab a creature in close combat. It 
  can also be thrown.
  Dart: This thrown weapon is larger than an 
  arrow but shorter than a javelin. It typically has 
  a short shaft of wood ending in a metal tip and is 
  sometimes stabilized by feathers or fur.
  Dogslicer: This short, curved, and crude makeshift 
  blade often has holes drilled into it to reduce its weight. 
  It’s a favored weapon of goblins. 
  Dwarven Waraxe: This favored weapon of the dwarves 
  has a large, ornate head mounted on a thick handle. This 
  powerful axe can be wielded with one hand or two.
  Core Rulebook
  284
  
  Elven Curve Blade: Essentially a longer version 
  of the scimitar, this traditional elven weapon 
  has a thinner blade than its cousin. 
  Falchion: This weapon is a heavier, 
  two‑handed version of the curved‑bladed 
  scimitar. It is weighted toward the blade’s 
  end, making it a powerful slashing weapon.
  Filcher’s Fork: This halfling weapon looks like a 
  long, two‑pronged fork and is used as both a weapon 
  and a cooking implement.
  Flail: This weapon consists of a wooden handle 
  attached to a spiked ball or cylinder by a chain, rope, or 
  strap of leather. 
  Gauntlet: A pair of these metal gloves comes with 
  full plate, half plate, and splint armor; they can also 
  be purchased separately and worn with other types 
  of armor. They not only protect your hands but also 
  transform your hands into lethal weapons.
  Glaive: This polearm consists of a long, 
  single‑edged blade on the end of a 7‑foot 
  pole. It is extremely effective at delivering 
  lethal cuts at a distance.
  Gnome Flickmace: More a flail than 
  a mace, this weapon has a short handle 
  attached to a length of chain with a ball at the 
  end. The ball is propelled to its reach with the flick of 
  the wrist, the momentum of which brings the ball back 
  to the wielder after the strike.
  Gnome Hooked Hammer: This gnome tool and 
  weapon features a hammer at one end and a curved 
  pick on the other. It’s such a strange and awkward 
  weapon that others think the gnomes are slightly 
  erratic for using it.
  Greataxe: This large battle axe is too heavy to 
  wield with only one hand. Many greataxes 
  incorporate two blades, and they are often 
  “bearded,” having a hook at the bottom to 
  increase the strength of their chopping power. 
  Greatclub: While many greatclubs are 
  intricately carved, others are little more than 
  a sturdy tree branch. These massive clubs are too 
  heavy to wield with only one hand.
  Greatpick: This pick has a longer handle and 
  broader head than a regular pick. It is too heavy to 
  wield in one hand.
  Greatsword: This immense two‑handed sword is 
  nearly as tall as its wielder. Its lower blade is often 
  somewhat dulled to allow it to be gripped for extra 
  leverage in close‑quarter fights.
  Guisarme: This polearm bears a long, often one‑sided, 
  curved blade with a hook protruding from the blunt 
  side of the blade, which can allow its wielder to trip 
  opponents at a distance. Its shaft is usually 8 feet long.
  Halberd: This polearm has a relatively short, 
  5‑foot shaft. The business end is a long spike with an 
  axe blade attached. 
  Halfling Sling Staff: This staff ends in a 
  Y‑shaped split that cradles a sling. The length of 
  the staff provides excellent leverage when used 
  two‑handed to fling rocks or bullets from the sling.
  Hand Crossbow: Sometimes referred to as an alley 
  bow by rogues or ruffians, this small crossbow fires small 
  bolts that are sometimes used to deliver poison to the 
  target. It’s small enough to be shot one‑handed, but it still 
  requires two hands to load.
  Hatchet: This small axe can be used in close combat 
  or thrown.
  Heavy Crossbow: This large crossbow is harder to 
  load and more substantial than a regular crossbow, but 
  it packs a greater punch.
  Horsechopper: Created by goblins to battle 
  horses, this weapon is essentially a long shaft ending 
  in a blade with a large hook.
  Javelin: This thin spear is well balanced for 
  throwing but is not designed for melee use. 
  Kama: Similar to a sickle and used in some 
  regions to reap grain, a kama has a short, 
  slightly curved blade and a wooden handle.
  Katana: A katana is a curved, single‑edged 
  sword known for its wickedly sharped blade. 
  Katar: Also known as punching daggers, katars 
  are characterized by their H‑shaped hand grip that allows 
  the blade to jut out from the knuckles.
  Kukri: The blade of this foot‑long knife curves inward 
  and lacks a cross guard at the hilt. 
  Lance: This spear‑like weapon is used by a mounted 
  creature to deal a great deal of damage.
  Light Hammer: This smaller version of the warhammer 
  has a wooden or metal shaft ending in a metal head. 
  Unlike its heavier cousin, it is light enough to throw.
  Light Mace: A light mace has a short wooden or 
  metal shaft ending with a dense metal head. Used 
  much like a club, it delivers heavy bludgeoning 
  blows, but with extra power derived from the 
  head’s metal ridges or spikes. 
  Light Pick: A light pick is a modified mining implement 
  with a wooden shaft ending in a pick head crafted more 
  to pierce armor and flesh than chip rocks.
  Longbow: This 5‑foot‑tall bow, usually made of a 
  single piece of elm, hickory, or yew, has a powerful 
  draw and is excellent at propelling arrows with 
  great force and at an extreme distance. You must 
  use two hands to fire a longbow, and it can’t be used 
  while mounted.
  Longspear: This very long spear, sometimes called a 
  pike, is purely for thrusting rather than throwing. Used 
  by many soldiers and city watch for crowd control and 
  defense against charging enemies, it must be wielded 
  with two hands.
  Longsword: Longswords can be one‑edged or 
  two‑edged swords. Their blades are heavy and they’re 
  between 3 and 4 feet in length. 
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  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Shortbow: This smaller bow is made of a single piece 
  of wood and favored by skirmishers and cavalry.
  Shortsword: These blades come in a variety of shapes 
  and styles, but they are typically 2 feet long. 
  Shuriken: This “throwing star” is a small piece of flat 
  metal with sharp edges, designed to be flung with a flick 
  of the wrist.
  Sickle: Originally a farming tool used for reaping 
  grain, this one‑handed weapon has a short wooden 
  handle ending in a curved blade, sometimes sharpened 
  on both sides. 
  Sling: Little more than a leather cup attached 
  to a pair of straps, a sling can be used to fling 
  smooth stones or sling bullets at a range.
  Sling Bullet: These are small metal balls, 
  typically either iron or lead, designed to be used 
  as ammunition in slings. 
  Spear: A long metal shaft ending with a metal 
  spike, a spear can be used one‑handed as a melee 
  weapon and can be thrown.
  Spiked Chain: This 4‑foot‑long length of chain is 
  covered with barbs and has spikes on one or both ends. 
  Some feature metal hoops used as handgrips.
  Spiked Gauntlet: Providing the same defensive 
  function as a standard gauntlet, this version has a 
  group of spikes protruding from the knuckles to 
  deliver piercing damage with a punch.
  Staff: This long piece of wood can aid in walking 
  and deliver a mighty blow.
  Starknife: From a central metal ring, four 
  tapering metal blades extend like points on 
  a compass rose. When gripping a starknife 
  from the center, the wielder can use it as a melee 
  weapon. It can also be thrown short distances.
  Temple Sword: This heavy blade is favored by 
  guardians of religious sites. It has a distinctive, 
  crescent‑shaped blade that seems to be a mix of a 
  sickle and sword. It often has holes drilled into 
  the blade or the pommel so that bells or other 
  holy trinkets can be affixed to the weapon as 
  an aid for prayer or mediation.
  Trident: This three‑pronged, spear‑like weapon 
  typically has a 4‑foot shaft. Like a spear, it can be 
  wielded with one hand or thrown. 
  War Flail: This large flail has a long shaft 
  connected to a shorter piece of stout wood 
  or metal that’s sometimes inlaid with spikes. 
  Warhammer: This weapon has a wooden 
  shaft ending in a large, heavy metal head. The 
  head of the hammer might be single‑sided 
  or double‑sided, but it’s always capable of 
  delivering powerful bludgeoning blows. 
  Whip: This long strand of thick leather, 
  often braided, delivers a painful but nonlethal 
  slash at a distance, usually accompanied by a 
  distinctive cracking sound.
  Mace: With a stout haft and a heavy metal head, a 
  mace is sturdy and allows its wielder to deliver powerful 
  blows and dent armor.
  Main-Gauche: This parrying dagger features a robust 
  guard to protect the wielder’s hand. 
  Maul: Mauls are massive warhammers that must be 
  swung with two hands.
  Morningstar: This weapon has a short shaft ending in 
  a metal ball studded with spikes.
  Nunchaku: The nunchaku is constructed of two 
  wooden or metal bars connected by a short length of 
  rope or chain.
  Orc Knuckle Dagger: This stout, metal 
  blade of orc design has a horizontal basket 
  hilt with blades jutting from each end, or sometimes 
  one blade like that of a katar.
  Orc Necksplitter: This single‑bladed bearded axe has 
  a jagged blade that’s perfect for separating bone from 
  tendon and cartilage.
  Pick: A pick designed solely for combat 
  has a sturdy wooden shaft and a heavy, 
  pointed head to deliver devastating blows.
  Ranseur: This polearm is a long trident with 
  a central prong that’s longer than the other two.
  Rapier: The rapier is a long and thin piercing 
  blade with a basket hilt. It is prized among many 
  as a dueling weapon. 
  Sai: This piercing dagger is a metal spike flanked by a 
  pair of prongs that can be used to trap an enemy’s weapon.
  Sap: A sap has a soft wrapping around a 
  dense core, typically a leather sheath around 
  a lead rod. Its head is wider than its grip to 
  disperse the force of a blow, as the weapon’s 
  purpose is to knock out its victim rather than to 
  draw blood. 
  Sawtooth Saber: The signature weapon of the 
  Red Mantis assassins, this curved blade is serrated 
  like a saw, hence the name.
  Scimitar: This one‑handed curved blade is 
  sharp on one side.
  Scythe: Derived from a farming tool used 
  to mow down long grains and cereals, this weapon has 
  a long wooden shaft with protruding handles, capped 
  with a curved blade set at a right angle.
  Shield Bash: A shield bash is not actually a 
  weapon, but a maneuver in which you thrust or 
  swing your shield to hit your foe with an 
  impromptu attack.
  Shield Boss: Typically a round, 
  convex, or conical piece of thick metal 
  attached to the center of a shield, a 
  shield boss increases the bludgeoning damage of a 
  shield bash.
  Shield Spikes: These metal spikes are strategically 
  placed on the defensive side of the shield to deal 
  piercing damage with a shield bash.
  Core Rulebook
  286
  
  Gear Statistics
  Tables 6–9 and 6–10 list Price and Bulk entries for a 
  wide variety of gear. Any item with a number after it 
  in parentheses indicates that the item’s Price is for the 
  indicated quantity, though the Bulk entry for such an 
  item is the value for only one such item. All items in this 
  chapter are level 0 unless the item name is followed by a 
  higher item level in parentheses.
  Hands
  This lists how many hands it takes to use 
  the item effectively. Most items that require 
  two hands can be carried in only one hand, 
  but you must spend an Interact action 
  to change your grip in order to use 
  the item. The GM may determine 
  that an item is too big to carry in one hand (or 
  even two hands, for particularly large items).
  Gear
  Your character needs all sorts of items both while exploring and in downtime, ranging 
  from rations to climbing gear to fancy clothing, depending on the situation.
  Adventuring Gear
  These items follow special rules or require more detail.
  Adventurer’s Pack: This item is the starter kit for an 
  adventurer, containing the essential items for exploration 
  and survival. The Bulk value is for the entire pack together, 
  but see the descriptions of individual items as necessary.
  The pack contains the following items: backpack 
  (containing the other goods), bedroll, two belt pouches, 
  10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ 
  rations, soap, 5 torches, and a waterskin.
  Alchemist’s Tools: These beakers and chemicals can be 
  used to set up a mobile alchemical laboratory. Expanded 
  alchemist’s tools give a +1 item bonus to Crafting checks 
  to create alchemical items. When you carry the tools from 
  place to place, you keep many of the components handy 
  on your person, in pockets or bandoliers.
  Artisan’s Tools: You need these tools to create items 
  from raw materials with the Craft skill. Sterling artisan’s 
  tools give you a +1 item bonus to the check. Different 
  sets are needed for different work, as determined by 
  the GM; for example, blacksmith’s tools differ from 
  woodworker’s tools.
  Backpack: A backpack holds up to 4 Bulk of items. If 
  you’re carrying or stowing the pack rather than wearing 
  it on your back, its bulk is light instead of negligible.
  Bandolier: A bandolier holds up to eight items of light 
  Bulk within easy reach and is usually used for alchemical 
  items or potions. If you are carrying or stowing a bandolier 
  rather than wearing it around your chest, it has light Bulk 
  instead of negligible. A bandolier can be dedicated to a full 
  set of tools, such as healer’s tools, allowing you to draw the 
  tools as part of the action that requires them.
  Basic Crafter’s Book: This book contains the formulas 
  (page 293) for Crafting the common items in this chapter.
  Belt Pouch: A belt pouch holds up to four items of 
  light Bulk.
  Caltrops: These four‑pronged metal spikes can cause 
  damage to a creature’s feet. You can scatter caltrops in an 
  empty square adjacent to you with an 
  Interact action. The first creature that 
  moves into that square must succeed 
  at a DC 14 Acrobatics check or take 
  1d4 piercing damage and 1 persistent 
  bleed damage. A creature taking 
  persistent bleed damage from 
  caltrops takes a –5‑foot penalty 
  to its Speed. Spending an Interact action to 
  pluck the caltrops free reduces the DC to 
  stop the bleeding. Once a creature takes 
  damage from caltrops, enough caltrops 
  are ruined that other creatures moving into 
  the square are safe.
  Deployed caltrops can be salvaged and 
  reused if no creatures took damage from them. Otherwise, 
  enough caltrops are ruined that they can’t be salvaged.
  Candle: A lit candle sheds dim light in a 10‑foot radius.
  Chest: A wooden chest can hold up to 8 Bulk of items.
  Climbing Kit: This satchel includes 50 feet of rope, 
  pulleys, a dozen pitons, a hammer, a grappling hook, and 
  one set of crampons. Climbing kits allow you to attach 
  yourself to the wall you’re Climbing, moving half as quickly 
  as usual (minimum 5 feet) but letting you attempt a DC 5 
  flat check whenever you critically fail to prevent a fall. You 
  gain a +1 item bonus to Athletics checks to Climb while 
  using an extreme climbing kit. A single kit has only enough 
  materials for one climber; each climber needs their own kit.
  Clothing: Ordinary clothing is functional with basic 
  tailoring, such as peasant garb, monk’s robes, or work clothes.
  Explorer’s clothing is sturdy enough that it can be 
  reinforced to protect you, even though it isn’t a suit of 
  armor. It comes in many forms, though the most common 
  sorts look like clerical vestments, monk’s garments, 
  or wizard’s robes, as members of all three classes are 
  likely to avoid wearing armor. For more information on 
  explorer’s clothing, see pages 275–276. 
  Fine clothing, suitable for a noble or royal, is made with 
  expensive fabrics, precious metals, and intricate patterns. 
  You gain a +1 item bonus to checks to Make an Impression 
  on nobility or other upper‑class folk while wearing high‑
  fashion fine clothing.
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  Backgrounds
  Classes
  Skills
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  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Item 
  Price 
  Bulk Hands
  Adventurer’s pack 
  7 sp 
  2 
  —
  Alchemist’s tools  
  5 gp 
  2 
  2
  Expanded alchemist’s tools (level 3) 55 gp  
  2 
  2
  Artisan’s tools 
  4 gp 
  2 
  2
  Sterling artisan’s tools (level 3) 
  50 gp 
  2 
  2
  Backpack 
  1 sp 
  — 
  —
  Bandolier 
  1 sp 
  — 
  —
  Basic crafter’s book 
  1 sp 
  L 
  2
  Bedroll 
  1 cp 
  L 
  —
  Belt pouch 
  4 cp 
  — 
  —
  Caltrops 
  3 sp 
  L 
  1
  Candle (10) 
  1 cp 
  — 
  1
  Chain (10 feet) 
  4 gp 
  1 
  2
  Chalk (10) 
  1 cp 
  — 
  1
  Chest 
  6 sp 
  2 
  2
  Climbing kit 
  5 sp 
  1 
  2
  Extreme climbing kit (level 3) 
  40 gp 
  1 
  2
  Clothing
  Ordinary 
  1 sp 
  — 
  —
  Explorer’s 
  1 sp 
  L 
  —
  Fine 
  2 gp 
  L 
  —
  High-fashion fine (level 3) 
  55 gp 
  L 
  —
  Winter 
  4 sp 
  L 
  —
  Compass 
  1 gp 
  — 
  1
  Lensatic compass (level 3) 
  20 gp 
  — 
  1
  Cookware 
  1 gp 
  2 
  2
  Crowbar 
  5 sp 
  L 
  2
  Levered crowbar (level 3) 
  20 gp 
  L 
  2
  Disguise kit 
  2 gp 
  L 
  2
  Replacement cosmetics 
  1 sp 
  — 
  —
  Elite disguise kit (level 3) 
  40 gp 
  L 
  2
  Elite cosmetics (level 3) 
  5 sp 
  — 
  —
  Fishing tackle 
  8 sp 
  1 
  2
  Professional fishing tackle (level 3) 
  20 gp 
  1 
  2
  Flint and steel 
  5 cp 
  — 
  2
  Formula book (blank) 
  1 gp 
  1 
  1
  Grappling hook 
  1 sp 
  L 
  1
  Hammer 
  1 sp 
  L 
  1
  Healer’s tools 
  5 gp 
  1 
  2
  Expanded healer’s tools (level 3) 
  50 gp 
  1 
  2
  Holly and mistletoe 
  0 
  — 
  1
  Hourglass 
  3 gp 
  L 
  1
  Ladder (10-foot) 
  3 cp 
  3 
  2
  Lantern 
   
   
  Bull’s-eye 
  1 gp 
  1 
  1
  Hooded 
  7 sp 
  L 
  1
  Lock 
  Poor lock (level 0) 
  2 sp 
  — 
  2
  Simple lock (level 1) 
  2 gp 
  — 
  2
  Average lock (level 3) 
  15 gp 
  — 
  2
  Good lock (level 9) 
  200 gp 
  — 
  2
  Superior lock (level 17) 
  4,500 gp 
  — 
  2
  Magnifying glass (level 3) 
  40 gp 
  — 
  1
  Manacles 
  Poor manacles (level 0) 
  3 sp 
  — 
  2
  Simple manacles (level 1) 
  3 gp 
  — 
  2
  Average manacles (level 3) 
  20 gp 
  — 
  2
  Good manacles (level 9) 
  250 gp 
  — 
  2
  Item 
  Price 
  Bulk Hands
  Superior manacles (level 17) 
  5,000 gp 
  — 
  2
  Material component pouch 
  5 sp 
  L 
  1
  Merchant’s scale 
  2 sp 
  L 
  2
  Mirror 
  1 gp 
  — 
  1
  Mug 
  1 cp 
  — 
  1
  Musical instrument 
   
   
  Handheld 
  8 sp 
  1 
  2
  Virtuoso handheld (level 3) 
  50 gp 
  1 
  2
  Heavy 
  2 gp 
  16 
  2
  Virtuoso heavy (level 3) 
  100 gp  
  16 
  2
  Oil (1 pint) 
  1 cp 
  — 
  2
  Piton 
  1 cp 
  — 
  1
  Rations (1 week) 
  4 sp 
  L 
  1
  Religious symbol 
   
   
  Wooden 
  1 sp 
  L 
  1
  Silver 
  2 gp 
  L 
  1
  Religious text 
  1 gp 
  L 
  1
  Repair kit 
  2 gp 
  1 
  2
  Superb repair kit (level 3) 
  25 gp 
  1 
  2
  Rope 
  5 sp 
  L 
  2 
  Sack (5) 
  1 cp 
  L 
  1
  Saddlebags 
  2 sp 
  L 
  2
  Satchel 
  1 sp 
  — 
  2
  Scroll case 
  1 sp 
  — 
  2
  Sheath 
  1 cp 
  — 
  —
  Signal whistle 
  8 cp 
  — 
  1
  Snare kit 
  5 gp 
  2 
  2
  Specialist snare kit (level 3) 
  55 gp 
  2 
  2
  Soap 
  2 cp 
  — 
  1
  Spellbook (blank) 
  1 gp 
  1 
  1
  Spyglass 
  20 gp 
  L 
  2
  Fine spyglass (level 4) 
  80 gp  
  L 
  2
  Tack 
  4 gp 
  1 
  —
  Ten-foot pole 
  1 cp 
  1 
  2
  Tent 
   
   
  Pup 
  8 sp 
  L 
  2
  Four-person 
  5 gp 
  1 
  2
  Pavilion (level 2) 
  40 gp  
  12 
  2
  Thieves’ tools 
  3 gp 
  L 
  2
  Replacement picks 
  3 sp 
  — 
  —
  Infiltrator thieves’ tools (level 3) 
  50 gp  
  L 
  2
  Infiltrator picks (level 3) 
  3 gp  
  — 
  —
  Tool 
   
   
  Long tool 
  1 gp 
  1 
  2
  Short tool 
  4 sp 
  L 
  1 or 2
  Torch 
  1 cp 
  L 
  1
  Vial 
  5 cp 
  — 
  1
  Waterskin 
  5 cp 
  L 
  1
  Writing set 
  1 gp 
  L 
  2
  Extra ink and paper 
  1 sp 
  — 
  —
  TABLE 6–10: UNCOMMON ADVENTURING GEAR
  Item 
  Price Bulk Hands
  Scholarly journal (level 3) 
  6 gp 
  L 
  1
  Scholarly journal compendium (level 3) 30 gp 
  L 
  2
  Survey map (level 3) 
  10 gp 
  L 
  1
  Survey map atlas (level 3) 
  50 gp 
  L 
  2
  TABLE 6–9: ADVENTURING GEAR
  Core Rulebook
  288
  
  Class Kits
  If you want to quickly decide how to spend your starting 
  money on what your class needs, start with one of these kits. 
  Note than an adventurer’s pack, which is included in each kit, 
  contains a backpack, a bedroll, two belt pouches, 10 pieces of 
  chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 
  5 torches, and a waterskin.
  Alchemist
  Price 9 gp, 6 sp; Bulk 4 Bulk, 6 light;  
  Money Left Over 5 gp, 4 sp
  Armor studded leather armor
  Weapons dagger, sling with 20 sling bullets
  Gear adventurer’s pack, alchemist’s tools, bandolier, basic 
  crafter’s book, 2 sets of caltrops, sheath
  Options repair kit (2 gp)
  Barbarian
  Price 3 gp, 2 sp; Bulk 3 Bulk, 5 light;  
  Money Left Over 11 gp, 8 sp
  Armor hide armor
  Weapons 4 javelins
  Gear adventurer’s pack, grappling hook, 2 sheaths
  Options greataxe (2 gp), greatclub (1 gp), greatsword 
  (2 gp), or battle axe and steel shield (3 gp)
  Bard
  Price 6 gp, 8 sp; Bulk 4 Bulk, 3 light;  
  Money Left Over 8 gp, 2 sp
  Armor studded leather armor
  Weapons dagger, rapier, sling with 20 sling bullets
  Gear adventurer’s pack, bandolier, handheld 
  instrument, sheath
  Champion
  Price 3 gp, 8 sp; Bulk 3 Bulk, 7 light;  
  Money Left Over 11 gp, 2 sp
  Armor hide armor
  Weapons dagger, 4 javelins
  Gear adventurer’s pack, crowbar, grappling hook, sheath
  Options your deity’s favored weapon (see the deity entries 
  on pages 437–441; use the Price listed in this chapter)
  Cleric
  Price 1 gp 5 sp; Bulk 1 Bulk, 3 light;  
  Money Left Over 13 gp
  Gear adventurer’s pack, bandolier, 
  2 sets of caltrops, religious symbol (wooden)
  Options your deity’s favored weapon (see the 
  deity entries on pages 437–441; use the Price 
  listed in this chapter), hide armor (2 gp)
  Druid
  Price 3 gp, 7 sp; Bulk 4 Bulk, 4 light;  
  Money Left Over 11 gp, 3 sp
  Armor leather armor
  Weapons 4 javelins, longspear
  Gear adventurer’s pack, bandolier, holly and mistletoe
  Options healer’s tools (5 gp)
  Fighter
  Price 3 gp; Bulk 3 Bulk, 2 light; Money 
  Left Over 12 gp
  Armor hide armor
  Weapons dagger
  Gear adventurer’s pack, grappling hook, sheath
  Options greatsword (2 gp), longbow with 20 arrows 
  (6 gp, 2 sp), or longsword and steel shield (3 gp)
  Monk
  Price 4 gp, 9 sp; Bulk 4 Bulk, 2 light;  
  Money Left Over 10 gp, 2 sp
  Weapons longspear, staff
  Gear adventurer’s pack, bandolier, climbing kit, 
  grappling hook, lesser smokestick
  Ranger
  Price 9 gp, 1 sp; Bulk 3 Bulk, 3 light;  
  Money Left Over 5 gp, 9 sp
  Armor leather armor
  Weapons dagger, longbow with 20 arrows
  Gear adventurer’s pack, sheath
  Rogue
  Price 5 gp, 4 sp; Bulk 4 Bulk, 1 light;  
  Money Left Over 9 gp, 6 sp
  Armor leather armor
  Weapons dagger, rapier
  Gear adventurer’s pack, climbing kit, sheath
  Options thieves’ tools (3 gp)
  Sorcerer
  Price 1 gp, 6 sp; Bulk 1 Bulk, 6 light;  
  Money Left Over 12 gp, 9 sp
  Weapons dagger, slingshot with 20 
  sling bullets
  Gear adventurer’s pack, bandolier, 2 sets of caltrops, sheath
  Wizard
  Price 1 gp, 2 sp; Bulk 2 Bulk, 2 light;  
  Money Left Over 11 gp, 8 sp
  Weapons staff
  Gear adventurer’s pack, material component pouch, writing set
  Options crossbow with 20 bolts (3 gp, 2 sp)
  EQUIPMENT
  6
  289
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Winter clothing allows you to negate the damage from 
  severe environmental cold and reduce the damage from 
  extreme cold to that of severe cold.
  Compass: A compass helps you Sense Direction or 
  navigate, provided you’re in  a location with uniform 
  magnetic fields. Without a compass, you take a –2 item 
  penalty to these checks (similar to using a shoddy item). 
  A lensatic compass gives you a +1 
  item bonus to these checks.
  Crowbar: When Forcing Open 
  an object that doesn’t have an 
  easy grip, a crowbar makes 
  it easier to gain the necessary 
  leverage. Without 
  a 
  crowbar, 
  prying something open takes a 
  –2 item penalty to the Athletics 
  check to Force Open (similar to 
  using a shoddy item). A levered 
  crowbar grants you a +1 item bonus 
  to Athletics checks to Force Open 
  anything that can be pried open. 
  Disguise Kit: This small wooden box contains 
  cosmetics, false facial hair, spirit gum, and a few simple 
  wigs. You usually need a disguise kit to set up a disguise in 
  order to Impersonate someone using the Deception skill. 
  An elite disguise kit adds a +1 item bonus to relevant 
  checks. If you’ve crafted a large number of disguises, you 
  can replenish your cosmetics supply with replacement 
  cosmetics suitable for the type of your disguise kit.
  Fishing Tackle: This kit include a collapsible fishing 
  pole, fishhooks, line, lures, and a fishing net. Professional 
  fishing tackle grants a +1 item bonus to checks to fish.
  Flint and Steel: Flint and steel are useful in creating a 
  fire if you have the time to catch a spark, though using 
  them is typically too time‑consuming to be practical 
  during an encounter. Even in ideal conditions, using flint 
  and steel to light a flame requires using at least 3 actions, 
  and often significantly longer.
  Formula Book: A formula book holds the formulas 
  necessary to make items other than the common 
  equipment from this chapter; alchemists typically get one 
  for free. Each formula book can hold the formulas for 
  up to 100 different items. Formulas can also appear on 
  parchment sheets, tablets, and almost any other medium; 
  there’s no need for you to copy them into a specific book 
  as long as you can keep them on hand to reference them.
  Grappling Hook: You can throw a grappling hook 
  with a rope tied to it to make a climb easier. To anchor a 
  grappling hook, make an attack roll with the secret trait 
  against a DC depending on the target, typically at least 
  DC 20. On a success, your hook has a firm hold, but 
  on a critical failure, the hook seems like it will hold but 
  actually falls when you’re partway up.
  Healer’s Tools: This kit of bandages, herbs, and suturing 
  tools is necessary for Medicine checks to Administer 
  First Aid, Treat Disease, Treat Poison, or Treat Wounds. 
  Expanded healer’s tools provide a +1 item bonus to such 
  checks. When you carry the tools from place to place, you 
  keep many of the components handy on your person, in 
  pockets or bandoliers.
  Holly and Mistletoe: Plants of supernatural significance 
  provide 
  a 
  primal 
  focus 
  for 
  primal 
  spellcasters, such as druids, when using 
  certain abilities and casting some spells. 
  A bundle of holly and mistletoe must 
  be held in one hand to use it. Other 
  primal foci exist for druids focused 
  on other aspects of nature.
  Lantern: A lantern sheds 
  bright light and requires 1 pint 
  of oil to function for 6 hours. 
  A bull’s‑eye lantern emits its 
  light in a 60‑foot cone (and 
  dim light in the next 60 feet). 
  A hooded lantern sheds light 
  in a 30‑foot radius (and dim light 
  in the next 30 feet) and is equipped 
  with shutters, which you can close to block the light. 
  Closing or opening the shutters takes an Interact action.
  Lock: Picking a poor lock requires two successful DC 
  15 Thievery checks, a simple lock requires three successful 
  DC  20 Thievery checks, an average lock requires four 
  successes at DC 25, a good lock requires five successes at 
  DC 30, and a superior lock six successes at DC 40.
  Magnifying Glass: This quality handheld lens gives you 
  a +1 item bonus to Perception checks to notice minute 
  details of documents, fabric, and the like.
  Manacles: You can manacle someone who is willing or 
  otherwise at your mercy as an exploration activity taking 
  10–30 seconds depending on the creature’s size and how 
  many manacles you apply. A two‑legged creature with its 
  legs bound takes a –15‑foot circumstance penalty to its 
  Speeds, and a two‑handed creature with its wrists bound 
  has to succeed at a DC 5 flat check any time it uses a 
  manipulate action or else that action fails. This DC may 
  be higher depending on how tightly the manacles constrain 
  the hands. A creature bound to a stationary object is 
  immobilized. For creatures with more or fewer limbs, the 
  GM determines what effect manacles have, if any. Freeing 
  a creature from poor manacles requires two successful 
  DC 17 Thievery checks, simple manacles requires three 
  successes at DC 22, average manacles require four successes 
  at DC 27, good manacles require five successes at DC 32, 
  and superior manacles require six successes at DC 42.
  Material Component Pouch: This pouch contains 
  material components for those spells that require them. 
  Though the components are used up over time, you can 
  refill spent components during your daily preparations.
  Musical Instrument: Handheld instruments include 
  bagpipes, a small set of chimes, small drums, fiddles and 
  viols, flutes and recorders, small harps, lutes, trumpets, 
  and similarly sized instruments. The GM might rule that 
  Core Rulebook
  290
  
  an especially large handheld instrument (like a tuba) has 
  greater Bulk. Heavy instruments such as large drums, a full 
  set of chimes, and keyboard instruments are less portable 
  and generally need to be stationary while played.
  A virtuoso instrument gives a +1 item bonus to 
  Performance checks using that instrument. 
  Oil: You can use oil to fuel lanterns, but you can 
  also set a pint of oil aflame and throw it. You 
  must first spend an Interact action preparing 
  the oil, then throw it with another action as 
  a ranged attack. If you hit, it splatters on 
  the creature or in a single 5‑foot square 
  you target. You must succeed at a DC 10 flat 
  check for the oil to ignite successfully when it hits. 
  If the oil ignites, the target takes 1d6 fire damage.
  Piton: These small spikes can be used as anchors 
  to make climbing easier. To affix a piton, you must 
  hold it in one hand and use a hammer to drive it in 
  with your other hand. You can attach a rope to the 
  hammered piton so that you don’t fall all the way to the 
  ground on a critical failure while Climbing.
  Religious Symbol: This piece of wood or silver is 
  emblazoned with an image representing a deity. Some 
  divine spellcasters, such as clerics, can use a religious 
  symbol of their deity as a divine focus to use certain 
  abilities and cast some spells. A religious symbol must be 
  held in one hand to use it.
  Religious Text: This manuscript contains 
  scripture of a particular religion. Some 
  divine spellcasters, such as clerics, can use a 
  religious text as a divine focus to use certain 
  abilities and cast some spells. A religious 
  text must be held in one hand to use it.
  Repair Kit: A repair kit allows you to 
  perform simple repairs while traveling. 
  It 
  contains 
  a 
  portable 
  anvil, 
  tongs, 
  woodworking tools, a whetstone, and oils for 
  conditioning leather and wood. You can use a 
  repair kit to Repair items using the Crafting skill. A 
  superb repair kit gives you a +1 item bonus to the check.
  Sack: A sack can hold up to 8 Bulk worth of items. A 
  sack containing 2 Bulk or less can be worn on the body, 
  usually tucked into a belt. You can carry a sack with one 
  hand, but must use two hands to transfer items in and out.
  Saddlebags: Saddlebags come in a pair. Each can hold up 
  to 3 Bulk of items. The Bulk value given is for saddlebags 
  worn by a mount. If you are carrying or stowing saddlebags, 
  they count as 1 Bulk instead of light Bulk.
  Satchel: A satchel can hold up to 2 Bulk worth of 
  items. If you are carrying or stowing a satchel rather 
  than wearing it over your shoulder, it counts as light Bulk 
  instead of negligible.
  Scholarly Journal: Scholarly journals are uncommon. 
  Each scholarly journal is a folio on a very specific topic, such 
  as vampires or the history of a single town or neighborhood 
  of a city. If you spend 1 minute referencing an academic 
  journal before attempting a skill check to Recall Knowledge 
  about the subject, you gain a +1 item bonus to the check. A 
  compendium of journals costs five times as much as a single 
  journal and requires both hands to use; each compendium 
  contains several journals and grants its bonus on a broader 
  topic, such as all undead or a whole city. The GM 
  determines what scholarly journals are available in 
  any location.
  Scroll Case: Scrolls, maps, and other rolled 
  documents are stored in scroll cases for 
  safe transport.
  Sheath: A sheath or scabbard lets you 
  easily carry a weapon on your person.
  Signal Whistle: When sounded, a signal whistle 
  can be heard clearly up to half a mile away across 
  open terrain.
  Snare Kit: This kit contains tools and materials for 
  creating snares. A snare kit allows you to Craft snares 
  using the Crafting skill. A specialist snare kit gives you 
  a +1 item bonus to the check.
  Spellbook: A spellbook holds the written knowledge 
  necessary to learn and prepare various spells, a necessity 
  for wizards (who typically get one for free) and a useful 
  luxury for other spellcasters looking to learn additional 
  spells. Each spellbook can hold up to 100 spells. The 
  Price listed is for a blank spellbook.
  Spyglass: A typical spyglass lets you see eight 
  times farther than normal. A fine spyglass 
  adds a +1 item bonus to Perception checks 
  to notice details at a distance.
  Survey Map: Maps are uncommon. 
  Most maps you can find are simple 
  and functional. A survey map details a 
  single location in excellent detail. One 
  of these maps gives you a +1 item bonus 
  to Survival checks and any skill checks to 
  Recall Knowledge, provided the checks are 
  related to the location detailed on the map. 
  Maps sometimes come in atlases, containing a 
  number of maps of the same quality, often on similar 
  topics. An atlas costs five times as much as a single map 
  and requires both hands to use. The GM determines what 
  maps are available in any location.
  Tack: Tack includes all the gear required to outfit a 
  riding animal, including a saddle, bit and bridle, and 
  stirrups if necessary. Especially large or oddly shaped 
  animals might require specialty saddles. These can be 
  more expensive or hard to find, as determined by the 
  GM. The Bulk value given is for tack worn by a creature. 
  If carried, the Bulk increases to 2.
  Ten-Foot Pole: When wielding this long pole, you can 
  use Seek to search a square up to 10 feet away. The pole 
  is not sturdy enough to use as a weapon.
  Thieves’ Tools: You need thieves’ tools to Pick Locks or 
  Disable Devices (of some types) using the Thievery skill. 
  Infiltrator thieves’ tools add a +1 item bonus to checks 
  EQUIPMENT
  6
  291
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  to Pick Locks and Disable Devices. If your thieves’ tools 
  are broken, you can repair them by replacing the lock 
  picks with replacement picks appropriate to your tools; 
  this doesn’t require using the Repair action.
  Tool: This entry is a catchall for basic hand tools 
  that don’t have a specific adventuring purpose. A hoe, 
  shovel, or sledgehammer is a long tool, and a hand drill, 
  ice hook, or trowel is a short tool. A tool can usually be 
  used as an improvised weapon, dealing 1d4 damage for a 
  short tool or 1d6 for a long tool. The GM determines the 
  damage type that’s appropriate or adjusts the damage 
  if needed.
  Torch: A torch sheds bright light in a 20‑foot 
  radius (and dim light to the next 20 feet). It can be 
  used as an improvised weapon that deals 1d4 
  bludgeoning damage plus 1 fire damage.
  Vial: A simple glass vial holds up to 1 
  ounce of liquid.
  Waterskin: When it’s full, a 
  waterskin has 1 Bulk and contains 
  roughly 1 day’s worth of water for 
  a Small or Medium creature.
  Writing Set: Using a writing set, you 
  can draft correspondence and scribe scrolls. A 
  set includes stationery, including a variety of paper 
  and parchment, as well as ink, a quill or inkpen, 
  sealing wax, and a simple seal. If you’ve written a large 
  amount, you can refill your kit with extra ink and paper.
  Alchemical Gear
  The items listed on Table 6–11 are the most 
  widely available alchemical items from 
  Chapter 11, which a 1st‑level character 
  could likely access. The descriptions 
  below are incomplete; each item’s full 
  entry appears in Chapter 11 on the 
  page listed in the table. Your GM 
  might allow you  to start with other 
  alchemical items from Chapter 11 on a 
  case‑by‑case basis.
  TABLE 6–11: ALCHEMICAL GEAR
  Alchemical Bombs 
  Price 
  Bulk 
  Page
  Lesser acid flask 
  3 gp 
  L 
  544
  Lesser alchemist’s fire 
  3 gp 
  L 
  545
  Lesser bottled lightning 
  3 gp 
  L 
  545
  Lesser frost vial 
  3 gp 
  L 
  545
  Lesser tanglefoot bag 
  3 gp 
  L 
  545
  Lesser thunderstone 
  3 gp 
  L 
  545
  Elixirs  
  Price 
  Bulk 
  Page
  Lesser antidote 
  3 gp 
  L 
  546
  Lesser antiplague 
  3 gp 
  L 
  546
  Lesser elixir of life 
  3 gp 
  L 
  548
  Alchemical Tools  
  Price 
  Bulk 
  Page
  Lesser smokestick 
  3 gp 
  L 
  554
  Sunrod 
  3 gp 
  L 
  554
  Tindertwig (10) 
  2 sp 
  — 
  554
  Alchemical Bombs
  Alchemical bombs are consumable weapons that deal 
  damage or produce special effects, and they sometimes 
  deal splash damage. For more on alchemical bombs, see 
  page 544.
  Lesser Acid Flask: This alchemical bomb deals 1 
  acid damage, 1d6 persistent acid damage, and 1 acid 
  splash damage.
  Lesser Alchemist’s Fire: This alchemical 
  bomb deals 1d8 fire damage, 1 persistent 
  fire damage, and 1 fire splash damage.
  Lesser 
  Bottled 
  Lightning: 
  This 
  alchemical bomb deals 1d6 electricity 
  damage and 1 electricity splash damage, 
  and it makes the target flat‑footed.
  Lesser Frost Vial: This alchemical bomb 
  deals 1d6 cold damage and 1 cold splash 
  damage, and it gives the target a –5‑foot status 
  penalty to its Speeds until the end of its next turn.
  Lesser Tanglefoot Bag: This alchemical bomb 
  gives the target a –10‑foot status penalty to its Speeds 
  for 1 minute, and the target is immobilized on a critical 
  hit unless it Escapes.
  Lesser Thunderstone: This alchemical bomb deals 1d4 
  sonic damage and 1 sonic splash damage, and any 
  creature within 10 feet that fails a DC 17 Fortitude 
  save is deafened until the end of its turn.
  Elixirs
  Elixirs are alchemical items you drink to gain 
  various unusual effects. For more on elixirs, 
  see page 546.
  Lesser Antidote: After drinking a lesser 
  antidote, you gain a +2 item bonus to 
  Fortitude saves against poison for 6 hours.
  Lesser Antiplague: After drinking a lesser 
  antiplague, you gain a +2 item bonus to 
  Fortitude saves against disease for 24 hours, 
  including your saves against diseases’ progression.
  Lesser Elixir of Life: Drinking a lesser elixir of life 
  restores 1d6 Hit Points and grants a +1 item bonus to 
  saving throws against diseases and poisons for 10 minutes.
  Alchemical Tools
  Alchemical tools are a type of alchemical item you use, 
  rather than drink or throw. For more on alchemical tools, 
  see page 564.
  Smokestick: You create a 5‑foot radius smokescreen 
  for 1 minute.
  Sunrod: You can strike a sunrod on a hard surface as 
  an Interact action to cause it to shed bright light in a 
  20‑foot radius (dim light in the next 20 feet) for 6 hours.
  Tindertwig: You can use a tindertwig to ignite 
  Core Rulebook
  292
  
  something flammable with a single Interact action, faster 
  than with flint and steel.
  Magical Gear
  The items on Table 6–12 are the magic items from 
  Chapter 11 that a 1st‑level character could most 
  frequently 
  access. 
  The 
  descriptions 
  below 
  are 
  incomplete; the items’ full entries appear in Chapter 11 
  on the pages listed in the table. Your GM might allow 
  you to start with other magic items from Chapter 11 
  on a case‑by‑case basis.
  TABLE 6–12: MAGICAL GEAR
  Consumable Magic Items  
  Price 
  Bulk 
  Page
  Holy water 
  3 gp 
  L 
  571
  Unholy water 
  3 gp 
  L 
  571
  Potions  
  Price 
  Bulk 
  Page
  Minor healing potion 
  3 gp 
  L 
  563
  Scrolls  
  Price 
  Bulk 
  Page
  Scroll of a common 1st-level spell 4 gp 
  L 
  565
  Talismans  
  Price 
  Bulk 
  Page
  Potency crystal 
  4 gp 
  — 
  568
  Consumable Magic Items
  You can typically purchase holy and unholy water in 
  a settlement. Particularly good settlements tend to ban 
  unholy water and evil settlements tend to ban holy water.
  Holy Water: You can throw holy water like a bomb, 
  dealing 1d6 good damage to fiends, undead, and other 
  creatures weak to good damage.
  Unholy Water: You can throw unholy water like a 
  bomb, dealing 1d6 good damage to celestials and other 
  creatures weak to evil damage.
  Potions
  Potions are magic items you drink to gain a variety of 
  benefits. For more on potions, see page 562.
  Minor Healing Potion: After drinking a minor healing 
  potion, you regain 1d8 Hit Points.
  Scrolls
  Scrolls are magical scriptures that hold the necessary magic 
  to cast a particular spell without using your spell slots. 
  The Price listed in the table is for a scroll with a common 
  1st‑level spell. For more on scrolls, see page 564.
  Talismans
  A talisman is a special, single‑use item you affix to your 
  armor, a weapon, or elsewhere, allowing you to activate 
  the talisman later for a special benefit. For more on 
  talismans, see page 565.
  Potency Crystal: When you affix the crystal to a weapon 
  and activate it, this talisman empowers the weapon for 
  the rest of the turn, granting it a +1 item bonus to attack 
  rolls and a second weapon damage die.
  Formulas
  Formulas are instructions for making items with the 
  Craft activity. You can usually read a formula as long 
  as you can read the language it’s written in, though you 
  might lack the skill to Craft the item. Often, alchemists 
  and crafting guilds use obscure languages or create codes 
  to protect their formulas from rivals.
  You can buy common formulas at the Price listed on 
  Table 6–13, or you can hire an NPC to let you copy 
  their formula for the same Price. A purchased formula 
  is typically a schematic on rolled‑up parchment of light 
  Bulk. You can copy a formula into your formula book in 
  1 hour, either from a schematic or directly from someone 
  else’s formula book. If you have a formula, you can 
  Craft a copy of it using the Crafting skill. Formulas for 
  uncommon items and rare items are usually significantly 
  more valuable—if you can find them at all!
  If you have an item, you can try to reverse‑engineer 
  its formula. This uses the Craft activity and takes the 
  same amount of time as creating the item from a formula 
  would. You must first disassemble the item. After the 
  base downtime, you attempt a Crafting check against the 
  same DC it would take to Craft the item. If you succeed, 
  you Craft the formula at its full Price, and you can keep 
  working to reduce the Price as normal. If you fail, you’re 
  left with raw materials and no formula. If you critically 
  fail, you also waste 10% of the raw materials you’d 
  normally be able to salvage.
  The item’s disassembled parts are worth half its Price 
  in raw materials and can’t be reassembled unless you 
  successfully reverse‑engineer the formula or acquire the 
  formula another way. Reassembling the item from the 
  formula works just like Crafting it from scratch; you use 
  the disassembled parts as the necessary raw materials.
  TABLE 6–13: FORMULAS
   Item Level 
  Formula Price 
  Item Level 
  Formula Price
   
  0* 
  5 sp 
  11 
  70 gp
   
  1 
  1 gp 
  12 
  100 gp
   
  2 
  2 gp 
  13 
  150 gp
   
  3 
  3 gp 
  14 
  225 gp
   
  4 
  5 gp 
  15 
  325 gp
   
  5 
  8 gp 
  16 
  500 gp
   
  6 
  13 gp 
  17 
  750 gp
   
  7 
  18 gp 
  18 
  1,200 gp
   
  8 
  25 gp 
  19 
  2,000 gp
   
  9 
  35 gp 
  20 
  3,500 gp
   
  10 
  50 gp
  * Formulas for all 0-level common items from this chapter 
  can be purchased collectively in a basic crafter’s book.
  Items with Multiple Types
  If an item has multiple types of different levels, each 
  type has its own formula, and you need the formula for 
  the specific type of item you want to Craft. For example, 
  if you have a formula for a type I bag of holding but not 
  EQUIPMENT
  6
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  Spells
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  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  for a type II bag of holding, you must acquire a separate 
  formula to Craft a type II bag of holding.
  Services
  The services listed on Table 6–14 describe expenditures 
  for common services and consumables.
  TABLE 6–14: BASIC SERVICES AND CONSUMABLES
  Item 
  Price 
  Bulk 
  Hands
  Beverages 
   
   
   Mug of ale 
  1 cp 
  L 
  1
   Keg of ale 
  2 sp 
  2 
  2
   Pot of coffee or tea 
  2 cp 
  L 
  1
   Bottle of wine 
  1 sp 
  L 
  1
   Bottle of fine wine 
  1 gp 
  L 
  1
  Hireling (1 day) 
   
   
   Unskilled 
  1 sp 
   
   Skilled 
  5 sp 
   
  Lodging (1 day) 
   
   
   Floor space 
  3 cp 
   
   Bed (for 1) 
  1 sp 
   
   Private room (for 2) 
  8 sp 
   
   Extravagant suite (for 6) 
  10 gp 
   
  Meals 
   
   
   Poor meal 
  1 cp 
  L 
  2
   Square meal 
  3 cp 
  L 
  2
   Fine dining 
  1 gp 
  L 
  2
  Stabling (1 day) 
   2 cp 
   
  Toll 
  at least 1 cp 
   
  Transportation (per 5 miles) 
   
   
   Caravan 
  3 cp 
   
   Carriage 
  2 sp 
   
   Ferry or riverboat 
  4 cp 
   
   Sailing ship 
  6 cp 
   
  Hirelings
  Paid laborers can provide services for you. Unskilled 
  hirelings can perform simple manual labor and are 
  untrained at most skills. Skilled hirelings have expert 
  proficiency in a particular skill. Hirelings are level 0. If 
  a skill check is needed, an untrained hireling has a +0 
  modifier, while a skilled hireling has a +4 modifier in their 
  area of expertise and +0 for other skill checks. Hirelings’ 
  rates double if they’re going adventuring with you.
  Transportation
  The cost to hire transportation includes standard travel 
  with no amenities. Most transit services provide basic 
  sleeping arrangements, and some provide meals at the 
  rates listed on Table 6–14. Arranging transportation into 
  dangerous lands can be more expensive or impossible.
  Spellcasting
  Spellcasting services, listed on Table 6–15, are uncommon. 
  Having a spell cast for you requires finding a spellcaster 
  who knows and is willing to cast it. It’s hard to find 
  someone who can cast higher‑level spells, and uncommon 
  spells typically cost at least 100% more, if you can find 
  someone who knows them at all. Spells that take a long 
  time to cast (over 1 minute) usually cost 25% more. You 
  must pay any cost listed in the spell in addition to the 
  Price on the table.
  TABLE 6–15: SPELLCASTING SERVICES
  Spell Level 
   
  Price* 
  Spell Level 
  Price*
   
  1st 
   
  3 gp 
  6th 
  160 gp
   
  2nd 
   
  7 gp 
  7th 
  360 gp
   
  3rd 
   
  18 gp 
  8th 
  720 gp
   
  4th 
   
  40 gp 
  9th 
  1,800 gp
   
  5th 
   
  80 gp
  * Plus any cost required to cast the specific spell.
  Cost of Living
  Table 6–16 shows how much it costs to get by. This covers 
  room and board, dues, taxes, and other fees.
  TABLE 6–16: COST OF LIVING
  Standard of Living 
  Week 
  Month 
  Year
  Subsistence* 
  4 sp 
  2 gp 
  24 gp
  Comfortable 
  1 gp 
  4 gp 
  52 gp
  Fine 
  30 gp 
  130 gp 
  1,600 gp
  Extravagant 
  100 gp 
  430 gp 
  5,200 gp
  * You can attempt to Subsist using Society or Survival (page 
  240) for free.
  Animals
  The Prices for animals are listed both for renting and for 
  purchasing them outright. You usually need to pay for 
  animal rentals up front, and if the vendor believes the 
  animal might be put in danger, they typically require a 
  deposit equal to the purchase Price. Most animals panic 
  in battle. When combat begins, they become frightened 
  4 and fleeing as long as they’re frightened. If you 
  successfully Command your Animal using Nature (page 
  249), you can keep it from fleeing, though this doesn’t 
  remove its frightened condition. If the animal is attacked 
  or damaged, it returns to frightened 4 and fleeing, with 
  the same exceptions.
  Warhorses and warponies are combat trained. They 
  don’t become frightened or fleeing during encounters in 
  this way.
  Statistics for the animals appear in the Pathfinder Bestiary.
  TABLE 6–17: ANIMALS
   
  Rental Price* 
  Purchase
  Animal 
  (per day) 
  Price
  Dog 
  Guard dog 
  1 cp per day 
  2 sp
  Riding dog 
  6 cp per day 
  4 gp
  Core Rulebook
  294
  
  Horse 
  Riding horse 
  1 sp per day 
  8 gp
  Warhorse 
  1 gp per day 
  30 gp (level 2)
  Pack animal 
  2 cp per day 
  2 gp
  Pony 
  Riding pony 
  8 cp per day 
  7 gp
  Warpony 
  8 sp per day 
  24 gp (level 2)
  * Might require a deposit equal to the purchase Price.
  Barding
  You can purchase special armor for animals, called 
  barding (shown on Table 6–18). All animals have a trained 
  proficiency rank in light barding, and combat‑trained 
  animals are trained in heavy barding. Barding uses the 
  same rules as armor except for the following. The Price 
  and Bulk of barding depend on the animal’s size. Unlike 
  for a suit of armor, barding’s Strength entry is listed as a 
  modifier, not a score. Barding can’t be etched with magic 
  runes, though special magical barding might be available.
  Items and Sizes
  The Bulk rules in this chapter are for Small and Medium 
  creatures, as the items are made for creatures of those 
  sizes. Large creatures can carry more, and smaller 
  creatures can carry less, as noted on Table 6–19.
  These rules for Bulk limits come up most often when a 
  group tries to load up a mount or animal companion. The 
  rules for items of different sizes tend to come into play 
  when the characters defeat a big creature that has gear, 
  since in most cases, the only creatures of other sizes are 
  creatures under the GM’s control. In most cases, Small or 
  Medium creatures can wield a Large weapon, though it’s 
  unwieldy, giving them the clumsy 1 condition, and the 
  larger size is canceled by the difficulty of swinging the 
  weapon, so it grants no special benefit. Large armor is 
  simply too large for Small and Medium creatures.
  Bulk Conversions for Different Sizes
  As shown in Table 6–19, Large or larger creatures are 
  less encumbered by bulky items than Small or Medium 
  creatures, while Tiny creatures become overburdened 
  more quickly. A Large creature treats 10 items of 1 Bulk 
  as 1 Bulk, a Huge creature treats 10 items of 2 Bulk 
  as 1 Bulk, and so on. A Tiny creature treats 10 items 
  of negligible Bulk as 1 Bulk. Negligible items work in 
  a similar way—a Huge creature treats items of 1 Bulk 
  TABLE 6–18: BARDING
  Light Barding 
  Price 
  AC Bonus 
  Dex Cap 
  Check Penalty 
  Speed Penalty 
  Bulk 
  Strength
  Small or Medium 
  10 gp 
  +1 
  +5 
  –1 
  –5 ft. 
  2 
  +3
  Large 
  20 gp 
  +1 
  +5 
  –1 
  –5 ft. 
  4 
  +3
  Heavy Barding 
  Price 
  AC Bonus 
  Dex Cap 
  Check Penalty 
  Speed Penalty 
  Bulk 
  Strength
  Small or Medium (level 2) 
  25 gp  
  +3 
  +3 
  –3 
  –10 ft. 
  4 
  +5
  Large (level 3) 
  50 gp  
  +3 
  +3 
  –3 
  –10 ft. 
  8 
  +5
  as negligible, so it can carry any number of items of 1 
  Bulk. A Tiny creature doesn’t treat any items as having 
  negligible Bulk.
  TABLE 6–19: BULK CONVERSIONS
  Creature  
  Bulk 
  Treats 
  Treats as
  Size 
  Limit 
  as Light 
  Negligible
  Tiny 
  Half 
  — 
  none
  Small or Med. 
  Standard 
  L 
  —
  Large 
  ×2 
  1 Bulk 
  L
  Huge 
  ×4 
  2 Bulk 
  1 Bulk
  Gargantuan 
  ×8 
  4 Bulk 
  2 Bulk
  Items of Different Sizes
  Creatures of sizes other than Small or Medium need items 
  appropriate to their size. These items have different Bulk 
  and possibly a different Price. Table 6–20 provides the 
  Price and Bulk conversion for such items.
  TABLE 6–20: DIFFERENTLY SIZED ITEMS
  Creature 
   
   
  Light 
  Negligible
  Size 
  Price 
  Bulk 
  Becomes 
  Becomes
  Tiny 
  Standard 
  Half* 
  — 
  —
  Small or Med. Standard 
  Standard 
  L 
  —
  Large 
  ×2 
  ×2 
  1 Bulk 
  L
  Huge 
  ×4 
  ×4 
  2 Bulk 
  1 Bulk
  Gargantuan 
  ×8 
  ×8 
  4 Bulk 
  2 Bulk
  * An item that would have its Bulk reduced below 1 has 
  light Bulk.
  For example, a morningstar sized for a Medium 
  creature has a Price of 1 gp and 1 Bulk, so one made for a 
  Huge creature has a Price of 4 gp and 4 Bulk. One made 
  for a Tiny creature still costs 1 gp (due to its intricacy) 
  and has 1/2 Bulk, which rounds down to light Bulk.
  Because the way that a creature treats Bulk and the 
  Bulk of gear sized for it scale the same way, Tiny or 
  Large (or larger) creatures can usually wear and carry 
  about the same amount of appropriately sized gear as a 
  Medium creature. 
  Higher‑level magic items that cost significantly more 
  than 8 times the cost of a mundane item can use their 
  listed Price regardless of size. Precious materials, however, 
  have a Price based on the Bulk of the item, so multiply 
  the Bulk value as described on Table 6–20, then use the 
  formula in the precious material’s entry to determine the 
  item’s Price. See page 578 for more information.
  EQUIPMENT
  6
  295
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Core Rulebook
  296
  
  With special gestures and utterances, a spellcaster can call forth mystic energies, 
  warp the mind, protect themself against danger, or even create something from 
  nothing. Each class has its own method of learning, preparing, and casting spells, 
  and every individual spell produces a specific effect, so learning new spells gives a 
  spellcaster an increasing array of options to accomplish their goals.
  Tradition and School
  The fundamental building blocks of magic are the magical traditions and the schools 
  of magic. The four traditions are arcane, divine, occult, and primal. A spell’s magical 
  tradition can vary, because many spells can be cast using different traditions. A spell’s 
  school, on the other hand, is intrinsic to the spell and establishes what the spell is 
  capable of. Abjuration spells, for example, can raise protective wards, enchantment 
  spells can change thoughts, and evocation spells can create blasts of fire.
  Magical Schools
  All spells, all magic items, and most other magical effects fall into one of the eight 
  schools of magic. These schools broadly define what the magic is capable of. Every 
  spell has the trait corresponding to its school. Some spellcasters, like specialist 
  wizards, have particular acumen with a certain school of magic.
  Abjuration
  Abjurations protect and ward. They create barriers that keep out attacks, 
  effects, or even certain types of creatures. They also create effects that harm 
  trespassers or banish interlopers.
  Conjuration
  Conjuration spells transport creatures via teleportation, create an object, or 
  bring a creature or object from somewhere else (typically from another 
  plane) to follow your commands.
  Conjuration spells often have the teleportation trait, and the 
  creatures summoned by conjuration spells have the summoned trait.
  Divination
  Divinations allow you to learn the secrets of the present, past, 
  and future. They bestow good fortune, grant you the ability to 
  perceive remote locations, and reveal secret knowledge.
  Divinations often have the detection trait if they find something, the prediction 
  trait if they grant you insight about what might happen in the future, the revelation 
  trait if they show things as they truly are, or the scrying trait if they let you perceive 
  another location.
  Enchantment
  Enchantments affect the minds and emotions of other creatures—sometimes to 
  influence and control them, and other times to bolster them to greater heights 
  of courage. Enchantment spells almost always have the mental trait, and many have 
  the emotion trait or the fear trait.
  Chapter 7: Spells
  Whether it comes in the form of mystic artifacts, mysterious creatures, or wizards weaving 
  strange spells, magic brings fantasy and wonder to Pathfinder. This chapter explains how spells 
  work and how spellcasters prepare and cast their spells.
  SPELLBOOKS
  Carefully maintained and 
  jealously guarded, there are 
  few things more valuable to a 
  wizard than a spellbook. These 
  repositories of magical lore are 
  often trapped and warded to 
  ensure that no one meddles 
  with the secrets inside. 
  Although spellbooks play 
  a central role in a wizard’s 
  daily routine, other prepared 
  spellcasting classes have been 
  known to use spellbooks to 
  record uncommon or even rare 
  spells. Such a resource allows 
  a caster to treat the spell like 
  any other common spell, so long 
  as they can reference the book 
  during their daily preparations.
  7
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  Ancestries &  
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  Classes
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  Equipment
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  The Age of  
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  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Evocation
  Evocations capture magical energy and then shape it to 
  harm your foes or protect your allies. Evocation spells 
  often have a trait that comes from the type of damage 
  they deal, such as acid, cold, fire, force, or sonic.
  Illusion
  Illusions create the semblance of something real, fooling 
  the eyes, ears, and other senses. They almost always have 
  the mental trait, and depending on how the illusion is 
  perceived, they might also have the auditory or visual trait.
  Necromancy
  Necromancy spells harness the power of life and death. 
  They can sap life essence or sustain creatures with 
  life-saving  healing. Necromancy spells often have the 
  curse, death, healing, negative, or positive traits.
  Transmutation
  Transmutation spells make alterations to or transform 
  the physical form of a creature or object. The morph and 
  polymorph traits appear primarily in transmutation spells.
  Spell Slots
  Characters of spellcasting classes can cast a certain 
  number of spells each day; the spells you can cast in a 
  day are referred to as spell slots. At 1st level, a character 
  has only a small number of 1st-level spell slots per day, 
  but as you advance in level, you gain more spell slots and 
  new slots for higher-level spells. A spell’s level indicates its 
  overall power, from 1 to 10.
  Prepared Spells
  If you’re a prepared spellcaster—such as a cleric, druid, or 
  wizard—you must spend time each day preparing spells for 
  that day. At the start of your daily preparations, you select 
  a number of spells of different spell levels determined by 
  your character level and class. Your spells remain prepared 
  until you cast them or until you prepare spells again.
  Each prepared spell is expended after a single casting, 
  so if you want to cast a particular spell more than once in 
  a day, you need to prepare that spell multiple times. The 
  exceptions to this rule are spells with the cantrip trait; 
  once you prepare a cantrip, you can cast it as many times 
  as you want until the next time you prepare spells. See 
  page 300 for more information on cantrips.
  You might gain an ability that allows you to swap 
  prepared spells or perform other aspects of preparing 
  spells at different times throughout the day, but only your 
  daily preparation counts for the purpose of effects that 
  last until the next time you prepare spells.
  Spontaneous Spells
  If you’re a spontaneous spellcaster—such as a bard or 
  a sorcerer—you choose which spell you’re using a spell 
  SPELL ATTACK ROLL AND SPELL DC
  Many spells allow creatures to defend themselves using 
  either their AC or a saving throw. Two statistics govern 
  how potent your spells are against these defenses: your 
  spell attack roll and your spell DC. When recording these 
  on your character sheet, add together only the numbers 
  that always apply—usually just your ability modifier and 
  proficiency bonus.
  Spell attack roll = your spellcasting ability modifier + 
  proficiency bonus + other bonuses + penalties
  Spell DC = 10 + your spellcasting ability modifier + 
  proficiency bonus + other bonuses + penalties
  A spell attack roll is like other attack rolls, so any bonuses 
  or penalties that apply to all your attack rolls should be 
  included in your calculation. For instance, the +1 status 
  bonus from the bless spell would benefit your spell ray just 
  like it could an arrow. However, note that the spell attack roll 
  doesn’t gain any bonuses or penalties that apply specifically 
  to weapon attacks or unarmed attacks. The multiple attack 
  penalty applies to spell attacks, so it’s usually a bad idea to 
  cast a spell that has a spell attack roll if you’ve already made 
  an attack that turn.
  As with other checks and DCs, bonuses can increase the 
  result of your spell attack roll or your spell DC, and penalties 
  can decrease the result of your spell attack roll or your spell 
  DC. See pages 444–445 in Chapter 9: Playing the Game for 
  more information about modifiers, bonuses, and penalties.
  DISBELIEVING ILLUSIONS
  Sometimes illusions allow an affected creature a chance 
  to disbelieve the spell, which lets the creature effectively 
  ignore the spell if it succeeds at doing so. This usually 
  happens when a creature Seeks or otherwise spends 
  actions to engage with the illusion, comparing the result 
  of its Perception check (or another check or saving throw, 
  at the GM’s discretion) to the caster’s spell DC. Mental 
  illusions typically provide rules in the spell’s description 
  for disbelieving the effect (often allowing the affected 
  creature to attempt a Will save).
  If the illusion is visual, and a creature interacts with 
  the illusion in a way that would prove it is not what 
  it seems, the creature might know that an illusion is 
  present, but it still can’t ignore the illusion without 
  successfully disbelieving it. For instance, if a character 
  is pushed through the illusion of a door, they will know 
  that the door is an illusion, but they still can’t see 
  through it. Disbelieving an illusion makes it and those 
  things it blocks seem hazy and indistinct, so even in the 
  case where a visual illusion is disbelieved, it may, at the 
  GM’s discretion, block vision enough to make those on 
  the other side concealed.. 
  Core Rulebook
  298
  
  Spellcasters cast spells from one of four different spell 
  lists, each representing a different  magical tradition: 
  arcane, divine, occult, and primal.
  Your class determines which tradition of magic your 
  spells use. In some cases, such as when a cleric gains 
  spells from their deity or when a sorcerer gets spells 
  from their bloodline, you might be able to cast spells 
  Arcane
  Arcane spellcasters use logic 
  and rationality to categorize 
  the magic inherent in the 
  world around them. Because 
  of its far-reaching approach, 
  the arcane tradition has 
  the broadest spell list, 
  though it’s generally poor 
  at affecting the spirit or the 
  soul. Wizards are the most 
  iconic arcane spellcasters, 
  poring over tomes and 
  grimoires, though arcane 
  sorcerers study the secrets 
  of their blood to unlock the 
  power within themselves.
  Occult
  The practitioners of 
  occult traditions seek 
  to understand the 
  unexplainable, categorize 
  the bizarre, and otherwise 
  access the ephemeral in 
  a systematic way. Bards 
  are the most iconic occult 
  spellcasters, collecting 
  strange esoterica and 
  using their performances 
  to influence the mind 
  or elevate the soul, and 
  occult sorcerers strive to 
  understand the mysterious 
  power in their blood.
  Divine
  The power of the divine is 
  steeped in faith, the unseen, 
  and belief in a power source 
  from beyond the Material 
  Plane. Clerics are the most 
  iconic divine spellcasters, 
  beseeching the gods to 
  grant them their magic. 
  Divine sorcerers can use 
  the blood of their celestial 
  or fiendish ancestors 
  as a divine conduit, and 
  champions call upon 
  their gods to grant them 
  martial prowess through 
  divine guidance.
  Primal
  An instinctual connection 
  to and faith in the world, 
  the cycle of day and night, 
  the turning of the seasons, 
  and the natural selection 
  of predator and prey drive 
  the primal tradition. Druids 
  are the most iconic primal 
  spellcasters, calling upon 
  the magic of nature through 
  deep faith and a connection 
  to the plants and animals 
  around them, and primal 
  sorcerers call upon their fey 
  or beast blood to harness 
  the same natural energies.
  from a different spell list. In these cases, the spell uses 
  your magic tradition, not the list the spell normally 
  comes from. When you cast a spell, add your tradition’s 
  trait to the spell.
  Some types of magic, such as that of most magic 
  items, don’t belong to any single tradition. These have 
  the magical trait instead of a tradition trait.
  MAGICAL TRADITIONS
  slot for at the moment you decide to cast it. This provides 
  you with more freedom in your spellcasting, but you 
  have fewer spells in your spell repertoire, as determined 
  by your character level and class. When you make your 
  daily preparations, all your spell slots are refreshed, but 
  you don’t get to change the spells in your repertoire.
  Heightened Spells
  Both prepared and spontaneous spellcasters can cast a 
  spell at a higher spell level than that listed for the spell. 
  This is called heightening the spell. A prepared spellcaster 
  can heighten a spell by preparing it in a higher-level slot 
  than its normal spell level, while a spontaneous spellcaster 
  can heighten a spell by casting it using a higher-level 
  spell slot, so long as they know the spell at that level 
  (see Heightened Spontaneous Spells below). When you 
  heighten your spell, the spell’s level increases to match 
  the higher level of the spell slot you’ve prepared it in or 
  used to cast it. This is useful for any spell, because some 
  effects, such as counteracting, depend on the spell’s level.
  In addition, many spells have additional specific 
  benefits when they are heightened, such as increased 
  damage. These extra benefits are described at the end 
  of the spell’s stat block. Some heightened entries specify 
  one or more levels at which the spell must be prepared 
  or cast to gain these extra advantages. Each of these 
  heightened entries states specifically which aspects of 
  the spell change at the given level. Read the heightened 
  entry only for the spell level you’re using or preparing; 
  if its benefits are meant to include any of the effects of 
  a lower-level heightened entry, those benefits will be 
  included in the entry.
  Other heightened entries give a number after a plus 
  sign, indicating that heightening grants extra advantages 
  over multiple levels. The listed effect applies for every 
  increment of levels by which the spell is heightened above 
  its lowest spell level, and the benefit is cumulative. For 
  example, fireball says “Heightened (+1) The damage 
  increases by 2d6.” Because fireball deals 6d6 fire damage 
  at 3rd level, a 4th-level fireball would deal 8d6 fire 
  damage, a 5th-level spell would deal 10d6 fire damage, 
  and so on.
  HeigHtened SpontaneouS SpellS
  If you’re a spontaneous spellcaster, you must know a spell 
  at the specific level that you want to cast it in order to 
  heighten it. You can add a spell to your spell repertoire 
  at more than a single level so that you have more options 
  when casting it. For example, if you added fireball to your 
  repertoire as a 3rd-level spell and again as a 5th-level 
  spell, you could cast it as a 3rd-level or a 5th-level spell; 
  however, you couldn’t cast it as a 4th-level spell.
  Many spontaneous spellcasting classes provide abilities 
  like the signature spells class feature, which allows you 
  to cast a limited number of spells as heightened versions 
  even if you know the spell at only a single level.
  299
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  Introduction
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  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
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  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Cantrips
  A cantrip is a special type of spell that’s weaker than other 
  spells but can be used with greater freedom and flexibility. 
  The title of a cantrip’s stat block says “Cantrip” instead 
  of “Spell.” Casting a cantrip doesn’t use up your spell 
  slots; you can cast a cantrip at will, any number of times 
  per day. If you’re a prepared caster, you have a number of 
  cantrip spell slots that you use to prepare your cantrips. 
  You can’t prepare a cantrip in any other slot.
  A cantrip is always automatically heightened to half 
  your level, rounded up. For a typical spellcaster, this means 
  its level is equal to the highest level of spell slot you have.
  Focus Spells
  Focus spells are a special type of spell attained directly from 
  a branch of study, from a deity, or from another specific 
  source. You can learn focus spells only through special class 
  features or feats, rather than choosing them from a spell list. 
  Furthermore, you cast focus spells using a special pool of 
  Focus Points—you can’t prepare a focus spell in a spell slot 
  or use your spell slots to cast focus spells; similarly, you can’t 
  spend your Focus Points to cast spells that aren’t focus spells. 
  Even some classes that don’t normally grant spellcasting, 
  such as the champion and monk, can grant focus spells.
  Focus spells are automatically heightened to half your 
  level rounded up, just like cantrips are. You can’t cast a 
  focus spell if its minimum level is greater than half your 
  level rounded up, even if you somehow gain access to it.
  Casting any of your focus spells costs you 1 Focus Point. 
  You automatically gain a focus pool of 1 Focus Point the 
  first time you gain an ability that gives you a focus spell.
  You replenish all the Focus Points in your pool during 
  your daily preparations. You can also use the Refocus 
  activity to pray, study, meditate, or otherwise reattune 
  yourself to the source of your focus magic and regain a 
  Focus Point.
  Some abilities allow you to increase the Focus Points 
  in your pool beyond 1. Typically, these are feats that give 
  you a new focus spell and increase the number of points 
  in your pool by 1. Your focus pool can’t have a capacity 
  beyond 3 Focus Points, even if feats that increase your pool 
  would cause it to exceed this number.
  REFOCUS
  CONCENTRATE
  EXPLORATION
  Requirements You have a focus pool, and you have spent at 
  least 1 Focus Point since you last regained any Focus Points.
  You spend 10 minutes performing deeds to restore your 
  magical connection. This restores 1 Focus Point to your focus 
  pool. The deeds you need to perform are specified in the 
  class or ability that gives you your focus spells. These deeds 
  can usually overlap with other tasks that relate to the source 
  of your focus spells. For instance, a cleric with focus spells 
  from a good deity can usually Refocus while tending the 
  wounds of their allies, and a wizard of the illusionist school 
  might be able to Refocus while attempting to Identify Magic 
  of the illusion school.
  Spells that affect certain physical or metaphysical forces 
  tend to be grouped into particular magical traditions. 
  Scholars of magic widely agree that all of existence is 
  composed of some combination of four essences, though 
  they disagree on the names and particular qualities of 
  each essence.
  Matter
  Also called body, material 
  essence, or physical 
  essence, matter is the 
  fundamental building 
  block that makes up all 
  physical things in the 
  universe. The arcane 
  and primal traditions 
  are especially attuned 
  toward manipulating and 
  shaping matter. Spells 
  that are used to create 
  or alter matter most 
  often come from the 
  conjuration, evocation, or 
  transmutation schools.
  Mind
  Also called thought or 
  astral essence, the mind 
  essence allows thinking 
  creatures to have rational 
  thoughts, ideas, plans, 
  logic, and memories. Mind 
  touches even nonsapient 
  creatures like animals, 
  though in a more limited 
  capacity. Arcane and 
  occult casters usually 
  excel at mind spells. Spells 
  that use mind essence 
  are usually found in the 
  divination, enchantment, 
  and illusion schools.
  Spirit
  Also called soul, ethereal 
  essence, or spiritual 
  essence, spirit is an 
  otherworldly building block 
  that makes up a being’s 
  immaterial and immortal 
  self. The spirit travels 
  through the Ethereal Plane 
  and into the Great Beyond 
  after the death of the 
  physical body. The spirit 
  is most easily affected by 
  divine and occult spells. 
  Spirit spells are usually 
  of the divination or 
  necromancy schools.
  Life
  Also called heart, faith, 
  instinct, or vital essence, 
  life represents the 
  animating universal force 
  within all things. Whereas 
  matter provides the base 
  materials for a body, life 
  keeps it alive and well. This 
  essence is responsible for 
  unconscious responses and 
  belief, such as ancestral 
  instincts and divine 
  guidance. The divine and 
  primal traditions hold 
  power over life. Life spells 
  are usually necromancy.
  The following entries discuss each essence and the 
  traditions and spell schools relevant to it; for instance, 
  evocation spells tend to manipulate matter. The abjuration 
  school is an unusual case, as abjuration spells draw upon 
  different essences depending on who they are warding 
  and what they are protecting against.
  THE FOUR ESSENCES
  Core Rulebook
  300
  
  Some spells and effects have traits such as “mental” or 
  “good.” These tell you more about the spell and how it works, 
  and other rules might reference them. A creature might, for 
  example, have a –2 circumstance penalty to saving throws 
  against mental effects. Below is a glossary of a few traits 
  you might see with important rules.
  Auditory 
  Auditory spells rely on sound. A spell with the auditory trait 
  has its effect only if the target can hear it. This is different 
  from a sonic effect, which still affects targets who can’t hear 
  it (such as deaf targets) as long as the effect makes sound.
  Darkness and Light 
  Effects with the darkness and light traits interact in specific 
  ways. Non-magical light always shines in non-magical 
  darkness and always fails to shine in magical darkness. 
  Magical light always shines in non-magical darkness but 
  shines in magical darkness only if the light spell has a higher 
  level than that of the darkness effect. Spells with the darkness 
  trait or the light trait can always counteract one another, but 
  bringing light and darkness into contact doesn’t automatically 
  do so. You must usually cast a light spell on a darkness effect 
  directly to counteract it (and vice versa), but some spells 
  automatically attempt to counteract opposing effects.
  Incapacitation
  An ability with this trait can take a character completely out 
  of the fight or even kill them, and it’s harder to use on a more 
  powerful character. If a spell has the incapacitation trait, any 
  creature of more than twice the spell’s level treats the result 
  of their check to prevent being incapacitated as one degree of 
  success better or the result of any check the spellcaster made 
  to incapacitate them as one degree of success worse. If any 
  other effect has the incapacitation trait, a creature of higher 
  level than the item, creature, or hazard generating the effect 
  gains the same benefits.
  Minion 
  Minions are creatures that directly serve another creature. 
  A creature with this trait can use only 2 actions per turn 
  and can’t use reactions. Your minion acts on your turn in 
  combat, once per turn, when you spend an action to issue 
  it commands. For an animal companion, you Command 
  an Animal; for a minion that’s a spell or magic item effect 
  like a summoned minion you Sustain a Spell or Sustain 
  an Activation; and if not otherwise specified, you issue a 
  verbal command, which is a single action with the auditory 
  and concentrate traits. If given no commands, by default 
  minions use no actions except to defend themselves or to 
  escape obvious harm. If left unattended for long enough, 
  typically 1 minute, mindless minions usually don’t act, 
  animals often indulge their creature comforts, and sapient 
  minions act how they please. 
  Morph 
  Spells that slightly alter a creature’s form have the morph 
  trait. Any Strikes specifically granted by a morph effect are 
  magical. You can be affected by multiple morph spells at once, 
  but if you morph the same body part more than once, the 
  second morph effect attempts to counteract the first (in the 
  same manner as two polymorph effects, described below).
  Your morph effects might also end if you are polymorphed 
  and the polymorph effect invalidates or overrides your morph 
  effect. For instance, a morph that gave you wings would be 
  dismissed if you polymorphed into a form that had wings of 
  its own (though if your new form lacked wings, you’d keep 
  the wings from your morph). The GM determines which 
  morph effects can be used together and which can’t.
  Polymorph 
  These effects transform the target into a new form. A target 
  can’t be under the effect of more than one polymorph effect 
  at a time. If it comes under the effect of a second polymorph 
  effect, the second polymorph effect attempts to counteract 
  the first. If it succeeds, it takes effect, and if it fails, the 
  spell has no effect on that target. Any Strikes specifically 
  granted by a polymorph effect are magical. Unless otherwise 
  stated, polymorph spells don’t allow the target to take on the 
  appearance of a specific individual creature, but rather just a 
  generic creature of a general type or ancestry.
  If you take on a battle form with a polymorph spell, the 
  special statistics can be adjusted only by circumstance bonuses, 
  status bonuses, and penalties. Unless otherwise noted, the 
  battle form prevents you from casting spells, speaking, and 
  using most manipulate actions that require hands. (If there’s 
  doubt about whether you can use an action, the GM decides.) 
  Your gear is absorbed into you; the constant abilities of your 
  gear still function, but you can’t activate any items. 
  Summoned 
  A creature called by a conjuration spell or effect gains the 
  summoned trait. A summoned creature can’t summon other 
  creatures, create things of value, or cast spells that require a 
  cost. It has the minion trait. If it tries to cast a spell of equal 
  or higher level than the spell that summoned it, the spell fails 
  and the summon spell ends. Otherwise, it uses the standard 
  abilities for a creature of its kind. It generally attacks your 
  enemies to the best of its abilities. If you can communicate 
  with it, you can attempt to command it, but the GM 
  determines the degree to which it follows your commands.
  Immediately when you finish Casting the Spell, the 
  summoned creature uses its 2 actions for that turn.
  Summoned creatures can be banished by various spells 
  and effects. They are automatically banished if reduced to 0 
  Hit Points or if the spell that called them ends.
  Visual 
  A visual spell can affect only creatures that can see it.
  OTHER SPELL TRAITS
  301
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  Classes
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  The Age of  
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  mastering
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  & Treasure
  Appendix
  
  Spellcasters with Focus Spells
  If you are a spellcaster, your focus spells are the same 
  tradition of spell as the class that gave you the focus 
  spell. A bard’s are occult, a cleric’s are divine, a druid’s 
  are primal, a wizard’s are arcane, and a sorcerer’s are 
  determined by their bloodline.
  Non-Spellcasters with Focus Spells
  If you get focus spells from a class or other source that 
  doesn’t grant spellcasting ability (for example, if you’re 
  a monk with the Ki Strike feat), the ability that gives you 
  focus spells also provides your proficiency rank for spell 
  attack rolls and spell DCs, as well as the magical tradition of 
  your focus spells. You gain the ability to Cast a Spell and use 
  any spellcasting actions necessary to cast your focus spells 
  (see below). However, you don’t qualify for feats and other 
  rules that require you to be a spellcaster. 
  Innate Spells
  Certain spells are natural to your character, typically 
  coming from your ancestry or a magic item rather than 
  your class. You can cast your innate spells even if you 
  aren’t a member of a spellcasting class. The ability that 
  gives you an innate spell tells you how often you can cast 
  it—usually once per day—and its magical tradition. Innate 
  spells are refreshed during your daily preparations. Innate 
  cantrips are cast at will and automatically heightened as 
  normal for cantrips (see Cantrips on page  300) unless 
  otherwise specified.
  You’re always trained in spell attack rolls and spell DCs 
  for your innate spells, even if you aren’t otherwise trained 
  in spell attack rolls or spell DCs. If your proficiency in 
  spell attack rolls or spell DCs is expert or better, apply 
  that proficiency to your innate spells, too. You use your 
  Charisma modifier as your spellcasting ability modifier 
  for innate spells unless otherwise specified.
  If you have an innate spell, you can cast it, even if 
  it’s not of a spell level you can normally cast. This is 
  especially common for monsters, which might be able to 
  cast innate spells far beyond what a character of the 
  same level could use.
  You can’t use your spell slots to cast your innate 
  spells, but you might have an innate spell and 
  also be able to prepare or cast the same spell 
  through your class. You also can’t heighten 
  innate spells, but some abilities that 
  grant innate spells might give you the 
  spell at a higher level than its base level or 
  change the level at which you cast the spell.
  Casting Spells
  The casting of a spell can range from a simple word of 
  magical might that creates a fleeting effect to a complex 
  process taking minutes or hours to cast and producing 
  a long-term impact. Casting a Spell is a special activity 
  that takes a number of actions defined by the spell. When 
  you Cast a Spell, your spellcasting creates obvious visual 
  manifestations of the gathering magic, although feats such 
  as Conceal Spell (page 210) and Melodious Spell (page 101) 
  can help hide such manifestations or otherwise prevent 
  observers from noticing that you are casting.
  CAST A SPELL
  You cast a spell you have prepared or in your repertoire. Casting 
  a Spell is a special activity that takes a variable number of actions 
  depending on the spell, as listed in each spell’s stat block. As soon 
  as the spellcasting actions are complete, the spell effect occurs.
  Some spells are cast as a reaction or free action. In those 
  cases, you Cast the Spell as a reaction or free action (as 
  appropriate) instead of as an activity. Such cases will be noted 
  in the spell’s stat block—for example, “� verbal.”
  Long Casting Times Some spells take minutes or hours to 
  cast. The Cast a Spell activity for these spells includes a mix 
  of the listed spell components, but it’s not necessary to break 
  down which one you’re providing at a given time. You can’t use 
  other actions or reactions while casting such a spell, though at 
  the GM’s discretion, you might be able to speak a few sentences. 
  As with other activities that take a long time, these spells have 
  the exploration trait, and you can’t cast them in an encounter. 
  If combat breaks out while you’re casting one, your spell is 
  disrupted (see Disrupted and Lost Spells on page 303).
  FOCUS POINTS FROM MULTIPLE SOURCES
  It’s possible, especially through archetypes, to gain focus 
  spells and Focus Points from more than one source. If this 
  happens, you have just one focus pool, adding all the Focus 
  Points together to determine the total size of your pool. 
  (Remember that the maximum number of Focus Points a 
  pool can have is 3.) If you have multiple abilities that give 
  you a focus pool, each one adds 1 Focus Point to your pool. 
  For instance, if you were a cleric with the Domain Initiate 
  feat, you would have a pool with 1 Focus Point. Let’s say 
  you then took the champion multiclass archetype and the 
  Healing Touch feat. Normally, this feat would give you a 
  focus pool. Since you already have one, it instead increases 
  your existing pool’s capacity by 1.
  Focus Points are not differentiated by source; you 
  can spend any of your Focus Points on any of your 
  focus spells. Likewise, when you Refocus, you get 
  back a point as long as you follow the guidelines 
  of any abilities that granted you focus 
  spells. Having Focus Points from multiple 
  sources doesn’t change the tradition of 
  your spells; if you had both cleric domain 
  spells and druid order spells, your domain spells 
  would remain divine and the order spells primal. This 
  could mean that you need to keep track of a different 
  proficiency and ability modifier with the spell DC and spell 
  attack roll of different focus spells.
  Core Rulebook
  302
  
  Spell Components Each spell lists the spell components 
  required to cast it after the action icons or text, such as “� 
  material, somatic, verbal." The spell components, described in 
  detail below, add traits and requirements to the Cast a Spell 
  activity. If you can’t provide the components, you fail to Cast 
  the Spell.
  • Material (manipulate)
  • Somatic (manipulate)
  • Verbal (concentrate)
  • Focus (manipulate)
  Disrupted and Lost Spells Some abilities and spells can 
  disrupt a spell, causing it to have no effect and be lost. When 
  you lose a spell, you’ve already expended the spell slot, spent 
  the spell’s costs and actions, and used the Cast a Spell activity. 
  If a spell is disrupted during a Sustain a Spell action, the spell 
  immediately ends. The full rules for disrupting actions appear 
  on page 462.
  Spell Components
  A spell description lists the components required to Cast 
  the Spell. For most spells, the number of components is 
  equal to the number of actions you must spend to Cast 
  the Spell. Each component adds certain traits to the 
  Cast a Spell activity, and some components have special 
  requirements. The components that appear in this book 
  are listed below.
  Material
  A material component is a bit of physical matter 
  consumed in the casting of the spell. The spell gains the 
  manipulate trait and requires you to have a free hand 
  to retrieve and manipulate a material component. That 
  component is expended in the casting (even if the spell 
  is disrupted). 
  Except in extreme circumstances, you can assume 
  all common components are included in a material 
  component pouch (page 290).
  SoMatic
  A somatic component is a specific hand movement or 
  gesture that generates a magical nexus. The spell gains the 
  manipulate trait and requires you to make gestures. You 
  can use this component while holding something in 
  your hand, but not if you are restrained or otherwise 
  unable to gesture freely.
  Spells that require you to touch the target require 
  a somatic component. You can do so while holding 
  something as long as part of your hand is able to touch 
  the target (even if it’s through a glove or gauntlet).
  Verbal
  A verbal component is a vocalization of words of power. 
  You must speak them in a strong voice, so it’s hard to 
  conceal that you’re Casting a Spell. The spell gains 
  the concentrate trait. You must be able to speak to 
  provide this component.
  COMPONENT SUBSTITUTIONS
  Some classes can substitute one component for another 
  or alter how a component works.
  If you’re a bard Casting a Spell from the occult tradition 
  while holding a musical instrument, you can play that 
  instrument to replace any material, somatic, or verbal 
  components the spell requires by using the instrument as 
  a focus component instead. Cast a Spell gains the auditory 
  trait if you make this substitution. Unlike the normal rules 
  for a focus component, you can’t retrieve or stow the 
  instrument when making this substitution.
  If you’re a cleric Casting a Spell from the divine tradition 
  while holding a divine focus (such as a religious symbol or 
  text), you can replace any material component the spell 
  requires by using the divine focus as a focus component 
  instead. Unlike the normal rules for a focus component, 
  you can’t retrieve or stow the focus when making 
  this substitution.
  If you’re a druid Casting a Spell from the primal tradition 
  while holding a primal focus (such as holly and mistletoe), 
  you can replace any material component the spell requires 
  by using the primal focus as a focus component instead. 
  Unlike the normal rules for a focus component, you can’t 
  retrieve or stow the focus when making this substitution.
  If you’re a sorcerer Casting a Spell from the magical 
  tradition that matches your bloodline, you can draw 
  on the magic within your blood to replace any material 
  component with a somatic component.
  FocuS
  A focus is an object that funnels the magical energy of 
  the spell. The spell gains the manipulate trait and requires 
  you to either have a free hand to retrieve the focus listed 
  in the spell or already be holding the focus in your hand. 
  As part of Casting the Spell, you retrieve the focus (if 
  necessary), manipulate it, and can stow it again if you 
  so choose. 
  Foci tend to be expensive, and you need to acquire them 
  in advance to Cast the Spell.
  303
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  SPELLS
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Ranges, Areas, and Targets
  Spells with a range can affect targets, create areas, or 
  make things appear only within that range. Most spell 
  ranges are measured in feet, though some can stretch over 
  miles, reach anywhere on the planet, or go even farther!
  Touch Range
  A spell with a range of touch requires you to physically 
  touch the target. You use your unarmed reach to 
  determine whether you can touch the creature. You can 
  usually touch the target automatically, though the spell 
  might specify that the target can attempt a saving throw 
  or that you must attempt a spell attack roll. If an ability 
  increases the range of a touch spell, start at 0 feet and 
  increase from there.
  Areas
  Sometimes a spell has an area, which can be a burst, 
  cone, emanation, or line. The method of measuring these 
  areas can be found on page 456. If the spell originates 
  from your position, the spell has only an area; if you can 
  cause the spell’s area to appear farther away from you, 
  the spell has both a range and an area.
  Targets
  Some spells allow you to directly target a creature, an 
  object, or something that fits a more specific category. The 
  target must be within the spell’s range, and you must be 
  able to see it (or otherwise perceive it with a precise sense) 
  to target it normally. At the GM’s discretion, you can 
  attempt to target a creature you can’t see, as described 
  in Detecting Creatures on pages 465–467. If you fail to 
  target a particular creature, this doesn’t change how the 
  spell affects any other targets the spell might have.
  If you choose a target that isn’t valid, such as if you 
  thought a vampire was a living creature and targeted it 
  with a spell that can target only living creatures, your 
  spell fails to target that creature. If a creature starts out 
  as a valid target but ceases to be one during a spell’s 
  duration, the spell typically ends, but the GM might 
  decide otherwise in certain situations.
  Spells that affect multiple creatures in an area can have 
  both an Area entry and a Targets entry. A spell that has 
  an area but no targets listed usually affects all creatures 
  in the area indiscriminately.
  Some spells restrict you to willing targets. A player 
  can declare their character a willing or unwilling target 
  at any time, regardless of turn order or their character’s 
  condition (such as when a character is paralyzed, 
  unconscious, or even dead).
  Line of Effect
  You usually need an unobstructed path to the target of a 
  spell, the origin point of an area, or the place where you 
  create something with a spell. More information on line 
  of effect can be found on page 457.
  Durations
  The duration of a spell is how long the spell effect lasts. 
  Spells that last for more than an instant have a Duration 
  entry. A spell might last until the start or end of a turn, for 
  some number of rounds, for minutes, or even longer. If a 
  spell’s duration is given in rounds, the number of rounds 
  remaining decreases by 1 at the start of each of the 
  spellcaster’s turns, ending when the duration reaches 0.
  Some spells have effects that remain even after the 
  spell’s magic is gone. Any ongoing effect that isn’t part 
  of the spell’s duration entry isn’t considered magical. 
  For instance, a spell that creates a loud sound and has 
  no duration might deafen someone for a time, even 
  permanently. This deafness couldn’t be counteracted 
  because it is not itself magical (though it might be cured 
  by other magic, such as restore senses).
  If a spell’s caster dies or is incapacitated during the spell’s 
  duration, the spell remains in effect till its duration ends. 
  You might need to keep track of the caster’s initiative after 
  they stopped being able to act to monitor spell durations.
  Sustaining Spells
  If the spell’s duration is “sustained,” it lasts until the end 
  of your next turn unless you use a Sustain a Spell action 
  on that turn to extend the duration of that spell.
  SUSTAIN A SPELL �
  CONCENTRATE
  Requirements You have at least one spell active with a 
  sustained duration, and you are not fatigued.
  Choose one spell with a sustained duration you have in effect. 
  The duration of that spell continues until the end of your next 
  turn. Some spells might have slightly different or expanded 
  effects if you sustain them. Sustaining a Spell for more than 10 
  minutes (100 rounds) ends the spell and makes you fatigued 
  unless the spell lists a different maximum duration (such as 
  “sustained up to 1 minute” or “sustained up to 1 hour”).
  If your Sustain a Spell action is disrupted, the spell 
  immediately ends.
  METAMAGIC
  Many spellcasters can gain access to metamagic 
  actions, typically by selecting metamagic feats. Actions 
  with the metamagic trait tweak the properties of your 
  spells, changing their range, damage, or any number 
  of other properties. You must use a metamagic action 
  directly before the spell you want to alter. If you use any 
  action (including free actions, reactions, and additional 
  metamagic actions) other than Cast a Spell directly after, 
  you waste the benefits of the metamagic action. Any 
  additional effects added by a metamagic action are part 
  of the spell’s effect, not of the metamagic action itself.
  Core Rulebook
  304
  
  Long Durations
  If a spell’s duration says it lasts until your next daily 
  preparations, on the next day you can refrain from 
  preparing a new spell in that spell’s slot. (If you are 
  a spontaneous caster, you can instead expend a spell 
  slot during your preparations.) Doing so extends the 
  spell’s duration until your next daily preparations. This 
  effectively Sustains the Spell over a long period of time. 
  If you prepare a new spell in the slot (or don’t expend 
  a spell slot), the spell ends. You can’t do this if the spell 
  didn’t come from one of your spell slots. If you are dead 
  or otherwise incapacitated at the 24-hour mark after the 
  time you Cast the Spell or the last time you extended 
  its duration, the spell ends. Spells with an unlimited 
  duration last until counteracted or Dismissed. You 
  don’t need to keep a spell slot open for these spells.
  Dismissing
  Some spells can be dismissed, ending the duration early. 
  This requires the caster or target to use the Dismiss action.
  DISMISS �
  CONCENTRATE
  You end one spell effect or magic item effect. This must be an 
  effect you are allowed to dismiss, as defined by the spell or 
  item. Dismissal might end the effect entirely or might end it just 
  for a certain target or targets, depending on the spell or item.
  Saving Throws
  Spells that require a target to attempt a save to resist some 
  or all of the spell’s effects have a Saving Throw entry. This 
  entry presents the type of save for quick reference, and 
  specific details appear in the spell description. Whenever 
  a spell allows a saving throw, it uses the caster’s spell DC.
  Basic Saving Throws
  If a spell’s Saving Throw entry specifies a “basic” saving 
  throw, the spell’s potential effects all relate to the damage 
  listed in the spell’s description. The target takes no damage 
  on a critical success, half damage on a success, full damage on 
  a failure, or double damage on a critical failure. The rules 
  for basic saving throws are found on page 449. 
  Spell Attacks
  Some spells require you to succeed at a spell attack roll 
  to affect the target. This is usually because they require 
  you to precisely aim a ray or otherwise make an accurate 
  attack. A spell attack roll is compared to the target’s AC. 
  Spell attack rolls benefit from any bonuses or penalties to 
  attack rolls, including your multiple attack penalty, but not 
  any special benefits or penalties that apply only to weapon 
  or unarmed attacks. Spell attacks don’t deal any damage 
  beyond what’s listed in the spell description.
  In rare cases, a spell might have you make some other 
  type of attack, such as a weapon Strike. Such attacks use 
  the normal rules and attack bonus for that type of attack.
  Identifying Spells
  Sometimes you need to identify a spell, especially if its 
  effects are not obvious right away. If you notice a spell 
  being cast, and you have prepared that spell or have it 
  in your repertoire, you automatically know what the 
  spell is, including the level to which it is heightened.
  If you want to identify a spell but don’t have it 
  prepared or in your repertoire, you must spend an 
  action on your turn to attempt to identify it using 
  Recall Knowledge. You typically notice a spell being 
  cast by seeing its visual manifestations or hearing its 
  verbal casting components. Identifying long-lasting 
  spells that are already in place requires using Identify 
  Magic instead of Recall Knowledge because you don’t 
  have the advantage of watching the spell being cast.
  Counteracting
  Some spells, such as dispel magic, can be used to eliminate 
  the effects of other spells. At least one creature, object, or 
  manifestation of the spell you are trying to counteract must 
  be within range of the spell that you are using. You attempt 
  a counteract check (page 458) using your spellcasting ability 
  modifier and your proficiency bonus for spell attack rolls.
  Hostile Actions
  Sometimes spell effects prevent a target from using 
  hostile actions, or the spell ends if a creature uses any 
  hostile actions. A hostile action is one that can harm or 
  damage another creature, whether directly or indirectly, 
  but not one that a creature is unaware could cause harm. 
  For instance, lobbing a fireball into a crowd would be 
  a hostile action, but opening a door and accidentally 
  freeing a horrible monster would not be. The GM is the 
  final arbitrator of what constitutes a hostile action.
  Setting Triggers
  If a spell is meant to respond only to certain events or 
  under certain conditions—such as magic mouth—it might 
  require you to set a trigger. This is a simple sensory cue 
  that causes the spell to activate. The spell activates as a 
  reaction when the spell’s sensor observes something that 
  fits its trigger. Depending on the spell, the trigger might 
  be the presence of a type of creature, such as “red-haired 
  dwarven women,” or it could be an observed action, such 
  as “whenever someone enters the spell’s area.”
  Disguises and illusions fool the spell as long as they 
  appear to match its parameters. For a spell to detect 
  something visually, the spell’s origin point must have line 
  of sight. Darkness doesn’t prevent this, but invisibility 
  305
  7
  SPELLS
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  does, as does a successful Stealth check to Hide (against 
  the spell’s DC). For auditory detection, line of sight isn’t 
  necessary, though the sound must be audible at the spell’s 
  origin point. A Stealth check to Sneak can fool the sensor.
  Walls
  Spells that create walls list the depth, length, and height of 
  the wall, also specifying how it can be positioned. Some 
  walls can be shaped; you can manipulate the wall into a 
  form other than a straight line, choosing its contiguous path 
  square by square. The path of a shaped wall can’t enter the 
  same space more than once, but it can double back so one 
  section is adjacent to another section of the wall.
  Reading Spells
  Each spell uses the following format. Entries appear only 
  when applicable, so not all spells will have every entry 
  described here. The spell’s name line also lists the type of 
  spell if it’s a cantrip or focus spell, as well as the level.
  SPELL NAME 
  SPELL (LEVEL)
  TRAITS
  Tradition This entry lists the magical traditions the spell 
  belongs to. Some feats or other abilities might add a spell to 
  your spell list even if you don’t follow the listed traditions.
  Cast The number of actions required to Cast the Spell are listed 
  here. Spells that can be cast during a single turn have the 
  appropriate icon, as do those that can be cast as a free action 
  or a reaction. Spells that take longer to cast list the time 
  required, such as “1 minute.” After this, the spell’s components 
  are listed. If Casting the Spell has a cost, requirements, or a 
  trigger, that information is also listed in this section. A cost 
  includes any money, valuable materials, or other resources 
  that must be expended to cast the spell.
  Range, Area, and Targets This entry lists the range of the spell, 
  the area it affects, and the targets it can affect, if any. If none 
  of these entries are present, the spell affects only the caster.
  Saving Throw and Duration If a spell allows the target to attempt 
  a saving throw, the type of save appears here. Any details on 
  the particular results and timing of the save appear in the text 
  unless the entry specifies a basic saving throw, which follows 
  the rules found on page 449. If the spell requires a save only 
  under certain circumstances or at a certain time, this entry 
  is omitted, since the text needs to explain it in more detail. A 
  spell that doesn’t list a duration takes place instantaneously, 
  and anything created by it persists after the spell.
  A horizontal line follows saving throws and duration, and the 
  effects of the spell are described after this line. This section 
  might also detail the possible results of a saving throw: critical 
  success, success, failure, and critical failure.
  Heightened (level) If the spell can be heightened, the effects 
  of heightening it appear at the end of the stat block.
  Core Rulebook
  306
  
  Spell Lists
  These lists include the spells for each 
  tradition, including cantrips. (Focus 
  spells appear on pages 386–407.) 
  A superscript “H” indicates a spell 
  has extra effects when heightened, 
  and a spell whose rarity is greater 
  than common has a superscript 
  with the first letter of that rarity. An 
  abbreviation in parentheses indicates 
  a spell’s school.
  Arcane Spells
  arcane cantripS
  Acid Splash H (evo): Damage creatures 
  with acid.
  Chill Touch H (nec): Your touch hurts the 
  living or disorients undead.
  Dancing Lights (evo): Create four 
  floating lights you can move.
  Daze H (enc): Damage a creature’s mind 
  and possibly stun it.
  Detect Magic H (div): Sense whether 
  magic is nearby.
  Electric Arc H (evo): Zap one or two 
  creatures with lightning.
  Ghost Sound H (ill): Make false sounds.
  Light H (evo): Make an object glow.
  Mage Hand H (evo): Command a floating 
  hand to move an object.
  Message H (ill): Speak a message to a 
  distant creature, who can reply.
  Prestidigitation (evo): Perform a minor 
  magical trick.
  Produce Flame H (evo): Kindle small 
  flames to attack close or at range.
  Ray of Frost H (evo): Damage a creature 
  with cold.
  Read Aura H (div): Detect if an object is 
  magical, and determine the school of 
  its magic.
  Shield H (abj): A shield of magical force 
  blocks attacks and magic missiles.
  Sigil H (tra): Leave a magical mark.
  Tanglefoot H (con): Conjure a vine to 
  entangle a creature.
  Telekinetic Projectile H (evo): Fling an 
  object at a creature.
  arcane 1St-leVel SpellS 
  Air Bubble (con): React to create air for 
  a creature to breathe.
  Alarm H (abj): Be alerted if a creature 
  enters a warded area.
  Ant Haul (tra): Target can carry more.
  Burning Hands H (evo): A small cone of 
  flame rushes from your hands.
  Charm H (enc): A humanoid becomes 
  more friendly to you.
  Color Spray (ill): Swirling colors dazzle 
  or stun creatures.
  Command H (enc): Bid a creature to 
  approach, run, release something, lie 
  prone, or stand up.
  Create Water (con): Conjure 2 gallons 
  of water.
  Fear H (enc): Frighten a creature, 
  possibly making it flee.
  Feather Fall (abj): React to slow a 
  creature’s fall.
  Fleet Step (tra): Make your Speed much 
  faster.
  Floating Disk (con): A disk of energy 
  follows you, carrying objects.
  Goblin Pox (nec): Infect a creature with 
  goblin pox.
  Grease (con): Coat a surface or object in 
  slippery grease.
  Grim Tendrils H (nec): Creatures in a line 
  take negative damage and bleed.
  Gust of Wind (evo): Wind blows out 
  fires and knocks back objects and 
  creatures.
  Hydraulic Push H (evo): Damage and 
  push a creature with a blast of water.
  Illusory Disguise H (ill): Make yourself 
  look like a different creature.
  Illusory Object H (ill): Form a convincing 
  illusion of an object.
  Item Facade H (ill): Disguise an item to 
  look perfect or shoddy.
  Jump H (tra): Make an impressive leap.
  Lock H (abj): Make a lock hard to open.
  Longstrider H (tra): Increase your Speed 
  for an hour.
  Mage Armor H (abj): Ward yourself with 
  magical armor.
  Magic Aura U, H (ill): Change how an 
  item’s magic appears to detecting 
  spells.
  Magic Missile H (evo): Pelt creatures 
  with unerring bolts of magical force.
  Magic Weapon (tra): Make a weapon 
  temporarily magical.
  Mending H (tra): Repair one non-magical 
  item.
  Negate Aroma H (abj): Suppress a 
  creature’s scent.
  Pest Form H (tra): Turn into a 
  nonthreatening animal.
  Ray of Enfeeblement (nec): Sap a 
  creature’s strength.
  Shocking Grasp H (evo): Zap a creature 
  with electricity.
  Sleep H (enc): Cause creatures in a small 
  area to fall asleep.
  Spider Sting (nec): Damage a creature 
  and afflict it with spider venom.
  Summon Animal H (con): Conjure an 
  animal to fight on your behalf.
  Summon Construct H (con): Conjure a 
  construct to fight on your behalf.
  True Strike (div): Make your next 
  attack especially accurate.
  Unseen Servant (con): Create an 
  invisible creature to help you.
  Ventriloquism H (ill): Throw your voice.
  arcane 2nd-leVel SpellS 
  Acid Arrow H (evo): Magical arrow deals 
  acid damage persistently.
  Blur (ill): Cause a target’s form to 
  become blurry and hard to hit.
  Comprehend Language H (div): A 
  creature understands one language.
  Continual Flame H (evo): A magical 
  flame burns indefinitely.
  Create Food H (con): Conjure food that 
  can feed multiple creatures.
  Darkness H (evo): Suppress all light in 
  an area.
  Darkvision H (div): See in the dark.
  Deafness (nec): Make a creature deaf.
  Dispel Magic (abj): End a spell or 
  suppress an item’s magic.
  Endure Elements H (abj): Protect a 
  creature from severe cold or heat.
  Enlarge H (tra): A creature grows in size.
  False Life H (nec): Gain temporary HP.
  Flaming Sphere H (evo): A ball of fire 
  rolls about at your command.
  Gentle Repose H (nec): A corpse doesn’t 
  decay and can’t become undead.
  Glitterdust (evo): Sparkling dust breaks 
  invisibility and impedes vision.
  Hideous Laughter (enc): Fits of laughter 
  make a creature unable to take all its 
  actions.
  Humanoid Form H (tra): Take the shape 
  of a humanoid.
  Illusory Creature H (ill): Form a 
  convincing illusion of a creature.
  Invisibility H (ill): A creature can’t be 
  seen until it attacks.
  Knock (tra): Make a door, lock, or 
  container easier to open, and 
  possibly open it immediately.
  Magic Mouth (ill): Make an illusory 
  mouth appear to speak a message.
  Mirror Image (ill): Illusory duplicates of 
  you cause attacks to miss.
  Misdirection (ill): Cause one creature’s 
  auras to appear to be another’s.
  Obscuring Mist (con): Conceal creatures 
  in a cloud of mist.
  Phantom Steed H (con): Conjure a 
  magical horse.
  Resist Energy H (abj): Protect a creature 
  from one type of energy damage.
  See Invisibility H (div): See invisible 
  creatures and objects.
  Shrink H (tra): Reduce a willing creature 
  to Tiny size.
  Spectral Hand (nec): Semicorporeal 
  hand touches creatures to target 
  them with your spells.
  Spider Climb H (tra): Give a creature a 
  climb Speed.
  Summon Elemental H (con): Conjure an 
  elemental to fight on your behalf.
  Telekinetic Maneuver (evo): 
  Disarm, Shove, or Trip a creature 
  telekinetically.
  Touch of Idiocy (enc): Dull a target’s 
  mind with a touch.
  Water Breathing H (tra): Allow creatures 
  to breathe underwater.
  307
  7
  SPELLS
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Water Walk H (tra): Buoy a creature so 
  it can walk on water.
  Web H (con): Form a web that keeps 
  creatures from moving.
  arcane 3rd-leVel SpellS 
  Bind Undead (nec): Take control of a 
  mindless undead.
  Blindness (nec): Strike a target blind.
  Clairaudience (div): Hear through an 
  invisible magical sensor.
  Dream Message H (enc): Send a message 
  that arrives in a dream.
  Earthbind (tra): Bring a flying creature 
  to the ground.
  Enthrall (enc): Your speech makes 
  creatures fascinated with you.
  Feet to Fins H (tra): Turn a creature’s 
  feet into fins, enabling it swim but 
  slowing it on land.
  Fireball H (evo): An explosion of fire in 
  an area burns creatures.
  Ghostly Weapon (tra): Make a weapon 
  affect incorporeal creatures.
  Glyph of Warding (abj): Store a spell in 
  a symbol to make a trap.
  Haste H (tra): Speed up a creature so it 
  can attack or move more often.
  Hypnotic Pattern (ill): Shifting colors 
  dazzle and fascinate creatures.
  Invisibility Sphere H (ill): You and 
  creatures near you become invisible 
  as you explore.
  Levitate (evo): Float an object or 
  creature a few feet off the ground.
  Lightning Bolt H (evo): Lightning strikes 
  all creatures in a line.
  Locate U, H (div): Learn the direction to 
  an object.
  Meld into Stone (tra): Meld into a block 
  of stone.
  Mind Reading U (div): Read a creature’s 
  surface thoughts.
  Nondetection U (abj): Protect a creature 
  or object from detection.
  Paralyze H (enc): Freeze a humanoid in 
  place.
  Secret Page (ill): Alter the appearance 
  of a page.
  Shrink Item (tra): Reduce an object to 
  the size of a coin.
  Slow H (tra): Make a creature slower, 
  reducing its actions.
  Stinking Cloud (con): Form a cloud that 
  sickens creatures.
  Vampiric Touch H (nec): Deal negative 
  damage and gain temporary HP with 
  a touch.
  Wall of Wind (evo): Create a wall 
  of gusting winds that hinders 
  movement and ranged attacks.
  arcane 4tH-leVel SpellS 
  Aerial Form H (tra): Turn into a flying 
  combatant.
  Blink H (con): Flit between the planes, 
  vanishing and reappearing.
  Clairvoyance (div): See through an 
  invisible magical sensor.
  Confusion H (enc): Befuddle a creature, 
  making it act randomly.
  Creation H (con): Make a temporary 
  object.
  Detect Scrying U, H (div): Find out if 
  scrying effects are in the area.
  Dimension Door H (con): Teleport 
  yourself up to 120 feet.
  Dimensional Anchor (abj): Keep a 
  creature from teleporting or traveling 
  to other planes.
  Discern Lies U (div): Expertly detect lies 
  and falsehoods.
  Fire Shield H (evo): Flames protect you 
  from cold and harm those that touch 
  you.
  Fly H (tra): Cause the target creature to 
  gain a fly Speed.
  Freedom of Movement (abj): A creature 
  overcomes hindrances to its 
  movement.
  Gaseous Form (tra): Turn a willing 
  creature into a flying cloud.
  Globe of Invulnerability U (abj): Magical 
  sphere counteracts spells that would 
  enter it.
  Hallucinatory Terrain U, H (ill): A natural 
  environment appears to be another 
  kind of terrain.
  Nightmare  (ill): Plague a creature’s 
  dreams with disturbing nightmares.
  Outcast’s Curse (enc): Curse a creature 
  to be off-putting and grating.
  Phantasmal Killer H (ill): Place a 
  fearsome image in a creature’s mind 
  to scare and possibly kill it.
  Private Sanctum U (abj): Black fog 
  prevents sensing, scrying, and 
  mind-reading on anyone within.
  Resilient Sphere (abj): Create a sphere 
  of force that blocks anything that 
  would come through.
  Rope Trick U (con): Animate a rope that 
  rises to an extradimensional hiding 
  place.
  Shape Stone (tra): Reshape a cube of 
  stone.
  Solid Fog (con): Conjure heavy fog that 
  obscures sight and is hard to move 
  through.
  Spell Immunity (abj): Name a spell to 
  negate its effects on you.
  Stoneskin H (abj): Harden a creature’s 
  skin into durable stone.
  Suggestion H (enc): Suggest a course of 
  action a creature must follow.
  Telepathy H (div): Communicate 
  telepathically with any creatures 
  near you.
  Veil H (ill): Disguise many creatures as 
  other creatures.
  Wall of Fire H (evo): Create a blazing 
  wall burns creatures that pass 
  through.
  Weapon Storm H (evo): Multiply a 
  weapon you hold and attack many 
  creatures with it.
  arcane 5tH-leVel SpellS 
  Banishment H (abj): Send a creature 
  back to its home plane.
  Black Tentacles (con): Tentacles in an 
  area grab creatures.
  Chromatic Wall H (abj): A wall of light 
  offers a unique protection based on 
  its color.
  Cloak of Colors (ill): Bright colors 
  dazzle creatures near the target, 
  and attacks cause blinding flashes 
  of light.
  Cloudkill H (nec): Poison creatures in a 
  cloud that moves away from you.
  Cone of Cold H (evo): Bitter cold 
  damages creatures in a cone.
  Control Water (evo): Raise or lower 
  water in a large area.
  Crushing Despair H (enc): Make a 
  creature sob uncontrollably.
  Drop Dead U, H (ill): The target appears to 
  die but actually turns invisible.
  Elemental Form H (tra): Turn into an 
  elemental.
  False Vision U (ill): Trick a scrying spell.
  Hallucination H (ill): A creature believes 
  one thing is another, can’t detect 
  something, or sees something that’s 
  not really there.
  Illusory Scene H (ill): Create an 
  imaginary scene containing multiple 
  creatures and objects.
  Mariner’s Curse (nec): Infect a creature 
  with the curse of the rolling sea.
  Mind Probe U (div): Uncover knowledge 
  and memories in a creature’s mind.
  Passwall U, H (con): Form an earthen 
  tunnel through a wall.
  Prying Eye (div): An invisible eye 
  transmits what it sees to you.
  Sending (div): Send a mental message 
  to a creature anywhere on the planet 
  and get a reply.
  Shadow Siphon (ill): React to lessen 
  the damage from an enemy’s spell by 
  making it partially illusion.
  Shadow Walk U (con): Travel rapidly via 
  the Shadow Plane.
  Subconscious Suggestion H (enc): Plant 
  a mental suggestion that must be 
  followed when a trigger occurs.
  Summon Dragon H (con): Conjure a 
  dragon to fight on your behalf.
  Telekinetic Haul (evo): Move a large object.
  Telepathic Bond U (div): Link minds with 
  willing creatures to communicate 
  telepathically at great distances.
  Tongues  U, H (div): Let a creature 
  understand and speak all languages.
  Wall of Ice H (evo): Sculpt a foot-thick 
  wall of ice that blocks sight and can 
  chill creatures.
  Wall of Stone H (con): Shape a wall of stone.
  Core Rulebook
  308
  
  arcane 6tH-leVel SpellS 
  Baleful Polymorph (tra): Transform a 
  creature into a harmless animal.
  Chain Lightning H (evo): Lightning jumps 
  from creature to creature.
  Collective Transposition H (con): 
  Teleport up to two creatures to new 
  positions near you.
  Disintegrate H (evo): Reduce a creature 
  or object to dust.
  Dominate U, H (enc): A humanoid must 
  obey your orders.
  Dragon Form H (tra): Turn into a dragon.
  Feeblemind (enc): Stupefy a creature 
  permanently.
  Flesh To Stone (tra): Turn a living 
  creature to a stone statue.
  Mislead (ill): Turn invisible and create 
  a duplicate of yourself who acts like 
  you.
  Phantasmal Calamity H (ill): Damage a 
  creature mentally with visions of an 
  apocalypse.
  Purple Worm Sting (nec): Damage a 
  creature and infect it with purple 
  worm venom.
  Repulsion (abj): Prevent creatures from 
  approaching you.
  Scrying U (div): Spy on a creature.
  Spellwrack (abj): Curse a creature to be 
  harmed when a spell is cast on it and 
  lower the duration of its spells.
  Teleport U, H (con): Transport you and 
  willing creatures a great distance.
  True Seeing (div): See through illusions 
  and transmutations.
  Vampiric Exsanguination H (nec): Draw 
  blood and life force from creatures 
  in a cone.
  Vibrant Pattern (ill): Make a pattern of 
  lights that dazzles and blinds.
  Wall of Force H (evo): Create an invisible 
  and durable wall of magical force.
  arcane 7tH-leVel SpellS 
  Contingency H (abj): Set up a spell to 
  trigger later under your choice of 
  circumstances.
  Dimensional Lock U (abj): Prevent 
  teleportation and planar travel.
  Duplicate Foe H (con): Create a 
  temporary duplicate of an enemy 
  that fights for you.
  Eclipse Burst H (nec): A globe of 
  darkness deals cold damage, hurts 
  the living, and overcomes light.
  Energy Aegis H (abj): A creature gains 
  resistance to acid, cold, electricity, 
  fire, force, and sonic.
  Fiery Body H (tra): Turn your body into 
  living flame.
  Magnificent Mansion U (con): Conjure a 
  secure dwelling in a demiplane.
  Mask of Terror H (ill): A creature’s 
  fearsome illusory appearance 
  frightens observers.
  Plane Shift U (con): Transport creatures 
  to another plane of existence.
  Power Word Blind U, H (enc): Utter a 
  word that blinds a creature.
  Prismatic Spray (evo): Shoot rainbow 
  beams that have various effects on 
  creatures in a cone.
  Project Image H (ill): Make an illusion 
  of yourself you can cast spells through.
  Reverse Gravity U (evo): Flip the 
  gravitational pull in an area.
  Spell Turning U (abj): Reflect spells back 
  at their caster.
  True Target (div): Make multiple 
  attacks against a creature especially 
  accurate.
  Warp Mind (enc): Confuse a creature, 
  possibly permanently.
  arcane 8tH-leVel SpellS 
  Antimagic Field R (abj): Magic doesn’t 
  function in an area around you.
  Disappearance (ill): Make a creature 
  invisible, silent, and undetectable by 
  any and all senses.
  Discern Location U (div): Discover 
  a target’s exact location within 
  unlimited range.
  Dream Council (ill): Communicate 
  through a shared dream.
  Earthquake H (evo): Shake the ground 
  with a devastating earthquake.
  Horrid Wilting H (nec): Pull moisture 
  from creatures, damaging them.
  Maze (con): Trap a creature in an 
  extradimensional maze.
  Mind Blank U (abj): Protect a creature 
  from mental magic and some 
  divinations.
  Monstrosity Form H (tra): Turn into a 
  powerful monster.
  Polar Ray H (evo): Bitter cold damages 
  and drains a creature.
  Power Word Stun U, H (enc): Utter a word 
  that stuns a creature.
  Prismatic Wall (abj): Form a protective 
  wall with seven chromatic layers.
  Scintillating Pattern (ill): Cause an 
  array of color that dazzles, confuses, 
  and stuns.
  Uncontrollable Dance (enc): Overcome 
  a target with an all-consuming urge 
  to dance.
  Unrelenting Observation (div): You and 
  other creatures use scrying to track 
  a subject exactly.
  arcane 9tH-leVel SpellS 
  Disjunction U (abj): Deactivate or 
  destroy a magic item.
  Foresight (div): Sense when a creature 
  is in danger and React to protect it 
  with good fortune.
  Implosion H (evo): Make a creature 
  collapse in on itself.
  Massacre H (nec): Instantly kill multiple 
  creatures.
  Meteor Swarm H (evo): Call down four 
  blazing meteors that explode.
  Power Word Kill U, H (enc): Utter a word 
  that slays a creature.
  Prismatic Sphere (abj): Form a 
  protective sphere composed of seven 
  chromatic layers.
  Resplendent Mansion (con): Conjure a 
  mansion that lasts for a day.
  Shapechange (tra): Transform into a 
  form of your choice repeatedly.
  Telepathic Demand (enc): Send a 
  mental message that impels a 
  creature toward a course of action.
  Weird (ill): Frighten, deal mental 
  damage, and possibly kill large 
  numbers of creatures.
  arcane 10tH-leVel SpellS 
  Cataclysm (evo): Call an instant, 
  damaging cataclysm.
  Gate U (con): Tear open a portal to 
  another plane.
  Remake U (con): Recreate a destroyed object.
  Time Stop (tra): Briefly stop time for 
  everything but you.
  Wish (div): Make a wish to duplicate 
  arcane spells.
  Divine Spells
  diVine cantripS
  Chill Touch H (nec): Your touch hurts the 
  living or disorients undead.
  Daze H (enc): Damage a creature’s mind 
  and possibly stun it.
  Detect Magic H (div): Sense whether 
  magic is nearby.
  Disrupt Undead H (nec): Damage undead 
  with positive energy.
  Divine Lance H (evo): Throw divine 
  energy that damages based on your 
  deity’s alignment.
  Forbidding Ward H (abj): Protect an ally 
  against one specific enemy.
  Guidance (div): Divine guidance 
  improves one roll.
  Know Direction H (div): Find true north.
  Light H (evo): Make an object glow.
  Message H (ill): Speak a message to a 
  distant creature, who can reply.
  Prestidigitation (evo): Perform a minor 
  magical trick.
  Read Aura H (div): Detect if an object is 
  magical, and determine the school of 
  its magic.
  Shield H (abj): A shield of magical force 
  blocks attacks and magic missiles.
  Sigil H (tra): Leave a magical mark.
  Stabilize (nec): Stabilize a dying 
  creature.
  diVine 1St-leVel SpellS
  Air Bubble (con): React to create air for 
  a creature to breathe.
  Alarm H (abj): Be alerted if a creature 
  enters a warded area.
  309
  7
  SPELLS
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Bane (enc): Weaken enemies’ attacks in 
  an aura around you.
  Bless (enc): Strengthen allies’ attacks in 
  an aura around you.
  Command H (enc): Bid a creature to 
  approach, run, release something, lie 
  prone, or stand up.
  Create Water (con): Conjure 2 gallons 
  of water.
  Detect Alignment U, H (div): See auras of 
  a chosen alignment.
  Detect Poison U, H (div): Determine 
  whether an object or creature is 
  poisonous or venomous.
  Disrupting Weapons H (nec): Weapons 
  deal positive damage to undead.
  Fear H (enc): Frighten a creature, 
  possibly making it flee.
  Harm H (nec): Negative energy harms 
  the living or heals the undead, either 
  a single creature or all in a burst.
  Heal H (nec): Positive energy heals the 
  living or harms the undead, either a 
  single creature or all in a burst.
  Lock H (abj): Make a lock hard to open.
  Magic Weapon (tra): Make a weapon 
  temporarily magical.
  Mending H (tra): Repair one non-magical 
  item.
  Protection U (abj): Shield a creature 
  against those of a chosen alignment.
  Purify Food And Drink (nec): Make 
  beverages and meals safe.
  Ray of Enfeeblement (nec): Sap a 
  creature’s strength.
  Sanctuary (abj): Protect a creature from 
  being attacked.
  Spirit Link H (nec): Continually transfer 
  your health to someone else.
  Ventriloquism H (ill): Throw your voice.
  diVine 2nd-leVel SpellS 
  Augury (div): Predict whether a course 
  of action brings good fortune.
  Calm Emotions (enc): Suppress strong 
  emotions and hostility.
  Comprehend Language H (div): A 
  creature understands one language.
  Continual Flame H (evo): A magical 
  flame burns indefinitely.
  Create Food H (con): Conjure food that 
  can feed multiple creatures.
  Darkness H (evo): Suppress all light in 
  an area.
  Darkvision H (div): See in the dark.
  Deafness (nec): Make a creature deaf.
  Death Knell (nec): Finish off a creature 
  who’s near death.
  Dispel Magic (abj): End a spell or 
  suppress an item’s magic.
  Endure Elements H (abj): Protect a 
  creature from severe cold or heat.
  Enhance Victuals H (tra): Improve food 
  or drink and remove poisons. 
  Faerie Fire (evo): Colorful light prevents 
  creatures from being concealed or 
  invisible.
  Gentle Repose H (nec): A corpse doesn’t 
  decay and can’t become undead.
  Ghoulish Cravings (nec): Infect a 
  creature with ghoul fever.
  Remove Fear H (enc): Free a creature 
  from its fright.
  Remove Paralysis H (nec): Free a 
  creature from paralysis.
  Resist Energy H (abj): Protect a creature 
  from one type of energy damage.
  Restoration H (nec): Reduce a condition 
  or lessen a toxin.
  Restore Senses H (nec): Remove a 
  blinding or deafening effect.
  See Invisibility H (div): See invisible 
  creatures and objects.
  Shield Other (nec): Absorb half the 
  damage an ally would take.
  Silence H (ill): Mute all sound from a 
  creature.
  Sound Burst H (evo): Damage and 
  deafen creatures with a powerful din.
  Spiritual Weapon H (evo): Materialize a 
  deific weapon of force that appears 
  and attacks repeatedly.
  Status H (div): Keep track of a willing 
  creature’s location and well-being.
  Undetectable Alignment U (abj): Make a 
  creature or object appear neutral to 
  alignment detection.
  Water Breathing H (tra): Allow creatures 
  to breathe underwater.
  Water Walk H (tra): Buoy a creature so 
  it can walk on water.
  diVine 3rd-leVel SpellS 
  Bind Undead (nec): Take control of a 
  mindless undead.
  Blindness (nec): Strike a target blind.
  Chilling Darkness H (evo): Ray of 
  evil darkness deals cold damage, 
  counteracts light, and harms 
  celestials.
  Circle of Protection U, H (abj): A creature 
  emits an aura that protects those 
  within against an alignment.
  Crisis of Faith H (enc): Cause mental 
  damage and possibly make a 
  worshipper unable to cast spells.
  Dream Message H (enc): Send a message 
  that arrives in a dream.
  Glyph of Warding (abj): Store a spell in 
  a symbol to make a trap.
  Heroism H (enc): Stoke a creature’s 
  inner heroism to make it more 
  competent.
  Locate U, H (div): Learn the direction to 
  an object.
  Neutralize Poison (nec): Cure a poison 
  afflicting a creature.
  Remove Disease (nec): Cure a disease 
  afflicting a creature.
  Sanctified Ground (abj): Create a 
  24-hour area of protection against 
  aberrations, celestials, dragons, 
  fiends, or undead.
  Searing Light H (evo): A ray of burning 
  light deals extra damage to undead 
  and counteracts darkness.
  Vampiric Touch H (nec): Deal negative 
  damage and gain temporary HP with 
  a touch.
  Wanderer’s Guide (div): Find an ideal 
  route to a location.
  Zone of Truth U (enc): Compel creatures 
  to tell the truth.
  diVine 4tH-leVel SpellS 
  Air Walk (tra): Walk on air as though it 
  were solid ground.
  Anathematic Reprisal H (enc): Cause 
  mental pain to one who commits 
  anathema against your deity.
  Dimensional Anchor (abj): Keep a 
  creature from teleporting or traveling 
  to other planes.
  Discern Lies U (div): Expertly detect lies 
  and falsehoods.
  Divine Wrath H (evo): Damage and 
  hinder creatures of alignments 
  opposed by your deity.
  Freedom of Movement (abj): A creature 
  overcomes hindrances to its 
  movement.
  Globe of Invulnerability U (abj): Magical 
  sphere counteracts spells that would 
  enter it.
  Holy Cascade H (evo): Turn a vial of holy 
  water into an explosion of blessed 
  water.
  Outcast’s Curse (enc): Curse a creature 
  to be off-putting and grating.
  Read Omens U (div): Get a piece of 
  advice about an upcoming event.
  Remove Curse (nec): Counteract a curse 
  afflicting a creature.
  Spell Immunity (abj): Name a spell to 
  negate its effects on you.
  Talking Corpse U (nec): Have a corpse 
  answer three questions.
  Vital Beacon H (nec): Radiate vitality 
  that heals creatures that touch you.
  diVine 5tH-leVel SpellS 
  Abyssal Plague (nec): Inflict a draining 
  curse.
  Banishment H (abj): Send a creature 
  back to its home plane.
  Breath of Life (nec): React to revive a 
  creature at the moment of its death.
  Death Ward (abj): Protect a creature 
  against negative energy.
  Drop Dead U, H (ill): The target appears to 
  die but actually turns invisible.
  Flame Strike H (evo): Call divine fire 
  from the sky.
  Prying Eye (div): An invisible eye 
  transmits what it sees to you.
  Sending (div): Send a mental message 
  to a creature anywhere on the planet 
  and get a reply.
  Shadow Blast H (evo): Shape a cone of 
  shadow to deal damage of a type you 
  choose.
  Core Rulebook
  310
  
  Spiritual Guardian H (abj): Create a 
  magical guardian to attack at your 
  command and take damage for your 
  allies.
  Summon Celestial H (con): Conjure a 
  celestial to fight on your behalf.
  Summon Fiend H (con): Conjure a fiend 
  to fight on your behalf.
  Tongues U, H (div): Let a creature 
  understand and speak all languages.
  diVine 6tH-leVel SpellS 
  Blade Barrier H (evo): Form a wall of 
  swords made of force.
  Field of Life H (nec): Create a positive 
  energy field that heals those within.
  Raise Dead U, H (nec): Return a dead 
  creature to life.
  Repulsion (abj): Prevent creatures from 
  approaching you.
  Righteous Might H (tra): Turn into a 
  battle form with divine armaments.
  Spellwrack (abj): Curse a creature to be 
  harmed when a spell is cast on it and 
  lower the duration of its spells.
  Spirit Blast H (nec): Damage a creature’s 
  spiritual essence.
  Stone Tell U (div): Speak to spirits within 
  natural stone.
  Stone to Flesh (tra): Turn a creature 
  turned to stone back to flesh.
  True Seeing (div): See through illusions 
  and transmutations.
  Vampiric Exsanguination H (nec): Draw 
  blood and life force from creatures 
  in a cone.
  Zealous Conviction H (enc): Instill 
  unshakable conviction and zeal in 
  willing creatures.
  diVine 7tH-leVel SpellS 
  Dimensional Lock U (abj): Prevent 
  teleportation and planar travel.
  Divine Decree H (evo): Creatures of 
  alignments opposed by your deity 
  are damaged, enfeebled, paralyzed, 
  or banished.
  Divine Vessel H (tra): Take on aspects of 
  a servitor of your deity.
  Eclipse Burst H (nec): A globe of 
  darkness deals cold damage, hurts 
  the living, and overcomes light.
  Energy Aegis H (abj): A creature gains 
  resistance to acid, cold, electricity, 
  fire, force, and sonic.
  Ethereal Jaunt U, H (con): Use the 
  Ethereal Plane to move through 
  objects and into the air.
  Finger of Death H (nec): Point at a 
  creature to deal negative damage 
  and possibly kill it instantly.
  Plane Shift U (con): Transport creatures 
  to another plane of existence.
  Regenerate H (nec): Cause a creature to 
  heal over time, regrow organs, and 
  reattach body parts.
  Sunburst H (evo): A globe of sunlight 
  deals fire damage, hurts undead, and 
  overcomes darkness.
  diVine 8tH-leVel SpellS 
  Antimagic Field R (abj): Magic doesn’t 
  function in an area around you.
  Discern Location U (div): Discover 
  a target’s exact location within 
  unlimited range.
  Divine Aura (abj): Allies in an aura have 
  better defenses and are protected 
  against one alignment.
  Divine Inspiration (enc): Spiritual 
  energy recovers a creature’s 
  expended spell.
  Moment of Renewal (nec): Give a day’s 
  recovery in an instant.
  Spiritual Epidemic (nec): Weaken a 
  target with a communicable curse.
  diVine 9tH-leVel SpellS 
  Bind Soul U (nec): Imprison a dead 
  creature’s soul.
  Crusade U, H (enc): Creatures become 
  dedicated to a cause of your choice.
  Foresight (div): Sense when a creature 
  is in danger and React to protect it 
  with good fortune.
  Massacre H (nec): Instantly kill multiple 
  creatures.
  Overwhelming Presence (enc): Take on 
  the majesty of a god.
  Telepathic Demand (enc): Send a 
  mental message that impels a 
  creature toward a course of action.
  Wail of the Banshee (nec): Scream, 
  dealing damage and draining 
  creatures.
  Weapon of Judgment H (evo): Form a 
  weapon to enforce war or peace.
  diVine 10tH-leVel SpellS 
  Avatar (tra): Transform into a battle 
  form determined by your deity.
  Gate U (con): Tear open a portal to 
  another plane.
  Miracle (div): Ask for a blessing to 
  duplicate divine spells.
  Remake U (con): Recreate a destroyed 
  object.
  Revival (nec): Heal creatures in an 
  area and return the dead to life 
  temporarily.
  Occult Spells
  occult cantripS
  Chill Touch H (nec): Your touch hurts the 
  living or disorients undead.
  Dancing Lights (evo): Create four 
  floating lights you can move.
  Daze H (enc): Damage a creature’s mind 
  and possibly stun it.
  Detect Magic H (div): Sense whether 
  magic is nearby.
  Forbidding Ward H (abj): Protect an ally 
  against one specific enemy.
  Ghost Sound H (ill): Make false sounds.
  Guidance (div): Divine guidance 
  improves one roll.
  Know Direction H (div): Find true north.
  Light H (evo): Make an object glow.
  Mage Hand H (evo): Command a floating 
  hand to move an object.
  Message H (ill): Speak a message to a 
  distant creature, who can reply.
  Prestidigitation (evo): Perform a minor 
  magical trick.
  Read Aura H (div): Detect if an object is 
  magical, and determine the school of 
  its magic.
  Shield H (abj): A shield of magical force 
  blocks attacks and magic missiles.
  Sigil H (tra): Leave a magical mark.
  Telekinetic Projectile H (evo): Fling an 
  object at a creature.
  occult 1St-leVel SpellS 
  Alarm H (abj): Be alerted if a creature 
  enters a warded area.
  Bane (enc): Weaken enemies’ attacks in 
  an aura around you.
  Bless (enc): Strengthen allies’ attacks in 
  an aura around you.
  Charm H (enc): A humanoid becomes 
  more friendly to you.
  Color Spray (ill): Swirling colors dazzle 
  or stun creatures.
  Command H (enc): Bid a creature to 
  approach, run, release something, lie 
  prone, or stand up.
  Detect Alignment U, H (div): See auras of 
  a chosen alignment.
  Fear H (enc): Frighten a creature, 
  possibly making it flee.
  Floating Disk (con): A disk of energy 
  follows you, carrying objects.
  Grim Tendrils H (nec): Creatures in a line 
  take negative damage and bleed.
  Illusory Disguise H (ill): Make yourself 
  look like a different creature.
  Illusory Object H (ill): Form a convincing 
  illusion of an object.
  Item Facade H (ill): Disguise an item to 
  look perfect or shoddy.
  Lock H (abj): Make a lock hard to open.
  Mage Armor H (abj): Ward yourself with 
  magical armor.
  Magic Aura U, H (ill): Change how an 
  item’s magic appears to detecting 
  spells.
  Magic Missile H (evo): Pelt creatures 
  with unerring bolts of magical force.
  Magic Weapon (tra): Make a weapon 
  temporarily magical.
  Mending H (tra): Repair one non-magical 
  item.
  Mindlink (div): Mentally impart 10 minutes’ 
  worth of information in an instant.
  Phantom Pain H (ill): Cause a creature 
  ongoing pain that sickens it.
  Protection U (abj): Shield a creature 
  against those of a chosen alignment.
  Ray of Enfeeblement (nec): Sap a 
  creature’s strength.
  311
  7
  SPELLS
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Sanctuary (abj): Protect a creature from 
  being attacked.
  Sleep H (enc): Cause creatures in a small 
  area to fall asleep.
  Soothe H (nec): Heal the target and 
  bolster them against mental attacks.
  Spirit Link H (nec): Continually transfer 
  your health to someone else.
  Summon Fey H (con): Conjure a fey to 
  fight on your behalf.
  True Strike (div): Make your next 
  attack especially accurate.
  Unseen Servant (con): Create an 
  invisible creature to help you.
  Ventriloquism H (ill): Throw your voice.
  occult 2nd-leVel SpellS 
  Augury (div): Predict whether a course 
  of action brings good fortune.
  Blur (ill): Cause a target’s form to 
  become blurry and hard to hit.
  Calm Emotions (enc): Suppress strong 
  emotions and hostility.
  Comprehend Language H (div): A 
  creature understands one language.
  Continual Flame H (evo): A magical 
  flame burns indefinitely.
  Darkness H (evo): Suppress all light in 
  an area.
  Darkvision H (div): See in the dark.
  Deafness (nec): Make a creature deaf.
  Death Knell (nec): Finish off a creature 
  who’s near death.
  Dispel Magic (abj): End a spell or 
  suppress an item’s magic.
  Faerie Fire (evo): Colorful light prevents 
  creatures from being concealed or 
  invisible.
  False Life H (nec): Gain temporary HP.
  Gentle Repose H (nec): A corpse doesn’t 
  decay and can’t become undead.
  Ghoulish Cravings (nec): Infect a 
  creature with ghoul fever.
  Hideous Laughter (enc): Fits of laughter 
  make a creature unable to take all its 
  actions.
  Humanoid Form H (tra): Take the shape 
  of a humanoid.
  Illusory Creature H (ill): Form a 
  convincing illusion of a creature.
  Invisibility H (ill): A creature can’t be 
  seen until it attacks.
  Knock (tra): Make a door, lock, or 
  container easier to open, and 
  possibly open it immediately.
  Magic Mouth (ill): Make an illusory 
  mouth appear to speak a message.
  Mirror Image (ill): Illusory duplicates of 
  you cause attacks to miss.
  Misdirection (ill): Cause one creature’s 
  auras to appear to be another’s.
  Paranoia H (ill): Make a creature believe 
  everyone is a threat.
  Phantom Steed H (con): Conjure a 
  magical horse.
  Remove Fear H (enc): Free a creature 
  from its fright.
  Remove Paralysis H (nec): Free a 
  creature from paralysis.
  Resist Energy H (abj): Protect a creature 
  from one type of energy damage.
  Restoration H (nec): Reduce a condition 
  or lessen a toxin.
  Restore Senses H (nec): Remove a 
  blinding or deafening effect.
  See Invisibility H (div): See invisible 
  creatures and objects.
  Shatter H (evo): Shatter an object with a 
  high-frequency sonic attack.
  Silence H (ill): Mute all sound from a 
  creature.
  Sound Burst H (evo): Damage and 
  deafen creatures with a powerful din.
  Spectral Hand (nec): Create a semicorporeal 
  hand that touches creatures to target 
  them with your spells.
  Spiritual Weapon H (evo): Materialize a 
  deific weapon of force that appears 
  and attacks repeatedly.
  Status H (div): Keep track of a willing 
  creature’s location and well-being.
  Telekinetic Maneuver (evo): 
  Disarm, Shove, or Trip a creature 
  telekinetically.
  Touch of Idiocy (enc): Dull a target’s 
  mind with a touch.
  Undetectable Alignment U (abj): Make a 
  creature or object appear neutral to 
  alignment detection.
  occult 3rd-leVel SpellS 
  Bind Undead (nec): Take control of a 
  mindless undead.
  Blindness (nec): Strike a target blind.
  Circle of Protection U, H (abj): A creature 
  emits an aura that protects those 
  within against an alignment.
  Clairaudience (div): Hear through an 
  invisible magical sensor.
  Dream Message H (enc): Send a message 
  that arrives in a dream.
  Enthrall (enc): Your speech makes 
  creatures fascinated with you.
  Ghostly Weapon (tra): Make a weapon 
  affect incorporeal creatures.
  Glyph of Warding (abj): Store a spell in 
  a symbol to make a trap.
  Haste H (tra): Speed up a creature so it 
  can attack or move more often.
  Heroism H (enc): Stoke a creature’s inner 
  heroism to make it more competent.
  Hypercognition (div): Recall massive 
  amounts of information in an instant.
  Hypnotic Pattern (ill): Shifting colors 
  dazzle and fascinate creatures.
  Invisibility Sphere H (ill): You and 
  creatures near you become invisible 
  as you explore.
  Levitate (evo): Float an object or 
  creature a few feet off the ground.
  Locate U, H (div): Learn the direction to 
  an object.
  Mind Reading U (div): Read a creature’s 
  surface thoughts.
  Nondetection U (abj): Protect a creature 
  or object from detection.
  Paralyze H (enc): Freeze a humanoid in 
  place.
  Secret Page (ill): Alter the appearance 
  of a page.
  Slow H (tra): Make a creature slower, 
  reducing its actions.
  Vampiric Touch H (nec): Deal negative 
  damage and gain temporary HP with 
  a touch.
  Wanderer’s Guide (div): Find an ideal 
  route to a location.
  Zone of Truth U (enc): Designate an area 
  where creatures are compelled to be 
  truthful.
  occult 4tH-leVel SpellS 
  Blink H (con): Flit between the planes, 
  vanishing and reappearing.
  Clairvoyance (div): See through an 
  invisible magical sensor.
  Confusion H (enc): Befuddle a creature, 
  making it act randomly.
  Detect Scrying U, H (div): Find out if 
  scrying effects are in the area.
  Dimension Door H (con): Teleport 
  yourself up to 120 feet.
  Dimensional Anchor (abj): Keep a 
  creature from teleporting or traveling 
  to other planes.
  Discern Lies U (div): Expertly detect lies 
  and falsehoods.
  Fly H (tra): Cause the target creature to 
  gain a fly Speed.
  Gaseous Form (tra): Turn a willing 
  creature into a flying cloud.
  Glibness U (enc): Lie with impunity.
  Globe of Invulnerability U (abj): Magical 
  sphere counteracts spells that would 
  enter it.
  Hallucinatory Terrain U, H (ill): A natural 
  environment appears to be another 
  kind of terrain.
  Modify Memory U, H (div): Change or 
  implant memories.
  Nightmare  (ill): Plague a creature’s 
  dreams with disturbing nightmares.
  Outcast’s Curse (enc): Curse a creature 
  to be off-putting and grating.
  Phantasmal Killer H (ill): Place a 
  fearsome image in a creature’s mind 
  to scare and possibly kill it.
  Private Sanctum U (abj): Black fog 
  prevents sensing, scrying, and 
  mind-reading on anyone within.
  Read Omens U (div): Get a piece of 
  advice about an upcoming event.
  Remove Curse (nec): Counteract a curse 
  afflicting a creature.
  Resilient Sphere (abj): Create a sphere of 
  force that blocks anything that would 
  come through.
  Rope Trick U (con): Animate a rope that rises 
  to an extradimensional hiding place.
  Spell Immunity (abj): Name a spell to 
  negate its effects on you.
  Core Rulebook
  312
  
  Suggestion H (enc): Suggest a course of 
  action a creature must follow.
  Talking Corpse U (nec): Have a corpse 
  answer three questions.
  Telepathy H (div): Communicate 
  telepathically with any creatures 
  near you.
  Veil H (ill): Disguise many creatures as 
  other creatures.
  occult 5tH-leVel SpellS 
  Abyssal Plague (nec): Inflict a draining 
  curse.
  Banishment H (abj): Send a creature 
  back to its home plane.
  Black Tentacles (con): Tentacles in an 
  area grab creatures.
  Chromatic Wall H (abj): A wall of light 
  offers a unique protection based on 
  its color.
  Cloak of Colors (ill): Bright colors 
  dazzle creatures near the target, 
  and attacks cause blinding flashes 
  of light.
  Crushing Despair H (enc): Make a 
  creature sob uncontrollably.
  Death Ward (abj): Protect a creature 
  against negative energy.
  Dreaming Potential (enc): The target 
  retrains in its dreams.
  False Vision U (ill): Trick a scrying spell.
  Hallucination H (ill): A creature believes 
  one thing is another, can’t detect 
  something, or sees something that’s 
  not really there.
  Illusory Scene H (ill): Create an 
  imaginary scene containing multiple 
  creatures and objects.
  Mariner’s Curse (nec): Infect a creature 
  with the curse of the rolling sea.
  Mind Probe U (div): Uncover knowledge 
  and memories in a creature’s mind.
  Prying Eye (div): An invisible eye 
  transmits what it sees to you.
  Sending (div): Send a mental message 
  to a creature anywhere on the planet 
  and get a reply.
  Shadow Blast H (evo): Shape a cone of 
  shadow to deal damage of a type you 
  choose.
  Shadow Siphon (ill): React to lessen 
  the damage from an enemy’s spell by 
  making it partially illusion.
  Shadow Walk U (con): Travel rapidly via 
  the Shadow Plane.
  Subconscious Suggestion H (enc): Plant 
  a mental suggestion that must be 
  followed when a trigger occurs.
  Summon Entity H (con): Conjure an 
  aberration to fight on your behalf.
  Synaptic Pulse (enc): Slow creatures 
  with a mental blast.
  Synesthesia H (div): Rewire a creature’s 
  senses.
  Telekinetic Haul (evo): Move a large 
  object.
  Telepathic Bond U (div): Link minds with 
  willing creatures to communicate 
  telepathically at great distances.
  Tongues U, H (div): Let a creature 
  understand and speak all languages.
  occult 6tH-leVel SpellS 
  Collective Transposition H (con): 
  Teleport up to two creatures to new 
  positions near you.
  Dominate U, H (enc): A humanoid must 
  obey your orders.
  Feeblemind (enc): Stupefy a creature 
  permanently.
  Mislead (ill): Turn invisible and create 
  a duplicate of yourself who acts like 
  you.
  Phantasmal Calamity H (ill): Damage a 
  creature mentally with visions of an 
  apocalypse.
  Repulsion (abj): Prevent creatures from 
  approaching you.
  Scrying U (div): Spy on a creature.
  Spellwrack (abj): Curse a creature to be 
  harmed when a spell is cast on it and 
  lower the duration of its spells.
  Spirit Blast H (nec): Damage a creature’s 
  spiritual essence.
  Teleport U, H (con): Transport you and 
  willing creatures a great distance.
  True Seeing (div): See through illusions 
  and transmutations.
  Vampiric Exsanguination H (nec): Draw 
  blood and life force from creatures 
  in a cone.
  Vibrant Pattern (ill): Make a pattern of 
  lights that dazzles and blinds.
  Wall of Force H (evo): Create an invisible 
  and durable wall of magical force.
  Zealous Conviction H (enc): Instill 
  unshakable conviction and zeal in 
  willing creatures.
  occult 7tH-leVel SpellS 
  Dimensional Lock U (abj): Prevent 
  teleportation and planar travel.
  Duplicate Foe H (con): Create a 
  temporary duplicate of an enemy 
  that fights for you.
  Energy Aegis H (abj): A creature gains 
  resistance to acid, cold, electricity, 
  fire, force, and sonic.
  Ethereal Jaunt U, H (con): Use the 
  Ethereal Plane to move through 
  objects and into the air.
  Magnificent Mansion U (con): Conjure a 
  secure dwelling in a demiplane.
  Mask of Terror H (ill): A creature’s 
  fearsome illusory appearance 
  frightens observers.
  Plane Shift U (con): Transport creatures 
  to another plane of existence.
  Possession U, H (nec): Send your mind 
  and soul into another creature’s 
  body.
  Prismatic Spray (evo): Shoot rainbow 
  beams that have various effects on 
  creatures in a cone.
  Project Image H (ill): Make an illusion of 
  yourself you can cast spells through.
  Retrocognition H (div): Sense 
  impressions of past events at your 
  location.
  Reverse Gravity U (evo): Flip the 
  gravitational pull in an area.
  True Target (div): Make multiple 
  attacks against a creature especially 
  accurate.
  Visions of Danger H (ill): Create a vision 
  of horrid, swarming creatures that 
  causes mental damage.
  Warp Mind (enc): Confuse a creature, 
  possibly permanently.
  occult 8tH-leVel SpellS 
  Antimagic Field R (abj): Magic doesn’t 
  function in an area around you.
  Disappearance (ill): Make a creature 
  invisible, silent, and undetectable by 
  any and all senses.
  Discern Location U (div): Discover 
  a target’s exact location within 
  unlimited range.
  Dream Council (ill): Communicate 
  through a shared dream.
  Maze (con): Trap a creature in an 
  extradimensional maze.
  Mind Blank U (abj): Protect a creature 
  from mental magic and some 
  divinations.
  Prismatic Wall (abj): Form a protective 
  wall with seven chromatic layers.
  Scintillating Pattern (ill): Cause an 
  array of color that dazzles, confuses, 
  and stuns.
  Spirit Song H (nec): Sing an eldritch song 
  that damages any creature that has 
  a spirit.
  Spiritual Epidemic (nec): Weaken a 
  target with a communicable curse.
  Uncontrollable Dance (enc): Overcome 
  a target with an all-consuming urge 
  to dance.
  Unrelenting Observation (div): You and 
  other creatures use scrying to track 
  a subject exactly.
  occult 9tH-leVel SpellS 
  Bind Soul U (nec): Imprison a dead 
  creature’s soul.
  Foresight (div): Sense when a creature 
  is in danger and React to protect it 
  with good fortune.
  Overwhelming Presence (enc): Take on 
  the majesty of a god.
  Prismatic Sphere (abj): Form a 
  protective sphere composed of seven 
  chromatic layers.
  Resplendent Mansion (con): Conjure a 
  mansion that lasts for a day.
  Telepathic Demand (enc): Send a 
  mental message that impels a 
  creature toward a course of action.
  Unfathomable Song (enc): Song 
  debilitates creatures in weird ways.
  313
  7
  SPELLS
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Wail of the Banshee (nec): Scream, dealing 
  damage and draining creatures.
  Weird (ill): Frighten, deal mental 
  damage, and possibly kill large 
  numbers of creatures.
  occult 10tH-leVel SpellS 
  Alter Reality (div): Warp reality to 
  duplicate occult spells.
  Fabricated Truth (enc): Make creatures 
  believe something is fact.
  Gate U (con): Tear open a portal to 
  another plane.
  Remake U (con): Recreate a destroyed 
  object.
  Time Stop (tra): Briefly stop time for 
  everything but you.
  Primal Spells
  priMal cantripS
  Acid Splash H (evo): Damage creatures 
  with acid.
  Dancing Lights (evo): Create four 
  floating lights you can move.
  Detect Magic H (div): Sense whether 
  magic is nearby.
  Disrupt Undead H (nec): Damage undead 
  with positive energy.
  Electric Arc H (evo): Zap one or two 
  creatures with lightning.
  Guidance (div): Divine guidance 
  improves one roll.
  Know Direction H (div): Find true north.
  Light H (evo): Make an object glow.
  Prestidigitation (evo): Perform a minor 
  magical trick.
  Produce Flame H (evo): Kindle small 
  flames to attack close or at range.
  Ray of Frost H (evo): Damage a creature 
  with cold.
  Read Aura H (div): Detect if an object is 
  magical, and determine the school of 
  its magic.
  Sigil H (tra): Leave a magical mark.
  Stabilize (nec): Stabilize a dying 
  creature.
  Tanglefoot H (con): Conjure a vine to 
  entangle a creature.
  priMal 1St-leVel SpellS
  Air Bubble (con): React to create air for 
  a creature to breathe.
  Alarm H (abj): Be alerted if a creature 
  enters a warded area.
  Ant Haul (tra): Target can carry more.
  Burning Hands H (evo): A small cone of 
  flame rushes from your hands.
  Charm H (enc): A humanoid becomes 
  more friendly to you.
  Create Water (con): Conjure 2 gallons 
  of water.
  Detect Poison U, H (div): Determine 
  whether an object or creature is 
  poisonous or venomous.
  Fear H (enc): Frighten a creature, 
  possibly making it flee.
  Feather Fall (abj): React to slow a 
  creature’s fall.
  Fleet Step (tra): Make your Speed much 
  faster.
  Goblin Pox (nec): Infect a creature with 
  goblin pox.
  Grease (con): Coat a surface or object in 
  slippery grease.
  Gust of Wind (evo): Wind blows out 
  fires and knocks back objects and 
  creatures.
  Heal H (nec): Positive energy heals the 
  living or harms the undead, either a 
  single creature or all in a burst.
  Hydraulic Push H (evo): Damage and 
  push a creature with a blast of water.
  Jump H (tra): Make an impressive leap.
  Longstrider H (tra): Increase your Speed 
  for an hour.
  Magic Fang (tra): Make a creature’s 
  unarmed attacks magical 
  temporarily.
  Mending H (tra): Repair one non-magical 
  item.
  Negate Aroma H (abj): Suppress a 
  creature’s scent.
  Pass without Trace H (abj): Make your 
  tracks hard to find.
  Pest Form H (tra): Turn into a 
  nonthreatening animal.
  Purify Food And Drink (nec): Make 
  beverages and meals safe.
  Shillelagh (tra): Make a club or staff 
  temporarily magical, and deal more 
  damage to unnatural creatures.
  Shocking Grasp H (evo): Zap a creature 
  with electricity.
  Spider Sting (nec): Damage a creature 
  and afflict it with spider venom.
  Summon Animal H (con): Conjure an 
  animal to fight on your behalf.
  Summon Fey H (con): Conjure a fey to 
  fight on your behalf.
  Summon Plants and Fungi H (con): 
  Conjure a plant or fungus to fight on 
  your behalf.
  Ventriloquism H (ill): Throw your voice.
  priMal 2nd-leVel SpellS
  Acid Arrow H (evo): Magical arrow deals 
  acid damage persistently.
  Animal Form H (tra): Turn into a 
  dangerous animal.
  Animal Messenger (enc): Send a Tiny 
  animal to deliver a message.
  Barkskin H (abj): Target’s skin is covered 
  in protective bark.
  Continual Flame H (evo): A magical 
  flame burns indefinitely.
  Create Food H (con): Conjure food that 
  can feed multiple creatures.
  Darkness H (evo): Suppress all light in 
  an area.
  Darkvision H (div): See in the dark.
  Deafness (nec): Make a creature deaf.
  Dispel Magic (abj): End a spell or 
  suppress an item’s magic.
  Endure Elements H (abj): Protect a 
  creature from severe cold or heat.
  Enhance Victuals H (tra): Improve food 
  or drink and remove poisons. 
  Enlarge H (tra): A creature grows in size.
  Entangle (tra): Plants in an area grow 
  to entangle and immobilize.
  Faerie Fire (evo): Colorful light prevents 
  creatures from being concealed or 
  invisible.
  Flaming Sphere H (evo): A ball of fire 
  rolls about at your command.
  Gentle Repose H (nec): A corpse doesn’t 
  decay and can’t become undead.
  Glitterdust (evo): Sparkling dust breaks 
  invisibility and impedes vision.
  Humanoid Form H (tra): Take the shape 
  of a humanoid.
  Obscuring Mist (con): Conceal creatures 
  in a cloud of mist.
  Phantom Steed H (con): Conjure a 
  magical horse.
  Remove Fear H (enc): Free a creature 
  from its fright.
  Remove Paralysis H (nec): Free a 
  creature from paralysis.
  Resist Energy H (abj): Protect a creature 
  from one type of energy damage.
  Restoration H (nec): Reduce a condition 
  or lessen a toxin.
  Restore Senses H (nec): Remove a 
  blinding or deafening effect.
  Shape Wood (tra): Reshape unworked 
  wood as you choose.
  Shatter H (evo): Shatter an object with a 
  high-frequency sonic attack.
  Shrink H (tra): Reduce a willing creature 
  to Tiny size.
  Speak with Animals (div): Communicate 
  with animals.
  Spider Climb H (tra): Give a creature a 
  climb Speed.
  Status H (div): Keep track of a willing 
  creature’s location and well-being.
  Summon Elemental H (con): Conjure an 
  elemental to fight on your behalf.
  Tree Shape (tra): Turn into a tree.
  Water Breathing H (tra): Allow creatures 
  to breathe underwater.
  Water Walk H (tra): Buoy a creature so 
  it can walk on water.
  Web H (con): Form a web that keeps 
  creatures from moving.
  priMal 3rd-leVel SpellS
  Animal Vision (div): Project your 
  senses through an animal.
  Blindness (nec): Strike a target blind.
  Earthbind (tra): Bring a flying creature 
  to the ground.
  Feet to Fins H (tra): Turn a creature’s 
  feet into fins, enabling it swim but 
  slowing it on land.
  Fireball H (evo): An explosion of fire in 
  an area burns creatures.
  Glyph of Warding (abj): Store a spell in 
  a symbol to make a trap.
  Core Rulebook
  314
  
  Haste H (tra): Speed up a creature so it 
  can attack or move more often.
  Insect Form H (tra): Turn into a 
  dangerous giant insect.
  Lightning Bolt H (evo): Lightning strikes 
  all creatures in a line.
  Meld into Stone (tra): Meld into a block 
  of stone.
  Neutralize Poison (nec): Cure a poison 
  afflicting a creature.
  Nondetection U (abj): Protect a creature 
  or object from detection.
  Remove Disease (nec): Cure a disease 
  afflicting a creature.
  Searing Light H (evo): A ray of burning 
  light deals extra damage to undead 
  and counteracts darkness.
  Slow H (tra): Make a creature slower, 
  reducing its actions.
  Stinking Cloud (con): Form a cloud that 
  sickens creatures.
  Wall of Thorns H (con): Grow a wall of 
  brambles.
  Wall of Wind (evo): Create a wall 
  of gusting winds that hinders 
  movement and ranged attacks.
  priMal 4tH-leVel SpellS
  Aerial Form H (tra): Turn into a flying 
  combatant.
  Air Walk (tra): Walk on air as though it 
  were solid ground.
  Creation H (con): Make a temporary 
  object.
  Dinosaur Form H (tra): Turn into a 
  dinosaur.
  Fire Shield H (evo): Flames protect you 
  from cold and harm those that touch 
  you.
  Fly H (tra): Cause the target creature to 
  gain a fly Speed.
  Freedom of Movement (abj): A creature 
  overcomes hindrances to its 
  movement.
  Gaseous Form (tra): Turn a willing 
  creature into a flying cloud.
  Hallucinatory Terrain U, H (ill): A natural 
  environment appears to be another 
  kind of terrain.
  Hydraulic Torrent H (evo): Force 
  creatures back with a damaging line 
  of water.
  Shape Stone (tra): Reshape a cube of 
  stone.
  Solid Fog (con): Conjure heavy fog that 
  obscures sight and is hard to move 
  through.
  Speak with Plants (div): Communicate 
  with plants and plant creatures.
  Stoneskin H (abj): Harden a creature’s 
  skin into durable stone.
  Vital Beacon H (nec): Radiate vitality 
  that heals creatures that touch you.
  Wall of Fire H (evo): Create a blazing 
  wall burns creatures that pass 
  through.
  Weapon Storm H (evo): Multiply a 
  weapon you hold and attack many 
  creatures with it.
  priMal 5tH-leVel SpellS 
  Banishment H (abj): Send a creature 
  back to its home plane.
  Cloudkill H (nec): Poison creatures in a 
  cloud that moves away from you.
  Cone of Cold H (evo): Bitter cold 
  damages creatures in a cone.
  Control Water (evo): Raise or lower 
  water in a large area.
  Death Ward (abj): Protect a creature 
  against negative energy.
  Elemental Form H (tra): Turn into an 
  elemental.
  Mariner’s Curse (nec): Infect a creature 
  with the curse of the rolling sea.
  Moon Frenzy H (tra): Give willing 
  creatures fangs and claws, and send 
  them into a frenzy.
  Passwall U, H (con): Form an earthen 
  tunnel through a wall.
  Plant Form H (tra): Turn into a 
  dangerous plant creature.
  Summon Giant H (con): Conjure a giant 
  to fight on your behalf.
  Tree Stride U, H (con): Teleport from tree 
  to tree.
  Wall of Ice H (evo): Sculpt a foot-thick 
  wall of ice that blocks sight and can 
  chill creatures.
  Wall of Stone H (con): Shape a wall of stone.
  priMal 6tH-leVel SpellS 
  Baleful Polymorph (tra): Transform a 
  creature into a harmless animal.
  Chain Lightning H (evo): Lightning jumps 
  from creature to creature.
  Dragon Form H (tra): Turn into a dragon.
  Field of Life H (nec): Create a positive 
  energy field that heals those within.
  Fire Seeds H (evo): Make four explosive 
  acorns.
  Flesh To Stone (tra): Turn a living 
  creature to a stone statue.
  Purple Worm Sting (nec): Damage a 
  creature and infect it with purple 
  worm venom.
  Stone Tell U (div): Speak to spirits within 
  natural stone.
  Stone to Flesh (tra): Turn a creature 
  turned to stone back to flesh.
  Tangling Creepers (con): Entangle 
  creatures in a burst and concentrate 
  to lash out with immobilizing vines.
  True Seeing (div): See through illusions 
  and transmutations.
  priMal 7tH-leVel SpellS 
  Eclipse Burst H (nec): A globe of 
  darkness deals cold damage, hurts 
  the living, and overcomes light.
  Energy Aegis H (abj): A creature gains 
  resistance to acid, cold, electricity, 
  fire, force, and sonic.
  Fiery Body H (tra): Turn your body into 
  living flame.
  Finger of Death H (nec): Point at a 
  creature to deal negative damage 
  and possibly kill it instantly.
  Mask of Terror H (ill): A creature’s 
  fearsome illusory appearance 
  frightens observers.
  Plane Shift U (con): Transport creatures 
  to another plane of existence.
  Regenerate H (nec): Cause a creature to 
  heal over time, regrow organs, and 
  reattach body parts.
  Sunburst H (evo): A globe of sunlight 
  deals fire damage, hurts undead, and 
  overcomes darkness.
  Unfettered Pack H (abj): Let creatures 
  avoid environmental hindrances.
  Volcanic Eruption H (evo): Cause 
  massive lava sprays that burn 
  creatures and encase them in rock.
  priMal 8tH-leVel SpellS 
  Earthquake H (evo): Shake the ground 
  with a devastating earthquake.
  Horrid Wilting H (nec): Pull moisture 
  from creatures, damaging them.
  Moment of Renewal (nec): Give a day’s 
  recovery in an instant.
  Monstrosity Form H (tra): Turn into a 
  powerful monster.
  Polar Ray H (evo): Bitter cold damages 
  and drains a creature.
  Punishing Winds (evo): A cyclone 
  inhibits flight and traps creatures.
  Wind Walk (tra): Turn creatures into 
  swift-moving clouds.
  priMal 9tH-leVel SpellS 
  Disjunction U (abj): Deactivate or 
  destroy a magic item.
  Implosion H (evo): Make a creature 
  collapse in on itself.
  Massacre H (nec): Instantly kill multiple 
  creatures.
  Meteor Swarm H (evo): Call down four 
  blazing meteors that explode.
  Nature’s Enmity (enc): Turn animals, 
  plants, and weather against 
  creatures of your choice.
  Shapechange (tra): Transform into a 
  form of your choice repeatedly.
  Storm of Vengeance H (evo): Create a 
  massive, dangerous storm.
  priMal 10tH-leVel SpellS 
  Cataclysm (evo): Call an instant, 
  damaging cataclysm.
  Nature Incarnate (tra): Turn into a 
  massive avatar of nature.
  Primal Herd (tra): Transform willing 
  creatures into mammoths.
  Primal Phenomenon (div): Request for  
  nature to duplicate primal spells.
  Remake U (con): Recreate a destroyed 
  object.
  Revival (nec): Heal creatures in an 
  area and return the dead to life 
  temporarily.
  315
  7
  SPELLS
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Spell Descriptions
  ABYSSAL PLAGUE 
  SPELL 5
  ATTACK
  CHAOTIC
  DISEASE
  EVIL
  NECROMANCY
  Traditions divine, occult
  Cast � somatic, verbal
  Range touch; Targets 1 creature
  Saving Throw Fortitude
  Your touch afflicts the target with Abyssal plague, which 
  siphons fragments of their soul away to empower the Abyss. 
  The effect is based on the target’s Fortitude save.
  Critical Success The target is unaffected. 
  Success The target takes 2 evil damage per spell level, and 
  takes a –2 status penalty to saves against Abyssal plague for 
  1 day or until the target contracts it, whichever comes first.
  Failure The target is afflicted with Abyssal plague at stage 1.
  Critical Failure The target is afflicted with Abyssal plague at stage 2.
  Abyssal Plague (disease); Level 9. The target can’t recover 
  from the drained condition from Abyssal plague until the 
  disease is cured. Stage 1 drained 1 (1 day); Stage 2 drained 
  increases by 2 (1 day).
  ACID ARROW 
  SPELL 2
  ACID
  ATTACK
  EVOCATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Range 120 feet; Targets 1 creature or object
  You conjure an arrow of acid that continues corroding the 
  target after it hits. Make a spell attack against the target. 
  On a hit, you deal 3d8 acid damage plus 1d6 persistent acid 
  damage. On a critical hit, double the initial damage, but not the 
  persistent damage.
  Heightened (+2) The initial damage increases by 2d8, and the 
  persistent acid damage increases by 1d6.
  ACID SPLASH 
  CANTRIP 1
  ACID
  ATTACK
  CANTRIP
  EVOCATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature or object
  You splash a glob of acid that splatters creatures and objects 
  alike. Make a spell attack. If you hit, you deal 1d6 acid damage 
  plus 1 splash acid damage. On a critical success, the target also 
  takes 1 persistent acid damage.
  Heightened (3rd) The initial damage increases to 1d6 + your 
  spellcasting ability modifier, and the persistent damage 
  increases to 2.
  Heightened (5th) The initial damage increases to 2d6 + your 
  spellcasting ability modifier, the persistent damage increases 
  to 3, and the splash damage increases to 2.
  Heightened (7th) The initial damage increases to 3d6 + your 
  spellcasting ability modifier, the persistent damage increases 
  to 4, and the splash damage increases to 3.
  Heightened (9th) The initial damage increases to 4d6 + your 
  spellcasting ability modifier, the persistent damage increases 
  to 5, and the splash damage increases to 4.
  AERIAL FORM 
  SPELL 4
  POLYMORPH
  TRANSMUTATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Duration 1 minute 
  You harness your mastery of primal forces to reshape your 
  body into a Medium flying animal battle form. When you cast 
  this spell, choose bat, bird, pterosaur, or wasp. You can decide 
  the specific type of animal (such as an owl or eagle for bird), but 
  this has no effect on the form’s Size or statistics. While in this 
  form, you gain the animal trait. You can Dismiss the spell.
  You gain the following statistics and abilities regardless of 
  which battle form you choose:
  • AC = 18 + your level. Ignore your armor’s check penalty 
  and Speed reduction.
  • 5 temporary Hit Points.
  • Low-light vision.
  • One or more unarmed melee attacks specific to the 
  battle form you choose, which are the only attacks you 
  can use. You’re trained with them. Your attack modifier 
  is +16, and your damage bonus is +5. These attacks are 
  Dexterity based (for the purpose of the clumsy condition, 
  for example). If your attack modifier for Dexterity-based 
  unarmed attacks is higher, you can use it instead.
  • Acrobatics modifier of +16, unless your own modifier 
  is higher.
  You also gain specific abilities based on the form you choose: 
  • Bat Speed 20 feet, fly Speed 30 feet; precise echolocation 
  40 feet; Melee � fangs, Damage 2d8 piercing; Melee � 
  wing (agile), Damage 2d6 bludgeoning.
  • Bird Speed 10 feet, fly Speed 50 feet; Melee � beak, 
  Damage 2d8 piercing; Melee � talon (agile), Damage 
  1d10 slashing.
  • Pterosaur Speed 10 feet, fly Speed 40 feet; imprecise 
  scent 30 feet; Melee � beak, Damage 3d6 piercing.
  • Wasp Speed 20 feet, fly Speed 40 feet; Melee � 
  stinger, Damage 1d8 piercing plus 1d6 persistent poison.
  Heightened (5th) Your battle form is Large and your fly 
  Speed gains a +10-foot status bonus. You must have enough 
  space to expand into or the spell is lost. You instead gain 10 
  temporary HP, attack modifier +18, damage bonus +8, and 
  Acrobatics +20.
  Heightened (6th) Your battle form is Huge, your fly Speed 
  gains a +15-foot status bonus, and your attacks have 10-foot 
  reach. You must have enough space to expand into or the spell 
  is lost. You instead gain AC = 21 + your level, 15 temporary 
  HP, attack modifier +21, damage bonus +4 and double damage 
  dice (including persistent damage), and Acrobatics +23.
  AIR BUBBLE 
  SPELL 1
  AIR
  CONJURATION
  Traditions arcane, divine, primal
  Cast � verbal; Trigger A creature within range enters an 
  environment where it can’t breathe.
  Range 60 feet; Targets the triggering creature
  Duration 1 minute 
  Core Rulebook
  316
  
  A bubble of pure air appears around the target’s head, allowing 
  it to breathe normally. The effect ends as soon as the target 
  returns to an environment where it can breathe normally.
  AIR WALK 
  SPELL 4
  AIR
  TRANSMUTATION
  Traditions divine, primal
  Cast � somatic, verbal
  Range touch; Targets 1 creature
  Duration 5 minutes
  The target can walk on air as if it were solid ground. It can ascend 
  and descend in this way at a maximum of a 45-degree angle.
  ALARM  
  SPELL 1
  ABJURATION
  Traditions arcane, divine, occult, primal
  Cast 10 minutes (material, somatic, verbal); Requirements 3 
  gp silver bell focus
  Range touch; Area 20-foot burst
  Duration 8 hours
  You ward an area to alert you when creatures enter without your 
  permission. When you cast alarm, select a password. Whenever 
  a Small or larger corporeal creature enters the spell’s area without 
  speaking the password, alarm sends your choice of a mental 
  alert (in which case the spell gains the mental trait) or an audible 
  alarm with the sound and volume of a hand bell (in which case 
  the spell gains the auditory trait). Either option automatically 
  awakens you, and the bell allows each creature in the area to 
  attempt a DC 15 Perception check to wake up. A creature aware 
  of the alarm must succeed at a Stealth check against the spell’s 
  DC or trigger the spell when moving into the area.
  Heightened (3rd) You can specify criteria for which creatures 
  sound the alarm spell—for instance, orcs or masked people.
  ALTER REALITY 
  SPELL 10
  DIVINATION
  Traditions occult
  Cast � material, somatic, verbal
  You use your occult lore and the power of your mind to manipulate 
  the spiritual multiverse, resulting in any of the following effects:
  • Duplicate any occult spell of 9th level or lower.
  • Duplicate any non-occult spell of 7th level or lower.
  • Produce any effect whose power is equivalent to any 
  occult spell 9th level or lower, or non-occult spell 7th 
  level or lower. 
  • Reverse certain effects that refer to the wish spell
  At the GM’s discretion, you can try to produce greater effects, 
  but this is dangerous and the spell may have only a partial effect.
  ANATHEMATIC REPRISAL 
  SPELL 4
  ENCHANTMENT
  MENTAL
  Traditions divine
  Cast � somatic, verbal; Trigger A creature performs an act 
  anathema to your deity.
  Range 30 feet; Targets the triggering creature
  Saving Throw Will
  You punish a creature that transgresses against your deity, 
  drawing upon the anguish you feel upon seeing one of your 
  deity’s anathema committed. 
  You can cast this spell only when a creature actively commits 
  a unique act of anathema. For example, if creating undead 
  were anathema to your deity, you could use anathematic 
  reprisal on a necromancer who had just created undead in 
  front of you, but not on an undead creature just for existing.
  You deal 4d6 mental damage to the target, but a basic Will 
  save can reduce this damage. If it fails, it is also stupefied 1 for 
  1 round. The creature is then temporarily immune for 1 minute.
  Heightened (+1) The damage increases by 1d6.
  ANIMAL FORM 
  SPELL 2
  POLYMORPH
  TRANSMUTATION
  Traditions primal
  Cast � somatic, verbal
  Duration 1 minute 
  You call upon primal energy to transform yourself into a Medium 
  animal battle form. When you first cast this spell, choose ape, 
  bear, bull, canine, cat, deer, frog, shark, or snake. You can decide 
  the specific type of animal (such as lion or snow leopard for cat), 
  but this has no effect on the form’s Size or statistics. While in 
  this form, you gain the animal trait. You can Dismiss the spell.
  You gain the following statistics and abilities regardless of 
  which battle form you choose:
  • AC = 16 + your level. Ignore your armor’s check penalty 
  and Speed reduction.
  • 5 temporary Hit Points.
  • Low-light vision and imprecise scent 30 feet.
  • One or more unarmed melee attacks specific to the 
  battle form you choose, which are the only attacks you 
  can use. You’re trained with them. Your attack modifier 
  is +9, and your damage bonus is +1. These attacks 
  are Strength based (for the purpose of the enfeebled 
  condition, for example). If your unarmed attack bonus 
  is higher, you can use it instead.
  • Athletics modifier of +9, unless your own modifier 
  is higher.
  You also gain specific abilities based on the type of animal 
  you choose: 
  • Ape Speed 25 feet, climb Speed 20 feet; Melee � fist, 
  Damage 2d6 bludgeoning.
  • Bear Speed 30 feet; Melee � jaws, Damage 2d8 piercing; 
  Melee � claw (agile), Damage 1d8 slashing.
  • Bull Speed 30 feet; Melee � horn, Damage 2d8 piercing.
  • Canine Speed 40 feet; Melee � jaws, Damage 2d8 
  piercing.
  • Cat Speed 40 feet; Melee � jaws, Damage 2d6 piercing; 
  Melee � claw (agile), Damage 1d10 slashing.
  • Deer Speed 50 feet; Melee � antler, Damage 2d6 piercing.
  • Frog Speed 25 feet, swim Speed 25 feet; Melee � jaws, 
  Damage 2d6 bludgeoning; Melee � tongue (reach 15 
  feet), Damage 2d4 bludgeoning.
  • Shark swim Speed 35 feet; Melee � jaws, Damage 
  2d8 piercing; breathe underwater but not in air.
  317
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  • Snake Speed 20 feet, climb Speed 20 feet, swim 
  Speed 20 feet; Melee � fangs, Damage 2d4 piercing 
  plus 1d6 poison.
  Heightened (3rd) You instead gain 10 temporary HP, AC = 
  17 + your level, attack modifier +14, damage bonus +5, and 
  Athletics +14.
  Heightened (4th) Your battle form is Large and your attacks have 
  10-foot reach. You must have enough space to expand into or the 
  spell is lost. You instead gain 15 temporary HP, AC = 18 + your 
  level, attack modifier +16, damage bonus +9, and Athletics +16.
  Heightened (5th) Your battle form is Huge and your attacks 
  have 15-foot reach. You must have enough space to expand 
  into or the spell is lost. You instead gain 20 temporary HP, 
  AC = 18 + your level, attack modifier +18, damage bonus +7 
  and double the number of damage dice, and Athletics +20.
  ANIMAL MESSENGER 
  SPELL 2
  ENCHANTMENT
  MENTAL
  Traditions primal
  Cast 1 minute (material, somatic, verbal)
  Range 120 feet
  Duration until delivered
  You offer a gift of food, and an ordinary Tiny wild animal 
  within range approaches to eat it. You imprint the image, 
  direction, and distance of an obvious place or landmark well 
  known to you within the animal. Optionally, you can attach 
  a small object or note up to light Bulk to it. The animal does 
  its best to reach the destination; if it makes it there, it waits 
  nearby until the duration expires, allowing other nonhostile 
  creatures to approach it and remove the attached object.
  If there are no Tiny wild animals in range, the spell is lost.
  ANIMAL VISION 
  SPELL 3
  DIVINATION
  MENTAL
  Traditions primal
  Cast 1 minute (material, somatic, verbal)
  Range 120 feet; Targets 1 animal
  Duration 1 hour
  You tap into the target’s senses, allowing you to see, hear, and 
  otherwise sense whatever it senses for the spell’s duration. If 
  the target wishes to prevent you from doing so, it can attempt 
  a Will save, negating the spell on a success, but most animals 
  don’t bother to do so. While tapping into the target’s senses, 
  you can’t use your own body’s senses, but you can change 
  back and forth from your body’s senses to the target’s senses 
  using a single action, which has the concentrate trait.
  ANT HAUL 
  SPELL 1
  TRANSMUTATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Range touch; Targets 1 creature
  Duration 8 hours
  You reinforce the target’s musculoskeletal system to bear more 
  weight. The target can carry 3 more Bulk than normal before 
  becoming encumbered and up to a maximum of 6 more Bulk.
  ANTIMAGIC FIELD 
  SPELL 8
  RARE
  ABJURATION
  Traditions arcane, divine, occult
  Cast � material, somatic, verbal
  Area 10-foot emanation
  Duration sustained up to 1 minute
  You repel all magic from the target area, preventing spells 
  and other magic from functioning. Spells can’t penetrate the 
  area, magic items cease to function within it, and no one 
  inside can cast spells or use magic abilities. Likewise, spells—
  such as dispel magic—can’t affect the field itself unless they 
  are of a higher level. Magic effects resume the moment they 
  pass outside the field. For example, a ray fired from one side 
  of the field could target a creature on the other side (as long 
  as caster and target are both outside the field). A summoned 
  creature winks out of existence but reappears if the field 
  moves or ends. Invested magic items cease to function, but 
  they remain invested and resume functioning when they exit 
  the field; the ability boost from an apex item isn’t suppressed 
  within the field. Spells of a higher level than the antimagic 
  field overcome its effects, and can even be cast by a creature 
  within the field.
  The field disrupts only magic, so a +3 longsword still 
  functions as a longsword. Magically created creatures (such 
  as golems) function normally within an antimagic field. 
  AUGURY 
  SPELL 2
  DIVINATION
  PREDICTION
  Traditions divine, occult
  Cast 10 minutes (material, somatic, verbal)
  You gain a vague glimpse of the future. During the casting of 
  this spell, ask about the results of a particular course of action. 
  The spell can predict results up to 30 minutes into the future 
  and reveals the GM’s best guess among the following outcomes:
  • Weal The results will be good.
  • Woe The results will be bad.
  • Weal and Woe The results will be a mix of good and bad.
  • Nothing There won’t be particularly good or bad results.
  The GM rolls a secret DC 6 flat check. On a failure, the result 
  is always “nothing.” This makes it impossible to tell whether a 
  “nothing” result is accurate. If anyone asks about the same topic 
  as the first casting of augury during an additional casting, the GM 
  uses the secret roll result from the first casting. If circumstances 
  change, though, it’s possible to get a different result.
  AVATAR 
  SPELL 10
  POLYMORPH
  TRANSMUTATION
  Traditions divine
  Cast � somatic, verbal
  Duration 1 minute 
  You transform into an avatar of your deity, assuming a Huge 
  battle form. You must have space to expand or the spell is lost. 
  You have hands in this battle form and can take manipulate 
  actions. You can Dismiss this spell. 
  You gain the following statistics and abilities regardless of 
  which deity’s battle form you assume:
  Core Rulebook
  318
  
  • AC = 25 + your level. Ignore your armor’s check penalty 
  and Speed reduction.
  • 30 temporary Hit Points.
  • Darkvision.
  • One or more attacks specific to your deity’s battle 
  form, which are the only attacks you can use. You’re 
  trained with them. Your attack modifier is +33, 
  and you use the listed damage. Melee attacks are 
  Strength based (for the purposes of the enfeebled 
  condition, for example) unless they have the finesse 
  trait, and all ranged attacks are Dexterity based. 
  Attacks that deal positive or negative damage don’t 
  heal creatures.
  • Athletics modifier of +35, unless your own is higher.
  You also gain the specific abilities listed for your deity below:
  • Abadar Speed 50 feet, burrow Speed 30 feet, immune 
  to immobilized; Ranged � crossbow (range increment 
  120 feet, reload 1), Damage 6d10+3 piercing.
  • Asmodeus Speed 70 feet, air walk; Melee � mace 
  (reach 15 feet), Damage 6d10+6 bludgeoning; Ranged 
  � hellfire (range 120 feet), Damage 6d6+3 fire.
  • Calistria Speed 30 feet, fly Speed 70 feet; Melee 
  � whip (disarm, finesse, nonlethal, reach 20 feet), 
  Damage 6d4+6 slashing; Ranged � savored sting 
  (range 60 feet), Damage 6d6+3 poison.
  • Cayden Cailean Speed 70 feet, air walk, ignore difficult 
  terrain and greater difficult terrain; Melee � rapier 
  (deadly, reach 15 feet), Damage 6d6+6 piercing; Ranged 
  � ale splash (range 120 feet), Damage 6d6+3 poison.
  • Desna Speed 30 feet, fly Speed 70 feet; Melee � 
  starknife (agile, deadly, finesse, reach 15 feet, silver, 
  thrown 60 feet), Damage 6d4+6 piercing; Ranged � 
  moonbeam (range 120 feet, silver), Damage 6d6+3 fire.
  • Erastil Speed 70 feet, air walk, ignore difficult terrain 
  and greater difficult terrain; Ranged � longbow (deadly 
  d8, range increment 150 feet), Damage 6d8+3 piercing.
  • Gorum Speed 70 feet, immune to immobilized; Melee 
  � greatsword (versatile P, reach 15 feet), Damage 
  6d12+6 slashing.
  • Gozreh no land Speed, fly Speed 70 feet, swim Speed 
  70 feet; ignore difficult terrain and greater difficult 
  terrain; Melee � waves (bull rush, reach 15 feet, 
  thrown 20 feet), Damage 6d8+6 bludgeoning; Ranged 
  � wind (versatile electricity, range 120 feet), Damage 
  6d6+3 bludgeoning.
  • Iomedae Speed 70 feet, air walk; shield (15 Hardness, 
  can’t be damaged); Melee � longsword (versatile P, 
  reach 15 feet), Damage 6d8+6 slashing.
  • Irori Speed 80 feet, air walk; Melee � unfettered 
  strike (agile, versatile P or S, finesse, reach 15 feet), 
  Damage 6d8+6 bludgeoning; Ranged � wind strike 
  (range 60 feet), Damage 6d4+6 bludgeoning.
  • Lamashtu Speed 30 feet, fly Speed 70 feet; Melee 
  � falchion (forceful, reach 15 feet), Damage 
  319
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  6d10+6 slashing; Ranged � waters of Lamashtu 
  (range 120 feet), Damage 6d6+3 poison.
  • Nethys Speed 70 feet, air walk; Ranged � raw magic 
  (range 120 feet; versatile cold, electricity, or fire), 
  Damage 6d6 force.
  • Norgorber Speed 70 feet, air walk, ignore difficult 
  terrain and greater difficult terrain; Melee � 
  shortsword (agile, finesse, versatile S, reach 15 feet), 
  Damage 6d6+6 piercing; Ranged � blackfinger toss 
  (range 120 feet), Damage 6d6+3 poison.
  • Pharasma Speed 70 feet, air walk; Melee � dagger 
  (agile, finesse, reach 15 feet, thrown 40 feet), Damage 
  6d6+6 slashing; Ranged � spiral blast (range 120 
  feet, damages only undead), Damage 6d8+3 positive.
  • Rovagug Speed 50 feet, burrow Speed 30 feet, immune 
  to immobilized; Melee � jaws (reach 15 feet), Damage 
  6d12+6 piercing; Melee � leg (agile, versatile P, reach 
  15 feet), Damage 6d8+6 bludgeoning.
  • Sarenrae Speed 30 feet, fly Speed 70 feet; Melee � 
  scimitar (forceful, nonlethal, reach 15 feet), Damage 
  6d6+6 slashing; Ranged � everflame (nonlethal, 
  range 120 feet), Damage 6d6+3 fire.
  • Shelyn Speed 70 feet, air walk, ignore difficult terrain 
  and greater difficult terrain; Melee � glaive (deadly 
  d8, nonlethal, reach 20 feet), Damage 6d8+6 slashing; 
  Ranged � melody of inner beauty, (nonlethal, range 
  120 feet), Damage 6d6+3 sonic.
  • Torag Speed 50 feet, burrow Speed 30 feet, immune to 
  immobilized; shield (15 Hardness, can’t be damaged); 
  Melee � warhammer (bull rush, reach 15 feet), 
  Damage 6d8+6 bludgeoning.
  • Urgathoa Speed 70 feet, air walk; Melee � scythe (deadly 
  d10, trip, reach 15 feet), Damage 6d10+6 slashing; Ranged 
  � pallid plague (range 120 feet), Damage 6d6+3 negative.
  • Zon-Kuthon Speed 70 feet, air walk, ignore difficult 
  terrain and greater difficult terrain; Melee � spiked 
  chain (disarm, trip, reach 15 feet), Damage 6d8+6 
  slashing; Ranged � midnight pain (mental, nonlethal, 
  range 120 feet), Damage 6d6+3 mental.
  BALEFUL POLYMORPH 
  SPELL 6
  INCAPACITATION
  POLYMORPH
  TRANSMUTATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Fortitude; Duration varies
  You transform the target creature into a harmless animal 
  appropriate to the area, with effects based on its Fortitude save.
  Critical Success The target is unaffected.
  Success The target’s body gains minor features of the harmless 
  animal. Its insides churn as they partially transform, causing 
  it to be sickened 1. When it recovers from the sickened 
  condition, its features revert to normal.
  Failure The target transforms for 1 minute but keeps its mind. If 
  it spends all its actions on its turn concentrating on its original 
  form, it can attempt a Will save to end the effect immediately.
  Critical Failure The target is transformed into the chosen 
  harmless animal, body and mind, for an unlimited duration.
  BANE 
  SPELL 1
  ENCHANTMENT
  MENTAL
  Traditions divine, occult
  Cast � somatic, verbal
  Area 5-foot emanation; Targets enemies in the area
  Saving Throw Will; Duration 1 minute
  You fill the minds of your enemies with doubt. Targets that 
  fail their Will saves take a –1 status penalty to attack rolls as 
  long as they are in the area. Once per turn, starting the turn 
  after you cast bane, you can use a single action, which has 
  the concentrate trait, to increase the emanation’s radius by 5 
  feet and force enemies in the area that weren’t yet affected 
  to attempt another saving throw. Bane can counteract bless.
  BANISHMENT 
  SPELL 5
  ABJURATION
  INCAPACITATION
  Traditions arcane, divine, occult, primal
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature that isn’t on its home plane
  Saving Throw Will
  You send the target back to its home plane. The target must 
  attempt a Will save. You can spend an extra action while Casting 
  this Spell and add a material component to give the creature a 
  –2 circumstance penalty to its save. The component must be a 
  specially gathered object that is anathema to the creature, and 
  not from a spell component pouch. This spell fails if you aren’t 
  on your home plane when you cast it.
  Critical Success The target resists being banished and you are 
  stunned 1.
  Success The target resists being banished.
  Failure The target is banished.
  Critical Failure The target is banished and can’t return by any 
  means to the plane it’s banished from for 1 week.
  Heightened (9th) You can target up to 10 creatures. The extra 
  material component affects targets to which it is anathema.
  BARKSKIN 
  SPELL 2
  ABJURATION
  PLANT
  Traditions primal
  Cast � somatic, verbal
  Range touch; Targets 1 willing creature
  Duration 10 minutes
  The target’s skin becomes covered in bark. The target gains 
  resistance 2 to bludgeoning and piercing damage and weakness 
  3 to fire. After the target takes fire damage, it can Dismiss the 
  spell as a free action triggered by taking the damage; doing so 
  doesn’t reduce the fire damage the target was dealt.
  Heightened (+2) The resistances increase by 2, and the 
  weakness increases by 3.
  BIND SOUL 
  SPELL 9
  UNCOMMON
  EVIL
  NECROMANCY
  Traditions divine, occult
  Core Rulebook
  320
  
  Cast � somatic, verbal; Requirements black sapphire with a 
  gp value of at least the target’s level × 100
  Range 30 feet; Targets 1 creature that died within the 
  last minute
  Duration unlimited
  You wrench the target’s soul away before it can pass on to the 
  afterlife and imprison it in a black sapphire. 
  While the soul is in the gem, the target can’t be returned to 
  life through any means, even powerful magic such as wish. If 
  the gem is destroyed or bind soul is counteracted on the gem, 
  the soul is freed. The gem has AC 16 and Hardness 10. A gem 
  can’t hold more than one soul, and any attempt wastes the spell.
  BIND UNDEAD 
  SPELL 3
  NECROMANCY
  Traditions arcane, divine, occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 mindless undead creature with a level 
  no greater than bind undead’s spell level
  Duration 1 day
  With a word of necromantic power, you seize control of the 
  target. It gains the minion trait. If you or an ally uses any 
  hostile actions against the target, the spell ends.
  BLACK TENTACLES 
  SPELL 5
  CONJURATION
  Traditions arcane, occult
  Cast � material, somatic, verbal
  Range 120 feet; Area 20-foot burst adjacent to a flat surface
  Duration 1 minute 
  Oily black tentacles rise up and attempt to Grapple each creature 
  in the area. Make spell attack rolls against the Fortitude DC of 
  each creature. Any creature you succeed against is grabbed 
  and takes 3d6 bludgeoning damage. Whenever a creature ends 
  its turn in the area, the tentacles attempt to grab that creature 
  if they haven’t already, and they deal 1d6 bludgeoning damage 
  to any creature already grabbed. 
  The tentacles’ Escape DC is equal to your spell DC. A creature 
  can attack a tentacle in an attempt to release its grip. Its AC 
  is equal to your spell DC, and it is destroyed if it takes 12 or 
  more damage. Even if destroyed, additional tentacles continue 
  to grow in the area until the duration ends. You can Dismiss 
  the spell.
  BLADE BARRIER 
  SPELL 6
  EVOCATION
  FORCE
  Traditions divine
  Cast � material, somatic, verbal
  Range 120 feet
  Duration 1 minute
  Blades of force form a churning wall. The wall is a straight 
  line 20 feet high, 120 feet long, and 2 inches thick, and it 
  provides cover. The wall deals 7d8 force damage to each 
  creature that’s in the wall’s space when it is created, that 
  attempts to pass through the wall, or that ends its turn 
  inside the wall. A basic Reflex save reduces the damage. 
  A  creature that succeeds at this save when the wall is 
  created is pushed to the nearest space on the side of its 
  choice. Creatures trying to move through the wall fail to 
  do so if they critically fail the save, ending their movement 
  adjacent to the wall. 
  Heightened (+1) The damage increases by 1d8.
  BLESS 
  SPELL 1
  ENCHANTMENT
  MENTAL
  Traditions divine, occult
  Cast � somatic, verbal
  Area 5-foot emanation; Targets you and allies in the area
  Duration 1 minute
  Blessings from beyond help your companions strike true. 
  You and your allies in the area gain a +1 status bonus to 
  attack rolls. Once per turn, starting the turn after you cast 
  bless, you can use a single action, which has the concentrate 
  trait, to increase the emanation’s radius by 5 feet. Bless can 
  counteract bane.
  BLINDNESS 
  SPELL 3
  INCAPACITATION
  NECROMANCY
  Traditions arcane, divine, occult, primal
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Fortitude
  You blind the target. The effect is determined by the target’s 
  Fortitude save. The target then becomes temporarily immune 
  for 1 minute.
  Critical Success The target is unaffected. 
  Success The target is blinded until its next turn begins.
  Failure The target is blinded for 1 minute.
  Critical Failure The target is blinded permanently.
  BLINK 
  SPELL 4
  CONJURATION
  TELEPORTATION
  Traditions arcane, occult
  Cast � somatic, verbal
  Duration 1 minute
  You blink quickly between the Material Plane and the Ethereal 
  Plane. You gain resistance 5 to all damage (except force). You 
  can Sustain the Spell to vanish and reappear 10 feet away in 
  a random direction determined by the GM; the movement 
  doesn’t trigger reactions. At the end of your turn, you vanish 
  and reappear as above.
  Heightened (+2) The resistance increases by 3.
  BLUR 
  SPELL 2 
  ILLUSION
  VISUAL
  Traditions arcane, occult
  Cast � somatic, verbal
  Range touch; Targets 1 creature
  Duration 1 minute
  The target’s form appears blurry. It becomes concealed. As the 
  nature of this effect still leaves the target’s location obvious, 
  the target can’t use this concealment to Hide or Sneak.
  321
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  BREATH OF LIFE 
  SPELL 5
  HEALING
  NECROMANCY
  POSITIVE
  Traditions divine
  Cast � verbal; Trigger A living creature within range would die.
  Range 60 feet; Targets the triggering creature
  Your blessing revives a creature at the moment of its death. 
  You prevent the target from dying and restore Hit Points to the 
  target equal to 4d8 plus your spellcasting ability modifier. You 
  can’t use breath of life if the triggering effect was disintegrate 
  or a death effect.
  BURNING HANDS 
  SPELL 1
  EVOCATION
  FIRE
  Traditions arcane, primal
  Cast � somatic, verbal
  Area 15-foot cone
  Saving Throw basic Reflex
  Gouts of flame rush from your hands. You deal 2d6 fire 
  damage to creatures in the area. 
  Heightened (+1) The damage increases by 2d6.
  CALM EMOTIONS 
  SPELL 2 
  EMOTION
  ENCHANTMENT
  INCAPACITATION
  MENTAL
  Traditions divine, occult
  Cast � somatic, verbal
  Range 120 feet; Area 10-foot burst
  Saving Throw Will; Duration sustained up to 1 minute
  You forcibly calm creatures in the area, soothing them into a 
  nonviolent state; each creature must attempt a Will save.
  Critical Success The creature is unaffected.
  Success Calming urges impose a –1 status penalty to the 
  creature’s attack rolls.
  Failure Any emotion effects that would affect the creature 
  are suppressed and the creature can’t use hostile actions. 
  If the target is subject to hostility from any other creature, 
  it ceases to be affected by calm emotions.
  Critical Failure As failure, but hostility doesn’t end the effect.
  CATACLYSM 
  SPELL 10
  ACID
  AIR
  COLD
  EARTH
  ELECTRICITY
  EVOCATION
  FIRE
  WATER
  Traditions arcane, primal
  Cast � somatic, verbal
  Range 1,000 feet; Area 60-foot burst
  Saving Throw basic Reflex
  You call upon the unimaginable power of world-ending 
  cataclysms, ripping a small piece of each cataclysm and 
  combining them together into one horrifically powerful attack. 
  The following effects come down upon all creatures in the 
  area. Treat the resistances of creatures in the area as if they 
  were 10 lower for the purpose of determining the cataclysm’s 
  damage. Each creature attempts one basic Reflex save that 
  applies to all six types of damage.
  • Flesh-dissolving acid rain deals 3d10 acid damage.
  • A roaring earthquake shakes and bludgeons creatures 
  on the ground, dealing 3d10 bludgeoning damage.
  • A blast of freezing wind deals 3d10 cold damage.
  • Incredible lightning lashes the area, dealing 3d10 
  electricity damage.
  • Beating winds churn across the sky, dealing 3d10 
  bludgeoning damage to creatures flying in the area.
  • An instant tsunami sweeps over creatures in the area, 
  dealing 3d10 bludgeoning damage with the water trait 
  (doubled for creatures swimming in the area). 
  • A massive wildfire burns in a sudden inferno, dealing 
  3d10 fire damage. 
  CHAIN LIGHTNING 
  SPELL 6
  ELECTRICITY
  EVOCATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Range 500 feet; Targets 1 creature, plus any number of 
  additional creatures
  Saving Throw Reflex
  You discharge a powerful bolt of lightning at the target, dealing 
  8d12 electricity damage. The target must attempt a basic 
  Reflex save. The electricity arcs to another creature within 30 
  feet of the first target, jumps to another creature within 30 
  feet of that target, and so on. You can end the chain at any 
  point. You can’t target the same creature more than once, and 
  you must have line of effect to all targets. Roll the damage 
  only once, and apply it to each target (halving or doubling as 
  appropriate for its saving throw outcome). The chain ends if 
  any one of the targets critically succeeds at its save.
  Heightened (+1) The damage increases by 1d12.
  CHARM 
  SPELL 1
  EMOTION
  ENCHANTMENT
  INCAPACITATION
  MENTAL
  Traditions arcane, occult, primal
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Will; Duration 1 hour 
  To the target, your words are honey and your visage seems 
  bathed in a dreamy haze. It must attempt a Will save, with a +4 
  circumstance bonus if you or your allies recently threatened it 
  or used hostile actions against it.
  You can Dismiss the spell. If you use hostile actions against 
  the target, the spell ends. When the spell ends, the target 
  doesn’t necessarily realize it was charmed unless its friendship 
  with you or the actions you convinced it to take clash with 
  its expectations, meaning you could potentially convince the 
  target to continue being your friend via mundane means.
  Critical Success The target is unaffected and aware you tried 
  to charm it. 
  Success The target is unaffected but thinks your spell was 
  something harmless instead of charm, unless it identifies 
  the spell (usually with Identify Magic).
  Failure The target’s attitude becomes friendly toward you. If it 
  was friendly, it becomes helpful. It can’t use hostile actions 
  against you.
  Critical Failure The target’s attitude becomes helpful toward 
  you, and it can’t use hostile actions against you.
  Core Rulebook
  322
  
  Heightened (4th) The duration lasts until the next time you 
  make your daily preparations.
  Heightened (8th) The duration lasts until the next time 
  you make your daily preparations, and you can target up 
  to 10 creatures.
  CHILL TOUCH 
  CANTRIP 1
  ATTACK
  CANTRIP
  NECROMANCY
  NEGATIVE
  Traditions arcane, divine, occult
  Cast � somatic, verbal
  Range touch; Targets 1 living or undead creature
  Saving Throw Fortitude
  Siphoning negative energy into yourself, your hand radiates a 
  pale darkness. Your touch weakens the living and disorients 
  undead, possibly even causing them to flee. The effect depends 
  on whether the target is living or undead. 
  • Living Creature The spell deals negative damage equal 
  to 1d4 plus your spellcasting modifier. The target 
  attempts a basic Fortitude save, but is also enfeebled 1 
  for 1 round on a critical failure.
  • Undead Creature The target is flat-footed for 1 round 
  on a failed Fortitude save. On a critical failure, the 
  target is also fleeing for 1 round unless it succeeds at a 
  Will save.
  Heightened (+1) The negative damage to living creatures 
  increases by 1d4.
  CHILLING DARKNESS 
  SPELL 3
  ATTACK
  COLD
  DARKNESS
  EVOCATION
  EVIL
  Traditions divine
  Cast � somatic, verbal
  Range 120 feet; Targets 1 creature
  You shoot an utterly cold ray of darkness tinged with unholy 
  energy. Make a ranged spell attack against the target. You 
  deal 5d6 cold damage, plus 5d6 evil damage if the target is 
  a celestial.
  If the ray passes through an area of magical light or targets 
  a creature affected by magical light, chilling darkness attempts 
  to counteract the light. If you need to determine whether 
  the ray passes through an area of light, draw a line between 
  yourself and the spell’s target.
  Critical Success The target takes double damage.
  Success The target takes full damage.
  Heightened (+1) The cold damage increases by 2d6, and the 
  evil damage against celestials increases by 2d6.
  CHROMATIC WALL 
  SPELL 5
  ABJURATION
  Traditions arcane, occult
  Cast � material, somatic, verbal
  Range 120 feet
  Duration 10 minutes
  You create an opaque wall of light in a single vibrant color. 
  The wall is straight and vertical, stretching 60 feet long and 
  30 feet high. If the wall would pass through a creature, the 
  spell is lost. The wall sheds bright light for 20 feet on each 
  side, and dim light for the next 20 feet. You can ignore the 
  wall’s effects.
  Roll 1d4 to determine the color of the wall. Each color has a 
  particular effect on items, effects, or creatures that attempt to 
  pass through. Chromatic wall can’t be counteracted normally; 
  rather, each color is automatically counteracted when targeted 
  by a specific spell, even if that spell’s level is lower than that 
  of chromatic wall.
  1. Red The wall destroys ranged weapon ammunition 
  (such as arrows and crossbow bolts) that would pass 
  through, and it deals 20 fire damage to anyone 
  passing through, with a basic Reflex save. Cone of 
  cold can counteract a red chromatic wall.
  2. Orange The wall destroys thrown weapons that would 
  pass through, and it deals 25 acid damage to anyone 
  passing through, with a basic Reflex save. Gust of wind 
  can counteract an orange chromatic wall.
  3. Yellow The wall stops acid, cold, electricity, fire, force, 
  negative, positive, and sonic effects from passing 
  through, and it deals 30 electricity damage to anyone 
  passing through, with a basic Reflex save. Disintegrate 
  can counteract a yellow chromatic wall.
  4. Green The wall stops toxins, gases, and breath 
  weapons from passing through. It deals 10 poison 
  damage to anyone passing through and makes 
  them enfeebled 1 for 1 minute. A basic Fortitude 
  save reduces the damage and negates the enfeebled 
  condition on a success. Passwall can counteract a 
  green chromatic wall. 
  MAGIC AND MORALITY
  While magic allows you to perform wondrous acts in 
  the game, it can be used for terrible purposes. While 
  some spells are obviously vile or have the evil trait and a 
  direct connection to the profane, other spells can be used 
  for good or ill. Using magic does not free you from the 
  morality of the outcome.
  Nowhere is this more true than when it comes to 
  enchantment spells, especially those used to compel a 
  character to do something. These spells can remove the 
  power of choice from a character and can very easily 
  be used in ways that are evil. Dominating an ogre and 
  forcing him to abandon his guard post is not necessarily 
  evil, but using that same spell to force a merchant to give 
  you all of his wares certainly is. Using a spell for an evil 
  purpose can cause a player character’s alignment to shift 
  to evil, with the ultimate judgment of whether a player is 
  using a spell for an evil purpose left up to the GM. 
  Regardless of in-game effects, all players should take 
  care when using such spells. These effects can negatively 
  affect people at the table, as they might create situations 
  that echo truly awful experiences players might have 
  had, creating uncomfortable or hostile environments. 
  Players and GMs should work to prevent these situations 
  so everyone can focus on having fun at the table.
  323
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  Heightened (7th) The spell’s duration increases to 1 hour. Roll 
  1d8 to determine the wall’s color; the results for 5–8 are below. 
  A red, orange, yellow, or green wall deals an extra 10 damage.
  5. Blue The wall stops auditory, petrification, and visual 
  effects from passing through, and creatures passing 
  through are subject to the effects of flesh to stone. 
  Magic missile can counteract a blue chromatic wall.
  6. Indigo The wall stops divination and mental effects 
  from passing through, and those passing through are 
  subject to the effects of warp mind. Searing light can 
  counteract an indigo chromatic wall.
  7. Violet The wall prevents spells from targeting the other 
  side (area effects still cross as normal). Creatures passing 
  through must succeed at a Will save or they are slowed 
  1 for 1 minute; on a critical failure, the creature is instead 
  sent to another plane, with the effect of plane shift. Dispel 
  magic can counteract a violet chromatic wall.
  8. Reroll, and creatures that pass through the wall take a 
  –2 circumstance penalty to their saves.
  CIRCLE OF PROTECTION 
  SPELL 3
  UNCOMMON
  ABJURATION
  Traditions divine, occult
  Cast � material, somatic, verbal
  Range touch; Area 10-foot emanation centered on the touched 
  creature 
  Duration 1 minute
  You ward a creature and those nearby against a specified 
  alignment. Choose chaotic, evil, good, or lawful; this spell gains 
  the opposing trait. Creatures in the area gain a +1 status bonus 
  to AC against attacks by creatures of the chosen alignment 
  and to saves against effects from such creatures. This bonus 
  increases to +3 against effects from such creatures that directly 
  control the target and attacks made by summoned creatures 
  of the chosen alignment. Summoned creatures of the chosen 
  alignment can’t willingly enter the area without succeeding at a 
  Will save; repeated attempts use the first save result.
  Heightened (4th) The duration increases to 1 hour.
  CLAIRAUDIENCE 
  SPELL 3
  DIVINATION
  SCRYING
  Traditions arcane, occult
  Cast 1 minute (material, somatic, verbal)
  Range 500 feet
  Duration 10 minutes
  You create an invisible floating ear at a location within range 
  (even if it’s outside your line of sight or line of effect). It can’t 
  move, but you can hear through the ear as if using your 
  normal auditory senses.
  CLAIRVOYANCE 
  SPELL 4
  DIVINATION
  SCRYING
  Traditions arcane, occult
  Cast 1 minute (material, somatic, verbal)
  Range 500 feet
  Duration 10 minutes
  You create an invisible floating eye at a location within range 
  (even if it’s outside your line of sight or line of effect). The eye 
  can’t move, but you can see in all directions from that point as 
  if using your normal visual senses.
  CLOAK OF COLORS 
  SPELL 5
  ILLUSION
  VISUAL
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Duration 1 minute
  A cloak of swirling colors shrouds the target. Creatures are 
  dazzled while adjacent to it, and attacking the target causes 
  a brilliant flash of light. A creature that hits the target with a 
  melee attack must attempt a Will save.
  Success The attacker is unaffected. 
  Failure The attacker is blinded for 1 round.
  Critical Failure The attacker is stunned for 1 round.
  The creature is temporarily immune until the end of its turn; 
  this effect has the incapacitation trait.
  CLOUDKILL 
  SPELL 5
  DEATH
  NECROMANCY
  POISON
  Traditions arcane, primal
  Cast � material, somatic, verbal
  Range 120 feet; Area 20-foot burst
  Saving Throw basic Fortitude; Duration 1 minute 
  You conjure a poisonous fog. This functions as obscuring mist 
  (page 355), except the area moves 10 feet away from you each 
  round. You deal 6d8 poison damage to each breathing creature 
  that starts its turn in the spell’s area. You can Dismiss the spell.
  Heightened (+1) The damage increases by 1d8.
  COLLECTIVE TRANSPOSITION 
  SPELL 6
  CONJURATION
  TELEPORTATION
  Traditions arcane, occult
  Cast � somatic, verbal
  Area 30-foot emanation; Targets up to 2 creatures
  You teleport the targets to new positions within the area. The 
  creatures must each be able to fit in their new space, and their 
  positions must be unoccupied, entirely within the area, and in 
  your line of sight. Unwilling creatures can attempt a Will save.
  Critical Success The target can teleport if it wants, but it 
  chooses the destination within range.
  Success The target is unaffected.
  Failure You teleport the target and choose its destination.
  Heightened (+1) The number of targets increases by 1.
  COLOR SPRAY 
  SPELL 1
  ILLUSION
  INCAPACITATION
  VISUAL
  Traditions arcane, occult
  Cast � somatic, verbal
  Area 15-foot cone
  Saving Throw Will; Duration 1 or more rounds (see below)
  Swirling colors affect viewers based on their Will saves.
  Critical Success The creature is unaffected. 
  Core Rulebook
  324
  
  Success The creature is dazzled for 1 round.
  Failure The creature is stunned 1, blinded for 1 round, and 
  dazzled for 1 minute.
  Critical Failure The creature is stunned for 1 round and blinded 
  for 1 minute.
  COMMAND 
  SPELL 1
  AUDITORY
  ENCHANTMENT
  LINGUISTIC
  MENTAL
  Traditions arcane, divine, occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Will; Duration until the end of the target’s next turn
  You shout a command that’s hard to ignore. You can command 
  the target to approach you, run away (as if it had the fleeing 
  condition), release what it’s holding, drop prone, or stand in 
  place. It can’t Delay or take any reactions until it has obeyed 
  your command. The effects depend on the target’s Will save. 
  Success The creature is unaffected. 
  Failure For the first action on its next turn, the creature must 
  use a single action to do as you command. 
  Critical Failure The target must use all its actions on its next 
  turn to obey your command. 
  Heightened (5th) You can target up to 10 creatures.
  COMPREHEND LANGUAGE 
  SPELL 2
  DIVINATION
  Traditions arcane, divine, occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Duration 1 hour
  The target can understand the meaning of a single language 
  it is hearing or reading when you cast the spell. This doesn’t 
  let it understand codes, language couched in metaphor, and the 
  like (subject to GM discretion). If the target can hear multiple 
  languages and knows that, it can choose which language to 
  understand; otherwise, choose one of the languages randomly.
  Heightened (3rd) The target can also speak the language.
  Heightened (4th) You can target up to 10 creatures, and 
  targets can also speak the language.
  CONE OF COLD 
  SPELL 5
  COLD
  EVOCATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Area 60-foot cone
  Saving Throw basic Reflex
  Icy cold rushes forth from your hands. You deal 12d6 cold 
  damage to creatures in the area. 
  Heightened (+1) The damage increases by 2d6.
  CONFUSION 
  SPELL 4
  EMOTION
  ENCHANTMENT
  MENTAL
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Will; Duration 1 minute 
  You befuddle your target with strange impulses, causing it to 
  act randomly. The effects are determined by the target’s Will 
  save. You can Dismiss the spell.
  Critical Success The target is unaffected. 
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  Success The target babbles incoherently and is stunned 1.
  Failure The target is confused for 1 minute. It can attempt a 
  new save at the end of each of its turns to end the confusion.
  Critical Failure The target is confused for 1 minute, with no 
  save to end early.
  Heightened (8th) You can target up to 10 creatures.
  CONTINGENCY 
  SPELL 7
  ABJURATION
  Traditions arcane
  Cast 10 minutes (material, somatic, verbal)
  Duration 24 hours
  You prepare a spell that will trigger later. While casting 
  contingency, you also cast another spell of 4th level or lower 
  with a casting time of no more than 3 actions. This companion 
  spell must be one that can affect you. You must make any 
  decisions for the spell when you cast contingency, such as 
  choosing a damage type for resist energy. During the casting, 
  choose a trigger under which the spell will be cast, using the 
  same restrictions as for the trigger of a Ready action. Once 
  contingency is cast, you can cause the companion spell to 
  come into effect as a reaction with that trigger. It affects 
  only you, even if it would affect more creatures. If you define 
  complicated conditions, as determined by the GM, the trigger 
  might fail. If you cast contingency again, the newer casting 
  supersedes the older.
  Heightened (8th) You can choose a spell of 5th level or lower.
  Heightened (9th) You can choose a spell of 6th level or lower.
  Heightened (10th) You can choose a spell of 7th level or lower.
  CONTINUAL FLAME 
  SPELL 2
  EVOCATION
  LIGHT
  Traditions arcane, divine, occult, primal
  Cast � material, somatic, verbal; Cost 6 gp of ruby dust
  Range touch; Targets 1 object
  Duration unlimited
  A magical flame springs up from the object, as bright as a torch. 
  It doesn’t need oxygen, react to water, or generate heat.
  Heightened (+1) The cost increases as follows: 16 gp for 3rd 
  level; 30 gp for 4th, 60 gp for 5th, 120 gp for 6th,; 270 gp for 
  7th, 540 gp for 8th, 1,350 gp for 9th, and 3,350 gp for 10th.
  CONTROL WATER 
  SPELL 5
  EVOCATION
  WATER
  Traditions arcane, primal
  Cast � somatic, verbal
  Range 500 feet; Area 50 feet long by 50 feet wide
  By imposing your will upon the water, you can raise or 
  lower the level of water in the chosen area by 10 feet. Water 
  creatures in the area are subjected to the effects of slow.
  CREATE FOOD 
  SPELL 2
  CONJURATION
  Traditions arcane, divine, primal
  Cast 1 hour (somatic, verbal)
  Range 30 feet
  You create enough food to feed six Medium creatures for a 
  day. This food is bland and unappealing, but it is nourishing. 
  After 1 day, if no one has eaten the food, it decays and 
  becomes inedible. Most Small creatures eat one-quarter as 
  much as a Medium creature (one-sixteenth as much for most 
  Tiny creatures), and most Large creatures eat 10 times as 
  much (100 times as much for Huge creatures and so on). 
  Heightened (4th) You can feed 12 Medium creatures.
  Heightened (6th) You can feed 50 Medium creatures.
  Heightened (8th) You can feed 200 Medium creatures.
  CREATE WATER 
  SPELL 1
  CONJURATION
  WATER
  Traditions arcane, divine, primal
  Cast � somatic, verbal
  Range 0 feet
  As you cup your hands, water begins to flow forth from them. 
  You create 2 gallons of water. If no one drinks it, it evaporates 
  after 1 day.
  CREATION 
  SPELL 4
  CONJURATION
  Traditions arcane, primal
  Cast 1 minute (material, somatic, verbal)
  Range 0 feet
  Duration 1 hour
  You conjure a temporary object from eldritch energy. It must 
  be of vegetable matter (such as wood or paper) and 5 cubic 
  feet or smaller. It can’t rely on intricate artistry or complex 
  moving parts, never fulfills a cost or the like, and can’t be made 
  of precious materials or materials with a rarity of uncommon 
  or higher. It is obviously temporarily conjured, and thus can’t 
  be sold or passed off as a genuine item.
  Heightened (5th) The item is metal and can include common 
  minerals, like feldspar or quartz.
  CRISIS OF FAITH 
  SPELL 3
  ENCHANTMENT
  MENTAL
  Traditions divine
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Will
  You assault the target’s faith, riddling the creature with 
  doubt and mental turmoil that deal 6d6 mental damage, or 
  6d8 mental damage if it can cast divine spells. The effects are 
  determined by its Will save.
  Critical Success The target is unaffected.
  Success The target takes half damage.
  Failure The target takes full damage; if the target can cast 
  divine spells, it’s stupefied 1 for 1 round.
  Critical Failure The target takes double damage, is stupefied 1 
  for 1 round, and can’t cast divine spells for 1 round.
  To many deities, casting this spell on a follower of your own 
  deity without significant cause is anathema.
  Heightened (+1) The damage increases by 2d6 (or by 2d8 if 
  the target is a divine spellcaster).
  Core Rulebook
  326
  
  CRUSADE 
  SPELL 9
  UNCOMMON
  ENCHANTMENT
  LINGUISTIC
  MENTAL
  Traditions divine
  Cast � somatic, verbal
  Range 60 feet; Targets up to 4 creatures
  Duration 10 minutes
  You issue a divine mandate to the targets. you pronounce 
  a cause. It can be to attain an item, claim a patch of land, 
  slay a creature, war with a group, or be entirely peaceful. 
  Your cause can’t force the targets to harm one another or 
  themselves. The targets become completely dedicated to 
  that cause, depending on their levels. They choose their 
  own actions, but they favor direct action over inaction or 
  indirect action.
  • 13th or Lower The target is so dedicated to the cause 
  that it pursues the cause to the death (unless you 
  say otherwise).
  • 14th The target is dedicated to the cause, but the spell 
  ends for the target if it’s reduced to half its maximum 
  Hit Points or fewer. • 
  15th As 14th, plus the target 
  can attempt a Will save at the end of each of its turns 
  to end the spell for itself.
  The spell ends for all creatures if you or one of your allies 
  uses a hostile action against a target, or when the cause is 
  completed. The GM might determine this spell has alignment 
  traits befitting the cause.
  Heightened (10th) The level for each category increases by 2.
  CRUSHING DESPAIR 
  SPELL 5
  EMOTION
  ENCHANTMENT
  MENTAL
  Traditions arcane, occult
  Cast � somatic, verbal
  Area 30-foot cone
  Saving Throw Will; Duration 1 or more rounds
  You inflict despair on creatures in the area. The effects for 
  each creature are determined by its Will save. 
  Critical Success The creature is unaffected.
  Success For 1 round, the creature can’t use reactions and must 
  attempt another save at the start of its turn; on a failure, it 
  is slowed 1 for that turn as it sobs uncontrollably.
  Failure As success, but the slowed 1 duration is 1 minute.
  Critical Failure As failure, and the creature is automatically 
  slowed 1 for 1 minute.
  Heightened (7th) The area increases to a 60-foot cone.
  DANCING LIGHTS  
  CANTRIP 1
  CANTRIP
  EVOCATION
  LIGHT
  Traditions arcane, occult, primal
  Cast � somatic, verbal
  Range 120 feet
  Duration sustained
  You create up to four floating lights, no two of which are more 
  than 10 feet apart. Each sheds light like a torch. When you 
  Sustain the Spell, you can move any number of lights up to 60 
  feet. Each light must remain within 120 feet of you and within 
  10 feet of all others, or it winks out.
  DARKNESS 
  SPELL 2
  DARKNESS
  EVOCATION
  Traditions arcane, divine, occult, primal
  Cast � material, somatic, verbal
  Range 120 feet; Area 20-foot burst
  Duration 1 minute
  You create a shroud of darkness that prevents light from 
  penetrating or emanating within the area. Light does not enter 
  the area and any non-magical light sources, such as a torch 
  or lantern, do not emanate any light while inside the area, 
  even if their light radius would extend beyond the darkness. 
  This also suppresses magical light of your darkness spell’s 
  level or lower. Light can’t pass through, so creatures in the 
  area can’t see outside. From outside, it appears as a globe of 
  pure darkness.
  Heightened (4th) Even creatures with darkvision (but not 
  greater darkvision) can barely see through the darkness. They 
  treat targets seen through the darkness as concealed. 
  DARKVISION 
  SPELL 2
  DIVINATION
  Traditions arcane, divine, occult, primal
  Cast � somatic, verbal
  Duration 1 hour
  You grant yourself supernatural sight in areas of darkness. 
  You gain darkvision.
  Heightened (3rd) The spell’s range is touch and it targets 
  1 willing creature.
  Heightened (5th) The spell’s range is touch and it targets 1 
  willing creature. The duration is until the next time you make 
  your daily preparations.
  DAZE 
  CANTRIP 1
  CANTRIP
  ENCHANTMENT
  MENTAL
  NONLETHAL
  Traditions arcane, divine, occult
  Cast � somatic, verbal
  Range 60 feet; Targets 1 creature
  Saving Throw Will; Duration 1 round
  You cloud the target’s mind and daze it with a mental jolt. 
  The jolt deals mental damage equal to your spellcasting 
  ability modifier; the target must attempt a basic Will save. If 
  the target critically fails the save, it is also stunned 1.
  Heightened (+2) The damage increases by 1d6.
  DEAFNESS 
  SPELL 2
  NECROMANCY
  Traditions arcane, divine, occult, primal
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Fortitude
  The target loses hearing; it must attempt a Fortitude save. The 
  target is then temporarily immune for 1 minute.
  Critical Success The target is unaffected. 
  Success The target is deafened for 1 round.
  Failure The target is deafened for 10 minutes.
  Critical Failure The target is deafened permanently.
  327
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  DEATH KNELL 
  SPELL 2
  ATTACK
  DEATH
  NECROMANCY
  Traditions divine, occult
  Cast � somatic, verbal
  Range touch; Targets 1 living creature that has 0 HP
  Saving Throw Will
  You snuff the life out of a creature on the brink of death. The 
  target must attempt a Will save. If this kills it, you gain 10 
  temporary HP and a +1 status bonus to attack and damage rolls 
  for 10 minutes.
  Critical Success The target is unaffected. 
  Success The target’s dying value increases by 1.
  Failure The target dies.
  DEATH WARD 
  SPELL 5
  ABJURATION
  Traditions divine, occult, primal
  Cast � somatic, verbal
  Range touch; Targets 1 living creature touched
  Duration 10 minutes
  You shield a creature from the ravages of negative energy. 
  It receives a +4 status bonus to saves against death and 
  negative effects, gains negative resistance 10, and suppresses 
  the effects of the doomed condition.
  DETECT ALIGNMENT 
  SPELL 1
  UNCOMMON
  DETECTION
  DIVINATION
  Traditions divine, occult
  Cast � somatic, verbal
  Area 30-foot emanation
  Your eyes glow as you sense aligned auras. Choose chaotic, 
  evil, good, or lawful. You detect auras of that alignment. You 
  receive no information beyond presence or absence. You can 
  choose not to detect creatures or effects you’re aware have 
  that alignment.
  Only creatures of 6th level or higher—unless divine 
  spellcasters, undead, or beings from the Outer Sphere—have 
  alignment auras.
  Heightened (2nd) You learn each aura’s location and strength.
  ALIGNMENT AURA
  The strength of an alignment aura depends on the level 
  of the creature, item, or spell. The auras of undead, clerics 
  and other divine spellcasters with a patron deity, and 
  creatures from the Outer Sphere are one step stronger 
  than normal (faint instead of none, for example).
   
  Creature or 
  Spell or
   
  Item Level 
  Effect Level 
  Aura Strength
   
  0–5 
  — 
  None
   
  6–10 
  0–3 
  Faint
   
  11–15 
  4–7 
  Moderate
   
  16–20 
  8–9 
  Powerful
   
  21+ 
  10 
  Overwhelming
  DETECT MAGIC  
  CANTRIP 1
  CANTRIP
  DETECTION
  DIVINATION
  Traditions arcane, divine, occult, primal
  Cast � somatic, verbal
  Area 30-foot emanation
  You send out a pulse that registers the presence of magic. You 
  receive no information beyond the presence or absence of magic. 
  You can choose to ignore magic you’re fully aware of, such as the 
  magic items and ongoing spells of you and your allies.
  You detect illusion magic only if that magic’s effect has a lower 
  level than the level of your detect magic spell. However, items 
  that have an illusion aura but aren’t deceptive in appearance 
  (such as an invisibility potion) typically are detected normally.
  Heightened (3rd) You learn the school of magic for the highest-
  level effect within range that the spell detects. If multiple 
  effects are equally strong, the GM determines which you learn. 
  Heightened (4th) As 3rd level, but you also pinpoint the source 
  of the highest-level magic. Like for an imprecise sense, you 
  don’t learn the exact location, but can narrow down the source 
  to within a 5-foot cube (or the nearest if larger than that).
  DETECT POISON 
  SPELL 1
  UNCOMMON
  DETECTION
  DIVINATION
  Traditions divine, primal
  Cast � somatic, verbal
  Range 30 feet; Targets 1 object or creature
  You detect whether a creature is venomous or poisonous, or if 
  an object is poison or has been poisoned. You do not ascertain 
  whether the target is poisonous in multiple ways, nor do you 
  learn the type or types of poison. Certain substances, like lead 
  and alcohol, are poisons and so mask other poisons.
  Heightened (2nd) You learn the number and types of poison.
  DETECT SCRYING 
  SPELL 4
  UNCOMMON
  DETECTION
  DIVINATION
  Traditions arcane, occult
  Cast � somatic, verbal
  Area 30-foot emanation
  Duration 1 hour
  By tapping into trace divinatory auras, you detect the presence 
  of scrying effects in the area. If detect scrying is higher level 
  than a scrying effect, you gain a glimpse of the scrying 
  creature and learn its approximate distance and direction.
  Heightened (6th) The duration is until the next time you make 
  your daily preparations.
  DIMENSION DOOR 
  SPELL 4
  CONJURATION
  TELEPORTATION
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 120 feet
  Opening a door that bypasses normal space, you instantly 
  transport yourself and any items you’re wearing and holding 
  from your current space to a clear space within range you can 
  see. If this would bring another creature with you—even if you’re 
  carrying it in an extradimensional container—the spell is lost.
  Core Rulebook
  328
  
  Heightened (5th) The range increases to 1 mile. You don’t need 
  to be able to see your destination, as long as you have been 
  there in the past and know its relative location and distance 
  from you. You are temporarily immune for 1 hour.
  DIMENSIONAL ANCHOR 
  SPELL 4
  ABJURATION
  Traditions arcane, divine, occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Will; Duration varies
  You interfere with the target’s ability to teleport and 
  travel between dimensions. Dimensional anchor attempts 
  to counteract any teleportation effect, or any effect that 
  would move the target to a different plane. The duration is 
  determined by the target’s Will save. 
  Critical Success The target is unaffected. 
  Success The effect’s duration is 1 minute.
  Failure The effect’s duration is 10 minutes.
  Critical Failure The effect’s duration is 1 hour.
  DIMENSIONAL LOCK 
  SPELL 7
  UNCOMMON
  ABJURATION
  Traditions arcane, divine, occult
  Cast � somatic, verbal
  Range 120 feet; Area 60-foot burst
  Duration 1 day
  You create a shimmering barrier that attempts to counteract 
  teleportation effects and planar travel into or out of the 
  area, including items that allow access to extradimensional 
  spaces (such as a bag of holding). Dimensional lock tries 
  to counteract any attempt to summon a creature into the 
  area but doesn’t stop the creature from departing when the 
  summoning ends.
  DINOSAUR FORM 
  SPELL 4
  POLYMORPH
  TRANSMUTATION
  Traditions primal
  Cast � somatic, verbal
  Duration 1 minute 
  You channel the primal forces of nature to transform into a Large 
  animal battle form, specifically that of a powerful and terrifying 
  dinosaur. You must have space to expand or the spell is lost. 
  When you cast this spell, choose ankylosaurus, brontosaurus, 
  deinonychus, stegosaurus, triceratops, or tyrannosaurus. You 
  can decide the specific type of animal, but this has no effect 
  on the form’s Size or statistics. While in this form, you gain the 
  animal and dinosaur traits. You can Dismiss the spell.
  You gain the following statistics and abilities regardless of 
  which battle form you choose:
  • AC = 18 + your level. Ignore your armor’s check penalty 
  and Speed reduction.
  • 15 temporary Hit Points.
  • Low-light vision and imprecise scent 30 feet.
  329
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  • One or more unarmed melee attacks specific to the 
  battle form you choose, which are the only attacks 
  you can use. You’re trained with them. Your attack 
  modifier is +16, and your damage bonus is +9. These 
  attacks are Strength based (for the purpose of the 
  enfeebled condition, for example). If your unarmed 
  attack modifier is higher, you can use it instead.
  • Athletics modifier of +18, unless your own modifier 
  is higher.
  You also gain specific abilities based on the form you choose: 
  • Ankylosaurus Speed 25 feet; Melee � tail (backswing, 
  reach 10 feet), Damage 2d6 bludgeoning; Melee � 
  foot, Damage 2d6 bludgeoning.
  • Brontosaurus Speed 25 feet; Melee � tail (reach 
  15 feet), Damage 2d6 bludgeoning; Melee � foot, 
  Damage 2d8 bludgeoning.
  • Deinonychus Speed 40 feet; Melee � talon (agile), 
  Damage 2d4 piercing plus 1 persistent bleed; Melee � 
  jaws, Damage 1d10 piercing.
  • Stegosaurus Speed 30 feet; Melee � tail (reach 10 
  feet), Damage 2d8 piercing.
  • Triceratops Speed 30 feet; Melee � horn, Damage 
  2d8 piercing, plus 1d6 persistent bleed on a critical hit; 
  Melee � foot, Damage 2d6 bludgeoning.
  • Tyrannosaurus Speed 30 feet; Melee � jaws (deadly, 
  reach 10 feet), Damage 1d12 piercing; Melee � tail 
  (reach 10 feet), Damage 1d10 bludgeoning.
  Heightened (5th) Your battle form is Huge and your attacks have 
  15-foot reach, or 20-foot reach if they started with 15-foot reach. 
  You instead gain 20 temporary HP, an attack modifier of +18, a 
  damage bonus of +6, double the damage dice, and Athletics +21.
  Heightened (7th) Your battle form is Gargantuan and your 
  attacks have 20-foot reach, or 25-foot reach if they started 
  with 15-foot reach. You instead gain AC = 21 + your level, 25 
  temporary HP, an attack modifier of +25, a damage bonus of 
  +15, double the damage dice, and Athletics +25.
  DISAPPEARANCE 
  SPELL 8
  ILLUSION
  Traditions arcane, occult
  Cast � material, somatic
  Range touch; Targets 1 creature
  Duration 10 minutes
  You shroud a creature from others’ senses. The target becomes 
  undetected, not just to sight but to all senses, allowing the target 
  to count as invisible no matter what precise and imprecise senses 
  an observer might have. It’s still possible for a creature to find 
  the target by Seeking, looking for disturbed dust, hearing gaps in 
  the sound spectrum, or finding some other way to discover the 
  presence of an otherwise-undetectable creature.
  DISCERN LIES 
  SPELL 4
  UNCOMMON
  DIVINATION
  MENTAL
  REVELATION
  Traditions arcane, divine, occult
  Cast � somatic, verbal
  Duration 10 minutes
  Falsehoods ring in your ears like discordant notes. You gain 
  a +4 status bonus to Perception checks when someone Lies.
  DISCERN LOCATION 
  SPELL 8
  UNCOMMON
  DETECTION
  DIVINATION
  Traditions arcane, divine, occult
  Cast 10 minutes (material, somatic, verbal)
  Range unlimited; Targets 1 creature or object
  You learn the name of the target’s exact location (including 
  the building, community, and country) and plane of existence.
  You can target a creature only if you’ve seen it in person, 
  have one of its significant belongings, or have a piece of its 
  body. To target an object, you must have touched it or have 
  a fragment of it. Discern location automatically overcomes 
  protections against detection and divination of lower level than 
  this spell, even if they would normally have a chance to block it.
  DISINTEGRATE 
  SPELL 6
  EVOCATION
  Traditions arcane
  Cast � somatic, verbal
  Range 120 feet; Targets 1 creature or unattended object
  Saving Throw Fortitude
  You fire a green ray at your target. Make a spell attack. You 
  deal 12d10 damage, and the target must attempt a basic 
  Fortitude save. On a critical hit, treat the save result as one 
  degree worse. A creature reduced to 0 HP is reduced to fine 
  powder; its gear remains.
  An object you hit is destroyed (no save), regardless of 
  Hardness, unless it’s an artifact or similarly hard to destroy. 
  A single casting can destroy no more than a 10-foot cube of 
  matter. This automatically destroys any force construct, such 
  as a wall of force.
  Heightened (+1) The damage increases by 2d10.
  DISJUNCTION 
  SPELL 9
  UNCOMMON
  ABJURATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Range 120 feet; Targets 1 magic item
  Crackling energy disjoins the target. You attempt to counteract 
  it (page 458). If you succeed, it’s deactivated for 1 week. On a 
  critical success, it’s destroyed. If it’s an artifact or similar item, 
  you automatically fail.
  DISPEL MAGIC 
  SPELL 2
  ABJURATION
  Traditions arcane, divine, occult, primal
  Cast � somatic, verbal
  Range 120 feet; Targets 1 spell effect or unattended magic item
  You unravel the magic behind a spell or effect. Attempt a 
  counteract check against the target (page 458). If you succeed 
  against a spell effect, you counteract it. If you succeed against a 
  magic item, the item becomes a mundane item of its type for 10 
  minutes. This doesn’t change the item’s non-magical properties. 
  If the target is an artifact or similar item, you automatically fail.
  Core Rulebook
  330
  
  DISRUPT UNDEAD 
  CANTRIP 1
  NECROMANCY
  POSITIVE
  Traditions divine, primal
  Cast � somatic, verbal
  Range 30 feet; Targets 1 undead creature
  Saving Throw Fortitude
  You lance the target with energy. You deal 1d6 positive 
  damage plus your spellcasting ability modifier. The target 
  must attempt a basic Fortitude save. If the creature critically 
  fails the save, it is also enfeebled 1 for 1 round.
  Heightened (+1) The damage increases by 1d6.
  DISRUPTING WEAPONS 
  SPELL 1
  NECROMANCY
  POSITIVE
  Traditions divine
  Cast � somatic, verbal
  Range touch; Targets up to two weapons, each of which must 
  be wielded by you or a willing ally, or else unattended
  Duration 1 minute
  You infuse weapons with positive energy. Attacks with these 
  weapons deal an extra 1d4 positive damage to undead.
  Heightened (3rd) The damage increases to 2d4 damage.
  Heightened (5th) Target up to three weapons, and the damage 
  increases to 3d4 damage.
  DIVINE AURA 
  SPELL 8
  ABJURATION
  Traditions divine
  Cast � somatic, verbal
  Area 10-foot emanation; Targets allies in the area
  Duration sustained up to 1 minute
  Divine power wards the targets, granting each a +1 status 
  bonus to AC and saves while in the area.
  Choose an alignment your deity has (chaotic, evil, good, or 
  lawful). You can’t cast this spell if you don’t have a deity or your 
  deity is true neutral. This spell gains the trait of the alignment 
  you chose. The bonuses granted by the spell increase to +2 
  against attacks by—and effects created by—creatures with an 
  alignment opposite to the spell (lawful if you chose chaotic, 
  evil if you chose good). These bonuses increase to +4 against 
  effects created by such creatures that attempt to impose the 
  controlled condition on a target of your divine aura, as well 
  as against attacks made by creatures summoned by anything 
  opposite in alignment to your divine aura.
  When a creature of opposite alignment hits a target with a 
  melee attack, the creature must succeed at a Will save or be 
  blinded for 1 minute. It’s then temporarily immune for 1 minute.
  The first time you Sustain the Spell each round, the divine 
  aura’s radius grows 10 feet.
  DIVINE DECREE 
  SPELL 7
  EVOCATION
  Traditions divine
  Cast � somatic, verbal
  Range 40 feet; Area 40-foot emanation
  Saving Throw Fortitude; Duration varies
  You utter a potent litany from your faith, a mandate that 
  harms those who oppose your ideals. Choose an alignment 
  your deity has (chaotic, evil, good, or lawful). You can’t 
  cast this spell if you don’t have a deity or your deity is true 
  neutral. This spell gains the trait of the alignment you chose. 
  You deal 7d10 damage to creatures in the area; each creature 
  must attempt a Fortitude save. Creatures with an alignment 
  that matches the one you chose are unaffected by the spell. 
  Those that neither match nor oppose it treat the result of 
  their saving throw as one degree better and don’t suffer 
  effects other than damage.
  Critical Success The creature is unaffected. 
  Success The creature takes half damage.
  Failure The creature takes full damage and is enfeebled 2 for 
  1 minute.
  Critical Failure The creature takes double damage and is 
  enfeebled 2 for 1 minute. On your home plane, a creature 
  that critically fails is banished with the effect of a failed 
  banishment save. A 10th-level creature or lower must 
  attempt a Will save. On a failure, it’s paralyzed for 1 minute; 
  on a critical failure, it dies.
  Heightened (+1) The damage increases by 1d10, and the level 
  of creatures that must attempt a second save on a critical 
  failure increases by 2.
  DIVINE INSPIRATION 
  SPELL 8
  ENCHANTMENT
  MENTAL
  Traditions divine
  Cast � somatic, verbal
  Range touch; Targets 1 willing creature
  You infuse a target with spiritual energy, refreshing its magic. 
  If it prepares spells, it recovers one 6th-level or lower spell 
  it previously cast today and can cast that spell again. If it 
  spontaneously casts spells, it recovers one of its 6th-level or 
  lower spell slots. If it has a focus pool, it regains its Focus 
  Points, as if it had Refocused.
  DIVINE LANCE 
  CANTRIP 1
  ATTACK
  CANTRIP
  EVOCATION
  Traditions divine
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  You unleash a beam of divine energy. Choose an alignment your 
  deity has (chaotic, evil, good, or lawful). You can’t cast this spell 
  if you don’t have a deity or if your deity is true neutral. Make 
  a ranged spell attack roll against the target’s AC. On a hit, the 
  target takes damage of the chosen alignment type equal to 1d4 
  + your spellcasting ability modifier (double damage on a critical 
  hit). The spell gains the trait of the alignment you chose.
  Heightened (+1) The damage increases by 1d4.
  DIVINE VESSEL 
  SPELL 7
  MORPH
  TRANSMUTATION
  Traditions divine
  Cast � somatic, verbal
  Duration 1 minute
  331
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  You accept otherworldly energies into your body; while you 
  are still recognizably yourself, you gain the features of one 
  of your deity’s servitors. Choose an alignment your deity has 
  (chaotic, evil, good, or lawful). You can’t cast this spell if you 
  don’t have a deity or your deity is true neutral. This spell gains 
  the trait of the alignment you chose.
  If you were Medium or smaller, you become Large, as the 
  effects of enlarge. You must have space to expand into, or the 
  spell is lost. You also gain the following benefits.
  • 40 temporary Hit Points.
  • A fly Speed equal to your Speed.
  • Weakness 10 to the alignment opposite the one 
  you chose.
  • A +1 status bonus to saves against spells.
  • Darkvision.
  • Your unarmed attacks and weapons deal 1 additional 
  damage of the chosen alignment type.
  • One or more unarmed melee attacks. If you chose good 
  or lawful, your fist attacks deal 2d8 damage. If you 
  chose chaotic, you gain a bite unarmed attack that 
  deals 2d10 piercing damage. If you chose evil, you 
  gain a claws unarmed attack that deals 2d8 slashing 
  damage and has the agile and finesse traits. 
  Heightened (9th) The temporary Hit Points increase to 60, 
  the weakness increases to 15, and the duration increases to 
  10 minutes.
  DIVINE WRATH 
  SPELL 4
  EVOCATION
  Traditions divine
  Cast � somatic, verbal
  Range 120 feet; Area 20-foot burst
  Saving Throw Fortitude
  You can channel the fury of your deity against foes of opposed 
  alignment. Choose an alignment your deity has (chaotic, evil, 
  good, or lawful). You can’t cast this spell if you don’t have a 
  deity or your deity is true neutral. This spell gains the trait 
  of the alignment you chose. You deal 4d10 damage of the 
  alignment you chose; each creature in the area must attempt a 
  Fortitude save. Creatures that match the alignment you chose 
  are unaffected. Those that neither match nor oppose it treat 
  the result of their saving throw as one degree better.
  Critical Success The creature is unaffected.
  Success The creature takes half damage.
  Failure The creature takes full damage and is sickened 1.
  Critical Failure The creature takes full damage and is sickened 
  2; while it is sickened, it is also slowed 1.
  Heightened (+1) The damage increases by 1d10.
  DOMINATE 
  SPELL 6
  UNCOMMON
  ENCHANTMENT
  INCAPACITATION
  MENTAL
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Will; Duration until the next time you make 
  your daily preparations
  You take command of the target, forcing it to obey your orders. 
  If  you issue an obviously self-destructive order, the target 
  doesn’t act until you issue a new order. The effect depends 
  on its Will save.
  Critical Success The target is unaffected.
  Success The target is stunned 1 as it fights off your commands.
  Failure The target follows your orders but can attempt a Will save 
  at the end of each of its turns. On a success, the spell ends.
  Critical Failure As a failure, but the target receives a new save 
  only if you give it a new order that is against its nature, 
  such as killing its allies.
  Heightened (10th) The duration is unlimited.
  DRAGON FORM 
  SPELL 6
  POLYMORPH
  TRANSMUTATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Duration 1 minute 
  Calling upon powerful transformative magic, you gain a Large 
  dragon battle form. You must have space to expand or the spell 
  is lost. When you cast this spell, choose one type of chromatic 
  or metallic dragon. While in this form, you gain the dragon trait. 
  You have hands in this battle form and can take manipulate 
  actions. You can Dismiss the spell.
  You gain the following statistics and abilities regardless of 
  which battle form you choose:
  • AC = 18 + your level. Ignore your armor’s check penalty 
  and Speed reduction.
  • 10 temporary Hit Points.
  • Speed 40 feet, fly Speed 100 feet.
  • Resistance 10 against the damage type of your breath 
  weapon (see below).
  • Darkvision and imprecise scent 60 feet.
  • One or more unarmed melee attacks specific to the battle 
  form you choose, which are the only attacks you can use. 
  You’re trained with them. Your attack modifier is +22, 
  and your damage bonus is +6. These attacks are Strength 
  based (for the purpose of the enfeebled condition, for 
  example). If your unarmed attack modifier is higher, you 
  can use it instead. See below for more on these attacks.
  • Athletics modifier of +23, unless your own modifier 
  is higher.
  • Breath Weapon � (arcane, evocation) The shape, 
  damage, and damage type of your breath weapon 
  depend on your specific dragon form (see below). A 
  creature in the area attempts a basic save against 
  your spell DC. This is a Reflex save unless stated 
  otherwise in the special ability description for your 
  specific dragon form. Once activated, your breath 
  weapon can’t be used again for 1d4 rounds. Your 
  breath weapon has the trait corresponding to the 
  type of damage it deals. 
  You also gain specific abilities based on the type of dragon 
  you choose: 
  • Black swim Speed 60 feet; Melee � jaws, Damage 2d12 
  piercing plus 2d6 acid; Melee � claw (agile), Damage 
  Core Rulebook
  332
  
  3d10 slashing; Melee � tail (reach 10 feet), Damage 3d10 
  bludgeoning; Melee � horns (reach 10 feet), Damage 
  3d8 piercing; breath weapon 60-foot line, 11d6 acid.
  • Blue burrow Speed 20 feet; Melee � jaws, Damage 
  2d10 piercing plus 1d12 electricity; Melee � claw 
  (agile), Damage 3d10 slashing; Melee � tail (reach 
  10 feet), Damage 3d10 bludgeoning; Melee � horns 
  (reach 10 feet), Damage 3d8 piercing; breath weapon 
  80-foot line, 6d12 electricity.
  • Green swim Speed 40 feet, ignores difficult terrain 
  from non-magical foliage; Melee � jaws, Damage 
  2d12 piercing plus 2d6 poison; Melee � claw (agile), 
  Damage 3d10 slashing; Melee � tail (reach 10 feet), 
  Damage 3d10 bludgeoning; Melee � horns (reach 10 
  feet), Damage 3d8 piercing; breath weapon 30-foot 
  cone, 10d6 poison (Fortitude save instead of Reflex).
  • Red ignore concealed from smoke; Melee � jaws, Damage 
  2d12 piercing plus 2d6 fire; Melee � claw (agile), Damage 
  4d6 slashing; Melee � tail (reach 10 feet), Damage 3d10 
  bludgeoning; Melee � wing (reach 10 feet), Damage 3d8 
  bludgeoning; breath weapon 30-foot cone, 10d6 fire.
  • White climb Speed 25 feet on ice only; Melee � jaws, 
  Damage 3d6 piercing plus 2d6 cold; Melee � claw 
  (agile), Damage 3d10 slashing; Melee � tail (reach 
  10 feet), Damage 3d10 bludgeoning; breath weapon 
  30-foot cone, 10d6 cold.
  • Brass burrow Speed 20 feet; Melee � jaws, Damage 
  3d8 piercing plus 2d4 fire; Melee � claw (agile), 3d10 
  slashing; Melee � tail (reach 10 feet), Damage 3d10 
  bludgeoning; Melee � spikes (reach 10 feet), Damage 
  3d8 piercing; breath weapon 60-foot line, 15d4 fire.
  • Bronze swim Speed 40 feet; Melee � jaws, Damage 
  2d10 piercing plus 1d12 electricity; Melee � claw 
  (agile), Damage 3d10 slashing; Melee � tail (reach 
  10 feet), Damage 3d10 bludgeoning; Melee � wing 
  (reach 10 feet), Damage 3d8 slashing; breath weapon 
  80-foot line, 6d12 electricity.
  • Copper climb Speed 25 feet on stone only; Melee � 
  jaws, Damage 2d12 piercing plus 2d6 acid; Melee 
  � claw (agile), Damage 3d10 slashing; Melee � tail 
  (reach 10 feet), Damage 3d10 bludgeoning; Melee � 
  wing (reach 10 feet), Damage 3d8 bludgeoning; breath 
  weapon 60-foot line, 10d6 acid.
  • Gold swim Speed 40 feet; Melee � jaws, Damage 2d12 
  piercing plus 2d6 fire; Melee � claw (agile), Damage 
  4d6 slashing; Melee � tail (reach 10 feet), Damage 3d10 
  bludgeoning; Melee � horns (reach 10 feet), Damage 
  3d8 piercing; breath weapon 30-foot cone, 6d10 fire.
  • Silver walk on clouds; Melee � jaws, Damage 2d12 
  piercing plus 2d6 cold; Melee � claw (agile), Damage 
  3d10 slashing; Melee � tail (reach 10), Damage 3d10 
  bludgeoning; breath weapon 30-foot cone, 8d8 cold.
  Heightened (8th) Your battle form is Huge, you gain a +20-foot 
  status bonus to your fly Speed, and your attacks have 10-foot 
  reach (or 15-foot reach if they previously had 10-foot reach). 
  You instead gain AC = 21 + your level, 15 temporary HP, an 
  attack modifier of +28, a damage bonus of +12, Athletics +28, 
  and a +14 status bonus to breath weapon damage.
  DREAM COUNCIL 
  SPELL 8
  ILLUSION
  MENTAL
  SLEEP
  Traditions arcane, occult
  Cast 10 minutes (somatic, verbal)
  Range planetary; Targets up to 12 creatures you know by 
  name and have met in person
  Duration 1 hour
  When you Cast this Spell, any targets—including you—can choose 
  to immediately fall asleep. The spell ends for any creatures that 
  don’t choose to fall asleep. Sleepers join a shared dream, where 
  they can communicate with one another as though they were in 
  the same room. Individual targets leave this shared dream upon 
  awakening, and if all the targets awaken, the spell ends. 
  DREAM MESSAGE 
  SPELL 3
  ENCHANTMENT
  MENTAL
  Traditions arcane, divine, occult
  Cast 10 minutes (somatic, verbal)
  Range planetary; Targets 1 creature you know by name and 
  have met in person
  Duration 1 day 
  You send a message to your target’s dream. The message is 
  one-way, up to 1 minute of speech (roughly 150 words). If 
  the target is asleep, they receive the message instantly. If 
  not, they receive it the next time they sleep. As soon as they 
  receive it, the spell ends, and you know the message was sent.
  Heightened (4th) You can target up to 10 creatures you know by 
  name and have met in person. You must send the same message 
  to all of them; the spell ends for each creature individually.
  DREAMING POTENTIAL  
  SPELL 5
  ENCHANTMENT
  MENTAL
  Traditions occult
  Cast 10 minutes (material, somatic, verbal)
  Range touch; Targets 1 willing sleeping creature
  Duration 8 hours
  You draw the target into a lucid dream where it can explore 
  the endless possibilities of its own potential within the ever-
  changing backdrop of its dreamscape. If it sleeps the full 8 hours 
  uninterrupted, when it wakes, it counts as having spent a day 
  of downtime retraining, though it can’t use dreaming potential 
  for any retraining that would require either an instructor or 
  specialized knowledge it can’t access within the dream.
  DROP DEAD 
  SPELL 5
  UNCOMMON
  ILLUSION
  VISUAL
  Traditions arcane, divine
  Cast � somatic; Trigger A creature within range is hit by an 
  attack from an enemy.
  Range 120 feet; Targets 1 creature
  Duration sustained up to 1 minute
  The target appears to fall down dead, though it actually turns 
  invisible. Its illusory corpse remains where it fell, complete with 
  333
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  a believable fatal wound. This illusion looks and feels like a 
  dead body. If the target’s death seems absurd—for instance, a 
  barbarian at full health appears to be slain by 2 damage—the 
  GM can grant the attacker an immediate Perception check to 
  disbelieve the illusion. If the target uses hostile actions, the 
  spell ends. This ends the entire spell, so the illusory corpse 
  disappears too.
  Heightened (7th) The spell doesn’t end if the target uses 
  hostile actions.
  DUPLICATE FOE 
  SPELL 7
  CONJURATION
  Traditions arcane, occult
  Cast � material, somatic, verbal
  Range 30 feet; Targets 1 enemy of level 15 or lower
  Saving Throw Fortitude; Duration sustained up to 1 minute 
  You try to create a temporary duplicate of an enemy to fight 
  on your behalf. The target can attempt a Fortitude save to 
  disrupt the spell. The duplicate appears in an unoccupied space 
  adjacent to the target and has the target’s attack modifier, AC, 
  saving throw modifiers, Perception, and skill modifiers, but it 
  has only 70 Hit Points and lacks the target’s special abilities, 
  including immunities, resistances, and weaknesses. It has no 
  magic items except weapon potency runes.
  The duplicate gains the minion trait, and it can only Stride 
  and Strike. Its Strikes deal the target’s normal damage but don’t 
  apply added effects, since it doesn’t have special abilities. The 
  spell automatically ends if the duplicate’s Hit Points drop to 0.
  The duplicate attacks your enemies to the best of its 
  abilities. You can also try to give it additional instructions; 
  when you Sustain the Spell, you can also Command a Minion 
  as part of your action, but the GM determines whether the 
  duplicate follows your command.
  The duplicate is unstable, so each turn after it takes its 
  actions, it loses 4d6 Hit Points. It’s not a living creature, and it 
  can never regain its lost Hit Points in any way.
  Critical Success You fail to create a duplicate.
  Success The duplicate deals half damage with its Strikes and 
  the duration is reduced to a maximum of 2 rounds.
  Failure The duplicate works as described.
  Heightened (+1) The level of creature you can target increases 
  by 2. The duplicate has 10 more HP.
  EARTHBIND 
  SPELL 3
  TRANSMUTATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Range 120 feet; Targets 1 flying creature
  Saving Throw Fortitude; Duration varies
  Using the weight of earth, you hamper a target’s flight, with 
  effects based on its Fortitude save. If the creature reaches the 
  ground safely, it doesn’t take falling damage.
  Critical Success The target is unaffected.
  Success The target falls safely up to 120 feet.
  Failure The target falls safely up to 120 feet. If it hits the ground, 
  it can’t Fly, levitate, or otherwise leave the ground for 1 round.
  Critical Failure The target falls safely up to 120 feet. If it hits 
  the ground, it can’t Fly, levitate, or otherwise leave the 
  ground for 1 minute.
  EARTHQUAKE 
  SPELL 8
  EARTH
  EVOCATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Range 500 feet; Area 60-foot burst
  Duration 1 round
  You shake the ground, topple creatures into fissures, and 
  collapse structures.
  The GM might add additional effects in certain areas. Cliffs 
  might collapse, causing creatures to fall, or a lake might 
  drain as fissures open up below its surface, leaving a morass 
  of quicksand. 
  • Shaking Ground The ground is difficult terrain, and 
  creatures on it take a –2 circumstance penalty to 
  attack rolls, AC, and skill checks.
  • Fissures Each creature on the ground must attempt a 
  Reflex save at the start of its turn to keep its footing 
  and avoid falling into 40-foot-deep fissures that open 
  beneath it. The fissures are permanent, and their sides 
  require DC 15 Athletics to Climb.
  • Collapse Structures and ceilings might collapse. The 
  GM rolls a flat check for each (DC 16 for a sturdy 
  structure, DC 14 for an average structure and most 
  natural formations, DC 9 for a shoddy structure, 
  all adjusted higher or lower as the GM sees fit). A 
  collapse deals 11d6 bludgeoning damage; each 
  creature caught in a collapse must attempt a Reflex 
  save to avoid it.
  Critical Success The creature takes half the collapse damage.
  Success The creature takes half the collapse damage and 
  falls prone.
  Failure The creature takes the full collapse damage and 
  falls prone.
  Critical Failure The creature takes the full collapse damage 
  and falls into a fissure.
  Heightened (10th) You create a massive earthquake that can 
  devastate a settlement. The range increases to half a mile and 
  the area to a quarter-mile burst.
  ECLIPSE BURST 
  SPELL 7
  COLD
  DARKNESS
  NECROMANCY
  NEGATIVE
  Traditions arcane, divine, primal
  Cast � somatic, verbal
  Range 500 feet; Area 60-foot burst
  Saving Throw Reflex
  A globe of freezing darkness explodes in the area, dealing 
  8d10 cold damage to creatures and objects in the area, plus 
  8d4 additional negative damage to living creatures. Creatures 
  and objects in the area must attempt a Reflex save. 
  If the globe overlaps with an area of magical light or affects 
  a creature affected by magical light, eclipse burst attempts to 
  counteract the light effect.
  Core Rulebook
  334
  
  Critical Success The creature or object is unaffected.
  Success The creature or object takes half damage.
  Failure The creature or object takes full damage.
  Critical Failure The creature or object takes double damage. 
  If it’s a creature, it becomes blinded by the darkness for 
  an unlimited duration. Heightened (+1) The cold damage 
  increases by 1d10 and the negative damage against the living 
  increases by 1d4.
  ELECTRIC ARC 
  CANTRIP 1
  CANTRIP
  ELECTRICITY
  EVOCATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Range 30 feet; Targets 1 or 2 creatures
  Saving Throw basic Reflex
  An arc of lightning leaps from one target to another. You 
  deal electricity damage equal to 1d4 plus your spellcasting 
  ability modifier.
  Heightened (+1) The damage increases by 1d4.
  ELEMENTAL FORM 
  SPELL 5
  POLYMORPH
  TRANSMUTATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Duration 1 minute 
  You call upon the power of the planes to transform into a 
  Medium elemental battle form. When you cast this spell, 
  choose air, earth, fire, or water. While in this form, you gain 
  the corresponding trait and the elemental trait. You have 
  hands in this battle form and can take manipulate actions. 
  You can Dismiss the spell.
  You gain the following statistics and abilities regardless of 
  which battle form you choose:
  • AC = 19 + your level. Ignore your armor’s check penalty 
  and Speed reduction.
  • 10 temporary Hit Points.
  • Darkvision.
  • One or more unarmed melee attacks specific to the 
  battle form you choose, which are the only attacks 
  you can use. You’re trained with them. Your attack 
  modifier is +18, and your damage bonus is +9. These 
  are Dexterity based (air or fire) or Strength based 
  (earth or water). If your corresponding unarmed attack 
  modifier is higher, you can use it instead.
  • Acrobatics (air or fire) or Athletics (earth or water) 
  modifier of +20; ignore this change if your own 
  modifier is higher.
  You also gain specific abilities based on the type of 
  elemental you choose: 
  • Air fly Speed 80 feet, movement doesn’t trigger 
  reactions; Melee � gust, Damage 1d4 bludgeoning.
  • Earth Speed 20 feet, burrow Speed 20 feet; Melee � 
  fist, Damage 2d10 bludgeoning. 
  • Fire Speed 50 feet; fire resistance 10, weakness 5 to 
  cold and 5 to water; Melee � tendril, Damage 1d8 fire 
  plus 1d4 persistent fire.
  • Water Speed 20 feet, swim Speed 60 feet; fire 
  resistance 5; Melee � wave, Damage 1d12 
  bludgeoning, and you can spend an action 
  immediately after a hit to push the target 5 feet with 
  the effects of a successful Shove.
  Heightened (6th) Your battle form is Large and your attacks 
  have 10-foot reach. You must have space to expand or the spell 
  is lost. You instead gain AC = 22 + your level, 15 temporary 
  HP, an attack modifier of +23, a damage bonus of +13, and 
  Acrobatics or Athletics +23.
  Heightened (7th) Your battle form is Huge and your attacks 
  have 15-foot reach. You must have space to expand or the spell 
  is lost. You instead gain AC = 22 + your level, 20 temporary 
  HP, an attack modifier of +25, a damage bonus of +11, double 
  the number of damage dice (including persistent damage), and 
  Acrobatics or Athletics +25.
  ENDURE ELEMENTS 
  SPELL 2
  ABJURATION
  Traditions arcane, divine, primal
  Cast 10 minutes (somatic, verbal)
  Range touch; Targets 1 willing creature
  Duration until the next time you make your daily preparations
  You shield the target against dangerous temperatures. 
  Choose severe cold or heat. The target is protected from the 
  temperature you chose (but not extreme cold or heat).
  Heightened (3rd) The target is protected from severe cold 
  and heat.
  Heightened (5th) The target is protected from severe cold, 
  severe heat, extreme cold, and extreme heat.
  ENERGY AEGIS 
  SPELL 7
  ABJURATION
  Traditions arcane, divine, occult, primal
  Cast 1 minute (material, somatic, verbal)
  Range touch; Targets 1 creature
  Duration 24 hours
  You protect the target with a powerful, long-lasting energy 
  barrier. The target gains resistance 5 to acid, cold, electricity, 
  fire, force, negative, positive, and sonic damage.
  Heightened (9th) The resistances increase to 10.
  ENHANCE VICTUALS 
  SPELL 2
  TRANSMUTATION
  Traditions divine, primal
  Cast 1 minute (material, somatic, verbal)
  Range touch; Targets up to 1 gallon of non-magical water or up 
  to 5 pounds of food
  Duration 1 hour
  You transform the target into delicious fare, changing water 
  into wine or another fine beverage or enhancing the food’s 
  taste and ingredients to make it a gourmet treat.
  Prior to the transformation, the spell attempts to counteract 
  any poisons in the food or water. The food turns back to 
  normal if not consumed before the duration expires, though 
  any poisons that were counteracted are still gone.
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  Heightened (+1) The number of gallons of water you can target 
  increases by 1, or the number of pounds of food you can target 
  increases by 5.
  ENLARGE 
  SPELL 2
  POLYMORPH
  TRANSMUTATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Range 30 feet; Targets 1 willing creature
  Duration 5 minutes
  Bolstered by magical power, the target grows to size Large. 
  Its equipment grows with it but returns to natural size if 
  removed. The creature is clumsy 1. Its reach increases by 5 
  feet (or by 10 feet if it started out Tiny), and it gains a +2 
  status bonus to melee damage. This spell has no effect on a 
  Large or larger creature.
  Heightened (4th) The creature instead grows to size Huge. 
  The status bonus to melee damage is +4 and the creature’s 
  reach increases by 10 feet (or 15 feet if the creature started 
  out Tiny). The spell has no effect on a Huge or larger creature.
  Heightened (6th) As level 4, but you can target up to 10 creatures.
  ENTANGLE  
  SPELL 2
  PLANT
  TRANSMUTATION
  Traditions primal
  Cast � somatic, verbal
  Range 120 feet; Area all squares in a 20-foot-radius burst that 
  contain plants
  Duration 1 minute
  Plants in the area entangle creatures. The area counts as difficult 
  terrain. Each round that a creature starts its turn in the area, 
  it must attempt a Reflex save. On a failure, it takes a –10-foot 
  circumstance penalty to its Speeds until it leaves the area, and 
  on a critical failure, it is also immobilized for 1 round. Creatures 
  can attempt to Escape at entangle’s DC to remove these effects. 
  ENTHRALL 
  SPELL 3
  AUDITORY
  ENCHANTMENT
  EMOTION
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 120 feet; Targets all creatures in range
  Saving Throw Will; Duration sustained
  Your words fascinate your targets. You speak or sing without 
  interruption throughout the casting and duration. Targets 
  who notice your speech or song might give their undivided 
  attention; each target must attempt a Will save. The GM might 
  grant a circumstance bonus (to a maximum of +4) if the target 
  is of an opposing religion, ancestry, or political leaning, or is 
  otherwise unlikely to agree with what you’re saying.
  Each creature that comes within range has to attempt a 
  save when you Sustain the Spell. If you’re speaking, enthrall 
  gains the linguistic trait.
  Critical Success The target is unaffected and notices that you 
  tried to use magic.
  Success The target needn’t pay attention but doesn’t notice 
  you tried to use magic (it might notice others are enthralled).
  Failure The target is fascinated with you. It can attempt another 
  Will save if it witnesses actions or speech with which it 
  disagrees. If it succeeds, it’s no longer fascinated and is 
  temporarily immune for 1 hour. If the target is subject to a 
  hostile act, or if another creature succeeds at a Diplomacy or 
  Intimidation check against it, the fascination ends immediately. 
  Critical Failure As failure, but the target can’t attempt a save 
  to end the fascination if it disagrees with you.
  ETHEREAL JAUNT 
  SPELL 7
  UNCOMMON
  CONJURATION
  TELEPORTATION
  Traditions divine, occult
  Cast � somatic, verbal
  Duration sustained up to 1 minute
  You travel to the Ethereal Plane, which overlaps the Material 
  Plane. Material Plane creatures can’t see you, and you can 
  move through things on the Material Plane. You move at half 
  your normal Speeds, but can move in any direction (including 
  up and down).
  You can see onto the Material Plane within a radius of 60 
  feet; it is gray, hazy, and concealed from you. You can’t affect 
  the Material Plane, and you can’t be affected by the Material 
  Plane except by force effects and abjurations originating there. 
  When the spell ends, you return to the Material Plane. If 
  you’re in the air, you fall (unless you can fly), and if you’re 
  inside an object, you’re pushed into the nearest open space 
  and take 1d6 damage per 5 feet you were pushed.
  If you cast this spell when not on the Material Plane, it is lost.
  Heightened (9th) You can target up to five additional willing 
  creatures at a range of 30 feet. The duration is up to 10 minutes.
  FABRICATED TRUTH 
  SPELL 10
  ENCHANTMENT
  INCAPACITATION
  MENTAL
  Traditions occult
  Cast � material, somatic, verbal
  Range 100 feet; Targets up to 5 creatures
  Saving Throw Will; Duration varies
  Choose a single statement you want the targets to believe. The 
  fact could be narrow, such as “a dragon is circling overhead 
  and wants to kill me”; wide-reaching, such as “all humanoids 
  are disguised abominations”; or conceptual, such as “if I don’t 
  live a kinder life, I’ll be punished in the afterlife.” The targets’ 
  experiences color how they react to this “truth” and how 
  their behavior changes. If the statement changes what they 
  perceive, they treat the change as a sudden revelation.
  The effect of the spell depends on the targets’ Will saves. If 
  a target is already subject to fabricated truth, your spell tries 
  to counteract it. If the counteract check fails, the outcome of 
  the target’s saving throw can’t be worse than a success.
  Critical Success The target doesn’t believe the statement, and 
  it knows you tried to trick it.
  Success The target doesn’t believe the statement or realize 
  you tried to trick it.
  Failure The target believes the statement for a duration of 1 week.
  Critical Failure The target believes the statement with 
  unlimited duration.
  Core Rulebook
  336
  
  FAERIE FIRE 
  SPELL 2
  EVOCATION
  LIGHT
  Traditions divine, occult, primal
  Cast � somatic, verbal
  Range 120 feet; Area 10-foot burst
  Duration 5 minutes
  All creatures in the area when you cast the spell are limned 
  in colorful, heatless fire of a color of your choice for the 
  duration. Visible creatures can’t be concealed while affected 
  by faerie fire. If the creatures are invisible, they are concealed 
  while affected by faerie fire, rather than being undetected.
  FALSE LIFE 
  SPELL 2
  NECROMANCY
  Traditions arcane, occult
  Cast � somatic, verbal
  Duration 8 hours
  You create a reservoir of vitality from necromantic energy, 
  gaining a number of temporary Hit Points equal to 6 plus your 
  spellcasting ability modifier.
  Heightened (+1) The temporary Hit Points increase by 3.
  FALSE VISION 
  SPELL 5
  UNCOMMON
  ILLUSION
  Traditions arcane, occult
  Cast 10 minutes (material, somatic, verbal)
  Range touch; Area 100-foot burst
  Duration until the next time you make your daily preparations
  You create a false image that fools any attempts to scry on 
  an area. Any scrying spell sees, hears, smells, and otherwise 
  detects whatever you wish within the area, rather than what 
  is actually in the area. You can Sustain the Spell each round 
  to change the illusion as you desire, including playing out a 
  complex scene. If the scrying spell is of a higher level than 
  false vision, the scryer can attempt a Perception check to 
  disbelieve the illusion, though even if they’re successful, 
  they can’t learn what’s truly going on in the area.
  FEAR 
  SPELL 1
  EMOTION
  ENCHANTMENT
  FEAR
  MENTAL
  Traditions arcane, divine, occult, primal
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Will; Duration varies
  You plant fear in the target; it must attempt a Will save.
  Critical Success The target is unaffected.
  Success The target is frightened 1.
  Failure The target is frightened 2.
  Critical Failure The target is frightened 3 and fleeing for 1 
  round.
  Heightened (3rd) You can target up to five creatures.
  FEATHER FALL 
  SPELL 1
  ABJURATION
  Traditions arcane, primal
  Cast � verbal; Trigger A creature within range is falling.
  Range 60 feet; Targets 1 falling creature
  Duration 1 minute 
  You cause the air itself to arrest a fall. The target’s fall slows to 
  60 feet per round, and the portion of the fall during the spell’s 
  duration doesn’t count when calculating falling damage. If the 
  target reaches the ground while the spell is in effect, it takes no 
  damage from the fall. The spell ends as soon as the target lands.
  FEEBLEMIND 
  SPELL 6
  CURSE
  ENCHANTMENT
  INCAPACITATION
  MENTAL
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Will; Duration varies 
  You drastically reduce the target’s mental faculties. The target 
  must attempt a Will save.
  Critical Success The target is unaffected.
  Success The target is stupefied 2 for 1 round.
  Failure The target is stupefied 4 with an unlimited duration.
  Critical Failure The target’s intellect is permanently reduced 
  below that of an animal, and it treats its Charisma, Intelligence, 
  and Wisdom modifiers as –5. It loses all class abilities that 
  require mental faculties, including all spellcasting. If the 
  target is a PC, they become an NPC under the GM’s control.
  FEET TO FINS 
  SPELL 3
  MORPH
  TRANSMUTATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Range touch; Targets 1 willing creature
  Duration 10 minutes
  The target’s feet transform into fins, improving mobility in 
  the water but reducing it on land. The target gains a swim 
  Speed equal to its normal land Speed, but its land Speed 
  becomes 5 feet.
  Heightened (6th) The spell lasts until the next time you make 
  your daily preparations.
  FIELD OF LIFE  
  SPELL 6
  HEALING
  NECROMANCY
  POSITIVE
  Traditions divine, primal
  Cast � somatic, verbal
  Range 30 feet; Area 20-foot burst
  Duration sustained up to 1 minute
  A field of positive energy fills the area, exuding warmth and 
  rejuvenating those within. Each living creature that starts its 
  turn in the area regains 1d8 Hit Points, and any undead creature 
  that starts its turn in the area takes 1d8 positive damage.
  Heightened (8th) The healing and damage increase to 1d10.
  Heightened (9th) The healing and damage increase to 1d12.
  FIERY BODY 
  SPELL 7
  FIRE
  POLYMORPH
  TRANSMUTATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Duration 1 minute
  337
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  You become living flame, giving you fire immunity, 
  resistance 10 to precision damage, and weakness 5 to cold 
  and to water. Any creature that touches you or damages 
  you with an unarmed attack or non-reach melee weapon 
  takes 3d6 fire damage.
  Your unarmed attacks deal 1d4 additional fire damage, and 
  your fire spells deal one additional die of fire damage (of the 
  same damage die the spell uses). You can cast produce flame 
  as an innate spell; the casting is reduced from 2 actions to 1.
  In fire form, you have a fly Speed of 40 feet and don’t need 
  to breathe.
  Heightened (9th) Creatures touching you take 4d6 fire damage 
  instead of 3d6, your unarmed attacks deal 2d4 additional fire 
  damage, and you have a fly Speed of 60 feet.
  FINGER OF DEATH 
  SPELL 7
  DEATH
  NECROMANCY
  Traditions divine, primal
  Cast � somatic, verbal
  Range 30 feet; Targets 1 living creature
  Saving Throw basic Fortitude
  You point your finger toward the target and speak a word 
  of slaying. You deal 70 negative damage to the target. If the 
  damage from finger of death reduces the target to 0 Hit Points, 
  the target dies instantly.
  Heightened (+1) The damage increases by 10.
  FIRE SEEDS 
  SPELL 6
  EVOCATION
  FIRE
  PLANT
  Traditions primal
  Cast � somatic, verbal
  Saving Throw basic Reflex; Duration 1 minute
  Four acorns grow in your hand, their shells streaked with 
  pulsing red and orange patterns. You or anyone else who has 
  one of the acorns can toss it up to 30 feet with an Interact 
  action. It explodes in a 5-foot burst, dealing 4d6 fire damage. 
  The save uses your spell DC, even if someone else throws 
  the acorn.
  Flames continue to burn on the ground in the burst for 
  1  minute, dealing 2d6 fire damage to any creature that 
  enters the flames or ends its turn within them. A creature 
  can take damage from the continuing flames only once per 
  round, even if it’s in overlapping areas of fire created by 
  different acorns.
  When the spell ends, any remaining acorns rot and turn to 
  ordinary soil.
  Heightened (8th) The burst’s damage increases to 5d6, and 
  the continuing flames damage increases to 3d6.
  Heightened (9th) The burst’s damage increases to 6d6, and 
  the continuing flames damage increases to 3d6.
  FIRE SHIELD 
  SPELL 4
  EVOCATION
  FIRE
  Traditions arcane, primal
  Cast � somatic, verbal
  Duration 1 minute
  You wreathe yourself in ghostly flames, gaining cold 
  resistance 5. Additionally, adjacent creatures that hit you 
  with a melee attack, as well as creatures that touch you or 
  hit you with an unarmed attack, take 2d6 fire damage each 
  time they do.
  Heightened (+2) The cold resistance increases by 5, and the 
  fire damage increases by 1d6.
  FIREBALL 
  SPELL 3
  EVOCATION
  FIRE
  Traditions arcane, primal
  Cast � somatic, verbal
  Range 500 feet; Area 20-foot burst
  Saving Throw basic Reflex
  A roaring blast of fire appears at a spot you designate, dealing 
  6d6 fire damage.
  Heightened (+1) The damage increases by 2d6.
  FLAME STRIKE 
  SPELL 5
  EVOCATION
  FIRE
  Traditions divine
  Cast � somatic, verbal
  Range 120 feet; Area 10-foot radius, 40-foot-tall cylinder
  Saving Throw basic Reflex
  You call a rain of divine fire that plummets down from above, 
  dealing 8d6 fire damage. Because the flame is infused with 
  divine energy, creatures in the area apply only half their usual 
  fire resistance. Creatures that are immune to fire, instead of 
  gaining the usual benefit of immunity, treat the results of their 
  saving throws as one degree of success better.
  Heightened (+1) The damage increases by 2d6.
  FLAMING SPHERE 
  SPELL 2
  EVOCATION
  FIRE
  Traditions arcane, primal
  Cast � somatic, verbal
  Range 30 feet; Area 1 5-foot square
  Saving Throw Reflex; Duration sustained up to 1 minute
  You create a sphere of flame in a square within range. The 
  sphere must be supported by a solid surface, such as a stone 
  floor. The sphere deals 3d6 fire damage to each creature in 
  the square where it first appears; each creature must attempt 
  a basic Reflex save. On subsequent rounds, you can Sustain 
  this Spell, leaving the sphere in its square or rolling it to 
  another square within range and dealing 3d6 fire damage; 
  each creature in its square must attempt a basic Reflex save.
  Creatures that succeed at their save take no damage 
  (instead of half).
  Heightened (+1) The damage increases by 1d6.
  FLEET STEP 
  SPELL 1
  TRANSMUTATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Duration 1 minute
  You gain a +30-foot status bonus to your Speed.
  Core Rulebook
  338
  
  FLESH TO STONE 
  SPELL 6
  TRANSMUTATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Range 120 feet; Targets 1 creature made of flesh
  Saving Throw Fortitude; Duration varies
  You try to turn the target’s flesh into stone. The target must 
  attempt a Fortitude save.
  Critical Success The target is unaffected.
  Success The target is slowed 1 for 1 round.
  Failure The target is slowed 1 and must attempt a Fortitude 
  save at the end of each of its turns; this ongoing save has 
  the incapacitation trait. On a failed save, the slowed condition 
  increases by 1 (or 2 on a critical failure). A successful save 
  reduces the slowed condition by 1. When a creature is unable 
  to act due to the slowed condition from flesh to stone, the 
  creature is petrified permanently. The spell ends if the 
  creature is petrified or the slowed condition is removed.
  Critical Failure As failure, but the target is initially slowed 2.
  FLOATING DISK 
  SPELL 1
  CONJURATION
  FORCE
  Traditions arcane, occult
  Cast � somatic, verbal
  Duration 8 hours 
  A disk of magical force materializes adjacent to you. This 
  disk is 2 feet in diameter and follows 5 feet behind you, 
  floating just above the ground. It holds up to 5  Bulk of 
  objects (though they must be able to fit and balance on its 
  surface). Any objects atop the disk fall to the ground when 
  the spell ends.
  The spell ends if a creature tries to ride atop the disk, if 
  the disk is overloaded, if anyone tries to lift or force the disk 
  higher above the ground, or if you move more than 30 feet 
  away from the disk.
  FLY 
  SPELL 4
  TRANSMUTATION
  Traditions arcane, occult, primal
  Cast � somatic, verbal
  Range touch; Targets 1 creature
  Duration 5 minutes
  The target can soar through the air, gaining a fly Speed equal 
  to its Speed or 20 feet, whichever is greater.
  Heightened (7th) The duration increases to 1 hour.
  FORBIDDING WARD  
  CANTRIP 1
  ABJURATION
  CANTRIP
  Traditions divine, occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 ally and 1 enemy
  Duration sustained up to 1 minute
  You ward an ally against the attacks and hostile spells from 
  the target enemy. The target ally gains a +1 status bonus to 
  339
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  Armor Class and saving throws against the target enemy’s 
  attacks, spells, and other effects.
  Heightened (6th) The status bonus increases to +2.
  FORESIGHT 
  SPELL 9
  DIVINATION
  MENTAL
  PREDICTION
  Traditions arcane, divine, occult
  Cast � somatic, verbal
  Range touch; Targets 1 creature
  Duration 1 hour
  You gain a sixth sense that warns you of danger that might 
  befall the target of the spell. If you choose a creature other 
  than yourself as the target, you create a psychic link through 
  which you can inform the target of danger. This link is a mental 
  effect. Due to the amount of information this spell requires 
  you to process, you can’t have more than one foresight spell 
  in effect at a time. Casting foresight again ends the previous 
  foresight. While foresight is in effect, the target gains a +2 
  status bonus to initiative rolls and isn’t flat-footed against 
  undetected creatures or when flanked. In addition, you gain 
  the following reaction.
  Foresight � Trigger The target of foresight defends against 
  a hostile creature or other danger. Effect If the hostile 
  creature or danger forces the target to roll dice (a saving 
  throw, for example), the target rolls twice and uses the 
  higher result, and this spell gains the fortune trait. But if the 
  hostile creature or danger is rolling against the target (an 
  attack roll or skill check, for example), that hostile creature 
  or danger rolls twice and uses the lower result, and this 
  spell gains the misfortune trait.
  FREEDOM OF MOVEMENT 
  SPELL 4
  ABJURATION
  Traditions arcane, divine, primal
  Cast � somatic, verbal
  Range touch; Targets 1 creature touched
  Duration 10 minutes
  You repel effects that would hinder a creature or slow its 
  movement. While under this spell’s effect, the target ignores 
  effects that would give them a circumstance penalty to 
  Speed. When they attempt to Escape an effect that has them 
  immobilized, grabbed, or restrained, they automatically 
  succeed unless the effect is magical and of a higher level 
  than the freedom of movement spell.
  GASEOUS FORM 
  SPELL 4
  POLYMORPH
  TRANSMUTATION
  Traditions arcane, occult, primal
  Cast � somatic, verbal
  Range touch; Targets 1 willing creature
  Duration 5 minutes 
  The target transforms into a vaporous state. In this state, 
  the target is amorphous and loses any item bonus to AC. 
  It gains resistance 8 to physical damage and is immune to 
  precision damage. It can’t cast spells, activate items, or use 
  actions that have the attack or manipulate trait. It gains a fly 
  Speed of 10 feet and can slip through tiny cracks. The target 
  can Dismiss the spell.
  GATE 
  SPELL 10
  UNCOMMON
  CONJURATION
  TELEPORTATION
  Traditions arcane, divine, occult
  Cast � somatic, verbal
  Range 120 feet
  Duration sustained up to 1 minute
  You tear open a rift to another plane, creating a portal that 
  creatures can travel through in either direction. This portal 
  is vertical and circular, with a radius of 40 feet. The portal 
  appears at a location of your choice on the destination plane, 
  assuming you have a clear idea of both the destination’s 
  location on the plane and what the destination looks like. If 
  you attempt to create a gate into or out of the realm of a deity 
  or another powerful being, that being can prevent the gate 
  from forming.
  GENTLE REPOSE 
  SPELL 2
  NECROMANCY
  Traditions arcane, divine, occult, primal
  Cast � somatic, verbal
  Range touch; Targets 1 corpse
  Duration until the next time you make your daily preparations
  The targeted corpse doesn’t decay, nor can it be transformed 
  into an undead. If the corpse is subject to a spell that requires 
  the corpse to have died within a certain amount of time (for 
  example, raise dead), do not count the duration of gentle 
  repose against that time. This spell also prevents ordinary 
  bugs and pests (such as maggots) from consuming the body.
  Heightened (5th) The spell’s duration is unlimited, but the 
  spell takes one more action to cast and requires a material 
  component and a cost (embalming fluid worth 6 gp).
  GHOST SOUND  
  CANTRIP 1
  AUDITORY
  CANTRIP
  ILLUSION
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 30 feet
  Duration sustained
  You create an auditory illusion of simple sounds that has a 
  maximum volume equal to four normal humans shouting. 
  The sounds emanate from a square you designate within 
  range. You can’t create intelligible words or other intricate 
  sounds (such as music).
  Heightened (3rd) The range increases to 60 feet.
  Heightened (5th) The range increases to 120 feet.
  GHOSTLY WEAPON 
  SPELL 3
  TRANSMUTATION
  Traditions arcane, occult
  Cast � somatic, verbal
  Range touch; Targets 1 non-magical weapon that is either 
  unattended or wielded by you or a willing ally
  Duration 5 minutes
  Core Rulebook
  340
  
  The target weapon becomes translucent and ghostly, and it 
  can affect material and incorporeal creatures and objects. It 
  can be wielded by a corporeal or incorporeal creature and 
  gains the effects of the ghost touch property rune.
  GHOULISH CRAVINGS 
  SPELL 2
  ATTACK
  DISEASE
  EVIL
  NECROMANCY
  Traditions divine, occult
  Cast � somatic, verbal
  Range touch; Targets 1 creature
  Saving Throw Fortitude
  You touch the target to afflict it with ghoul fever, infesting it 
  with hunger and a steadily decreasing connection to positive 
  energy; the target must attempt a Fortitude save.
  Critical Success The target is unaffected.
  Success The target is afflicted with ghoul fever at stage 1.
  Failure The target is afflicted with ghoul fever at stage 2.
  Critical Failure The target is afflicted with ghoul fever at stage 3.
  Ghoul Fever (disease); Level 3; Stage 1 carrier with no ill 
  effects (1 day); Stage 2 3d8 negative damage and the 
  creature regains half as many Hit Points from all healing 
  (1 day); Stage 3 as stage 2 (1 day); Stage 4 3d8 negative 
  damage and the creature gains no benefit from healing (1 
  day); Stage 5 as stage 4 (1 day); Stage 6 the creature dies 
  and rises as a ghoul at the next midnight
  GLIBNESS 
  SPELL 4
  UNCOMMON
  ENCHANTMENT
  MENTAL
  Traditions occult
  Cast � somatic, verbal
  Duration 10 minutes
  Falsehoods pass your lips as smoothly as silk. You gain a +4 
  status bonus to Deception checks to Lie and against Perception 
  checks to discern if you are telling the truth, and you add your 
  level even if you’re untrained. If the implausibility of your lies 
  prompts a circumstance penalty or a DC increase, reduce that 
  penalty or increase by half.
  GLITTERDUST 
  SPELL 2
  EVOCATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Range 120 feet; Area 10-foot burst
  Saving Throw Reflex
  Creatures in the area are outlined by glittering dust. Each 
  creature must attempt a Reflex save. If a creature has its 
  invisibility negated by this spell, it is concealed instead of 
  invisible. This applies both if the creature was already invisible 
  and if it benefits from new invisibility effects before the end of 
  the invisibility negation effect from this spell.
  Critical Success The target is unaffected.
  Success The target’s invisibility is negated for 2 rounds.
  Failure The target is dazzled for 1 minute and its invisibility is 
  negated for 1 minute.
  Critical Failure The target is blinded for 1 round and dazzled 
  for 10 minutes. Its invisibility is negated for 10 minutes.
  GLOBE OF INVULNERABILITY 
  SPELL 4
  UNCOMMON
  ABJURATION
  Traditions arcane, divine, occult
  Cast � somatic, verbal
  Area 10-foot burst centered on one corner of your space
  Duration 10 minutes
  You create an immobile globe around yourself that attempts 
  to counteract any spell from outside the globe whose area 
  or targets enter into the globe, as if the globe were a dispel 
  magic spell 1 level lower than its actual spell level. If the 
  counteract attempt succeeds, it prevents only the portion 
  of the spell that would have entered the globe (so if the 
  spell also has targets outside the globe, or part of its area 
  is beyond the globe, those targets or that area is affected 
  normally). You must form the sphere in an unbroken open 
  space, so its edges don’t pass through any creatures or 
  objects, or the spell is lost (though creatures can enter the 
  globe after the spell is cast).
  GLYPH OF WARDING 
  SPELL 3
  ABJURATION
  Traditions arcane, divine, occult, primal
  Cast 10 minutes (material, somatic, verbal)
  Range touch; Targets 1 container or a 10-foot-by-10-foot area
  Duration unlimited 
  You craft a trap by binding a hostile spell into a symbol. While 
  Casting this Spell, you also Cast a Spell of a lower spell level 
  to store in the glyph. The stored spell must take 3 actions or 
  fewer to cast, have a hostile effect, and target one creature 
  or have an area. You can set a password, a trigger, or both 
  for the glyph. Any creature that moves, opens, or touches the 
  target container or enters the target area that doesn’t speak 
  the password or that matches the trigger activates the glyph, 
  releasing the harmful spell within. 
  Once a spell is stored in the glyph, the glyph gains all the 
  traits of that spell. If the stored spell targets one or more 
  creatures, it targets the creature that set off the glyph. If it 
  has an area, that area is centered on the creature that set off 
  the glyph. Glyph of warding’s duration ends when the glyph 
  is triggered. The glyph counts as a magical trap, using your 
  spell DC for both the Perception check to notice it and the 
  Thievery check to disable it; both checks require the creature 
  attempting them to be trained in order to succeed.
  You can Dismiss glyph of warding. The maximum number 
  of glyphs of warding you can have active at a time is equal to 
  your spellcasting ability modifier.
  GOBLIN POX  
  SPELL 1
  ATTACK
  DISEASE
  NECROMANCY
  Traditions arcane, primal
  Cast � somatic, verbal
  Range touch; Targets 1 creature
  Saving Throw Fortitude
  Your touch afflicts the target with goblin pox, an irritating 
  allergenic rash. The target must attempt a Fortitude save.
  Critical Success The target is unaffected. 
  341
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  Success The target is sickened 1.
  Failure The target is afflicted with goblin pox at stage 1.
  Critical Failure The target is afflicted with goblin pox at stage 2.
  Goblin Pox (disease); Level 1. Goblins and goblin dogs are 
  immune. Stage 1 sickened 1 (1 round); Stage 2 sickened 1 
  and slowed 1 (1 round); Stage 3 sickened 1 and the creature 
  can’t reduce its sickened value below 1 (1 day)
  GREASE 
  SPELL 1
  CONJURATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Range 30 feet; Area 4 contiguous 5-foot squares or
  Targets 1 object of 1 Bulk or less
  Duration 1 minute
  You conjure grease, with effects based on choosing area or target.
  • Area All solid ground in the area is covered with 
  grease. Each creature standing on the greasy surface 
  must succeed at a Reflex save or an Acrobatics check 
  against your spell DC or fall prone. Creatures using 
  an action to move onto the greasy surface during the 
  spell’s duration must attempt either a Reflex save or an 
  Acrobatics check to Balance. A creature that Steps or 
  Crawls doesn’t have to attempt a check or save.
  • Target If you cast the spell on an unattended object, 
  anyone trying to pick up the object must succeed 
  at an Acrobatics check or Reflex save against your 
  spell DC to do so. If you target an attended object, 
  the creature that has the object must attempt an 
  Acrobatics check or Reflex save. On a failure, the 
  holder or wielder takes a –2 circumstance penalty to 
  all checks that involve using the object; on a critical 
  failure, the holder or wielder releases the item. The 
  object lands in an adjacent square of the GM’s choice. 
  If you cast this spell on a worn object, the wearer 
  gains a +2 circumstance bonus to Fortitude saves 
  against attempts to grapple them.
  GRIM TENDRILS 
  SPELL 1
  NECROMANCY
  NEGATIVE
  Traditions arcane, occult
  Cast � somatic, verbal
  Area 30-foot line
  Saving Throw Fortitude
  Tendrils of darkness curl out from your fingertips and 
  race through the air. You deal 2d4 negative damage and 1 
  persistent bleed damage to living creatures in the line. Each 
  living creature in the line must attempt a Fortitude save.
  Critical Success The creature is unaffected.
  Success The creature takes half the negative damage and no 
  persistent bleed damage.
  Failure The creature takes full damage.
  Critical Failure The creature takes double negative damage 
  and double persistent bleed damage.
  Heightened (+1) The negative damage increases by 2d4, and 
  the persistent bleed damage increases by 1.
  GUIDANCE  
  CANTRIP 1
  CANTRIP
  DIVINATION
  Traditions divine, occult, primal
  Cast � verbal
  Range 30 feet; Targets 1 creature
  Duration until the start of your next turn 
  You ask for divine guidance, granting the target a +1 status 
  bonus to one attack roll, Perception check, saving throw, or 
  skill check the target attempts before the duration ends. The 
  target chooses which roll to use the bonus on before rolling. 
  If the target uses the bonus, the spell ends. Either way, the 
  target is then temporarily immune for 1 hour.
  GUST OF WIND 
  SPELL 1
  AIR
  EVOCATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Area 60-foot line
  Duration until the start of your next turn
  A violent wind issues forth from your palm, blowing from the 
  point where you are when you cast the spell to the line’s opposite 
  end. The wind extinguishes small non-magical fires, disperses 
  fog and mist, blows objects of light Bulk or less around, and 
  pushes larger objects. Large or smaller creatures in the area 
  must attempt a Fortitude save. Large or smaller creatures that 
  later move into the gust must attempt the save on entering.
  Critical Success The creature is unaffected.
  Success The creature can’t move against the wind.
  Failure The creature is knocked prone. If it was flying, it 
  suffers the effects of critical failure instead.
  Critical Failure The creature is pushed 30 feet in the wind’s 
  direction, knocked prone, and takes 2d6 bludgeoning damage.
  HALLUCINATION 
  SPELL 5
  ILLUSION
  INCAPACITATION
  MENTAL
  Traditions arcane, occult
  Cast � material, somatic
  Range 30 feet; Targets 1 creature
  Duration 1 hour
  The target consistently detects one thing as another, can’t 
  detect something that’s there, or detects something that’s not 
  there, though it doesn’t alter their beliefs. You choose which 
  of these effects applies, and you determine the specifics of the 
  hallucination. For example, you could make the target see all elves 
  as humans, be unable to detect the presence of their brother, see 
  their beloved pocket watch on their person even when it isn’t, or 
  see a tower in the center of town.
  The target can attempt an initial Will save, with effects below. 
  They also receive a Will save to disbelieve the hallucination every 
  time they Seek or directly interact with the hallucination. For 
  example, the target could attempt to disbelieve the hallucination 
  each time they interacted with an elf, bumped into their brother 
  accidentally, tried to check their pocket watch, or studied 
  the tower. The target can attempt to disbelieve with a large 
  circumstance bonus in situations determined by the GM, such as 
  if the target attempted to climb the nonexistent tower.
  Core Rulebook
  342
  
  Critical Success The creature is unaffected.
  Success The creature perceives what you chose until it 
  disbelieves, but it knows what the hallucination is.
  Failure The creature perceives what you chose until it disbelieves.
  Critical Failure The creature perceives what you chose until 
  it disbelieves, and it trusts its false senses, taking a –4 
  circumstance penalty to saves to disbelieve.
  Heightened (6th) Choose to either target up to 10 creatures 
  or change the spell’s duration to until the next time you make 
  your daily preparations.
  Heightened (8th) Choose to either target any number of 
  creatures or change the spell’s duration to unlimited.
  HALLUCINATORY TERRAIN 
  SPELL 4
  UNCOMMON
  ILLUSION
  Traditions arcane, occult, primal
  Cast 10 minutes (material, somatic, verbal)
  Range 500 feet; Area 50-foot burst
  Duration until the next time you make your daily preparations
  You create an illusion that causes natural terrain to look, 
  sound, feel, and smell like a different kind of terrain. This 
  doesn’t disguise any structures or creatures in the area.
  Any creature that touches the illusion or uses the Seek 
  action to examine it can attempt to disbelieve your illusion.
  Heightened (5th) Your image can also disguise structures or 
  create illusory structures (but still doesn’t disguise creatures).
  HARM 
  SPELL 1
  NECROMANCY
  NEGATIVE
  Traditions divine
  Cast � to �
  Range varies; Targets 1 living creature or 1 willing 
  undead creature
  You channel negative energy to harm the living or heal 
  the undead. If the target is a living creature, you deal 1d8 
  negative damage to it, and it gets a basic Fortitude save. 
  If the target is a willing undead creature, you restore that 
  amount of Hit Points. The number of actions you spend when 
  Casting this Spell determines its targets, range, area, and 
  other parameters.
  � (somatic) The spell has a range of touch.
  � (verbal, somatic) The spell has a range of 30 feet. If you’re 
  healing an undead creature, increase the Hit Points restored 
  by 8.
  � (material, verbal, somatic) You disperse positive energy 
  in a 30-foot emanation. This targets all living and undead 
  creatures in the area.
  Heightened (+1) The amount of healing or damage increases by 
  1d8, and the extra healing for the 2-action version increases 
  by 8.
  HASTE 
  SPELL 3
  TRANSMUTATION
  Traditions arcane, occult, primal
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Duration 1 minute
  Magic empowers the target to act faster. It gains the quickened 
  condition and can use the extra action each round only for 
  Strike and Stride actions.
  Heightened (7th) You can target up to 6 creatures.
  HEAL 
  SPELL 1
  HEALING
  NECROMANCY
  POSITIVE
  Traditions divine, primal
  Cast � to �
  Range varies; Targets 1 willing living creature or 1 undead 
  creature
  You channel positive energy to heal the living or damage 
  the undead. If the target is a willing living creature, you 
  restore 1d8 Hit Points. If the target is undead, you deal 
  that amount of positive damage to it, and it gets a basic 
  Fortitude save. The number of actions you spend when 
  Casting this Spell determines its targets, range, area, and 
  other parameters.
  � (somatic) The spell has a range of touch.
  � (verbal, somatic) The spell has a range of 30 feet. If you’re 
  healing a living creature, increase the Hit Points restored 
  by 8.
  � (material, somatic, verbal) You disperse positive energy 
  in a 30-foot emanation. This targets all living and undead 
  creatures in the burst.
  Heightened (+1) The amount of healing or damage increases 
  by 1d8, and the extra healing for the 2-action version 
  increases by 8.
  HEROISM 
  SPELL 3
  ENCHANTMENT
  MENTAL
  Traditions divine, occult
  Cast � somatic, verbal
  Range touch; Targets 1 humanoid creature
  Duration 10 minutes
  You tap into the target’s inner heroism, granting it a +1 status 
  bonus to attack rolls, Perception checks, saving throws, and 
  skill checks.
  Heightened (6th) The status bonus increases to +2.
  Heightened (9th) The status bonus increases to +3.
  HIDEOUS LAUGHTER 
  SPELL 2
  EMOTION
  ENCHANTMENT
  MENTAL
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 living creature
  Saving Throw Will; Duration sustained
  The target is overtaken with uncontrollable laughter. It must 
  attempt a Will save.
  Critical Success The target is unaffected.
  Success The target is plagued with uncontrollable laugher. It 
  can’t use reactions.
  Failure The target is slowed 1 and can’t use reactions.
  Critical Failure The target falls prone and can’t use actions or 
  reactions for 1 round. It then suffers the failure effects.
  343
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  HOLY CASCADE 
  SPELL 4
  EVOCATION
  GOOD
  POSITIVE
  WATER
  Traditions divine
  Cast � somatic, verbal; Cost one vial of holy water (page 571)
  Range 500 feet; Area 20-foot burst
  Saving Throw basic Reflex
  You call upon sacred energy to amplify a vial of holy water, 
  tossing it an incredible distance. It explodes in an enormous 
  burst that deals 3d6 bludgeoning damage to creatures in the 
  area from the cascade of water. The water deals an additional 
  6d6 positive damage to undead and 6d6 good damage to fiends.
  Heightened (+1) The bludgeoning damage increases by 1d6, and 
  the additional positive and good damage each increase by 2d6.
  HORRID WILTING 
  SPELL 8
  NECROMANCY
  NEGATIVE
  Traditions arcane, primal
  Cast � somatic, verbal
  Range 500 feet; Targets any number of living creatures
  Saving Throw basic Fortitude
  You pull the moisture from the targets’ bodies, dealing 
  10d10 negative damage. Creatures made of water (such as 
  water elementals) and plant creatures use the outcome for 
  one degree of success worse than the result of their saving 
  throw. Creatures whose bodies contain no significant moisture 
  (such as earth elementals) are immune to horrid wilting.
  Heightened (+1) The damage increases by 1d10.
  HUMANOID FORM 
  SPELL 2
  POLYMORPH
  TRANSMUTATION
  Traditions arcane, occult, primal
  Cast � somatic, verbal
  Duration 10 minutes 
  You transform your appearance to that of a Small or Medium 
  humanoid, such as a dwarf, elf, goblin, halfling, human, orc, 
  or lizardfolk. You gain the humanoid trait in addition to your 
  other traits while in this form, as well as any trait related to the 
  creature’s kind (such as goblin or human). If this transformation 
  reduces your size, it reduces your reach accordingly (as the 
  shrink spell). This transformation doesn’t change your statistics 
  in any way, and you don’t gain any special abilities of the 
  humanoid form you assume. You can still wear and use your 
  gear, which changes size (if necessary) to match your new form. 
  If items leave your person, they return to their usual size. 
  Humanoid form grants you a +4 status bonus to Deception 
  checks to pass as a generic member of the chosen ancestry, and 
  you add your level even if you’re untrained, but you can’t make 
  yourself look like a specific person. If you want to Impersonate 
  an individual, you still need to create a disguise, though the GM 
  won’t factor in the difference in ancestry when determining the 
  DC of your Deception check. You can Dismiss this spell.
  Heightened (3rd) You gain darkvision or low-light vision if the 
  form you assume has that ability.
  Heightened (5th) You can take on the appearance of a Large 
  humanoid. If this increases your size, you gain the effects of 
  the enlarge spell.
  HYDRAULIC PUSH 
  SPELL 1
  ATTACK
  EVOCATION
  WATER
  Traditions arcane, primal
  Cast � somatic, verbal
  Range 60 feet; Targets 1 creature or object
  You call forth a powerful blast of pressurized water that 
  bludgeons the target and knocks it back. Make a ranged spell 
  attack roll. 
  Critical Success The target takes 6d6 bludgeoning damage 
  and is knocked back 10 feet.
  Success The target takes 3d6 bludgeoning damage and is 
  knocked back 5 feet.
  Heightened (+1) The damage increases by 2d6.
  HYDRAULIC TORRENT 
  SPELL 4
  EVOCATION
  WATER
  Traditions primal
  Cast � somatic, verbal
  Area 60-foot line
  Saving Throw Fortitude
  A swirling torrent of water manifests along a straight line, 
  battering those that are its path and possibly pushing them 
  away from you. The torrent deals 8d6 bludgeoning damage. 
  Each creature in the area must attempt a basic Fortitude save. 
  Creatures that fail the save are also knocked back 5 feet (10 
  feet on a critical failure).
  Heightened (+1) The damage increases by 2d6.
  HYPERCOGNITION 
  SPELL 3
  DIVINATION
  Traditions occult
  Cast � verbal
  You rapidly catalog and collate information relevant to 
  your current situation. You can instantly use up to 6 Recall 
  Knowledge actions as part of Casting this Spell. For these 
  actions, you can’t use any special abilities, reactions, or free 
  actions that trigger when you Recall Knowledge.
  HYPNOTIC PATTERN 
  SPELL 3
  ILLUSION
  VISUAL
  Traditions arcane, occult
  Cast � material, somatic
  Range 120 feet; Area 10-foot burst
  Saving Throw Will; Duration sustained up to 1 minute
  You create a pattern of shifting colors that hovers in the air 
  in a geometric cloud. Creatures are dazzled while inside the 
  pattern. In addition, a creature must attempt a Will saving 
  throw if it is inside the pattern when you cast it, when it 
  enters the pattern, when it ends its turn within the pattern, 
  or if it uses a Seek or Interact action on the pattern. A 
  creature currently fascinated by the pattern doesn’t attempt 
  new saves.
  Success The target is unaffected.
  Failure The target is fascinated by the pattern.
  Critical Failure The target is fascinated by the pattern. While 
  it remains fascinated, it can’t use reactions.
  Core Rulebook
  344
  
  ILLUSORY CREATURE 
  SPELL 2
  AUDITORY
  ILLUSION
  VISUAL
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 500 feet
  Duration sustained
  You create an illusory image of a Large or smaller creature. It 
  generates the appropriate sounds, smells, and feels believable 
  to the touch. If you and the image are ever farther than 500 
  feet apart, the spell ends.
  The image can’t speak, but you can use your actions to 
  speak through the creature, with the spell disguising your 
  voice as appropriate. You might need to attempt a Deception 
  or Performance check to mimic the creature, as determined 
  by the GM. This is especially likely if you’re trying to imitate a 
  specific person and engage with someone that person knows.
  In combat, the illusion can use 2 actions per turn, which it 
  uses when you Sustain the Spell. It uses your spell attack roll 
  for attack rolls and your spell DC for its AC. Its saving throw 
  modifiers are equal to your spell DC – 10. It is substantial 
  enough that it can flank other creatures. If the image is hit by 
  an attack or fails a save, the spell ends. 
  The illusion can cause damage by making the target believe 
  the illusion’s attacks are real, but it cannot otherwise directly 
  affect the physical world. If the illusory creature hits with 
  a Strike, the target takes mental damage equal to 1d4 plus 
  your spellcasting ability modifier. This is a mental effect. 
  The illusion’s Strikes are nonlethal. If the damage doesn’t 
  correspond to the image of the monster—for example, if an 
  illusory Large dragon deals only 5 damage—the GM might 
  allow the target to attempt a Perception check to disbelieve 
  the spell as a free action. Any relevant resistances and 
  weaknesses apply if the target thinks they do, as judged 
  by the GM. For example, if the illusion wields a warhammer 
  and attacks a creature resistant to bludgeoning damage, the 
  creature would take less mental damage. However, illusory 
  damage does not deactivate regeneration or trigger other 
  effects that require a certain damage type. The GM should 
  track illusory damage dealt by the illusion.
  Any creature that touches the image or uses the Seek 
  action to examine it can attempt to disbelieve your illusion. 
  When a creature disbelieves the illusion, it recovers from half 
  the damage it had taken from it (if any) and doesn’t take any 
  further damage from it. 
  Heightened (+1) The damage of the image’s Strikes increases 
  by 1d4, and the maximum size of creature you can create 
  increases by one (to a maximum of Gargantuan).
  ILLUSORY DISGUISE 
  SPELL 1
  ILLUSION
  VISUAL
  Traditions arcane, occult
  Cast � somatic, verbal
  Duration 1 hour 
  You create an illusion that causes you to appear as another 
  creature of the same body shape, and with roughly similar height 
  (within 6 inches) and weight (within 50 pounds), as yourself. 
  The disguise is typically good enough to hide your identity, 
  but not to impersonate a specific individual. The spell doesn’t 
  change your voice, scent, or mannerisms. You can change the 
  appearance of your clothing and worn items, such as making 
  your armor look like a dress. Held items are unaffected, and any 
  worn item you remove returns to its true appearance.
  Casting illusory disguise counts as setting up a disguise for 
  the Impersonate use of Deception; it ignores any circumstance 
  penalties you might take for disguising yourself as a dissimilar 
  creature, it gives you a +4 status bonus to Deception checks to 
  prevent others from seeing through your disguise, and you add 
  your level even if you’re untrained. You can Dismiss this spell.
  Heightened (2nd) The spell also disguises your voice and 
  scent, and it gains the auditory trait.
  Heightened (3rd) You can appear as any creature of the 
  same size, even a specific individual. You must have seen an 
  individual to take on their appearance. The spell also disguises 
  your voice and scent, and it gains the auditory trait.
  ILLUSORY OBJECT 
  SPELL 1
  ILLUSION
  VISUAL
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 500 feet; Area 20-foot burst
  Duration 10 minutes
  You create an illusory visual image of a stationary object. 
  The entire image must fit within the spell’s area. The object 
  appears to animate naturally, but it doesn’t make sounds or 
  generate smells. For example, water would appear to pour 
  down an illusory waterfall, but it would be silent.
  Any creature that touches the image or uses the Seek action 
  to examine it can attempt to disbelieve your illusion.
  Heightened (2nd) Your image makes appropriate sounds, 
  generates normal smells, and feels right to the touch. The spell 
  gains the auditory trait. The duration increases to 1 hour.
  Heightened (5th) As the 2nd-level version, but the duration 
  is unlimited.
  ILLUSORY SCENE 
  SPELL 5
  AUDITORY
  ILLUSION
  VISUAL
  Traditions arcane, occult
  Cast 10 minutes (somatic, verbal)
  Range 500 feet; Area 30-foot burst
  Duration 1 hour
  You form an imaginary scene that includes up to 10 discrete 
  creatures or objects of various sizes, all of which must be 
  within the spell’s area. These elements generate appropriate 
  sounds and smells, and they feel right to the touch. Elements 
  of an illusory scene are incapable of speech. Unlike with the 
  illusory creature spell, creatures in your scene lack combat 
  abilities and statistics. Your scene doesn’t include changes to 
  the environment around it, though you can place your scene 
  within the illusory environment of a hallucinatory terrain spell.
  When you create the scene, you can choose to have it be 
  static or follow a program. Though a static scene is stationary, it 
  includes basic natural movement. For example, wind blowing on 
  345
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  an illusory piece of paper would rustle it. A program can be up to 
  1 minute long and repeats when finished. For instance, you could 
  create a scene of two orcs fighting each other, and the fight would 
  go the same way for each repetition. If you create a loop, the two 
  fighters end up in the same place at the start of the scene and at 
  the end of it, but you can smooth the program so it’s hard to tell 
  when the loop ends and begins. Anyone observing the scene for 
  more than a few minutes almost always notices it looping. You’re 
  unable to alter the program after you create the illusion.
  Any creature that touches any part of the image or uses 
  the Seek action to examine it can attempt to disbelieve your 
  illusion. If they interact with a portion of the illusion, they 
  disbelieve only that portion. They disbelieve the entire scene 
  only on a critical success.
  Heightened (6th) Creatures or objects in your scene can speak. 
  You must speak the specific lines for each actor when creating 
  your program. The spell disguises your voice for each actor.
  Heightened (8th) As the 6th-level version, and the duration 
  is unlimited.
  IMPLOSION 
  SPELL 9
  EVOCATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Range 30 feet; Targets 1 corporeal creature
  Saving Throw basic Fortitude; Duration sustained up to 1 minute
  You crush the target by causing it to collapse in on itself, dealing 
  75 damage. Each time you Sustain the Spell, you must choose a 
  new target to be subject to the same effect; the same creature 
  can never be targeted more than once with a single casting of 
  this spell. You also can’t affect more than one creature per turn 
  with implosion. You can’t target a creature that’s incorporeal, 
  gaseous, or liquid, or one that otherwise lacks a solid form.
  Heightened (+1) The damage increases by 10.
  INSECT FORM 
  SPELL 3
  POLYMORPH
  TRANSMUTATION
  Traditions primal
  Cast � somatic, verbal
  Duration 1 minute 
  You envision a simple bug and transform into a Medium animal 
  battle form. When you cast this spell, choose ant, beetle, 
  centipede, mantis, scorpion, or spider. You can decide the specific 
  type of animal (such as such as a ladybug or scarab for beetle), 
  but this has no effect on the form’s Size or statistics. While in 
  this form, you gain the animal trait. You can Dismiss this spell.
  You gain the following statistics and abilities regardless of 
  which battle form you choose:
  • AC = 18 + your level. Ignore your armor’s check penalty 
  and Speed reduction.
  • 10 temporary Hit Points.
  • Low-light vision.
  Core Rulebook
  346
  
  • One or more attacks specific to the battle form you 
  choose, which are the only attacks you can use. You’re 
  trained with them. Your attack modifier is +13, and your 
  damage bonus is +2. These attacks are Strength based 
  (for the purpose of the enfeebled condition). If your 
  unarmed attack modifier is higher, you can use it instead.
  • Athletics modifier of +13, unless your own is higher.
  You also gain specific abilities based on the form you choose: 
  • Ant Speed 30 feet, climb Speed 30 feet; Melee � 
  mandibles, Damage 2d6 bludgeoning.
  • Beetle Speed 25 feet; Melee � mandibles, Damage 
  2d10 bludgeoning.
  • Centipede Speed 25 feet, climb Speed 25 feet; 
  darkvision; Melee � mandibles, Damage 1d8 piercing 
  plus 1d4 persistent poison.
  • Mantis Speed 40 feet; imprecise scent 30 feet; Melee 
  � foreleg, Damage 2d8 bludgeoning.
  • Scorpion Speed 40 feet; darkvision, imprecise 
  tremorsense 60 feet; Melee � stinger, Damage 1d8 
  piercing plus 1d4 persistent poison; Melee � pincer 
  (agile), Damage 1d6 bludgeoning. 
  • Spider darkvision; Melee � fangs, Damage 1d6 piercing 
  plus 1d4 persistent poison; Melee � Speed 25 feet, climb 
  Speed 25 feet; Ranged � web (range increment 20 feet), 
  Damage entangles the target for 1 round.
  Heightened (4th) Your battle form is Large, and your attacks 
  have 10-foot reach. You must have enough space to expand 
  into or the spell is lost. You instead gain 15 temporary HP, 
  attack modifier +16, damage bonus +6, and Athletics +16.
  Heightened (5th) Your battle form is Huge, and your attacks 
  have 15-foot reach. You must have enough space to expand 
  into or the spell is lost. You instead gain 20 temporary HP, 
  attack modifier +18, damage bonus +2 and double damage 
  dice (including persistent damage), and Athletics +20.
  INVISIBILITY 
  SPELL 2
  ILLUSION
  Traditions arcane, occult
  Cast � material, somatic
  Range touch; Targets 1 creature
  Duration 10 minutes 
  Cloaked in illusion, the target becomes invisible. This makes it 
  undetected to all creatures, though the creatures can attempt 
  to find the target, making it hidden to them instead (page 
  466). If the target uses a hostile action, the spell ends after 
  that hostile action is completed.
  Heightened (4th) The spell lasts 1 minute, but it doesn’t end if 
  the target uses a hostile action.
  INVISIBILITY SPHERE 
  SPELL 3
  ILLUSION
  Traditions arcane, occult
  Cast � material, somatic
  Area 10-foot emanation; Targets you and any number of 
  creatures in range
  Duration 10 minutes 
  You and all targets are invisible except to each other as long as 
  you remain within the spell’s area. If a creature made invisible 
  by this spell leaves the spell’s area, it becomes visible and 
  remains so even if it returns to the spell’s area. If any creature 
  made invisible by this spell uses a hostile action, the spell ends 
  after the hostile action is completed.
  While exploring, it’s easy to move together slowly and 
  remain invisible. This is untenable in a battle, however. Once 
  an encounter begins, creatures remain invisible until at most 
  the end of the first round, at which point the spell ends.
  Heightened (5th) The duration increases to 1 hour.
  ITEM FACADE 
  SPELL 1
  ILLUSION
  VISUAL
  Traditions arcane, occult
  Cast � somatic, verbal
  Range touch; Targets 1 object no more than 10 feet by 10 feet 
  by 10 feet
  Duration 1 hour
  You make the target object look and feel as though it were 
  in much better or worse physical condition. When you cast 
  this spell, decide whether you want to make the object look 
  decrepit or perfect. An item made to look decrepit appears 
  broken and shoddy. An intact item made to look better 
  appears as though it’s brand new and highly polished or well 
  maintained. A broken item appears to be intact and functional. 
  Destroyed items can’t be affected by this spell. A creature that 
  Interacts with the item can attempt to disbelieve the illusion. 
  Heightened (2nd) The duration is 24 hours.
  Heightened (3rd) The duration is unlimited.
  JUMP 
  SPELL 1
  MOVE
  TRANSMUTATION
  Traditions arcane, primal
  Cast � somatic
  Your legs surge with strength, ready to leap high and far. You 
  jump 30 feet in any direction without touching the ground. You 
  must land on a space of solid ground within 30 feet of you, or 
  else you fall after using your next action.
  Heightened (3rd) The range becomes touch, the target 
  changes to one touched creature, and the duration becomes 
  1 minute, allowing the target to jump as described whenever 
  it takes the Leap action.
  KNOCK 
  SPELL 2
  TRANSMUTATION
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 door, lock, or container
  Duration 1 minute 
  You make the target easier to open. Knock grants a +4 status 
  bonus to any creature that tries to open the target door, lock, or 
  container with an Athletics or a Thievery check. You can attempt 
  a Thievery check to open the target as part of casting knock, and 
  you add your level even if you’re untrained. 
  Knock counteracts lock.
  347
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  KNOW DIRECTION  
  CANTRIP 1
  CANTRIP
  DETECTION
  DIVINATION
  Traditions divine, occult, primal
  Cast � somatic, verbal
  In your mind’s eye, you see a path northward. You immediately 
  know which direction is north (if it exists at your current location).
  Heightened (7th) You can instead know the direction to a 
  familiar location, such as a previous home or a favorite tavern.
  LEVITATE 
  SPELL 3
  EVOCATION
  Traditions arcane, occult
  Cast � somatic, verbal
  Range touch; Targets 1 unattended object or willing creature
  Duration 5 minutes
  You defy gravity and levitate the target 5 feet off the ground. 
  For the duration of the spell, you can move the target up or 
  down 10 feet with a single action, which has the concentrate 
  trait. A creature floating in the air from levitate takes a –2 
  circumstance penalty to attack rolls. A floating creature can 
  spend an Interact action to stabilize itself and negate this 
  penalty for the remainder of its turn. If the target is adjacent to 
  a fixed object or terrain of suitable stability, it can move across 
  the surface by climbing (if the surface is vertical, like a wall) or 
  crawling (if the surface is horizontal, such as a ceiling). The GM 
  determines which surfaces can be climbed or crawled across.
  LIGHT 
  CANTRIP 1
  CANTRIP
  EVOCATION
  LIGHT
  Traditions arcane, divine, occult, primal
  Cast � somatic, verbal
  Range touch; Targets 1 unattended, non-magical object of 1 
  Bulk or less
  Duration until the next time you make your daily preparations
  The object glows, casting bright light in a 20-foot radius (and 
  dim light for the next 20 feet) like a torch. If you cast this spell 
  again on a second object, the light spell on the first object ends.
  Heightened (4th) The object sheds bright light in a 60-foot 
  radius (and dim light for the next 60 feet).
  LIGHTNING BOLT 
  SPELL 3
  ELECTRICITY
  EVOCATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Area 120-foot line
  Saving Throw basic Reflex
  A bolt of lightning strikes outward from your hand, dealing 
  4d12 electricity damage.
  Heightened (+1) The damage increases by 1d12.
  LOCATE 
  SPELL 3
  UNCOMMON
  DETECTION
  DIVINATION
  Traditions arcane, divine, occult
  Cast 10 minutes (material, somatic, verbal)
  Range 500 feet; Targets 1 specific object or type of object
  Duration sustained
  You learn the direction to the target (if you picked a specific 
  object, such as “my mother’s sword”) or the nearest target (if 
  you picked a type of object, such as “swords”). If the target is 
  a specific object, you must have observed it directly with your 
  own senses. If it’s a type of object, you still need to have an 
  accurate mental image of the type of object. If there’s lead or 
  running water between you and the target, this spell can’t 
  locate the object. This means you might find a type of object 
  farther away if the nearest one is behind lead or running water.
  Heightened (5th) You can target a specific creature or ancestry 
  instead of an object, but you must have met or seen up close 
  the creature or ancestry you want to target.
  LOCK  
  SPELL 1
  ABJURATION
  Traditions arcane, divine, occult
  Cast � somatic, verbal
  Range touch; Targets 1 lock, or a door or container with a latch
  Duration 1 day 
  The target’s latch mechanism clinks shut, held fast by unseen 
  magical restraints. When you magically lock a target, you set 
  an Athletics and Thievery DC to open it equal to your spell DC 
  or the base lock DC with a +4 status bonus, whichever is higher. 
  Any key or combination that once opened a lock affected by 
  this spell does not do so for the duration of the spell, though 
  the key or combination does grant a +4 circumstance bonus to 
  checks to open the door.
  If the target is opened, the spell ends. Assuming the target 
  is not barred or locked in some additional way, you can unlock 
  and open it with an Interact action during which you touch the 
  target. This does not end the spell. You can Dismiss this spell 
  at any time and from any distance.
  Heightened (2nd) The duration increases to unlimited, but you 
  must expend 6 gp worth of gold dust as an additional cost.
  LONGSTRIDER 
  SPELL 1
  TRANSMUTATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Duration 1 hour
  You lengthen your stride beyond what should be possible. You 
  gain a +10-foot status bonus to your Speed.
  Heightened (2nd) The duration increases to 8 hours.
  MAGE ARMOR 
  SPELL 1
  ABJURATION
  Traditions arcane, occult
  Cast � somatic, verbal
  Duration until the next time you make your daily preparations
  You ward yourself with shimmering magical energy, gaining 
  a +1 item bonus to AC and a maximum Dexterity modifier 
  of +5. While wearing mage armor, you use your unarmored 
  proficiency to calculate your AC.
  Heightened (4th) You gain a +1 item bonus to saving throws.
  Heightened (6th) The item bonus to AC increases to +2, and 
  you gain a +1 item bonus to saving throws.
  Core Rulebook
  348
  
  Heightened (8th) The item bonus to AC increases to +2, and 
  you gain a +2 item bonus to saving throws.
  Heightened (10th) The item bonus to AC increases to +3, and 
  you gain a +3 item bonus to saving throws.
  MAGE HAND  
  CANTRIP 1
  CANTRIP
  EVOCATION
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 unattended object of light Bulk or less
  Duration sustained
  You create a single magical hand, either invisible or ghostlike, 
  that grasps the target object and moves it slowly up to 20 
  feet. Because you’re levitating the object, you can move it in 
  any direction. When you Sustain the Spell, you can move the 
  object an additional 20 feet. If the object is in the air when the 
  spell ends, the object falls.
  Heightened (3rd) You can target an unattended object with a 
  Bulk of 1 or less.
  Heightened (5th) The range increases to 60 feet, and you can 
  target an unattended object with a Bulk of 1 or less.
  Heightened (7th) The range increases to 60 feet, and you can 
  target an unattended object with a Bulk of 2 or less.
  MAGIC AURA 
  SPELL 1
  UNCOMMON
  ILLUSION
  Traditions arcane, occult
  Cast 1 minute (material, somatic, verbal)
  Range touch; Targets 1 object of 3 bulk or less
  Duration until the next time you make your daily preparations
  You alter the appearance of an item’s magic aura. You can 
  choose to have the target’s aura appear as that of common 
  magic item of twice magic aura’s level or lower, or to have it 
  register as being under the effects of a spell of your choice 
  of magic aura’s level or lower. If the target is magical, you 
  can instead choose to have it appear as entirely non-magical.
  A caster using detect magic or study aura of an equal or 
  higher spell level can attempt to disbelieve the illusion from 
  magic aura. Magic aura doesn’t mask the aura of spells that 
  are 9th level or higher or of items that are 19th level or higher.
  Heightened (3rd) You can target a creature instead of an 
  object. When you do, you can either conceal the auras of all 
  magic items it has or have that creature’s aura appear as if it 
  were under the effect of a spell you know.
  MAGIC FANG  
  SPELL 1
  TRANSMUTATION
  Traditions primal
  Cast � somatic, verbal
  Range touch; Targets 1 willing ally
  Duration 1 minute
  Choose one of the target’s unarmed attacks that deal one 
  damage die. You cause that unarmed attack to shine with 
  primal energy. The unarmed attack becomes a +1 striking 
  unarmed attack, gaining a +1 item bonus to attack rolls and 
  increasing the number of damage dice to two.
  MAGIC MISSILE 
  SPELL 1
  EVOCATION
  FORCE
  Traditions arcane, occult
  Cast � to � (somatic, verbal) 
  Range 120 feet; Targets 1 creature
  You send a dart of force streaking toward a creature that 
  you can see. It automatically hits and deals 1d4+1 force 
  damage. For each additional action you use when Casting 
  the Spell, increase the number of missiles you shoot by one, 
  to a maximum of three missiles for 3 actions. You choose 
  the target for each missile individually. If you shoot more 
  than one missile at the same target, combine the damage 
  before applying bonuses or penalties to damage, resistances, 
  weaknesses, and so forth.
  Heightened (+2) You shoot one additional missile with each 
  action you spend.
  MAGIC MOUTH 
  SPELL 2
  AUDITORY
  ILLUSION
  VISUAL
  Traditions arcane, occult
  Cast � somatic, verbal
  Range touch; Targets 1 creature or object
  Duration unlimited 
  You specify a trigger (described on page 305) and a message 
  up to 25 words long. When the specified trigger occurs 
  within 30 feet of the target, an illusory mouth appears on 
  the target and speaks the message, and the magic mouth 
  spell ends.
  MAGIC WEAPON 
  SPELL 1
  TRANSMUTATION
  Traditions arcane, divine, occult
  Cast � somatic, verbal
  Range touch; Targets 1 non-magical weapon that is unattended 
  or wielded by you or a willing ally
  Duration 1 minute
  The weapon glimmers with magic and energy. The target 
  becomes a +1 striking weapon, gaining a +1 item bonus to 
  attack rolls and increasing the number of weapon damage 
  dice to two.
  MAGNIFICENT MANSION 
  SPELL 7
  UNCOMMON
  CONJURATION
  EXTRADIMENSIONAL
  Traditions arcane, occult
  Cast 1 minute (material, somatic, verbal)
  Range 30 feet
  Duration 24 hours
  You conjure an extradimensional demiplane consisting of 
  a spacious dwelling with a single entrance. The entrance 
  connects to the plane where you Cast the Spell, appearing 
  anywhere within the spell’s range as a faint, shimmering, 
  vertical rectangle 5 feet wide and 10 feet high. You designate 
  who can enter when you cast the spell. Once inside, you can 
  shut the entrance, making it invisible. You and the creatures 
  you designated can reopen the door at will, just like opening 
  a physical door. 
  349
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  Game
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  & Treasure
  Appendix
  
  Inside, the demiplane appears to be a mansion featuring 
  a magnificent foyer and numerous opulent chambers. The 
  mansion can have any floor plan you imagine as you Cast 
  the Spell, provided it fits within a space 40 feet wide, 40 feet 
  deep, and 30 feet tall. While the entrance to the mansion is 
  closed, effects from outside the mansion fail to penetrate it, 
  and vice versa, except for plane shift, which can be used to 
  enter the mansion. You can use scrying magic and similar 
  effects to observe the outside only if they’re capable of 
  crossing planes.
  A staff of up to 24 servants attends to anyone within the 
  mansion. These are like the servant created by the unseen 
  servant spell, though they’re visible, with an appearance 
  you determine during casting. The mansion is stocked with 
  enough food to serve a nine-course banquet to 150 people.
  MARINER’S CURSE 
  SPELL 5
  ATTACK
  CURSE
  NECROMANCY
  Traditions arcane, occult, primal
  Cast � somatic, verbal
  Range touch; Targets 1 creature
  Saving Throw Will
  You afflict the target with the curse of the roiling, unforgiving 
  sea. The target must attempt a Will save.
  Critical Success The target is unaffected.
  Success The target becomes sickened 1. Reducing its sickened 
  condition to 0 ends the curse.
  Failure The target becomes sickened 1 and can’t reduce 
  its sickened condition below 1 while the curse remains. 
  The curse can be lifted by remove curse or similar magic. 
  Whenever the target is sickened and on the water at least a 
  mile from shore, it is also slowed 1.
  Critical Failure As failure, but the target becomes sickened 2.
  MASK OF TERROR 
  SPELL 7
  EMOTION
  FEAR
  ILLUSION
  MENTAL
  VISUAL
  Traditions arcane, occult, primal
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Duration 1 minute
  The target appears to be a gruesome and terrifying creature. 
  The effect is unique to each observer, so a human viewing the 
  target might see a demon with bloody fangs, but a demon 
  observing the target might see a glowing angelic visage.
  When any creature attempts a hostile action against the 
  target, the creature must attempt a Will save. It is then 
  temporarily immune until the end of its next turn.
  Success The creature is unaffected.
  Failure The creature becomes frightened 2 before using 
  its action.
  Critical Failure The creature becomes frightened 2, and its 
  action fails and is wasted.
  Heightened (8th) You can target up to 5 creatures. If a creature 
  uses a hostile action or reaction that affects multiple targets 
  simultaneously, it needs to attempt only one save against 
  mask of terror.
  MASSACRE 
  SPELL 9
  DEATH
  NECROMANCY
  NEGATIVE
  Traditions arcane, divine, primal
  Cast � somatic, verbal
  Area 60-foot line
  Saving Throw Fortitude
  You unleash a wave of necromantic energy to snuff out the 
  life force of those in its path. Each creature of 17th level 
  or lower in the line must attempt a Fortitude save. If the 
  damage from massacre reduces a creature to 0 Hit Points, 
  that creature dies instantly. If massacre doesn’t kill even a 
  single creature, the negative energy violently explodes back 
  toward you, dealing an additional 30 negative damage to 
  every creature in the line (even those above 17th level) and 
  30 negative damage to you.
  Critical Success The creature is unaffected.
  Success The creature takes 9d6 negative damage.
  Failure The creature takes 100 negative damage.
  Critical Failure The creature dies.
  Heightened (10th) The spell can affect creatures up to 19th 
  level. Increase the damage to 10d6 on a success, and to 115 
  on a failure.
  MAZE 
  SPELL 8
  CONJURATION
  EXTRADIMENSIONAL
  TELEPORTATION
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Duration sustained 
  You transport the target into an extradimensional maze of 
  eldritch origin and trap it there. Once each turn, the target 
  can spend 1 action to attempt a Survival check or Perception 
  check against your spell DC to escape the maze. The possible 
  outcomes are as follows.
  Critical Success The target escapes and the spell ends.
  Success The target is on the right path to the exit. If the target 
  was already on the right path, it escapes the maze and the 
  spell ends.
  Failure The target makes no progress toward escape.
  Critical Failure The target makes no progress toward escape, 
  and if it was on the right path, it no longer is.
  Teleportation magic doesn’t help the creature escape unless 
  the magic can transport across planes, such as plane shift. 
  When the spell ends, either because the target escaped or the 
  duration ran out, the target returns to the space it occupied 
  when it was banished, or to the nearest space if the original 
  is now filled. 
  MELD INTO STONE 
  SPELL 3
  EARTH
  TRANSMUTATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Duration 10 minutes 
  You merge with an adjacent block of stone with enough 
  volume to fit you and your worn and held possessions. You 
  must touch the stone when you Cast the Spell. You can hear, 
  Core Rulebook
  350
  
  but not see, what’s going on outside the stone, and you can 
  cast spells while in the stone as long as they don’t require line 
  of effect beyond the stone.
  Significant physical damage to the stone while you are 
  inside it expels you and deals 10d6 damage to you. Passwall 
  expels you without dealing damage and ends meld into stone. 
  You can Dismiss this spell.
  MENDING 
  SPELL 1
  TRANSMUTATION
  Traditions arcane, divine, occult, primal
  Cast 10 minutes (somatic, verbal)
  Range touch; Targets non-magical object of light Bulk or less
  You repair the target item. You restore 5 Hit Points per spell level 
  to the target, potentially removing the broken condition if this 
  repairs it past the item’s Broken Threshold. You can’t replace lost 
  pieces or repair an object that’s been completely destroyed.
  Heightened (2nd) You can target a non-magical object of 1 
  Bulk or less.
  Heightened (3rd) You can target a non-magical object of 2 
  Bulk or less, or a magical object of 1 Bulk or less.
  MESSAGE  
  CANTRIP 1
  AUDITORY
  CANTRIP
  ILLUSION
  LINGUISTIC
  MENTAL
  Traditions arcane, divine, occult
  Cast � verbal
  Range 120 feet; Targets 1 creature
  Duration see below
  You mouth words quietly, but instead of coming out of your 
  mouth, they’re transferred directly to the ears of the target. 
  While others can’t hear your words any better than if you 
  normally mouthed them, the target can hear your words as 
  if they were standing next to you. The target can give a brief 
  response as a reaction, or as a free action on their next turn 
  if they wish, but they must be able to see you and be within 
  range to do so. If they respond, their response is delivered 
  directly to your ear, just like the original message.
  Heightened (3rd) The spell’s range increases to 500 feet.
  METEOR SWARM 
  SPELL 9
  EVOCATION
  FIRE
  Traditions arcane, primal
  Cast � somatic, verbal
  Range 500 feet; Area 4 40-foot bursts
  Saving Throw basic Reflex
  You call down four meteors that explode in a fiery blast. Each 
  meteor deals 6d10 bludgeoning damage to any creatures in 
  the 10-foot burst at the center of its area of effect before 
  exploding, dealing 14d6 fire damage to any creatures in 
  its 40-foot burst. The meteors’ central 10-foot bursts can’t 
  overlap, and a creature takes the same amount of fire 
  damage no matter how many overlapping explosions it’s 
  caught in. The saving throw applies to both the bludgeoning 
  and the fire damage.
  Heightened (+1) The bludgeoning damage increases by 1d10, 
  and the fire damage increases by 2d6.
  MIND BLANK 
  SPELL 8
  UNCOMMON
  ABJURATION
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Duration until the next time you make your daily preparations
  Powerful wards hide a creature from divination magic. The 
  target gains a +4 status bonus to saves against mental effects. 
  Mind blank attempts to counteract any detection, revelation, 
  and scrying effects as if its spell level were 1 higher than its 
  actual level. On a success, the divination effect functions 
  normally except that it detects nothing about the target and 
  its possessions. For instance, detect magic would still detect 
  other magic in the area, but not any magic on the target.
  MIND PROBE 
  SPELL 5
  UNCOMMON
  DIVINATION
  LINGUISTIC
  MENTAL
  Traditions arcane, occult
  Cast 1 minute (material, somatic, verbal)
  Range 30 feet; Targets 1 creature
  Saving Throw Will; Duration sustained up to 1 minute
  You cast your thoughts through a creature’s mind, sifting for 
  information. You access the target’s memories and knowledge 
  unless it fends you off with a Will save.
  Success The target is unaffected.
  Failure Each round of the spell’s duration, you can Sustain the 
  Spell to ask a different question and attempt to uncover 
  the answer. For each question, the target can attempt 
  a Deception check against your spell DC; if the target 
  succeeds, you don’t learn the answer, and on a critical 
  success, the target gives you a false answer that you believe 
  is truthful Once you’ve asked the target a given question, 
  asking it again, even with a separate casting of mind probe, 
  produces the same result.
  Critical Failure As failure, and the target takes a –4 circumstance 
  penalty to Deception checks against your questions.
  MIND READING 
  SPELL 3
  UNCOMMON
  DETECTION
  DIVINATION
  MENTAL
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Will; Duration 1 round or sustained up to 1 minute
  With a cursory mental touch, you attempt to read the target’s 
  mind. It must attempt a Will save. The target then becomes 
  temporarily immune to your mind reading for 1 hour.
  Critical Success The target perceives vague surface thoughts 
  from you when you Cast the Spell.
  Success You find out whether the target’s Intelligence modifier 
  is higher than, equal to, or lower than yours.
  Failure You perceive vague surface thoughts from the target when 
  you Cast the Spell, and you find out whether its Intelligence 
  modifier is higher than, equal to, or lower than yours.
  Critical Failure As failure, and for the duration of the spell, you 
  can Sustain the Spell to detect the target’s surface thoughts 
  again. The target doesn’t receive any additional saves.
  351
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  MINDLINK 
  SPELL 1
  DIVINATION
  MENTAL
  Traditions occult
  Cast � somatic, verbal
  Range touch; Targets 1 willing creature
  You link your mind to the target’s mind and mentally impart to 
  that target an amount of information in an instant that could 
  otherwise be communicated in 10 minutes.
  MIRACLE 
  SPELL 10
  DIVINATION
  Traditions divine
  Cast � material, somatic, verbal
  You request aid directly from your divine source. Your divine 
  source always refuses a request out of line with its nature, and 
  it might grant a different request (potentially more powerful or 
  better fitting its nature) than the one you asked for. A casting 
  of miracle can do any of the following things.
  • Duplicate any divine spell of 9th level or lower.
  • Duplicate any non-divine spell of 7th level or lower.
  • Produce any effect whose power level is in line with 
  the above effects.
  • Reverse certain effects that refer to the wish spell.
  The GM might allow you to try using miracle to produce 
  greater effects than these, but doing so may be dangerous, or 
  the spell may have only a partial effect.
  MIRROR IMAGE 
  SPELL 2
  ILLUSION
  VISUAL
  Traditions arcane, occult
  Cast � somatic, verbal
  Duration 1 minute 
  Three illusory images of you swirl about your space, potentially 
  causing those who attack you to hit one of the images instead 
  of you. Any attack that would hit you has a random chance of 
  hitting one of your images instead of you. If all three images 
  remain, there is a 1 in 4 chance of hitting you (1 on 1d4). With 
  two images remaining, there is a 1 in 3 chance of hitting you (1–2 
  on 1d6). With only one image, the chances are 1 in 2 (1–3 on 1d6).
  Once an image is hit, it is destroyed. If an attack roll fails 
  to hit your AC but doesn’t critically fail, it destroys an image 
  but has no additional effect (even if the attack would normally 
  have an effect on a failure). If an attack roll is a critical 
  success and would hit one of the images, one of the images is 
  destroyed and the attack roll becomes a success against you. 
  Once all the images are destroyed, the spell ends.
  MISDIRECTION 
  SPELL 2
  ILLUSION
  Traditions arcane, occult
  Cast 1 minute (somatic, verbal)
  Range 30 feet; Targets 2 creatures or objects
  Duration until the next time you make your daily preparations 
  You reshape the magic aura of one creature or object to 
  resemble that of another. You designate one target as 
  the primary target and the other as the secondary target. 
  Effects that would detect auras on the primary target instead 
  detect the same types of auras from the secondary target. 
  A creature reading the aura can attempt to disbelieve the 
  illusion. You can Dismiss the spell from up to a mile away.
  MISLEAD 
  SPELL 6
  ILLUSION
  Traditions arcane, occult
  Cast � somatic, verbal
  Duration sustained up to 1 minute
  You turn yourself invisible and create an illusory duplicate of 
  yourself. When you Sustain the Spell, you can mentally dictate 
  a course of action for your duplicate to follow that round. Your 
  duplicate acts as though it had your full number of actions, 
  though it can’t actually affect anything in the environment. 
  Both the duplicate and your invisibility persist for the spell’s 
  duration. Performing a hostile action doesn’t end mislead’s 
  invisibility, just like a 4th-level invisibility spell. A creature 
  that determines the duplicate is an illusion doesn’t necessarily 
  know you’re invisible, and one that can see your invisible form 
  doesn’t necessarily know your duplicate is an illusion.
  If you Cast a Spell, attack, or otherwise interact with 
  another creature, as a part of that action you can attempt 
  a Deception check against observers’ Perception DCs to 
  convince them your duplicate used that action. This doesn’t 
  fool anyone who’s aware your duplicate is an illusion, nor does 
  it work if the attack obviously couldn’t have come from the 
  duplicate. For instance, if you fired a ray, you could make it 
  look like it came from the duplicate as long as the duplicate 
  was positioned appropriately, but if you attacked with a sword 
  and your duplicate was across the room from the target, your 
  Deception check would automatically fail.
  MODIFY MEMORY 
  SPELL 4
  UNCOMMON
  DIVINATION
  MENTAL
  Traditions occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Will; Duration unlimited
  You alter the target’s memories, either erasing a memory, 
  enhancing a memory’s clarity, altering a memory, or adding 
  a false memory. The target can attempt a Will save to resist 
  the spell. 
  Critical Success The target is unaffected and realizes you tried 
  to alter its memory.
  Success The target is unaffected but thinks your spell was 
  something harmless instead of modify memory, unless it 
  identifies the spell.
  Failure During the first 5 minutes of the spell’s duration, 
  you can Sustain the Spell to modify a memory once each 
  round. When you do, you imagine up to 6 seconds of 
  memory to modify, to a maximum of 5 continuous minutes 
  of memory.
  Any memories you’ve altered remain changed as long as the 
  spell is active. If the target moves out of range before the 5 
  minutes is up, you can’t alter any further memories.
  Core Rulebook
  352
  
  Heightened (6th) You can cast the spell on a willing target 
  to suppress all memory of a particular topic, detailed in 50 
  words or fewer. The effect is permanent, and it patches these 
  omissions with an indistinct haze.
  MOMENT OF RENEWAL 
  SPELL 8
  HEALING
  NECROMANCY
  Traditions divine, primal
  Cast � somatic, verbal
  Range touch; Targets up to 6 creatures
  The targets experience a day’s worth of recovery in an instant. 
  Any detrimental effects that would be gone after 24 hours 
  end, though this doesn’t shorten the duration of any active 
  spells affecting the targets. The targets regain Hit Points and 
  recover from conditions as if they had taken 24 hours of rest, 
  but they do not make their daily preparations again or gain 
  any benefits of rest other than healing. The targets are then 
  temporarily immune for 1 day.
  MONSTROSITY FORM 
  SPELL 8
  POLYMORPH
  TRANSMUTATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Duration 1 minute 
  You transform into the shape of a legendary monster, 
  assuming a Huge battle form. You must have enough space 
  to expand into or the spell is lost. When you cast this spell, 
  choose phoenix, purple worm, or sea serpent. While in this 
  form, you gain the beast trait (for phoenix) or the animal trait 
  (for purple worm or sea serpent). You can Dismiss the spell.
  You gain the following statistics and abilities regardless of 
  which battle form you choose:
  • AC = 20 + your level. Ignore your armor’s check penalty 
  and Speed reduction.
  • 20 temporary Hit Points.
  • Darkvision.
  • One or more unarmed melee attacks specific to the 
  battle form you choose, which are the only attacks 
  you can use. You’re trained with them. Your attack 
  modifier is +28, and you use the listed damage. These 
  attacks are Strength based (for the purpose of the 
  enfeebled condition, for example). If your unarmed 
  attack modifier is higher, you can use it instead.
  • Athletics modifier of +30, unless your own modifier 
  is higher.
  You also gain specific abilities based on the type of monster 
  you choose: 
  • Phoenix Speed 30 feet, fly Speed 90 feet; Melee � 
  beak (reach 15 feet), Damage 2d6+12 piercing plus 
  2d4 fire and 2d4 persistent fire; Melee � talon (agile, 
  reach 15 feet), Damage 2d8+12 slashing; Shroud of 
  Flame (aura, evocation, fire, primal) 20 feet. You gain 
  an aura of fire that extends out from you. A creature 
  that enters or ends its turn within the aura takes 2d6 
  fire damage. A creature can take this damage only 
  once per turn. You can use a single action, which 
  has the concentrate trait, to activate or deactivate 
  this aura.
  • Purple Worm Speed 40 feet, burrow Speed 30 feet, 
  swim Speed 20 feet; Melee � jaws (reach 10 feet), 
  Damage 2d12+20 piercing; Melee � stinger (agile, 
  reach 10 feet), Damage 2d8+15 piercing plus 2d6 
  persistent poison; Melee � body (reach 10 feet) 
  Damage 2d8+20 
  bludgeoning; 
  Inexorable 
  You 
  automatically recover from the paralyzed, slowed, and 
  stunned conditions at the end of each of your turns. 
  You’re also immune to being immobilized and ignore 
  difficult terrain and greater difficult terrain.
  • Sea Serpent Speed 20 feet, swim Speed 90 feet; Melee 
  � jaws (reach 15 feet), Damage 2d12+20 piercing; 
  Melee � tail (reach 25 feet), Damage 2d8+20 
  bludgeoning; Spine Rake � (move) You extend 
  your spines and Swim or Stride. Each creature you’re 
  adjacent to at any point during your movement takes 
  4d8+10 slashing damage (basic Reflex against your 
  spell DC).
  Heightened (9th) You instead gain AC = 22 + your level, 25 
  temporary HP, attack modifier +31, increase damage by one 
  damage die, and Athletics +33.
  MOON FRENZY 
  SPELL 5
  MORPH
  TRANSMUTATION
  Traditions primal
  Cast � somatic, verbal
  Range 30 feet; Targets up to 5 willing creatures
  Duration 1 minute
  A feral aspect overcomes the targets, making them tough and 
  savage. Targets gain 5 temporary Hit Points, a +10-foot status 
  bonus to their Speeds, and weakness 5 to silver. They also 
  grow vicious fangs and claws, which are unarmed attacks. The 
  fangs deal 2d8 piercing damage; the claws deal 2d6 slashing 
  damage and have the agile and finesse traits. The targets 
  use their highest weapon or unarmed attack proficiency 
  with these attacks, and if they have weapon specialization 
  or greater weapon specialization, they add this damage as 
  well. On a critical hit with one of these unarmed attacks, the 
  creature struck takes 1d4 persistent bleed damage.
  The targets can’t use concentrate actions unless those 
  actions also have the rage trait, with the exception of Seek. A 
  creature can attempt to end the spell’s effect on itself by using 
  a single action, which has the rage trait, to attempt a Will save 
  against your spell DC; on a success, it ends the spell’s effect 
  on itself.
  If a target is in the light of a full moon, it also grows by one 
  size if it were Medium or smaller. This increases the reach of a 
  Medium or Tiny creature by 5 feet.
  Heightened (6th) The temporary Hit Points increase to 10, the 
  silver weakness to 10, and the damage dealt by the attacks to 
  three dice.
  Heightened (10th) The temporary Hit Points increase to 20, 
  the silver weakness to 20, and the damage dealt by the 
  attacks to four dice.
  353
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  SPELLS
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  The Age of  
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  Game
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  & Treasure
  Appendix
  
  NATURE INCARNATE 
  SPELL 10
  POLYMORPH
  TRANSMUTATION
  Traditions primal
  Cast � somatic, verbal
  Duration 1 minute 
  The primal power of the world flows through you. You 
  transform into an incarnation of nature, either a green man 
  or a kaiju. Your battle form is Medium for a green man or 
  Gargantuan (30-foot-by-30-foot space) for a kaiju. You must 
  have enough space to expand into or the spell is lost. While 
  in this form, you gain the plant trait (for a green man) or the 
  beast trait (for a kaiju). You can Dismiss the spell.
  You gain the following statistics and abilities regardless of 
  which battle form you choose:
  • AC = 25 + your level. Ignore your armor’s check penalty 
  and Speed reduction.
  • 30 temporary Hit Points.
  • Darkvision.
  • One or more attacks specific to the battle form you 
  choose, which are the only attacks you can use. You’re 
  trained with them. Your attack modifier is +34, and 
  you use the listed damage. These attacks are Strength 
  based (for the purpose of the enfeebled condition, for 
  example). If your unarmed attack modifier is higher, 
  you can use it instead.
  • Athletics modifier of +36, unless your own modifier 
  is higher.
  You also gain specific abilities based on the type of 
  incarnation you choose: 
  • Green Man Speed 40 feet, climb Speed 40 feet; Melee 
  � vines (reach 30 feet, versatile P), Damage 6d8+12 
  bludgeoning; Ranged � thorns (range 100 feet), 
  Damage 6d6+6 piercing; Green Caress (aura, primal, 
  transmutation) 60 feet. Enemies other than plants 
  must succeed at a Fortitude save against your spell 
  DC or become clumsy 1 for 1 round (clumsy 2 on a 
  critical failure).
  • Kaiju Speed 50 feet; resistance 5 to physical damage; 
  Melee � jaws (reach 30 feet), Damage 6d10+10 
  piercing; Melee � claws (agile, reach 30 feet), Damage 
  6d8+8 slashing; Melee � foot (agile, reach 15 feet), 
  Damage 6d6+10 bludgeoning; Unstoppable You are 
  immune to being immobilized and ignore difficult 
  terrain and greater difficult terrain; Trample � You 
  move up to double your Speed and move through the 
  spaces of Huge or smaller creatures, trampling each 
  creature whose space you enter. A trampled creature 
  takes foot damage with a basic Reflex save against 
  your spell DC.
  NATURE’S ENMITY 
  SPELL 9
  ENCHANTMENT
  Traditions primal
  Cast � somatic, verbal
  Range 120 feet; Area 500-foot burst; Targets up to 5 creatures
  Duration 10 minutes
  Animals and plants in the area turn against the targets. Each 
  target suffers from the following effects as long as it remains 
  in the area.
  • Vegetation springs up from every surface, giving each 
  target a –10-foot circumstance penalty to its Speed 
  any time it’s adjacent to the plants.
  • Aggressive animals attack unpredictably. At the start 
  of its turn, each target rolls a DC 8 flat check. On a 
  failure, it’s attacked by swarming creatures that deal 
  2d10 slashing damage. The target attempts a basic 
  Reflex save, and it is flat-footed for 1 round on any 
  outcome other than a critical success.
  • The target loses any connection to nature or natural 
  creatures. The target has to succeed at a DC 5 flat 
  check when casting any primal spell or the spell fails. 
  Furthermore, animal or plant creatures become hostile 
  to it, even one with a strong bond to the target, such 
  as an animal companion. 
  The GM might decide that you can’t subject some creatures, 
  such as an emissary of a nature deity, to the ire of nature.
  NEGATE AROMA 
  SPELL 1
  ABJURATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Range touch; Targets 1 willing creature
  Duration 1 hour
  The target loses its odor, preventing creatures from passively 
  noticing its presence via smell alone, even if the creatures have 
  precise or imprecise scent. A creature attempting a Perception 
  check to Seek with scent and other senses might notice the 
  lack of natural scent. If the target has any abilities that result 
  from its smell, such as an overpowering scent, those abilities 
  are also negated.
  Heightened (5th) The range increases to 30 feet, and you can 
  target up to 10 creatures.
  NEUTRALIZE POISON 
  SPELL 3
  HEALING
  NECROMANCY
  Traditions divine, primal
  Cast � somatic, verbal
  Range touch; Targets 1 creature
  You pour healing magic through the target in an attempt 
  to cure one poison afflicting it. Attempt a counteract check 
  against the poison.
  NIGHTMARE 
  SPELL 4
  ILLUSION
  MENTAL
  Traditions arcane, occult
  Cast 10 minutes (material, somatic, verbal)
  Range planetary; Targets 1 creature you know by name
  Saving Throw Will; Duration 1 day 
  You send disturbing nightmares to your target. The next time the 
  target falls asleep, it must attempt a Will save. If you know the 
  target only by name and have never met them, the target gets a 
  +4 circumstance bonus to the Will save.
  Core Rulebook
  354
  
  [[insert art: overwhelming 
  presence]]
  Critical Success The target suffers no adverse effects and is 
  temporarily immune for 1 week.
  Success The target experiences the nightmares but suffers no 
  adverse effects other than unpleasant memories.
  Failure The target experiences the nightmares and awakens 
  fatigued.
  Critical Failure The target experiences the nightmares, awakens 
  fatigued, and is drained 2 until it is no longer fatigued.
  NONDETECTION 
  SPELL 3
  UNCOMMON
  ABJURATION
  Traditions arcane, occult, primal
  Cast 10 minutes (material, somatic, verbal)
  Range touch; Targets 1 creature or object
  Duration 8 hours
  You erect protective wards that make the target difficult to 
  detect via magic. Nondetection attempts to counteract all 
  detection, revelation, and scrying divinations made against the 
  target or the target’s gear throughout the duration, counting 
  cantrips as 1st-level spells for this purpose. Successfully 
  counteracting a divination that targets an area or multiple 
  targets negates the effects only for nondetection’s target.
  OBSCURING MIST 
  SPELL 2
  CONJURATION
  WATER
  Traditions arcane, primal
  Cast � material, somatic, verbal
  Range 120 feet; Area 20-foot burst
  Duration 1 minute 
  You call forth a cloud of mist. All creatures within the mist 
  become concealed, and all creatures outside the mist become 
  concealed to creatures within it. You can Dismiss the cloud.
  OUTCAST’S CURSE 
  SPELL 4
  ATTACK
  CURSE
  ENCHANTMENT
  MENTAL
  MISFORTUNE
  Traditions arcane, divine, occult
  Cast � somatic, verbal
  Range touch; Targets 1 creature
  Saving Throw Will
  You afflict the target with a curse that makes its presence 
  abrasive and off-putting. The target must attempt a Will save.
  Critical Success The target is unaffected.
  Success For 10 minutes, the target must roll twice and 
  use the worse result whenever attempting a Deception, 
  Diplomacy, Intimidation, or Performance check, and 
  creatures they encounter have an initial attitude toward 
  them of one step worse (for instance, unfriendly instead 
  of indifferent). 
  Failure As success, but the effect is permanent. 
  Critical Failure As failure, and creatures that the target 
  encounters have an initial attitude toward them of two 
  steps worse.
  355
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  SPELLS
  Introduction
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  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  OVERWHELMING PRESENCE 
  SPELL 9
  AUDITORY
  ENCHANTMENT
  INCAPACITATION
  MENTAL
  VISUAL
  Traditions divine, occult
  Cast � somatic, verbal
  Area 40-foot burst; Targets any number of creatures
  Saving Throw Will; Duration until full tribute is paid
  You surround yourself with supernatural splendor, appearing 
  to be a god or similarly majestic being. You choose the aspects 
  of your new majestic appearance. This causes the targets to 
  pay tribute to you by bowing or using some other action in 
  keeping with your appearance. The number of times a target 
  must do this depends on the result of their Will save.
  Critical Success The target is unaffected.
  Success The target must pay tribute twice.
  Failure The target must pay tribute six times.
  Critical Failure As failure, and the target must spend all its 
  actions paying tribute if possible.
  Paying tribute is a manipulate action or move action, as chosen 
  by the creature paying tribute. A creature under this effect 
  must pay tribute to you at least once on each of its turns if 
  possible. While affected by this spell, a creature is fascinated 
  by you and can’t use hostile actions against you. The target is 
  then temporarily immune for 1 minute.
  PARALYZE 
  SPELL 3
  ENCHANTMENT
  INCAPACITATION
  MENTAL
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Will; Duration varies
  You block the target’s motor impulses before they can leave 
  its mind, threatening to freeze the target in place. The target 
  must attempt a Will save.
  Critical Success The target is unaffected.
  Success The target is stunned 1.
  Failure The target is paralyzed for 1 round.
  Critical Failure The target is paralyzed for 4 rounds. At the 
  end of each of its turns, it can attempt a new Will save to 
  reduce the remaining duration by 1 round, or end it entirely 
  on a critical success.
  Heightened (7th) You can target up to 10 creatures.
  PARANOIA 
  SPELL 2
  ILLUSION
  MENTAL
  Traditions occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Will; Duration 1 minute
  You cause the target to see all other creatures as dire threats. 
  The target is stricken by intense paranoia toward all creatures 
  around it and must attempt a Will save.
  Critical Success The target is unaffected.
  Success The target believes everyone it sees is a potential 
  threat. It becomes unfriendly to all creatures to which it 
  wasn’t already hostile, even those that were previously 
  allies. It treats no one as an ally. The spell ends after 1 round.
  Failure As success, but the effect lasts 1 minute.
  Critical Failure As failure, except the target believes that 
  everyone it sees is a mortal enemy. It uses its reactions 
  and free actions against everyone, regardless of whether 
  they were previously its allies, as determined by the GM. It 
  otherwise acts as rationally as it normally does and likely 
  prefers to attack creatures that are actively attacking or 
  hindering it over those leaving it alone.
  Heightened (6th) You can target up to 5 creatures.
  PASS WITHOUT TRACE 
  SPELL 1
  ABJURATION
  Traditions primal
  Cast � somatic, verbal
  Duration 1 hour
  You obscure the tracks you leave behind and make it harder 
  for others to find you. The DC of checks to Track you gains a 
  +4 status bonus or is equal to your spell DC, whichever results 
  in a higher DC. You can benefit from only one pass without 
  trace spell at a time.
  Heightened (2nd) The duration increases to 8 hours.
  Heightened (4th) The duration increases to 8 hours. The spell 
  has a range of 20 feet and an area of a 20-foot-emanation, 
  affecting up to 10 creatures of your choice within that area.
  PASSWALL 
  SPELL 5
  UNCOMMON
  CONJURATION
  EARTH
  Traditions arcane, primal
  Cast � somatic, verbal
  Range touch; Area 5-foot-wide, 10-foot-tall, 10-foot-deep 
  section of wooden, plaster, or stone wall
  Duration 1 hour
  You create a visible tunnel through the wall in the chosen area, 
  replacing the area with empty space. If the wall is thicker than 
  10 feet, the tunnel ends 10 feet in. Even a small layer of metal 
  in the wall prevents this spell from functioning. This spell 
  doesn’t reduce the integrity of the structure. When the spell 
  ends, anyone inside the tunnel is shunted to the nearest exit.
  Heightened (7th) The tunnel can be up to 20 feet deep. The 
  areas of the wall that contain your tunnel’s entrance appear 
  completely normal (unless viewed with true seeing or a similar 
  effect), despite the tunnel’s existence. The tunnel’s entrance 
  functions as a solid wall, but you can specify a password or a 
  trigger (page 305), allowing creatures to enter the tunnel freely.
  PEST FORM 
  SPELL 1
  POLYMORPH
  TRANSMUTATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Duration 10 minutes 
  You transform into a the battle form of a Tiny animal, such as 
  a cat, insect, lizard, or rat. You can decide the specific type of 
  animal (such as a rat or praying mantis), but this has no effect 
  on the form’s Size or statistics. While in this form, you gain the 
  animal trait. You can Dismiss the spell.
  You gain the following statistics and abilities:
  Core Rulebook
  356
  
  • AC = 15 + your level. Ignore your armor’s check penalty 
  and Speed reduction.
  • Speed 10 feet.
  • Weakness 5 to physical damage. (If you take physical 
  damage in this form, you take 5 additional damage.)
  • Low-light vision and imprecise scent 30 feet.
  • Acrobatics and Stealth modifiers of +10, unless your 
  own modifier is higher; Athletics modifier –4.
  Heightened (4th) You can turn into a flying creature, such as a 
  bird, which grants you a fly Speed of 20 feet.
  PHANTASMAL CALAMITY 
  SPELL 6
  ILLUSION
  MENTAL
  Traditions arcane, occult
  Cast � somatic, verbal
  Saving Throw Will; Range 500 feet; Area 30-foot burst
  A vision of apocalyptic destruction fills the mind of each 
  creature in the area. The vision deals 11d6 mental damage (basic 
  Will save). On a critical failure, the creature must also succeed 
  at a Reflex save or believe it’s trapped (stuck in a fissure, adrift 
  at sea, or some other fate in keeping with its vision). If it fails 
  the second save, it’s also stunned for 1 minute. It can attempt a 
  new Will save at the end of each of its turns, and on a success, it 
  disbelieves the illusion and recovers from the stunned condition.
  Heightened (+1) The damage increases by 2d6.
  PHANTASMAL KILLER 
  SPELL 4
  DEATH
  EMOTION
  FEAR
  ILLUSION
  MENTAL
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 120 feet; Targets 1 living creature
  Saving Throw Will
  You create a phantasmal image of the most fearsome creature 
  imaginable to the target. Only the spell’s target can see the 
  killer, though you can see the vague shape of the illusion as 
  it races forth to attack. The effect of the killer is based on the 
  outcome of the target’s Will save.
  Critical Success The target is unaffected.
  Success The target takes 4d6 mental damage and is 
  frightened 1.
  Failure The target takes 8d6 mental damage and is 
  frightened 2.
  Critical Failure The target is so afraid it might die. It must 
  attempt a Fortitude save; if the target fails, it dies. On a 
  successful Fortitude save, the target takes 12d6 mental 
  damage, is fleeing until the end of its next turn, and is 
  frightened 4. This effect has the incapacitation trait.
  Heightened (+1) The damage increases by 2d6 on a failure and 
  by 3d6 on a critical failure.
  PHANTOM PAIN 
  SPELL 1
  ILLUSION
  MENTAL
  NONLETHAL
  Traditions occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Will; Duration 1 minute
  Illusory pain wracks the target, dealing 2d4 mental damage 
  and 1d4 persistent mental damage. The target must attempt 
  a Will save.
  Critical Success The target is unaffected.
  Success The target takes full initial damage but no persistent 
  damage, and the spell ends immediately.
  Failure The target takes full initial and persistent damage, and 
  the target is sickened 1. If the target recovers from being 
  sickened, the persistent damage ends and the spell ends.
  Critical Failure As failure, but the target is sickened 2.
  Heightened (+1) The damage increases by 2d4 and the 
  persistent damage by 1d4.
  PHANTOM STEED 
  SPELL 2
  CONJURATION
  Traditions arcane, occult, primal
  Cast 10 minutes (somatic, verbal)
  Range 30 feet
  Duration 8 hours
  You conjure a Large, magical, equine creature that only you 
  (or another Medium or Small creature you choose) can ride. 
  The horse is clearly phantasmal in nature, has 20 AC and 10 
  Hit Points, and automatically fails all saves. If it’s reduced to 
  0 Hit Points, it disappears and the spell ends. The steed has 
  a Speed of 40 feet and can hold its rider’s body weight, plus 
  20 Bulk.
  Heightened (4th) The steed has a Speed of 60 feet, can walk 
  on water, and ignores areas of natural difficult terrain.
  Heightened (5th) The steed has a Speed of 60 feet, can walk 
  on water, and ignores areas of natural difficult terrain. It can 
  also air walk but must end its turn on solid ground or fall.
  Heightened (6th) The steed can walk or fly at a Speed of 80 
  feet, can walk on water, and ignores natural difficult terrain.
  PLANE SHIFT 
  SPELL 7
  UNCOMMON
  CONJURATION
  TELEPORTATION
  Traditions arcane, divine, occult, primal
  Cast 10 minutes (focus, material, somatic, verbal)
  Range touch; Targets 1 willing creature, or up to 8 willing 
  creatures joining hands
  You and your allies traverse the barriers between planes of 
  existence. The targets move to another plane, such as the 
  Plane of Fire, the Shadow Plane, or the Abyss. You must have 
  specific knowledge of the destination plane and use a magic 
  tuning fork created from material from that plane as a focus 
  for the spell. While the tuning forks for most prominent planes 
  are uncommon, just like the spell plane shift, more obscure 
  planes and demiplanes often have rare tuning forks. 
  The spell is highly imprecise, and you appear 1d20×25 miles 
  from the last place one of the targets (of your choice) was 
  located the last time that target traveled to the plane. If it’s 
  the first time traveling to a particular plane for all targets, you 
  appear at a random location on the plane. Plane shift doesn’t 
  provide a means of return travel, though casting plane shift 
  again allows you to return to your previous plane unless there 
  are extenuating circumstances.
  357
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  PLANT FORM 
  SPELL 5
  PLANT
  POLYMORPH
  TRANSMUTATION
  Traditions primal
  Cast � somatic, verbal
  Duration 1 minute 
  Taking inspiration from verdant creatures, you transform into 
  a Large plant battle form. You must have space to expand into 
  or the spell is lost. When you cast this spell, choose arboreal, 
  flytrap, or shambler. You can substitute a similar specific plant 
  to turn into (such as a pitcher plant instead of a flytrap), but 
  this has no effect on the form’s Size or statistics. While in this 
  form, you gain the plant trait. You can Dismiss the spell.
  You gain the following statistics and abilities regardless of 
  which battle form you choose:
  • AC = 19 + your level. Ignore your armor’s check penalty 
  and Speed reduction.
  • 12 temporary Hit Points.
  • Resistance 10 to poison.
  • Low-light vision.
  • One or more unarmed melee attacks specific to the 
  battle form you choose, which are the only attacks 
  you can use. You’re trained with them. Your attack 
  modifier is +17, and your damage bonus is +11. These 
  attacks are Strength based (for the purpose of the 
  enfeebled condition, for example). If your unarmed 
  attack modifier is higher, you can use it instead.
  • Athletics modifier of +19, unless your own modifier 
  is higher.
  You also gain specific abilities based on the type of plant 
  you choose: 
  • Arboreal Speed 30 feet; Melee � branch (reach 15 
  feet), Damage 2d10 bludgeoning; Melee � foot, 
  Damage 2d8 bludgeoning; you can speak in this 
  form, but you still can’t Cast a Spell or supply verbal 
  components.
  • Flytrap Speed 15 feet; resistance 10 to acid; Melee � 
  leaf (reach 10 feet), Damage 2d8 piercing, and you can 
  spend an action after a hit to Grab the target. 
  • Shambler Speed 20 feet, swim Speed 20 feet; 
  resistance 10 to electricity; Melee � vine (reach 15 
  feet), Damage 2d8 slashing.
  Heightened (6th) Your battle form is Huge, and the reach 
  of your attacks increases by 5 feet. You instead gain 
  AC = 22 + your level, 24 temporary HP, attack modifier +21, 
  damage bonus +16, and Athletics +22.
  POLAR RAY 
  SPELL 8
  COLD
  EVOCATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Range 120 feet; Targets 1 creature or object
  You fire a blue-white ray of freezing air and swirling sleet from 
  your finger that can chill your target to the bones. You must 
  succeed at a spell attack roll to affect the target, which then 
  takes 10d8 cold damage and is drained 2.
  Heightened (+1) The damage increases by 2d8.
  POSSESSION 
  SPELL 7
  UNCOMMON
  INCAPACITATION
  MENTAL
  NECROMANCY
  POSSESSION
  Traditions occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 living creature
  Saving Throw Will; Duration 1 minute
  You send your mind and soul into the target’s body, attempting 
  to take control. The target must attempt a Will save. You can 
  choose to use the effects of a degree of success more favorable 
  to the target if you prefer.
  While you’re possessing a target, your own body is 
  unconscious and can’t wake up normally. You can sense 
  everything the possessed target does. You can Dismiss this 
  spell. If the possessed body dies, the spell ends and you 
  must succeed at a Fortitude save against your spell DC or 
  be paralyzed for 1 hour, or 24 hours on a critical failure. If 
  the spell ends during an encounter, you act just before the 
  possessed creature’s initiative count.
  Critical Success The target is unaffected.
  Success You possess the target but can’t control it. You ride 
  along in the body while the spell lasts.
  Failure You possess the target and take partial control of it. 
  You no longer have a separate turn; instead, you might 
  control the target. At the start of each of the target’s turns, 
  it attempts another Will save. If it fails, it’s controlled by you 
  on that turn; if it succeeds, it chooses its own actions; and 
  if it critically succeeds, it forces you out and the spell ends.
  Critical Failure You possess the target fully, and it can only 
  watch as you manipulate it like a puppet. The target is 
  controlled by you.
  Heightened (9th) The duration is 10 minutes, and you can 
  physically enter the creature’s body, protecting your physical 
  body while the spell lasts.
  POWER WORD BLIND 
  SPELL 7
  UNCOMMON
  AUDITORY
  ENCHANTMENT
  MENTAL
  Traditions arcane
  Cast � verbal
  Range 30 feet; Targets 1 creature
  Duration varies
  You utter an arcane word of power that can make the target 
  blinded upon hearing it. Once targeted, the target is then 
  temporarily immune for 10 minutes. The effect of the spell 
  depends on the target’s level.
  11th or Lower The target is blinded permanently.
  12th–13th The target is blinded for 1d4 minutes.
  14th or Higher The target is dazzled for 1 minute.
  Heightened (+1) The levels at which each outcome applies 
  increase by 2.
  POWER WORD KILL 
  SPELL 9
  UNCOMMON
  AUDITORY
  DEATH
  ENCHANTMENT
  MENTAL
  Traditions arcane
  Cast � verbal
  Range 30 feet; Targets 1 creature
  Duration varies
  Core Rulebook
  358
  
  You utter the most powerful arcane word of power. Once 
  targeted, the target is then temporarily immune for 10 
  minutes. The effect of the spell depends on the target’s level.
  14th or Lower The target dies instantly.
  15th If the target has 50 Hit Points or fewer, it dies instantly; 
  otherwise, it drops to 0 Hit Points and becomes dying 1, or 
  increases its dying condition by 1 if it’s already dying.
  16th or Higher The target takes 50 damage; if this brings the 
  target to 0 Hit Points, the target dies instantly.
  Heightened (10th) The levels at which each outcome applies 
  increase by 2.
  POWER WORD STUN 
  SPELL 8
  UNCOMMON
  AUDITORY
  ENCHANTMENT
  MENTAL
  Traditions arcane
  Cast � verbal
  Range 30 feet; Targets 1 creature
  Duration varies
  You stun the target with an arcane word of power. Once 
  targeted, the target is then temporarily immune for 10 
  minutes. The effect of the spell depends on the target’s level.
  13th or Lower The target is stunned for 1d6 rounds.
  14th–15th The target is stunned for 1 round.
  16th or Higher The target is stunned 1.
  Heightened (+1) The levels at which each outcome applies 
  increase by 2.
  PRESTIDIGITATION  
  CANTRIP 1
  CANTRIP
  EVOCATION
  Traditions arcane, divine, occult, primal
  Cast � somatic, verbal
  Range 10 feet; Targets 1 object (cook, lift, or tidy only)
  Duration sustained
  The simplest magic does your bidding. You can perform simple 
  magical effects for as long as you Sustain the Spell. Each time 
  you Sustain the Spell, you can choose one of four options.
  • Cook Cool, warm, or flavor 1 pound of nonliving material.
  • Lift Slowly lift an unattended object of light Bulk or 
  less 1 foot off the ground.
  • Make Create a temporary object of negligible Bulk, 
  made of congealed magical substance. The object 
  looks crude and artificial and is extremely fragile—it 
  can’t be used as a tool, weapon, or spell component.
  • Tidy Color, clean, or soil an object of light Bulk or less. 
  You can affect an object of 1 Bulk with 10 rounds of 
  concentration, and a larger object a 1 minute per Bulk.
  Prestidigitation can’t deal damage or cause adverse 
  conditions. Any actual change to an object (beyond what is 
  noted above) persists only as long as you Sustain the Spell.
  PRIMAL HERD 
  SPELL 10
  POLYMORPH
  TRANSMUTATION
  Traditions primal
  Cast � somatic, verbal
  Range 30 feet; Targets you and up to 5 willing targets
  Duration 1 minute 
  Summoning the power of the natural world, you transform 
  the targets into a herd of mammoths, and they each assume 
  a Huge battle form. Each target must have enough space to 
  expand into or the spell fails for that target. Each target gains 
  the animal trait. Each target can Dismiss the spell’s effects on 
  themself. Each target gains the following while transformed:
  • AC = 22 + the target’s level. Ignore any armor check 
  penalty and Speed reduction.
  • 20 temporary Hit Points.
  • Speed 40 feet.
  • Low-light vision.
  • The following unarmed melee attacks, which are the 
  only attacks the target can use. They’re trained with 
  them. When attacking with these attacks, the target 
  uses their attack modifier with the proficiency and 
  item bonuses of their most favorable weapon or 
  unarmed Strike, and the damage is listed for each 
  attack. These attacks are Strength based (for the 
  purpose of the enfeebled condition, for example). If the 
  target’s unarmed attack modifier is higher, they can 
  use it instead. Melee � tusk (reach 15 feet), Damage 
  4d8+19 piercing; Melee � trunk (agile, reach 15 feet), 
  Damage 4d6+16 bludgeoning; Melee � foot (agile, 
  reach 15 feet), Damage 4d6+13 bludgeoning.
  • Athletics modifier of +30, unless the target’s own 
  modifier is higher.
  • Trample � You move up to twice your Speed and 
  move through the space of Large or smaller creatures, 
  trampling each creature whose space you enter. A 
  trampled creature takes damage from its foot Strike 
  based on a basic Reflex save (DC = 19 + the target’s level).
  PRIMAL PHENOMENON  
  SPELL 10
  DIVINATION
  Traditions primal
  Cast � material, somatic, verbal
  You request a direct intercession from the natural world. 
  Nature always refuses unnatural requests and might grant a 
  different request (potentially more powerful or better fitting its 
  character) than the one you asked for. A primal phenomenon 
  spell can do any of the following things.
  • Duplicate any primal spell of 9th level or lower. 
  • Duplicate any non-primal spell of 7th level or lower.
  • Produce any effect whose power level is in line with 
  the above effects.
  • Reverse certain effects that refer to the wish spell.
  At the GM’s discretion, you can try to use primal phenomenon 
  to produce greater effects than these, but doing so may be 
  dangerous, or the spell may have only a partial effect.
  PRISMATIC SPHERE 
  SPELL 9
  ABJURATION
  LIGHT
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 10 feet
  Duration 1 hour
  359
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  You create a seven-layered sphere to protect an area. This 
  multicolored sphere functions like a prismatic wall but is shaped 
  in a 10-foot burst centered on a corner of your space. You must 
  form the sphere in an unbroken open space so its edges don’t 
  pass through any creatures or objects, or the spell is lost. 
  PRISMATIC SPRAY 
  SPELL 7
  EVOCATION
  LIGHT
  Traditions arcane, occult
  Cast � somatic, verbal
  Area 30-foot cone
  A spray of rainbow light beams cascades from your open 
  hand. Each creature in the area must roll 1d8 on the table 
  below to see which beam affects it, then attempt a saving 
  throw of the indicated type. The table notes any additional 
  traits that apply to each type of ray. If a creature is struck by 
  multiple beams, it uses the same d20 result for all its saving 
  throws. For all rays, a successful saving throw negates the 
  effect for that creature.
  1d8 
  Color 
  Save 
  Effect (Traits)
  1 
  Red 
  Reflex 
  50 fire damage (fire)
  2 
  Orange Reflex 
  60 acid damage (acid)
  3 
  Yellow 
  Reflex 
  70 electricity damage  
   
   
   
  (electricity)
  4 
  Green 
  Fortitude 30 poison damage and
   
   
   
  enfeebled 1 for 1 minute  
   
   
   
  (poison)
  5 
  Blue 
  Fortitude Affected as if by flesh to stone
  6 
  Indigo 
  Will 
  Confused, as the warp mind  
   
   
   
  spell (mental)
  7 
  Violet 
  Will 
  Slowed 1 for 1 minute; if
   
   
   
  a critical failure, sent to  
   
   
   
  another plane, as plane shift  
   
   
   
  (teleportation)
  8 
  Potent — 
  Affected by two beams—roll  
   
  beam 
   
  twice, rerolling any duplicates   
   
   
  or results of 8
  PRISMATIC WALL 
  SPELL 8
  ABJURATION
  LIGHT
  Traditions arcane, occult
  Cast � material, somatic, verbal
  Range 120 feet
  Duration 1 hour 
  You create an opaque wall of shimmering, multicolored light. 
  The wall is straight and vertical, stretching 60 feet long and 30 
  feet high. You must form the wall in an unbroken open space 
  so its edges don’t pass through any creatures or objects, or the 
  spell is lost. You can pass through the wall and ignore its effects. 
  The wall sheds bright light out to 20 feet on each side (and 
  dim light to the next 20 feet). Creatures other than you that 
  come into the wall’s light must attempt a Will save; they’re 
  dazzled for 1 round on a success, blinded for 1 round on a 
  failure, and blinded for 1 minute on a critical failure. They are 
  then temporarily immune to the blinding effect for 1 hour.
  A prismatic wall has seven different layers, each a different 
  color. Red, orange, yellow, and green have the effect of a 
  5th-level chromatic wall (page 323) spell of that color, and 
  the others have the effect of a 7th-level chromatic wall spell 
  of that color. A creature that tries to pass through the wall 
  must attempt a saving throw against each component wall. 
  The effects take place simultaneously, so a creature turned 
  to stone by the blue wall is still treated as a creature for the 
  indigo and violet walls.
  The wall as a whole is immune to counteracting effects of 
  the wall’s level or lower; each color must be counteracted by 
  its specific spell, as described in chromatic wall. This must be 
  done in order (red, orange, yellow, green, blue, indigo, then 
  violet). A given color can’t be affected until the previous color 
  is counteracted. Counteracting a color wall removes that 
  color’s effect from the wall, and counteracting them all ends 
  prismatic wall. You can Dismiss the spell.
  PRIVATE SANCTUM 
  SPELL 4
  UNCOMMON
  ABJURATION
  Traditions arcane, occult
  Cast 10 minutes (material, somatic, verbal)
  Range touch; Area 100-foot burst
  Duration 24 hours
  From outside, the area looks like a bank of impenetrable black 
  fog. Sensory stimuli (such as sounds, smells, and light) don’t 
  pass from inside the area to outside the area. Scrying spells 
  can’t perceive any stimuli from the area, and mind-reading 
  effects don’t work in the area.
  PRODUCE FLAME 
  CANTRIP 1
  ATTACK
  CANTRIP
  EVOCATION
  FIRE
  Traditions arcane, primal
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  A small ball of flame appears in the palm of your hand, and 
  you lash out with it either in melee or at range. Make a 
  spell attack roll against your target’s AC. This is normally a 
  ranged attack, but you can also make a melee attack against 
  a creature in your unarmed reach. On a success, you deal 
  1d4 fire damage plus your spellcasting ability modifier. On 
  a critical success, the target takes double damage and 1d4 
  persistent fire damage.
  Heightened (+1) Increase the damage by 1d4 and the persistent 
  damage on a critical hit by 1d4.
  PROJECT IMAGE 
  SPELL 7
  ILLUSION
  MENTAL
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 30 feet
  Duration sustained up to 1 minute
  You project an illusory image of yourself. You must stay within 
  range of the image, and if at any point you can’t see the image, 
  the spell ends. Whenever you Cast a Spell other than one 
  whose area is an emanation, you can cause the spell effect 
  Core Rulebook
  360
  
  to originate from either yourself or the image. Because the 
  image is an illusion, it can’t benefit from spells, though visual 
  manifestations of the spell appear. The image has the same AC 
  and saves as you. If it is hit by an attack or fails a save, the 
  spell ends.
  Heightened (+2) The maximum duration you can Sustain the 
  Spell increases to 10 minutes.
  PROTECTION 
  SPELL 1
  UNCOMMON
  ABJURATION
  Traditions divine, occult
  Cast � somatic, verbal
  Range touch; Targets 1 creature
  Duration 1 minute
  You ward a creature against a specified alignment. Choose 
  chaotic, evil, good, or lawful when you cast this spell. 
  The target gains a +1 status bonus to Armor Class and 
  saving throws against creatures and effects of the chosen 
  alignment. This bonus increases to +3 against effects 
  from such creatures that would directly control the target 
  and against attacks made by summoned creatures of the 
  chosen alignment.
  This spell gains the trait that opposes the alignment you 
  chose—if you choose chaos, this spell gains the lawful trait, 
  and vice versa; if you choose evil, this spell gains the good 
  trait, and vice versa.
  PRYING EYE 
  SPELL 5
  DIVINATION
  SCRYING
  Traditions arcane, divine, occult
  Cast 1 minute (material, somatic, verbal)
  Range see text
  Duration sustained
  You create an invisible, floating eye, 1 inch in diameter, at a 
  location you can see within 500 feet. It sees in all directions 
  with your normal visual senses and continuously transmits 
  what it sees to you.
  The first time you Sustain the Spell each round, you can 
  either move the eye up to 30 feet, seeing only things in front 
  of the eye, or move it up to 10 feet, seeing everything in all 
  directions around it. There is no limit to how far from you the 
  eye can move, but the spell ends immediately if you and the 
  eye ever cease to be on the same plane of existence. You can 
  attempt Seek actions through the eye if you want to attempt 
  Perception checks with it. Any damage dealt to the eye 
  destroys it and ends the spell.
  PUNISHING WINDS 
  SPELL 8
  AIR
  EVOCATION
  Traditions primal
  Cast � material, somatic, verbal
  Range 100 feet; Area 30-foot radius, 100-foot-tall cylinder
  Duration sustained up to 1 minute
  361
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  Violent winds and a powerful downdraft fill the area, forming 
  a cyclone. All flying creatures in the area descend 40 feet. The 
  entire area is greater difficult terrain for Flying creatures, and 
  difficult terrain for creatures on the ground or Climbing. Any 
  creature that ends its turn Flying within the area descends 20 
  feet. Any creature pushed into a surface by this spell’s winds 
  takes bludgeoning damage as though it had fallen.
  The squares at the outside vertical edges of the cylinder 
  prevent creatures from leaving. These squares are greater 
  difficult terrain, and a creature attempting to push through 
  must succeed at an Athletics check or Acrobatics check to 
  Maneuver in Flight against your spell DC to get through. A 
  creature that fails ends its current action but can try again.
  PURIFY FOOD AND DRINK 
  SPELL 1
  NECROMANCY
  Traditions divine, primal
  Cast � somatic, verbal
  Range touch; Targets 1 cubic foot of contaminated food or water
  You remove toxins and contaminations from food and drink, 
  making them safe to consume. This spell doesn’t prevent 
  future contamination, natural decay, or spoilage. One cubic 
  foot of liquid is roughly 8 gallons.
  PURPLE WORM STING 
  SPELL 6
  NECROMANCY
  POISON
  Traditions arcane, primal
  Cast � somatic, verbal
  Range touch; Targets 1 creature
  Saving Throw Fortitude
  You replicate the attack of a deadly purple worm. You deal 
  6d6 piercing damage to the touched creature and afflict 
  it with purple worm venom. The target must attempt a 
  Fortitude save.
  Critical Success The target is unaffected.
  Success The target takes 3d6 poison damage.
  Failure The target is afflicted with purple worm venom at stage 1.
  Critical Failure The target is afflicted with purple worm venom 
  at stage 2.
  Purple Worm Venom (poison); Level 11; Maximum Duration 6 
  rounds. Stage 1 3d6 poison damage and enfeebled 2 (1 round); 
  Stage 2 4d6 poison damage and enfeebled 2 (1 round); Stage 
  3 6d6 poison damage and enfeebled 2 (1 round).
  RAISE DEAD 
  SPELL 6
  UNCOMMON
  HEALING
  NECROMANCY
  Traditions divine
  Cast 10 minutes (material, somatic, verbal); Cost diamonds 
  worth a total value of the target’s level (minimum 1) × 200 gp
  Range 10 feet; Targets 1 dead creature of 13th level or lower
  You attempt to call forth the dead creature’s soul, requiring the 
  creature’s body to be present and relatively intact. The creature 
  must have died within the past 3 days. If Pharasma has decided 
  that the creature’s time has come (at the GM’s discretion), or if 
  the creature doesn’t wish to return to life, this spell automatically 
  fails, but the diamonds aren’t consumed in the casting.
  If the spell is successful, the creature returns to life with 1 Hit 
  Point, no spells prepared or spell slots available, no points in any 
  pools or any other daily resources, and still with any long-term 
  debilitations of the old body. The time spent in the Boneyard 
  leaves the target temporarily debilitated, making it clumsy 2, 
  drained 2, and enfeebled 2 for 1 week; these conditions can’t be 
  removed or reduced by any means until the week has passed. 
  The creature is also permanently changed by its time in the 
  afterlife, such as a slight personality shift, a streak of white in 
  the hair, or a strange new birthmark.
  Heightened (7th) The maximum level of the target increases to 
  15. The cost increases to the target’s level (minimum 1) × 400 gp.
  Heightened (8th) The maximum level the target increases to 17. 
  The cost increases to the target’s level (minimum 1) × 800 gp.
  Heightened (9th) The maximum level of the target increases 
  to 19. The cost increases to the target’s level (minimum 1) × 
  1,600 gp.
  Heightened (10th) The maximum level the target increases 
  to 21. The cost increases to the target’s level (minimum 1) × 
  3,200 gp.
  RAY OF ENFEEBLEMENT 
  SPELL 1
  ATTACK
  NECROMANCY
  Traditions arcane, divine, occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Fortitude; Duration 1 minute
  A ray with the power to sap a foe’s strength flashes from your 
  hand. Attempt a ranged spell attack against the target. If you 
  succeed, that creature attempts a Fortitude save in order to 
  determine the spell’s effect. If you critically succeed on your 
  attack roll, use the outcome for one degree of success worse 
  than the result of its save.
  Critical Success The target is unaffected.
  Success The target becomes enfeebled 1.
  Failure The target becomes enfeebled 2.
  Critical Failure The target becomes enfeebled 3.
  RAY OF FROST 
  CANTRIP 1
  ATTACK
  CANTRIP
  COLD
  EVOCATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Range 120 feet; Targets 1 creature
  You blast an icy ray. Make a spell attack roll. The ray deals 
  cold damage equal to 1d4 + your spellcasting ability modifier.
  Critical Success The target takes double damage and takes a 
  –10-foot status penalty to its Speeds for 1 round. 
  Success The target takes normal damage.
  Heightened (+1) The damage increases by 1d4.
  READ AURA  
  CANTRIP 1
  CANTRIP
  DETECTION
  DIVINATION
  Traditions arcane, divine, occult, primal
  Cast 1 minute (somatic, verbal)
  Range 30 feet; Targets 1 object
  You focus on the target object, opening your mind to perceive 
  Core Rulebook
  362
  
  magical auras. When the casting is complete, you know 
  whether that item is magical, and if it is, you learn the school 
  of magic (pages 297–298).
  If the object is illusory, you detect this only if the effect’s 
  level is lower than the level of your read aura spell.
  Heightened (3rd) You can target up to 10 objects.
  Heightened (6th) You can target any number of objects.
  READ OMENS 
  SPELL 4
  UNCOMMON
  DIVINATION
  PREDICTION
  Traditions divine, occult
  Cast 10 minutes (material, somatic, verbal)
  You peek into the future. Choose a particular goal, event, or 
  activity that will occur within 1 week. You learn a cryptic clue 
  or piece of advice that could help with the chosen event, often 
  in the form of a rhyme or omen.
  REGENERATE 
  SPELL 7
  HEALING
  NECROMANCY
  POSITIVE
  Traditions divine, primal
  Cast � somatic, verbal
  Range touch; Targets 1 willing living creature
  Duration 1 minute
  An infusion of positive energy grants a creature continuous 
  healing. The target temporarily gains regeneration 15, which 
  restores 15 Hit Points to it at the start of each of its turns. 
  While it has regeneration, the target can’t die from damage 
  and its dying value can’t exceed 3, though if its wounded value 
  becomes 4 or higher, it stays unconscious until its wounds are 
  treated. If the target takes acid or fire damage, its regeneration 
  deactivates until after the end of its next turn.
  Each time the creature regains Hit Points from regeneration, 
  it also regrows one damaged or ruined organ (if any). During 
  the spell’s duration, the creature can also reattach severed 
  body parts by spending an Interact action to hold the body 
  part to the area it was severed from.
  Heightened (9th) The regeneration increases to 20.
  REMAKE 
  SPELL 10
  UNCOMMON
  CONJURATION
  Traditions arcane, divine, occult, primal
  Cast 1 hour (material, somatic, verbal)
  Range 5 feet
  You fully re-create an object from nothing, even if the object 
  was destroyed. To do so, you must be able to picture the 
  object in your mind. Additionally, the material component 
  must be a remnant of the item, no matter how small or 
  insignificant (even a speck of dust that remains from 
  disintegrate is enough). The spell fails if your imagination 
  relied on too much guesswork; if the object would be too 
  large to fit in a 5-foot cube; if the object still exists and you 
  were simply not aware of it; or if the object is an artifact, has 
  a level over 20, or has similar vast magical power.
  The item reassembles in perfect condition. Even if your 
  mental image was of a damaged or weathered object, the 
  new one is in this perfected form. If the object was magical, 
  this spell typically restores its constant magical properties, 
  but not any temporary ones, such as charges or one-time 
  uses. An item with charges or uses per day has all of its 
  uses expended when remade, but it replenishes them 
  normally thereafter.
  REMOVE CURSE 
  SPELL 4
  HEALING
  NECROMANCY
  Traditions divine, occult
  Cast 10 minutes (material, somatic, verbal)
  Range touch; Targets 1 creature
  Your touch grants a reprieve to a cursed creature. You attempt 
  to counteract one curse afflicting the target. If the curse 
  comes from a cursed item or other external source, a success 
  indicates that the target creature can rid itself of the cursed 
  item, but it doesn’t remove the curse from the item.
  REMOVE DISEASE 
  SPELL 3
  HEALING
  NECROMANCY
  Traditions divine, primal
  Cast 10 minutes (material, somatic, verbal)
  Range touch; Targets 1 creature
  Healing magic purges disease from a creature’s body. You 
  attempt to counteract one disease afflicting the target. 
  REMOVE FEAR 
  SPELL 2
  ENCHANTMENT
  Traditions divine, occult, primal
  Cast � somatic, verbal
  Range touch; Targets 1 creature
  With a touch, you ease a creature’s fears. You can attempt 
  to counteract a single fear effect that the target suffers from. 
  This frees only the target, not any other creatures under the 
  fear effect.
  Heightened (6th) The spell’s range increases to 30 feet, and 
  you can target up to 10 creatures.
  REMOVE PARALYSIS 
  SPELL 2
  HEALING
  NECROMANCY
  Traditions divine, occult, primal
  Cast � somatic, verbal
  Range touch; Targets 1 creature
  A surge of energy frees a paralyzed creature. You can attempt 
  to counteract a single effect imposing the paralyzed condition 
  on the target. This does not cure someone who is paralyzed 
  from some natural state or effect, such as paralysis caused by 
  non-magical wounds or toxins.
  Heightened (6th) The spell’s range increases to 30 feet, and 
  you can target up to 10 creatures.
  REPULSION 
  SPELL 6
  ABJURATION
  AURA
  MENTAL
  Traditions arcane, divine, occult
  Cast � somatic, verbal
  Range emanation up to 40 feet
  Saving Throw Will; Duration 1 minute
  363
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  You manifest an aura that prevents creatures from approaching 
  you. When casting the spell, you can make the area any radius 
  you choose, up to 40 feet. A creature must attempt a Will save 
  if it’s within the area when you cast the spell or as soon as it 
  enters the area while the spell is in effect. Once a creature has 
  attempted the save, it uses the same result for that casting 
  of repulsion. Any restrictions on a creature’s movement apply 
  only if it voluntarily moves toward you. For example, if you 
  move closer to a creature, it doesn’t then need to move away.
  Critical Success The creature’s movement is not restricted.
  Success The creature treats each square in the area as difficult 
  terrain when moving closer to you.
  Failure The creature can’t move closer to you within the area.
  RESILIENT SPHERE 
  SPELL 4
  ABJURATION
  FORCE
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 Large or smaller creature
  Duration 1 minute
  You create an immobile sphere of force to either trap or protect 
  the target, blocking anything that would pass through the 
  sphere. The sphere has AC 5, Hardness 10, and 40 Hit Points. 
  It’s immune to critical hits and precision damage. Disintegrate 
  destroys the sphere instantly. If the target is unwilling, the 
  effects of the sphere depend on the target’s Reflex save.
  Critical Success The target disrupts the sphere’s integrity, 
  causing it to collapse entirely.
  Success The sphere functions normally but has only 10 Hit 
  Points instead of 40.
  Failure The sphere has its normal effect.
  RESIST ENERGY 
  SPELL 2
  ABJURATION
  Traditions arcane, divine, occult, primal
  Cast � somatic, verbal
  Range touch; Targets 1 creature
  Duration 10 minutes
  A shield of elemental energy protects a creature against one 
  type of energy damage. Choose acid, cold, electricity, fire, or 
  sonic damage. The target and its gear gain resistance 5 against 
  the damage type you chose.
  Heightened (4th) The resistance increases to 10, and you can 
  target up to two creatures.
  Heightened (7th) The resistance increases to 15, and you can 
  target up to five creatures.
  RESPLENDENT MANSION 
  SPELL 9
  CONJURATION
  Traditions arcane, occult
  Cast 1 minute (material, somatic, verbal)
  Range 500 feet
  Duration until the next time you make your daily preparations
  You conjure a towering mansion up to four stories tall and 
  up to 300 feet on a side. While Casting the Spell, you hold 
  an image of the mansion and its desired appearance in 
  your mind. The mansion can contain as many or as few rooms 
  as you desire, and it is decorated as you imagine it. You can 
  imagine a purpose for each room of the mansion, and the proper 
  accouterments appear within. Any furniture or other mundane 
  fixtures function normally for anyone inside the mansion, but 
  they cease to exist if taken beyond its walls. No fixture created 
  with this spell can create magical effects, but magical devices 
  brought into the mansion function normally.
  Your mansion contains the same types and quantities 
  of foodstuffs and servants as created by the magnificent 
  mansion spell.
  Each of the mansion’s exterior doorways and windows 
  are protected by alarm spells. You choose whether each 
  alarm is audible or mental as you Cast the Spell, and each 
  has a different sound (for an audible alarm) or sensation (for 
  a mental one), allowing you to instantly determine which 
  portal has been used.
  RESTORATION 
  SPELL 2
  HEALING
  NECROMANCY
  Traditions divine, occult, primal
  Cast 1 minute (somatic, verbal)
  Range touch; Targets 1 creature
  Restorative magic counters the effects of toxins or conditions 
  that prevent a creature from functioning at its best. When you 
  cast restoration, choose to either reduce a condition or lessen the 
  effect of a toxin. A creature can benefit from only one restoration 
  spell each day, and it can’t benefit from restoration more than 
  once to reduce the stage of the same exposure to a given toxin.
  • Reduce a Condition Reduce the value of the target’s 
  clumsy, enfeebled, or stupefied condition by 2. You can 
  instead reduce two of the listed conditions by 1 each.
  • Lessen a Toxin Reduce the stage of one toxin the 
  target suffers from by one stage. This can’t reduce the 
  stage below stage 1 or cure the affliction.
  Heightened (4th) Add drained to the list of conditions you can 
  reduce. When you lessen a toxin, reduce the stage by two. You 
  also gain a third option that allows you to reduce the target’s 
  doomed value by 1. You can’t use this to reduce a permanent 
  doomed condition.
  Heightened (6th) As the 4th-level restoration, but you can 
  reduce a permanent doomed condition if you add a spellcasting 
  action and a material component while Casting the Spell, during 
  which you provide 100 gp worth of diamond dust as a cost.
  RESTORE SENSES 
  SPELL 2
  HEALING
  NECROMANCY
  Traditions divine, occult, primal
  Cast � somatic, verbal
  Range touch; Targets 1 creature
  You attempt to counteract a single effect imposing the blinded 
  or deafened conditions on the target, restoring its vision 
  or hearing. This can counteract both temporary magic and 
  permanent consequences of magic, but it doesn’t cure someone 
  who does not have the sense due to some natural state or 
  effect, such as from birth or from a non-magical wound or toxin.
  Core Rulebook
  364
  
  Heightened (6th) The spell’s range increases to 30 feet, and 
  you can target up to 10 creatures. You can choose the effect to 
  counteract separately for each selected creature.
  RETROCOGNITION 
  SPELL 7
  DIVINATION
  Traditions occult
  Cast 1 minute (material, somatic, verbal)
  Duration sustained 
  Opening your mind to occult echoes, you gain impressions 
  from past events that occurred in your current location. 
  Retrocognition reveals psychic impressions from events that 
  occurred over the course of the last day throughout the first 
  minute of the duration, followed by impressions from the next 
  day back the next minute, and so on. These echoes don’t play 
  out like a vision but instead reveal impressions of emotions 
  and metaphors that provide cryptic clues and details of the 
  past. If you witness a traumatic or turbulent event through 
  an impression, the spell ends unless you succeed at a Will 
  save with a DC of at least 30 and possibly as much as 50, 
  depending on the severity of the event. The GM determines 
  whether an event is traumatic and chooses the DC.
  Heightened (8th) You gain impressions of events that occurred 
  over the previous year for each minute you concentrate, instead 
  of the previous day, though the details diminish, making it harder 
  to distinguish impressions from all but the most major events.
  Heightened (9th) You gain impressions of events that occurred 
  over the previous century for each minute you concentrate, 
  instead of the previous day, though the details diminish, 
  making it almost impossible to distinguish impressions from 
  all but the most major events.
  REVERSE GRAVITY 
  SPELL 7
  UNCOMMON
  EVOCATION
  Traditions arcane, occult
  Cast � material, somatic, verbal
  Range 120 feet; Area 20-foot radius, 40-foot-tall cylinder
  Duration 1 minute
  You reverse gravity in the area. Creatures and objects that 
  aren’t secured to the ground immediately fall upward to the 
  top of the area. A creature might be able to Grab an Edge 
  to arrest its fall if it falls past an appropriate surface. If a 
  creature falls against a solid object (such as a ceiling), it takes 
  the appropriate amount of falling damage and lands on the 
  surface. Once an object or creature reaches the top of the area, 
  it floats, caught between the normal and reversed gravity. The 
  creature can move along the plane where the two forms of 
  gravity meet. Creatures that can levitate or fly can use those 
  abilities to mitigate the effects of reverse gravity.
  When reverse gravity ends, all creatures and objects caught 
  in the area fall back down. Likewise, anything that moves 
  beyond the spell’s area is subjected to normal gravity again.
  365
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  REVIVAL 
  SPELL 10
  HEALING
  NECROMANCY
  POSITIVE
  Traditions divine, primal
  Cast � somatic, verbal
  Range 30 feet; Targets dead creatures and living creatures of 
  your choice within range
  Duration sustained up to 1 minute
  A burst of healing energy soothes living creatures and 
  temporarily rouses those recently slain. All living targets regain 
  10d8+40 Hit Points. In addition, you return any number of dead 
  targets to life temporarily, with the same effects and limitations 
  as raise dead (page 362). The raised creatures have a number 
  of temporary Hit Points equal to the Hit Points you gave living 
  creatures, but no normal Hit Points. The raised creatures can’t 
  regain Hit Points or gain temporary Hit Points in other ways, and 
  once revival’s duration ends, they lose all temporary Hit Points 
  and die. Revival can’t resurrect creatures killed by disintegrate 
  or a death effect. It has no effect on undead.
  RIGHTEOUS MIGHT 
  SPELL 6
  POLYMORPH
  TRANSMUTATION
  Traditions divine
  Cast � somatic, verbal; Requirements You have a deity.
  Duration 1 minute 
  You focus all your divine energy and transform yourself 
  into a Medium battle form, similar to your normal form but 
  armed with powerful divine armaments granted by your 
  deity. While in this form, you gain the statistics and abilities 
  listed below. You have hands in this battle form and can use 
  manipulate actions. You can Dismiss the spell.
  You gain the following statistics and abilities:
  • AC = 20 + your level. Ignore your armor’s check 
  penalty and Speed reduction.
  • 10 temporary Hit Points.
  • Speed 40 feet.
  • Resistance 3 against physical damage.
  • Darkvision.
  • A special attack with a righteous armament version 
  of your favored weapon, which is the only attack 
  you can use. Your attack modifier with the special 
  weapon is +21, and your damage bonus is +8 (or +6 
  for a ranged attack). If your attack modifier with 
  your deity’s favored weapon is higher, you can use 
  it instead. You deal three of your weapon’s normal 
  damage dice, or three damage dice of one size 
  larger if your weapon is a simple weapon with a 
  d4 or d6 damage die. The weapon has one of the 
  following properties that matches your deity’s 
  alignment: anarchic, axiomatic, holy, unholy. If your 
  deity is true neutral, you instead deal an extra 1d6 
  precision damage.
  • Athletics modifier of +23, unless your own modifier 
  is higher.
  Heightened (8th) Your battle form is Large, and your attacks have 
  10-foot reach, or 15-foot reach if your deity’s favored weapon 
  has reach. You must have enough space to expand into or the 
  spell is lost. You instead gain AC = 21 + your level, 15 temporary 
  HP, resistance 4 against physical damage, attack modifier +28, 
  damage bonus +15 (+12 for a ranged attack), and Athletics +29.
  ROPE TRICK 
  SPELL 4
  UNCOMMON
  CONJURATION
  EXTRADIMENSIONAL
  Traditions arcane, occult
  Cast 10 minutes (material, somatic, verbal)
  Range touch; Targets 1 touched piece of rope from 5 to 30 
  feet long
  Duration 8 hours
  You cause the target rope to rise vertically into the air. Where it 
  ends, an extradimensional space opens, connected to the top of 
  the rope. This space can be reached only by climbing the rope.
  The entrance to the space can’t be seen, and it can be 
  pinpointed only by the presence of the rope. The rope can’t 
  be removed or hidden, though it can be detached from the 
  extradimensional space by pulling it with 16,000 pounds of 
  weight, critically succeeding at an Athletics check against the 
  spell’s DC, or destroying the rope. The space holds up to eight 
  Medium creatures and their gear. A Large creature counts as 
  two Medium creatures, a Huge creature counts as four Medium 
  creatures, and a Gargantuan creature fills the space on its own.
  If the rope is detached or destroyed, or if a creature attempts 
  to enter the space that would put it over its capacity, the space 
  begins to unravel. It disappears in 1d4 rounds, depositing the 
  creatures within safely on the ground below.
  SANCTIFIED GROUND 
  SPELL 3
  ABJURATION
  CONSECRATION
  Traditions divine
  Cast 1 minute (material, somatic, verbal); Cost 1 vial of holy water
  Area 30-foot burst centered on you
  Duration 24 hours
  You sanctify the area, sprinkling it with holy water and warding 
  it against your foes. Choose aberrations, celestials, dragons, 
  fiends, monitors, or undead. All creatures in the area gain a 
  +1 status bonus to AC, attack rolls, damage rolls, and saving 
  throws against the chosen creatures.
  SANCTUARY 
  SPELL 1
  ABJURATION
  Traditions divine, occult
  Cast � somatic, verbal
  Range touch; Targets 1 creature
  Duration 1 minute 
  You ward a creature with protective energy that deters enemy 
  attacks. Creatures attempting to attack the target must 
  attempt a Will save each time. If the target uses a hostile 
  action, the spell ends.
  Critical Success Sanctuary ends.
  Success The creature can attempt its attack and any other 
  attacks against the target this turn.
  Failure The creature can’t attack the target and wastes the 
  action. It can’t attempt further attacks against the target 
  this turn.
  Core Rulebook
  366
  
  Critical Failure The creature wastes the action and can’t attempt 
  to attack the target for the rest of sanctuary’s duration.
  SCINTILLATING PATTERN 
  SPELL 8
  ILLUSION
  INCAPACITATION
  VISUAL
  Traditions arcane, occult
  Cast � material, somatic
  Range 120 feet; Area 20-foot burst
  Saving Throw Will; Duration sustained up to 1 minute
  A field of cascading, ever-changing colors manifests in the air. 
  Creatures are dazzled while inside the pattern, as are those 
  within 20 feet of the pattern’s area. A creature must attempt 
  a Will save if it is inside the pattern when you cast it, enters 
  the pattern, ends its turn within the pattern, or uses a Seek or 
  Interact action on the pattern. A creature currently affected by 
  the pattern doesn’t need to attempt new saves.
  Success The creature is unaffected.
  Failure The creature is confused for 1d4 rounds.
  Critical Failure The creature is stunned for 1d4 rounds. After 
  the stunned condition ends, the creature is confused for the 
  remaining duration of the spell.
  SCRYING 
  SPELL 6
  UNCOMMON
  DIVINATION
  SCRYING
  Traditions arcane, occult
  Cast 10 minutes (material, somatic, verbal)
  Range planetary; Targets 1 creature
  Saving Throw Will; Duration sustained up to 10 minutes
  You magically spy on a creature of your choice. Scrying works 
  like clairvoyance (page 324), except that the image you receive 
  is less precise, insufficient for teleport and similar spells. 
  Instead of creating an eye in a set location within 500 feet, you 
  instead create an eye that manifests just above the target. You 
  can choose a target either by name or by touching one of its 
  possessions or a piece of its body. If you haven’t met the target 
  in person, scrying’s DC is 2 lower, and if you are unaware of 
  the target’s identity (perhaps because you found an unknown 
  creature’s fang at a crime scene), the DC is instead 10 lower.
  The effect of scrying depends on the target’s Will save.
  Critical Success The spell fails and the target is temporarily 
  immune for 1 week. The target also gains a glimpse of you 
  and learns its rough distance and direction from you.
  Success The spell fails and the target is temporarily immune 
  for 1 day.
  Failure The spell succeeds.
  Critical Failure The spell succeeds, and the eye follows the 
  target if it moves, traveling up to 60 feet per round.
  SEARING LIGHT 
  SPELL 3
  ATTACK
  EVOCATION
  FIRE
  GOOD
  LIGHT
  Traditions divine, primal
  Cast � somatic, verbal
  Range 120 feet; Targets 1 creature
  You shoot a blazing ray of light tinged with holy energy. Make a 
  ranged spell attack. The ray deals 5d6 fire damage. If the target is 
  a fiend or undead, you deal an extra 5d6 good damage.
  Critical Success The target takes double fire damage, as well 
  as double good damage if a fiend or undead.
  Success The target takes full damage
  If the light passes through an area of magical darkness or 
  targets a creature affected by magical darkness, searing light 
  attempts to counteract the darkness. If you need to determine 
  whether the light passes through an area of darkness, draw a 
  line between yourself and the spell’s target
  Heightened (+1) The fire damage increases by 2d6, and the 
  good damage against fiends and undead increases by 2d6.
  SECRET PAGE 
  SPELL 3
  ILLUSION
  VISUAL
  Traditions arcane, occult
  Cast 1 minute (material, somatic, verbal)
  Range touch; Targets 1 page up to 3 square feet in size
  Duration unlimited
  You change the target’s text to different text entirely. If the text 
  is a spellbook or a scroll, you can change it to show a spell you 
  know of secret page’s level or lower. The replacement spell cannot 
  be cast or used to prepare a spell. You can also transform the text 
  into some other text you have written or have access to. You can 
  specify a password that allows a creature touching the page to 
  change the text back and forth. You must choose the replacement 
  text and the password, if any, when you Cast the Spell.
  SEE INVISIBILITY 
  SPELL 2
  DIVINATION
  REVELATION
  Traditions arcane, divine, occult
  Cast � somatic, verbal
  Duration 10 minutes
  You can see invisible creatures and objects. They appear to 
  you as translucent shapes, and they are concealed to you.
  Heightened (5th) The spell has a duration of 8 hours.
  SENDING 
  SPELL 5
  DIVINATION
  MENTAL
  Traditions arcane, divine, occult
  Cast � material, somatic, verbal
  Range planetary; Targets 1 creature with whom you are familiar
  You send the creature a mental message of 25 words or fewer, 
  and it can respond immediately with its own message of 25 
  words or fewer.
  SHADOW BLAST 
  SPELL 5
  EVOCATION
  SHADOW
  Traditions divine, occult
  Cast � somatic, verbal
  Range varies; Area varies
  Saving Throw basic Reflex or Will (target’s choice)
  You shape the quasi-real substance of the Shadow Plane into 
  a blast. Choose acid, bludgeoning, cold, electricity, fire, force, 
  piercing, slashing, or sonic damage, and choose a 30-foot cone, 
  a 15-foot burst within 120 feet, or a 50-foot line. The blast deals 
  5d8 damage of the type you chose to each creature in the area.
  Heightened (+1) The damage increases by 1d8.
  367
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  SPELLS
  Introduction
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  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
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  Playing the 
  Game
  Game
  mastering
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  & Treasure
  Appendix
  
  SHADOW SIPHON 
  SPELL 5
  ILLUSION
  SHADOW
  Traditions arcane, occult
  Cast � verbal; Trigger A spell or magical effect deals damage.
  Range 60 feet; Targets the triggering spell
  Exchanging material energy with that of the Shadow Plane, 
  you transform the triggering spell into a partially illusory 
  version of itself. Attempt to counteract the target spell. If the 
  attempt is successful, any creatures that would be damaged 
  by the spell instead take only half as much damage. but 
  the spell otherwise works as normal. Treat shadow siphon’s 
  counteract level as 2 higher for this attempt.
  SHADOW WALK 
  SPELL 5
  UNCOMMON
  CONJURATION
  SHADOW
  TELEPORTATION
  Traditions arcane, occult
  Cast 1 minute (material, somatic, verbal)
  Range touch; Targets you and up to 9 willing creatures touched
  Duration 8 hours 
  You access the Shadow Plane, using its warped nature to 
  spread your travels. The targets enter the edge of the Shadow 
  Plane where it borders the Material Plane. Targets can’t see 
  the Material Plane while on the Shadow Plane (although 
  elements of that plane can sometimes be a hazy reflection 
  of the Material Plane). While on the Shadow Plane, the 
  targets are exposed to potential encounters with that plane’s 
  denizens. The shadows on the border between the planes 
  bend space, speeding up your movement with respect to the 
  Material Plane. Every 3 minutes the targets travel along this 
  border, they move as far as they would through the Material 
  Plane in 1 hour. At any point, a target can Dismiss the spell’s 
  effects, although this affects only that target. The shadow 
  bending is inexact, so when the spell ends, the targets 
  appear roughly 1 mile from their intended location on the 
  Material Plane (though those who are traveling together and 
  Dismiss the spell at the same point on the Plane of Shadow 
  appear together).
  SHAPE STONE 
  SPELL 4
  EARTH
  TRANSMUTATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Range touch; Targets cube of stone 10 feet across or smaller
  You shape the stone into a rough shape of your choice. The 
  shaping process is too crude to produce intricate parts, fine 
  details, moving pieces, or the like. Any creatures standing 
  atop the stone when you reshape it must each attempt a 
  Reflex save or Acrobatics check.
  Success The creature is unaffected.
  Failure The creature falls prone atop the stone.
  Critical Failure The creature falls off the stone (if applicable) 
  and lands prone.
  SHAPE WOOD 
  SPELL 2
  PLANT
  TRANSMUTATION
  Traditions primal
  Cast � somatic, verbal
  Range touch; Targets an unworked piece of wood up to 20 
  cubic feet in volume
  You shape the wood into a rough shape of your choice. The 
  shaping power is too crude to produce with intricate parts, 
  fine details, moving pieces, or the like. You cannot use 
  this spell to enhance the value of the wooden object you 
  are shaping.
  SHAPECHANGE 
  SPELL 9
  POLYMORPH
  TRANSMUTATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Duration 1 minute 
  Harnessing your mastery of transformative magic, you take 
  on a mutable form. You transform yourself into any form you 
  could choose with a polymorph spell in your spell repertoire 
  or that you could prepare of 8th level or lower (including 
  any 8th-level or lower heightened versions of spells you 
  know). You choose the type of creature as you Cast the 
  Spell rather than when you prepare it. You can change your 
  form to any other form you could choose with this spell by 
  using a single action, which has the concentrate trait. You 
  can Dismiss this spell.
  SHATTER 
  SPELL 2
  EVOCATION
  SONIC
  Traditions occult, primal
  Cast � somatic, verbal
  Range 30 feet; Targets 1 unattended object
  A high-frequency sonic attack shatters a nearby object. You 
  deal 2d10 sonic damage to the object, ignoring the object’s 
  Hardness if it is 4 or lower.
  Heightened (+1) The damage increases by 1d10, and the 
  Hardness the spell ignores increases by 2.
  SHIELD 
  CANTRIP 1
  ABJURATION
  CANTRIP
  FORCE
  Traditions arcane, divine, occult
  Cast � verbal
  Duration until the start of your next turn 
  You raise a magical shield of force. This counts as using the 
  Raise a Shield action, giving you a +1 circumstance bonus to 
  AC until the start of your next turn, but it doesn’t require a 
  hand to use.
  While the spell is in effect, you can use the Shield Block 
  reaction with your magic shield (see the sidebar). The shield 
  has Hardness 5. After you use Shield Block, the spell ends 
  and you can’t cast it again for 10 minutes. Unlike a normal 
  Shield Block, you can use the spell’s reaction against the magic 
  missile spell.
  Heightening the spell increases the shield’s Hardness.
  Heightened (3rd) The shield has Hardness 10.
  Heightened (5th) The shield has Hardness 15.
  Heightened (7th) The shield has Hardness 20.
  Heightened (9th) The shield has Hardness 25.
  Core Rulebook
  368
  
  SHIELD ACTIONS
  The shield spell works like a raised shield, and it also 
  gives you the ability to use the Shield Block reaction.
  SHIELD BLOCK �
  Trigger While you have your shield raised, you take 
  damage from a physical attack.
  You place your shield to ward off a blow. Your shield prevents 
  you from taking an amount of damage up to the shield’s 
  Hardness. You and the shield each take any remaining 
  damage, possibly breaking or destroying the shield.
  SHIELD OTHER 
  SPELL 2
  NECROMANCY
  Traditions divine
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Duration 10 minutes 
  You forge a temporary link between the target’s life essence 
  and your own. The target takes half damage from all effects 
  that deal Hit Point damage, and you take the remainder of the 
  damage. When you take damage through this link, you don’t 
  apply any resistances, weaknesses, or other abilities you have 
  to that damage; you simply take that amount of damage. The 
  spell ends if the target is ever more than 30 feet away from 
  you. If either you or the target is reduced to 0 Hit Points, any 
  damage from this spell is resolved and then the spell ends. 
  SHILLELAGH  
  SPELL 1
  PLANT
  TRANSMUTATION
  Traditions primal
  Cast � somatic, verbal
  Range touch; Targets 1 non-magical club or staff you hold
  Duration 1 minute
  The target grows vines and leaves, brimming with primal 
  energy. The target becomes a +1 striking weapon while in your 
  hands, gaining a +1 item bonus to attack rolls and increasing 
  the number of weapon damage dice to two. Additionally, as 
  long as you are on your home plane, attacks you make with 
  the target against aberrations, extraplanar creatures, and 
  undead increase the number of weapon damage dice to three.
  SHOCKING GRASP 
  SPELL 1
  ATTACK
  ELECTRICITY
  EVOCATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Range touch; Targets 1 creature
  You shroud your hands in a crackling field of lightning. Make 
  a melee spell attack roll. On a hit, the target takes 2d12 
  electricity damage. If the target is wearing metal armor or 
  is made of metal, you gain a +1 circumstance bonus to your 
  attack roll with shocking grasp, and the target also takes 1d4 
  persistent electricity damage on a hit. On a critical hit, double 
  the initial damage, but not the persistent damage.
  Heightened (+1) The damage increases by 1d12, and the 
  persistent electricity damage increases by 1.
  SHRINK 
  SPELL 2
  POLYMORPH
  TRANSMUTATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Range 30 feet; Targets 1 willing creature
  Duration 5 minutes
  You warp space to make a creature smaller. The target shrinks 
  to become Tiny in size. Its equipment shrinks with it but 
  returns to its original size if removed. The creature’s reach 
  changes to 0 feet. This spell has no effect on a Tiny creature.
  Heightened (6th) The spell can target up to 10 creatures.
  SHRINK ITEM 
  SPELL 3
  POLYMORPH
  TRANSMUTATION
  Traditions arcane
  Cast 10 minutes (somatic, verbal)
  Range touch; Targets 1 non-magical object up to 20 cubic feet 
  in volume and up to 80 Bulk
  Duration 1 day 
  You shrink the target to roughly the size of a coin. This reduces 
  it to negligible Bulk. You can Dismiss the spell, and the spell 
  ends if you toss the object onto a solid surface. The object 
  can’t be used to attack or cause damage during the process of 
  it returning to normal size. If there isn’t room for the object to 
  return to normal size when the spell ends, the spell’s duration 
  continues until the object is in a location large enough to 
  accommodate its normal size.
  SIGIL 
  CANTRIP 1
  CANTRIP
  TRANSMUTATION
  Traditions arcane, divine, occult, primal
  Cast � somatic, verbal
  Range touch; Targets 1 creature or object
  Duration unlimited (see below)
  You harmlessly place your unique magical sigil, which is about 
  1 square inch in size, on the targeted creature or object. The 
  mark can be visible or invisible, and you can change it from 
  one state to another by using an Interact action to touch 
  the target. The mark can be scrubbed or scraped off with 5 
  minutes of work. If it’s on a creature, it fades naturally over 
  the course of a week. The time before the mark fades increases 
  depending on your heightened level.
  Heightened (3rd) The sigil instead fades after 1 month.
  Heightened (5th) The sigil instead fades after 1 year.
  Heightened (7th) The sigil never fades.
  SILENCE 
  SPELL 2
  ILLUSION
  Traditions divine, occult
  Cast � material, somatic
  Range touch; Targets 1 willing creature
  Duration 1 minute
  The target makes no sound, preventing creatures from noticing 
  it using hearing or other senses alone. The target can’t use 
  sonic attacks, nor can it use actions with the auditory trait. This 
  prevents it from casting spells that include verbal components.
  369
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  Heightened (4th) The spell effect emanates from the touched 
  creature, silencing all sound in or passing through a 10-
  foot radius and preventing any auditory and sonic effects 
  in the affected area. While within the radius, creatures are 
  subject to the same effects as the target. Depending upon 
  the position of the effect, a creature might notice the lack 
  of sound reaching it (blocking off the noise coming from a 
  party, for example).
  SLEEP 
  SPELL 1
  ENCHANTMENT
  INCAPACITATION
  MENTAL
  SLEEP
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 30 feet; Area 5-foot burst
  Saving Throw Will
  Each creature in the area becomes drowsy and might fall 
  asleep. A creature that falls unconscious from this spell 
  doesn’t fall prone or release what it’s holding. This spell 
  doesn’t prevent creatures from waking up due to a successful 
  Perception check, limiting its utility in combat. 
  Critical Success The creature is unaffected.
  Success The creature takes a –1 status penalty to Perception 
  checks for 1 round.
  Failure The creature falls unconscious. If it’s still unconscious 
  after 1 minute, it wakes up automatically.
  Critical Failure The creature falls unconscious. If it’s still 
  unconscious after 1 hour, it wakes up automatically.
  Heightened (4th) The creatures fall unconscious for 1 round on 
  a failure or 1 minute on a critical failure. They fall prone and 
  release what they’re holding, and they can’t attempt Perception 
  checks to wake up. When the duration ends, the creature is 
  sleeping normally instead of automatically waking up.
  SLOW 
  SPELL 3
  TRANSMUTATION
  Traditions arcane, occult, primal
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Fortitude; Duration 1 minute
  You dilate the flow of time around the target, slowing its actions.
  Critical Success The target is unaffected.
  Success The target is slowed 1 for 1 round.
  Failure The target is slowed 1 for 1 minute.
  Critical Failure The target is slowed 2 for 1 minute.
  Heightened (6th) You can target up to 10 creatures.
  SOLID FOG 
  SPELL 4
  CONJURATION
  WATER
  Traditions arcane, primal
  Cast � material, somatic, verbal
  Range 120 feet; Area 20-foot burst
  Duration 1 minute 
  You conjure a bank of fog so thick it impedes movement as 
  well as sight. This functions as obscuring mist (page 355), 
  except that the area is also difficult terrain. You can Dismiss 
  the spell.
  SOOTHE 
  SPELL 1
  EMOTION
  ENCHANTMENT
  HEALING
  MENTAL
  Traditions occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 willing living creature
  Duration 1 minute
  You grace the target’s mind, boosting its mental defenses 
  and healing its wounds. The target regains 1d10+4 Hit Points 
  when you Cast the Spell and gains a +2 status bonus to saves 
  against mental effects for the duration.
  Heightened (+1) The amount of healing increases by 1d10+4.
  SOUND BURST 
  SPELL 2
  EVOCATION
  SONIC
  Traditions divine, occult
  Cast � somatic, verbal
  Range 30 feet; Area 10-foot burst
  Saving Throw Fortitude
  A cacophonous noise blasts out, dealing 2d10 sonic damage. 
  Each creature must attempt a Fortitude save.
  Critical Success The creature is unaffected.
  Success The creature takes half damage.
  Failure The creature takes full damage and is deafened for 1 round.
  Critical Failure The creature takes double damage and is 
  deafened and stunned 1 for 1 minute.
  Heightened (+1) The damage increases by 1d10.
  SPEAK WITH ANIMALS 
  SPELL 2
  DIVINATION
  Traditions primal
  Cast � somatic, verbal
  Duration 10 minutes
  You can ask questions of, receive answers from, and use the 
  Diplomacy skill with animals. The spell doesn’t make them more 
  friendly than normal. Cunning animals are likely to be terse and 
  evasive, while less intelligent ones often make inane comments.
  SPEAK WITH PLANTS 
  SPELL 4
  DIVINATION
  PLANT
  Traditions primal
  Cast � somatic, verbal
  Duration 10 minutes
  You can ask questions of and receive answers from plants, but 
  the spell doesn’t make them more friendly or intelligent than 
  normal. Most normal plants have a distinctive view of the world 
  around them, so they don’t recognize details about creatures or 
  know anything about the world beyond their immediate vicinity. 
  Cunning plant monsters are likely to be terse and evasive, while 
  less intelligent ones often make inane comments.
  SPECTRAL HAND 
  SPELL 2
  NECROMANCY
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 120 feet
  Duration 1 minute
  Core Rulebook
  370
  
  You create a semicorporeal hand out of your essence that 
  delivers touch spells for you. Whenever you Cast a Spell with a 
  range of touch, you can have the hand crawl to a target within 
  range along the ground, touch it, and then crawl back to you. 
  When making a melee spell attack with the hand, you use your 
  normal bonuses. The hand can move as far as it needs to within 
  range. The hand has your AC and saves, but any damage to the 
  hand destroys it and causes you to take 1d6 damage.
  SPELL IMMUNITY 
  SPELL 4
  ABJURATION
  Traditions arcane, divine, occult
  Cast � somatic, verbal
  Range touch; Targets 1 creature
  Duration 24 hours
  You ward a creature against the effects of a single spell. Choose 
  a spell and name it aloud as part of the verbal component. Spell 
  immunity attempts to counteract that spell whenever spell 
  immunity’s target is the target of the named spell or in that 
  spell’s area. Successfully counteracting a spell that targets 
  an area or multiple targets with spell immunity negates the 
  effects only for the target affected by spell immunity.
  SPELL TURNING 
  SPELL 7
  UNCOMMON
  ABJURATION
  Traditions arcane
  Cast � somatic, verbal
  Duration 1 hour
  This abjuration reflects spells cast at you back at their caster. 
  When a spell targets you, you can spend a reaction to attempt 
  to reflect it. This uses the rules for counteracting the spell, but 
  if the spell is successfully counteracted, the effect is turned 
  back on the caster. Whether or not the counteract attempt is 
  successful, spell turning then ends. Spell turning can’t affect 
  spells that aren’t targeted (such as area spells).
  If spell turning reflects a spell back at a caster who is also 
  under the effect of spell turning, their spell turning can attempt 
  to reflect their own spell back at you again; if they do so, their 
  counteract attempt automatically succeeds.
  SPELLWRACK 
  SPELL 6
  ABJURATION
  CURSE
  FORCE
  Traditions arcane, divine, occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Will
  You cause any spells cast on the target to spill out their energy 
  in harmful surges. The target must attempt a Will save.
  Critical Success The target is unaffected.
  Success Whenever the target becomes affected by a spell with 
  a duration, the target takes 2d12 persistent force damage. 
  Each time it takes persistent force damage from spellwrack, 
  it reduces the remaining duration of spells affecting it by 1 
  round. Only a successful Arcana check against your spell 
  DC can help the target recover from the persistent damage; 
  the curse and the persistent damage end after 1 minute.
  Failure As success, but the curse and persistent damage do 
  not end on their own.
  Critical Failure As failure, but the persistent force damage 
  is 4d12.
  SPIDER CLIMB 
  SPELL 2
  TRANSMUTATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Range touch; Targets 1 creature
  Duration 10 minutes
  Tiny clinging hairs sprout across the creature’s hands and feet, 
  offering purchase on nearly any surface. The target gains a 
  climb Speed equal to its Speed.
  Heightened (5th) The duration increases to 1 hour.
  SPIDER STING 
  SPELL 1
  ATTACK
  NECROMANCY
  POISON
  Traditions arcane, primal
  Cast � somatic, verbal
  Range touch; Targets 1 creature
  Saving Throw Fortitude
  You magically duplicate a spider’s venomous sting. You deal 
  1d4 piercing damage to the touched creature and afflict it 
  with spider venom. The target must attempt a Fortitude save.
  Critical Success The target is unaffected.
  Success The target takes 1d4 poison damage.
  Failure The target is afflicted with spider venom at stage 1.
  Critical Failure The target is afflicted with spider venom at 
  stage 2.
  Spider Venom (poison); Level 1; Maximum Duration 4 rounds. 
  Stage 1 1d4 poison damage and enfeebled 1 (1 round); Stage 
  2 1d4 poison damage and enfeebled 2 (1 round).
  SPIRIT BLAST  
  SPELL 6
  FORCE
  NECROMANCY
  Traditions divine, occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Saving Throw basic Fortitude
  You concentrate ethereal energy and attack a creature’s 
  spirit, dealing 16d6 force damage. Because spirit blast affects 
  the creature’s spirit, it can damage a target projecting its 
  consciousness (such as via project image) or possessing 
  another creature even if the target’s body is elsewhere. The 
  possessed creature isn’t harmed by the blast. The blast doesn’t 
  harm creatures that have no spirit, such as constructs.
  Heightened (+1) The damage increases by 2d6.
  SPIRIT LINK 
  SPELL 1
  HEALING
  NECROMANCY
  Traditions divine, occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 willing creature
  Duration 10 minutes 
  You form a spiritual link with another creature, allowing you 
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  to take in its pain. When you Cast this Spell and at the start of 
  each of your turns, if the target is below maximum Hit Points, 
  it regains 2 Hit Points (or the difference between its current 
  and maximum Hit Points, if that’s lower). You lose as many Hit 
  Points as the target regained. 
  This is a spiritual transfer, so no effects apply that would 
  increase the Hit Points the target regains or decrease the Hit 
  Points you lose. This transfer also ignores any temporary Hit 
  Points you or the target have. Since this effect doesn’t involve 
  positive or negative energy, spirit link works even if you or the 
  target is undead. While the duration persists, you gain no benefit 
  from regeneration or fast healing. You can Dismiss this spell, 
  and if you’re ever at 0 Hit Points, spirit link ends automatically.
  Heightened (+1) The number of Hit Points transferred each 
  time increases by 2.
  SPIRIT SONG 
  SPELL 8
  FORCE
  NECROMANCY
  Traditions occult
  Cast � somatic, verbal
  Area 60-foot cone
  Saving Throw basic Fortitude
  Your eldritch song sends pulsing waves of ethereal energy 
  to attack creatures’ spirits in the area, dealing 18d6 force 
  damage. Because spirit song affects creatures’ spirits, it can 
  damage a target projecting its consciousness (such as via 
  project image) or possessing another creature even if the 
  target’s body is elsewhere. The vibrating waves of spiritual 
  song penetrate into, but not through, solid barriers, damaging 
  incorporeal creatures hiding in solid objects in the area but 
  not passing onward to damage creatures in other rooms. 
  Possessed creatures aren’t harmed by the song. The song 
  doesn’t harm creatures that have no spirit, such as constructs.
  Heightened (+1) The damage increases by 2d6.
  SPIRITUAL EPIDEMIC 
  SPELL 8
  CURSE
  NECROMANCY
  Traditions divine, occult
  Cast � somatic, verbal
  Range 120 feet; Targets 1 creature
  Saving Throw Will; Duration varies
  You curse the target, sapping its spirit and leaving a contagious 
  trap in its essence. The target must attempt a Will save. Any 
  creature that casts a divine or occult spell on the target while 
  it’s affected is targeted by spiritual epidemic and must also 
  attempt a Will save. The curse continues to spread in this way. 
  Critical Success The target is unaffected.
  Success The target is enfeebled 2 and stupefied 2 for 1 round.
  Failure The target is enfeebled 2 and stupefied 2 for 1 minute 
  and enfeebled 1 and stupefied 1 permanently.
  Critical Failure The target is enfeebled 3 and stupefied 3 for 1 
  minute and enfeebled 2 and stupefied 2 permanently.
  Core Rulebook
  372
  
  SPIRITUAL GUARDIAN 
  SPELL 5
  ATTACK
  ABJURATION
  FORCE
  Traditions divine
  Cast � somatic, verbal; Requirements You have a deity.
  Range 120 feet
  Duration sustained up to 1 minute
  A Medium guardian made of magical force appears and 
  attacks foes you designate within range. The spiritual 
  guardian is translucent and appears to be holding your deity’s 
  favored weapon.
  When you Cast the Spell, the spiritual guardian appears in 
  an unoccupied space next to a foe of your choice within range 
  and makes a Strike against it. Each time you Sustain the 
  Spell, you can move the spiritual guardian to an unoccupied 
  space next to a target within range (if necessary) and make 
  a Strike with it. The guardian uses and contributes to your 
  multiple attack penalty. Alternatively, when you Sustain the 
  Spell, you can have the guardian move adjacent to an ally 
  and protect that ally. If you do, each time the ally would take 
  damage, the guardian takes the first 10 damage instead of 
  your ally. It continues to do so until you move the guardian 
  to attack an enemy or defend a different ally, or until the 
  guardian is destroyed (it has 50 Hit Points and can’t recover 
  Hit Points by any means). The guardian can’t usually take 
  damage except when protecting an ally, though disintegrate 
  automatically destroys it if it hits the spiritual guardian’s AC 
  of 25. 
  The guardian’s Strikes are melee spell attacks. Regardless 
  of the appearance of the guardian’s weapon, the guardian 
  deals force damage equal to 2d8 plus your spellcasting ability 
  modifier, but you can deal damage of the type normally dealt 
  by the weapon it holds instead of force damage. No other traits 
  or statistics of the weapon apply, and even a ranged weapon 
  attacks adjacent creatures only. Despite making a spell attack, 
  the spiritual guardian’s weapon is a weapon for the purposes 
  of triggers, resistances, and so forth.
  The guardian takes up space and allies can use it when 
  flanking, but it doesn’t have any other attributes a creature 
  would normally have aside from Hit Points, and creatures 
  can move through its space without hindrance. The guardian 
  can’t make any attack other than its Strike, and feats or 
  spells that affect weapons or enhance allies do not apply to 
  the guardian.
  Heightened (+2) The guardian’s damage increases by 1d8, and 
  its Hit Points increase by 20.
  SPIRITUAL WEAPON 
  SPELL 2
  ATTACK
  EVOCATION
  FORCE
  Traditions divine, occult
  Cast � somatic, verbal; Requirements You have a deity.
  Range 120 feet
  Duration sustained up to 1 minute
  A weapon made of pure magical force materializes and 
  attacks foes you designate within range. This weapon 
  has a ghostly appearance and manifests as your deity’s 
  favored weapon.
  When you cast the spell, the weapon appears next to a foe 
  you choose within range and makes a Strike against it. Each 
  time you Sustain the Spell, you can move the weapon to a new 
  target within range (if needed) and Strike with it. The spiritual 
  weapon uses and contributes to your multiple attack penalty.
  The weapon’s Strikes are melee spell attacks. Regardless 
  of its appearance, the weapon deals force damage equal to 
  1d8 plus your spellcasting ability modifier. You can deal 
  damage of the type normally dealt by the weapon instead 
  of force damage (or any of the available damage types for a 
  versatile weapon). No other statistics or traits of the weapon 
  apply, and even a ranged weapon attacks adjacent creatures 
  only. Despite making a spell attack, the spiritual weapon is 
  a weapon for purposes of triggers, resistances, and so forth.
  The weapon doesn’t take up space, grant flanking, or have 
  any other attributes a creature would. The weapon can’t make 
  any attack other than its Strike, and feats or spells that affect 
  weapons do not apply to it.
  Heightened (+2) The weapon’s damage increases by 1d8.
  STABILIZE  
  CANTRIP 1
  CANTRIP
  HEALING
  NECROMANCY
  POSITIVE
  Traditions divine, primal
  Cast � somatic, verbal 
  Range 30 feet; Targets 1 dying creature
  Positive energy shuts death’s door. The target loses the dying 
  condition, though it remains unconscious at 0 Hit Points.
  STATUS 
  SPELL 2
  DETECTION
  DIVINATION
  Traditions divine, occult, primal
  Cast � somatic, verbal
  Range touch; Targets 1 willing living creature
  Duration 1 day
  As long as you and the target are on the same plane of 
  existence and both alive, you remain aware of its present 
  state. You know the target’s direction from you, distance from 
  you, and any conditions affecting it.
  Heightened (4th) The spell’s range increases to 30 feet, and 
  you can target up to 10 creatures.
  STINKING CLOUD 
  SPELL 3
  CONJURATION
  POISON
  Traditions arcane, primal
  Cast � somatic, verbal
  Range 120 feet; Area 20-foot burst
  Saving Throw Fortitude; Duration 1 minute
  You create a cloud of putrid mist in the area. The cloud 
  functions as obscuring mist (page 355) except it sickens 
  creatures that end their turns within the cloud. (The concealed 
  condition is not a poison effect.)
  Critical Success The creature is unaffected.
  Success The creature is sickened 1.
  Failure The creature is sickened 1 and slowed 1 while in the cloud.
  Critical Failure The creature is sickened 2 and slowed 1 until 
  it leaves the cloud.
  373
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  Appendix
  
  STONE TELL 
  SPELL 6
  UNCOMMON
  EVOCATION
  EARTH
  Traditions divine, primal
  Cast � somatic, verbal
  Duration 10 minutes
  You can ask questions of and receive answers from natural or 
  worked stone. While stone is not intelligent, you speak with the 
  natural spirits of the stone, which have a personality colored by 
  the type of stone, as well as by the type of structure the stone is 
  part of, for worked stone. A stone’s perspective, perception, and 
  knowledge give it a worldview different enough from a human’s 
  that it doesn’t consider the same details important. Stones can 
  mostly answer questions about creatures that touched them in 
  the past and what is concealed beneath or behind them.
  STONE TO FLESH 
  SPELL 6
  EARTH
  TRANSMUTATION
  Traditions divine, primal
  Cast � somatic, verbal
  Range touch; Targets petrified creature or human-size stone object
  Manipulating the fundamental particles of matter, you convert 
  stone into flesh and blood. You restore a petrified creature to 
  its normal state or transform a stone object into a mass of inert 
  flesh (without stone’s Hardness) in roughly the same shape.
  STONESKIN 
  SPELL 4
  ABJURATION
  EARTH
  Traditions arcane, primal
  Cast � somatic, verbal
  Range touch; Targets 1 creature
  Duration 20 minutes
  The target’s skin hardens like stone. It gains resistance 5 to 
  physical damage, except adamantine. Each time the target is 
  hit by a bludgeoning, piercing, or slashing attack, stoneskin’s 
  duration decreases by 1 minute.
  Heightened (6th) The resistance increases to 10.
  Heightened (8th) The resistance increases to 15.
  Heightened (10th) The resistance increases to 20.
  STORM OF VENGEANCE 
  SPELL 9
  AIR
  ELECTRICITY
  EVOCATION
  Traditions primal
  Cast � material, somatic, verbal
  Range 800 feet; Area 360-foot burst
  Duration sustained up to 1 minute
  A massive storm cloud forms in the air in a 360-foot burst. 
  Beneath it, rain begins to fall, and gales impose a –4 circumstance 
  penalty to physical ranged attacks and weapon ranged attacks, 
  and the air in the area becomes greater difficult terrain for flying 
  creatures. When you Cast this Spell and the first time each round 
  you Sustain the Spell, you can choose one of the following storm 
  effects. You can’t choose the same effect twice in a row.
  • Acid Rain Each creature in the storm takes 4d8 acid 
  damage with no saving throw.
  • Hail The storm deals 4d10 bludgeoning damage to 
  creatures beneath it (basic Fortitude save).
  • Lightning Up to 10 bolts of lightning strike down, 
  targeting creatures of your choice in the storm. No 
  more than one bolt can target any one creature. Each 
  bolt deals 7d6 electricity damage (basic Reflex save).
  • Rain and Wind Heavy rain and whipping wind reduce 
  visibility and mobility, making the area under the 
  storm cloud difficult terrain and making everything 
  seen within or through the area concealed.
  • Thunderclap Each creature in the storm must succeed 
  at a Fortitude save or be deafened for 10 minutes. 
  A creature that succeeds is temporarily immune to 
  thunderclaps from storm of vengeance for 1 hour.
  Heightened (10th) The range increases to 2,200 feet, and the 
  cloud is a 1,000-foot burst.
  SUBCONSCIOUS SUGGESTION 
  SPELL 5
  ENCHANTMENT
  INCAPACITATION
  LINGUISTIC
  MENTAL
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Will; Duration varies
  You implant a subconscious suggestion deep within the target’s 
  mind for them to follow when a trigger you specify occurs (as 
  described on page 305). You suggest a course of action to the 
  target. Your directive must be phrased in such a way as to seem 
  like a logical course of action to the target, and it can’t be self-
  destructive or obviously against the target’s self-interest. The 
  target must attempt a Will save.
  Critical Success The target is unaffected and knows you tried 
  to control it.
  Success The target is unaffected and thinks you were talking 
  to them normally, not casting a spell on them.
  Failure The suggestion remains in the target’s subconscious 
  until the next time you prepare. If the trigger occurs before 
  then, the target immediately follows your suggestion. The 
  effect has a duration of 1 minute, or until the target has 
  completed a finite suggestion or the suggestion becomes 
  self-destructive or has other obvious negative effects. 
  Critical Failure As failure, but the duration is 1 hour.
  Heightened (9th) You can target up to 10 creatures.
  SUGGESTION 
  SPELL 4
  ENCHANTMENT
  INCAPACITATION
  LINGUISTIC
  MENTAL
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Will; Duration varies
  Your honeyed words are difficult for creatures to resist. You 
  suggest a course of action to the target, which must be 
  phrased in such a way as to seem like a logical course of action 
  to the target and can’t be self-destructive or obviously against 
  the target’s self-interest. The target must attempt a Will save.
  Critical Success The target is unaffected and knows you tried 
  to control it.
  Success The target is unaffected and thinks you were talking 
  to them normally, not casting a spell on them.
  Core Rulebook
  374
  
  Failure The target immediately follows your suggestion. The 
  spell has a duration of 1 minute, or until the target has 
  completed a finite suggestion or the suggestion becomes 
  self-destructive or has other obvious negative effects.
  Critical Failure As failure, but the base duration is 1 hour.
  Heightened (8th) You can target up to 10 creatures.
  SUMMON ANIMAL 
  SPELL 1
  CONJURATION
  Traditions arcane, primal
  Cast � material, somatic, verbal
  Range 30 feet
  Duration sustained up to 1 minute
  You conjure an animal to fight for you. You summon a common 
  creature that has the animal trait and whose level is –1. 
  Heightening the spell increases the maximum level of creature 
  you can summon. 
  Heightened (2nd) Level 1.
  Heightened (3rd) Level 2.
  Heightened (4th) Level 3.
  Heightened (5th) Level 5.
  Heightened (6th) Level 7.
  Heightened (7th) Level 9.
  Heightened (8th) Level 11.
  Heightened (9th) Level 13.
  Heightened (10th) Level 15.
  SUMMON CELESTIAL 
  SPELL 5
  CONJURATION
  Traditions divine
  Cast � material, somatic, verbal
  Range 30 feet
  Duration sustained up to 1 minute
  You conjure a celestial to fight on your behalf. This works like 
  summon animal, except you summon a common creature that has 
  the celestial trait and whose level is 5 or lower. You can’t summon 
  a creature unless its alignment is one of your deity’s preferred 
  alignments (or, if you don’t have a deity, is within one step of your 
  alignment). At the GM’s discretion, some deities might restrict 
  specific types of celestials, even if their alignments match.
  Heightened As summon animal.
  SUMMON CONSTRUCT 
  SPELL 1
  CONJURATION
  Traditions arcane
  Cast � material, somatic, verbal
  Range 30 feet
  Duration sustained up to 1 minute
  You conjure a construct to fight for you. This works like 
  summon animal, except you summon a common creature that 
  has the construct trait and whose level is –1.
  Heightened As summon animal.
  SUMMON DRAGON 
  SPELL 5
  CONJURATION
  Traditions arcane
  Cast � material, somatic, verbal
  Range 30 feet
  Duration sustained up to 1 minute
  You conjure a dragon to fight for you. This works like summon 
  animal, except you summon a common creature that has the 
  dragon trait and whose level is 5 or lower.
  Heightened As summon animal.
  SUMMON ELEMENTAL 
  SPELL 2
  CONJURATION
  Traditions arcane, primal
  Cast � material, somatic, verbal
  Range 30 feet
  Duration sustained up to 1 minute
  You conjure an elemental to fight for you. This works like 
  summon animal, except you summon a common creature that 
  has the elemental trait and whose level is 1 or lower.
  Heightened As summon animal.
  SUMMON ENTITY 
  SPELL 5
  CONJURATION
  Traditions occult
  Cast � material, somatic, verbal
  Range 30 feet
  Duration sustained up to 1 minute
  You conjure an aberration to fight for you. This works like 
  summon animal, except you summon a common creature that 
  has the aberration trait and whose level is 5 or lower.
  Heightened As summon animal.
  SUMMON FEY 
  SPELL 1
  CONJURATION
  Traditions occult, primal
  Cast � material, somatic, verbal
  Range 30 feet
  Duration sustained up to 1 minute
  You conjure a fey to fight for you. This works like summon 
  animal, except you summon a common creature that has the 
  fey trait and whose level is –1.
  Heightened As summon animal.
  SUMMON FIEND 
  SPELL 5
  CONJURATION
  Traditions divine
  Cast � material, somatic, verbal
  Range 30 feet
  Duration sustained up to 1 minute
  You conjure a fiend to fight on your behalf. This works like 
  summon animal, except you summon a common creature that 
  has the fiend trait and whose level is 5 or lower. You can’t 
  summon a creature unless its alignment is one of your deity’s 
  preferred alignments (or, if you don’t have a deity, is within 
  one step of your alignment). At the GM’s discretion, some 
  deities might restrict specific types of fiends, even if their 
  alignments match.
  Heightened As summon animal.
  375
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  SUMMON GIANT 
  SPELL 5
  CONJURATION
  Traditions primal
  Cast � material, somatic, verbal
  Range 30 feet
  Duration sustained up to 1 minute
  You conjure a giant to fight for you. This works like summon 
  animal (page 375), except you summon a common creature 
  that has the giant trait and whose level is 5 or lower.
  Heightened As summon animal.
  SUMMON PLANT OR FUNGUS 
  SPELL 1
  CONJURATION
  Traditions primal
  Cast � material, somatic, verbal
  Range 30 feet
  Duration sustained up to 1 minute
  You conjure a plant or fungus to fight for you. This works like 
  summon animal (page 375), except you summon a common 
  creature that has the plant or fungus trait and whose level is –1.
  Heightened As summon animal.
  SUNBURST 
  SPELL 7
  EVOCATION
  FIRE
  LIGHT
  POSITIVE
  Traditions divine, primal
  Cast � somatic, verbal
  Range 500 feet; Area 60-foot burst
  Saving Throw Reflex
  A powerful globe of searing sunlight explodes in the area, 
  dealing 8d10 fire damage to creatures and objects in the 
  area, plus 8d10 additional positive damage to undead 
  creatures. Each creature and object in the area must 
  attempt a Reflex save.
  Critical Success The creature or object is unaffected.
  Success The creature or object takes half damage.
  Failure The creature or object takes full damage.
  Critical Failure The creature or object takes full damage. If it’s 
  a creature, it becomes blinded permanently.
  If the globe overlaps with an area of magical darkness, 
  sunburst attempts to counteract the darkness effect.
  Heightened (+1) The fire damage increases by 1d10, and the 
  positive damage against undead increases by 1d10.
  SYNAPTIC PULSE 
  SPELL 5
  ENCHANTMENT
  INCAPACITATION
  MENTAL
  Traditions occult
  Cast � somatic, verbal
  Range 30 feet; Area 30-foot emanation
  Saving Throw Will; Duration 1 round
  You emit a pulsating mental blast that penetrates the minds of 
  all enemies in the area. Each creature in the area must attempt 
  a Will save.
  Critical Success The creature is unaffected.
  Success The creature is stunned 1.
  Failure The creature is stunned 2.
  Critical Failure The creature is stunned for 1 round.
  SYNESTHESIA 
  SPELL 5
  DIVINATION
  MENTAL
  Traditions occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Will; Duration 1 minute
  The target’s senses are suddenly rewired in unexpected ways, 
  causing them to process noises as bursts of color, smells as 
  sounds, and so on. This has three effects, and the target must 
  attempt a Will save.
  • Due to the distraction, the target must succeed at a DC 
  5 flat check each time it uses a concentrate action, or 
  the action fails and is wasted.
  • The target’s difficulty processing visual input makes all 
  creatures and objects concealed from it.
  • The creature has trouble moving, making it clumsy 3 and 
  giving it a –10-foot status penalty to its Speeds.
  Critical Success The target is unaffected.
  Success The target is affected for 1 round.
  Failure The target is affected for 1 minute.
  Critical Failure As failure, and the target is stunned 2 as it 
  attempts to process the sensory shifts.
  Heightened (9th) You can target up to five creatures.
  TALKING CORPSE 
  SPELL 4
  UNCOMMON
  NECROMANCY
  Traditions divine, occult
  Cast 10 minutes (material, somatic, verbal)
  Range touch; Targets 1 corpse
  Saving Throw Will; Duration 10 minutes
  You grant the target corpse a semblance of life, which it uses 
  to speak the answers to three questions posed to it. This 
  spell calls on the physical body’s latent memories rather than 
  summoning back the deceased’s spirit, so the corpse must 
  be mostly intact for the spell to function. The more damage 
  the corpse has taken, the more inaccurate or patchwork its 
  answers are, and it must have a throat and mouth to speak 
  at all. If anyone has previously cast this spell on the corpse 
  in the last week, the spell automatically fails. The corpse can 
  attempt a Will save to resist answering the questions using 
  the statistics of the original creature at its time of death, 
  with the following effects.
  Critical Success The target can lie or refuse to answer your 
  questions, and the target’s spirit haunts you for 24 hours, 
  bothering you and causing you to be unable to gain any rest 
  for that time.
  Success The target can provide false information or refuse 
  to answer your questions.
  Failure The target must answer truthfully, but its answers can 
  be brief, cryptic, and repetitive. It can still mislead you or 
  attempt to stall so that the spell’s duration runs out before 
  you can ask all your questions.
  Critical Failure As failure, but the target’s answers are 
  more direct and less repetitive, though still cryptic. It 
  takes a –2 status penalty to Deception checks to deceive 
  or mislead you.
  Core Rulebook
  376
  
  TANGLEFOOT  
  CANTRIP 1
  CANTRIP
  CONJURATION
  PLANT
  Traditions arcane, primal
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  A vine covered in sticky sap appears from thin air, flicking 
  from your hand and lashing itself to the target. Attempt a spell 
  attack against the target.
  Critical Success The target gains the immobilized condition 
  and takes a –10-foot circumstance penalty to its Speeds for 
  1 round. It can attempt to Escape against your spell DC to 
  remove the penalty and the immobilized condition.
  Success The target takes a –10-foot circumstance penalty to 
  its Speeds for 1 round. It can attempt to Escape against your 
  spell DC to remove the penalty.
  Failure The target is unaffected.
  Heightened (2nd) The effects last for 2 rounds.
  Heightened (4th) The effects last for 1 minute.
  TANGLING CREEPERS  
  SPELL 6
  CONJURATION
  PLANT
  Traditions primal
  Cast � material, somatic, verbal
  Range 500 feet; Area 40-foot burst
  Duration 10 minutes
  Dense, twitching creepers sprout from every surface and fill 
  any bodies of water in the area. Any creature moving on the 
  land, or Climbing or Swimming within the creepers, takes a –10-
  foot circumstance penalty to its Speeds while in the area. Once 
  per round, you can make a vine lash out from any square within 
  the expanse of creepers by using a single action, which has the 
  concentrate trait. This vine has a 15-foot reach and makes a 
  melee unarmed attack using your spell attack modifier. If the 
  attack succeeds, the vine pulls the target into the creepers and 
  makes it immobilized for 1 round or until the creature Escapes 
  (against your spell DC), whichever comes first.
  TELEKINETIC HAUL 
  SPELL 5
  EVOCATION
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 120 feet; Targets 1 object of up to 80 Bulk with no 
  dimension longer than 20 feet
  Duration sustained up to 1 minute
  You move the target up to 20 feet, potentially suspending it 
  in midair. When you Sustain the Spell, you can do so again, or 
  you can choose a different eligible target to move.
  TELEKINETIC MANEUVER 
  SPELL 2
  ATTACK
  EVOCATION
  FORCE
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 60 feet; Targets 1 creature
  With a rush of telekinetic power, you move a foe or something 
  they carry. You can attempt to Disarm, Shove, or Trip the 
  target using a spell attack roll instead of an Athletics check.
  TELEKINETIC PROJECTILE  
  CANTRIP 1
  ATTACK
  CANTRIP
  EVOCATION
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  You hurl a loose, unattended object that is within range and 
  that has 1 Bulk or less at the target. Make a ranged attack 
  against the target. If you hit, you deal bludgeoning, piercing, 
  or slashing damage—as appropriate for the object you 
  hurled—equal to 1d6 plus your spellcasting ability modifier. 
  No specific traits or magic properties of the hurled item 
  affect the attack or the damage. 
  Critical Success You deal double damage.
  Success You deal full damage.
  Heightened (+1) The damage increases by 1d6.
  TELEPATHIC BOND 
  SPELL 5
  UNCOMMON
  DIVINATION
  MENTAL
  Traditions arcane, occult
  Cast 1 minute (material, somatic, verbal)
  Range touch; Targets you and up to 4 willing creatures 
  touched
  Duration 8 hours
  The targets can communicate telepathically with any or all of 
  the other targets from any point on the same planet.
  TELEPATHIC DEMAND 
  SPELL 9
  ENCHANTMENT
  INCAPACITATION
  LINGUISTIC
  MENTAL
  Traditions arcane, divine, occult
  Cast � material, somatic, verbal
  Range planetary; Targets 1 creature you’ve telepathically 
  contacted before
  Saving Throw Will; Duration varies
  You send the target a message of 25 words or fewer, and it 
  can respond immediately with its own message of 25 words 
  or fewer. Your message is insidious and has the effect of 
  suggestion (page 374), with the message substituting for 
  the spoken suggestion. On a successful save, the target is 
  temporarily immune for 1 day, and on a critical success, the 
  target is temporarily immune for 1 month. You can target a 
  creature only if you have previously been in telepathic contact 
  with it before, such as via the telepathy spell.
  TELEPATHY 
  SPELL 4
  DIVINATION
  LINGUISTIC
  MENTAL
  Traditions arcane, occult
  Cast � somatic, verbal
  Duration 10 minutes
  You can communicate telepathically with creatures within 
  30 feet. Once you establish a connection by communicating 
  with a creature, the communication is two-way. You can 
  communicate only with creatures that share a language 
  with you.
  Heightened (6th) Telepathy loses the linguistic trait. You 
  can communicate telepathically with creatures using shared 
  mental imagery even if you don’t share a language.
  377
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  SPELLS
  Introduction
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  Backgrounds
  Classes
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  The Age of  
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  Game
  Game
  mastering
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  & Treasure
  Appendix
  
  TELEPORT 
  SPELL 6
  UNCOMMON
  CONJURATION
  TELEPORTATION
  Traditions arcane, occult
  Cast 10 minutes (material, somatic, verbal)
  Range 100 miles; Targets you and up to 4 targets touched, either 
  willing creatures or objects roughly the size of a creature.
  You and the targets are instantly transported to any location 
  within range, as long as you can identify the location precisely 
  both by its position relative to your starting position and 
  by its appearance (or other identifying features). Incorrect 
  knowledge of the location’s appearance usually causes the 
  spell to fail, but it could instead lead to teleporting to an 
  unwanted location or some other unusual mishap determined 
  by the GM. Teleport is not precise over great distances. The 
  targets appear at a distance from the intended destination 
  equal to roughly 1 percent of the total distance traveled, in a 
  direction determined by the GM. For short journeys, this lack 
  of precision is irrelevant, but for long distances this could be 
  up to 1 mile.
  Heightened (7th) You and the other targets can travel to any 
  location within 1,000 miles.
  Heightened (8th) You and the other targets can travel to any 
  location on the same planet. If you travel more than 1,000 
  miles, you arrive only 10 miles off target.
  Heightened (9th) You and the other targets can travel to any 
  location on another planet within the same solar system. 
  Assuming you have accurate knowledge of the location’s 
  position and appearance, you arrive on the new planet 100 
  miles off target.
  Heightened (10th) As the 9th-level version, but you and the 
  other targets can travel to any planet within the same galaxy.
  TIME STOP 
  SPELL 10
  TRANSMUTATION
  Traditions arcane, occult
  Cast � material, somatic, verbal
  You temporarily stop time for everything but yourself, allowing 
  you to use several actions in what appears to others to be no 
  time at all. Immediately after casting time stop, you can use up 
  to 9 actions in 3 sets of up to 3 actions each. After each set 
  of actions, 1 round passes, but only for you, effects specifically 
  targeting or affecting you, and effects you create during the 
  stoppage. All other creatures and objects are invulnerable to 
  your attacks, and you can’t target or affect them with anything. 
  Once you have finished your actions, time begins to flow again 
  for the rest of the world. If you created an effect with a duration 
  that extends beyond the time stop’s duration, such as wall of 
  fire, it immediately affects others again, but it doesn’t have any 
  of the effects that happen only when you first cast the spell.
  TONGUES 
  SPELL 5
  UNCOMMON
  DIVINATION
  Traditions arcane, divine, occult
  Cast � somatic, verbal
  Range touch; Targets 1 creature
  Duration 1 hour
  The target can understand all words regardless of language and 
  also speak the languages of other creatures. When in a mixed 
  group of creatures, each time the target speaks, it can choose 
  a creature and speak in a language that creature understands, 
  even if the target doesn’t know what language that is.
  Heightened (7th) The duration is 8 hours.
  TOUCH OF IDIOCY 
  SPELL 2
  ENCHANTMENT
  MENTAL
  Traditions arcane, occult
  Cast � somatic, verbal
  Range touch; Targets 1 living creature
  Saving Throw Will; Duration 1 minute
  You dull the target’s mind; the target must attempt a Will save.
  Success The target is unaffected.
  Failure The target is stupefied 2.
  Critical Failure The target is stupefied 4.
  TREE SHAPE 
  SPELL 2
  PLANT
  POLYMORPH
  TRANSMUTATION
  Traditions primal
  Cast � somatic, verbal
  Duration 8 hours
  You transform into a Large tree. Perception checks don’t 
  reveal your true nature, but a successful Nature or Survival 
  check against your spell DC reveals that you appear to be a 
  tree that is strangely new to the area. While in tree form, you 
  can observe everything around you, but you can’t act other 
  than to end the spell, and your turn, by using a single action, 
  which has the concentrate trait. As a tree, your AC is 20, and 
  only status bonuses, status penalties, circumstance bonuses, 
  and circumstance penalties affect you. Any successes and 
  critical successes you roll on Reflex saves are failures.
  TREE STRIDE 
  SPELL 5
  UNCOMMON
  CONJURATION
  PLANT
  TELEPORTATION
  Traditions primal
  Cast 1 minute (material, somatic, verbal)
  You step into a living tree with a trunk big enough for you 
  to fit inside it and instantly teleport to any tree of the same 
  species within 5 miles that also has a sufficiently large trunk. 
  Once you enter the first tree, you instantly know the rough 
  locations of other sufficiently large trees of the same species 
  within range and can exit from the original tree, if you prefer. 
  You can’t carry extradimensional spaces with you; if you 
  attempt to do so, the spell fails.
  Heightened (6th) The tree you exit can be up to 50 miles away.
  Heightened (8th) The tree you exit can be up to 500 miles away.
  Heightened (9th) The tree you exit can be anywhere on the 
  same planet.
  TRUE SEEING 
  SPELL 6
  DIVINATION
  REVELATION
  Traditions arcane, divine, occult, primal
  Cast � somatic, verbal
  Duration 10 minutes
  Core Rulebook
  378
  
  You see things within 60 feet as they actually are. The GM rolls 
  a secret counteract check against any illusion or transmutation 
  in the area, but only for the purpose of determining whether 
  you see through it (for instance, if the check succeeds against 
  a polymorph spell, you can see the creature’s true form, but 
  you don’t end the polymorph spell).
  TRUE STRIKE 
  SPELL 1
  DIVINATION
  FORTUNE
  Traditions arcane, occult
  Cast � verbal
  Duration until the end of your turn
  A glimpse into the future ensures your next blow strikes true. 
  The next time you make an attack roll before the end of your 
  turn, roll the attack twice and use the better result. The attack 
  ignores circumstance penalties to the attack roll and any flat 
  check required due to the target being concealed or hidden.
  TRUE TARGET 
  SPELL 7
  DIVINATION
  FORTUNE
  PREDICTION
  Traditions arcane, occult
  Cast � verbal
  Range 60 feet; Targets 1 creature
  Duration until the start of your next turn
  You delve into the possible futures of the next few seconds to 
  understand all the ways your target might avoid harm, then 
  cast out a vision of that future to those around you. On the first 
  attack roll made against the target during true target’s duration, 
  the attacker rolls twice and uses the better result. The attacker 
  also ignores circumstance penalties to the attack roll and any 
  flat check required due to the target being concealed or hidden.
  UNCONTROLLABLE DANCE 
  SPELL 8
  ENCHANTMENT
  INCAPACITATION
  MENTAL
  Traditions arcane, occult
  Cast � somatic, verbal
  Range touch; Targets 1 creature
  Saving Throw Will; Duration varies
  The target is overcome with an all-consuming urge to dance. 
  For the duration of the spell, the target is flat-footed and can’t 
  use reactions. While affected, the creature can’t use actions 
  with the move trait except to dance, using the Stride action to 
  move up to half its Speed.
  Critical Success The target is unaffected.
  Success The spell’s duration is 3 rounds, and the target must 
  spend at least 1 action each turn dancing.
  Failure The spell’s duration is 1 minute, and the target must 
  spend at least 2 actions each turn dancing.
  Critical Failure The spell’s duration is 1 minute, and the target 
  must spend all its actions each turn dancing.
  UNDETECTABLE ALIGNMENT 
  SPELL 2
  UNCOMMON
  ABJURATION
  Traditions divine, occult
  Cast 1 minute (material, somatic, verbal)
  Range touch; Targets 1 creature or object
  Duration until the next time you make your daily preparations
  You shroud a creature in wards that hide its alignment. The 
  target appears to be neutral to all effects that would detect 
  its alignment.
  UNFATHOMABLE SONG 
  SPELL 9
  AUDITORY
  EMOTION
  ENCHANTMENT
  FEAR
  INCAPACITATION
  MENTAL
  Traditions occult
  Cast � somatic, verbal
  Range 120 feet; Targets up to 5 creatures
  Saving Throw Will; Duration sustained up to 1 minute
  Fleeting notes of a strange and unnatural song fill the air, 
  overtaking the mind. Each target must attempt a Will save 
  when you cast the spell, and again each time you Sustain the 
  Spell. A creature needs to attempt only one save against the 
  song each round, and you have to keep the same targets when 
  you Sustain the Spell.
  Critical Success The target is unaffected, can’t be affected on 
  subsequent rounds, and is temporarily immune for 1 minute.
  Success The target is unaffected this round, but it can be 
  affected on subsequent rounds.
  Failure Roll 1d4 on the table below.
  Critical Failure Roll 1d4+1 on the table below.
  Result Effect
  1 
  The target is frightened 2.
  2 
  The target is confused for 1 round.
  3 
  The target is stupefied 4 for 1 round.
  4 
  The target is blinded for 1 round.
  5 
  The target is stunned for 1 round and stupefied 1 for 
  an unlimited duration.
  UNFETTERED PACK 
  SPELL 7
  ABJURATION
  Traditions primal
  Cast � somatic, verbal
  Range 30 feet; Targets up to 10 creatures
  Duration 1 hour
  You free those who travel alongside you from environmental 
  hindrances. Targets don’t take circumstance penalties to 
  Speed from vegetation, rubble, winds, or other properties 
  of the environment, whether or not the environment 
  is magical, and they ignore difficult terrain from such 
  environmental properties.
  Heightened (9th) The targets also ignore greater difficult 
  terrain from environmental properties.
  UNRELENTING OBSERVATION 
  SPELL 8
  DIVINATION
  SCRYING
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 100 feet; Area 20-foot burst; Targets 1 creature or 
  object tracked and up to 5 other willing creatures
  Duration varies
  This spell grants perfect sight based on scrying, allowing 
  several willing targets to track the exact movements or 
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  position of one creature or object. Choose one target creature 
  or object in the area to be tracked. It becomes the sensor for 
  the spell. Up to five willing creatures of your choice in the 
  area can see a ghostly image of this creature or object when 
  it’s out of their sight. They can perceive the creature or object 
  perfectly, allowing them to ignore the concealed or invisible 
  condition, though physical barriers still provide cover.
  The tracking creatures can see the tracked creature or 
  object through all barriers other than lead or running water, 
  which block their vision. Distance doesn’t matter, though the 
  creature or object might move so far away it becomes too 
  small to perceive. The tracking creatures don’t see any of the 
  environment around the target, though they do see any gear a 
  creature is wearing or holding, and they can tell if it removes 
  objects from its person.
  If the target to be tracked is willing, the duration is 1 hour. If 
  you try to track an unwilling creature, the target must attempt 
  a Will save.
  Critical Success The creature or object is unaffected.
  Success As described, and the duration is 1 minute.
  Failure As described, and the duration is 1 hour.
  UNSEEN SERVANT 
  SPELL 1
  CONJURATION
  Traditions arcane, occult
  Cast � material, somatic, verbal
  Range 60 feet
  Duration sustained 
  You summon an unseen servant (see the sidebar), which 
  you can command as part of Sustaining the Spell. It serves 
  you until its Hit Points are reduced to 0, at which point the 
  spell ends, or until you stop Sustaining the Spell. The unseen 
  servant gains the summoned trait.
  UNSEEN SERVANT
  Use this stat block for an unseen servant.
  UNSEEN SERVANT 
   CREATURE –1
  MEDIUM
  MINDLESS
  Perception +0; darkvision
  Languages — (understands its creator)
  Skills Stealth +8
  Str –4, Dex +2, Con +0, Int –5, Wis +0, Cha +0
  Invisible An unseen servant is invisible, though it 
  normally doesn’t Sneak, so it is usually only hidden.
  AC 13; Fort +0, Ref +4, Will +0
  HP 4; Immunities disease, mental, non-magical attacks, 
  paralysis, poison, precision, unconscious; Resistances 
  all damage 5 (except force or ghost touch)
  Speed fly 30 feet
  Force Body An unseen servant’s physical body is made 
  of force. It can’t use attack actions. It can move and 
  use Interact actions to do things such as fetch objects, 
  open unstuck or unlocked doors, hold chairs, and 
  clean. It can’t pass through solid objects.
  VAMPIRIC EXSANGUINATION 
  SPELL 6
  DEATH
  NECROMANCY
  NEGATIVE
  Traditions arcane, divine, occult
  Cast � somatic, verbal
  Area 30-foot cone
  Saving Throw basic Fortitude
  You draw in the blood and life force of other creatures through 
  your outstretched arms. You deal 12d6 negative damage to 
  living creatures in the area. 
  You gain temporary Hit Points equal to half the damage 
  a single creature takes from this spell; calculate these 
  temporary Hit Points using the creature that took the most 
  damage. You lose any remaining temporary Hit Points after 
  1 minute.
  Heightened (+1) The damage increases by 2d6.
  VAMPIRIC TOUCH 
  SPELL 3
  DEATH
  NECROMANCY
  NEGATIVE
  Traditions arcane, divine, occult
  Cast � somatic, verbal
  Range touch; Targets 1 living creature
  Saving Throw basic Fortitude
  Your touch leeches the lifeblood out of a target to empower 
  yourself. You deal 6d6 negative damage to the target. You gain 
  temporary Hit Points equal to half the negative damage the 
  target takes (after applying resistances and the like). You lose 
  any remaining temporary Hit Points after 1 minute.
  Heightened (+1) The damage increases by 2d6.
  VEIL 
  SPELL 4
  ILLUSION
  VISUAL
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 30 feet; Targets up to 10 creatures
  Duration 1 hour 
  You disguise the targets as other creatures of the same 
  body shape and roughly similar height (within 6 inches) and 
  weight (within 50 pounds). The disguise can hide the targets’ 
  identities or let them appear to be of another ancestry, but 
  it’s not precise enough to impersonate specific individuals. The 
  spell doesn’t change voice, scent, or mannerisms. You choose 
  the disguise for each target; for example, you could make one 
  target appear to be a dwarf and another an elf.
  Casting veil counts as setting up a disguise for the purpose 
  of the Impersonate action. It allows the target to ignore any 
  circumstance penalties they might take for being disguised as 
  dissimilar creatures, and it gives the targets a +4 status bonus 
  to Deception checks to prevent others from seeing through 
  their disguises, and add their level even if untrained. You can 
  Dismiss any or all of these disguises.
  Heightened (5th) The spell also disguises the targets’ voices 
  and scents; it gains the auditory trait.
  Heightened (7th) The targets can appear as any creature of the 
  same size, even specific individuals. You must have seen an 
  individual to reproduce their appearance. The spell also disguises 
  the targets’ voices and scents; it gains the auditory trait.
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  VENTRILOQUISM 
  SPELL 1
  AUDITORY
  ILLUSION
  Traditions arcane, divine, occult, primal
  Cast � somatic, verbal
  Duration 10 minutes
  Whenever you speak or make any other sound vocally, you 
  can make your vocalization seem to originate from somewhere 
  else within 60 feet, and you can change that apparent location 
  freely as you vocalize. Any creature that hears the sound can 
  attempt to disbelieve your illusion.
  Heightened (2nd) The spell’s duration increases to 1 hour, 
  and you can also change the tone, quality, and other aspects 
  of your  voice. Before a creature can attempt to disbelieve 
  your illusion, it must actively attempt a Perception check or 
  otherwise use actions to interact with the sound.
  VIBRANT PATTERN 
  SPELL 6
  ILLUSION
  INCAPACITATION
  VISUAL
  Traditions arcane, occult
  Cast � material, somatic
  Range 120 feet; Area 10-foot burst
  Saving Throw Will; Duration sustained up to 1 minute
  You create a pattern of lights that pulses with intensity. 
  Creatures are dazzled while inside the pattern. 
  In addition, a creature must attempt a Will saving throw 
  if it’s inside the pattern when you cast it, enters the pattern, 
  ends its turn within the pattern, or uses a Seek or Interact 
  action on the pattern. A creature currently blinded by the 
  pattern doesn’t need to attempt new saving throws.
  Success The creature is unaffected.
  Failure The creature is blinded by the pattern. If it exits 
  the pattern, it can attempt a new save to recover from 
  the blinded condition at the end of each of its turns, to a 
  maximum duration of 1 minute.
  Critical Failure The creature is blinded for 1 minute.
  VISIONS OF DANGER 
  SPELL 7
  AUDITORY
  ILLUSION
  VISUAL
  Traditions occult
  Cast � material, somatic, verbal
  Range 500 feet; Area 30-foot burst
  Saving Throw Will; Duration 1 minute
  An illusion of horrific creatures fills the spell’s area. The 
  creatures look like Tiny swarming monsters with a specific 
  appearance of your choice, such as Hellish flies or animated 
  saw blades. The burst deals 8d8 mental damage to each 
  creature that’s inside the burst when it’s created, enters 
  the burst, or starts its turn inside the burst. A creature that 
  critically succeeds at its will save can immediately attempt to 
  disbelieve the illusion. A creature that tries to Interact with 
  the monsters or observes one with a Seek action can attempt 
  to disbelieve the illusion. Creatures that disbelieve the illusion 
  take no damage from the illusion thereafter.
  Heightened (+1) The mental damage increases by 1d8.
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  VITAL BEACON 
  SPELL 4
  HEALING
  NECROMANCY
  POSITIVE
  Traditions divine, primal
  Cast 1 minute (somatic, verbal)
  Duration until your next daily preparations
  Vitality radiates outward from you, allowing others to 
  supplicate and receive healing. Once per round, either you 
  or an ally can use an Interact action to supplicate and lay 
  hands upon you to regain Hit Points. Each time the beacon 
  heals someone, it decreases in strength. It restores 4d10 Hit 
  Points to the first creature, 4d8 Hit Points to the second, 4d6 
  Hit Points to the third, and 4d4 Hit Points to the fourth, after 
  which the spell ends. You can have only one vital beacon 
  active at a time.
  Heightened (+1) The beacon restores one additional die of Hit 
  Points each time it heals, using the same die size as the others 
  for that step.
  VOLCANIC ERUPTION 
  SPELL 7
  EVOCATION
  FIRE
  Traditions primal
  Cast � somatic, verbal
  Range 120 feet; Area 5-foot radius, 80-foot-tall cylinder
  Saving Throw Reflex
  The ground opens up, spraying a column of lava high into the 
  air in a vertical cylinder, dealing 14d6 fire damage to creatures 
  in the area. The lava rapidly cools and encases creatures in 
  the area. A creature encased in rock is clumsy 1 and takes 
  a –10-foot status penalty to its Speeds. All normal terrain 
  is difficult terrain to a flying creature, and such creatures 
  immediately descend 20 feet the moment they’re encased, 
  but they don’t take damage from this fall. A creature encased 
  in rock can attempt to Escape against your spell DC to end the 
  effect. Otherwise, the creature remains encased until it takes 
  a total of 50 damage, freeing it from the rock.
  Additionally, creatures in the area and those within 5 feet of 
  the lava column automatically take 3d6 fire damage from the 
  intense heat, regardless of the results of their saving throws.
  Critical Success The creature is unaffected.
  Success The creature takes half damage.
  Failure The creature takes full damage and is encased.
  Critical Failure The creature takes double damage and is 
  encased.
  Heightened (+1) The damage in the area increases by 2d6, and 
  the damage from the intense heat increases by 1d6.
  WAIL OF THE BANSHEE 
  SPELL 9
  AUDITORY
  DEATH
  NECROMANCY
  NEGATIVE
  Traditions divine, occult
  Cast � somatic, verbal
  Area 40-foot emanation; Targets any number of creatures
  Saving Throw Fortitude
  Your scream chills the souls of enemies that hear it. Each 
  living enemy in the area takes 8d10 negative damage and 
  must attempt a Fortitude save.
  Critical Success The target is unaffected.
  Success The target takes full damage.
  Failure The target takes full damage and is drained 1d4.
  Critical Failure The target takes double damage and is drained 4.
  WALL OF FIRE 
  SPELL 4
  EVOCATION
  FIRE
  Traditions arcane, primal
  Cast � material, somatic, verbal
  Range 120 feet
  Duration 1 minute
  You raise a blazing wall that burns creatures passing through 
  it. You create either a 5-foot-thick wall of flame in a straight 
  line up to 60 feet long and 10 feet high, or a 5-foot-thick, 
  10-foot-radius ring of flame with the same height. The wall 
  stands vertically in either form; if you wish, the wall can be of 
  a shorter length or height. Everything on each side of the wall 
  is concealed from creatures on the opposite side. Any creature 
  that crosses the wall or is occupying the wall’s area at the 
  start of its turn takes 4d6 fire damage.
  Heightened (+1) The fire damage increases by 1d6.
  WALL OF FORCE 
  SPELL 6
  EVOCATION
  FORCE
  Traditions arcane, occult
  Cast � material, somatic, verbal
  Range 30 feet
  Duration 1 minute
  You form an invisible wall of pure magical force up to 50 
  feet long and up to 20 feet high. The wall has no discernible 
  thickness. You must create the wall in an unbroken open space 
  so its edges don’t pass through any creatures or objects, or 
  the spell is lost. The wall has AC 10, Hardness 30, and 60 Hit 
  Points, and it’s immune to critical hits and precision damage. 
  The wall blocks physical effects from passing through it, and 
  because it’s made of force, it blocks incorporeal and ethereal 
  creatures as well. Teleportation effects can pass through the 
  barrier, as can visual effects (since the wall is invisible).
  Wall of force is immune to counteracting effects of its 
  level or lower, but the wall is automatically destroyed by 
  a disintegrate spell of any level or by contact with a rod of 
  cancellation or sphere of annihilation.
  Heightened (+2) The Hit Points of the wall increases by 20.
  WALL OF ICE 
  SPELL 5
  COLD
  EVOCATION
  WATER
  Traditions arcane, primal
  Cast � material, somatic, verbal
  Range 120 feet
  Duration 1 minute
  You sculpt a barrier of ice that blocks sight and, once shattered, 
  freezes foes. You create either a 1-foot-thick wall of ice in a 
  straight line up to 60 feet long and 10 feet high (the wall doesn’t 
  have to be vertical, but it must be anchored on both sides to a 
  solid surface) or a 1-foot-thick, 10-foot radius hemisphere of ice. 
  The ice that makes up the wall is opaque. If you wish, the wall 
  can be of a smaller length, height, or radius. You must create the 
  Core Rulebook
  382
  
  wall in an unbroken open space so its edges don’t pass through 
  any creatures or objects, or the spell is lost.
  Each 10-foot-by-10-foot section of the wall has AC 10, 
  Hardness 10, and 40 Hit Points, and it’s immune to critical 
  hits, cold damage, and precision damage. A section also has 
  weakness to fire 15; a section of the wall destroyed by fire 
  melts, evaporating into water and steam. A section destroyed 
  by means other than fire leaves behind a chilling mass of ice 
  that is difficult terrain and deals 2d6 cold damage to any 
  creature passing through it. 
  Heightened (+2) The Hit Points of each section of the wall 
  increase by 10, and the cold damage dealt to creatures 
  crossing a destroyed section increases by 1d6.
  WALL OF STONE 
  SPELL 5
  CONJURATION
  EARTH
  Traditions arcane, primal
  Cast � material, somatic, verbal
  Range 120 feet
  You shape a wall of solid stone. You create a 1-inch-thick wall 
  of stone up to 120 feet long, and 20 feet high. You can shape 
  the wall’s path, placing each 5 feet of the wall on the border 
  between squares. The wall doesn’t need to stand vertically, so 
  you can use it to form a bridge or set of stairs, for example. You 
  must conjure the wall in an unbroken open space so its edges 
  don’t pass through any creatures or objects, or the spell is lost.
  Each 5-foot-by-5-foot section of the wall has AC 10, Hardness 
  14, and 50 Hit Points, and it’s immune to critical hits and 
  precision damage. A destroyed section of the wall can be moved 
  through, but the rubble created from it is difficult terrain.
  Heightened (+2) The Hit Points of each section of the wall 
  increase by 15.
  WALL OF THORNS 
  SPELL 3
  CONJURATION
  PLANT
  Traditions primal
  Cast � material, somatic, verbal
  Range 60 feet
  Duration 1 minute
  Over the course of a minute, you cause a thick wall of thorny 
  brambles to grow from the ground. You create a 5-foot-
  thick wall of brambles and thorns in a straight line up to 
  60 feet long and 10 feet high. You must create the wall in 
  an unbroken open space so its edges don’t pass through 
  any creatures or objects, or the spell is lost. The wall stands 
  vertically. If you wish, the wall can be of a shorter length or 
  height. Everything on each side of the wall has cover from 
  creatures on the opposite side, and the wall’s spaces are 
  difficult terrain. For every move action a creature uses to 
  enter at least one of the wall’s spaces, that creature takes 
  3d4 piercing damage.
  Each 5-foot-by-5-foot section of the wall has AC 10, Hardness 
  10, and 20 Hit Points. It’s immune to critical hits and precision 
  damage. A destroyed section can be moved through freely.
  Heightened (+1) The Hit Points of each section of the wall 
  increase by 5, and the piercing damage increases by 1d4.
  WALL OF WIND 
  SPELL 3
  AIR
  EVOCATION
  Traditions arcane, primal
  Cast � material, somatic, verbal
  Range 120 feet
  Duration 1 minute
  You create a barrier of gusting winds that hinders anything 
  moving through it. The wall of swirling winds is 5 feet 
  thick, 60 feet long, and 30 feet high. The wall stands 
  vertically, but you can shape its path. Though the wall of 
  wind distorts the air, it does not hamper sight. The wall has 
  the following effects.
  • Ammunition from physical ranged attacks—such 
  as arrows, bolts, sling bullets, and other objects of 
  similar size—can’t pass through the wall. Attacks with 
  bigger ranged weapons, such as javelins, take a –2 
  circumstance penalty to their attack rolls if their paths 
  pass through the wall. Massive ranged weapons and 
  spell effects that don’t create physical objects pass 
  through the wall with no penalty.
  • The wall is difficult terrain to creatures attempting to 
  move overland through it. Gases, including creatures 
  in gaseous form, can’t pass through the wall.
  • A creature that attempts to fly through the wall using a 
  move action must attempt a Fortitude save.
  Critical Success The creature can move through the wall 
  normally this turn.
  Success The flying creature can move through the wall this 
  turn, but the wall is difficult terrain.
  Failure The wall stops the movement of the flying creature, and 
  any remaining movement from its current action is wasted.
  Critical Failure As failure, and the creature is pushed 10 feet 
  away from the wall.
  WANDERER’S GUIDE 
  SPELL 3
  DIVINATION
  Tradition divine, occult
  Cast 1 minute (material, somatic, verbal)
  Duration until your next daily preparations
  You call upon the beyond to guide your route. When you 
  Cast this Spell, choose a destination; you receive an inspired 
  route to that destination, allowing you and allies who travel 
  overland with you to reduce the movement penalty from 
  difficult terrain by half for the duration, as long as you don’t 
  deviate from the inspired route. This doesn’t have any effect 
  on movement during encounters. If you use this ability again 
  before the duration is over, this effect ends and is replaced by 
  that of the new route.
  WARP MIND 
  SPELL 7
  EMOTION
  ENCHANTMENT
  INCAPACITATION
  MENTAL
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 120 feet; Targets 1 creature
  Saving Throw Will
  You scramble a creature’s mental faculties and sensory input. 
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  The target must attempt a Will saving throw. Regardless of 
  the result of that save, the target is then temporarily immune 
  for 10 minutes. Warp mind’s effects happen instantly, so dispel 
  magic and other effects that counteract spells can’t counteract 
  them. However, alter reality, miracle, primal phenomenon, 
  restoration, or wish can still counteract the effects.
  Critical Success The target is unaffected.
  Success The target spends the first action on its next turn 
  with the confused condition.
  Failure The target is confused for 1 minute.
  Critical Failure The target is confused permanently.
  WATER BREATHING 
  SPELL 2
  TRANSMUTATION
  Traditions arcane, divine, primal
  Cast 1 minute (somatic, verbal)
  Range 30 feet; Targets up to 5 creatures
  Duration 1 hour
  The targets can breathe underwater.
  Heightened (3rd) The duration increases to 8 hours.
  Heightened (4th) The duration increases to until your next 
  daily preparations.
  WATER WALK 
  SPELL 2
  TRANSMUTATION
  Traditions arcane, divine, primal
  Cast � somatic, verbal
  Range touch; Targets 1 creature
  Duration 10 minutes
  The target can walk on the surface of water and other liquids 
  without falling through. It can go underwater if it wishes, but 
  in that case it must Swim normally. This spell doesn’t grant the 
  ability to breathe underwater.
  Heightened (4th) The spell’s range increases to 30 feet, the 
  duration increases to 1 hour, and you can target up to 10 creatures.
  WEAPON OF JUDGMENT 
  SPELL 9
  EVOCATION
  FORCE
  Traditions divine
  Cast � somatic, verbal; Requirements You have a deity.
  Range 100 feet; Targets 1 creature
  Duration 1 minute
  An immense weapon of force appears, hovering in the air above 
  the target. The weapon has the ghostly visual appearance of 
  your deity’s favored weapon. Name war or peace when you 
  cast this spell.
  If you name “war,” mentally choose one creature. This must 
  be a creature both you and the target can see. The target 
  instinctively knows which creature this is. At the end of each 
  of the target’s turns, if the target did not use a hostile action 
  against the creature you chose during that turn, the weapon 
  Strikes the target.
  If you name “peace,” mentally choose up to five allies. The 
  target instinctively knows who those allies are. The weapon 
  Strikes the target each time the target uses a hostile action 
  against you or one of your allies. The weapon Strikes only 
  once per action, even if the action targets multiple allies (such 
  as for a fireball or a Whirlwind Strike).
  Strikes with the weapon are melee weapon attacks, but they 
  use your spell attack modifier. Regardless of its appearance, 
  the weapon deals force damage equal to 3d10 plus your 
  spellcasting ability modifier. The weapon takes a multiple 
  attack penalty, which increases throughout the target’s turn, 
  but its penalty is separate from yours.
  When the weapon Strikes, you can deal damage of the 
  normal damage type of the weapon instead of force damage 
  (or any of the available damage types, for a versatile weapon). 
  No other statistics or attributes of the weapon apply, and even 
  a ranged weapon attacks adjacent creatures only. A weapon of 
  judgment is a weapon for the purposes of triggers, resistances, 
  and so forth.
  The weapon doesn’t take up space, grant flanking, or have 
  any other attributes a creature would. The weapon can’t make 
  any attack other than its Strike, and feats or spells that affect 
  weapons do not apply to this weapon.
  Heightened (10th) The force damage increases by 1d10.
  WEAPON STORM 
  SPELL 4
  EVOCATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Area 30-foot cone or 10-foot emanation
  Saving Throw Reflex
  You swing a weapon you’re holding, and the weapon magically 
  multiplies into duplicates that swipe at all creatures in either 
  a cone or an emanation. This flurry deals four dice of damage 
  to creatures in the area. This damage has the same type as 
  the weapon and uses the same die size. Determine the die size 
  as if you were attacking with the weapon; for instance, if you 
  were wielding a two-hand weapon in both hands, you’d use its 
  two-hand damage die.
  Critical Success The creature is unaffected.
  Success The target takes half damage.
  Failure The target takes full damage.
  Critical Failure The target takes double damage and is subject 
  to the weapon’s critical specialization effect.
  Heightened (+1) Add another damage die.
  WEB 
  SPELL 2
  CONJURATION
  Traditions arcane, primal
  Cast � material, somatic, verbal
  Range 30 feet; Area 10-foot burst
  Duration 1 minute
  You create a sticky web in the area that impedes creatures’ 
  movement each time they try to move through it. Squares 
  filled with the web are difficult terrain. Each square can be 
  cleared of the web by a single attack or effect that deals at 
  least 5 slashing damage or 1 fire damage. A square has AC 5, 
  and it automatically fails its saving throws.
  Each time a creature in the web begins to use a move action 
  or enters the web during a move action, it must attempt an 
  Core Rulebook
  384
  
  Athletics check or Reflex save against your spell DC to avoid 
  taking a circumstance penalty to its Speeds or becoming 
  immobilized. A creature that gets out of the web ceases to 
  take a circumstance penalty to its Speed from the web.
  Critical Success The creature is unaffected, and it doesn’t 
  need to attempt further Athletics checks or saving throws 
  against the web this turn. If it used an Athletics check, it 
  clears the web from every square it leaves after leaving 
  the square.
  Success The creature is unaffected during its action. If it used 
  an Athletics check, it clears the web from every square it 
  leaves after leaving the square.
  Failure The creature takes a –10-foot circumstance penalty to 
  its Speeds until the start of its next turn.
  Critical Failure The creature is immobilized until the start of 
  its next turn, after which it takes a –10-foot circumstance 
  penalty to its Speeds for 1 round. It can attempt to Escape 
  to remove its immobilized condition.
  Heightened (4th) The spell’s area increases to a 20-foot burst, 
  and its range increases to 60 feet.
  WEIRD 
  SPELL 9
  DEATH
  EMOTION
  FEAR
  ILLUSION
  MENTAL
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 120 feet; Targets any number of creatures
  Saving Throw Will
  You fill the targets’ minds with terrifying images of fearsome 
  creatures, each drawn from the targets’ worst fears. Only the 
  targets can see their assailants. Each target takes 16d6 mental 
  damage and must attempt a Will save.
  Critical Success The target is unaffected.
  Success The target takes half damage and is frightened 1.
  Failure The target takes full damage and is frightened 2.
  Critical Failure The target is so afraid, it might instantly die. 
  It must attempt a Fortitude saving throw. If the target 
  succeeds, it takes double damage and is frightened 2, 
  and it’s also fleeing until the end of its next turn unless it 
  critically succeeded. If it fails, it is reduced to 0 Hit Points 
  and dies. 
  WIND WALK 
  SPELL 8
  AIR
  TRANSMUTATION
  Traditions primal
  Cast 10 minutes (material, somatic, verbal)
  Range touch; Targets you and up to five creatures touched
  Duration 8 hours
  When you cast this spell, each target transforms into a 
  vaguely cloud-like form and is picked up by a wind moving 
  in the direction of your choice. You can change the wind’s 
  direction by using a single action, which has the concentrate 
  trait. The wind carries the targets at a Speed of 20 miles per 
  hour, but if any of the targets make an attack, Cast a Spell, 
  come under attack, or otherwise enter encounter mode, the 
  spell ends for all targets just after they roll initiative, and they 
  drift gently to the ground.
  WISH 
  SPELL 10
  DIVINATION
  Traditions arcane
  Cast � material, somatic, verbal
  You state a wish, making your greatest desire come true. A 
  wish spell can produce any one of the following effects.
  • Duplicate any arcane spell of 9th level or lower.
  • Duplicate any non-arcane spell of 7th level or lower.
  • Produce any effect whose power level is in line with 
  the above effects.
  • Reverse certain effects that refer to the wish spell.
  The GM might allow you to try using wish to produce 
  greater effects than these, but doing so might be dangerous 
  or the spell might have only a partial effect.
  ZEALOUS CONVICTION 
  SPELL 6
  ENCHANTMENT
  Traditions divine, occult
  Cast � somatic, verbal
  Range 30 feet; Targets up to 10 willing creatures
  Duration 10 minutes
  You bypass your targets’ rational minds, instilling them with 
  unshakable conviction and zeal. The targets each gain 12 
  temporary Hit Points and a +2 status bonus to Will saves 
  against mental effects, as their faith overrides the signals from 
  their own bodies and minds. If you tell a target to do something, 
  it must comply with your request, though if it would normally 
  find the task repugnant, it can attempt a Will save at the end 
  of its turn each round due to the cognitive dissonance. On a 
  success, it ends the spell’s effects on itself entirely. 
  Heightened (9th) The temporary Hit Points increase to 18, and 
  the status bonus to Will saves increases to +3.
  ZONE OF TRUTH 
  SPELL 3
  UNCOMMON
  ENCHANTMENT
  MENTAL
  Traditions divine, occult
  Cast � somatic, verbal
  Range 30 feet; Area 20-foot burst
  Saving Throw Will; Duration 10 minutes
  You designate an area in which creatures are compelled 
  to speak only truth. Creatures within or entering the area 
  have difficulty lying. Each potentially affected creature 
  must attempt a Will save when the spell is cast or when the 
  creature first enters the area. It uses the results of this initial 
  save if it leaves and reenters the area. Affected creatures 
  are aware of this enchantment; therefore, they can avoid 
  answering questions to which they would normally respond 
  with a lie, or they can be evasive as long as they remain within 
  the boundaries of the truth.
  Critical Success The target is unaffected.
  Success The target takes a –2 status penalty to Deception checks.
  Failure The target can’t speak any deliberate and intentional 
  lies, and it takes a –2 status penalty to Deception checks.
  Critical Failure The target can’t speak any deliberate 
  and intentional lies and takes a –4 status penalty to 
  Deception checks.
  385
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  BARD
  Bards can gain the following composition spells. This 
  section also includes their composition cantrips.
  ALLEGRO 
  CANTRIP 7
  UNCOMMON
  BARD
  CANTRIP
  COMPOSITION EMOTION ENCHANTMENT MENTAL
  Cast � verbal
  Range 30 feet; Targets 1 ally
  Duration 1 round
  You perform rapidly, speeding up your ally. The ally becomes 
  quickened and can use the additional action to Strike, Stride, 
  or Step.
  COUNTER PERFORMANCE 
  FOCUS 1
  UNCOMMON
  BARD
  COMPOSITION
  ENCHANTMENT
  FORTUNE
  MENTAL
  Cast � somatic or verbal
  Trigger You or an ally within 60 feet rolls a saving throw 
  against an auditory or visual effect.
  Area 60-foot emanation
  Your performance protects you and your allies. Roll a 
  Performance check for a type you know: an auditory 
  performance if the trigger was auditory, or a visual one for 
  a visual trigger. You and allies in the area can use the better 
  result between your Performance check and the saving throw.
  DIRGE OF DOOM 
  CANTRIP 3
  UNCOMMON
  BARD
  CANTRIP
  COMPOSITION
  EMOTION ENCHANTMENT
  FEAR
  MENTAL
  Cast � verbal
  Area 30-foot emanation
  Duration 1 round
  Foes within the area are frightened 1. They can’t reduce their 
  frightened value below 1 while they remain in the area. 
  FATAL ARIA 
  FOCUS 10
  UNCOMMON
  BARD
  COMPOSITION
  DEATH
  EMOTION ENCHANTMENT MENTAL
  Cast � verbal
  Range 30 feet; Targets 1 creature
  You perform music so perfect that the target may die of joy 
  or sorrow. Once targeted, the creature becomes temporarily 
  immune for 1 minute. The effect of the spell depends on the 
  target’s level and current Hit Points.
  16th or Lower The target dies instantly.
  17th If the target has 50 Hit Points or fewer, it dies instantly; 
  otherwise, it drops to 0 Hit Points and becomes dying 1.
  18th or Higher The target takes 50 damage. If this brings it to 
  0 Hit Points, it dies instantly.
  HOUSE OF IMAGINARY WALLS 
  CANTRIP 5
  UNCOMMON
  BARD
  CANTRIP
  COMPOSITION
  ILLUSION
  VISUAL
  Cast � somatic 
  Range touch
  Duration 1 round
  You mime creating an invisible 10-foot-by-10-foot stretch of 
  wall adjacent to you and within your reach. The wall is solid 
  to those creatures that don’t disbelieve it, even incorporeal 
  creatures. You and your allies can voluntarily believe the wall 
  exists to continue to treat it as solid, for instance to climb 
  onto it. A creature that disbelieves the illusion is temporarily 
  immune to your house of imaginary walls for 1 minute. The 
  wall doesn’t block creatures that didn’t see your visual 
  performance, nor does it block objects. The wall has AC 10, 
  Hardness equal to double the spell’s level, and HP equal to 
  quadruple the spell’s level.
  INSPIRE COMPETENCE 
  CANTRIP 1
  UNCOMMON
  BARD
  CANTRIP
  COMPOSITION EMOTION ENCHANTMENT MENTAL
  Cast � verbal
  Range 60 feet; Targets 1 ally
  Duration 1 round
  Your encouragement inspires your ally to succeed at a task. 
  This counts as having taken sufficient preparatory actions to 
  Aid your ally on a skill check of your choice, regardless of the 
  circumstances. When you later use the Aid reaction, you can 
  roll Performance instead of the normal skill check, and if you 
  roll a failure, you get a success instead. If you are legendary in 
  Performance, you automatically critically succeed.
  The GM might rule that you can’t use this ability if the act 
  of encouraging your ally would interfere with the skill check 
  (such as a check to Sneak quietly or maintain a disguise). 
  INSPIRE COURAGE 
  CANTRIP 1
  UNCOMMON
  BARD
  CANTRIP
  COMPOSITION EMOTION ENCHANTMENT MENTAL
  Cast � verbal
  Area 60-foot emanation
  Duration 1 round
  You inspire your allies with words or tunes of encouragement. 
  You and all allies in the area gain a +1 status bonus to attack 
  rolls, damage rolls, and saves against fear effects.
  INSPIRE DEFENSE 
  CANTRIP 2
  UNCOMMON
  BARD
  CANTRIP
  COMPOSITION EMOTION ENCHANTMENT MENTAL
  Cast � verbal
  Area 60-foot emanation
  Duration 1 round
  Focus Spells
  Some classes gain special spells that they cast using Focus Points instead of spell slots. 
  These focus spells are listed below, organized by class. The full rules for casting focus 
  spells appear on page 300.
  Core Rulebook
  386
  
  You inspire your allies to protect themselves more effectively. 
  You and all allies in the area gain a +1 status bonus to AC and 
  saving throws, as well as resistance equal to half the spell’s 
  level to physical damage.
  INSPIRE HEROICS 
  FOCUS 4
  UNCOMMON
  BARD
  ENCHANTMENT
  Cast � verbal
  You call upon your muse to greatly increase the benefits you 
  provide to your allies with your inspire courage or inspire 
  defense composition. If your next action is to cast inspire 
  courage or inspire defense, attempt a Performance check. 
  The DC is usually a very hard DC of a level equal to that of 
  the highest-level target of your composition, but the GM can 
  assign a different DC based on the circumstances. The effect 
  of your inspire courage or inspire defense composition depends 
  on the result of your check.
  Critical Success The status bonus from your inspire courage or 
  inspire defense increases to +3.
  Success The status bonus from inspire courage or inspire 
  defense increases to +2.
  Failure Your inspire courage or inspire defense provides only 
  its normal bonus of +1, but you don’t spend the Focus Point 
  for casting this spell.
  LINGERING COMPOSITION 
  FOCUS 1
  UNCOMMON
  BARD
  ENCHANTMENT
  Cast � verbal
  You add a flourish to your composition to extend its benefits. 
  If your next action is to cast a cantrip composition with a 
  duration of 1 round, attempt a Performance check. The DC 
  is usually a standard-difficulty DC of a level equal to the 
  highest-level target of your composition, but the GM can 
  assign a different DC based on the circumstances. The effect 
  depends on the result of your check.
  Critical Success The composition lasts 4 rounds.
  Success The composition lasts 3 rounds.
  Failure The composition lasts 1 round, but you don’t spend the 
  Focus Point for casting this spell.
  LOREMASTER’S ETUDE 
  FOCUS 1
  UNCOMMON
  BARD
  DIVINATION
  FORTUNE
  Cast � somatic
  Trigger You or an ally within range attempts a skill check to 
  Recall Knowledge
  Range 30 feet; Targets you or the triggering ally
  You call upon your muse’s deep mysteries, granting the target a 
  greater ability to think and recall information. Roll the triggering 
  Recall Knowledge skill check twice and use the better result.
  SOOTHING BALLAD 
  FOCUS 7
  UNCOMMON
  BARD
  COMPOSITION EMOTION ENCHANTMENT HEALING MENTAL
  Cast � somatic, verbal
  Range 30 feet; Targets you and up to 9 allies
  You draw upon your muse to soothe your allies. Choose one of 
  the following three effects:
  • The spell attempts to counteract fear effects on 
  the targets.
  • The spell attempts to counteract effects imposing 
  paralysis on the targets.
  • The spell restores 7d8 Hit Points to the targets.
  Heightened (+1) When used to heal, soothing ballad restores 
  1d8 more Hit Points.
  TRIPLE TIME 
  CANTRIP 2
  UNCOMMON
  BARD
  CANTRIP
  COMPOSITION EMOTION ENCHANTMENT MENTAL
  Cast � somatic
  Area 60-foot emanation
  Duration 1 round
  You dance at a lively tempo, speeding your allies’ movement. 
  You and all allies in the area gain a +10-foot status bonus to all 
  Speeds for 1 round.
  CHAMPION
  Champions can gain the following devotion spells.
  CHAMPION’S SACRIFICE 
  FOCUS 6
  UNCOMMON
  ABJURATION
  CHAMPION
  Cast � somatic
  Trigger An ally is hit by a Strike, or an ally fails a saving throw 
  against an effect that doesn’t affect you.
  Range 30 feet; Targets 1 ally
  You form a link with an ally, allowing you to take harm in 
  their stead. All the effects of the hit or failed save are applied 
  to you instead of the ally. For example, if the target critically 
  fails a saving throw against a fireball, you would take double 
  damage. These effects ignore any resistances, immunities, or 
  other abilities you have that might mitigate them in any way, 
  although those of the target apply before you take the effect.
  HERO’S DEFIANCE 
  FOCUS 10
  UNCOMMON
  CHAMPION
  HEALING
  NECROMANCY
  POSITIVE
  Cast � verbal
  Trigger An attack would bring you to 0 Hit Points.
  You shout in defiance, filling you with a sudden burst of healing. 
  Just before applying the attack’s damage, you recover 10d4+20 
  Hit Points. If this is enough to prevent the attack from bringing 
  you to 0 Hit Points, you don’t become unconscious or dying. 
  Either way, cheating death is difficult, and you can’t use hero’s 
  defiance again until you Refocus or the next time you prepare. 
  Hero’s defiance cannot be used against effects with the death 
  trait or that would leave no remains, such as disintegrate.
  LAY ON HANDS 
  FOCUS 1
  UNCOMMON
  CHAMPION
  HEALING
  NECROMANCY
  POSITIVE
  Cast � somatic
  Range touch; Targets 1 willing living creature or 1 undead creature
  Your hands become infused with positive energy, healing a 
  living creature or damaging an undead creature with a touch. 
  If you use lay on hands on a willing living target, you restore 
  6 Hit Points; if the target is one of your allies, they also gain a 
  387
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  +2 status bonus to AC for 1 round. Against an undead target, 
  you deal 1d6 damage and it must attempt a basic Fortitude 
  save; if it fails, it also takes a –2 status penalty to AC for 1 round.
  Heightened (+1) The amount of healing increases by 6, and the 
  damage to an undead target increases by 1d6.
  LITANY AGAINST SLOTH 
  FOCUS 5
  UNCOMMON
  CHAMPION
  EVOCATION
  GOOD
  LITANY
  Cast � verbal
  Range 30 feet; Targets 1 evil creature
  Saving Throw Will; Duration 1 round
  Your litany rails against the sin of sloth, interfering with the 
  target’s ability to react. The target must attempt a Will save. 
  A particularly slothful creature, such as a sloth demon, uses 
  the outcome one degree of success worse than the result of 
  its saving throw. The target becomes temporarily immune to 
  all of your litanies for 1 minute.
  Critical Success The target is unaffected.
  Success The target can’t use reactions.
  Failure The target can’t use reactions and is slowed 1.
  Critical Failure The target can’t use reactions and is slowed 2.
  LITANY AGAINST WRATH 
  FOCUS 3
  UNCOMMON
  CHAMPION
  EVOCATION
  GOOD
  LITANY
  Cast � verbal
  Range 30 feet; Targets 1 evil creature
  Saving Throw Will; Duration 1 round
  Your litany rails against the sin of wrath, punishing the target 
  for attacking good creatures. The target must attempt a Will 
  save. A particularly wrathful creature, such as a wrath demon, 
  uses the outcome one degree of success worse than the result 
  of its saving throw. The target then becomes temporarily 
  immune to all of your litanies for 1 minute.
  Critical Success The target is unaffected.
  Success The first time the target uses an action that deals 
  damage to at least one good creature, the target takes 
  3d6 good damage.
  Failure Each time the target uses an action that deals damage to 
  at least one good creature, the target takes 3d6 good damage.
  Critical Failure The target is enfeebled 2. Each time it uses an 
  action that deals damage to at least one good creature, the 
  target takes 3d6 good damage. 
  Heightened (+1) The damage increases by 1d6.
  LITANY OF RIGHTEOUSNESS 
  FOCUS 7
  UNCOMMON
  CHAMPION
  EVOCATION
  GOOD
  LITANY
  Cast � verbal
  Range 30 feet; Targets 1 evil creature
  Duration 1 round
  Your litany denounces an evildoer, rendering it susceptible 
  to the powers of good. The target gains weakness 7 to good. 
  The target then becomes temporarily immune to all of your 
  litanies for 1 minute.
  Heightened (+1) The weakness increases by 1.
  Core Rulebook
  388
  
  CLERIC
  Clerics can gain the following domain spells by selecting 
  the Domain Initiate or Advanced Domain feat.
  AGILE FEET 
  FOCUS 1
  UNCOMMON
  CLERIC
  TRANSMUTATION
  Domain travel
  Cast � somatic
  Duration until the end of the current turn
  The blessings of your god make your feet faster and your 
  movements more fluid. You gain a +5-foot status bonus to 
  your Speed and ignore difficult terrain. As part of casting 
  agile feet, you can Stride or Step; you can instead Burrow, 
  Climb, Fly, or Swim if you have the appropriate Speed.
  APPEARANCE OF WEALTH 
  FOCUS 1
  UNCOMMON
  CLERIC
  ILLUSION
  Domain wealth
  Cast � material, verbal
  Range 30 feet; Area 5-foot burst
  Saving Throw Will; Duration sustained up to 1 minute
  You create a brief vision of immense wealth filling the 
  spell’s area. Each creature within 20 feet of the area that 
  could be enticed by material wealth must attempt a Will 
  saving throw. A creature that enters the area automatically 
  disbelieves the illusion, and disbelieving the illusion ends 
  any fascinated condition imposed by the spell. As long as 
  you Sustain the Spell, other creatures react to the treasure 
  like they would any other illusion, but they are not at risk of 
  becoming fascinated.
  Critical Success The creature disbelieves the illusion and is 
  unaffected by it.
  Success The creature is fascinated by the wealth until it has 
  completed its first action on its next turn.
  Failure The creature is fascinated by the illusion.
  ARTISTIC FLOURISH 
  FOCUS 4 
  UNCOMMON
  CLERIC
  TRANSMUTATION
  Domain creation
  Cast � material, somatic
  Range 15 feet; Targets 1 item or work of art that fits entirely 
  within the range
  Duration 10 minutes
  You transform the target to make it match your artisanal 
  and artistic vision. If you have expert proficiency in 
  Crafting, the item grants a +1 item bonus to attack rolls 
  if it’s a weapon or skill checks if it’s a skill tool. The target 
  is a beautiful and impressive piece for its new quality, but 
  the effect is obviously temporary, so its monetary value 
  doesn’t change.
  When you cast this spell, any previous artistic flourish you 
  had cast ends.
  Heightened (7th) If you have master proficiency in Crafting, 
  the item grants a +2 item bonus instead. 
  Heightened (10th) If you have legendary proficiency in 
  Crafting, the item grants a +3 item bonus instead.
  ATHLETIC RUSH  
  FOCUS 1
  UNCOMMON
  CLERIC
  TRANSMUTATION
  Domain might
  Cast � somatic
  Duration 1 round
  Your body fills with physical power and skill. You gain a +10-
  foot status bonus to Speed and a +2 status bonus to Athletics 
  checks. As a part of Casting this Spell, you can use a Stride, 
  Leap, Climb, or Swim action. The spell’s bonuses apply during 
  that action.
  BIT OF LUCK 
  FOCUS 1
  UNCOMMON
  CLERIC
  DIVINATION
  FORTUNE
  Domain luck
  Cast � somatic, verbal
  Range 30 feet; Targets 1 willing creature
  Duration 1 minute
  You tilt the scales of luck slightly to protect a creature from 
  disaster. When the target would attempt a saving throw, it 
  can roll twice and use the better result. Once it does this, the 
  spell ends.
  If you cast bit of luck again, any previous bit of luck you 
  cast that’s still in effect ends. After a creature has been 
  targeted with bit of luck, it becomes temporarily immune for 
  24 hours.
  BLIND AMBITION 
  FOCUS 1
  UNCOMMON
  CLERIC
  EMOTION
  ENCHANTMENT
  MENTAL
  Domain ambition
  Cast � somatic, verbal
  Range 60 feet; Targets 1 creature
  Saving Throw Will; Duration 10 minutes
  You strengthen a target’s ambition, increase its resentment of 
  allies, and make its allegiances more susceptible to change. 
  The target must attempt a Will save.
  Critical Success The target is unaffected.
  Success The target takes a –1 status penalty to its saving 
  throws and other defenses against attempts to Coerce it, 
  Request something of it, or use mental effects to convince 
  it to do something (such as a suggestion spell). This penalty 
  applies only if the target is being encouraged to advance its 
  own ambitions.
  Failure As success, but the penalty is –2.
  Critical Failure The target is overcome with ambition, taking 
  whatever actions would advance its own agenda over those 
  of anyone else, even without attempts to convince it.
  CAPTIVATING ADORATION 
  FOCUS 4
  UNCOMMON
  CLERIC
  EMOTION
  ENCHANTMENT
  MENTAL
  VISUAL
  Domain passion
  Cast � somatic, verbal 
  Area 15-foot emanation
  Saving Throw Will; Duration 1 minute
  You become intensely entrancing, and creatures are distracted 
  by you as long as they remain within the area. You can exclude 
  any creatures you choose from the effects.
  389
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  When a creature enters the area for the first time, it must 
  attempt a Will saving throw. If a creature leaves and reenters, 
  it uses the results of its original save.
  Critical Success The creature is unaffected and temporarily 
  immune for 1 hour.
  Success The creature is fascinated with you for its next action, 
  then is temporarily immune for 1 hour.
  Failure The creature is fascinated with you.
  Critical Failure The creature is fascinated with you, and its 
  attitude toward you improves by one step.
  Heightened (+1) Increase the size of the emanation by 15 feet.
  CHARMING TOUCH  
  FOCUS 1
  UNCOMMON
  CLERIC
  EMOTION
  ENCHANTMENT
  INCAPACITATION
  MENTAL
  Domain passion
  Cast � somatic
  Range touch; Targets 1 humanoid creature that could find you 
  attractive
  Saving Throw Will; Duration 10 minutes 
  You infuse your target with attraction, causing it to act 
  friendlier toward you. The target attempts a Will save. It gains 
  a +4 circumstance bonus to this save if you or your allies 
  recently threatened or were hostile to it.
  Critical Success The target is unaffected and aware you tried 
  to charm it. 
  Success The target is unaffected but thinks your spell was 
  something harmless instead of charming touch, unless it 
  identifies the spell (usually with Identify Magic).
  Failure The target’s attitude becomes friendly toward you. If it 
  was friendly, it becomes helpful. It can’t use hostile actions 
  against you.
  Critical Failure The target is helpful and can’t use hostile 
  actions against you.
  You can Dismiss the spell. If you use hostile actions against the 
  target, the spell ends. After the spell ends, the target doesn’t 
  necessarily realize it was charmed unless its friendship with 
  you or the actions you convinced it to take clash with its 
  expectations, which could potentially allow you to convince 
  the target to continue being your friend via mundane means. 
  Heightened (4th) You can target any type of creature, not just 
  humanoids, as long as it could find you attractive.
  CLOAK OF SHADOW 
  FOCUS 1
  UNCOMMON
  CLERIC
  DARKNESS
  EVOCATION
  SHADOW
  Domain darkness
  Cast � somatic
  Range touch; Targets 1 willing creature
  Duration 1 minute
  You drape the target in a mantle of swirling shadows that 
  make it harder to see. The cloak reduces bright light within 
  a 20-foot emanation to dim light. This is a form of magical 
  darkness and can therefore overcome non-magical light or 
  attempt to counteract magical light as described on page 458.
  The target can use concealed condition gained from the 
  shadows to Hide, though observant creatures can still follow 
  the moving aura of shadow, making it difficult for the target 
  to become completely undetected. The target can use an 
  Interact action to remove the cloak and leave it behind as a 
  decoy, where it remains, reducing light for the rest of the spell’s 
  duration. If anyone picks up the cloak after it’s been removed 
  by the original target, the cloak evaporates and the spell ends.
  COMMANDING LASH 
  FOCUS 4
  UNCOMMON
  CLERIC
  ENCHANTMENT
  INCAPACITATION
  MENTAL
  Domain tyranny
  Cast � verbal
  Requirements Your most recent action dealt damage to a 
  target.
  Range 100 feet; Targets A creature you dealt damage to on 
  your most recent action.
  Saving Throw Will; Duration until the end of the target’s next turn
  With the threat of more pain, you compel a creature you’ve 
  recently harmed. You issue a command to the target, with the 
  effects of the spell command.
  COMPETITIVE EDGE 
  FOCUS 4
  UNCOMMON
  CLERIC
  EMOTION
  ENCHANTMENT
  MENTAL
  Domain ambition
  Cast � verbal
  Duration sustained up to 1 minute
  Your competitiveness drives you to prove yourself against 
  the opposition. You gain a +1 status bonus to attack rolls and 
  skill checks. If an enemy within 20 feet critically succeeds at 
  an attack roll or skill check, your status bonus increases to 
  +3 attack rolls or that specific skill check (whichever the foe 
  critically succeeded at) for 1 round.
  Heightened (7th) Increase the base bonus to +2 and the 
  increased bonus after an enemy critically succeeds to +4.
  CRY OF DESTRUCTION 
  FOCUS 1
  UNCOMMON
  CLERIC
  EVOCATION
  SONIC
  Domain destruction
  Cast � somatic, verbal
  Area 15-foot cone
  Saving Throw basic Fortitude
  Your voice booms, smashing what’s in front of you. Each creature 
  and unattended object in the area takes 1d8 sonic damage. If 
  you already dealt damage to an enemy this turn with a Strike or 
  spell, increase the damage dice from this spell to d12s.
  Heightened (+1) The damage increases by 1d8.
  DARKENED EYES 
  FOCUS 4
  UNCOMMON
  CLERIC
  DARKNESS
  TRANSMUTATION
  Domain darkness
  Cast � somatic, verbal
  Range 60 feet; Targets 1 creature 
  Saving Throw Fortitude; Duration varies
  You infuse a creature’s vision with darkness. After attempting 
  its save, the target becomes temporarily immune for 24 hours.
  Critical Success The target is unaffected.
  Success The target’s darkvision or low-light vision is suppressed 
  for 1 round.
  Core Rulebook
  390
  
  Failure As success, but the duration is 1 minute. 
  Critical Failure As success, but the duration is 1 minute, and 
  the target is also blinded for the duration. It can attempt 
  a new save at the end of each of its turns. If it succeeds, 
  it’s no longer blinded, but its darkvision or low-light vision 
  remains suppressed.
  DAZZLING FLASH  
  FOCUS 1
  UNCOMMON
  CLERIC
  EVOCATION
  LIGHT
  VISUAL
  Domain sun
  Cast � material, verbal
  Area 15-foot cone
  Saving Throw Fortitude
  You raise your religious symbol and create a blinding flash of 
  light. Each creature in the area must attempt a Fortitude save.
  Critical Success The creature is unaffected.
  Success The creature is dazzled for 1 round. 
  Failure The creature is blinded for 1 round and dazzled for 1 
  minute. The creature can spend an Interact action rubbing 
  its eyes to end the blinded condition.
  Critical Failure The creature is blinded for 1 round and dazzled 
  for 1 hour.
  Heightened (3rd) The area increases to a 30-foot cone.
  DEATH’S CALL 
  FOCUS 1
  UNCOMMON
  CLERIC
  NECROMANCY
  Domain death
  Cast � verbal
  Trigger A living creature within 20 feet of you dies, or an 
  undead creature within 20 feet of you is destroyed.
  Duration 1 minute
  Seeing another pass from this world to the next invigorates you. 
  You gain temporary Hit Points equal to the triggering creature’s 
  level plus your Wisdom modifier. If the triggering creature was 
  undead, double the number of temporary Hit Points you gain . 
  These last for the duration of the spell, and the spell ends if all 
  the temporary Hit Points are depleted earlier.
  DELUSIONAL PRIDE 
  FOCUS 4
  UNCOMMON
  CLERIC
  EMOTION
  ENCHANTMENT
  MENTAL
  Domain confidence
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature 
  Saving Throw Will; Duration varies
  You make the target overconfident, leading it to ascribe failure 
  to external factors. If the target fails at an attack roll or skill 
  check, it takes a –1 status penalty to attack rolls and skill 
  checks until the end of its turn (or the end of its next turn, if it 
  attempted the roll outside its turn). If the creature fails a second 
  time while taking this penalty, the penalty increases to –2. The 
  duration depends on the target’s Will save. After attempting its 
  save, the creature becomes temporarily immune for 24 hours.
  Critical Success The target is unaffected.
  Success The duration is 1 round.
  Failure The duration is 10 minutes.
  Critical Failure The duration is 24 hours.
  DESTRUCTIVE AURA 
  FOCUS 4
  UNCOMMON
  CLERIC
  EVOCATION
  Domain destruction
  Cast � somatic, verbal
  Area 15-foot emanation
  Duration 1 minute
  Swirling sands of divine devastation surround you, weakening 
  the defenses of all they touch. Reduce the resistances of 
  creatures in the area (including yourself) by 2.
  Heightened (+2) Reduce the resistances by an additional 2.
  DISPERSE INTO AIR 
  FOCUS 4
  UNCOMMON
  AIR
  CLERIC
  POLYMORPH
  TRANSMUTATION
  Domain air
  Cast � somatic
  Trigger You take damage from an enemy or a hazard.
  After taking the triggering damage, you transform into air. Until 
  the end of the current turn, you can’t be attacked or targeted, you 
  don’t take up space, you can’t act, and any auras or emanations 
  you have are suppressed. At the end of the turn, you re-form in 
  any space you can occupy within 15 feet of where you were when 
  you dispersed. Any auras or emanations you had are restored as 
  long as their duration didn’t run out while you were dispersed.
  DOWNPOUR 
  FOCUS 4
  UNCOMMON
  CLERIC
  EVOCATION
  WATER
  Domain water
  Cast � somatic, verbal
  Range 120 feet; Area 30-foot burst
  Duration 1 minute
  You call forth a torrential downpour, which extinguishes non-
  magical flames. Creatures in the area are concealed and gain 
  fire resistance 10. Creatures outside the area are concealed to 
  those inside the area. Creatures with weakness to water that 
  end their turns in the area take damage equal to their weakness. 
  Heightened (+1) The fire resistance increases by 2.
  DREAMER’S CALL 
  FOCUS 4
  UNCOMMON
  CLERIC
  ENCHANTMENT
  INCAPACITATION
  MENTAL
  Domain dreams
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Will; Duration until the end of the target’s next turn
  The target becomes distracted and suggestible, inundated by 
  vivid daydreams.
  Critical Success The target is unaffected.
  Success The target’s attention wavers. It becomes flat-footed 
  and fascinated by its daydreams.
  Failure As success, except that you appear in the dream and 
  give a suggestion. This can be to approach you, run away 
  (as if it had the fleeing condition), Release what it’s holding, 
  Drop Prone, or stand in place. The creature follows this 
  course of action as its first action after you Cast the Spell.
  Critical Failure As failure, but the target follows the course 
  of action for as many actions as possible for the spell’s 
  duration, and it does nothing else.
  391
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  ENDURING MIGHT 
  FOCUS 4
  UNCOMMON
  ABJURATION
  CLERIC
  Domain might
  Cast � somatic
  Trigger An attack or effect would deal damage to you.
  Your own might mingles with divine power to protect you. You 
  gain resistance equal to 8 plus your Strength modifier against 
  all damage from the triggering attack or effect.
  Heightened (+1) The resistance increases by 2.
  ERADICATE UNDEATH 
  FOCUS 4
  UNCOMMON
  CLERIC
  NECROMANCY
  POSITIVE
  Domain death
  Cast � somatic, verbal
  Area 30-foot cone
  Saving Throw basic Fortitude
  A massive deluge of life energy causes the undead to 
  fall apart. Each undead creature in the area takes 4d12 
  positive damage.
  Heightened (+1) The damage increases by 1d12.
  FACE IN THE CROWD 
  FOCUS 1
  UNCOMMON
  CLERIC
  ILLUSION
  VISUAL
  Domain cities
  Cast � somatic
  Duration 1 minute
  While in a crowd of roughly similar creatures, your appearance 
  becomes bland and nondescript. You gain a +2 status bonus 
  to Deception and Stealth checks to go unnoticed among the 
  crowd, and you ignore difficult terrain caused by the crowd.
  Heightened (3rd) The spell gains a range of 10 feet and can 
  target up to 10 creatures.
  FIRE RAY 
  FOCUS 1
  UNCOMMON
  ATTACK
  CLERIC
  EVOCATION
  FIRE
  Domain fire
  Cast � somatic, verbal
  Range 60 feet; Targets 1 creature or object
  A blazing band of fire arcs through the air. Make a spell attack 
  roll. The ray deals 2d6 fire damage.
  Critical Success The ray deals double damage and 1d4 
  persistent fire damage.
  Success The ray deals full damage.
  Heightened (+1) The ray’s initial damage increases by 2d6, 
  and the persistent fire damage on a critical success increases 
  by 1d4.
  FLAME BARRIER 
  FOCUS 4
  UNCOMMON
  ABJURATION
  CLERIC
  Domain fire
  Cast � verbal
  Trigger An effect would deal fire damage to either you or an 
  ally within range. 
  Range 60 feet; Targets the creature that would take fire damage
  Core Rulebook
  392
  
  You swiftly deflect incoming flames. The target gains fire 
  resistance 15 against the triggering effect.
  Heightened (+2) The resistance increases by 5.
  FORCED QUIET  
  FOCUS 1
  UNCOMMON
  ABJURATION
  CLERIC
  Domain secrecy
  Cast � material, somatic
  Range 30 feet; Targets 1 creature
  Saving Throw Fortitude; Duration varies
  You quiet the target’s voice, preventing it from giving away 
  valuable secrets. This doesn’t prevent the target from talking 
  or providing verbal spell components, but no creature more 
  than 10 feet away can hear its whispers without succeeding 
  at a Perception check against your spell DC, which might 
  interfere with auditory or linguistic effects as well as 
  communication. The spell’s duration depends on the target’s 
  Fortitude save. After attempting its save, the target becomes 
  temporarily immune for 24 hours.
  Critical Success The target is unaffected.
  Success The duration is 1 round.
  Failure The duration is 1 minute.
  Critical Failure The duration is 10 minutes.
  GLIMPSE THE TRUTH 
  FOCUS 4
  UNCOMMON
  CLERIC
  DIVINATION
  REVELATION
  Domain truth
  Cast � somatic
  Area 30-foot emanation
  Duration 1 round
  Divine insight lets you see things as they truly are. The GM 
  attempts a secret counteract check against each illusion that is 
  at least partially within the area. Instead of counteracting the 
  illusion, you see through it (for instance, if the check succeeds 
  against an illusory disguise spell, you see the creature’s true 
  form but illusory disguise doesn’t end).
  The area moves with you for the duration of the spell, and 
  the GM attempts a secret counteract check each time a new 
  illusion is within the area.
  Heightened (7th) You can allow everyone to see through 
  illusions you succeed against, not just yourself.
  HEALER’S BLESSING 
  FOCUS 1
  UNCOMMON
  CLERIC
  NECROMANCY
  Domain healing
  Cast � verbal
  Range 30 feet; Targets 1 willing living creature
  Duration 1 minute
  Your words bless a creature with an enhanced connection to 
  positive energy. When the target regains Hit Points from a 
  healing spell, it regains 1 additional Hit Point.
  The target regains additional Hit Points from healer’s 
  blessing only the first time it regains HP from a given healing 
  spell, so a spell that heals the creature repeatedly over a 
  duration would restore additional Hit Points only once.
  Heightened (+1) The additional healing increases by 2 HP.
  HURTLING STONE 
  FOCUS 1
  UNCOMMON
  ATTACK
  CLERIC
  EARTH
  EVOCATION
  Domain earth
  Cast � somatic
  Range 60 feet; Targets 1 creature
  You evoke a magical stone and throw it, with your god’s 
  presence guiding your aim. Make a spell attack roll against 
  the target. The stone deals bludgeoning damage equal to 1d6 
  plus your Strength modifier.
  Critical Success The stone deals double damage.
  Success The stone deals full damage.
  Heightened (+1) The stone’s damage increases by 1d6.
  KNOW THE ENEMY 
  FOCUS 4
  UNCOMMON
  CLERIC
  DIVINATION
  FORTUNE
  Domain knowledge
  Cast � somatic
  Trigger You roll initiative and can see a creature, you succeed 
  at an attack roll against a creature, or a creature fails a 
  saving throw against one of your spells.
  Use a Recall Knowledge action, rolling the appropriate skill 
  check to identify the triggering creature’s abilities. You can 
  roll your check twice and use the better result. 
  LOCALIZED QUAKE 
  FOCUS 4
  UNCOMMON
  CLERIC
  EARTH
  TRANSMUTATION
  Domain earth
  Cast � somatic, verbal
  Area 15-foot emanation or 15-foot cone
  Saving Throw Reflex
  You shake the earth, toppling nearby creatures. Choose 
  whether the spell’s area is a 15-foot emanation or a 15-foot 
  cone when you cast it. Each creature in the area standing on 
  solid ground may take 4d6 bludgeoning damage and must 
  attempt a Reflex saving throw.
  Critical Success The creature is unaffected.
  Success The creature takes half damage.
  Failure The creature takes full damage and falls prone.
  Critical Failure The creature takes double damage and 
  falls prone.
  Heightened (+1) Increase the damage by 2d6.
  LUCKY BREAK 
  FOCUS 4
  UNCOMMON
  CLERIC
  DIVINATION
  FORTUNE
  Domain luck
  Cast � verbal
  Trigger You fail (but don’t critically fail) a saving throw.
  Reroll the saving throw and use the better result. You then 
  become temporarily immune for 10 minutes.
  MAGIC’S VESSEL 
  FOCUS 1
  UNCOMMON
  CLERIC
  ENCHANTMENT
  Domain magic
  Cast � somatic
  Range touch; Targets 1 creature
  Duration sustained up to 1 minute
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  A creature becomes a receptacle for pure magical energy sent 
  by your deity. The target gains a +1 status bonus to saving 
  throws. Each time you Cast a Spell from your spell slots, you 
  automatically Sustain this Spell and grant its target resistance 
  to damage from spells until the start of your next turn. This 
  resistance is equal to the level of the spell you cast.
  MALIGNANT SUSTENANCE 
  FOCUS 4
  UNCOMMON
  CLERIC
  NECROMANCY
  NEGATIVE
  Domain undeath
  Cast � somatic, verbal
  Range touch; Targets 1 willing undead creature 
  Duration 1 minute
  You embed a seed of negative energy in an undead creature, 
  restoring its unnatural vigor. The target gains fast healing 7. 
  This healing comes from negative energy, so it heals the 
  undead rather than damaging it.
  Heightened (+1) The fast healing increases by 2.
  MOONBEAM 
  FOCUS 1
  UNCOMMON
  ATTACK
  CLERIC
  EVOCATION
  FIRE
  LIGHT
  Domain moon
  Cast � somatic, verbal
  Range 120 feet; Targets 1 creature or object
  You shine a ray of moonlight. Make a spell attack roll. The beam 
  of light deals 1d6 fire damage. Moonbeam deals silver damage 
  for the purposes of weaknesses, resistances, and the like.
  Critical Success The beam deals double damage, and the 
  target is dazzled for 1 minute.
  Success The beam deals full damage, and the target is dazzled 
  for 1 round.
  Heightened (+1) The ray’s damage increases by 1d6.
  MYSTIC BEACON  
  FOCUS 4
  UNCOMMON
  CLERIC
  EVOCATION
  Domain magic
  Cast � somatic
  Range 30 feet; Targets 1 willing creature
  Duration until the start of your next turn
  The next damaging or healing spell the target casts before the 
  start of your next turn deals damage or restores Hit Points 
  as if the spell were heightened 1 level higher than its actual 
  level. The spell otherwise functions at its actual level. Once the 
  target casts the spell, mystic beacon ends.
  NATURE’S BOUNTY  
  FOCUS 4
  UNCOMMON
  CLERIC
  CONJURATION
  PLANT
  POSITIVE
  Domain nature
  Cast � somatic
  Requirements You have a free hand.
  A palm-sized raw fruit or vegetable appears in your open hand. 
  You choose the specific type of food. A creature can consume 
  the food with an Interact action to regain 3d10+12 Hit Points 
  and be nourished as if it had eaten a meal. If uneaten, the food 
  rots and crumbles to dust after 1 minute.
  Heightened (+1) The Hit Points restored increase by 6.
  OVERSTUFF 
  FOCUS 1
  UNCOMMON
  CLERIC
  TRANSMUTATION
  Domain indulgence
  Cast � somatic, verbal
  Range 30 feet; Targets 1 living creature
  Saving Throw Fortitude
  Huge amounts of food and drink fill the target. It receives a full 
  meal’s worth of nourishment and must attempt a Fortitude save. 
  Critical Success The target is unaffected.
  Success The target is sickened 1, but if it spends an action to 
  end the condition, it succeeds automatically.
  Failure The target is sickened 1.
  Critical Failure The target is sickened 2.
  A target sickened by this spell takes a –10-foot status penalty 
  to its Speed until it’s no longer sickened.
  PERFECTED FORM 
  FOCUS 4
  UNCOMMON
  ABJURATION
  CLERIC
  FORTUNE
  Domain perfection
  Cast � somatic
  Trigger You fail a saving throw against a morph, petrification, 
  or polymorph effect.
  Reroll the saving throw and use the better result.
  PERFECTED MIND 
  FOCUS 1
  UNCOMMON
  ABJURATION
  CLERIC
  Domain perfection
  Cast � verbal
  You meditate upon perfection to remove all distractions 
  from your mind. Attempt a new Will save against one mental 
  effect currently affecting you that required a Will save. Use 
  the result of this new save to determine the outcome of the 
  mental effect, unless the new save would have a worse result 
  than the original save, in which case nothing happens. You can 
  use perfected mind against a given effect only once.
  POSITIVE LUMINANCE 
  FOCUS 4
  UNCOMMON
  CLERIC
  LIGHT
  NECROMANCY
  POSITIVE
  Domain sun
  Cast � somatic
  Duration 1 minute 
  Drawing life force into yourself, you become a beacon of 
  positive energy. You glow with bright light in a 10-foot 
  emanation, and you gain an internal pool of light called a 
  luminance reservoir, which begins with a value of 4. At the 
  start of each of your turns, you can use a free action to 
  increase the luminance reservoir by 4. If you do, the radius of 
  your light increases by 10 feet.
  If an undead creature damages you with an attack or spell 
  while it’s within the area of your light, that creature takes 
  positive damage equal to half your luminance reservoir value. 
  It takes this damage only the first time it damages you in 
  a round.
  You can Dismiss this Spell. When you do, you can target 
  a creature within your light and direct the positive energy 
  into it. The target must be a willing living creature or an 
  Core Rulebook
  394
  
  undead creature. This heals a living target or damages 
  an undead target by an amount equal to your luminance 
  reservoir’s value.
  When you cast positive luminance, any other positive 
  luminance spell you already had in effect ends.
  Heightened (+1) Both the initial value of your luminance 
  reservoir and the amount you gain each turn increase by 1.
  PRECIOUS METALS 
  FOCUS 4
  UNCOMMON
  CLERIC
  TRANSMUTATION
  Domain wealth
  Cast � material
  Range touch; Targets 1 metal weapon, up to 10 pieces of metal 
  or metal-tipped ammunition, 1 suit of metal armor, or up to 
  1 bulk of metal material (such as coins)
  Duration 1 minute
  Your deity blesses base metals to transform them into precious 
  materials. The target item transforms from its normal metal into 
  cold iron, copper, gold, iron, silver, or steel (the details for these 
  metals are found on pages 577–579). An item transmuted in this 
  way deals damage according to its new material. For example, 
  a steel sword transmuted to cold iron would deal additional 
  damage to a creature with a weakness to cold iron.
  This change is clearly magical and temporary, so the item’s 
  monetary value doesn’t change; you couldn’t transmute copper 
  coins to gold and use those coins to purchase something or as 
  a cost for a spell.
  Heightened (8th) Add adamantine (page 578) and mithral 
  (page 579) to the list of metals you can transform the item into.
  PROTECTOR’S SACRIFICE 
  FOCUS 1
  UNCOMMON
  ABJURATION
  CLERIC
  Domain protection
  Cast � somatic
  Trigger An ally within 30 feet takes damage.
  Range 30 feet
  You protect your ally by suffering in their stead. Reduce the 
  damage the triggering ally would take by 3. You redirect 
  this damage to yourself, but your immunities, weaknesses, 
  resistances and so on do not apply.
  You aren’t subject to any conditions or other effects of 
  whatever damaged your ally (such as poison from a venomous 
  bite). Your ally is still subject to those effects even if you 
  redirect all of the triggering damage to yourself.
  Heightened (+1) The damage you redirect increases by 3.
  PROTECTOR’S SPHERE 
  FOCUS 4
  UNCOMMON
  ABJURATION
  CLERIC
  Domain protection
  Cast � somatic, verbal
  Area 15-foot emanation
  Duration sustained up to 1 minute
  A protective aura emanates out from you, safeguarding you 
  and your allies. You gain resistance 3 to all damage. Your allies 
  also gain this resistance while they are within the area.
  Heightened (+1) The resistance increases by 1.
  PULSE OF THE CITY 
  FOCUS 4
  UNCOMMON
  CLERIC
  DIVINATION
  SCRYING
  Domain cities
  Cast � material, somatic, verbal
  Range 25 miles
  You tap into the zeitgeist of the nearest settlement in range (if 
  any). You learn the name of the settlement, and you can utter a 
  special word to learn a brief summary of one significant event 
  happening in the settlement. Choose one of the following 
  words, which indicates the type of people involved and type 
  of event you learn about.
  • Wardens city guards, barristers, and judges (criminal 
  reports, busts, changes in routines, legal trials)
  • Titles nobles and politicians (high society weddings, 
  elite soirees, political rallies)
  • Masses common folk and merchants (gathering mobs, 
  major sales)
  When uttering your word, you can exclude events you already 
  know about, whether you know about them from this spell 
  or from other experiences. If you cast pulse of the city again 
  within 24 hours, you can say “echo” instead of another word 
  to get an update on the event you learned about the last time 
  you Cast the Spell.
  Pulse of the city reveals only publicly available or 
  observable information. You never learn clandestine 
  movements or other details people are specifically trying to 
  hide. The spell is also notoriously bad at overcoming magic 
  meant to avoid detection; it automatically fails to reveal 
  information about events involving creatures, places, or 
  objects affected by spells that could prevent or counteract 
  pulse of the city (such as nondetection).
  Heightened (5th) The range increases to 100 miles.
  PUSHING GUST 
  FOCUS 1
  UNCOMMON
  AIR
  CLERIC
  CONJURATION
  Domain air
  Cast � somatic, verbal
  Range 500 feet; Targets 1 creature
  Saving Throw Fortitude
  Giving the air a push, you buffet the target with a powerful 
  gust of wind; it must attempt a Fortitude save. 
  Critical Success The target is unaffected.
  Success The target is pushed 5 feet away from you. 
  Failure The target is pushed 10 feet away from you. 
  Critical Failure The target is pushed 10 feet away from you 
  and knocked prone. 
  READ FATE 
  FOCUS 1
  UNCOMMON
  CLERIC
  DIVINATION
  PREDICTION
  Domain fate
  Cast 1 minute (material, somatic, verbal)
  Range 10 feet; Targets 1 creature other than you
  You attempt to learn more about the target’s fate in the short 
  term, usually within the next day for most prosaic creatures, 
  or the next hour or less for someone likely to have multiple 
  rapid experiences, such as someone actively adventuring.
  395
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  You learn a single enigmatic word connected to the creature’s 
  fate in that time frame. Fate is notoriously inscrutable, and the 
  word isn’t necessarily meant to be taken at face value, so the 
  meaning is often clear only in hindsight. The GM rolls a secret 
  DC 6 flat check. If the creature’s fate is too uncertain, or on a 
  failed flat check, the spell yields the word “inconclusive.” Either 
  way, the creature is then temporarily immune for 24 hours.
  REBUKE DEATH 
  FOCUS 4
  UNCOMMON
  CLERIC
  HEALING
  NECROMANCY
  POSITIVE
  Domain healing
  Cast � to � (somatic)
  Area 20-foot emanation; Targets 1 living creature per action 
  spent to cast this spell
  You snatch creatures from the jaws of death. You can spend 1 
  to 3 actions Casting this Spell, and you can target a number of 
  creatures equal to the actions spent. Each target regains 3d6 Hit 
  Points. If the target had the dying condition, coming back from 
  dying due to this healing doesn’t increase its wounded condition.
  Heightened (+1) Increase the healing by 1d6.
  RETRIBUTIVE PAIN 
  FOCUS 4
  UNCOMMON
  ABJURATION
  CLERIC
  MENTAL
  NONLETHAL
  Domain pain
  Cast � somatic
  Trigger A creature in range damages you.
  Range 30 feet; Targets the triggering creature
  Saving Throw basic Fortitude
  You vengefully reflect your pain upon your tormentor. The 
  target takes mental damage equal to half the amount it dealt 
  to you when it triggered the spell. 
  SAFEGUARD SECRET  
  FOCUS 4
  UNCOMMON
  ABJURATION
  CLERIC
  MENTAL
  Domain secrecy
  Cast 1 minute (somatic, verbal)
  Range 10 feet; Targets you and any number of willing allies
  Duration 1 hour
  You ensure a secret remains safe from prying spies. Choose one 
  piece of information that at least some of the targets know; 
  you can target a creature only if it remains within range for the 
  full minute during which you Cast the Spell. The spell grants 
  those who know the piece of knowledge you have chosen a 
  +4 status bonus to skill checks (typically Deception checks) 
  to conceal this knowledge and to saving throws against spells 
  that specifically attempt to obtain this knowledge from them 
  and effects that would force them to reveal it.
  If you Cast this Spell again, any previous safeguard secret 
  you had cast ends.
  SAVOR THE STING 
  FOCUS 1
  UNCOMMON
  ATTACK
  CLERIC
  ENCHANTMENT
  MENTAL
  NONLETHAL
  Domain pain
  Cast � somatic
  Range touch; Targets 1 creature
  Saving Throw Will
  You inflict pain upon the target and revel in their anguish. This 
  deals 1d4 mental damage and 1d4 persistent mental damage; 
  the target must attempt a Will save. As long as the target is 
  taking persistent damage from this spell, you gain a +1 status 
  bonus to attack rolls and skill checks against the target.
  Critical Success The target is unaffected.
  Success The target takes half damage and no persistent damage.
  Failure The target takes full initial and persistent damage.
  Critical Failure The target takes double initial and 
  persistent damage.
  Heightened (+1) The initial damage increases by 1d4 and the 
  persistent damage increases by 1d4.
  SCHOLARLY RECOLLECTION 
  FOCUS 1
  UNCOMMON
  CLERIC
  DIVINATION
  FORTUNE
  Domain knowledge
  Cast � verbal
  Trigger You attempt a Perception check to Seek, or you 
  attempt a skill check to Recall Knowledge with a skill you’re 
  trained in.
  Speaking a short prayer as you gather your thoughts, you’re 
  blessed to find that your deity gave you just the right bit of 
  information for your situation. Roll the triggering check twice 
  and use the better result.
  SHARED NIGHTMARE 
  FOCUS 4
  UNCOMMON
  CLERIC
  EMOTION
  ENCHANTMENT
  INCAPACITATION
  MENTAL
  Domain nightmares
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Will; Duration varies
  Merging minds with the target, you swap disorienting visions 
  from one another’s nightmares. One of you will become 
  confused, but which it’ll be depends on the target’s Will save.
  Critical Success You are confused for 1 round.
  Success At the start of your next turn, you spend your first 
  action with the confused condition, then act normally.
  Failure As success, but the target is affected instead of you, 
  spending its first action each turn confused. The duration 
  is 1 minute.
  Critical Failure The target is confused for 1 minute.
  SOOTHING WORDS 
  FOCUS 1
  UNCOMMON
  CLERIC
  EMOTION
  ENCHANTMENT
  MENTAL
  Domain family
  Cast � verbal
  Range 30 feet; Targets 1 ally
  Duration 1 round
  You attempt to calm the target by uttering soothing words 
  in a calm and even tone. The target gains a +1 status bonus 
  to Will saving throws. This bonus increases to +2 against 
  emotion effects.
  In addition, when you Cast this Spell, you can attempt to 
  counteract one emotion effect on the target.
  Heightened (5th) The bonus to saves increases to +2, or +3 
  against emotion effects.
  Core Rulebook
  396
  
  SPLASH OF ART 
  FOCUS 1 
  UNCOMMON
  CLERIC
  ILLUSION
  VISUAL
  Domain creation
  Cast � somatic, verbal
  Range 30 feet; Area 5-foot burst
  Saving Throw Will; Duration varies
  A deluge of colorful illusory paint, tools, or other symbols 
  of art and artisanship drift down in the area. Roll 1d4 to 
  determine the color of the illusion. Each creature in the 
  area must attempt a Will save. A creature is unaffected on a 
  success. On a failure or critical failure, the creature takes the 
  results listed on the table relevant to the color.
  1d4 Color 
  Failure 
  Critical Failure
  1 
  White Dazzled 1 round 
  Dazzled 1 minute
  2 
  Red 
  Enfeebled 1 for 1 round Enfeebled 2 for 1 round
  3 
  Yellow Frightened 1 
  Frightened 2
  4 
  Blue 
  Sluggish 1 for 1 round 
  Sluggish 2 for 1 round
  SUDDEN SHIFT 
  FOCUS 1
  UNCOMMON
  ABJURATION
  CLERIC
  ILLUSION
  Domain trickery
  Cast � somatic
  Trigger An enemy misses you with a melee attack.
  Duration until the end of your next turn
  You swiftly move from a dangerous spot and veil yourself. You 
  Step and become concealed.
  SWEET DREAM 
  FOCUS 1
  UNCOMMON
  AUDITORY
  CLERIC
  ENCHANTMENT
  LINGUISTIC
  MENTAL
  SLEEP
  Domain dreams
  Cast � material, somatic, verbal
  Range 30 feet; Targets 1 willing creature
  Duration 10 minutes
  With soothing song or tales, you lull the target into an 
  enchanting dream. When you cast the spell, the target 
  falls unconscious if it wasn’t already. While unconscious, it 
  experiences a dream of your choice. If it sleeps for at least 1 
  minute, it gains the benefit of the dream for the remainder of 
  the spell’s duration.
  • Dream of Insight +1 status bonus to Intelligence-based 
  skill checks
  • Dream of Glamour +1 status bonus to Charisma-based 
  skill checks
  • Dream of Voyaging +5-foot status bonus to Speed
  If you Cast this Spell again, the effects of any previous sweet 
  dream you cast end.
  TAKE ITS COURSE  
  FOCUS 4
  UNCOMMON
  CLERIC
  NECROMANCY
  Domain indulgence
  Cast � somatic, verbal
  Range touch; Targets 1 creature
  When someone has overindulged, you can hasten them 
  past the worst of their affliction or intensify their misery. 
  This spell attempts to progress a disease affliction, a poison 
  affliction, or persistent poison damage affecting the target. 
  If the target is affected by more than one of these, you can 
  choose from among those you are aware of; otherwise the 
  GM chooses randomly. An unwilling target can attempt a 
  Will save to negate take its course.
  The effect of this spell depends on whether you’re attempting 
  to end an affliction or persistent poison damage, and whether 
  you are attempting to help or hinder the target’s recovery.
  • Affliction The target immediately attempts its next 
  saving throw against the affliction. You can grant 
  the creature your choice of a +2 status bonus or 
  a –2 status penalty to its saving throw against 
  the affliction.
  • Persistent Poison You can cause the target take the 
  persistent poison damage immediately when you Cast 
  this Spell (in addition to taking it at the end of its next 
  turn). Whether or not you do so, the target attempts 
  an additional flat check against the persistent poison 
  damage. You can set the DC of that flat check to 5 or 
  20 instead of the normal DC.
  Heightened (7th) You can attempt to progress any number of 
  the target’s eligible afflictions and persistent poison damage. 
  TEMPT FATE 
  FOCUS 4
  UNCOMMON
  CLERIC
  DIVINATION
  FORTUNE
  Domain fate
  Cast � somatic
  Trigger You or an ally within range attempts a saving throw.
  Range 120 feet; Targets the triggering creature
  You twist the forces of fate to make a moment dire or 
  uneventful, with no in-between. The target gains a +1 status 
  bonus to the triggering saving throw. If the saving throw’s 
  result is a success, it becomes a critical success. If it’s a 
  failure, it becomes a critical failure, and the critical failure 
  can’t be reduced by abilities that usually reduce critical 
  failure, such as improved evasion.
  If the triggering ability did not have both a critical success 
  and critical failure condition, tempt fate fails, but you don’t 
  expend the Focus Point for Casting this Spell.
  Heightened (8th) The bonus on the saving throw is +2. 
  TIDAL SURGE 
  FOCUS 1
  UNCOMMON
  CLERIC
  EVOCATION
  WATER
  Domain water
  Cast � somatic
  Range 60 feet; Targets 1 creature
  Saving Throw Fortitude
  You call forth a tremendous wave to move the target either in 
  a body of water or on the ground. The target must attempt a 
  Fortitude save.
  Failure You move the target 5 feet in any direction along 
  the ground or 10 feet in any direction through a body 
  of water.
  Critical Failure You move the target up to 10 feet in any 
  direction along the ground or 20 feet in any direction 
  through a body of water.
  397
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  walls with ease. When you cast this spell, you gain either a climb 
  Speed or a swim Speed. The Speed is equal to your land Speed.
  Heightened (5th) You can choose to gain a fly Speed.
  TRICKSTER’S TWIN  
  FOCUS 4
  UNCOMMON
  CLERIC
  ILLUSION
  VISUAL
  Domain trickery
  Cast � material, verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Will; Duration 1 minute
  You rarely settle for being in just one place. Choose a location 
  within 100 feet of the target that the target can see. You 
  create an illusion of yourself there that only it can see and that 
  mimics all your actions. The target must attempt a Will save.
  Critical Success The target is unaffected.
  Success The target believes you’re in the designated location and 
  can’t see you in your actual location. The target automatically 
  disbelieves the illusion when you use an action that doesn’t 
  make sense in the illusion’s position, or if the target attacks, 
  touches, Seeks, or otherwise engages with the illusion. If you 
  use a hostile action against the target, the spell ends.
  Failure As success, but the target must succeed at a Will save to 
  disbelieve the illusion when one of the listed events occurs.
  Critical Failure As success, but the target must critically 
  succeed at a Will save to disbelieve when one of the listed 
  events occurs.
  UNIMPEDED STRIDE 
  FOCUS 1
  UNCOMMON
  CLERIC
  TRANSMUTATION
  Domain freedom
  Cast � somatic
  Nothing can hold you in place. You immediately escape from 
  every magical effect that has you immobilized or grabbed unless 
  the effect is of a higher level than your unimpeded stride spell. 
  You then Stride. During this movement, you ignore difficult 
  terrain and any circumstance or status penalties to your Speed.
  UNITY 
  FOCUS 4
  UNCOMMON
  ABJURATION
  CLERIC
  FORTUNE
  Domain family
  Cast � verbal
  Trigger You and 1 or more allies within range are targeted by a 
  spell or ability that allows a saving throw.
  Range 30 feet; Targets each ally targeted by the triggering spell
  You put up a united defense. Each ally can use your saving 
  throw modifier instead of its own against the triggering spell. 
  Each ally decides individually which modifier to use.
  VEIL OF CONFIDENCE 
  FOCUS 1
  UNCOMMON
  CLERIC
  ENCHANTMENT
  MENTAL
  Domain confidence
  Cast � verbal
  Duration 1 minute
  You surround yourself in a veil of confidence. You reduce your 
  current frightened condition by 1, and whenever you would 
  become frightened during the duration, reduce the amount by 1.
  TOUCH OF OBEDIENCE 
  FOCUS 1
  UNCOMMON
  CLERIC
  ENCHANTMENT
  MENTAL
  Domain tyranny
  Cast � somatic
  Range touch; Targets 1 living creature
  Saving Throw Will; Duration varies
  Your imperious touch erodes the target’s willpower, making it 
  easier to control. The target attempts a Will save.
  Critical Success The target is unaffected.
  Success The target is stupefied 1 until the end of your current turn.
  Failure The target is stupefied 1 until the end of your next turn.
  Critical Failure The target is stupefied 1 for 1 minute.
  TOUCH OF THE MOON 
  FOCUS 4
  UNCOMMON
  CLERIC
  ENCHANTMENT
  LIGHT
  Domain moon
  Cast � somatic
  Range touch; Target 1 creature
  Duration 1 minute
  When you touch the target, a symbol of the moon appears on 
  its forehead, glowing with soft moonlight. The target glows 
  with dim light in a 20-foot radius. It also gets a benefit based 
  on a phase of the moon, starting with the new moon and 
  changing to the next phase at the end of each of its turns.
  • New Moon The target receives no benefit.
  • Waxing Moon The target gains a +1 status bonus to 
  attack rolls and a +4 status bonus to damage rolls.
  • Full Moon The target gains a +1 status bonus to attack 
  rolls, AC, and saving throws and a +4 status bonus to 
  damage rolls.
  • Waning Moon The target gains a +1 status bonus to 
  AC and saving throws. After this phase, return to the 
  new moon.
  TOUCH OF UNDEATH  
  FOCUS 1
  UNCOMMON
  ATTACK
  CLERIC
  NECROMANCY
  NEGATIVE
  Domain undeath
  Cast � somatic
  Range touch; Targets 1 living creature
  Saving Throw Fortitude
  You attack the target’s life force with undeath, dealing 1d6 
  negative damage. The target must attempt a Fortitude save.
  Critical Success The target is unaffected.
  Success The target takes half damage.
  Failure The target takes full damage, and positive effects heal 
  it only half as much as normal for 1 round.
  Critical Failure The target takes double damage, and positive 
  effects heal it only half as much as normal for 1 minute.
  Heightened (+1) The damage increases by 1d6.
  TRAVELER’S TRANSIT 
  FOCUS 4
  UNCOMMON
  CLERIC
  EVOCATION
  Domain travel
  Cast � somatic, verbal
  Duration 1 minute
  You add power to your muscles, allowing you to swim or climb 
  Core Rulebook
  398
  
  If you critically fail a save against fear, veil of confidence 
  ends immediately, and you increase any frightened condition 
  you gain from the critical failure by 1 instead of decreasing it. 
  VIBRANT THORNS 
  FOCUS 1
  UNCOMMON
  CLERIC
  MORPH
  PLANT
  TRANSMUTATION
  Domain nature
  Cast � somatic
  Duration 1 minute
  Your body sprouts a coat of brambly thorns that harm those 
  that strike you and thrive on life magic. Adjacent creatures 
  that hit you with a melee attack, as well as creatures that hit 
  you with unarmed attacks, take 1 piercing damage each time 
  they do. Anytime you cast a positive spell, the damage from 
  your thorns increases to 1d6 until the start of your next turn.
  Heightened (+1) The damage increases by 1, or 1d6 after you 
  cast a positive spell.
  WAKING NIGHTMARE 
  FOCUS 1
  UNCOMMON
  CLERIC
  EMOTION
  ENCHANTMENT
  FEAR
  MENTAL
  Domain nightmares
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Will; Duration varies
  You fill the creature’s mind with a terrifying vision out of its 
  nightmares. The target must attempt a Will save.
  Critical Success The target is unaffected.
  Success The target is frightened 1.
  Failure The target is frightened 2.
  Critical Failure The target is frightened 3.
  If the target is unconscious when you Cast this Spell on it, it 
  immediately wakes up before attempting its save, and if it fails 
  its save, it gains the fleeing condition for 1 round in addition to 
  the effects noted above.
  WEAPON SURGE  
  FOCUS 1
  UNCOMMON
  CLERIC
  EVOCATION
  Domain zeal
  Cast � somatic
  Range touch; Targets 1 weapon you’re wielding
  Holding your weapon aloft, you fill it with divine energy. On 
  your next Strike with that weapon before the start of your 
  next turn, you gain a +1 status bonus to the attack roll and the 
  weapon deals an additional die of damage. If the weapon has 
  a striking rune, this instead increases the number of dice from 
  the striking rune by 1 (to a maximum of 3 extra weapon dice).
  If the target weapon leaves your possession, weapon 
  surge immediately ends.
  WORD OF FREEDOM 
  FOCUS 4
  UNCOMMON
  CLERIC
  ENCHANTMENT
  MENTAL
  Domain freedom
  Cast � verbal
  Range 30 feet; Targets 1 creature
  Duration 1 round
  You utter a liberating word of power that frees a creature. 
  You suppress one of the following conditions of your choice: 
  confused, frightened, grabbed, or paralyzed. The target isn’t 
  affected by the chosen condition, and if you suppress the 
  grabbed condition, the target automatically breaks free from 
  any grab affecting it when you Cast the Spell.
  If you don’t remove the effect that provided the condition, 
  the condition returns after the spell ends. For example, if a 
  spell was making the target confused for 1 minute, word of 
  freedom would let the target act normally for a round, but the 
  confused condition would return afterward.
  WORD OF TRUTH 
  FOCUS 1
  UNCOMMON
  CLERIC
  DIVINATION
  Domain truth
  Cast � verbal
  Duration sustained up to 1 minute
  You speak a statement you believe to be true and that is free of 
  any attempt to deceive through twisting words, omission, and 
  so on. The statement must be 25 words or fewer. A symbol of 
  your deity glows above your head, and anyone who sees you 
  and hears your statement knows that you believe it to be true.
  Each time you Sustain this Spell, you can repeat this effect.
  ZEAL FOR BATTLE 
  FOCUS 4
  UNCOMMON
  CLERIC
  EMOTION
  ENCHANTMENT
  FORTUNE
  MENTAL
  Domain zeal
  Cast � verbal
  Trigger You and at least 1 ally are about to roll initiative.
  Range 10 feet; Targets you and the triggering ally
  You stoke the righteous anger within yourself and an ally. You 
  and the target ally each roll a d20 and use the higher result for 
  both your initiative rolls. You each still use your own Perception 
  modifier or other statistic to determine your results.
  DRUID
  Druids can gain the following order spells.
  GOODBERRY 
  FOCUS 1
  UNCOMMON
  DRUID
  HEALING
  NECROMANCY
  Cast 1 hour (somatic, verbal)
  Range touch; Targets 1 freshly picked berry
  Duration 1 day
  You imbue the target berry with the bounty of nature, allowing 
  it to heal and sustain far beyond its normal capacity. A living 
  creature that eats the berry with an Interact action gains as 
  much nourishment as from a square meal for a typical human 
  and regains 1d8+5 Hit Points. If it’s not consumed during the 
  duration, or if you cast goodberry again, the berry withers away. 
  Heightened (+1) You can target an additional berry.
  HEAL ANIMAL 
  FOCUS 1 
  UNCOMMON
  DRUID
  HEALING
  NECROMANCY
  POSITIVE
  Cast � to � somatic
  Range touch or 30 feet (see text); Targets  1 willing living 
  animal creature
  399
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  You heal an animal’s wounds, restoring 1d8 Hit Points to 
  the target. The number of actions spent Casting this Spell 
  determines its effect.
  • � somatic The spell has a range of touch. 
  • � somatic, verbal The spell has a range of 30 feet 
  and restores an additional 8 Hit Points to the target.
  Heightened (+1) The amount of healing increases by 1d8, and 
  the additional healing for the 2-action version increases by 8.
  IMPALING BRIARS 
  FOCUS 8
  UNCOMMON
  CONJURATION
  DRUID
  PLANT
  Cast � somatic, verbal
  Area ground within a 100-foot emanation
  Duration sustained up to 1 minute
  The ground within the area transforms into a mass of 
  dangerous briars that assault and impede your foes. Each 
  round when you Sustain the Spell, you can select one of the 
  following effects to occur in the area.
  • Ensnare The briars clump around your foes, attempting 
  to hold them in place. A foe within the area (or flying 
  at most 20 feet above the area) must attempt a Reflex 
  save. On a failure, it takes a –10-foot circumstance 
  penalty to all Speeds for 1 round, and on a critical failure, 
  it is immobilized for 1 round unless it Escapes.
  • Impede The briars twist and writhe, making the entire 
  area difficult terrain.
  • Wall A wall of thorns appears in the area, lasting for 
  1 round. The wall is greater difficult terrain instead of 
  difficult terrain.
  In addition, once per round you can direct the briars to impale 
  any target in the area (or flying up to 20 feet above the area) 
  that you can see by using a single action, which has the 
  concentrate and manipulate traits. Make a spell attack roll. On 
  a success, the target takes 10d6 piercing damage and takes a 
  –10-foot circumstance penalty to all Speeds for 1 round; on a 
  critical success, the target is immobilized for 1 round unless 
  it Escapes.
  PRIMAL SUMMONS 
  FOCUS 6
  UNCOMMON
  CONJURATION
  DRUID
  Cast � verbal
  You enhance a summoned creature with the power of the 
  elements. If your next action is to cast either summon animal 
  or summon plant or fungus, choose air, earth, fire, or water, and 
  the creature you summon gains the corresponding abilities.
  • Air The creature gains a fly Speed of 60 feet.
  • Earth The creature gains a burrow Speed of 20 feet, 
  reduces its land Speed by 10 feet (minimum 5 feet), and 
  gains resistance 5 to physical damage.
  • Fire The creature’s attacks deal 1d6 extra fire damage, 
  and it gains resistance 10 to fire and weakness 5 to 
  cold and water.
  • Water The creature gains a swim Speed of 60 feet, 
  can spend 1 action after a melee attack to attempt a 
  Shove (ignoring multiple attack penalty), and gains 
  resistance 5 to fire.
  STORM LORD 
  FOCUS 9
  UNCOMMON
  AIR
  DRUID
  ELECTRICITY
  EVOCATION
  Cast � somatic, verbal; Requirements You are outdoors 
  and aboveground.
  Area 100-foot emanation
  Duration sustained up to 1 minute
  The sky above you darkens in a matter of moments, swirling 
  with ominous clouds punctuated by flashes of lighting. Each 
  round when you Sustain the Spell, you can select one of the 
  following effects to occur in the area.
  • Calm No additional effect.
  • Fog Heavy fog rolls in, concealing the area with the 
  effects of obscuring mist.
  • Rain Torrential rain falls from the sky, dousing ordinary 
  flames. Creatures in the area take a –2 circumstance 
  penalty to Acrobatics and Perception checks.
  • Wind Powerful winds buffet the area in all directions. 
  Ranged attacks take a –4 circumstance penalty, and 
  all flying is against the wind and counts as moving 
  through difficult terrain.
  In addition, once per round you can use a single action, which 
  has the concentrate and manipulate traits, to call down a bolt 
  of lightning, striking any target in range that you can see. You 
  deal 10d6 electricity damage to the target; it must attempt a 
  basic Reflex save. On a failure, it is also deafened for 1 round.
  STORMWIND FLIGHT 
  FOCUS 4
  UNCOMMON
  AIR
  DRUID
  TRANSMUTATION
  Cast � somatic, verbal
  Duration 1 minute
  Powerful winds carry you smoothly through the air, giving you 
  a fly Speed equal to your Speed. When this spell’s duration 
  would end, if you’re still flying, you float to the ground, as 
  feather fall.
  Heightened (6th) When you fly using stormwind flight, you 
  don’t count flying against the wind as difficult terrain.
  TEMPEST SURGE 
  FOCUS 1
  UNCOMMON
  AIR
  DRUID
  ELECTRICITY
  EVOCATION
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Reflex
  You surround a foe in a swirling storm of violent winds, 
  roiling clouds, and crackling lightning. The storm deals 1d12 
  electricity damage. The target must attempt a basic Reflex 
  save. On a failure, the target also is clumsy 2 for 1 round and 
  takes 1 persistent electricity damage.
  Heightened (+1) The initial damage increases by 1d12, and the 
  persistent electricity damage on a failure increases by 1.
  WILD MORPH 
  FOCUS 1
  UNCOMMON
  DRUID
  MORPH
  TRANSMUTATION
  Cast � to � somatic, verbal
  Duration 1 minute 
  You morph your body based on your training, choosing one of 
  the following effects based on your wild order feats. 
  Core Rulebook
  400
  
  • If you have Wild Shape, you can morph your hands 
  into wild claws. Your hands transform into incredibly 
  sharp claws. These claws are an unarmed attack you’re 
  trained in and deal 1d6 slashing damage each (agile, 
  finesse). You can still hold and use items with your 
  hands while they’re transformed by this spell, but you 
  cannot hold an item while attacking. If you have Insect 
  Shape, you can instead transform your mouth into wild 
  jaws, an unarmed attack you’re trained in that deals 
  1d8 piercing damage.
  • If you have Elemental Shape, you can morph your body 
  to be partially composed of elemental matter, granting 
  you resistance 5 to critical hits and precision damage.
  • If you have Plant Shape, you can morph your arms into 
  long vines, increasing your reach to 10 feet (or 15 feet 
  with a reach weapon).
  • If you have Soaring Shape, you can cast the spell as 
  a two-action activity (� somatic, verbal) to grow 
  wings from your back. These wings allow you to fly 
  with a fly Speed of 30 feet.
  Heightened (6th) You can choose up to two of the effects from 
  the list. Wild claws leave terrible, ragged wounds that also 
  deal 2d6 persistent bleed damage on a hit, and wild jaws are 
  envenomed, also dealing 2d6 persistent poison damage on a hit.
  Heightened (10th) You can choose up to three of the effects 
  from the list. Wild claws deal 4d6 persistent bleed damage on 
  a hit, and wild jaws deal 4d6 persistent poison damage on a hit.
  WILD SHAPE 
  FOCUS 1
  UNCOMMON
  DRUID
  POLYMORPH
  TRANSMUTATION
  Cast � somatic, verbal
  Duration 1 minute (or longer) 
  You infuse yourself with primal essence and transform yourself 
  into another form. You can polymorph into any form listed in 
  pest form, which lasts 10 minutes. All other wild shape forms 
  last 1 minute. You can add more forms to your wild shape list 
  with druid feats; your feat might grant you some or all of the 
  forms from a given polymorph spell. When you transform into 
  a form granted by a spell, you gain all the effects of the form 
  you chose from a version of the spell heightened to wild shape’s 
  level. Wild shape allows you to use your own shapeshifting 
  training more easily than most polymorph spells. When you 
  choose to use your own attack modifier while polymorphed 
  instead of the form’s default attack modifier, you gain a +2 
  status bonus to your attack rolls.
  Heightened (2nd) You can also wild shape into the forms listed 
  in animal form.
  MONK
  Monks can gain the following ki spells.
  ABUNDANT STEP  
  FOCUS 4
  UNCOMMON
  CONJURATION
  MONK
  TELEPORTATION
  Cast � somatic
  Range 15 feet or more
  You move so fast you blur across planar boundaries. You teleport 
  up to a distance equal to your Speed within your line of sight.
  EMPTY BODY 
  FOCUS 9
  UNCOMMON
  CONJURATION
  MONK
  TELEPORTATION
  Cast � somatic, verbal
  Duration 1 minute
  You turn ethereal, with the effects of ethereal jaunt, but you 
  don’t need to concentrate.
  KI BLAST 
  FOCUS 3
  UNCOMMON
  EVOCATION
  FORCE
  MONK
  Cast[ � to � somatic, verbal
  Area 15-foot cone or more
  Saving Throw Fortitude
  You unleash your ki as a powerful blast of force that deals 2d6 
  force damage. If you use 2 actions to cast ki blast, increase the 
  size of the cone to 30 feet and the damage to 3d6. If you use 
  3 actions to cast ki blast, increase the size of the cone to 60 
  feet and the damage to 4d6. Each creature in the area must 
  attempt a Fortitude saving throw.
  Critical Success The creature is unaffected.
  Success The creature takes half damage.
  Failure The creature takes full damage and is pushed 5 feet.
  Critical Failure The creature takes double damage and is 
  pushed 10 feet.
  Heightened (+1) The damage increases by 1d6, or by 2d6 if you 
  use 2 or 3 actions.
  KI RUSH 
  FOCUS 1
  UNCOMMON
  MONK
  TRANSMUTATION
  Casting � verbal
  Accelerated by your ki, you move with such speed you become 
  a blur. Move two times: two Strides, two Steps, or one Stride 
  and one Step (in either order). You gain the concealed condition 
  during this movement and until the start of your next turn.
  KI STRIKE 
  FOCUS 1
  UNCOMMON
  MONK
  TRANSMUTATION
  Casting � verbal
  You focus your ki into magical attacks. Make an unarmed 
  Strike or Flurry of Blows (this doesn’t change the limit on 
  using only one flourish per turn). You gain a +1 status bonus 
  to your attack rolls with the Strikes, and the Strikes deal 1d6 
  extra damage. This damage can be any of the following types 
  of your choice, chosen each time you Strike: force, lawful (only 
  if you’re lawful), negative, or positive.
  Heightened (+4) The extra damage increases by 1d6.
  QUIVERING PALM 
  FOCUS 8
  UNCOMMON
  INCAPACITATION
  MONK
  NECROMANCY
  Cast � somatic, verbal
  Saving Throw Fortitude; Duration 1 month
  Make a melee unarmed Strike. If you hit and the target is alive, 
  anytime during the duration, you can spend a single action, 
  which has the auditory and concentrate traits, to speak a word 
  401
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  SPELLS
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  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
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  Game
  Game
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  & Treasure
  Appendix
  
  of death that could instantly slay it. The target must attempt a 
  Fortitude save.
  Critical Success The target survives, the spell ends, and the 
  target is then temporarily immune for 24 hours.
  Success The target is stunned 1 and takes 40 damage, the spell 
  ends, and the target is then temporarily immune for 24 hours.
  Failure The target is stunned 3 and takes 80 damage. The 
  spell’s duration continues, but the target is then temporarily 
  immune for 24 hours against being killed by quivering palm.
  Critical Failure The target dies.
  If you cast quivering palm again, the effects of any quivering 
  palm you had previously cast end.
  Heightened (+1) The damage increases by 10 on a failure, or 5 
  on a success.
  WHOLENESS OF BODY 
  FOCUS 2
  UNCOMMON
  HEALING
  MONK
  NECROMANCY
  POSITIVE
  Cast � verbal
  You heal yourself in one of the following ways, chosen by you 
  when you cast the spell.
  • You regain 8 Hit Points.
  • You attempt to cure one poison or disease afflicting 
  you; attempt to counteract the affliction.
  Heightened (+1) If you choose to regain Hit Points, the Hit 
  Points regained increase by 8.
  WILD WINDS STANCE 
  FOCUS 4
  UNCOMMON
  AIR
  EVOCATION
  MONK
  STANCE
  Cast � somatic
  Duration until you leave the stance
  You take on the stance of the flowing winds, sending out waves 
  of energy at a distance. You can make wind crash unarmed 
  Strikes as ranged Strikes against targets within 30 feet. These 
  deal 1d6 bludgeoning damage, use the brawling group, and 
  have the agile, nonlethal, propulsive, and unarmed traits. Wind 
  crash Strikes ignore concealment and all cover.
  While in wild winds stance, you gain a +2 circumstance 
  bonus to AC against ranged attacks.
  WIND JUMP 
  FOCUS 5
  UNCOMMON
  AIR
  MONK
  TRANSMUTATION
  Cast � verbal
  Duration 1 minute
  You gain a fly Speed equal to your Speed. You must end your 
  turn on solid ground, or you fall.
  Heightened (6th) At the end of your turn, you can attempt 
  a DC 30 Acrobatics check to find purchase in midair. If you 
  succeed, you don’t fall.
  SORCERER
  Sorcerers can gain the following bloodline spells.
  ABERRANT WHISPERS 
  FOCUS 3
  UNCOMMON
  AUDITORY
  ENCHANTMENT
  MENTAL
  SORCERER
  Cast � to � verbal
  Area 5-foot emanation or more; Targets each foe in the area
  Saving Throw Will; Duration 1 round
  You utter phrases in an unknown tongue, assaulting the minds of 
  those nearby. Each target must attempt a Will save. Regardless 
  of the result of its save, each target is then temporarily immune 
  for 1 minute. You can increase the number of actions it takes 
  to Cast the Spell (to a maximum of 3 actions total). For each 
  additional action, increase the emanation’s radius by 5 feet, to a 
  maximum of 10 extra feet for 3 actions.
  Success The target is unaffected.
  Failure The target is stupefied 2.
  Critical Failure The target is confused.
  Heightened (+3) The initial radius increases by 5 feet.
  ABYSSAL WRATH 
  FOCUS 5
  UNCOMMON
  EVOCATION
  SORCERER
  Cast � somatic, verbal
  Area 60-foot cone
  Saving Throw basic Reflex
  You evoke the energy of an Abyssal realm. The damage types 
  of the spell (one energy and one physical) are based on the 
  result of rolling on the table below.
  1d4 Realm 
  Manifestation 
  Damage Type
  1 
  Skies 
  Bolts of lightning 
  Bludgeoning
   
   
  and flying debris 
  and electricity
  2 
  Depths 
  Acid and demonic 
  Acid and slashing
   
   
  shells
  3 
  Frozen 
  Frigid air and ice 
  Bludgeoning and cold
  4 
  Volcanic Jagged volcanic rocks Fire and piercing
   
   
  and magma
  You deal 4d6 damage of each of the corresponding damage 
  types to each creature in the cone (8d6 total damage). 
  Heightened (+1) The damage for each type increases by 1d6.
  ANCESTRAL MEMORIES 
  FOCUS 1
  UNCOMMON
  DIVINATION
  SORCERER
  Cast � verbal
  Duration 1 minute
  The memories of long-dead spellcasters grant you 
  knowledge in a specific skill. Choose any non-Lore skill, or 
  a Lore skill related to the ancient empire from which your 
  bloodline sprang. You temporarily become trained in that 
  skill and might gain other memories associated with an 
  ancestor who was trained in that skill. If you attempt a task 
  or activity that lasts beyond this spell’s duration, use the 
  lower proficiency modifier.
  Heightened (6th) You temporarily become an expert in the 
  skill you choose.
  ANGELIC HALO 
  FOCUS 1
  UNCOMMON
  ABJURATION
  GOOD
  SORCERER
  Cast � verbal
  Area 15-foot emanation
  Duration 1 minute
  Core Rulebook
  402
  
  You gain an angelic halo with an aura that increases allies’ 
  healing from the heal spell. Heal spells gain a +2 status bonus 
  to Hit Points healed to your allies in the area.
  Heightened (+1) The status bonus increases by 2.
  ANGELIC WINGS 
  FOCUS 3
  UNCOMMON
  EVOCATION
  LIGHT
  SORCERER
  Cast � somatic, verbal
  Duration 3 rounds
  Wings of pure light spread out from your back, granting you a 
  fly Speed equal to your Speed. Your wings cast bright light in 
  a 30-foot radius. When this spell’s duration would end, if you’re 
  still flying, you float to the ground, as feather fall.
  Heightened (5th) The duration increases to 1 minute.
  ARCANE COUNTERMEASURE 
  FOCUS 5
  UNCOMMON
  ABJURATION
  SORCERER
  Cast � somatic
  Trigger A creature within range that you can see Casts a Spell.
  Range 120 feet; Targets the spell cast by the triggering creature
  You undermine the target spell, making it easier to defend 
  against. You reduce the spell’s level by 1, and targets of the 
  spell gain a +2 status bonus to any saving throws, skill checks, 
  AC, or DC against it.
  You can’t reduce the spell’s level below its minimum. For 
  example, a 5th-level cone of cold would remain 5th-level, but 
  a 5th-level fireball would become 4th-level. Targets still gain 
  all the other benefits, even if you don’t reduce the spell’s level.
  CELESTIAL BRAND 
  FOCUS 5
  UNCOMMON CURSE
  NECROMANCY
  SORCERER
  Cast � somatic
  Range 30 feet; Targets 1 evil creature
  Duration 1 round
  A blazing symbol appears on the target, marking it for divine 
  justice. You and your allies receive a +1 status bonus to your 
  attack rolls and skill checks against it. Anytime a good creature 
  damages it, the good creature deals an additional 1d4 good 
  damage. The target is then temporarily immune for 1 minute.
  Heightened (+2) The good damage increases by 1.
  DIABOLIC EDICT 
  FOCUS 1
  UNCOMMON
  ENCHANTMENT
  SORCERER
  Casting � verbal
  Range 30 feet; Targets 1 willing living creature
  Duration 1 round
  You issue a diabolic edict, demanding the target perform a 
  particular task and offering rewards for its fulfillment. It gains 
  a +1 status bonus to attack rolls and skill checks related to 
  performing the task. If it refuses to perform the task you 
  proclaimed, it instead takes a –1 status penalty to all its attack 
  rolls and skill checks.
  DRAGON BREATH 
  FOCUS 3
  UNCOMMON
  EVOCATION
  SORCERER
  Cast � somatic, verbal
  Area 30-foot cone or 60-foot line originating from you
  Saving Throw basic Reflex or Fortitude 
  You spew energy from your mouth, dealing 5d6 damage. The 
  area, damage type, and save depend on the dragon type in 
  your bloodline.
  Dragon Type 
  Area and Damage Type 
  Saving Throw
  Black or copper 60-foot line of acid 
  Reflex
  Blue or bronze 
  60-foot line of electricity 
  Reflex
  Brass 
  60-foot line of fire 
  Reflex
  Green 
  30-foot cone of poison 
  Fortitude
  Gold or red 
  30-foot cone of fire 
  Reflex
  Silver or white 
  30-foot cone of cold 
  Reflex
  Heightened (+1) The damage increases by 2d6.
  DRAGON CLAWS 
  FOCUS 1
  UNCOMMON
  MORPH
  SORCERER
  TRANSMUTATION
  Cast � verbal
  Duration 1 minute
  Vicious claws grow from your fingers. They are finesse unarmed 
  attacks that deal 1d4 slashing damage and 1d6 extra damage 
  of a type determined by the dragon in your bloodline (see the 
  table in dragon breath). Your scales from blood magic glow with 
  faint energy, giving you resistance 5 to the same damage type.
  Heightened (5th) The extra damage increases to 2d6, and the 
  resistance increases to 10.
  Heightened (9th) The extra damage increases to 3d6, and the 
  resistance increases to 15.
  DRAGON WINGS 
  FOCUS 5
  UNCOMMON
  MORPH
  SORCERER
  TRANSMUTATION
  Cast � somatic, verbal
  Duration 1 minute
  Leathery wings sprout from your back, giving you a fly Speed 
  of 60 feet or your Speed, whichever is faster. When this 
  spell’s duration would end, if you’re still flying, you float to 
  the ground, as feather fall. You can increase the Focus Point 
  cost by 1 to gain the effects of dragon claws as long as the 
  wings last.
  Heightened (8th) The duration increases to 10 minutes.
  DRAIN LIFE 
  FOCUS 3
  UNCOMMON
  NECROMANCY
  NEGATIVE
  SORCERER
  Casting � somatic
  Range 30 feet; Targets 1 creature
  Saving Throw basic Fortitude
  You close your hand and pull life energy from another creature 
  into yourself. This deals 3d4 negative damage; the target 
  must attempt a basic Fortitude save. You gain temporary Hit 
  Points equal to the damage the target takes, after resolving 
  its save and applying your blood magic if applicable. If the 
  target’s Hit Points were lower than the damage you dealt, you 
  gain temporary Hit Points equal to their remaining Hit Points 
  instead. The temporary Hit Points last for 1 minute. 
  Heightened (+1) The damage increases by 1d4.
  403
  7
  SPELLS
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
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  Game
  Game
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  & Treasure
  Appendix
  
  ELEMENTAL BLAST 
  FOCUS 5
  UNCOMMON
  EVOCATION
  SORCERER
  Casting � somatic, verbal
  Range 30 feet (burst only); Area 10-foot-radius burst, 30-foot 
  cone, or 60-foot line
  Saving Throw basic Reflex
  You gather elemental energy and blast your foes in one 
  of the various listed shapes of your choosing, dealing 8d6 
  bludgeoning damage (or fire damage if your element is fire). 
  This spell has your element’s trait. 
  Heightened (+1) The damage increases by 2d6.
  ELEMENTAL MOTION 
  FOCUS 3
  UNCOMMON
  EVOCATION
  SORCERER
  Casting � somatic, verbal
  Duration 1 minute
  You call upon your element to propel you, improving your Speed 
  depending on your element. This spell has your element’s trait. 
  • Air You gain a fly Speed equal to your Speed.
  • Earth You gain a burrow Speed of 10 feet.
  • Fire You gain a fly Speed equal to your Speed.
  • Water You gain a swim Speed equal to your Speed and 
  can breathe underwater.
  Heightened (6th) You also gain a +10-foot status bonus to 
  your Speeds.
  Heightened (9th) The status bonus increases to +20 feet.
  ELEMENTAL TOSS 
  FOCUS 1
  UNCOMMON
  ATTACK
  EVOCATION
  SORCERER
  Casting � somatic
  Range 30 feet; Targets 1 creature
  With a flick of your wrist, you fling a chunk of your elemental 
  matter at your foe. Make a spell attack roll, dealing 1d8 
  bludgeoning damage (or fire damage if your element is fire) on 
  a success, and double damage on a critical success. This spell 
  has your element’s trait. 
  Heightened (+1) The damage increases by 1d8.
  EMBRACE THE PIT 
  FOCUS 3
  UNCOMMON
  EVIL
  MORPH
  SORCERER
  TRANSMUTATION
  Casting � verbal
  Duration 1 minute
  Devil horns grow from your skull, and your skin takes on 
  features of the devil responsible for your diabolic bloodline. 
  You gain resistance 5 to evil, fire, and poison, and resistance 1 
  to physical damage (except silver). You can take good damage, 
  even if you aren’t evil, and you gain weakness 5 to good damage. 
  Heightened (+2) The resistance to evil, fire, and poison increases 
  by 5, the resistance to physical damage (except silver) by 2, 
  and the weakness to good damage by 5.
  EXTEND SPELL 
  FOCUS 3
  UNCOMMON
  DIVINATION
  METAMAGIC
  SORCERER
  Cast � verbal
  You call upon your blood’s knowledge of the ancients to extend 
  your magic. If your next action is to Cast a Spell with a duration 
  of 1 minute on a single target, and the spell isn’t of the highest 
  spell level you can cast, the spell instead lasts 10 minutes. You 
  can have only one active spell at a time extended in this way.
  FAERIE DUST 
  FOCUS 1
  UNCOMMON
  ENCHANTMENT
  MENTAL
  SORCERER
  Cast � or more (somatic, verbal)
  Range 30 feet; Area 5-foot burst or more
  Saving Throw Will; Duration 1 round
  You sprinkle magical dust in the spell’s area, making those 
  within easier to trick. Each creature in the area must attempt 
  a Will save. For each additional action you use Casting the 
  Spell, the burst’s radius increases by 5 feet.
  Success The creature is unaffected.
  Failure The creature can’t use reactions and takes a –2 status 
  penalty to Perception checks and Will saves.
  Critical Failure As failure, and the creature also takes a –1 
  status penalty to Perception checks and Will saves for 
  1 minute.
  Heightened (+3) The initial radius increases by 5 feet.
  FEY DISAPPEARANCE 
  FOCUS 3
  UNCOMMON
  ENCHANTMENT
  SORCERER
  Cast � somatic
  Duration until the end of your next turn
  You become invisible and ignore natural difficult terrain 
  (such as underbrush). Any hostile action you use ends this 
  invisibility, but you still ignore natural difficult terrain.
  Heightened (5th) If you use a hostile action, the invisibility 
  doesn’t end.
  FEY GLAMOUR 
  FOCUS 5
  UNCOMMON
  ILLUSION
  SORCERER
  Cast � somatic, verbal
  Range 30 feet; Area 30-foot burst or Targets up to 10 creatures
  Duration 10 minutes
  You call upon fey glamours to cloak an area or the targets in 
  illusion. This has the effect of either illusory scene on the area 
  or veil on the creatures, as if heightened to a level 1 level lower 
  than fey glamour, using fey glamour’s range and duration.
  GLUTTON’S JAWS 
  FOCUS 1
  UNCOMMON
  MORPH
  NECROMANCY
  SORCERER
  Cast � somatic, verbal
  Duration 1 minute
  Your mouth transforms into a shadowy maw bristling with 
  pointed teeth. These jaws are an unarmed attack with the 
  forceful trait dealing 1d8 piercing damage. If you hit with your 
  jaws and deal damage, you gain 1d6 temporary Hit Points.
  Heightened (+2) The temporary Hit Points increase by 1d6.
  GRASPING GRAVE 
  FOCUS 5
  UNCOMMON
  NECROMANCY
  SORCERER
  Casting � somatic, verbal
  Range 60 feet; Area 20-foot radius on the ground
  Saving Throw Reflex
  Core Rulebook
  404
  
  Hundreds of skeletal arms erupt from the ground in the area, 
  clawing at creatures within and attempting to hold them in 
  place. The skeletal arms deal 6d6 slashing damage. Each 
  creature in the area must attempt a Reflex save.
  Critical Success The creature is unaffected.
  Success The creature takes half damage.
  Failure The creature takes full damage and a –10-foot 
  circumstance penalty to its Speeds for 1 round.
  Critical Failure The creature takes double damage and is 
  immobilized for 1 round or until it Escapes. 
  Heightened (+1) The damage increases by 2d6.
  HELLFIRE PLUME 
  FOCUS 5
  UNCOMMON
  EVIL
  EVOCATION
  FIRE
  SORCERER
  Casting � somatic, verbal
  Range 60 feet; Area 10-foot radius, 60-foot-tall cylinder
  Saving Throw basic Reflex
  You call forth a plume of hellfire that erupts from below, 
  dealing 4d6 fire damage and 4d6 evil damage. 
  Heightened (+1) The fire damage increases by 1d6, and the evil 
  damage increases by 1d6.
  HORRIFIC VISAGE 
  FOCUS 3
  UNCOMMON
  EMOTION
  FEAR
  ILLUSION
  MENTAL
  SORCERER
  VISUAL
  Cast � somatic, verbal
  Area 30-foot-radius emanation centered on you
  Saving Throw Will
  You briefly transform your features into the horrific visage of 
  a hag, striking fear into your enemies. Foes in the area must 
  attempt a Will save.
  Success The foe is unaffected.
  Failure The foe is frightened 1.
  Critical Failure The foe is frightened 2.
  Heightened (5th) Foes in the area are frightened 1 on a 
  success, frightened 2 on a failure, and frightened 3 and fleeing 
  for 1 round on a critical failure. They are still unaffected on a 
  critical success.
  JEALOUS HEX 
  FOCUS 1
  UNCOMMON
  CURSE
  NECROMANCY
  SORCERER
  Cast � verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Will; Duration up to 1 minute
  You draw forth a hag’s innate jealousy to deny a target its 
  greatest attribute. The target gains an adverse condition 
  depending on its highest ability modifier: Strength 
  (enfeebled); Dexterity (clumsy); Constitution (drained); or 
  Intelligence, Wisdom, or Charisma (stupefied). On a tie, the 
  creature decides which of the conditions associated with 
  the tied ability modifiers to take. The target must attempt 
  a Will save.
  Success The target is unaffected.
  Failure The condition’s value is 1.
  Critical Failure The condition’s value is 2.
  At the start of each of your turns, the target can attempt 
  another Will save, ending the effect on a success.
  SWAMP OF SLOTH 
  FOCUS 3
  UNCOMMON
  CONJURATION
  SORCERER
  Cast � to � somatic, verbal
  Range 120 feet; Area 5-foot burst or more
  Saving Throw basic Fortitude; Duration 1 minute
  Ground in the area turns swampy and fetid. The area is 
  difficult terrain. The sludge at the bottom of the morass 
  animates into diminutive sludge beasts that have a demonic 
  appearance. These don’t function as normal creatures, but 
  they swarm over creatures in the swamp and exude a noxious 
  stench. The swamp deals 1d6 poison damage; creatures that 
  end their turn in the area must attempt a basic Fortitude 
  save. You can increase the number of actions it takes to Cast 
  the Spell. For each additional action, increase the burst’s 
  radius by 5 feet.
  Heightened (+2) The damage increases by 1d6, and the initial 
  radius increases by 5 feet.
  TENTACULAR LIMBS 
  FOCUS 1
  UNCOMMON
  MORPH
  SORCERER
  TRANSMUTATION
  Cast � somatic
  Duration 1 minute
  Your arms turn into long, pliable tentacles, increasing 
  your reach when you’re delivering touch range spells and 
  making unarmed Strikes with your arms (such as fist and 
  claw Strikes) to 10 feet. This doesn’t change the reach of 
  your melee weapon attacks. During the duration, whenever 
  you Cast a Spell, you can add an additional action to that 
  spell’s casting to temporarily extend your reach to 20 feet 
  to deliver that spell.
  Heightened (+2) When you add an additional action to a spell 
  to temporarily extend your reach, your reach increases by an 
  additional 10 feet to deliver that spell.
  TOUCH OF UNDEATH 
  FOCUS 1
  UNCOMMON
  NECROMANCY
  NEGATIVE
  SORCERER
  Cast � somatic
  Range touch; Targets 1 living creature touched
  Saving Throw Will; Duration 1 minute
  You instill within a creature the touch of the grave. For the 
  duration, harm spells treat the creature as undead and heal 
  spells treat the creature as living. In addition, harm spells gain 
  a +2 status bonus to the Hit Points restored to the target.
  If the target wishes to avoid the spell, it can attempt a Will 
  save to reduce the effects. 
  Critical Success The target is unaffected.
  Success The target heals half as much from heal and takes half 
  as much damage from harm for 1 round.
  Failure Effects as described in the text.
  Heightened (+1) The status bonus to the Hit Points restored 
  increases by 2.
  UNUSUAL ANATOMY 
  FOCUS 5
  UNCOMMON
  POLYMORPH
  SORCERER
  TRANSMUTATION
  Cast � somatic
  Duration 1 minute
  405
  7
  SPELLS
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  You transform your flesh and organs into a bizarre amalgam 
  of glistening skin, rough scales, tufts of hair, and tumorous 
  protuberances. This has three effects:
  • You gain resistance 10 to precision damage and 
  resistance 10 to extra damage from critical hits. If the 
  resistance is greater than the extra damage, it reduces 
  the extra damage to 0 but doesn’t reduce the attack’s 
  normal damage.
  • You gain darkvision.
  • Acid oozes from your skin. Any creature that hits you 
  with an unarmed attack or with a non-reach melee 
  weapon takes 2d6 acid damage.
  Heightened (+2) The resistances increase by 5, and the acid 
  damage increases by 1d6.
  YOU’RE MINE 
  FOCUS 5
  UNCOMMON
  EMOTION
  ENCHANTMENT
  INCAPACITATION
  MENTAL
  SORCERER
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Will; Duration 1 round
  You manipulate the target’s emotions, potentially allowing 
  you to control it for a brief instant. The target must attempt 
  a Will save.
  Critical Success The target is unaffected.
  Success The target is stunned 1.
  Failure On the target’s next turn, it’s stunned 1 and you 
  partially control it, causing it to take a single action of your 
  choice. If it has actions left, it can act normally. 
  Critical Failure The target is controlled for 1 round.
  Heightened (7th) On a failure, the target is controlled for 1 
  round. On a critical failure, the target is controlled for up to 
  1 minute; it receives a new Will save at the end of each of its 
  turns, and on a success, the spell ends.
  WIZARD
  Wizards can gain the following school spells.
  AUGMENT SUMMONING 
  FOCUS 1
  UNCOMMON
  CONJURATION
  WIZARD
  Cast � verbal
  Range 30 feet; Targets 1 creature you summoned
  You augment the abilities of a summoned creature. The 
  target gains a +1 status bonus to all checks (this also applies 
  to the creature’s DCs, including its AC) for the duration of its 
  summoning, up to 1 minute.
  CALL OF THE GRAVE 
  FOCUS 1
  UNCOMMON
  ARCANE
  ATTACK
  NECROMANCY
  WIZARD
  Cast � somatic, verbal
  Range 30 feet; Targets 1 living creature
  You fire a ray of sickening energy. Make a spell attack roll.
  Critical Success The target becomes sickened 2 and slowed 1 
  as long as it’s sickened. 
  Success The target becomes sickened 1.
  Failure The target is unaffected.
  CHARMING WORDS 
  FOCUS 1
  UNCOMMON
  AUDITORY
  ENCHANTMENT
  INCAPACITATION
  LINGUISTIC
  MENTAL
  WIZARD
  Cast � verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Will; Duration until the start of your next turn
  You whisper enchanting words to deflect your foe’s ire. The 
  target must attempt a Will save.
  Critical Success The target is unaffected.
  Success The target takes a –1 circumstance penalty to attack 
  rolls and damage rolls against you.
  Failure The target can’t use hostile actions against you.
  Critical Failure The target is stunned 1 and can’t use hostile 
  actions against you.
  DIMENSIONAL STEPS 
  FOCUS 4
  UNCOMMON
  CONJURATION
  TELEPORTATION
  WIZARD
  Cast � somatic
  Range 20 feet
  You teleport to a location up to 20 feet away within your line 
  of sight.
  Heightened (+1) The distance you can teleport increases by 
  5 feet.
  DIVINER’S SIGHT 
  FOCUS 1
  UNCOMMON
  CONCENTRATE
  DIVINATION
  FORTUNE
  WIZARD
  Cast � verbal
  Range 30 feet; Targets 1 willing living creature
  Duration until the end of your next turn 
  You glimpse into the target’s future. Roll a d20; when the target 
  attempts a non-secret saving throw or skill check, it can use 
  the number you rolled instead of rolling, and the spell ends. 
  Alternatively, you can instead reveal the result of the die roll 
  for one of the target’s secret checks during the duration, and 
  the spell ends. Casting it again ends any active diviner’s sight 
  you have cast, as well as any active diviner’s sight on the target. 
  DREAD AURA 
  FOCUS 4
  UNCOMMON
  ENCHANTMENT
  EMOTION
  FEAR
  MENTAL
  WIZARD
  Cast � somatic, verbal
  Area 30-foot-radius emanation centered on you
  Duration sustained up to 1 minute
  You emit an aura of terror. Foes in the area are frightened 1 
  and unable to reduce the condition.
  ELEMENTAL TEMPEST 
  FOCUS 4
  UNCOMMON
  EVOCATION
  METAMAGIC
  WIZARD
  Cast � verbal
  Your spellcasting surrounds you in a storm of elemental energy. 
  If the next action you take is to Cast a Spell from your wizard 
  spell slots that’s an evocation spell dealing acid, cold, electricity, 
  or fire damage, a 10-foot emanation of energy surrounds you 
  as you cast the spell. Foes in the area take 1d6 damage per 
  spell level of the spell you just cast of the same damage type 
  the spell deals (choose one if it deals multiple types). Combine 
  the damage from both elemental tempest and the other spell 
  Core Rulebook
  406
  
  against foes who take damage from both before applying 
  bonuses, penalties, resistance, weakness, and the like.
  ENERGY ABSORPTION 
  FOCUS 4
  UNCOMMON
  ABJURATION
  WIZARD
  Cast � verbal
  Trigger An effect would deal acid, cold, electricity, or fire 
  damage to you.
  You gain resistance 15 to acid, cold, electricity, or fire damage 
  from the triggering effect (one type of your choice). The 
  resistance applies only to the triggering effect’s initial damage.
  Heightened (+1) The resistance increases by 5.
  FORCE BOLT 
  FOCUS 1
  UNCOMMON
  ATTACK
  EVOCATION
  FORCE
  WIZARD
  Cast � somatic
  Range 30 feet; Targets 1 creature or object
  You fire an unerring dart of force from your fingertips. It 
  automatically hits and deals 1d4+1 force damage to the target.
  Heightened (+2) The damage increases by 1d4+1.
  HAND OF THE APPRENTICE 
  FOCUS 1
  UNCOMMON
  ATTACK
  EVOCATION
  WIZARD
  Cast � somatic
  Range 500 feet; Targets 1 creature
  You hurl a held melee weapon with which you are trained at 
  the target, making a spell attack roll. On a success, you deal 
  the weapon’s damage as if you had hit with a melee Strike, 
  but adding your spellcasting ability modifier to damage, 
  rather than your Strength modifier. On a critical success, 
  you deal double damage, and you add the weapon’s critical 
  specialization effect. Regardless of the outcome, the weapon 
  flies back to you and returns to your hand.
  INVISIBILITY CLOAK 
  FOCUS 4
  UNCOMMON
  ILLUSION
  WIZARD
  Cast � somatic
  Duration 1 minute 
  You become invisible, with the same restrictions as the 2nd-
  level invisibility spell.
  Heightened (6th) The duration increases to 10 minutes.
  Heightened (8th) The duration increases to 1 hour.
  LIFE SIPHON  
  FOCUS 4
  UNCOMMON
  HEALING
  NECROMANCY
  WIZARD
  Cast � verbal
  Trigger You expend one of your wizard spell slots to cast a 
  wizard spell of the necromancy school.
  You use some of the spell’s magic to heal yourself, regaining 
  1d8 Hit Points per level of the spell.
  PHYSICAL BOOST 
  FOCUS 1
  UNCOMMON
  TRANSMUTATION
  WIZARD
  Cast � verbal
  Range touch; Targets 1 living creature
  Duration until the end of the target’s next turn 
  You temporarily improve the target’s physique. The target 
  gains a +2 status bonus to the next Acrobatics check, Athletics 
  check, Fortitude save, or Reflex save it attempts.
  PROTECTIVE WARD 
  FOCUS 1
  UNCOMMON
  ABJURATION
  WIZARD
  Cast � somatic
  Area 5-foot-radius emanation centered on you
  Duration sustained up to 1 minute
  You emanate a shimmering aura of protective magic. You and 
  any allies in the area gain a +1 status bonus to AC. Each time 
  you Sustain the Spell, the emanation’s radius increases by 5 
  feet, to a maximum of 30 feet.
  SHIFTING FORM  
  FOCUS 4
  UNCOMMON
  MORPH
  TRANSMUTATION
  WIZARD
  Cast � somatic
  Duration 1 minute 
  You gain one of the following abilities of your choice. You can 
  Dismiss this spell.
  • You gain a 20-foot status bonus to your Speed.
  • You gain a climb or swim Speed equal to half your Speed.
  • You gain darkvision.
  • You gain a pair of claws. These are agile finesse 
  unarmed attacks that deal 1d8 slashing damage. 
  • You gain scent 60 feet (imprecise).
  VIGILANT EYE 
  FOCUS 4
  UNCOMMON
  DIVINATION
  WIZARD
  Cast � somatic
  Range 500 feet
  Duration 1 hour
  You create an invisible eye sensor, as clairvoyance (page 324). 
  When created, this eye must be in your line of sight.
  When the spell’s duration ends, you can spend 1 Focus 
  Point as a free action to extend the duration for another hour, 
  though as normal, it ends immediately during your next daily 
  preparations.
  WARPED TERRAIN 
  FOCUS 1
  UNCOMMON
  ILLUSION
  VISUAL
  WIZARD
  Cast � to � somatic, verbal
  Range 60 feet; Area 5-foot burst or more
  Duration 1 minute
  You create illusory hazards that cover all surfaces in the area 
  (typically the ground). Any creature moving through the illusion 
  treats the squares as difficult terrain. A creature can attempt 
  to disbelieve the effect as normal after using a Seek action or 
  otherwise spending actions interacting with the illusion. If it 
  successfully disbelieves, it ignores the effect for the remaining 
  duration. For each additional action you use casting the spell, 
  the burst’s radius increases by 5 feet, to a maximum of 10 extra 
  feet for 3 actions. 
  Heightened (4th) You can make the illusion appear in the air 
  rather than on a surface, causing it to function as difficult 
  terrain for flying creatures.
  407
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  Casting Rituals
  When you take charge of a ritual, you are its primary 
  caster, and others assisting you are secondary casters. You 
  can be a primary caster for a ritual even if you can’t cast 
  spells. You must know the ritual, and the ritual’s spell 
  level can be no higher than half your level rounded up. 
  You must also have the required proficiency rank in 
  the skill used for the ritual’s primary check (see Checks 
  below), and as the primary caster, you must attempt this 
  skill check to determine the ritual’s effects. The primary 
  skill check determines the tradition.
  Rituals do not require spell slots to cast. You can 
  heighten a ritual up to half your level rounded up, decided 
  when the ritual is initiated. A ritual always takes at least 
  1 hour to perform, and often longer. While a ritual is a 
  downtime activity, it’s possible—albeit risky—to perform 
  a ritual during exploration with enough uninterrupted 
  time. A ritual’s casting time is usually listed in days. Each 
  day of casting requires 8 hours of participation in the 
  ritual from all casters, with breaks during multiday rituals 
  to allow rest. One caster can continue a multiday ritual, 
  usually with some light chanting or meditation, while the 
  other casters rest. All rituals require material, somatic, 
  and verbal components throughout their casting time.
  Learning Rituals
  Learning a ritual does not count against any limits on 
  spells in your spell repertoire or on any other normal 
  spellcasting ability. Rituals are never common, though if 
  you look hard, you can probably find someone who can 
  perform an uncommon ritual for you. They may still be 
  unwilling to teach it to you.
  Cost
  A ritual’s Cost entry lists valuable components required to 
  cast the ritual. If a ritual doesn’t have any such components, 
  it won’t have a Cost entry. The cost is consumed when you 
  attempt the primary skill check. Costs are often presented 
  as a base cost multiplied by the target’s level and sometimes 
  the spell’s level. If the target’s level is lower than 1, multiply 
  the cost by 1 instead. Heightened versions that increase 
  the base cost multiply it by the target’s level or another 
  value as appropriate. Most rituals that create permanent 
  creatures, such as create undead, use costs based on the 
  level of the spell, as presented on Table 7–1.
  Secondary Casters
  Many rituals need additional secondary casters, who also 
  don’t need to be able to cast spells. Unlike a primary caster, 
  a secondary caster doesn’t need a minimum level or skill 
  proficiency. The Secondary Casters entry, if present, indicates 
  the minimum number of secondary casters required. 
  Checks
  At the ritual’s culmination, you must attempt the skill 
  check listed in the Primary Check entry to determine the 
  ritual’s outcome. Primary checks usually have a very hard 
  DC for a level that’s twice the ritual’s spell level. As with 
  other downtime activities, fortune and misfortune effects 
  can’t modify your checks for the ritual, nor can bonuses 
  or penalties that aren’t active throughout the process.
  The GM can adjust the DCs of rituals, add or change 
  primary or secondary checks, or even waive requirements 
  to fit specific circumstances. For example, performing a 
  ritual in a location where ley lines converge on the night 
  of a new moon might make a normally difficult ritual 
  drastically easier. 
  Secondary checkS
  Often, a ritual requires secondary checks to represent aspects 
  of its casting, usually with a standard DC for a level twice 
  the ritual’s spell level. A different secondary caster must 
  attempt each secondary check. If there are more secondary 
  casters than checks, the others don’t attempt any. 
  Secondary casters attempt their checks before you 
  attempt the primary check; no matter their results, the 
  ritual proceeds to the primary check. Secondary checks 
  Rituals
  A ritual is an esoteric and complex spell that anyone can cast. It takes much longer to cast 
  a ritual than a normal spell, but rituals can have more powerful effects. 
  TABLE 7–1: CREATURE CREATION RITUALS
  Creature Level Spell Level Required 
  Cost
  –1 or 0 
  2 
  15 gp
  1 
  2 
  60 gp
  2 
  3 
  105 gp
  3 
  3 
  180 gp
  4 
  4 
  300 gp
  5 
  4 
  480 gp
  6 
  5 
  750 gp
  7 
  5 
  1,080 gp
  8 
  6 
  1,500 gp
  9 
  6 
  2,100 gp
  10 
  7 
  3,000 gp
  11 
  7 
  4,200 gp
  12 
  8 
  6,000 gp
  13 
  8 
  9,000 gp
  14 
  9 
  13,500 gp
  15 
  9 
  19,500 gp
  16 
  10 
  30,000 gp
  17 
  10 
  45,000 gp
  Core Rulebook
  408
  
  affect the primary check depending on their results. 
  Critical Success You gain a +2 circumstance bonus to the 
  primary check.
  Success No bonus or penalty.
  Failure You take a –4 circumstance penalty to the primary 
  check.
  Critical Failure As failure, and you reduce the degree of 
  success of the primary skill check by one step.
  Effect
  A ritual’s effect depends on the result of the primary check. 
  If an effect lists a save DC, use your spell DC for the ritual’s 
  magic tradition (or 12 + your level + your highest mental 
  ability modifier, if you don’t have a spell DC). 
  Rituals
  The following rituals are just a small sample of the many 
  that exist.
  ANIMATE OBJECT 
  RITUAL 2
  UNCOMMON
  TRANSMUTATION
  Cast 1 day; Cost rare oils, see Table 7–1; Secondary Casters 1
  Primary Check Arcana (expert); Secondary Checks Crafting
  Range 10 feet; Target 1 object
  You transform the target into an animated object with a level 
  up to that allowed by Table 7–1 and of a type corresponding 
  to the object (so a broom would become an animated broom). 
  Critical Success The target becomes an animated object of the 
  appropriate type. If it’s at least 4 levels lower than you, you 
  can make it a minion. This gives it the minion trait, meaning 
  it can use 2 actions when you command it, and commanding 
  it is a single action that has the auditory and concentrate 
  traits. You can have a maximum of four minions under your 
  control. If it doesn’t become a minion, you can give it one 
  simple command. It pursues that goal single-mindedly, 
  ignoring any of your subsequent commands.
  Success As critical success, except an animated object that 
  doesn’t become your minion stays in place and attacks 
  anyone that attacks it or tries to steal or move it, rather 
  than following your command.
  Failure You fail to create the animated object.
  Critical Failure You create the animated object, but it goes 
  berserk and attempts to destroy you.
  ATONE 
  RITUAL 4
  UNCOMMON
  ABJURATION
  Cast 1 day; Cost rare incense and offerings worth a total value 
  of 20 gp × the target’s level; Secondary Casters 1, must be 
  the ritual’s target
  Primary Check Nature or Religion (expert); Secondary Checks 
  Nature or Religion (whichever is used for the primary check)
  Range 10 feet; Targets another creature of up to 8th level who 
  is a worshipper of the same deity or philosophy as you
  You attempt to help a truly penitent creature atone for its 
  misdeeds, typically actions contrary to your deity’s alignment 
  or anathema to your deity. If the creature isn’t truly penitent, 
  the outcome is always a critical failure. This ritual uses Nature 
  if the target is a druid, and Religion in all other cases.
  Critical Success The creature receives absolution for its 
  misdeeds, allowing it to regain standing with your deity. It 
  returns to its previous alignment (if its alignment shifted) 
  and regains any abilities it lost. Before the atonement is 
  complete, the creature must perform a special quest or 
  other task chosen by your deity, as befits its misdeeds. If 
  completed during downtime, this task should take no less 
  than 1 month. For 1 month, the target receives divine insight 
  just before performing an act that would be anathema to 
  your deity or contrary to your deity’s alignment. 
  Success As critical success, but the creature gains no special 
  insight regarding its subsequent actions. 
  Failure The creature does not receive absolution and must 
  continue to meditate and redress its misdeeds. Any future 
  atone rituals for the same misdeeds cost half as much and gain 
  a +4 circumstance bonus to primary and secondary checks.
  Critical Failure The creature offends your deity and is 
  permanently cast out from the faith. The creature can’t 
  rejoin your religion without a more direct intervention. 
  Heightened (5th) Increase the maximum target level by 2 and 
  the base cost by 20 gp.
  AWAKEN ANIMAL  
  RITUAL 6
  UNCOMMON
  DIVINATION
  MENTAL
  Cast 1 day; Cost herbs, 1/5 the value on Table 7–1; Secondary 
  Casters 3
  Primary Check Nature (master); Secondary Checks Lore (any), 
  Society, Survival 
  Range 10 feet; Target 1 animal of up to the level on Table 7–1
  TABLE 7–2: RITUALS BY LEVEL
   
  Level 
  Ritual
   
   
  2 
  Animate object
   
   
  2 
  Consecrate
   
   
  2 
  Create undead
   
   
  2 
  Inveigle
   
   
  3 
  Geas
   
   
  4 
  Atone
   
   
  4 
  Blight
   
   
  4 
  Plant growth
   
   
  5 
  Call spirit
   
   
  5 
  Planar ally
   
   
  5 
  Resurrect
   
   
  6 
  Awaken animal
   
   
  6 
  Commune
   
   
  6 
  Commune with nature
   
   
  6 
  Planar binding
   
   
  6 
  Primal call
   
   
  7 
  Legend lore
   
   
  8 
  Control weather
   
   
  8 
  Freedom
   
   
  8 
  Imprisonment
  409
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  You grant intelligence to the target, transforming it into 
  a beast. If it was previously an animal companion or minion, it 
  can no longer serve as one. 
  Critical Success The target’s Intelligence, Wisdom, and 
  Charisma modifiers each increase to +2 if they were lower, 
  and it becomes helpful to you for awakening it.
  Success The target’s Intelligence, Wisdom, and Charisma 
  modifiers increase to +0 if they were worse and it becomes 
  friendly to you for awakening it.
  Failure You fail to awaken the target.
  Critical Failure You accidentally awaken the target with a 
  pure bestial hatred toward you. The target’s Intelligence, 
  Wisdom, and Charisma modifiers increase to –2 if they were 
  worse. It becomes hostile to you, attempting to destroy you.
  BLIGHT 
  RITUAL 4
  UNCOMMON
  NECROMANCY
  NEGATIVE
  PLANT
  Cast 1 day; Secondary Casters 1
  Primary Check Nature (expert); Secondary Checks Survival
  Area 1/2-mile-radius circle centered on you
  Duration 1 year
  You twist and stunt plants in the area, causing them to wither. In 
  addition to other dangers from failing plant life, this decreases 
  the crop yield for farms. If you cast this ritual in an area affected 
  by plant growth, blight attempts to counteract plant growth 
  instead of producing its usual effect.
  Critical Success Completely spoil the crop yield in the area, or 
  decrease the yield by half in an area with up to a 1-mile radius.
  Success Decease the crop yield in the area by half.
  Failure The ritual has no effect.
  Critical Failure The flora in the area changes in an unexpected 
  way, determined by the GM but generally as contradictory 
  to your true desires as possible (for instance, enriching 
  crops when you would prefer to blight them).
  CALL SPIRIT 
  RITUAL 5
  UNCOMMON
  NECROMANCY
  Cast 1 hour; Cost rare candles and incense worth a total value 
  of 50 gp; Secondary Casters 1
  Primary Check Occultism (expert) or Religion (expert); 
  Secondary Checks Occultism or Religion (whichever isn’t 
  used for the primary check)
  Duration up to 10 minutes
  You tear the veil to the afterlife and call a spirit from its final 
  resting place. You must call the spirit by name, and you must 
  provide a connection to the spirit, such as a possession, a 
  garment, or a piece of its corpse. A spirit unwilling to heed your 
  call can attempt a Will save to avoid it; on a critical success, a 
  trickster spirit Impersonates the spirit you meant to call. The DC 
  of the Will save is 2 lower if you haven’t met the spirit in life. 
  Either way, the spirit appears as a wispy form of the creature 
  you meant to call. Each minute of the duration, you can ask the 
  spirit a question. It can answer how it pleases or even refuse to 
  answer. If the spirit isn’t in the afterlife (such as if it’s an undead), 
  all results other than critical failures use the failure effect.
  Critical Success The spirit is particularly cooperative, and 
  even if it has strong reasons to deceive you, it takes a –2 
  circumstance penalty to its Deception checks.
  Success You call the spirit.
  Failure You fail to call a spirit.
  Critical Failure One or more evil spirits appear and attack.
  COMMUNE 
  RITUAL 6
  UNCOMMON
  DIVINATION
  PREDICTION
  Cast 1 day; Cost rare incense worth a total value of 150 gp; 
  Secondary Casters 1
  Primary Check Occultism (master) or Religion (master); 
  Secondary Checks Occultism or Religion (whichever is used 
  for the primary check)
  Duration up to 10 minutes
  You call upon an unknown planar entity to answer questions; 
  this is a servitor of your deity if you have one and use 
  Religion. You can ask up to seven questions that could be 
  answered with “Yes” or “No.” The entity is likely to know 
  answers related to its purview; a servitor of Gozreh would 
  likely know about unnatural weather patterns and a servitor 
  of Desna would likely know someone’s travel route. The 
  entity answers with one word answers such as “Yes,” “No,” 
  “Likely,” and “Unknown,” though its answers always reflect 
  its own agenda and could be deceptive.
  Critical Success You contact a more powerful entity aligned 
  strongly with your interests, possibly even your deity. The 
  entity won’t attempt to deceive you, though it still might not 
  know the answers. When it’s important to provide clarity, the 
  entity will answer your questions with up to five words, such 
  as “If you leave immediately” or “That was true once.”
  Success You can ask your questions and receive answers.
  Failure You fail to contact a planar entity.
  Critical Failure You are exposed to the enormity of the cosmos 
  and are stupefied 4 for 1 week (can’t remove by any means).
  COMMUNE WITH NATURE 
  RITUAL 6
  UNCOMMON
  DIVINATION
  PREDICTION
  Cast 1 day; Cost rare incense worth a total value of 60 gp; 
  Secondary Casters 1
  Primary Check Nature (master); Secondary Checks Nature
  Duration up to 10 minutes
  As commune, except you contact the primal spirits of 
  nature, which know about animals, beasts, fey, plants, 
  topography, and natural resources within a 3-mile radius of 
  the ritual’s location.
  CONSECRATE  
  RITUAL 2
  UNCOMMON
  CONSECRATION
  EVOCATION
  Cast 3 days; Cost rare incense and offerings worth a total 
  value of 20 gp × the spell level; Secondary Casters 2, must 
  be worshippers of your religion
  Primary Check Religion; Secondary Checks Crafting, Performance
  Range 40 feet; Area 40-foot-radius burst around an immobile 
  altar, shrine, or fixture of your deity
  Duration 1 year
  You consecrate a site to your deity, chanting praises and 
  Core Rulebook
  410
  
  creating a sacred space. While within the area, worshippers 
  of your deity gain a +1 status bonus to attack rolls, skill 
  checks, saving throws, and Perception checks, and creatures 
  anathema to your deity (such as undead for Pharasma or 
  Sarenrae) take a –1 status penalty to those checks. Attacks 
  made by worshippers of your deity within the area deal 1 
  damage of one of your deity’s alignment types (your choice); 
  if your deity is true neutral, you don’t gain this benefit. 
  Critical Success The consecration succeeds, and it either lasts 
  for 10 years instead of 1 or covers an area with twice the 
  radius. Occasionally, with your deity’s favor, this might 
  produce an even more amazing effect, such as a permanently 
  consecrated area or the effect covering an entire cathedral. 
  Success The consecration succeeds.
  Failure The consecration fails.
  Critical Failure The consecration fails spectacularly and 
  angers your deity, who sends a sign of displeasure. For at 
  least 1 year, further attempts to consecrate the site fail.
  Heightened (7th) The consecrated area also gains the effects 
  of the dimensional lock spell, but the effect doesn’t attempt 
  to counteract teleportation by worshippers of your deity. The 
  cost increases to 200 gp × the spell level.
  CONTROL WEATHER 
  RITUAL 8
  UNCOMMON
  EVOCATION
  Cast 1 day; Secondary Casters 1
  Primary Check Nature (master); Secondary Checks Survival
  Area 2-mile-radius circle centered on you
  Duration 4d12 hours
  You alter the weather, making it calm and normal for the season 
  or choosing up to two effects based on the season:
  • Spring drizzle, heat, hurricane, sleet, thunderstorm, 
  tornado
  • Summer drizzle, downpour, extreme heat, hail, heat
  • Autumn cold weather, fog, mild heat, sleet
  • Winter blizzard, mild cold, extreme cold, thaw
  You can’t specifically control the manifestations, such as the 
  exact path of a tornado or the targets of lightning strikes.
  Critical Success You change the weather as desired and can 
  affect a larger area (up to a 5-mile-radius circle), or a longer 
  duration (any number of additional d12 hours, up to 16d12). 
  Success You change the weather as desired.
  Failure You fail to change the weather as desired.
  Critical Failure The weather changes in an unanticipated way, 
  determined by the GM but generally as contradictory to 
  your true desires as possible (for instance, a terrible storm 
  emerges when you would prefer good weather).
  Heightened (9th) You can create unseasonable weather and 
  contradictory weather effects, such as extreme cold and 
  a hurricane. You can make the weather calm and normal 
  weather for a different season or choose weather effects from 
  any season’s list. 
  CREATE UNDEAD 
  RITUAL 2
  UNCOMMON
  EVIL
  NECROMANCY
  Cast 1 day; Cost black onyx, see Table 7–1; Secondary Casters 1
  Primary Check Arcana (expert), Occultism (expert), or Religion 
  (expert); Secondary Checks Religion
  Range 10 feet; Target 1 dead creature
  You transform the target into an undead creature with 
  a level up to that allowed in Table 7–1. There are many 
  versions of this ritual, each specific to a particular type 
  of undead (one ritual for all zombies, one for skeletons, 
  one for ghouls, and so on), and the rituals that create rare 
  undead are also rare. Some forms of undead, such as liches, 
  form using their own unique methods and can’t be created 
  with a version of create undead. 
  Critical Success The target becomes an undead creature of the 
  appropriate type. If it’s at least 4 levels lower than you, you 
  can make it a minion. This gives it the minion trait, meaning 
  it can use 2 actions when you command it, and commanding 
  it is a single action that has the auditory and concentrate 
  traits. You can have a maximum of four minions under your 
  control. If it’s intelligent and doesn’t become a minion, the 
  undead is helpful to you for awakening it, though it’s still 
  a horrid and evil creature. If it’s unintelligent and doesn’t 
  become a minion, you can give it one simple command. It 
  pursues that goal single-mindedly, ignoring any of your 
  subsequent commands.
  Success As critical success, except an intelligent undead that 
  doesn’t become your minion is only friendly to you, and 
  an unintelligent undead that doesn’t become your minion 
  leaves you alone unless you attack it. It marauds the local 
  area rather than following your command.
  Failure You fail to create the undead.
  Critical Failure You create the undead, but its soul, tortured by 
  your foul necromancy, is full of nothing but hatred for you. 
  It attempts to destroy you.
  FREEDOM 
  RITUAL 8
  UNCOMMON
  ABJURATION
  Cast 1 day; Cost valuable oils and objects associated with the 
  target worth a total value of 100 gp × the spell level × the 
  target’s level; Secondary Casters 2
  Primary Check Arcana (legendary) or Occultism (legendary); 
  Secondary Checks Society
  Range see text; Target 1 creature
  You perform a ritual to free a creature imprisoned, petrified, 
  or otherwise put into stasis by any magical effects from all 
  such effects, even effects like imprisonment that don’t have a 
  duration, as long as freedom’s spell level is equal to or higher 
  than the effect’s spell level. To perform the ritual, you must 
  be within 10 feet of the target, or within 10 feet of the place 
  where the target was imprisoned (in the case of effects that 
  trap the creature in an unreachable prison, like the oubliette 
  form of imprisonment). You must know the name of the 
  creature and details of its background; if the creature is not 
  a close associate, a failure or critical failure on a secondary 
  Society check reduces even a critical success on the primary 
  check to a failure.
  Critical Success You free the target from all magical effects 
  imprisoning it, petrifying it, or putting it into stasis. It gains 
  411
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  a +1 status bonus to saving throws to resist those same 
  magical effects for 1 week.
  Success You free the target from all magical effects imprisoning 
  it, petrifying it, or putting it into stasis. 
  Failure You fail to free the target.
  Critical Failure The magical effects imprisoning the target, 
  petrifying the target, or putting it into stasis affect you and 
  all secondary casters.
  GEAS 
  RITUAL 3
  UNCOMMON
  CURSE
  ENCHANTMENT
  MENTAL
  Cast 1 day; Secondary Casters 1
  Primary Check Arcana (expert), Occultism (expert), or Religion 
  (expert); Secondary Checks Society or Legal Lore
  Range 10 feet; Target 1 creature of a level no greater than 
  double the geas ritual’s level
  Duration see text
  You enforce a magic rule on a willing target, forcing it to 
  either perform or refrain from carrying out a certain act. A 
  geas to perform an act is usually conditional, such as, “Always 
  offer hospitality to strangers seeking a place to stay.” An 
  unconditional geas to perform a certain act doesn’t require the 
  target to perform that act exclusively, though it must prioritize 
  the task above all leisurely pursuits. The most common geas 
  to refrain from carrying out an act is a specification to avoid 
  violating a contract. In those cases, the secondary caster 
  usually takes charge of making sure the wording of the 
  contract is attuned correctly with the ritual’s magic. Because 
  the target is willing, geas can have a duration that lasts for 
  as long as the target agrees to. If the target is unable to fulfill 
  the geas, it becomes sickened 1, and the sickened condition 
  increases by 1 for each consecutive day it is prevented from 
  following the geas, to a maximum of sickened 4. The sickened 
  condition ends immediately when it follows the geas again; it 
  can’t remove the sickened condition in any other way. Only 
  powerful magic such as a wish spell can remove the effects of 
  geas from a willing target.
  Critical Success The geas succeeds, and the target receives a 
  +1 status bonus to skill checks that directly uphold the geas 
  (at the GM’s discretion). 
  Success The geas succeeds.
  Failure The geas fails.
  Critical Failure The geas fails, and you are instead affected 
  by the geas you were attempting to place on the target. 
  You are considered an unwilling target, so the geas can be 
  counteracted with a remove curse spell.
  Heightened (5th) You can use geas on an unwilling creature; 
  it can attempt a Will save to negate the effect. If the target 
  fails this Will save, the geas lasts up to 1 week. A remove 
  curse spell can counteract a geas on an unwilling creature, 
  in addition to powerful magic such as a wish spell. A clever 
  unwilling creature can subvert the geas by contriving 
  situations that prevent it from complying, but in that case it 
  becomes sickened (as described above).
  Heightened (7th) As 5th level, but the geas lasts for up to 
  1 year on an unwilling creature.
  Heightened (9th) As 5th level, but the geas lasts for a duration 
  you choose (even unlimited) on an unwilling creature.
  IMPRISONMENT 
  RITUAL 8
  UNCOMMON
  EVOCATION
  Cast 1 day; Cost reagents to construct the magical prison 
  worth a total value of 800 gp × the target’s level; Secondary 
  Casters 6
  Primary Check Arcana (legendary) or Occultism (legendary); 
  Secondary Checks Crafting, Society
  Range 10 feet; Target 1 creature of up to 16th level
  You perform a ritual to imprison a creature in one of 
  several forms. While some versions of this ritual offer all 
  of the forms, others include only a single form or only a 
  few of them. Whichever form you use, the effect can’t be 
  counteracted, though it can be ended by freedom. Some forms 
  of imprisonment can be ended by other means. Because the 
  ritual requires the target to remain within 10 feet at all times, 
  it typically requires you to subdue the target first.
  • Chains You bind the creature with chains, rendering it 
  unable to use any actions other than to speak. Other 
  creatures that attempt to approach, harm the chains, 
  or free the trapped creature in any way must succeed 
  at a Will save or be unable to do so forever. The 
  chains have Hardness equal to 5 × the imprisonment 
  ritual’s spell level, and double that many Hit Points. 
  Destroying the chains frees the target.
  • Prison You render the creature completely unable to 
  leave a particular confined area or structure of your 
  choice, such as a jail cell or sealed cave. The magic also 
  prevents the creature from damaging its prison, either 
  directly or indirectly, to break free. If the creature’s 
  prison is entirely destroyed by some external force, 
  the creature is freed, though for some larger or natural 
  prisons, this might be unfeasible.
  • Slumber (sleep effect) You put the creature into an eternal 
  sleep. It ceases aging and doesn’t require food or drink. A 
  single sincere physical display of affection from a creature 
  who genuinely loves the target—whether romantically, 
  filially, or otherwise—frees it from the slumber. This form 
  of imprisonment is also enchantment magic.
  • Temporal Stasis You send the creature into a state of 
  suspended animation outside the flow of time. The 
  creature doesn’t grow older and can’t be affected by any 
  effect from within the normal timestream. While casting 
  this ritual, you can optionally name any amount of time 
  for the stasis; after this duration elapses, the stasis ends. 
  Unlike other forms of imprisonment, temporal stasis can 
  be counteracted by a dispel magic or haste spell. This 
  form of imprisonment is also transmutation magic.
  • Object (9th level or higher) You either shrink the creature 
  to an inch in height or transform it into an insubstantial 
  form whose body trails away into wisps below its head. 
  Either way, you trap it inside a gem, jar, bottle, lamp, or 
  similar container. The creature ceases aging and doesn’t 
  require food or drink. The creature is still aware of its 
  Core Rulebook
  412
  
  surroundings and can move within the container and 
  speak, but it can’t use any other  actions. Destroying 
  the container kills the target rather than freeing it. This 
  form of imprisonment is also transmutation magic.
  • Oubliette (10th level only) You entomb the target 
  in a state of suspended animation deep beneath the 
  surface of the ground and out of tune with reality so 
  that it can’t be reached by any means. You also prevent 
  divinations from revealing the location where the 
  imprisonment occurred. Powerful magic such as wish 
  can reveal the location of the imprisonment, but even 
  such magic can’t free the target from the oubliette; 
  only a 10th-level freedom ritual can do so.
  Critical Success You imprison the target. You can either use a 
  form of imprisonment that usually requires 1 additional spell 
  level, or give any creatures trying to use a freedom ritual 
  to rescue the target a –2 circumstance penalty to checks 
  associated with that ritual.
  Success You imprison the target.
  Failure You fail to imprison the target.
  Critical Failure You imprison yourself and the secondary casters 
  in the same way you intended to imprison the target.
  Heightened (9th) You can use the object form of imprisonment 
  in addition to the other options, and you can target a creature 
  of up to 18th level. The base cost increases to 2,000 gp.
  Heightened (10th) You can use the object and oubliette forms 
  of imprisonment in addition to the other options, and you can 
  target a creature of up to 20th level. The base cost increases 
  to 6,000 gp.
  INVEIGLE 
  RITUAL 2
  UNCOMMON
  ENCHANTMENT
  MENTAL
  Cast 1 day; Cost rare oils worth a total value of 10 gp × the 
  target’s level
  Primary Check Arcana (expert), Occultism (expert), or 
  Religion (expert)
  Range 10 feet; Target 1 creature of a level no greater than 
  double the inveigle ritual’s level
  Duration 1 year or until dismissed
  You win over the target’s mind, causing it to see you as a close 
  and trusted friend and look upon your every suggestion as 
  reasonable. The target is helpful toward you, so it will go out 
  of its way to help you. As with any other helpful creature, 
  there are limits to what you can ask of it. If you ever ask 
  the target to do something completely against its nature or 
  needlessly harmful to the target or its interests, not only does 
  it refuse, but it also can attempt a Will save to end the effect 
  early. Because of the casting time and range, it’s generally 
  difficult to cast this ritual unless the target is willing (perhaps 
  convinced the ritual will have some other effect) or restrained. 
  If the creature is unwilling to accept the ritual, it can attempt 
  a Will save to negate the effect.
  Critical Success The ritual succeeds and the target takes a –4 
  status penalty to Will saves to end the effect. 
  Success The ritual succeeds.
  Failure The ritual fails.
  Critical Failure The ritual fails and the target instead hates 
  you, becoming hostile to you for the duration.
  Heightened (6th) You can use inveigle on a creature up to 1 
  mile away throughout the casting, as long as you have a lock 
  of hair, a drop of blood, or some other piece of the creature’s 
  body, which you mix into the oils used in the cost. The base cost 
  increases to 100 gp. The duration is shorter than normal, based 
  on how large a piece of the creature’s body you use. Blood, hair, 
  scales, and the like cause the ritual to last 1 week, while a hand 
  or other substantial body part causes the ritual to last 1 month.
  LEGEND LORE 
  RITUAL 7
  UNCOMMON
  DIVINATION
  Cast 1 day; Cost rare incense worth a total value of 300 gp; 
  Secondary Casters 2
  Primary Check Occultism (master); Secondary Checks 
  Performance, Society
  You attempt to learn useful legends about a particular 
  subject, which must be an important person, place, or thing. 
  If the subject is present, increase the degree of success of 
  your primary skill check by one step. If you have only vague 
  information about the subject before attempting the ritual, 
  decrease the degree of success of your primary skill check by 
  one step. These modifiers cancel each other out if you have a 
  subject present with little to no baseline information.
  Critical Success You recite legends, tales, and lore about the 
  subject over the course of an hour after the ritual ends. The 
  information is mostly coherent, emphasizing more accurate 
  or useful legends over those exaggerated over time.
  Success You recite mysterious legends, tales, and lore about 
  the subject over the course of an hour after the ritual ends. 
  These provide useful information for further inquiry but are 
  generally incomplete or enigmatic. As is the nature of legends, 
  you are likely to learn multiple contradictory versions.
  Failure You fail to learn any useful legends.
  Critical Failure Your mind becomes lost in the past. You can’t 
  sense or respond to anything in the present for 1 week except 
  to perform necessities like breathing and sleeping. When you 
  return, however, you can retrain one of your skills into a Lore 
  based on the knowledge of the past you were uncontrollably 
  viewing, as if you had spent 1 week retraining.
  PLANAR ALLY 
  RITUAL 5
  UNCOMMON
  CONJURATION
  Cast 1 day; Cost rare incense and offerings worth a total value 
  of 2 gp × the spell level × the target’s level; Secondary 
  Casters 2, must share your religion
  Primary Check Religion (expert); Secondary Checks Diplomacy
  Duration see text
  You call upon your deity to grant you aid in the form of a 
  divine servitor of your deity’s choice of a level no greater than 
  double planar ally’s spell level. While performing this ritual, 
  the secondary casters entreat your deity, explaining what 
  sort of assistance you need and why you need it; if the task is 
  incredibly fitting to your deity, the GM can grant a circumstance 
  bonus to the secondary Diplomacy check or rule that the check 
  413
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  is automatically a critical success. If the ritual succeeds, you 
  must offer the servitor payment depending on factors such 
  as the duration and danger of the task. Payment always costs 
  at least as much as a consumable item of the creature’s level, 
  even for a short and simple task, and it often costs as much 
  as a permanent magic item of the creature’s level to persuade 
  a creature to fight alongside you. If you use the ritual without 
  good reason, the result is automatically a critical failure. 
  Critical Success Your deity sends a servitor, and the servitor’s 
  payment costs only half as much as normal. If you ask for a 
  particular servitor by name, your deity is likely to send that 
  servitor unless the servitor is busy. 
  Success Your deity sends a servitor.
  Failure Your deity does not send a servitor.
  Critical Failure Your deity is offended and sends a sign of 
  displeasure or possibly even a servitor to scold or attack you, 
  depending on your deity’s nature. You must conduct an atone 
  ritual to regain your former standing with your deity.
  PLANAR BINDING 
  RITUAL 6
  UNCOMMON
  ABJURATION
  CONJURATION
  Cast 1 day; Cost warding diagram ingredients worth a total 
  value of 2 gp × the spell level × the target’s level; Secondary 
  Casters 4
  Primary Check Arcana (master) or Occultism (master); Secondary 
  Checks Crafting; Diplomacy or Intimidation; Arcana or 
  Occultism (whichever isn’t used for the primary check)
  Range interplanar; Targets 1 extraplanar creature
  Duration varies
  You call forth an extraplanar creature of a level no greater than 
  double that of the planar binding ritual’s level and attempt to 
  bargain with it. The secondary caster attempting the Crafting 
  check creates a warding diagram to prevent the extraplanar 
  creature from attacking or leaving during the bargain; if that 
  caster fails or critically fails, then instead of the usual effects 
  of a failure or critical failure of the secondary skill check, the 
  extraplanar creature can attack or leave instead of negotiate. 
  You can also leave out this step, removing the need for a 
  Crafting check, with the same result (if you’re summoning a 
  good outsider you trust, for example). The creature can also 
  attack or leave if you use any hostile action against it or if the 
  warding diagram breaks. Once the diagram is complete, you 
  and the secondary casters each take your places at specific 
  points at the diagram’s edge where power concentrates.
  You conjure the extraplanar creature within your wards and 
  negotiate a deal with it, generally to perform a task for you in 
  exchange for payment. A creature that doesn’t wish to negotiate 
  at all can attempt a Will save to stay on its home plane. Most 
  good and neutral extraplanar creatures feel that they have 
  something better to do than cater to the whims of mortals 
  and require a significant gift, especially if your task poses 
  significant risks. Evil extraplanar creatures are more likely to 
  accept a bargain for a lower cost as long as it allows them to 
  wreak havoc on the Material Plane or inflict evil upon the world 
  [[insert art: planar binding]]
  Core Rulebook
  414
  
  along the way. Monetary prices usually range from the cost of 
  a consumable item of the creature’s level for a short and simple 
  task to a permanent magic item of the creature’s level or more 
  to persuade the creature to fight alongside you. However, some 
  extraplanar creatures may want payments other than money, 
  such as permission to cast a geas on you to fulfill an unspecified 
  later favor or obtain ownership of your soul via an infernal 
  contract. If you can’t come to an agreement in a reasonable 
  length of time after you’ve made your case, the extraplanar 
  creature can return from whence it came at any time. 
  Critical Success You call the extraplanar creature and bind it 
  in the wards for up to a full day before it returns home, 
  potentially allowing you to negotiate a better deal by 
  threatening to leave it in the wards for the full day. 
  Success You call the extraplanar creature.
  Failure You fail to call the extraplanar creature.
  Critical Failure You call something dark and horrible, unbound 
  by your wards, and it immediately attempts to destroy you.
  PLANT GROWTH 
  RITUAL 4
  UNCOMMON
  NECROMANCY
  PLANT
  POSITIVE
  Cast 1 day; Secondary Casters 1
  Primary Check Nature (expert); Secondary Checks Farming 
  Lore or Survival
  Area 1/2-mile-radius circle centered on you
  Duration 1 year
  You cause the plants within the area to be healthier and more 
  fruitful. In addition to other benefits of healthy plants, this 
  increases the crop yield for farms, depending on your success. 
  If you cast it in the area of a blight, plant growth attempts to 
  counteract the blight instead of producing its usual effect.
  Critical Success Double the crop yield in the area, or increase 
  the area to a 1-mile radius.
  Success Increase the crop yield in the area by one-third.
  Failure The ritual has no effect.
  Critical Failure The flora in the area changes in an unanticipated 
  way, determined by the GM but generally as contradictory 
  to your true desires as possible (for instance, blighting 
  crops when you would prefer to enrich them).
  PRIMAL CALL 
  RITUAL 6
  UNCOMMON
  ABJURATION
  CONJURATION
  Cast 1 day; Cost faerie circle ingredients worth a total value 
  of 1 gp × the spell level × the target’s level; Secondary 
  Casters 4
  Primary Check Nature (master); Secondary Checks Crafting, 
  Diplomacy, Survival
  Range 100 miles; Targets 1 animal, beast, fey, fungus, or plant
  Duration see text
  This functions as planar ally except you craft a faerie circle and 
  call an animal, beast, fey, fungus, or plant from within 100 miles.
  RESURRECT  
  RITUAL 5
  UNCOMMON
  HEALING
  NECROMANCY
  Cast 1 day; Cost diamonds worth a total value of 75 gp × the 
  target’s level; Secondary Casters 2
  Primary Check Religion (expert); Secondary Checks 
  Medicine, Society
  Range 10 feet; Targets 1 dead creature of up to 10th level
  You attempt to call forth the target’s soul and return it to 
  its body. This requires the target’s body to be present and 
  relatively intact. The target must have died within the past 
  year. If Pharasma has decided that the target’s time has come 
  or the target doesn’t wish to return, this ritual automatically 
  fails, but you discover this after the successful Religion check 
  and can end the ritual without paying the cost.
  Critical Success You resurrect the target. They return to life 
  with full Hit Points and the same spells prepared and points 
  in their pools they had when they died, and still suffering 
  from any long-term debilitations of the old body. The target 
  meets an agent of their deity during the resurrection who 
  inspires them, granting them a +1 status bonus to attack 
  rolls, Perception, saving throws, and skill checks for 1 
  week. The target is also permanently changed in some 
  way by their time in the afterlife, such as gaining a slight 
  personality shift, a streak of white in the hair, or a strange 
  new birthmark.
  Success As critical success, except the target returns to life 
  with 1 Hit Point and no spells prepared or points in any 
  pools, and still is affected by any long-term debilitations of 
  the old body. Instead of inspiring them, the character’s time 
  in the Boneyard has left them temporarily debilitated. The 
  target is clumsy 1, drained 1, and enfeebled 1 for 1 week; 
  these conditions can’t be removed or reduced by any means 
  until the week has passed.
  Failure Your attempt is unsuccessful.
  Critical Failure Something goes horribly wrong—an evil spirit 
  possesses the body, the body transforms into a special kind 
  of undead, or some worse fate befalls the target. 
  Heightened (6th) You can resurrect a target of up to 12th level, 
  and the base cost is 125 gp.
  Heightened (7th) You can use resurrect even with only a 
  small portion of the body; the ritual creates a new body on a 
  success or critical success. The target must have died within 
  the past decade. The ritual requires four secondary casters, 
  each of whom must be at least half the target’s level. The 
  target can be up to 14th level, and the base cost is 200 gp.
  Heightened (8th) As 7th level, but the target can be up to 16th 
  level and the base cost is 300 gp.
  Heightened (9th) You can use resurrect even without the 
  body as long as you know the target’s name and have 
  touched a portion of its body at any time. The target must 
  have died within the past century, and it doesn’t gain the 
  negative conditions on a success. The ritual requires eight 
  secondary casters, each of whom must be at least half the 
  target’s level. The target can be up to 18th level, and the base 
  cost is 600 gp.
  Heightened (10th) As 9th level, except it doesn’t matter how 
  long ago the target died. The ritual requires 16 secondary 
  casters, each of whom must be at least half the target’s level. 
  The target can be up to 20th level, and the ritual’s base cost 
  is 1,000 gp.
  415
  7
  SPELLS
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
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  The Age of  
  Lost OMENS
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  Game
  Game
  mastering
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  & Treasure
  Appendix
  
  Saga Lands
  BROKEN 
  LANDS
  EYE OF 
  Dread
  SHINING 
  KINGDOMS
  GOLDEN ROAD
  MWANGI  
  EXPANSE
  IMPOSSIBLE  
  LANDS
  OLD CHELIAX
  HIGH 
  SEAS
  ABSALOM
  Core Rulebook
  416
  Realm of the 
  Mammoth Lands
  Lands of the 
  Linnorm Kings
  Irrisen
  Sarkoris Scar
  Mendev
  Lake of Mists 
  and Veils
  Numeria
  Brevoy
  River Kingdoms
  Galt
  Kyonin
  Tanglebriar
  Druma
  Five Kings  
  Mountains
  Andoran
  Verduran 
  Forest
  Taldor
  Razmiran
  Isle of 
  Terror
  Ustalav
  Hold of 
  Belkzen
  Nirmathas
  Oprak
  Molthune
  Isger
  Mindspin  
  Mountains
  Nidal
  Ravounel
  Menador Mountains
  Cheliax
  Arcadian Ocean
  Steaming Sea
  Hermea
  Eye of Abendego
  Shackles
  The Inner Sea
  Isle of Kortos
  Rahadoum
  Osirion
  Geb
  Qadira
  Katapesh
  Jalmeray
  Obari Ocean
  Barrier Wall
  Nex
  Mana Wastes
  Shattered  
  Ridge
  Kibwe
  Sodden lands
  Bloodcove
  Senghor
  Fever Sea
  Vidrian
  Mzali
  Nantambu
  Usaro
  Kodor Mountains
  Varisia
  New Thassilon
  Lake 
  Encarthan
  Thuvia
  Mediogalti 
  Island
  
  Dwarves ascended to the surface from the underground reaches of the 
  Darklands in their legendary Quest for Sky, elves returned from the neighboring 
  planet of Castrovel via a network of portals to reclaim their lands and traditions, 
  and gnomes from the mysterious First World sought shelter from a now-forgotten 
  terror. Survivors from other ancestries who had sheltered through the terror and 
  destruction of Earthfall emerged during the Age of Darkness 
  to reclaim their ancestral lands, from scrappy goblin tribes 
  with a knack for surviving despite all odds against them to 
  industrious halflings who emerged from the ruins to found 
  societies of their own.
  But humanity made the most astounding recovery. Less than 
  2,000 years after the near-extinction from Earthfall, the Age of 
  Destiny saw the rise of many new human empires throughout 
  the world. Humanity built wondrous structures, and its schools 
  relearned magic that had been thought lost. Among these human 
  nations walked a man named Aroden—an immortal survivor of 
  the devastation of Earthfall. Aroden had long since cultivated 
  a following of loyal subjects who regarded him with awe, for 
  immortality was but one of the wonders he’d achieved. Greatest 
  among these was his discovery of a shard of potent magic known 
  today as the Starstone, a fragment from the stars that fell during 
  Earthfall, which had lodged at the bottom of the Inner Sea. Contact 
  with this alien artifact assailed Aroden with phantasmagoric visions, 
  subjected him to a series of deadly martial trials, and posed 
  exhausting moral quandaries that challenged his limits more than 
  any of the arduous experiences he had yet endured. He emerged from 
  this test a living god, and his first divine act was to raise the Starstone 
  and the mass of land on which it had lain from the bottom of the sea to 
  form the Isle of Kortos—also known as Starstone Isle—where he then 
  established the city of Absalom.
  In the centuries to follow, Absalom grew into one of the largest 
  cities in the world, and Aroden’s legacy grew alongside it. As the 
  millennia passed, his attentions increasingly turned away from the 
  concerns of the Inner Sea’s inhabitants to otherworldly matters beyond 
  mortal ken, but prophecy spoke of a time when he would return to 
  Golarion and lead humanity triumphantly into an Age of Glory. As the 
  time of Aroden’s return drew near, entire nations undertook monumental 
  preparations to welcome him back to Golarion.
  But instead, Aroden died, and with him the reliability of prophecy as well. 
  Golarion was wracked by storms, war, and supernatural devastation as 
  the god’s death marked the beginning of a new age—a time of uncertainty, 
  but also a time of opportunity. This is the Age of Lost Omens, an age in 
  need of heroes like never before.
  Chapter 8:  
  The Age of Lost Omens
  Ten thousand years ago, the world of Golarion came close to ending. Earthfall, as this 
  extinction-level event came to be known, saw the world pummeled by a shower of 
  falling stars that sank continents, hollowed out new seas, and destroyed civilizations. It 
  took centuries for the world to recover, and centuries more for society to rebuild, but 
  recover it did.
  8
  417
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Beyond the Inner Sea
  The Inner Sea region consists of the continent of Avistan 
  and the northern portion of the continent of Garund, 
  but it is only one part of a much larger world. Garund 
  itself extends further south, and its southern reaches are 
  home to several unique ancestries and cultures. As one 
  travels east from the Inner Sea, the vast expanse of the 
  continent of Casmaron stretches beyond the horizon. 
  With the immense inland Castrovin Sea at its heart, 
  Casmaron is the largest of Golarion’s continents and 
  home to some of its oldest and most successful empires. 
  Farther east of Casmaron lies the continent of Tian Xia, 
  a region often called the Dragon Empires. The northern 
  section of Tian Xia connects to Golarion’s northernmost 
  continent, a frozen reach known as the Crown of the 
  World. This continent forms a bridge between Tian Xia 
  and Avistan over the north pole. South of Tian Xia lies 
  the mysterious continent of Sarusan, of which little is 
  known due to the powerful storms and vexing currents 
  that shroud its shores. Heading west from the Inner Sea 
  region, sailors encounter the shattered remnants of lost 
  Azlant, a ruined continent that hosted one of humanity’s 
  first empires until it was destroyed during Earthfall. 
  Sailing farther west from these ruins eventually leads 
  to the shores of Arcadia, a land with unusual magical 
  traditions and powerful nations of its own. And beneath 
  all of these lands, carved into the planet’s very crust, lie 
  the twisting tunnels of the tripartite underground realm 
  known collectively as the Darklands, which houses great 
  horrors and dangers but equally great opportunities for 
  triumph and treasure.
  In addition, Golarion is but one of 11 worlds that 
  orbit its sun. To the vast majority of the planet’s 
  denizens, the other 11 worlds are little more than points 
  of light in the sky, but these worlds are not so distant as 
  one might expect. The planets of Akiton and Castrovel 
  are Golarion’s closest neighbors. Travelers from both 
  have visited and in some cases settled on Golarion, 
  most notably elves, who originally hail from Castrovel. 
  Even the farthest planet, remote Aucturn, has influenced 
  Golarion, with its alien inhabitants exerting a sinister 
  touch on the world that recently put the entire planet 
  in peril. The wise thus do not discount the dangers 
  and wonders that dwell on other planets of Golarion’s 
  solar system.
  The Great Beyond
  Countless planets lie beyond Golarion’s solar system, but 
  even these myriad worlds of the universe, known as the 
  Material Plane, are but a fragment compared to what 
  lies in the multiverse beyond. Other planes of existence 
  and strange dimensions wrap this reality in a series of 
  layered, nested spheres, known collectively as the Great 
  Beyond. This model of reality is as much a metaphor 
  for concepts that mortal minds have difficulty grasping 
  as a physical description, for within the Great Beyond, 
  anything is possible.
  Crown of the World
  Arcadia
  Azlant
  Garund
  Avistan
  Casmaron
  Tian Xia
  Sarusan
  Core Rulebook
  418
  
  Inner Sphere
  The core of the multiverse is the Inner Sphere. Here, the vast expanse of the Material 
  Plane and its countless worlds can be found. The Elemental Planes surround the 
  Material Plane like layered shells, with the Plane of Air on the inside, transitioning 
  to the Plane of Water, then to the Plane of Earth, and finally to the Plane of Fire, 
  in something of a reversal of order in which these elements most often appear on 
  habitable planets. The planes of Positive and Negative Energy are also within the 
  Inner Sphere, their opposing nodes of life and death, creation and destruction, light 
  and dark forming the start and the end of all existence.
  Outer Sphere
  The scope of reality within the Outer Sphere is difficult to grasp. Here the gods dwell 
  and the souls of the dead gather to be judged by the goddess of the dead, Pharasma, atop 
  the spire in the realm that is her Boneyard. Anything is possible in the Outer Sphere, 
  and its realms are as much manifestations of philosophies and belief as anything else. 
  From the towering mountain of Heaven to the endless gulfs of the demon-held Abyss, 
  be it the agonizing pit of Hell or the boundless wonders of Elysium, all of reality is 
  represented within the Outer Sphere. Over time this reality erodes away and is recycled 
  back into the raw material of life within the Positive Energy Plane.
  other planes and Dimensions
  Some planes exist in the same physical or metaphysical space as others, overlapping 
  these other planes like overlays of reality. They include the ghost world of the 
  Ethereal Plane, which overlays the Inner Sphere; the dizzying vastness of the Astral 
  Plane, which overlays almost all reality and fills the seemingly endless gulf between 
  the Inner Sphere and the Outer Sphere; and the fey-haunted First World and the 
  sinister Shadow Plane, which each overlay the Material Plane. Stranger reaches of 
  the Great Beyond exist as well; some, such as the Dreamlands, are visited often (if 
  accidentally), while others, such as the enigmatic Dimension of Time, are visited 
  rarely, if ever. In all cases these dimensions cannot be accessed by normal means, and 
  each has their own method of entry and exit.
  The Inner Sea Region
  Although infinite opportunities for adventure await on other continents, worlds, and 
  planes, the Inner Sea region is the focus of the Pathfinder campaign setting. With 
  dozens of nations, empires, frontiers, and wildlands, this region presents a huge range 
  of opportunities for heroism and villainy, exploration and adventure!
  The following pages break down the Inner Sea region into 10 separate regions, each 
  with its own themes. Only a brief overview of each region is presented here—enough 
  to establish the setting and whet the imagination. If you’re interested in exploring 
  Golarion and the Inner Sea region more, see the Pathfinder World Guide, Pathfinder 
  Adventures, and Pathfinder Adventure Path volumes. Adventure paths present not only 
  in-depth material about the region, but also full-length campaigns whose adventures 
  bring a brand-new group of heroes all the way to the height of power!
  The year in the Inner Sea region is 4719 Absalom Reckoning (ar). As the calendar 
  advances in the real world, time also progresses for Golarion. The Pathfinder Core 
  Rulebook was first published in the year 2019, with the Inner Sea region’s corresponding 
  year ending in the same two final digits. Golarion’s history is expansive, but two of the 
  most significant events to shape the world occurred in –5293 ar, when Earthfall nearly 
  brought an end to the world, and in 4606 ar, when Aroden, the god of humanity, died, 
  and prophecies the world over began to fail, beginning the Age of Lost Omens.
  The map on page 416 depicts the Inner Sea region, further subdivided into the 10 
  subregions explored on the following pages. The borders of these regions are thematic 
  rather than political. For an in-depth exploration of the Inner Sea region and its dozens 
  of nations and wildlands, see the Pathfinder Lost Omens World Guide.
  TIME
  Like Earth, Golarion spins on 
  its axis once roughly every 24 
  hours. A week has 7 days and 
  a year has 52 weeks. To keep 
  the calendar synchronized 
  with the astronomical year, an 
  extra leap day is tacked on to 
  the second month of the year 
  every 4 years.
  MONTHS AND DAYS
  The names of the months of 
  the year are as follows in the 
  Inner Sea region: 
  Abadius ( January)
  Calistril (February)
  Pharast (March)
  Gozran (April)
  Desnus (May)
  Sarenith ( June)
  Erastus ( July)
  Arodus (August)
  Rova (September)
  Lamashan (October)
  Neth (November)
  Kuthona (December) 
  The names of the days are as 
  follows: 
  Moonday (Monday)
  Toilday (Tuesday)
  Wealday (Wednesday)
  Oathday (Thursday)
  Fireday (Friday)
  Starday (Saturday)
  Sunday (Sunday)
  THE AGE OF LOST OMENS
  419
  8
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  At the heart of the Inner Sea stands the Isle of Kortos, 
  raised from the waters thousands of years ago as 
  Aroden’s first deific act. This amazing feat marks the 
  dawn of the Age of Enthronement and the first year of 
  the Absalom Reckoning calendar. The city of Absalom 
  itself, the largest in the Inner Sea region, sprawls on the 
  southern shore of this isle, and at the city’s heart stands 
  the legendary Starstone Cathedral. Within the walls of 
  this structure, the Starstone ever waits to test its next 
  supplicants—the few mortals who pass this mystic test 
  become gods themselves. This has made Absalom an 
  oft-besieged metropolis, but in its nearly 5,000 years, it 
  has never once fallen.
  Absalom, called by many the City at the Center of the 
  World, boasts a population of over 300,000, and its culture 
  is a true melting pot in both ancestry and belief. Even the 
  city’s architecture reflects this, as one might expect of a 
  settlement of its age. From the towering and majestic 
  temples of the Ascendant Court to the close-packed 
  shops and guildhalls of the Petal District and the sagging 
  shanties in the Puddles, Absalom’s neighborhoods never 
  fail to present a memorable skyline. Many world-reaching 
  organizations were born in Absalom, notably the 
  Pathfinder Society (page 436).
  The Isle of Kortos, also known as Starstone Isle, has 
  a similarly diverse ecosystem. The verdant forests and 
  grasslands of the west provide many of the resources 
  Absalom needs, but to the east, the rugged stony desert 
  known as the Scrape, the dangerous Riven Hills, and 
  the newly formed necromantic wasteland known as the 
  Tyrant’s Grasp present far harsher climates. The Isle 
  of Erran, just north of Starstone Isle, hosts the second-
  largest city in the area, Escadar. A rough seaport with 
  more than its share of shady dealings and dangerous 
  types, Escadar also hosts large shipyards and maintains 
  a strong navy that helps to keep the surrounding waters 
  of the Inner Sea safe. A number of smaller islands also 
  skirt the coast of the Isle of Kortos—some barren, some 
  serving as hideouts for criminals and outcasts.
  Rising from the center of the Isle of Kortos are the 
  Kortos Mounts, a short but rugged range of tors that 
  have, over the years, been ruled by minotaurs, harpies, 
  dragons, and worse. A few treacherous passes allow 
  travel through the mountains, but with the northern 
  shore of the Isle of Kortos being dominated by the soggy 
  tangles of Dunmire, these northern reaches offer little to 
  draw anyone other than bandits and adventurers into 
  these still-untamed lands.
  Absalom and Starstone Isle
  Core Rulebook
  420
  
  Far to the north of Absalom sprawl the Broken Lands, 
  nations and wildernesses united in their shared stature 
  as fractured regions—places where life itself has taken 
  a blow and the struggle to survive is simply part of 
  daily reality. Not all of the Broken Lands are constantly 
  fraught with peril, but regardless of where one might 
  settle down in these parts’ tumultuous times, danger is 
  rarely far from home.
  In some cases, the breaks are political. In the northeast, 
  the nation of Brevoy has hung on the edge of civil war 
  for many years, as the long-running feud between the 
  traditional noble houses of Issia and the mercenary 
  swordlords of Rostland maintain an ongoing state of 
  tension that may be nearing a breaking point. But in the 
  case of the oft-contested River Kingdoms, these political 
  breaks have reached something of a draw, for here it is 
  said that anyone might become the ruler of a nation—if 
  they have the tenacity to seize the reins of rule.
  Elsewhere in the Broken Lands, the fractures are more 
  spiritual. Razmiran, for example, is ruled by the living 
  god Razmir, who demands the worship of all who dwell 
  within his nation’s borders and brooks no competition 
  of faith. His priests act as police throughout the land, 
  brutally enforcing their deity’s laws. To the north in 
  Mendev, these spiritual breaks are less obvious; this 
  land struggles to reclaim its heritage in the wake of a 
  century of occupation by a crusading force that, until a 
  few years ago, stood as a bulwark against the demons 
  who ruled the lands across the river to the west.
  These western lands are truly broken, in a physical 
  sense, for in the chaotic times at the dawn of the Age 
  of Lost Omens, powerful agents of the demon lord 
  Deskari tore a hole in reality. The resulting wound in the 
  landscape allowed legions of demons to pour through 
  and devastate the lands once known as Sarkoris. 
  Although heroes of the Fifth Crusade recently defeated 
  Deskari and closed the rift, these lands are still known 
  as the Worldwound. The main threat has been quelled, 
  but demons still inhabit the region, and the blighted 
  landscape struggles to return to normal.
  Perhaps the strangest of the Broken Lands lie near 
  its heart. The rugged hills and plains of Numeria are 
  home to many Kellid clans. However, in the distant 
  past, the crash of a scientifically advanced starship 
  brought strange aliens, mechanical monstrosities, and 
  technological wonders to Golarion, but its fiery arrival 
  left large reaches of the surrounding land blighted and 
  blasted even to this day. 
  Broken Lands
  THE AGE OF LOST OMENS
  421
  8
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  The heart of the continent of Avistan has rotted.
  This region is dominated by Lake Encarthan, a large 
  inland sea that was—until recently—a well-traveled hub 
  for trade. To the southwest stands the militaristic nation 
  of Molthune, which had long engaged in an intermittent 
  war against its northern neighbor, Nirmathas, a wooded 
  nation populated by folk who take their freedom 
  seriously. An uprising of hobgoblins took advantage of 
  this conflict, and while hostilities have since abated, the 
  two nations now share their borders with a third: the 
  newborn hobgoblin nation Oprak. 
  North of these war-torn nations lie two other lands 
  equally forged in the crucible of conflict. Until recently, 
  the paladins and protectors of the small but strong 
  nation of Lastwall stood fast against invasions from 
  orcs, undead, and the like. The wild and rugged Hold of 
  Belkzen, meanwhile, has long been held by those orcs, 
  ever since they were driven up from the Darklands below 
  by the dwarves during their Quest for Sky thousands of 
  years ago. 
  Still farther to the north is the nation of Ustalav, 
  a collection of counties each beset with its own 
  manifestation of horror and fear, ranging from the 
  nightmarishly cosmic to the dreadfully infernal.
  It was from Ustalav that one of the greatest threats to the 
  Inner Sea region emerged. The ancient lich Tar-Baphon—
  known as the Whispering Tyrant—has been defeated 
  twice in the distant past—once by Aroden and once by 
  the heroes of the Shining Crusade, but he has never been 
  truly destroyed. When the magical seals that kept him 
  imprisoned below the ominous tower of Gallowspire 
  were finally sundered in 4719 ar, Tar-Baphon emerged, 
  bringing with him devastation on such a scale that 
  the one-time nation of Lastwall, which bore the brunt 
  of his return to the world, has been utterly scoured. It 
  exists now only as the Gravelands—the nation that once 
  stood watch over undead uprisings now consigned to an 
  undeath of its own. While heroes temporarily thwarted 
  the Whispering Tyrant’s immediate plans shortly after he 
  emerged, the lich remains an active menace.
  The Whispering Tyrant now rules a kingdom of the 
  undead on the aptly named Isle of Terror in the center 
  of Lake Encarthan. The nations lining Lake Encarthan’s 
  shores have all suffered to varying degrees under the 
  Whispering Tyrant’s renewed influence, and some are 
  pursuing unlikely alliances to resist him. The lich is 
  gathering his resources on the Isle of Terror, and none 
  can say where or when he will strike next.
  Eye of Dread
  Core Rulebook
  422
  
  Trade and travel rule the pathways of the so-called 
  Golden Road, known for its shining sands and economic 
  strength. Much of this region consists of sprawling desert 
  wilderness, but this does not mean that the Golden 
  Road is sparse in population. Coastlines and rivers 
  serve as the lifeblood of this region, and some caravans 
  brave the heat and dangers of the desert to trade across 
  northern Garund. Some of the oldest nations in the 
  Inner Sea region command this region, and ancient lore 
  and valuable treasures can be found amid the shifting 
  sands and storied cities.
  The largest of these cities is the cosmopolitan 
  Katapesh, where mercantilism is overseen by a strange 
  group known as the Pactmasters. Much of the trade 
  in Katapesh is in goods that can be freely exported or 
  imported from throughout the Inner Sea region, but 
  the city does just as much business in avenues normally 
  regulated to the black markets of other societies.
  Qadira’s cities may not be as individually large as 
  Katapesh, but the nation’s economy is perhaps the 
  strongest. It’s certainly the oldest in the region, with 
  support from the long-established Padishah Empire of 
  Kelesh to the east. This, coupled with the church of 
  Sarenrae—perhaps the nation’s most successful cultural 
  export to the rest of the Inner Sea region—has secured 
  Qadira’s status as one of the most important centers of 
  influence on the Golden Road.
  To the west, the five city-states of Thuvia control 
  a legendary artifact called the sun orchid elixir, which 
  grants near-immortality to those who consume it. This 
  treasured commodity is the keystone of Thuvia’s place in 
  the Golden Road. Further west, the nation of Rahadoum 
  is perhaps the weakest mercantile link, but the fact that 
  this society has eschewed the worship of gods to place 
  its faith in the industry and talent of mortals alone gives 
  the nation its own compelling draw.
  At the center of the Golden Road lies mighty Osirion, 
  one of the oldest nations of the Inner Sea region. While 
  Osirion was for a time ruled by Qadira, the legacies and 
  monuments of its early days still stand tall and are an 
  indisputable and iconic source of pride and identity to its 
  people. The influence of Osirion’s artisans, philosophers, 
  and spellcasters has spread far and wide, particularly via 
  the Esoteric Order of the Palatine Eye, far to the north in 
  Ustalav, and the faith of Nethys, whose not-so-humble 
  beginnings as a mortal wizard can be traced to the very 
  beginning of Osirion’s history during the ancient Age 
  of Destiny.
  Golden Road
  THE AGE OF LOST OMENS
  423
  8
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  From fleets of pirates united under the Hurricane 
  Queen of the Shackles to an ancient, subaquatic empire 
  of shapechanging monsters led by the sinister veiled 
  masters, the High Seas of Golarion present dangers 
  both above and below the waves. Yet they also serve as 
  important trade routes, with merchant ships traveling 
  the waters to link powerful nations at opposite ends of 
  continents. Sea captains brave the dangers of the High 
  Seas hoping to partake in the fortunes to be made in 
  trade, linking the ports of the Inner Sea itself to those 
  on the shores of the Arcadian Ocean from the Mwangi 
  Expanse to the Saga Lands.
  Piracy is one of the greatest dangers facing travel on 
  the High Seas. The immense volcanic archipelago known 
  as the Shackles serves as a haven for these pirates, with 
  their Hurricane Queen providing just enough structure 
  to keep them from going at each other’s throats. A great 
  diversity of monsters and threats populate these islands, 
  and the local pirates know which are safe and which to 
  avoid. North of the Shackles lies Mediogalti Island. While 
  its only significant port, Ilizmagorti, is a known safe 
  harbor for pirates, it is the presence of the infamous Red 
  Mantis assassins who rule the isle that gives this region 
  its greatest infamy.
  Other ports present their own complications. The 
  port-city of Promise on the remote isle of Hermea a few 
  hundred miles west of Avistan rewards well those who 
  can negotiate the privilege of trade, but such honors are 
  hard won, for the dragon who rules this closed society 
  does not allow just anyone to visit. Rumors of what goes 
  on beyond Promise’s dock district range from tales of a 
  perfect society to those of an oppressive government that 
  affords no free will. Farther to the north, the elves of the 
  Mordant Spire are even more closed to visitors, and for 
  most sailors, the only thing the Mordant Spire offers is 
  an unmistakable landmark for navigation, as the twisting 
  spire can be seen for miles.
  Of all the regions along the Avistani and Garundi 
  coastlines, though, none are more hazardous to travel 
  than the waters tortured by the Eye of Abendego. This 
  immense hurricane first formed at the onset of the Age 
  of Lost Omens, when storms wracked all of Golarion in 
  the wake of Aroden’s death. Unlike those other storms, 
  though, this hurricane remained. Its winds and storm 
  surge have destroyed several nations and transformed a 
  previously key gulf into a navigational nightmare. What 
  strange force caused and perpetuates the Eye of Abendego 
  has, to date, eluded all investigation.
  High Seas
  Core Rulebook
  424
  
  Magic allows for astounding feats, yet even those 
  who consider themselves experts in the magical arts 
  pause in wonder before the spectacles to be found in 
  the Impossible Lands. What is taken for granted in 
  these strange and eclectic nations would be all but 
  impossible elsewhere.
  Take Geb as an example. Here, the living are the 
  minority, and undeath is the predominant way of life. 
  Cruelty, sadism, and violence are the norm in Geb, as 
  one might expect of a land ruled by a violent, undead 
  dictator. This ghost, for whom the country was named, 
  has ruled his nation for thousands of years, although 
  for the past several centuries the day-to-day rule of the 
  land fell to his queen, Arazni. Her recent disappearance 
  (many would instead say “escape”) and abandonment 
  of her duties have invigorated the ghost sovereign to 
  once again take active leadership of his benighted realm.
  Geb has opposed its northern neighbor, Nex, for the 
  entirety of its existence. Also named after its ruler, Nex 
  is a cosmopolitan realm where magic is mundane. Nex 
  himself has been missing for ages, yet in his absence 
  the Arclords have ruled quite effectively. Here, golems 
  patrol the streets, and the practice of fleshwarping is an 
  accepted and legitimate industry.
  Between these two opposed nations lies a stretch of 
  land known as the Mana Wastes, a blasted and blighted 
  badland formed by the ancient wars between Nex and 
  Geb. The very magic of these lands is damaged—or in 
  many reaches dead entirely—and peculiar mutants flop 
  and prowl through the ruins in search of prey. 
  Only in the duchy of Alkenstar does life approach 
  anything approximating normal, but even here the 
  assumptions of the rest of the world are turned on 
  their head. With magic being unpredictable, Alkenstar’s 
  citizens have turned instead to technology. The nation 
  is home to metallurgists and machinists, and the art of 
  gunsmithing gives them an excellent advantage in this 
  part of the world. Exports of firearms have steadily 
  increased over the years, and Alkenstar is emerging as a 
  significant power of its own as a result.
  Across the waters of the Obari Ocean lies the final realm 
  of the Impossible Lands: the island nation of Jalmeray. 
  Here it isn’t magic alone that allows for impossibilities 
  but also focused self-control and perfection of the spirit. 
  The people of Jalmeray have accomplished astounding 
  physical feats and achieved remarkable intellectual 
  insights using nothing more than ancient traditions of 
  mysticism and self-perfection.
  Impossible Lands
  THE AGE OF LOST OMENS
  425
  8
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  The Mwangi Expanse is home to a wide array of 
  civilizations, both past and present, even as it holds the 
  largest stretch of wilderness in the Inner Sea region. In 
  fact, one of the first civilizations to rise from the ashes 
  after Earthfall rose here in this land—the nation of Shory 
  and its astounding flying cities, from which many modern 
  customs of magic stem.
  Some Mwangi cities and kingdoms were lost far more 
  recently than those ancient wonders. When the Eye of 
  Abendego formed just over a century ago, its winds and 
  waves flooded two significant realms along Garund’s 
  west coast. Where once stood the nations of Lirgen and 
  Yamasa now stretch only the Sodden Lands, a swath 
  of swampland and salt marshes held by rival gangs of 
  scavengers and monsters. Even more recently, a powerful 
  city-state in the heart of the Mwangi Jungle, Usaro, fell 
  when its brutal leader, Ruthazek the Gorilla King, was 
  slain by adventurers. Usaro has been without a leader for 
  only a few short years, but already its violent inhabitants 
  have caused significant damage in their anarchic rioting. 
  A long lineage of demonically infused Gorilla Kings has 
  ruled Usaro over the centuries, and so a new one will 
  likely soon rise to seize control of Usaro, for the moment 
  this sinister region lacks a head to focus its wrath.
  Despite these instances of ruin and destruction, the 
  Mwangi Expanse hosts a wealth of diverse and powerful 
  city-states within its reaches. In Bloodcove, the ruthless 
  mercantile league of the Aspis Consortium rules. Farther 
  south along the coast stands Senghor, whose stance 
  against both piracy and slavery place the city in stark 
  contrast to its northern neighbor. The city-state of 
  Nantambu lies far upstream from Bloodcove on the Vanji 
  River, where its citizens carry on the ancient traditions 
  of Old-Mage Jatembe in combining arcane and primal 
  magic. Far to the southeast stands Mzali, which lies 
  under the oppressive rule of the undead child-king 
  Walkena, though a group of dissidents called the Bright 
  Lions works to build resistance to the mummy’s reign. 
  Then there is the city of Kibwe, where within its walls 
  dwell an eclectic mix of people who have journeyed 
  from afar to seek trade and companionship.
  Farther south from these independent city-states lies the 
  recently freed nation of Vidrian. Originally established as 
  the Chelish colony of Sargava, Vidrian has now seized its 
  own destiny and cast off its colonial shackles. In so doing, 
  the young nation has exposed itself to the predations 
  of pirates and worse, yet to its citizens, freedom from 
  oppression is well worth that price.
  Mwangi Expanse
  Core Rulebook
  426
  
  Wars several decades ago, House Thrune did little to 
  provide  aid. As the repercussions of the Whispering 
  Tyrant’s return to power send ripples of nervous dread 
  through the land, Isger’s people grow fearful that they 
  lack not only their own political strength but also that of 
  their supposed protector, and as a result, Isger is one of 
  the lands in the Inner Sea region most in need of heroes.
  Recently, several uprisings within Cheliax have further 
  tested the nation’s resolve. After a devastating nautical 
  loss in the Shackles resulted in Vidrian’s independence, a 
  new Iomedaean rebellion called the Glorious Reclamation 
  threatened Cheliax from within. House Thrune and the 
  Asmodean church defeated the Glorious Reclamation, but 
  at a price—a simultaneous rebellion was successful, with 
  a group of rebels called the Silver Ravens negotiating the 
  successful secession of the new nation of Ravounel. 
  North of Cheliax, the shadowy nation of Nidal remains 
  the diabolic nation’s only real ally. A theocracy ruled by 
  the church of Zon-Kuthon, Nidal is the oldest nation on 
  Avistan, for its people turned to the Midnight Lord for 
  protection during the Age of Darkness after Earthfall. 
  Today, pain and dread are comforts to the citizens of 
  Nidal, and millennia of rule under a church that revels in 
  pain have left them inured to agony and welcoming of loss.
  At its height, the empire of Cheliax had holdings that 
  reached from Varisia to Garund and east all the way to 
  Galt. Aroden was prophesized to return to the world 
  of mortals to usher in a new Age of Glory, and those 
  prophecies predicted the Chelish city of Westcrown 
  would be the point of his arrival. Instead, his death 
  ignited a civil war that lasted for decades. When the 
  Thrice-Damned House of Thrune emerged as victor, 
  Cheliax had forever changed. Under House Thrune’s 
  rule, Cheliax transformed into a nation that viewed Hell 
  as a blueprint for government. The church of Asmodeus 
  became Cheliax’s official state religion, and diabolism 
  its most powerful philosophy. The devil had come home 
  to rule, and while the nation’s politicians and leaders 
  claimed that they maintained control of their fate —and 
  House Thrune had merely formed an alliance with Hell to 
  maintain its power and keep order—the nation’s internal 
  and external enemies know better.
  Many of Cheliax’s outlying provinces—such as 
  Andoran, Galt, and Vidrian—revolted and became their 
  own nations. The nation of Isger remains, at least on paper, 
  a thrall. Cheliax values Isger for its important position as 
  a trade route to the Lake Encarthan region, but when 
  Isger was wracked by the violence of the Goblinblood 
  Old Cheliax
  THE AGE OF LOST OMENS
  427
  8
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  While the opportunity for epic adventure exists throughout 
  the world, in recent years it seems the Saga Lands have 
  produced the most notorious and legendary tales. These 
  sprawling northern reaches feature kingdoms ruled by 
  vikings and witches, realms home to mammoth-riding 
  Kellid clans, and a frontier land of free cities and 
  dangerous wilderness—all of which are steeped in the 
  ancient legacy of the long-gone empire of Thassilon.
  Millennia ago, the nation of Thassilon was ruled by 
  the sinful, tyrannical runelords. These wizards carved 
  out legends intended to last for an eternity, but even 
  the mighty runelords succumbed to the devastation 
  of Earthfall. The seven reigning runelords of that time 
  retreated into the safety of extradimensional domains, 
  and for eons they slumbered, until they began to wake 
  in 4707 ar.
  The frontier realm of Varisia, once the heart of 
  Thassilon, bore the brunt of the wrath of the first 
  wakened runelord, an avaricious sadist named Karzoug. 
  A band of unlikely heroes emerged from the small 
  coastal town of Sandpoint to eventually face and 
  defeat Karzoug, yet his wakening soon roused other 
  slumbering runelords, and a new band of heroes was 
  forced to defeat the risen tyrants.
  While the neighboring Lands of the Linnorm Kings, 
  Realms of the Mammoth Lords, and witch-haunted 
  Irrisen never faced direct repercussions from the 
  runelords, these northern lands hold dangers of their 
  own. A long-running cold war between the vikings 
  of the Linnorm Kingdoms and the winter witches of 
  Irrisen to the east finally came to a sputtering end when 
  a daughter of the immortal witch Baba Yaga attempted 
  to defy her mother and usurp Irrisen’s traditions of 
  rule. While the eternal winter of Irrisen set in place by 
  Baba Yaga endures, its new ruler, Anastasia, may prove 
  to be the first benevolent presence to sit on the throne 
  in centuries. Farther to the east, the Kellid clans of the 
  Realm of the Mammoth Lords played their own pivotal 
  roles in defying the demons of the Worldwound.
  Recently, a new nation has risen in the Saga Lands. 
  After the runelords were defeated, two surviving 
  runelords decided to adjust their traditions to fit this 
  strange new world they found themselves in. Now the 
  fledgling nation of New Thassilon sprawls along the 
  northern border of Varisia, and it remains to be seen if 
  its rulers will fully adopt a more peaceful path, or if it is 
  but a matter of time before the old traditions of sin and 
  violence rise once again.
  Saga Lands
  Core Rulebook
  428
  
  The empire of Taldor was historically the heart of the 
  Shining Kingdoms. In the early Age of Enthronement, 
  Taldor sent several Armies of Exploration to expand 
  the nation’s borders and colonize the surrounding lands. 
  Today, Taldor is but a shadow of its former glory, but after 
  a recent bout of internal strife, a progressive new empress 
  has claimed the crown, and Taldor may be on the path to 
  recover its old glory for the first time in centuries.
  To the west, the democratic nation of Andoran stands 
  as a rising star on the international stage. Ever since the 
  province seceded from the nation of Cheliax, Andoran’s 
  military has helped to stem the flow of slavery, and its 
  heroes have stood tall against all manner of peril to the 
  common folk. But the future doesn’t look entirely bright 
  for Andoran, for with Cheliax’s recent upsets, rumors 
  flow that House Thrune may seek to reclaim control 
  of its wayward thrall. Given the looming threat of the 
  Whispering Tyrant, an all-out war between these two 
  powerful nations could be disastrous.
  Northeast of Andoran sprawls the dwarven city-states 
  of the Five Kings Mountains. No strangers to war, both 
  against enemies and among themselves, the dwarves of the 
  Five Kings remain allies of Andoran but have their own 
  troubles that command most of their attention. To the 
  west of the dwarven realm, the rich and powerful nation 
  of Druma controls nearly half of the lake’s southern 
  shoreline and uses its position to bolster its coffers and 
  further the teachings of the Prophecies of Kalistrade, 
  a philosophy that teaches that wealth can be achieved 
  through adherence to strict and abstemious practices. 
  Northeast of Druma lie the forested elven lands 
  of Kyonin, one of Avistan’s oldest nations. This land 
  belonged to the elves long before Earthfall, but for 
  thousands of years after that devastation, they left their 
  realm abandoned. In that time, a powerful demon named 
  Treerazer seized control of the forest’s southern reaches, 
  corrupting the terrain into a swampy, desolate mire called 
  Tanglebriar. Although the elves have returned, they’ve 
  been unable to force Treerazer from their southern border.
  Still farther east is the nation of Galt. Wracked for 
  decades by a self-perpetuating series of rebellions and 
  revolutions, this land has been torn apart from within 
  over and over. Its people are tired and desperate as they 
  continue to live what lives they can in the shadow of the 
  final blades—powerful magical guillotines that claim the 
  souls of those they decapitate. If any of the regions of the 
  Shining Kingdoms is poised for significant change in the 
  near future, it is surely revolution-wracked Galt.
  Shining Kingdoms
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  Introduction
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  Backgrounds
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  Equipment
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  Human Ethnicities
  A variety of ethnic groups make up the human populace of the continents bordering 
  Golarion’s Inner Sea. Many of these groups have origins on distant lands, but the Inner 
  Sea region has a diverse population drawn from across the globe. Human characters can 
  be from any of these ethnicities, regardless of what land they call home.
  Characters from these ethnicities speak Common if they come from the Inner Sea 
  region, and some ethnicities give access to a regional language or another uncommon 
  language (page 65). Half-elves and half-orcs arise across all human ethnicities and bear 
  the features of both those ethnicities and their non-human parents.
  Garundi
  Garundi span the nations of northern Garund along the shores of the Inner Sea, 
  and their clans are known for strength and empathy, treating their neighbors with 
  compassion and respect. Their skin tones often range from dark brown to beige, and 
  they often have tall statures, broad shoulders, and high cheekbones. Garundi have 
  access to the Osiriani language.
  Keleshite
  Tracing their origins to the Keleshite Empire in the eastern deserts, Keleshites often 
  have black hair, brown eyes, and dark- to cool-brown skin. Their culture takes pride 
  in the empire’s legacy, valuing boldness, wit, and luxury. Fashions tend to incorporate 
  flowing fabrics, headdresses, and turbans. Keleshites have access to the Kelish language.
  Kellid
  In the mountains and steppes of northern Avistan, Kellids live hard lives to survive the 
  threats of the wild, wary of magic and relying on skill and might when hunting and 
  fighting. They are typically a brawny and dark-haired people, tanned and bearing eyes 
  that are often black, blue, or gray. Kellids have access to the Hallit language.
  MwanGi
  Spread across the vast continent of Garund, from the parched deserts in the north 
  to the dense jungles of the Mwangi Expanse, the Mwangi people are divided into 
  four diverse subgroups: Bekyar, Bonuwat, Mauxi, and Zenj. Mwangi skin tones 
  range from black to dark-brown to ocher, and they have black or dark-brown hair. 
  Mwangi have access to the Mwangi language.
  nidalese
  Nidalese hail from a culture that escaped destruction during the Earthfall, when a 
  swarm of meteoroids carved out the Inner Sea. The ancient Nidalese pledged fealty to 
  an evil shadow god to obtain salvation, and the grip of Zon-Kuthon has tainted these 
  people ever since. Nidalese tend toward gray, ashy skin tones, with white, gray, or 
  black hair. Nidalese have access to the Shadowtongue language.
  shoanti
  The Shoanti clans called quahs were long ago pushed out of lush territory in the nation 
  of Varisia into the harsh badlands of the Storval Plateau. Stalwart and tenacious, they 
  remain oath-sworn to someday retake what they’ve lost. Their skin tones typically 
  range from sepia to russet, and quah members are easily identified by their shaved 
  heads and traditional tattoos. Shoanti have access to the Shoanti language.
  Cultures
  Of course, there’s more to the world of Golarion than its geopolitical borders and wilderness 
  regions. It’s the people who dwell in those nations and the creatures that lurk in those wilds 
  who bring the world to life.
  GARUNDI
  MWANGI
  NIDALESE
  KELESHITE
  KELLID
  Core Rulebook
  430
  
  taldan
  Renowned as artisans, scholars, and soldiers, Taldans have spread throughout Avistan, 
  as the empire of Taldor once spanned almost half of the northern continent. Taldans 
  often have brown hair, pale-white to deep-bronze skin, and green, gray, or amber eyes. 
  Their native language, Taldane, is so widespread that it is also called Common.
  tian
  Few in number in the Inner Sea region, Tians originally come from myriad nations 
  in Tian Xia, a continent on the opposite side of the world. They typically have dark 
  hair, but their body types, skin tones, and eye colors vary greatly, as “Tian” is in fact 
  a general term describing several ethnicities. Tians have access to the Tien language.
  ulfen
  The coastal raiders of the Ulfen clans are skilled sailors and bodyguards. They’re 
  often tall, with pale to ruddy skin and blond, light-brown, or red hair. They typically 
  show pride in their appearances by adorning themselves with furs, horn, and ivory. 
  Ulfen have access to the Skald language.
  Varisian
  Varisians historically favored a nomadic life of roving caravans, but today many lead 
  a settled lifestyle in places like Ustalav and their namesake land. Their skin tones 
  typically range from tawny beige to khaki. They have a wide variety of hair colors 
  from platinum to red to brown, and their large, expressive eyes range into even rarer 
  colors like violet and gold. Varisians have access to the Varisian language.
  Vudrani
  Though the empire of Vudra is far to the east, it has a foothold in the Inner Sea on 
  the island of Jalmeray. A widespread belief in reincarnation makes dedication to 
  self-improvement a hallmark of Vudrani culture. Vudrani typically have dark eyes 
  and skin tones that run from umber to tawny. Their hair is often black and ranges 
  in thickness and texture. Piercings, jewelry, and makeup are common adornments 
  among Vudrani. Vudrani have access to the Vudrani language.
  Dwarves
  For untold eons, the dwarven people dwelled in the lightless reaches of the Darklands. 
  It wasn’t until after Earthfall that the dwarves undertook the legendary Quest for 
  Sky, during which the majority of dwarves made a pilgrimage to relocate to the 
  surface of Golarion. In doing so, they not only drove the orcs to the surface before 
  them, but also established several immense Sky Citadels at each location where 
  they emerged from the realm below. Today, three major ethnicities of dwarves exist, 
  each associated with one of three altitude bands: the grondaksen dwarves (who 
  still dwell in the upper reaches of the Darklands), the ergaksen dwarves (the most 
  widespread heritage, and those who dwell on or adjacent to the surface world), and 
  the holtaksen dwarves (the least populous—dwarves who dwell only among the 
  highest mountain reaches).
  Elves
  Golarion is not the original elven home world, but those elves who dwell here 
  today are considered native to the planet. These people first came to Golarion from 
  the neighboring planet of Castrovel via a network of portals known as aiudara. 
  While elves abandoned Golarion for several thousand years after the devastation of 
  Earthfall, they have since returned in force. The most populous elves are the aiudeen, 
  elves who have acclimated to temperate forest lands. These are the elves who rule 
  the nation of Kyonin and are most often encountered in other societies. To the south, 
  the mualijae elves have acclimated to the sweltering jungles of the Mwangi Expanse, 
  while far to the north the ilverani elves (known to some as the snowcasters) dwell 
  SHOANTI
  VARISIAN
  VUDRANI
  TALDAN
  TIAN
  ULFEN
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  in the frozen reaches of Irrisen and beyond in the Crown of the World. The vourinoi 
  elves of Garund’s deserts are the most secretive of the elven ethnicities.
  Gnomes
  The first gnomes arrived on Golarion at some point after Earthfall from the 
  otherworldly dimension known as the First World, fleeing a terror whose nature 
  few can recall. Since that time, gnomes have transitioned fully to creatures of the 
  Material Plane, although they all live in fear of the life-threatening condition known 
  as bleaching. Feychild gnomes are the most widespread. Glimmer gnomes retain a 
  stronger tie to the First World, while others known as fell gnomes have embraced 
  the darker traditions of their fey heritage. Keenspark gnomes (jokingly referred to 
  as “sour gnomes”) seek to avoid the bleaching by exploring new innovations rather 
  than seeking new experiences or exploring the world.
  Goblins
  Although many adventurers might assume a goblin is a goblin, these scrappy and 
  creative people are as diverse as any other ancestry. The most widespread are the rasp 
  goblins, so named for the large numbers who have traditionally dwelled along the 
  rugged coastlines of Varisia’s west coast, a region known as the Rasp. Forest goblins 
  tend to be smaller than the other ethnicities and are located mostly in central Avistan. 
  Their numbers are only now beginning to recover from the horrors of the Goblinblood 
  Wars. The frost goblins of Irrisen’s eternal winter are unusual among their kind for their 
  propensity to grow blue fur on their bodies, while the monkey goblins of Mediogalti 
  Island are known for their prehensile tails and arboreal habitats.
  Halflings
  Many halflings have lived in the shadow of other societies for as long as they can 
  remember, living in much the same way as their neighboring cultures and adding 
  their own unique variations over time or as necessity demands. However, numerous 
  distinct halfling cultures exist outside of the context of other peoples and nations. 
  In some cases, these divisions were fueled by separation and circumstances, such as 
  the oppressed halflings of Cheliax who have been forced into slavery, and the Song’o 
  halflings of the Mwangi Expanse, who hid from all other cultures to avoid a similar 
  fate. Other halflings, such as the jaric, mihrini, othoban, and uhlam halflings, simply 
  formed their own traditions without the influence of humans and other creatures.
  Regional Languages
  These languages are uncommon outside the region of their genesis. A character hailing 
  from one of the regions listed below automatically has access to that language. In the 
  Inner Sea region, the language referred to as Common elsewhere in the rules is the same 
  as Taldane—a result of Taldor’s legacy of control and influence over the whole region. 
  Nearly every language listed here is spoken on the melting-pot streets of Absalom.
  TABLE 8–1: REGIONAL LANGUAGES
  Language Regions
  Hallit 
  Irrisen, Mendev, Numeria, Realm of the Mammoth Lords, Sarkoris, Ustalav
  Kelish 
  Katapesh, Kelesh, Osirion, Qadira
  Mwangi 
  Mwangi Expanse, the Shackles, Thuvia, Vidrian
  Osiriani 
  Geb, Katapesh, Mana Wastes, Nex, Osirion, Rahadoum, Thuvia
  Shoanti 
  Hold of Belkzen, Varisia
  Skald 
  Irrisen, Lands of the Linnorm Kings
  Tien 
  Lands of the Linnorm Kings, Realm of the Mammoth Lords, Tian Xia
  Varisian 
  Brevoy, the Gravelands, Nidal, Nirmathas, Ustalav, Varisia
  Vudrani 
  Jalmeray, Katapesh, Nex, Vudra
  DWARF
  ELF
  GNOME
  HALFLING
  Core Rulebook
  432
  GOBLIN
  HALF-ELF
  HALF-ORC
  
  Listed on these pages are brief descriptions of many 
  creatures that have held important cultural, regional, 
  or historical roles on Golarion, particularly in the Inner 
  Sea region.
  Alghollthus
  Perhaps the oldest intelligent creatures on Golarion, 
  the alghollthus ruled vast empires in the depths of the 
  world’s oceans for eons before the first humans came 
  to be. In fact, according to some of their wall carvings, 
  they created the first human beings. Whether or not this 
  claim is true is impossible to prove, but these creatures—
  from the sinister aboleths to their shape-changing 
  rulers, the veiled masters—have certainly been a part of 
  the world for a long, long time. Moreover, their claim 
  to have existed on Golarion before the gods themselves 
  turned their divine eyes upon the world carries some 
  disturbing implications.
  Demons
  Normally bound to the Abyss, demons can be 
  found wherever cults or evil spellcasters exist 
  to call them to this world. Two notable locations, 
  the Worldwound in the north and the Tanglebriar in 
  southern Kyonin, deserve special mention, for here the 
  demons of the Abyss have established lasting presences.
  Devils
  Although the rulers of Cheliax maintain that Hell is but a 
  blueprint and devilkind is just a tool the clever spellcasters 
  of House Thrune use to maintain control over their 
  nation (as well as their decadent lifestyle), devils have 
  an insidious hold over that nation. With the state 
  formally devoted to Asmodeus and powerful orders 
  of Hellknights serving as mercenary arbiters of law, it 
  should come as no surprise that devils are unusually 
  common in Cheliax and the neighboring realms.
  Dragons
  Dragons are rightfully counted among the 
  most legendary of monsters in the Inner Sea 
  region. Most prefer to dwell in remote lairs, 
  swooping down to interact with humanity 
  only when their violent tempers push them 
  to raid. Good dragons may seem less common 
  than their evil kin, but only because they have less of an 
  urge to mingle with humanoids.
  Genies
  The nation of Qadira has a long history with genies, 
  but geniekind’s involvement with the Inner Sea region 
  is certainly not limited to that nation. They serve as 
  architects and creators of impossibilities on the isle of 
  Jalmeray, and in Katapesh they are rumored to be infused 
  into the very stone and soil of the land. 
  Giants
  Countless tribes and varieties of these 
  massive humanoids rule the rugged 
  reaches of the world, from volcanic 
  mountain ranges and stinking 
  marshlands to trackless badlands 
  Creatures
  The six humanoid ancestries are far from Golarion’s only inhabitants. Many other 
  creatures dwell in the world, some kindly and others cruel, some wild and others 
  organized, some anthropomorphic and others completely monstrous. Even creatures 
  that are usually foes of civilization, and whom brave adventurers face in battle, can 
  sometimes be reasoned with or even befriended. Not all of them are evil, and some are 
  actively helpful to their neighbors. And some, of course, simply want to be left alone.
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  and steaming jungles. They were used as slaves in ancient 
  Thassilon, where they were ruled by magic-infused rune 
  giants and forced to erect enormous monuments that 
  remain to this day in Varisia, Belkzen, and the Lands of 
  the Linnorm Kings. But now the giant tribes of northern 
  Avistan are scattered across the land, largely unaware 
  they once had a society that was destroyed and reshaped 
  by the ancient empire of Thassilon.
  Gnolls
  Hyena-headed gnolls, ever seeking new slaves to perform 
  menial labor, make for unreliable mercenaries but excel at 
  hunting intelligent prey. Gnolls dwell primarily in northern 
  Garund and are particularly common in Osirion, Katapesh, 
  and Nex. Indeed, gnolls can be found operating openly as 
  bodyguards, mercenaries, and slavers in cities like Katapesh.
  Goblinoids
  Goblins are certainly the most widespread and recognized 
  goblinoids, but their taller, more militaristic hobgoblin 
  kin rule the new kingdom of Oprak near Lake Encarthan. 
  The looming, murderous creatures known as bugbears 
  remain loners who eschew social structures, preferring to 
  pursue their sadistic hobbies on their own.
  Kobolds
  Industrious and fecund, kobolds thrive anywhere they 
  can, often dwelling in narrow confines and twisting 
  burrows in the hinterlands of rural regions or spreading 
  throughout the sewers of urban centers. These small, 
  reptilian humanoids share many traits with dragons—
  but courage, might, and an intimidating presence are 
  certainly not among them!
  Leshys
  The first leshys were grown by druids as minions, but over 
  time these strange, plantlike creatures have diversified 
  and now take many forms. Leshys have yet to organize or 
  form nations of their own, but considering how quickly 
  their numbers have grown and how swiftly they adapt to 
  new regions, a leshy nation seems all but guaranteed in 
  the near future.
  Lizardfolk
  Once widespread in Avistan and Garund, the isolationist 
  lizardfolk, also known as iruxis, have been forced farther 
  and farther into their forests and swamps by climate 
  change and the rapid expansion of other humanoids. 
  Normally peaceful, lizardfolk can be driven to war by 
  encroaching civilization and power-hungry lizardfolk 
  leaders—the latter are disturbingly common in the 
  Mwangi Expanse and the River Kingdoms.
  Orcs
  Most orcs currently regard the Hold of Belkzen as their 
  ancestral land, despite the fact that they once called the 
  upper reaches of the Darklands home. After living in a 
  violent and brutal culture built on conquest and strength, 
  some orcs of the Hold of Belkzen have begun to consider 
  other means of securing 
  their lands. 
  Planar Scions
  A wide variety of planar scions 
  dwell in the Inner Sea region, including 
  the descendants of celestials and fiends who 
  have mixed their bloodlines with those of mortals, 
  and other lineages that arose from the influence of the 
  Elemental Planes. In Cheliax, those who exhibit diabolic 
  influences are particularly despised, as the leaders of that 
  nation see them as examples of mortals who succumbed 
  to fiendish influence instead of commanding devils as 
  minions and slaves.
  Serpentfolk
  Serpentfolk once ruled the second layer of the Darklands 
  along with much of the surface of Garund and Avistan. 
  Azlant’s expansion into the Inner Sea region long before 
  Earthfall led to a terrible war between the two peoples. 
  When Azlant proved the victor, the surviving serpentfolk 
  fled into the Darklands; they are nearly extinct today.
  Core Rulebook
  434
  KOBOLD
  
  The largest factions compete with lesser sovereign nations 
  for wealth, power, and influence, and they sometimes 
  rival even larger nations. In some cases, nations take 
  the risky step of relying upon these powerful factions, 
  making them an extension of government itself (as is the 
  case with some Hellknights in Cheliax, for example). In 
  other cases, such as that of the Red Mantis, entire nations 
  bow to the power of these organizations. Smaller groups, 
  while less rich in resources, nonetheless inspire great zeal 
  in their members. Those groups that strive to grow in size, 
  influence, or wealth frequently attract more dedicated 
  and motivated members.
  The factions summarized below represent a sampling 
  of those active in the Inner Sea region. Some, like the 
  Pathfinder Society and the Aspis Consortium, are 
  widespread and powerful; their influence can be found 
  throughout the world. Others, such as the Firebrands 
  and the Sczarni, are disorganized or regional in scope. 
  All encourage adventurers to join their ranks, although 
  the benefits each faction can offer an adventurer 
  varies widely.
  Aspis Consortium
  The sprawling mercantile concern known 
  as the Aspis Consortium is structured to 
  ensure that the survival of the faction is 
  more important than any single member. Originally 
  founded as a private trading endeavor, the Consortium 
  has grown to be one of the largest business ventures in the 
  Inner Sea region. Most of the group’s members are skilled 
  merchants and mercenaries, and the organization has 
  made a merciless and bloodthirsty name for itself when it 
  comes to ensuring its profits. The Aspis Consortium has 
  clashed many times with the Pathfinder Society. 
  Bellflower Network
  The unsavory practice of slavery continues 
  to be a strong economic force in diabolic 
  Cheliax. Here, halflings are particularly 
  valued as slaves, for they work hard and take up only 
  half the room of a human laborer. It should come as no 
  surprise, then, to learn of the Bellflower Network, an 
  organization founded by halfling freedom fighters that 
  accepts any into its ranks, provided they aid the network 
  in its goal of freeing all slaves from servitude and helping 
  them escape from oppressive lands like Cheliax.
  Esoteric Order of the 
  Palatine Eye
  Based in the nation of Ustalav, the 
  scholars and philosophers of this 
  semisecret society have long stood 
  against the Whispering Way (page 441), but more recent 
  events have placed them in opposition to the sinister goals 
  of the Night Heralds. When left to their own devices, 
  however, members of this faction prefer to explore and 
  study dusty secrets hidden in the past, particularly those 
  still awaiting rediscovery in the regions of the Golden 
  Road—especially in the nation of Osirion. 
  Eagle Knights
  The Eagle Knights are the protectors and 
  defenders of the people of Andoran. The 
  group itself consists of four subfactions—
  the Steel Falcons (who protect Andoran’s 
  interests beyond its borders), the Golden Legion 
  (Andoran’s defenders and the commanders of its armies), 
  the Gray Corsairs (nautical agents who specialize in 
  fighting the slave trade), and the Twilight Talons (spies 
  and deep cover agents).
  Firebrands
  Not all factions have central bases of 
  operation or organized hierarchies of 
  command. The loosely affiliated freedom 
  fighters, 
  swashbuckling 
  heroes, 
  and 
  entertainers known as the Firebrands are one such group. 
  They are united by a desire to fight oppression, oppose 
  tyrannical regimes, free slaves, rescue the wrongfully 
  accused, and engage in jolly cooperation with like-minded 
  heroes—all 
  while 
  building 
  their 
  own 
  individual 
  reputations and wealth. This group of defenders has 
  proven surprisingly difficult for oppressive governments 
  and cruel religions to defeat.
  Free Captains
  To an outside observer or a merchant 
  whose ship has been looted or sunk, the 
  pirates of the Shackles may seem like 
  Factions
  While nations and faiths command vast resources and control entire regions, they must still 
  compete for the loyalty of their followers. In addition to being swayed by church and state, 
  many people are influenced by societal groups known as factions. These groups vary wildly 
  in size and purpose —from local thieves’ guilds interested only in filling the pockets and 
  bellies of their members, to far-reaching, international commercial conglomerates with their 
  own private armies.
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  a disorganized scourge. But in truth, these pirates are 
  bound by a complex code of, if not honor, then a mutual 
  recognition that it’s always good to have allies on the 
  open seas. The Shackles are ruled by a council of pirate 
  lords who call themselves the Free Captains; they sail 
  the southern Arcadian Ocean and follow their own code 
  of rules when it comes to who can be raided and what 
  can be sunk—even if, to their victims, those rules seem 
  capricious and arbitrary.
  Hellknights
  Several different orders of the mercenaries 
  known collectively as Hellknights operate 
  in Avistan, with most of their number 
  stationed in the nation of Cheliax. These mercenaries see 
  the law of the land as inviolate and offer their services 
  as enforcers to any who can pay their prices. They wear 
  distinctive suits of intimidating armor and take the 
  legends of Hell as inspiration, but they see no one but 
  themselves as the true arbiters of law.
  Knights of Lastwall
  For centuries, the nation of Lastwall stood 
  as a bulwark against the orcs of Belkzen 
  and the lingering threat of the Whispering 
  Tyrant. But when the Whispering Tyrant escaped 
  his prison, he brought to his enemies in Lastwall a 
  devastating apocalypse. Now Lastwall is destroyed, 
  and the knights who once served there are without a 
  home. In its absence, they have formed a ragtag group 
  known as the Knights of Lastwall, and they carry on 
  their charge to stand against the undead legions of the 
  Whispering Tyrant wherever their skills are needed.
  Lion Blades
  The Lion Blades of Taldor are a secret 
  organization committed to protecting the 
  interests of Taldor and its ruler. They oppose 
  Taldor’s many enemies, foreign and domestic, through 
  a program of infiltration, espionage, and assassination. 
  One of the major goals of the Lion Blades is to rein in 
  corruption within the empire (aside from corruption that 
  is useful to them); another is keeping any one faction of 
  the imperial court from becoming powerful enough to 
  upset the status quo. Through its shadow schools, the 
  Lion Blades intensively train new recruits before investing 
  them with a high degree of initiative and latitude.
  Magaambya
  Golarion reeled from the disaster of 
  Earthfall, and its peoples took long to 
  recover. But recover they did, and one 
  of the first institutions to rise from the ashes of near 
  destruction was the Magaambya, an academy of arcane 
  learning founded by the legendary wizard known as Old-
  Mage Jatembe. Today, the scholars of Magaambya not 
  only preserve ancient magical traditions founded in those 
  early days but also protect the learning and culture of the 
  Mwangi people as a whole.
  Night Heralds
  The Night Heralds turn to the lure of the 
  starlit night for guidance, seeking advice 
  and aid from forces far removed from 
  Golarion. The sinister aliens of the Dominion of the 
  Black hold special importance for the Night Heralds, 
  and many Night Heralds worship these inscrutable 
  beings almost as gods. Night Heralds seek and collect 
  obscure texts and mysterious lore from the ancient past 
  and peruse the secrets they find within to unravel larger 
  hidden meanings and obscured truths beyond reality. 
  Their hope is that when the world inevitably falls to 
  alien influence, they will be rewarded for their service by 
  the world’s new masters.
  Pathfinder Society
  Many of the greatest explorers and 
  adventurers of the modern age have 
  recorded their discoveries in an ongoing 
  series of chapbooks known as the Pathfinder Chronicles, 
  published irregularly by the Pathfinder Society itself. 
  This diverse group is devoted to exploring the world, 
  supporting its agents in the field, and ensuring the 
  discoveries they make are documented. The Society 
  often finds itself in conflict with the more mercenary 
  Aspis Consortium. The Pathfinder Society’s pursuit of 
  discovery often puts its agents in the thick of developing 
  plots, forcing them to choose between being heroes or 
  villains as events unfold.
  Red Mantis
  It’s easy to know if an assassination is the 
  work of the notorious Red Mantis; they 
  typically kill with a sacred sawtooth saber, 
  have a knack for targeting their victims in public or in 
  sanctuaries believed to be safe, and take steps to ensure 
  that those they are contracted to kill stay dead. Their 
  prices change with each mission, but no matter the offer, 
  the Red Mantis never targets rightfully ruling monarchs, 
  for their own deity, the mantis god Achaekek, forbids 
  the murder of those with a divine mandate to rule.
  Sczarni
  The Sczarni are a collection of Varisian 
  bandits, smugglers, and thieves. They are 
  organized into tightly knit families, each 
  of which has little or nothing in common with Sczarni 
  in other locations beyond shared skills, techniques, and 
  pursuits. Their crimes focus on thievery, scams, and other 
  relatively nonviolent acts, but since these crimes have 
  a tendency to spiral out of control, their schemes often 
  result in violence anyway.
  Core Rulebook
  436
  
  Deities
  Anyone can worship a deity, but those who do so devoutly 
  should take care to pursue the faith’s edicts (behaviors 
  the faith encourages) and avoid its anathemas (actions 
  considered blasphemous). Each deity below has their 
  alignment listed in parentheses after their name, followed 
  by a short description and their edicts, anathemas, and 
  the alignments permitted for followers. Following that are 
  benefits available to the most ardent devotees of the deities. 
  You get these benefits only if you’re a cleric of the deity 
  or some other rule specifically gives you a devotee benefit.
  Abadar (LN)
  The Master of the First Vault holds sway over cities, 
  the law, merchants, and wealth. Abadar seeks to 
  bring civilization to the wild places of the world, 
  encourages adherence to law, and promotes commerce and 
  trade within civilization. He also encourages cooperation 
  among the various ancestries.
  Edicts bring civilization to the frontiers, earn wealth through 
  hard work and trade, follow the rule of law
  Anathema engage in banditry or piracy, steal, undermine a 
  law-abiding court
  Follower Alignments LG, LN, LE
  deVotee Benefits
  Divine Font harm or heal
  Divine Skill Society
  Favored Weapon crossbow
  Domains cities, earth, travel, wealth
  Cleric Spells 1st: illusory object, 4th: creation, 7th: magnificent 
  mansion
  Asmodeus (LE)
  The Prince of Darkness reigns over contracts, 
  pride, slavery, and tyranny, and he delights 
  in tempting mortals to the path of evil. He 
  promotes strict hierarchies where everyone knows their place, 
  and he takes advantage of order for his own selfish benefit.
  Edicts negotiate contracts to your best advantage, rule 
  tyrannically and torture weaker beings, show subservience 
  to your betters
  Anathema break a contract, free a slave, insult Asmodeus by 
  showing mercy to your enemies
  Follower Alignments LE
  deVotee Benefits
  Divine Font harm 
  Divine Skill Deception
  Favored Weapon mace
  Domains confidence, fire, trickery, tyranny
  Cleric Spells 1st: charm, 4th: suggestion, 6th: mislead
  Calistria (CN)
  The mischievous goddess known as the 
  Savored Sting extols the virtues of lust, 
  revenge, and trickery. Though Calistria is 
  most widely worshipped by elves, members 
  of many other ancestries follow her as well.
  Edicts pursue your personal freedom, seek hedonistic thrills, 
  take revenge
  Anathema become too consumed by love or a need for 
  revenge, let a slight go unanswered
  Follower Alignments CG, CN, CE
  deVotee Benefits
  Divine Font harm or heal
  Divine Skill Deception
  Favored Weapon whip
  Domains pain, passion, secrecy, trickery
  Cleric Spells 1st: charm, 3rd: enthrall, 6th: mislead
  Cayden Cailean (CG)
  The Drunken Hero ascended from mortal life 
  on a drunken dare, becoming the god of ale, 
  freedom, and wine. Cayden promotes freedom 
  and encourages others to find their own path in life. He fights 
  for just causes and delights in the best indulgences.
  Edicts drink, free slaves and aid the oppressed, seek glory 
  and adventure
  Anathema waste alcohol, be mean or standoffish when drunk, 
  own a slave
  Follower Alignments NG, CG, CN
  deVotee Benefits
  Divine Font heal
  Divine Skill Athletics
  Favored Weapon rapier
  Domains cities, freedom, indulgence, might
  Cleric Spells 1st: fleet step, 2nd: touch of idiocy, 5th: hallucination
  Religion
  Selection of a deity is critical for certain classes—like champion and cleric—but most 
  characters pay respect to at least one deity to find a focus in life and guide their choices, 
  especially in times of hardship or need. Some people instead worship a group of deities 
  arranged in a pantheon, follow a nondeific religion like the Green Faith, or adhere to a 
  specific philosophy. Note that far more deities, religions, and philosophies exist on any 
  world, Golarion included, than those detailed below.
  THE AGE OF LOST OMENS
  437
  8
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Desna (CG)
  The kindly Song of the Spheres presides over 
  dreams, luck, stars, and travelers. An ancient 
  goddess, Desna delights in freedom and mystery, and she 
  encourages her followers to do the same.
  Edicts aid fellow travelers, explore new places, express yourself 
  through art and song, find what life has to offer
  Anathema cause fear or despair, cast nightmare or use similar 
  magic to corrupt dreams, engage in bigoted behavior
  Follower Alignments NG, CG, CN
  deVotee Benefits
  Divine Font heal
  Divine Skill Acrobatics
  Favored Weapon starknife
  Domains dreams, luck, moon, travel
  Cleric Spells 1st: sleep, 3rd: dream message, 5th: dreaming 
  potential
  Erastil (LG)
  Old Deadeye is god of family, farming, 
  hunting, and trade. Long ago he was a horned 
  god of the hunt, but his worship evolved to 
  focus on rural communities. 
  Edicts care for your home and family, fulfill your duties, keep 
  the peace, protect the community
  Anathema abandon your home in its time of need, choose 
  yourself over your community, tarnish your reputation, 
  tell lies
  Follower Alignments LG, NG, LN
  deVotee Benefits
  Divine Font heal
  Divine Skill Survival
  Favored Weapon longbow
  Domains earth, family, nature, wealth
  Cleric Spells 1st: true strike, 3rd: wall of thorns, 5th: tree stride
  Gorum (CN)
  Soldiers call out prayers to Our Lord in Iron, 
  god of battle, strength, and weapons. Gorum 
  emphasizes strength and power, encouraging his followers to 
  seek out war and combat as the ultimate way to worship him.
  Edicts attain victory in fair combat, push your limits, wear 
  armor in combat
  Anathema kill prisoners or surrendering foes, prevent conflict 
  through negotiation, win a battle through underhanded 
  tactics or indirect magic
  Follower Alignments CN, CE
  deVotee Benefits
  Divine Font harm or heal
  Divine Skill Athletics
  Favored Weapon greatsword
  Domains confidence, destruction, might, zeal
  Cleric Spells 1st: true strike, 2nd: enlarge, 4th: weapon storm
  Gozreh (N)
  A deity of two aspects, known as the Wind 
  and the Waves, Gozreh rules over nature, 
  the sea, and weather. Gozreh is popular with 
  druids and those who seek to preserve the wilds.
  Edicts cherish, protect, and respect nature in all its forms
  Anathema bring civilization to intrude on the wild, create 
  undead, despoil areas of natural beauty
  Follower Alignments NG, LN, N, CN, NE
  deVotee Benefits
  Divine Font heal
  Divine Skill Survival
  Favored Weapon trident
  Domains air, nature, travel, water
  Cleric Spells 1st: gust of wind, 3rd: lightning bolt, 5th: control 
  water
  Iomedae (LG)
  Iomedae is goddess of honor, justice, rulership, and 
  valor, and she is called the Inheritor because she 
  inherited her mantle when the god of humanity 
  perished. Prior to her ascension, Iomedae walked 
  the planet as a mortal. Many paladins follow her faith. 
  Edicts be temperate, fight for justice and honor, hold valor in 
  your heart
  Anathema abandon a companion in need, dishonor yourself, 
  refuse a challenge from an equal
  Follower Alignments LG, NG
  deVotee Benefits
  Divine Font heal
  Divine Skill Intimidation
  Favored Weapon longsword
  Domains confidence, might, truth, zeal
  Cleric Spells 1st: true strike, 2nd: see invisibility, 4th: fire shield
  Irori (LN)
  When the Master of Masters attained true 
  enlightenment, he became a god of history, 
  knowledge, and self-perfection. Irori promotes discipline and 
  teaches that one who can master themself finds the greatest 
  benefits the world can provide.
  Edicts be humble; help others perfect themselves; hone 
  your body, mind, and spirit to a more perfect state; 
  practice discipline
  Anathema become addicted to a substance, destroy an important 
  historical text, repeatedly fail to maintain self-control
  Follower Alignments LG, LN, LE
  deVotee Benefits
  Divine Font harm or heal
  Divine Skill Athletics
  Favored Weapon fist
  Domains knowledge, might, perfection, truth
  Cleric Spells 1st: jump, 3rd: haste, 4th: stoneskin
  Core Rulebook
  438
  
  Lamashtu (CE)
  The Mother of Monsters is goddess of 
  aberrance, monsters, and nightmares. She 
  seeks to corrupt mortals and populate the 
  world with her twisted and monstrous brood.
  Edicts bring power to outcasts and the downtrodden, indoctrinate 
  children in Lamashtu’s teachings, make the beautiful 
  monstrous, reveal the corruption and flaws in all things
  Anathema attempt to treat a mental illness or deformity, 
  provide succor to Lamashtu’s enemies
  Follower Alignments CE
  deVotee Benefits
  Divine Font harm or heal
  Divine Skill Survival
  Favored Weapon falchion
  Domains family, might, nightmares, trickery
  Cleric Spells 1st: magic fang, 2nd: animal form, 4th: nightmare
  Nethys (N)
  The All-Seeing Eye, god of magic, has a dualistic 
  nature of destruction and preservation; his ability 
  to witness all things has shattered his mind.
  Edicts seek out magical power and use it
  Anathema pursue mundane paths over magical ones
  Follower Alignments NG, LN, N, CN, NE
  deVotee Benefits
  Divine Font harm or heal
  Divine Skill Arcana
  Favored Weapon staff
  Domains destruction, knowledge, magic, protection
  Cleric Spells 1st: magic missile, 2nd: magic mouth, 3rd: levitate, 
  4th: blink, 5th: prying eye, 6th: wall of force, 7th: warp mind, 
  8th: maze, 9th: disjunction
  Norgorber (NE)
  The god of greed, murder, poison, and 
  secrets has four aspects: Blackfingers, ally 
  of alchemists and poisoners; the murderous 
  Father Skinsaw; the thieving Gray Master; and the secretive 
  Reaper of Reputation.
  Edicts keep your true identity secret, sacrifice anyone necessary, 
  take every advantage in a fight, work from the shadows
  Anathema allow your true identity to be connected to your 
  dark dealings, share a secret freely, show mercy
  Follower Alignments LE, NE, CE, plus N if following the Reaper 
  of Reputation
  deVotee Benefits
  Divine Font harm
  Divine Skill Stealth
  Favored Weapon shortsword
  Domains death, secrecy, trickery, wealth
  Cleric Spells 1st: illusory disguise, 2nd: invisibility, 4th: 
  phantasmal killer
  Pharasma (N)
  Ancient and powerful beyond even most other 
  gods, the Lady of Graves presides over birth, 
  death, fate, and prophecy. From her throne in 
  the Boneyard, she judges the souls of all who perish, and she 
  ensures that the natural cycle of birth and death—the River of 
  Souls—is not disrupted. 
  Edicts strive to understand ancient prophecies, destroy 
  undead, lay bodies to rest
  Anathema create undead, desecrate a corpse, rob a tomb
  Follower Alignments NG, LN, N
  deVotee Benefits
  Divine Font heal
  Divine Skill Medicine
  Favored Weapon dagger
  Domains death, fate, healing, knowledge
  Cleric Spells 1st: mindlink, 3rd: ghostly weapon, 4th: 
  phantasmal killer
  Rovagug (CE)
  The Rough Beast is the god of destruction, 
  disaster, and wrath. He was long ago 
  imprisoned within Golarion’s core at the 
  hands of many other deities working in concert, and seeks to 
  one day break free and wreak havoc upon the world.
  Edicts destroy all things, free Rovagug from his prison
  Anathema create something new, let material ties restrain 
  you, torture a victim or otherwise delay its destruction
  Follower Alignments NE, CE
  deVotee Benefits
  Divine Font harm
  Divine Skill Athletics
  Favored Weapon greataxe
  Domains air, destruction, earth, zeal
  Cleric Spells 1st: burning hands, 2nd: enlarge, 6th: disintegrate
  Sarenrae (NG)
  The Dawnflower is goddess of healing, honesty, 
  redemption, and the sun. Once a powerful angel 
  and empyreal lord, Sarenrae led the charge to 
  imprison Rovagug. She seeks to redeem evil 
  where possible, or else destroy it swiftly.
  Edicts destroy the Spawn of Rovagug, protect allies, provide 
  aid to the sick and wounded, seek and allow redemption
  Anathema create undead, lie, deny a repentant creature an 
  opportunity for redemption, fail to strike down evil
  Follower Alignments LG, NG, CG
  deVotee Benefits
  Divine Font heal
  Divine Skill Medicine
  Favored Weapon scimitar
  Domains fire, healing, sun, truth
  Cleric Spells 1st: burning hands, 3rd: fireball, 4th: wall of fire
  THE AGE OF LOST OMENS
  439
  8
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Shelyn (NG)
  The Eternal Rose is the goddess of art, beauty, 
  love, and music. She seeks to one day redeem 
  her corrupted brother, Zon-Kuthon. Shelyn 
  promotes peace and love, and she encourages her followers to 
  create beauty in a sometimes dark world.
  Edicts be peaceful, choose and perfect an art, lead by example, 
  see the beauty in all things
  Anathema destroy art or allow it to be destroyed, unless saving 
  a life or pursuing greater art; refuse to accept surrender
  Follower Alignments LG, NG, CG
  deVotee Benefits
  Divine Font heal
  Divine Skill select Crafting or Performance
  Favored Weapon glaive
  Domains creation, family, passion, protection
  Cleric Spells 1st: color spray, 3rd: enthrall, 4th: creation
  Torag (LG)
  The dwarven deity called the Father of Creation 
  is god of the forge, protection, and strategy. 
  Though most widely worshipped by dwarves, 
  those who treasure crafting and creation also follow Torag.
  Edicts be honorable and forthright, keep your word, respect 
  the forge, serve your people
  Anathema tell lies or cheat someone, intentionally create 
  inferior works, show mercy to the enemies of your people
  Follower Alignments LG, LN
  deVotee Benefits
  Divine Font heal
  Divine Skill Crafting
  Favored Weapon warhammer
  Domains creation, earth, family, protection
  Cleric Spells 1st: mindlink, 3rd: earthbind, 4th: creation
  Urgathoa (NE)
  The amoral Pallid Princess oversees disease, 
  gluttony, and undeath. 
  Edicts become undead upon death, create or 
  protect the undead, sate your appetites
  Anathema deny your appetites, destroy undead, sacrifice 
  your life
  Follower Alignments LE, NE, CE
  deVotee Benefits
  Divine Font harm
  Divine Skill Intimidation
  Favored Weapon scythe
  Domains indulgence, magic, might, undeath
  Cleric Spells 1st: goblin pox, 2nd: false life, 7th: mask of terror
  Zon-Kuthon (LE)
  The Midnight Lord is god of darkness, envy, loss, 
  and pain. Once a god of art, beauty, and music, 
  like Shelyn, he returned from a sojourn in the dark spaces 
  between the planes horribly changed.
  Edicts bring pain to the world, mutilate your body
  Anathema create permanent or long-lasting sources of light, 
  provide comfort to those who suffer
  Follower Alignments LN, LE, NE
  deVotee Benefits
  Divine Font harm
  Divine Skill Intimidation
  Favored Weapon spiked chain
  Domains ambition, darkness, destruction, pain
  Cleric Spells 1st: phantom pain, 3rd: wall of thorns, 5th: 
  shadow walk
  Faiths and Philosophies
  Of course, faith can express itself in more ways than 
  venerating a single deity—or a deity at all. A few examples 
  of nondeific religions and philosophies are presented 
  below. Clerics can work with allied faiths and philosophies, 
  but the organizations here turn to other classes—such as 
  sorcerers with divine bloodlines, druids, or monks—to 
  serve as their leaders. These faiths and philosophies don’t 
  have an external godhead that offers benefits to devotees.
  Atheism
  While most concede that the gods exist, some do not view 
  them as worthy of worship, and a few even deny their 
  presence altogether.
  Edicts pursue your own agenda with faith in your own ability 
  to excel
  Anathema offer prayers to a deity
  Follower Alignments all
  Green Faith
  The worshippers of the Green Faith count many 
  druids among their number. They view nature 
  as divine and draw strength from the knowledge 
  of their place in the natural order.
  Edicts guide civilization to grow in harmony 
  with nature, preserve areas of natural wilderness, protect 
  endangered species
  Anathema cause damage to natural settings, kill animals for 
  reasons other than self-defense or sustenance, allow abuse 
  of natural resources
  Follower Alignments CN, LN, N, NE, NG
  Prophecies of Kalistrade
  The dream-records of an eccentric mystic teach 
  that wealth can be achieved through a strict 
  and abstemious code of behavior.
  Edicts accumulate personal wealth, foster and 
  aid mercantile pursuits, welcome newcomers 
  regardless of gender or ancestry
  Anathema spend money frivolously; offer money to those who 
  Core Rulebook
  440
  
  don’t deserve wealth; overindulge in physical pleasures, 
  food, or drink
  Follower Alignments LG, LN, LE
  Whispering Way
  These cultists believe undeath is the truest form 
  of existence, and life is meant to be spent in 
  preparation for transition to a more glorious 
  unlife after death.
  Edicts seek methods to become undead (a lich 
  TABLE 8–2: DOMAINS 
   
   
  Domain 
  Description  
  Domain Spell 
  Advanced Domain Spell
  Ambition 
  You strive to keep up with and outpace the competition. 
  Blind ambition 
  Competitive edge
  Air 
  You can control winds and the weather. 
  Pushing gust 
  Disperse into air
  Cities 
  You have powers over urban environments and denizens. 
  Face in the crowd 
  Pulse of the city
  Confidence 
  You overcome your fear and project pride. 
  Veil of confidence 
  Delusional pride
  Creation 
  You have divine abilities related to crafting and art. 
  Splash of art 
  Artistic flourish
  Darkness 
  You operate in the darkness and take away the light. 
  Cloak of shadow 
  Darkened eyes
  Death 
  You have the power to end lives and destroy undead. 
  Death’s call 
  Eradicate undeath
  Destruction 
  You are a conduit for divine devastation. 
  Cry of destruction 
  Destructive aura
  Dreams 
  You have the power to enter and manipulate dreams. 
  Sweet dream 
  Dreamer’s call
  Earth 
  You control soil and stone. 
  Hurtling stone 
  Localized quake
  Family 
  You aid and protect your family and community 
  Soothing words 
  Unity
   
  more effectively.
  Fate 
  You see and understand hidden inevitabilities. 
  Read fate 
  Tempt fate
  Fire 
  You control flame. 
  Fire ray 
  Flame barrier 
  Freedom 
  You liberate yourself and others from shackles 
  Unimpeded stride 
  Word of freedom
   
  and constraints. 
  Healing 
  Your healing magic is particularly potent. 
  Healer’s blessing 
  Rebuke death
  Indulgence 
  You feast mightily and can shake off the effects  
  Overstuff 
  Take its course
   
  of overindulging. 
  Knowledge 
  You receive divine insights. 
  Scholarly recollection 
  Know the enemy
  Luck 
  You’re unnaturally lucky and keep out of harm’s way. 
  Bit of luck 
  Lucky break
  Magic 
  You perform the unexpected and inexplicable. 
  Magic’s vessel 
  Mystic beacon
  Might 
  Your physical power is bolstered by divine strength. 
  Athletic rush 
  Enduring might
  Moon 
  You command powers associated with the moon. 
  Moonbeam 
  Touch of the moon
  Nature 
  You hold power over animals and plants. 
  Vibrant thorns 
  Nature’s bounty
  Nightmares 
  You fill minds with horror and dread. 
  Waking nightmare 
  Shared nightmare
  Pain 
  You punish those who displease you with the sharp 
  Savor the sting 
  Retributive pain
   
  sting of pain.
  Passion 
  You evoke passion, whether as love or lust. 
  Charming touch 
  Captivating adoration
  Perfection 
  You strive to perfect your mind, body, and spirit. 
  Perfected mind 
  Perfected form
  Protection 
  You ward yourself and others. 
  Protector’s sacrifice 
  Protector’s sphere
  Secrecy 
  You protect secrets and keep them hidden. 
  Forced quiet 
  Safeguard secret
  Sun 
  You harness the power of the sun and other light 
  Dazzling flash 
  Positive luminance
   
  sources, and punish undead.
  Travel 
  You have power over movement and journeys. 
  Agile feet 
  Traveler’s transit
  Trickery 
  You deceive others and cause mischief. 
  Sudden shift 
  Trickster’s twin
  Truth 
  You pierce lies and discover the truth. 
  Word of truth 
  Glimpse the truth
  Tyranny 
  You wield power to rule and enslave others. 
  Touch of obedience 
  Commanding lash
  Undeath 
  Your magic carries close ties to the undead. 
  Touch of undeath 
  Malignant sustenance
  Water 
  You control water and bodies of water. 
  Tidal surge 
  Downpour
  Wealth 
  You hold power over wealth, trade, and treasure. 
  Appearance of wealth 
  Precious metals
  Zeal 
  Your inner fire increases your combat prowess. 
  Weapon surge 
  Zeal for battle
   
   
   
  if possible), oppose those who seek to destroy undead, 
  protect necromantic secrets, serve the Whispering Tyrant
  Anathema destroy necromantic texts (unless they reveal secrets 
  of the Whispering Way), teach others of the Whispering Way 
  other than by whispering, use positive energy to harm undead
  Domains 
  The following domains are used by the primary deities of 
  Golarion, as listed on pages 437–440.
  THE AGE OF LOST OMENS
  441
  8
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Core Rulebook
  442
  
  Chapter 9: Playing the Game
  At this point, you have a character and are ready to play Pathfinder! Or maybe you’re 
  the GM and you are getting ready to run your first adventure. Either way, this chapter 
  provides the full details for the rules outlined in Chapter 1: Introduction. This chapter 
  begins by describing the general rules and conventions of how the game is played and then 
  presents more in-depth explanations of the rules for each mode of play. 
  Before diving into how to play Pathfinder, it’s important to 
  understand the game’s three modes of play, which determine 
  the pace of your adventure and the specific rules you’ll use 
  at a given time. Each mode provides a different pace and 
  presents a different level of risk to your characters. The 
  Game Master (GM) determines which mode works best 
  for the story and controls the transition between them. 
  You’ll likely talk about the modes less formally during 
  your play session, simply transitioning between exploration 
  and encounters during the adventure, before heading to a 
  settlement to achieve something during downtime. 
  The most intricate of the modes is encounter mode. This 
  is where most of the intense action takes place, and it’s most 
  often used for combat or other high-stakes situations. The 
  GM typically switches to encounter mode by calling on 
  the players to “roll for initiative” to determine the order in 
  which all the actors take their turns during the encounter. 
  Time is then divided into a series of rounds, each lasting 
  roughly 6 seconds in the game world. Each round, player 
  characters, other creatures, and sometimes even hazards or 
  events take their turn in initiative order. At the start of a 
  participant’s turn, they gain the use of a number of actions 
  (typically 3 in the case of PCs and other creatures) as well as 
  a special action called a reaction. These actions, and what 
  you do with them, are how you affect the world within 
  an encounter. The full rules for playing in encounter mode 
  start on page 468. 
  In exploration mode, time is more flexible and the play 
  more free form. In this mode, minutes, hours, or even 
  days in the game world pass quickly in the real world, as 
  the characters travel cross country, explore uninhabited 
  sections of a dungeon, or roleplay during a social 
  gathering. Often, developments during exploration lead to 
  encounters, and the GM will switch to that mode of play 
  until the encounter ends, before returning to exploration 
  mode. The rules for exploration start on page 479.
  The third mode is downtime. During downtime, the 
  characters are at little risk, and the passage of time is 
  measured in days or longer. This is when you might forge a 
  magic sword, research a new spell, or prepare for your next 
  adventure. The rules for downtime are on page 481.
  General Rules
  Before exploring the specific rules of each mode of play, 
  you’ll want to understand a number of general rules of 
  the game. To one degree or another, these rules are used 
  in every mode of play. 
  Making Choices
  Pathfinder is a game where your choices determine the 
  story’s direction. Throughout the game, the GM describes 
  what’s happening in the world and then asks the players, “So 
  what do you do?” Exactly what you choose to do, and how 
  the GM responds to those choices, builds a unique story 
  experience. Every game is different, because you’ll rarely, 
  if ever, make the same decisions as another group of players. 
  This is true for the GM as well—two GMs running the exact 
  same adventure will put different emphasis and flourishes 
  on the way they present each scenario and encounter.
  Often, your choices have no immediate risk or 
  consequences. If you’re traveling along a forest path and 
  come across a fork in the trail, the GM will ask, “Which 
  way do you go?” You might choose to take the right fork 
  or the left. You could also choose to leave the trail, or just 
  go back to town. Once your choice is made, the GM tells 
  you what happens next. Down the line, that choice may 
  impact what you encounter later in the game, but in many 
  cases nothing dangerous happens immediately.
  But sometimes what happens as a result of your choices 
  is less than certain. In those cases, you’ll attempt a check.
  Checks
  When success isn’t certain—whether you’re swinging a 
  sword at a foul beast, attempting to leap across a chasm, or 
  straining to remember the name of the earl’s second cousin 
  at a soiree—you’ll attempt a check. Pathfinder has many 
  types of checks, from skill checks to attack rolls to saving 
  throws, but they all follow these basic steps. 
  1. Roll a d20 and identify the modifiers, bonuses,
  and penalties that apply.
  2. Calculate the result.
  3. Compare the result to the difficulty class (DC).
  4. Determine the degree of success and the effect.
  Checks and difficulty classes (DC) both come in many 
  forms. When you swing your sword at that foul beast, 
  you’ll make an attack roll against its Armor Class, which 
  is the DC to hit another creature. If you are leaping across 
  that chasm, you’ll attempt an Athletics skill check with a 
  9
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  DC based on the distance you are trying to jump. When 
  calling to mind the name of the earl’s second cousin, 
  you attempt a check to Recall Knowledge. You might 
  use either the Society skill or a Lore skill you have 
  that’s relevant to the task, and the DC depends on how 
  common the knowledge of the cousin’s name might be, 
  or how many drinks your character had when they were 
  introduced to the cousin the night before.
  No matter the details, for any check you must roll the 
  d20 and achieve a result equal to or greater than the DC 
  to succeed. Each of these steps is explained below. 
  Step 1: Roll D20 and Identify The Modifiers, 
  Bonuses, and Penalties That Apply
  Start by rolling your d20. You’ll then identify all the 
  relevant modifiers, bonuses, and penalties that apply to the 
  roll. A modifier can be either positive or negative, but a 
  bonus is always positive, and a penalty is always negative. 
  The sum of all the modifiers, bonuses, and penalties you 
  apply to the d20 roll is called your total modifier for that 
  statistic.
  Nearly all checks allow you to add an ability modifier to 
  the roll. An ability modifier represents your raw capabilities 
  and is derived from an ability score, as described on page 
  20. Exactly which ability modifier you use is determined by 
  what you’re trying to accomplish. Usually a sword swing 
  applies your Strength modifier, whereas remembering the 
  name of the earl’s cousin uses your Intelligence modifier.
  When attempting a check that involves something you 
  have some training in, you will also add your proficiency 
  bonus. This bonus depends on your proficiency rank: 
  untrained, trained, expert, master, or legendary. If you’re 
  untrained, your bonus is +0—you must rely on raw 
  talent and any bonuses from the situation. Otherwise, the 
  bonus equals your character’s level plus a certain amount 
  depending on your rank. If your proficiency rank is trained, 
  this bonus is equal to your level + 2, and higher proficiency 
  ranks further increase the amount you add to your level.
   
  Proficiency Rank 
  Proficiency Bonus
   
  Untrained 
  0
   
  Trained 
  Your level + 2
   
  Expert 
  Your level + 4
   
  Master 
  Your level + 6
   
  Legendary 
  Your level + 8
  There are three other types of bonus that frequently 
  appear: circumstance bonuses, item bonuses, and status 
  bonuses. If you have different types of bonus that would 
  apply to the same roll, you’ll add them all. But if you have 
  multiple bonuses of the same type, you can use only the 
  highest bonus on a given roll—in other words, they don’t 
  “stack.” For instance, if you have both a proficiency bonus 
  and an item bonus, you add both to your d20 result, but 
  if you have two item bonuses that could apply to the same 
  check, you add only the higher of the two. 
  GAME CONVENTIONS
  Pathfinder has many specific rules, but you’ll also want to 
  keep these general guidelines in mind when playing. 
  The GM Has the Final Say
  If you’re ever uncertain how to apply a rule, the GM decides. 
  Of course, Pathfinder is a game, so when adjudicating the 
  rules, the GM is encouraged to listen to everyone’s point of 
  view and make a decision that is both fair and fun. 
  Specific Overrides General
  A core principle of Pathfinder is that specific rules 
  override general ones. If two rules conflict, the more 
  specific one takes precedence. If there’s still ambiguity, 
  the GM determines which rule to use. For example, the 
  rules state that when attacking a concealed creature, you 
  must attempt a DC 5 flat check to determine if you hit. Flat 
  checks don’t benefit from modifiers, bonuses, or penalties, 
  but an ability that’s specifically designed to overcome 
  concealment might override and alter this. If a rule doesn’t 
  specify otherwise, default to the general rules presented 
  in this chapter. While some special rules may also state the 
  normal rules to provide context, you should always default 
  to the normal rules even if effects don’t specifically say to.
  Rounding
  You may need to calculate a fraction of a value, like halving 
  damage. Always round down unless otherwise specified. 
  For example, if a spell deals 7 damage and a creature takes 
  half damage from it, that creature takes 3 damage.
  Multiplying
  When more than one effect would multiply the same 
  number, don’t multiply more than once. Instead, combine 
  all the multipliers into a single multiplier, with each 
  multiple after the first adding 1 less than its value. For 
  instance, if one ability doubled the duration of one of your 
  spells and another one doubled the duration of the same 
  spell, you would triple the duration, not quadruple it. 
  Duplicate Effects
  When you’re affected by the same thing multiple times, only 
  one instance applies, using the higher level of the effects, or 
  the newer effect if the two are the same level. For example, 
  if you were using mage armor and then cast it again, you’d 
  still benefit from only one casting of that spell. Casting a 
  spell again on the same target might get you a better 
  duration or effect if it were cast at a higher level the second 
  time, but otherwise doing so gives you no advantage.
  Ambiguous Rules
  Sometimes a rule could be interpreted multiple ways. If one 
  version is too good to be true, it probably is. If a rule seems 
  to have wording with problematic repercussions or doesn’t 
  work as intended, work with your group to find a good 
  solution, rather than just playing with the rule as printed.
  Core Rulebook
  444
  
  Circumstance bonuses typically involve the situation 
  you find yourself in when attempting a check. For 
  instance, using Raise a Shield with a buckler grants you a 
  +1 circumstance bonus to AC. Being behind cover grants 
  you a +2 circumstance bonus to AC. If you are both 
  behind cover and Raising a Shield, you gain only the +2 
  circumstance bonus for cover, since they’re the same type 
  and the bonus from cover is higher. 
  Item bonuses are granted by some item that you 
  are wearing or using, either mundane or magical. For 
  example, armor gives you an item bonus to AC, while 
  expanded alchemist’s tools grant you an item bonus to 
  Crafting checks when making alchemical items.
  Status bonuses typically come from spells, other 
  magical effects, or something applying a helpful, often 
  temporary, condition to you. For instance, the 3rd-level 
  heroism spell grants a +1 status bonus to attack rolls, 
  Perception checks, saving throws, and skill checks. If 
  you were under the effect of heroism and someone cast 
  the bless spell, which also grants a +1 status bonus on 
  attacks, your attack rolls would gain only a +1 status 
  bonus, since both spells grant a +1 status bonus to those 
  rolls, and you only take the highest status bonus.
  Penalties work very much like bonuses. You can have 
  circumstance penalties, status penalties, and sometimes 
  even item penalties. Like bonuses of the same type, you 
  take only the worst all of various penalties of a given 
  type. However, you can apply both a bonus and a penalty 
  of the same type on a single roll. For example, if you had 
  a +1 status bonus from a heroism spell but a –2 status 
  penalty from the sickened condition, you’d apply them 
  both to your roll—so heroism still helps even though 
  you’re feeling unwell.
  Unlike bonuses, penalties can also be untyped, in which 
  case they won’t be classified as “circumstance,” “item,” or 
  “status.” Unlike other penalties, you always add all your 
  untyped penalties together rather than simply taking the 
  worst one. For instance, when you use attack actions, 
  you incur a multiple attack penalty on each attack you 
  make on your turn after the first attack, and when you 
  attack a target that’s beyond your weapon’s normal 
  range increment, you incur a range penalty on the attack. 
  Because these are both untyped penalties, if you make 
  multiple attacks at a faraway target, you’d apply both the 
  multiple attack penalty and the range penalty to your roll.
  Once you’ve identified all your various modifiers, 
  bonuses, and penalties, you move on to the next step.
  Step 2: Calculate the Result
  This step is simple. Add up all the various modifiers, 
  bonuses, and penalties you identified in Step 1—this is 
  your total modifier. Next add that to the number that came 
  up on your d20 roll. This total is your check result.
  Step 3: Compare the Result to the DC
  This step can be simple, or it can create suspense. Sometimes 
  you’ll know the Difficulty Class (DC) of your check. In these 
  cases, if your result is equal to or greater than the DC, you 
  succeed! If your roll anything less than the DC, you fail.
  Other times, you might not know the DC right away. 
  Swimming across a river would require an Athletics check, 
  but it doesn’t have a specified DC—so how will you know 
  if you succeed or fail? You call out your result to the GM 
  and they will let you know if it is a success, failure, or 
  otherwise. While you might learn the exact DC through 
  trial and error, DCs sometimes change, so asking the GM 
  whether a check is successful is the best way to determine 
  whether or not you have met or exceeded the DC.
  CalCulating DCs
  Whenever you attempt a check, you compare your result 
  against a DC. When someone or something else attempts 
  a check against you, rather than both forces rolling 
  against one another, the GM (or player, if the opponent is 
  another PC) compares their result to a fixed DC based on 
  your relevant statistic. Your DC for a given statistic is 10 
  + the total modifier for that statistic. 
  Step 4: Determine the Degree of Success 
  and Effect
  Many times, it’s important to determine not only if you 
  succeed or fail, but also how spectacularly you succeed or 
  fail. Exceptional results—either good or bad—can cause 
  you to critically succeed at or critically fail a check. 
  You critically succeed at a check when a check’s result 
  meets or exceeds the DC by 10 or more. If the check is an 
  attack roll, this is sometimes called a critical hit. You can 
  also critically fail a check. The rules for critical failure—
  sometimes called a fumble—are the same as those for a 
  critical success, but in the other direction: if you fail a 
  check by 10 or more, that’s a critical failure.
  If you rolled a 20 on the die (a “natural 20”), your result 
  is one degree of success better than it would be by numbers 
  alone. If you roll a 1 on the d20 (a “natural 1”), your 
  result is one degree worse. This means that a natural 20 
  Number 
  on the die +
  Ability
  modifier
  Proficiency bonus
  Circumstance bonus
  Status bonus
  Item bonus
  Circumstance penalty
  Status penalty
  Item penalty
  All untyped penalties = Result
  +
  +
  CALCULATING CHECK RESULTS
  If you have more than one bonus or penalty of a 
  particular type, apply only the highest
  445
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  Appendix
  
  usually results in a critical success and natural 1 usually 
  results in a critical failure. However, if you were going up 
  against a very high DC, you might get only a success with 
  a natural 20, or even a failure if 20 plus your total modifier 
  is 10 or more below the DC. Likewise, if your modifier for 
  a statistic is so high that adding it to a 1 from your d20 roll 
  exceeds the DC by 10 or more, you can succeed even if you 
  roll a natural 1! If a feat, magic item, spell, or other effect 
  does not list a critical success or critical failure, treat is as 
  an ordinary success or failure instead.
  Some other abilities can change the degree of success for 
  rolls you get. When resolving the effect of an ability that 
  changes your degree of success, always apply the adjustment 
  from a natural 20 or natural 1 before anything else.
  Specific Checks
  While most checks follow these basic rules, it’s useful to 
  know about a few specific types of checks, how they’re 
  used, and how they differ from one another. 
  Attack Rolls
  When you use a Strike action or any other attack action, 
  you attempt a check called an attack roll. Attack rolls take 
  a variety of forms and are often highly variable based on 
  the weapon you are using for the attack, but there are three 
  main types: melee attack rolls, ranged attack rolls, and spell 
  attack rolls. Spell attack rolls work a little bit differently, so 
  they are explained separately on the next page. 
  Melee attack rolls use Strength as their ability modifier by 
  default. If you’re using a weapon or attack with the finesse 
  trait, then you can use your Dexterity modifier instead. 
  Melee attack roll result = d20 roll + Strength 
  modifier (or optionally Dexterity modifier for 
  a finesse weapon) + proficiency bonus + other 
  bonuses + penalties
  Ranged attack rolls use Dexterity as their ability modifier. 
  Ranged attack roll result = d20 roll + Dexterity 
  modifier + proficiency bonus + other bonuses + 
  penalties
  When attacking with a weapon, whether melee or ranged, 
  you add your proficiency bonus for the weapon you’re using. 
  Your class determines your proficiency rank for various 
  weapons. Sometimes, you’ll have different proficiency ranks 
  for different weapons. For instance, at 5th level, a fighter 
  gains the weapon mastery class feature, which grants master 
  proficiency with the simple and martial weapons of one 
  weapon group, expert proficiency with advanced weapons 
  of that group and other simple and martial weapons, and 
  trained proficiency in all other advanced weapons. 
  The bonuses you might apply to attack rolls can come 
  from a variety of sources. Circumstance bonuses can come 
  from the aid of an ally or a beneficial situation. Status 
  bonuses are typically granted by spells and other magical 
  aids. The item bonus to attack rolls comes from magic 
  weapons—notably, a weapon’s potency rune (page 580). 
  Penalties to attack rolls come from situations and effects 
  as well. Circumstance penalties come from risky tactics 
  or detrimental circumstances, status penalties come from 
  spells and magic working against you, and item penalties 
  occur when you use a shoddy item (page 273). When 
  making attack rolls, two main types of untyped penalties 
  are likely to apply. The first is the multiple attack penalty, 
  and the second is the range penalty. The first applies 
  anytime you make more than one attack action during the 
  course of your turn, and the other applies only with ranged 
  or thrown weapons. Both are described below. 
  Multiple attaCk penalty
  The more attacks you make beyond your first in a single 
  turn, the less accurate you become, represented by the 
  multiple attack penalty. The second time you use an 
  attack action during your turn, you take a –5 penalty to 
  your attack roll. The third time you attack, and on any 
  subsequent attacks, you take a –10 penalty to your attack 
  roll. Every check that has the attack trait counts toward 
  your multiple attack penalty, including Strikes, spell attack 
  rolls, certain skill actions like Shove, and many others. 
  Some weapons and abilities reduce multiple attack 
  penalties, such as agile weapons, which reduce these 
  penalties to –4 on the second attack or –8 on further attacks.
   Attack 
  Multiple Attack Penalty 
  Agile
   First 
  None 
  None
   Second 
  –5 
  –4
   Third or subsequent 
  –10 
  –8
  Always calculate your multiple attack penalty for the 
  weapon you’re using on that attack. For example, let’s say 
  you’re wielding a longsword in one hand and a shortsword 
  (which has the agile trait) in your other hand, and you are 
  going to make three Strikes with these weapons during the 
  course of your turn. The first Strike you make during your 
  turn has no penalty, no matter what weapon you are using. 
  The second Strike will take either a –5 penalty if you use 
  the longsword or a –4 penalty if you use the shortsword. 
  Just like the second attack, the penalty for your third attack 
  is based on which weapon you’re using for that particular 
  Strike. It would be a –10 penalty with the longsword and 
  a –8 penalty with the shortsword, no matter what weapon 
  you used for your previous Strikes. 
  The multiple attack penalty applies only during your 
  turn, so you don’t have to keep track of it if you can 
  perform an Attack of Opportunity or a similar reaction 
  that lets you make a Strike on someone else’s turn.
  Range penalty
  Ranged and thrown weapons each have a listed range 
  Core Rulebook
  446
  
  use your Charisma modifier unless the ability that granted 
  them states otherwise. Focus spells and other sources of 
  spells specify which ability modifier you use for spell attack 
  rolls in the ability that granted them. If you have spells from 
  multiple sources or traditions, you might use different ability 
  modifiers for spell attack rolls for these different sources of 
  spells. For example, a dwarf cleric with the Stonewalker 
  ancestry feat would use her Charisma modifier when casting 
  meld into stone from that feat, since it’s a divine innate spell, 
  but she would use her Wisdom modifier when casting heal 
  and other spells using her cleric divine spellcasting.
  Determine the spell attack roll with the following formula.
  Spell attack roll result = d20 roll + ability modifier 
  used for spellcasting + proficiency bonus + other 
  bonuses + penalties
  If you have the ability to cast spells, you’ll have a 
  proficiency rank for your spell attack rolls, so you’ll 
  always add a proficiency bonus. Like your ability 
  modifier, this proficiency rank may vary from one spell 
  increment, and attacks with them grow less accurate 
  against targets farther away (range and range increments 
  are covered in depth on page 279). As long as your target is 
  at or within the listed range increment, also called the first 
  range increment, you take no penalty to the attack roll. If 
  you’re attacking beyond that range increment, you take a 
  –2 penalty for each additional increment beyond the first. 
  You can attempt to attack with a ranged weapon or thrown 
  weapon up to six range increments away, but the farther 
  away you are, the harder it is to hit your target.
  For example, the range increment of a crossbow is 120 
  feet. If you are shooting at a target no farther away than 
  that distance, you take no penalty due to range. If they’re 
  beyond 120 feet but no more than 240 feet away, you 
  take a –2 penalty due to range. If they’re beyond 240 feet 
  but no more than 360 feet away, you take a –4 penalty 
  due to range, and so on, until you reach the last range 
  increment: beyond 600 feet but no more than 720 feet 
  away, where you take a –10 penalty due to range.
  aRMoR Class
  Attack rolls are compared to a special difficulty class called 
  an Armor Class (AC), which measures how hard it is for 
  your foes to hit you with Strikes and other attack actions. 
  Just like for any other check and DC, the result of an 
  attack roll must meet or exceed your AC to be successful, 
  which allows your foe to deal damage to you.
  Armor Class is calculated using the following formula.
  Armor Class = 10 + Dexterity modifier (up to your 
  armor’s Dex Cap) + proficiency bonus + armor’s 
  item bonus to AC + other bonuses + penalties
  Use the proficiency bonus for the category (light, 
  medium, or heavy) or the specific type of armor you’re 
  wearing. If you’re not wearing armor, use your proficiency 
  in unarmored defense.
  Armor Class can benefit from bonuses with a variety 
  of sources, much like attack rolls. Armor itself grants an 
  item bonus, so other item bonuses usually won’t apply to 
  your AC, but magic armor can increase the item bonus 
  granted by your armor.
  Penalties to AC come from situations and effects in 
  much the same way bonuses do. Circumstance penalties 
  come from unfavorable situations, and status penalties 
  come from effects that impede your abilities or from 
  broken armor. You take an item penalty when you wear 
  shoddy armor (page 273).
  Spell Attack Rolls
  If you cast spells, you might be able to make a spell attack 
  roll. These rolls are usually made when a spell makes an 
  attack against a creature’s AC. 
  The ability modifier for a spell attack roll depends on 
  how you gained access to your spells. If your class grants 
  you spellcasting, use your key ability modifier. Innate spells 
  STRIDING AND STRIKING 
  Two of the simplest and most common actions you’ll use in 
  combat are Stride and Strike, described in full on page 471.
  Stride is an action that has the move trait and that 
  allows you to move a number of feet up to your Speed. 
  You’ll often need to Stride multiple times to reach a foe 
  who’s far away or to run from danger! Move actions can 
  often trigger reactions or free actions. However, unlike 
  other actions, a move action can trigger reactions not 
  only when you first use the action, but also for every 5 
  feet you move during that action, as described on page 
  474. The Step action (page 471) lets you move without 
  triggering reactions, but only 5 feet.
  Strike is an action that has the attack trait and that 
  allows you to attack with a weapon you’re wielding or an 
  unarmed attack (such as a fist).
  If you’re using a melee weapon or unarmed attack, your 
  target must be within your reach; if you’re attacking with 
  a ranged weapon, your target must be within range. Your 
  reach is how far you can physically extend a part of your 
  body to make an unarmed attack, or the farthest distance 
  you can reach with a melee weapon. This is typically 5 
  feet, but special weapons and larger creatures have longer 
  reaches. Your range is how far away you can attack with 
  a ranged weapon or with some types of magical attacks. 
  Different weapons and magical attacks have different 
  maximum ranges, and ranged weapons get less effective 
  as you exceed their range increments.
  Striking multiple times in a turn has diminishing 
  returns. The multiple attack penalty (detailed on page 
  446) applies to each attack after the first, whether those 
  attacks are Strikes, special attacks like the Grapple action 
  of the Athletics skill, or spell attack rolls.
  447
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  PLAYING THE GAME
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  to another if you have spells from multiple sources. Spell 
  attack rolls can benefit from circumstance bonuses and 
  status bonuses, though item bonuses to spell attack rolls 
  are rare. Penalties affect spell attack rolls just like any 
  other attack roll—including your multiple attack penalty. 
  Many times, instead of requiring you to make a spell 
  attack roll, the spells you cast will require those within 
  the area or targeted by the spell to attempt a saving 
  throw against your Spell DC to determine how the spell 
  affects them. 
  Your spell DC is calculated using the following formula.
  Spell DC = 10 + ability modifier used for 
  spellcasting + proficiency bonus + other bonuses + 
  penalties
  Perception
  Perception measures your ability to be aware of your 
  environment. Every creature has Perception, which works 
  with and is limited by a creature’s senses (described on 
  page 464). Whenever you need to attempt a check based 
  on your awareness, you’ll attempt a Perception check. 
  Your Perception uses your Wisdom modifier, so you’ll use 
  the following formula when attempting a Perception check.
  Perception check result = d20 roll + Wisdom 
  modifier + proficiency bonus + other bonuses + 
  penalties
  Nearly all creatures are at least trained in Perception, so 
  you will almost always add a proficiency bonus to your 
  Perception modifier. You might add a circumstance 
  bonus 
  for 
  advantageous 
  situations 
  or 
  environments, and typically get status bonuses 
  from spells or other magical effects. Items can 
  also grant you a bonus to Perception, typically 
  in a certain situation. For instance, a fine spyglass 
  grants a +1 item bonus to Perception when attempting 
  to see something a long distance away. Circumstance 
  penalties to Perception occur when an environment or 
  situation (such as fog) hampers your senses, while status 
  penalties typically come from conditions, spells, and magic 
  effects that foil the senses. You’ll rarely encounter item 
  penalties or untyped penalties for Perception. 
  Many abilities are compared to your Perception DC to 
  determine whether they succeed. Your Perception DC is 
  10 + your total Perception modifier.
  peRCeption foR initiative
  Often, you’ll roll a Perception check to determine your order 
  in initiative. When you do this, instead of comparing the 
  result against a DC, everyone in the encounter will compare 
  their results. The creature with the highest result acts first, 
  the creature with the second-highest result goes second, and 
  so on. Sometimes you may be called on to roll a skill check 
  for initiative instead, but you’ll compare results just as if 
  you had rolled Perception. The full rules for initiative are 
  found in the rules for encounter mode on page 468. 
  Saving Throws
  There are three types of saving throws: Fortitude 
  saves, Reflex saves, and Will saves. In all 
  cases, saving throws measure your ability 
  to shrug off harmful effects in the form 
  of afflictions, damage, or conditions. You’ll 
  Core Rulebook
  448
  
  always add a proficiency bonus to each save. Your class 
  might give a different proficiency to each save, but you’ll 
  be trained at minimum. Some circumstances and spells 
  might give you circumstance or status bonuses to saves, 
  and you might find resilient armor or other magic items 
  that give an item bonus.
  Fortitude saving throws allow you to reduce the effects 
  of abilities and afflictions that can debilitate the body. 
  They use your Constitution modifier and are calculated 
  as shown in the formula below.
  Fortitude save result = d20 roll + Constitution 
  modifier + proficiency bonus + other bonuses + 
  penalties
  Reflex saving throws measure how well you can 
  respond quickly to a situation and how gracefully you 
  can avoid effects that have been thrown at you. They use 
  your Dexterity modifier and are calculated as shown in 
  the formula below.
  Reflex save result = d20 roll + Dexterity modifier + 
  proficiency bonus + other bonuses + penalties
  Will saving throws measure how well you can resist 
  attacks to your mind and spirit. They use your Wisdom 
  modifier and are calculated as shown in the formula below.
  Will save result = d20 roll + Wisdom modifier + 
  proficiency bonus + other bonuses + penalties
  Sometimes you’ll need to know your DC for a given 
  saving throw. The DC for a saving throw is 10 + the total 
  modifier for that saving throw.
  Most of the time, when you attempt a saving throw, 
  you don’t have to use your actions or your reaction. 
  You don’t even need to be able to act to attempt saving 
  throws. However, in some special cases you might have 
  to take an action to attempt a save. For instance, you can 
  try to recover from the sickened condition by spending an 
  action to attempt a Fortitude save.
  BasiC saving thRows
  Sometimes you will be called on to attempt a basic saving 
  throw. This type of saving throw works just like any 
  other saving throw—the “basic” part refers to the effects. 
  For a basic save, you’ll attempt the check and determine 
  whether you critically succeed, succeed, fail, or critically 
  fail like you would any other saving throw. Then one of 
  the following outcomes applies based on your degree of 
  success—no matter what caused the saving throw.
  Critical Success You take no damage from the spell, hazard, or 
  effect that caused you to attempt the save.
  Success You take half the listed damage from the effect.
  Failure You take the full damage listed from the effect.
  Critical Failure You take double the listed damage from the effect.
  Skill Checks
  Pathfinder has a variety of skills, from Athletics to 
  Medicine to Occultism. Each grants you a set of related 
  actions that rely on you rolling a skill check. Each skill 
  has a key ability score, based on the scope of the skill 
  in question. For instance, Athletics deals with feats of 
  physical prowess, like swimming and jumping, so its key 
  ability score is Strength. Medicine deals with the ability 
  to diagnose and treat wounds and ailments, so its key 
  ability score is Wisdom. The key ability score for each 
  skill is listed in Chapter 4: Skills. No matter which 
  skill you’re using, you calculate a check for it using the 
  following formula. 
  Skill check result = d20 roll + modifier of the 
  skill’s key ability score + proficiency bonus + other 
  bonuses + penalties
  You’re unlikely to be trained in every skill. When 
  using a skill in which you’re untrained, your proficiency 
  bonus is +0; otherwise, it equals your level plus 2 for 
  trained, or higher once you become expert or better. 
  The proficiency rank is specific to the skill you’re using. 
  Aid from another character or some other beneficial 
  situation may grant you a circumstance bonus. A status 
  bonus might come from a helpful spell or magical effect. 
  Sometimes tools related to the skill grant you an item 
  bonus to your skill checks. Conversely, unfavorable 
  situations might give you a circumstance penalty to your 
  skill check, while harmful spells, magic, or conditions 
  might also impose a status penalty. Using shoddy or 
  makeshift tools might cause you to take an item penalty. 
  Sometimes a skill action can be an attack, and in these 
  cases, the skill check might take a multiple attack 
  penalty, as described on page 446. 
  When an ability calls for you to use the DC for a 
  specific skill, you can calculate it by adding 10 + your 
  total modifier for that skill.
  FORTUNE AND MISFORTUNE EFFECTS
  Fortune and misfortune effects can alter how you roll 
  your dice. These abilities might allow you to reroll a 
  failed roll, force you to reroll a successful roll, allow you 
  to roll twice and use the higher result, or force you to roll 
  twice and use the lower result.
  You can never have more than one fortune and more 
  than one misfortune effect come into play on a single roll. 
  For instance, if an effect lets you roll twice and use the 
  higher roll, you can’t then use Halfling Luck (a fortune 
  effect) to reroll if you fail. If multiple fortune effects would 
  apply, you have to pick which to use. If two misfortune 
  effects apply, the GM decides which is worse and applies it.
  If both a fortune effect and a misfortune effect would 
  apply to the same roll, the two cancel each other out, and 
  you roll normally.
  449
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  Introduction
  Ancestries &  
  Backgrounds
  Classes
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  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Notating Total Modifiers
  When creating your character and adventuring you’ll 
  record the total modifier for various important checks on 
  your character sheet. Since many bonuses and penalties 
  are due to the immediate circumstances, spells, and other 
  temporary magical effects, you typically won’t apply 
  them to your notations. 
  Item bonuses and penalties are often more persistent, 
  so you will often want to record them ahead of time. For 
  instance, if you are using a weapon with a +1 weapon 
  potency rune, you’ll want to add the +1 item bonus to 
  your notation for your attack rolls with that weapon, 
  since you will include that bonus every time you attack 
  with that weapon. But if you have a fine spyglass, you 
  wouldn’t add its item bonus to your Perception check 
  notation, since you gain that bonus only if you are using 
  sight—and the spyglass!—to see long distances.
  Special Checks
  Some categories of checks follow special rules. The most 
  notable are flat checks and secret checks. 
  Flat Checks
  When the chance something will happen or fail to happen 
  is based purely on chance, you’ll attempt a flat check. A flat 
  check never includes any modifiers, bonuses, or penalties—
  you just roll a d20 and compare the result on the die to 
  the DC. Only abilities that specifically apply to flat checks 
  can change the checks’ DCs; most such effects affect only 
  certain types of flat checks.
  If more than one flat check would ever cause or prevent 
  the same thing, just roll once and use the highest DC. In the 
  rare circumstance that a flat check has a DC of 1 or lower, 
  skip rolling; you automatically succeed. Conversely, if one 
  ever has a DC of 21 or higher, you automatically fail.
  Secret Checks
  Sometimes you as the player shouldn’t know the exact 
  result and effect of a check. In these situations, the rules 
  (or the GM) will call for a secret check. The secret trait 
  appears on anything that uses secret checks. This type of 
  check uses the same formulas you normally would use for 
  that check, but is rolled by the GM, who doesn’t reveal the 
  result. Instead, the GM simply describes the information or 
  effects determined by the check’s result. If you don’t know 
  a secret check is happening (for instance, if the GM rolls 
  a secret Fortitude save against a poison that you failed to 
  notice), you can’t use any fortune or misfortune abilities 
  (see the sidebar on page 449) on that check, but if a fortune 
  or misfortune effect would apply automatically, the GM 
  applies it to the secret check. If you know that the GM is 
  attempting a secret check—as often happens with Recall 
  Knowledge or Seek—you can usually activate fortune or 
  misfortune abilities for that check. Just tell the GM, and 
  they’ll apply the ability to the check.
  The GM can choose to make any check secret, even if 
  it’s not usually rolled secretly. Conversely, the GM can 
  let you roll any check yourself, even if that check would 
  usually be secret. Some groups find it simpler to have players 
  roll all secret checks and just try to avoid acting on any 
  out-of-character knowledge, while others enjoy the mystery.
  Damage
  In the midst of combat, you attempt checks to determine 
  if you can damage your foe with weapons, spells, or 
  alchemical concoctions. On a successful check, you hit 
  and deal damage. Damage decreases a creature’s Hit 
  Points on a 1-to-1 basis (so a creature that takes 6 damage 
  loses 6 Hit Points). The full rules can be found in the Hit 
  Points, Healing, and Dying section on page 459. 
  Damage is sometimes given as a fixed amount, but more 
  often than not you’ll make a damage roll to determine 
  how much damage you deal. A damage roll typically uses 
  a number and type of dice determined by the weapon 
  or unarmed attack used or the spell cast, and it is often 
  enhanced by various modifiers, bonuses, and penalties. 
  Like checks, a damage roll—especially a melee weapon 
  damage roll—is often modified by a number of modifiers, 
  penalties, and bonuses. When making a damage roll, you 
  take the following steps, explained in detail below. 
  1. Roll the dice indicated by the weapon, unarmed 
  attack, or spell, and apply the modifiers, bonuses, 
  and penalties that apply to the result of the roll.
  2. Determine the damage type.
  3. Apply the target’s immunities, weaknesses, and 
  resistances to the damage.
  4. If any damage remains, reduce the target’s Hit 
  Points by that amount.
  Step 1: Roll The Damage Dice and Apply 
  Modifiers, Bonuses, and Penalties
  Your weapon, unarmed attack, spell, or sometimes even 
  a magic item determines what type of dice you roll for 
  damage, and how many. For instance, if you’re using 
  a normal longsword, you’ll roll 1d8. If you’re casting 
  a 3rd-level fireball spell, you’ll roll 6d6. Sometimes, 
  especially in the case of weapons, you’ll apply modifiers, 
  bonuses, and penalties to the damage. 
  When you use melee weapons, unarmed attacks, and 
  thrown ranged weapons, the most common modifier you’ll 
  add to damage is your Strength ability modifier. Weapons 
  with the propulsive trait sometimes add half your Strength 
  modifier. You typically do not add an ability modifier to 
  spell damage, damage from most ranged weapons, or 
  damage from alchemical bombs and similar items.
  As with checks, you might add circumstance, status, 
  or item bonuses to your damage rolls, but if you have 
  multiple bonuses of the same type, you add only the highest 
  bonus of that type. Again like checks, you may also apply 
  circumstance, status, item, and untyped penalties to the 
  Core Rulebook
  450
  
  damage roll, and again you apply only the greatest penalty 
  of a specific type but apply all untyped penalties together. 
  Use the formulas below. 
  Melee damage roll = damage die of weapon or 
  unarmed attack + Strength modifier + bonuses + 
  penalties
  Ranged damage roll = damage die of weapon + 
  Strength modifier for thrown weapons + bonuses 
  + penalties
  Spell (and similar effects) damage roll = damage 
  die of the effect + bonuses + penalties
  Once your damage die is rolled, and you’ve applied any 
  modifiers, bonuses, and penalties, move on to Step 2. Though 
  sometimes there are special considerations, described below.
  inCReasing DaMage
  In some cases, you increase the number of dice you roll 
  when making weapon damage rolls. Magic weapons 
  etched with the striking rune can add one or more weapon 
  damage dice to your damage roll. These extra dice are the 
  same die size as the weapon’s damage die. At certain levels, 
  most characters gain the ability to deal extra damage from 
  the weapon specialization class feature.
  peRsistent DaMage
  Persistent damage is a condition that causes damage to recur 
  beyond the original effect. Unlike with normal damage, 
  when you are subject to persistent damage, you don’t take 
  it right away. Instead, you take the specified damage at the 
  end of your turns, after which you attempt a DC 15 flat 
  check to see if you recover from the persistent damage. 
  See the Conditions Appendix on pages 618–623 for the 
  complete rules regarding the persistent damage condition.
  DouBling anD halving DaMage
  Sometimes you’ll need to halve or double an amount of 
  damage, such as when the outcome of your Strike is a 
  critical hit, or when you succeed at a basic Reflex save 
  against a spell. When this happens, you roll the damage 
  normally, adding all the normal modifiers, bonuses, 
  and penalties. Then you double or halve the amount as 
  appropriate (rounding down if you halved it). The GM 
  might allow you to roll the dice twice and double the 
  modifiers, bonuses, and penalties instead of doubling 
  the entire result, but this usually works best for single-
  target attacks or spells at low levels when you have a 
  small number of damage dice to roll. Benefits you gain 
  specifically from a critical hit, like the flaming weapon 
  rune’s persistent fire damage or the extra damage die 
  from the fatal weapon trait, aren’t doubled.
  Step 2: Determine The Damage Type
  Once you’ve calculated how much damage you deal, 
  you’ll need to determine the damage type. There are many 
  types of damage and sometimes certain types are applied 
  in different ways. The smack of a club deals bludgeoning 
  damage. The stab of a spear deals piercing damage. The 
  staccato crack of a lightning bolt spell deals electricity 
  damage. Sometimes you might apply precision damage, 
  dealing more damage for hitting a creature in a vulnerable 
  spot or when the target is somehow vulnerable. The 
  damage types are described on page 452.
  DaMage types anD tRaits
  When an attack deals a type of damage, the attack action 
  gains that trait. For example, the Strikes and attack 
  actions you use wielding a sword when its flaming rune is 
  active gain the fire trait, since the rune gives the weapon 
  the ability to deal fire damage. 
  Step 3: Apply the Target’s Immunities, 
  Weaknesses, and Resistances
  Defenses against certain types of damage or effects are 
  called immunities or resistances, while vulnerabilities are 
  called weaknesses. Apply immunities first, then weaknesses, 
  and resistances third. Immunity, weakness, or resistance to 
  an alignment applies only to damage of that type, not to 
  damage from an attacking creature of that alignment.
  iMMunity
  When you have immunity to a specific type of damage, you 
  ignore all damage of that type. If you have immunity to a 
  specific condition or type of effect, you can’t be affected by 
  that condition or any effect of that type. If you have immunity 
  to effects with a certain trait (such as death effects, poison, 
  or disease) you are unaffected by any effect with that trait. 
  Often, an effect can be both a trait and a damage type (this is 
  especially true in the case of energy damage types). In these 
  cases, the immunity applies to the entire effect, not just the 
  damage. You can still be targeted by an ability with an effect 
  you are immune to; you just don’t apply the effect. However, 
  some complex effects might have parts that affect you even 
  if you’re immune to one of the effect’s traits; for instance, a 
  spell that deals both fire and acid damage can still deal acid 
  damage to you even if you’re immune to fire.
  Immunity to critical hits works a little differently. When 
  a creature immune to critical hits is critically hit by a Strike 
  or other attack that deals damage, it takes normal damage 
  instead of double damage. This does not make it immune 
  to any other critical success effects of other actions that 
  have the attack trait (such as Grapple and Shove). 
  Another exception is immunity to nonlethal attacks. If 
  you are immune to nonlethal attacks, you are immune to 
  all damage from attacks with the nonlethal trait, no matter 
  what other type the damage has. For instance, a stone 
  golem has immunity to nonlethal attacks. This means 
  that no matter how hard you hit it with your fist, you’re 
  451
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  PLAYING THE GAME
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Damage has a number of different types and categories, 
  which are described below. 
  Physical Damage
  Damage dealt by weapons, many physical hazards, and a 
  handful of spells is collectively called physical damage. The 
  main types of physical damage are bludgeoning, piercing, 
  and slashing. Bludgeoning damage comes from weapons 
  and hazards that deal blunt-force trauma, like a hit from 
  a club or being dashed against rocks. Piercing damage is 
  dealt from stabs and punctures, whether from a dragon’s 
  fangs or the thrust of a spear. Slashing damage is delivered 
  by a cut, be it the swing of the sword or the blow from a 
  scythe blades trap. 
  Ghosts and other incorporeal creatures have a high 
  resistance to physical attacks that aren’t magical (attacks 
  that lack the magical trait). Furthermore, most incorporeal 
  creatures have additional, though lower, resistance to 
  magical physical damage (such as damage dealt from a 
  mace with the magical trait) and most other damage types. 
  Energy Damage
  Many spells and other magical effects deal energy damage. 
  Energy damage is also dealt from effects in the world, such 
  as the biting cold of a blizzard to a raging forest fire. The 
  main types of energy damage are acid, cold, electricity, fire, 
  and sonic. Acid damage can be delivered by gases, liquids, 
  and certain solids that dissolve flesh, and sometimes 
  harder materials. Cold damage freezes material by way 
  of contact with chilling gases and ice. Electricity damage 
  comes from the discharge of powerful lightning and sparks. 
  Fire damage burns through heat and combustion. Sonic 
  damage assaults matter with high-frequency vibration 
  and sound waves. Many times, you deal energy damage 
  by casting magic spells, and doing so is often useful 
  against creatures that have immunities or resistances to 
  physical damage.
  Two special types of energy damage specifically target 
  the living and the undead. Positive energy often manifests 
  as healing energy to living creatures but can create 
  positive damage that withers undead bodies and disrupts 
  and injures incorporeal undead. Negative energy often 
  revivifies the unnatural, unliving power of undead, while 
  manifesting as negative damage that gnaws at the living. 
  Powerful and pure magical energy can manifest itself 
  as force damage. Few things can resist this type of 
  damage—not even incorporeal creatures such as ghosts 
  and wraiths. 
  Alignment Damage
  Weapons and effects keyed to a particular alignment 
  can deal chaotic, evil, good, or lawful damage. These 
  damage types apply only to creatures that have the 
  opposing alignment trait. Chaotic damage harms only 
  lawful creatures, evil damage harms only good creatures, 
  good damage harms only evil creatures, and lawful damage 
  harms only chaotic creatures.
  Mental Damage
  Sometimes an effect can target the mind with enough 
  psychic force to actually deal damage to the creature. When 
  it does, it deals mental damage. Mindless creatures and 
  those with only programmed or rudimentary intelligence 
  are often immune to mental damage and effects. 
  Poison Damage
  Venoms, toxins and the like can deal poison damage, which 
  affects creatures by way of contact, ingestion, inhalation, 
  or injury. In addition to coming from monster attacks, 
  alchemical items, and spells, poison damage is often caused 
  by ongoing afflictions, which follow special rules described 
  on page 457. 
  Bleed Damage
  Another special type of physical damage is bleed damage. 
  This is persistent damage that represents loss of blood. 
  As such, it has no effect on nonliving creatures or living 
  creatures that don’t need blood to live. Weaknesses and 
  resistances to physical damage apply. 
  Precision Damage
  Sometimes you are able to make the most of your attack 
  through sheer precision. When you hit with an ability that 
  grants you precision damage, you increase the attack’s listed 
  damage, using the same damage type, rather than tracking a 
  separate pool of damage. For example, a non-magical dagger 
  Strike that deals 1d6 precision damage from a rogue’s sneak 
  attack increases the piercing damage by 1d6. 
  Some creatures are immune to precision damage, 
  regardless of the damage type; these are often amorphous 
  creatures that lack vulnerable anatomy. A creature immune 
  to precision damage would ignore the 1d6 precision damage 
  in the example above, but it would still take the rest of 
  the piercing damage from the Strike. Since precision 
  damage is always the same type of damage as the attack 
  it’s augmenting, a creature that is resistant to physical 
  damage, like a gargoyle, would resist not only the dagger’s 
  damage but also the precision damage, even though it is not 
  specifically resistant to precision damage. 
  Precious Materials
  While not their own damage category, precious materials can 
  modify damage to penetrate a creature’s resistances or take 
  advantage of its weaknesses. For instance, silver weapons 
  are particularly effective against lycanthropes and bypass 
  the resistances to physical damage that most devils have. 
  DAMAGE TYPES
  Core Rulebook
  452
  
  not going to damage it—unless your fists don’t have the 
  nonlethal trait, such as if you’re a monk.
  teMpoRaRy iMMunity
  Some effects grant you immunity to the same effect for a set 
  amount of time. If an effect grants you temporary immunity, 
  repeated applications of that effect don’t affect you for as 
  long as the temporary immunity lasts. Unless the effect says 
  it applies only to a certain creature’s ability, it doesn’t matter 
  who created the effect. For example, the blindness spell 
  says, “The target is temporarily immune to blindness for 
  1 minute.” If anyone casts blindness on that creature again 
  before 1 minute passes, the spell has no effect. 
  Temporary immunity doesn’t prevent or end ongoing 
  effects of the source of the temporary immunity. For 
  instance, if an ability makes you frightened and you then gain 
  temporary immunity to the ability, you don’t immediately 
  lose the frightened condition due to the immunity you 
  just gained—you simply don’t become frightened if you’re 
  targeted by the ability again before the immunity ends.
  weakness
  If you have a weakness to a certain type of damage or 
  damage from a certain source, that type of damage is extra 
  effective against you. Whenever you would take that type 
  of damage, increase the damage you take by the value of 
  the weakness. For instance, if you are dealt 2d6 fire damage 
  and have weakness 5 to fire, you take 2d6+5 fire damage. 
  If you have more than one weakness that would apply 
  to the same instance of damage, use only the highest 
  applicable weakness value. This usually happens only 
  when a monster is weak to both a type of physical damage 
  and the material a weapon is made of.
  ResistanCe
  If you have resistance to a type of damage, each time 
  you take that type of damage, you reduce the amount of 
  damage you take by the listed amount (to a minimum of 0 
  damage). Resistance can specify combinations of damage 
  types or other traits. For instance, you might encounter 
  a monster that’s resistant to non-magical bludgeoning 
  damage, meaning it would take less damage from 
  bludgeoning attacks that weren’t magical, but would take 
  normal damage from your +1 mace (since it’s magical) 
  or a non-magical spear (since it deals piercing damage). 
  A resistance also might have an exception. For example, 
  resistance 10 to physical damage (except silver) would 
  reduce any physical damage by 10 unless that damage 
  was dealt by a silver weapon.
  If you have more than one type of resistance that 
  would apply to the same instance of damage, use only the 
  highest applicable resistance value.
  It’s possible to have resistance to all damage. When an 
  effect deals damage of multiple types and you have resistance 
  to all damage, apply the resistance to each type of damage 
  separately. If an attack would deal 7 slashing damage and 
  4 fire damage, resistance 5 to all damage would reduce the 
  slashing damage to 2 and negate the fire damage entirely.
  Step 4: If Damage Remains, Reduce the 
  Target’s Hit Points
  After applying the target’s immunities, resistances, and 
  weaknesses to the damage, whatever damage is left 
  reduces the target’s Hit Points on a 1-to-1 basis. More 
  information about Hit Points can be found in the Hit 
  Points, Healing, and Dying section on page 459. 
  nonlethal attaCks
  You can make a nonlethal attack in an effort to knock 
  someone out instead of killing them (see Knocked Out 
  and Dying on page 459). Weapons with the nonlethal 
  trait (including fists) do this automatically. You take a 
  –2 circumstance penalty to the attack roll when you make 
  a nonlethal attack using a weapon that doesn’t have the 
  nonlethal trait. You also take this penalty when making a 
  lethal attack using a nonlethal weapon.
  Conditions
  The results of various checks might apply conditions to 
  you or, less often, an item. Conditions change your state of 
  being in some way. You might be gripped with fear or made 
  faster by a spell or magic item. One condition represents 
  what happens when a creature successfully drains your 
  blood or life essence, while others represent creatures’ 
  attitudes toward you and how they interact with you. 
  Conditions are persistent; when you’re affected by a 
  condition, its effects last until the stated duration ends, the 
  condition is removed, or terms dictated in the condition 
  cause it to end. The rules for conditions are summarized 
  on page 454 and described in full on pages 618–623.
  Effects
  Anything you do in the game has an effect. Many of 
  these outcomes are easy to adjudicate during the game. 
  If you tell the GM that you draw your sword, no check 
  is needed, and the result is that your character is now 
  holding a sword. Other times, the specific effect requires 
  more detailed rules governing how your choice is resolved. 
  Many spells, magic items, and feats create specific effects, 
  and your character will be subject to effects caused by 
  monsters, hazards, the environment, and other characters.
  While a check might determine the overall impact or 
  strength of an effect, a check is not always part of creating 
  an effect. Casting a fly spell on yourself creates an effect 
  that allows you to soar through the air, but casting the spell 
  does not require a check. Conversely, using the Intimidate 
  skill to Demoralize a foe does require a check, and your 
  result on that check determines the effect’s outcome.
  The following general rules are used to understand and 
  apply effects.
  453
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  PLAYING THE GAME
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  These conditions appear often in the game and are defined 
  in detail in the Conditions Appendix on pages 618–623. 
  Here’s a brief summary of each.
  Blinded: You’re unable to see.
  Broken: This item can’t be used for its 
  normal function until repaired.
  Clumsy: You can’t move as easily or gracefully as usual. 
  Concealed: Fog or similar obscuration 
  makes you difficult to see and target.
  Confused: You attack indiscriminately.
  Controlled: Another creature determines your actions.
  Dazzled: Everything is concealed to you.
  Deafened: You’re unable to hear.
  Doomed: With your soul in peril, you 
  are now closer to death.
  Drained: Blood loss or something similar 
  has leached your vitality.
  Dying: You’re slipping closer to death.
  Encumbered: You’re carrying more weight 
  than you can manage.
  Enfeebled: Your strength has been sapped away.
  Fascinated: You are compelled to focus 
  your attention on something.
  Fatigued: Your defenses are lower and 
  you can’t focus while exploring.
  Flat-Footed: You’re unable to defend 
  yourself to your full capability.
  Fleeing: You must run away.
  Friendly: An NPC with this condition 
  has a good attitude toward you.
  Frightened: Fear makes you less capable 
  of attacking and defending.
  Grabbed: A creature, object, or magic holds you in place.
  Helpful: An NPC with this condition wants to assist you.
  Hidden: A creature you’re hidden from knows 
  your location but can’t see you.
  Hostile: An NPC with this 
  condition wants to harm you.
  Immobilized: You can’t move.
  Indifferent: An NPC with this condition 
  doesn’t have a strong opinion about you.
  Invisible: Creatures can’t see you.
  Observed: You’re in plain view.
  Paralyzed: You body 
  is frozen in place.
  Persistent Damage: You keep 
  taking damage every round.
  Petrified: You’ve been turned to stone.
  Prone: You’re lying on the ground and easier to attack.
  Quickened: You get an extra action each turn.
  Restrained: You’re tied up and can’t move, or 
  a grappling creature has you pinned.
  Sickened: You’re sick to your stomach.
  Slowed: You lose actions each turn.
  Stunned: You can’t use actions.
  Stupefied: Your can’t access your full mental 
  faculties, and you have trouble casting spells.
  Unconscious: You’re asleep or knocked out.
  Undetected: A creature you’re undetected 
  by doesn’t know where you are.
  Unfriendly: An NPC with this condition doesn’t like you.
  Unnoticed: A creature is entirely unaware you’re present.
  Wounded: You’ve been brought back from the 
  brink of death but haven’t fully recovered.
  CONDITIONS
  Core Rulebook
  454
  
  Duration
  Most effects are discrete, creating an instantaneous effect 
  when you let the GM know what actions you are going 
  to use. Firing a bow, moving to a new space, or taking 
  something out of your pack all resolve instantly. Other 
  effects instead last for a certain duration. Once the duration 
  has elapsed, the effect ends. The rules generally use the 
  following conventions for durations, though spells have 
  some special durations detailed on pages 304–305.
  For an effect that lasts a number of rounds, the remaining 
  duration decreases by 1 at the start of each turn of the 
  creature that created the effect. This is common for beneficial 
  effects that target you or your allies. Detrimental effects often 
  last “until the end of the target’s next turn” or “through” a 
  number of their turns (such as “through the target’s next 3 
  turns”), which means that the effect’s duration decreases at 
  the end of the creature’s turn, rather than the start.
  Instead of lasting a fixed number of rounds, a duration 
  might end only when certain conditions are met (or cease to 
  be true). If so, the effects last until those conditions are met.
  Range and Reach
  Actions and other abilities that generate an effect typically 
  work within a specified range or a reach. Most spells and 
  abilities list a range—the maximum distance from the 
  creature or object creating the effect in which the effect 
  can occur.
  Ranged and thrown weapons have a range increment. 
  Attacks with such weapons work normally up to that 
  range. Attacks against targets beyond that range take a –2 
  penalty, which worsens by 2 for every additional multiple 
  of that range, to a maximum of a –10 penalty after five 
  additional range increments. Attacks beyond this range 
  are not possible. For example, if you are using a shortbow, 
  your attacks take no penalty against a target up to 60 feet 
  away, a –2 penalty if a target is over 60 and up to 120 feet 
  away, a –4 if a target is over 120 and up to 180 feet away, 
  and so on, up to a maximum distance of 360 feet. 
  Reach is how far you can physically reach with your body 
  or a weapon. Melee Strikes rely on reach. Your reach also 
  creates an area around your space where other creatures 
  could trigger your reactions. Your reach is typically 5 feet, 
  but weapons with the reach trait can extend this. Larger 
  creatures can have greater reach; for instance, an ogre has 
  a 10-foot reach. Unlike with measuring most distances, 10-
  foot reach can reach 2 squares diagonally. Reach greater 
  than 10 feet is measured normally; 20-foot reach can reach 
  3 squares diagonally, 25-foot reach can reach 4, and so on.
  Targets
  Some effects require you to choose specific targets. 
  Targeting can be difficult or impossible if your chosen 
  creature is undetected by you, if the creature doesn’t match 
  restrictions on who you can target, or if some other ability 
  prevents it from being targeted.
  Some effects require a target to be willing. Only you 
  can decide whether your PC is willing, and the GM 
  decides whether an NPC is willing. Even if you or your 
  455
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  PLAYING THE GAME
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  character don’t know what the effect is, such as if your 
  character is unconscious, you still decide if you’re willing.
  Some effects target or require an ally, or otherwise 
  refer to an ally. This must be someone on your side, often 
  another PC, but it might be a bystander you are trying to 
  protect. You are not your own ally. If it isn’t clear, the GM 
  decides who counts as an ally or an enemy.
  Areas
  Some effects occupy an area of a specified shape and size. 
  An area effect always has a point of origin and extends out 
  from that point. There are four types of areas: emanations, 
  bursts, cones, and lines. When you’re playing in encounter 
  mode and using a grid, areas are measured in the same 
  way as movement (page 463), but areas’ distances are 
  never reduced or affected by difficult terrain (page 475) or 
  lesser cover (page 476). You can use the diagrams below 
  as common reference templates for areas, rather than 
  measuring squares each time. Many area effects describe 
  only the effects on creatures in the area. The GM determines 
  any effects to the environment and unattended objects. 
  BuRst
  A burst effect issues forth in all directions from a single 
  [[areas diagram 3/4 page]]
  EMANATION
  CONE
  BURST
  LINE
  5 feet
  M
  10 feet
  5 feet
  L
  10 feet
  5 feet
  10 feet
  15 feet
  20 feet
  30 feet
  15-foot diagonal
  30-foot diagonal
  15-foot orthogonal
  30-foot orthogonal
  60-foot diagonal
  60-foot orthogonal
  30-foot lines
  60-foot lines
  M
  L
  M
  M
  M
  M
  M
  M
  AREAS
  Medium or
  Smaller Creature
  M
  Large Creature
  L
  Core Rulebook
  456
  
  corner of a square within the range of the effect, spreading 
  in all directions to a specified radius. For instance, when 
  you cast fireball, it detonates at the corner of a square 
  within 500 feet of you and creates a 20-foot burst, meaning 
  it extends out 20 feet in every direction from the corner of 
  the square you chose, affecting each creature whose space 
  (or even one square of its space) is within the burst. 
  Cone
  A cone shoots out from you in a quarter circle on the grid. 
  When you aim a cone, the first square of that cone must 
  share an edge with your space if you’re aiming orthogonally, 
  or it must touch a corner of your space if you’re aiming 
  diagonally. If you’re Large or larger, the first square can 
  run along the edge of any square of your space. You can’t 
  aim a cone so that it overlaps your space. The cone extends 
  out for a number of feet, widening as it goes, as shown in 
  the Areas diagram. For instance, when a green dragon uses 
  its breath weapon, it breathes a cone of poisonous gas that 
  originates at the edge of one square of its space and affects 
  a quarter-circle area 30 feet on each edge.
  If you make a cone originate from someone or 
  something else, follow these same rules, with the first 
  square of the cone using an edge or corner of that creature 
  or object’s space instead of your own. 
  eManation
  An emanation issues forth from each side of your space, 
  extending out to a specified number of feet in all directions. 
  For instance, the bless spell’s emanation radiates 5 or more 
  feet outward from the caster. Because the sides of a target’s 
  space are used as the starting point for the emanation, an 
  emanation from a Large or larger creature affects a greater 
  overall area than that of a Medium or smaller creature.
  line
  A line shoots forth from you in a straight line in a direction 
  of your choosing. The line affects each creature whose 
  space it overlaps. Unless a line effect says otherwise, it is 
  5 feet wide. For example, the lightning bolt spell’s area is 
  a 60-foot line that’s 5 feet wide. 
  Line of Effect
  When creating an effect, you usually need an unblocked 
  path to the target of a spell, the origin point of an effect’s 
  area, or the place where you create something with a spell 
  or other ability. This is called a line of effect. You have line 
  of effect unless a creature is entirely behind a solid physical 
  barrier. Visibility doesn’t matter for line of effect, nor do 
  portcullises and other barriers that aren’t totally solid. If 
  you’re unsure whether a barrier is solid enough, usually 
  a 1-foot-square gap is enough to maintain a line of effect, 
  though the GM makes the final call.
  In an area effect, creatures or targets must have line of 
  effect to the point of origin to be affected. If there’s no 
  line of effect between the origin of the area and the target, 
  the effect doesn’t apply to that target. For example, if 
  there’s a solid wall between the origin of a fireball and 
  a creature that’s within the burst radius, the wall blocks 
  the effect—that creature is unaffected by the fireball and 
  doesn’t need to attempt a save against it. Likewise, any 
  ongoing effects created by an ability with an area cease 
  to affect anyone who moves outside of the line of effect.
  Line of Sight
  Some effects require you to have line of sight to your target. 
  As long as you can precisely sense the area (as described 
  in Perception on page 464) and it is not blocked by a 
  solid barrier (as described in Cover on pages 476–477), 
  you have line of sight. An area of darkness prevents line 
  of sight if you don’t have darkvision, but portcullises and 
  other obstacles that aren’t totally solid do not. If you’re 
  unsure whether a barrier is solid enough to block line of 
  sight, usually a 1-foot-square gap is enough to maintain 
  line of sight, though the GM makes the final call.
  Afflictions
  Diseases and poisons are types of afflictions, as are curses 
  and radiation. An affliction can infect a creature for a long 
  time, progressing through different and often increasingly 
  debilitating stages. The level of an affliction is the level of 
  the monster, hazard, or item causing the affliction or, in the 
  case of a spell, is listed in the affliction entry for that spell.
  Format
  Whether appearing in a spell, as an item, or within a creature’s 
  stat block, afflictions appear in the following format.
  naMe anD tRaits
  The affliction’s name is given first, followed by its traits in 
  parentheses—including the trait for the type of affliction 
  (curse, disease, poison, and so forth). If the affliction 
  needs to have a level specified, it follows the parentheses, 
  followed by any unusual details, such as restrictions on 
  removing the conditions imposed by an affliction.
  saving thRow
  When you’re first exposed to the affliction, you must 
  attempt a saving throw against it. This first attempt to 
  stave off the affliction is called the initial save. An affliction 
  usually requires a Fortitude save, but the exact save and its 
  DC are listed after the name and type of affliction. Spells 
  that can poison you typically use the caster’s spell DC.
  On a successful initial saving throw, you are unaffected 
  by that exposure to the affliction. You do not need to 
  attempt further saving throws against it unless you are 
  exposed to the affliction again. 
  If you fail the initial saving throw, after the affliction’s 
  onset period elapses (if applicable), you advance to stage 1 
  of the affliction and are subjected to the listed effect. On 
  a critical failure, after its onset period (if applicable), you 
  457
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  Appendix
  
  advance to stage 2 of the affliction and are subjected to that 
  effect instead. The stages of an affliction are described below.
  onset 
  Some afflictions have onset times. For these afflictions, once 
  you fail your initial save, you don’t gain the effects for the 
  first stage of the affliction until the onset time has elapsed. 
  If this entry is absent, you gain the effects for the first stage 
  (or the second stage on a critical failure) immediately upon 
  failing the initial saving throw.
  MaxiMuM DuRation
  If an affliction lasts only a limited amount of time, it lists a 
  maximum duration. Once this duration passes, the affliction 
  ends. Otherwise, the affliction lasts until you succeed at 
  enough saves to recover, as described in Stages below.
  stages
  An affliction typically has multiple stages, each of which 
  lists an effect followed by an interval in parentheses. 
  When you reach a given stage of an affliction, you are 
  subjected to the effects listed for that stage. 
  At the end of a stage’s listed interval, you must attempt 
  a new saving throw. On a success, you reduce the stage 
  by 1; on a critical success, you reduce the stage by 2. You 
  are then subjected to the effects of the new stage. If the 
  affliction’s stage is ever reduced below stage 1, the affliction 
  ends and you don’t need to attempt further saves unless 
  you’re exposed to the affliction again.
  On a failure, the stage increases by 1; on a critical failure, 
  the stage increases by 2. You are then subjected to the 
  effects listed for the new stage. If a failure or critical failure 
  would increase the stage beyond the highest listed stage, the 
  affliction instead repeats the effects of the highest stage.
  Conditions from Afflictions
  An affliction might give you conditions with a longer or 
  shorter duration than the affliction. For instance, if an 
  affliction causes you to be drained but has a maximum 
  duration of 5 minutes, you remain drained even after the 
  affliction ends, as is normal for the drained condition. Or, 
  you might succeed at the flat check to remove persistent 
  damage you took from an ongoing affliction, but you would 
  still need to attempt saves to remove the affliction itself, and 
  failing one might give you new persistent damage.
  Multiple Exposures
  Multiple exposures to the same curse or disease currently 
  affecting you have no effect. For a poison, however, failing 
  the initial saving throw against a new exposure increases 
  the stage by 1 (or by 2 if you critically fail) without 
  affecting the maximum duration. This is true even if you’re 
  within the poison’s onset period, though it doesn’t change 
  the onset length.
  Virulent Afflictions
  Afflictions with the virulent trait are harder to remove. 
  You must succeed at two consecutive saves to reduce a 
  virulent affliction’s stage by 1. A critical success reduces a 
  virulent affliction’s stage by only 1 instead of by 2.
  Counteracting
  Some effects try to counteract spells, afflictions, conditions, or 
  other effects. Counteract checks compare the power of two 
  forces and determine which defeats the other. Successfully 
  counteracting an effect ends it unless noted otherwise.
  When attempting a counteract check, add the relevant 
  skill modifier or other appropriate modifier to your check 
  against the target’s DC. If you’re counteracting an affliction, 
  AFFLICTION EXAMPLE
  To see how a poison works, let’s look at the arsenic 
  alchemical item (page 550). The item notes that you can’t 
  reduce your sickened condition while affected by arsenic, 
  and has the following text for how the affliction works. 
  Saving Throw DC 18 Fortitude; Onset 10 minutes; 
  Maximum Duration 5 minutes; Stage 1 1d4 poison 
  damage and sickened 1 (1 minute); Stage 2 1d6 poison 
  damage and sickened 2 (1 minute); Stage 3 2d6 poison 
  damage and sickened 3 (1 minute)
  For example, if you drank a glass of wine laced with 
  arsenic, you would attempt an initial Fortitude save 
  against the listed DC of 18. If you fail, you advance to 
  stage 1. Because of the onset time, nothing happens 
  for 10 minutes, but once this time passes, you take 
  1d4 poison damage and become sickened 1. As noted, 
  you’re unable to reduce the sickened condition you 
  gain from arsenic. The interval of stage 1 is 1 minute (as 
  shown in parentheses), so you attempt a new save after 
  1 minute passes. If you succeed, you reduce the stage 
  by 1, recovering from the poison. If you fail again, the 
  stage increases by 1 to stage 2, and you take 1d6 poison 
  damage and become sickened 2. 
  If your initial save against the arsenic was a critical 
  failure, you would advance directly to stage 2. After the 
  10-minute onset time, you would take 1d6 poison damage 
  and become sickened 2. Succeeding at your second save 
  would reduce the stage t by 1 to stage 1, and you’d take 
  only 1d4 poison damage. Failing the second save would 
  increase by 1 again to stage 3.
  If you reach stage 3 of the poison, either by failing 
  while at stage 2 or critically failing while at stage 1, you’d 
  take 2d6 poison damage and be sickened 3. If you failed 
  or critically failed your saving throw while at stage 3, you 
  would repeat the effects of stage 3.
  Since the poison has a maximum duration of 5 minutes, 
  you recover from it once the 5 minutes pass, no matter 
  which stage you’re at.
  Core Rulebook
  458
  
  the DC is in the affliction’s stat block. If it’s a spell, use the 
  caster’s DC. The GM can also calculate a DC based on the 
  target effect’s level. For spells, the counteract check modifier 
  is your spellcasting ability modifier plus your spellcasting 
  proficiency bonus, plus any bonuses and penalties that 
  specifically apply to counteract checks. What you can 
  counteract depends on the check result and the target’s 
  level. If an effect is a spell, its level is the counteract level. 
  Otherwise, halve its level and round up to determine its 
  counteract level. If an effect’s level is unclear and it came 
  from a creature, halve and round up the creature’s level.
  Critical Success Counteract the target if its counteract level is no 
  more than 3 levels higher than your effect’s counteract level.
  Success Counteract the target if its counteract level is no 
  more than 1 level higher than your effect’s counteract level.
  Failure Counteract the target if its counteract level is lower 
  than your effect’s counteract level.
  Critical Failure You fail to counteract the target.
  Hit Points, Healing,  
  and Dying
  All creatures and objects have Hit Points (HP). Your 
  maximum Hit Point value represents your health, 
  wherewithal, and heroic drive when you are in good 
  health and rested. Your maximum Hit Points include 
  the Hit Points you gain at 1st level from your ancestry 
  and class, those you gain at higher levels from your class, 
  and any you gain from other sources (like the Toughness 
  general feat). When you take damage, you reduce your 
  current Hit Points by a number equal to the damage dealt. 
  Some spells, items, and other effects, as well as simply 
  resting, can heal living or undead creatures. When you 
  are healed, you regain Hit Points equal to the amount 
  healed, up to your maximum Hit Points.
  Knocked Out and Dying
  Creatures cannot be reduced to fewer than 0 Hit Points. 
  When most creatures reach 0 Hit Points, they die and are 
  removed from play unless the attack was nonlethal, in which 
  case they are instead knocked out for a significant amount 
  of time (usually 1 minute or more). When undead and 
  construct creatures reach 0 Hit Points, they are destroyed. 
  Player characters, their companions, and other 
  significant characters and creatures don’t automatically 
  die when they reach 0 Hit Points. Instead, they are 
  knocked out and are at risk of death. At the GM’s 
  discretion, villains, powerful monsters, special NPCs, and 
  enemies with special abilities that are likely to bring them 
  back to the fight (like ferocity, regeneration, or healing 
  magic) can use these rules as well. 
  As a player character, when you are reduced to 0 Hit 
  Points, you’re knocked out with the following effects: 
  • You immediately move your initiative position to 
  directly before the creature or effect that reduced 
  you to 0 HP.
  • You gain the dying 1 condition. If the effect that 
  knocked you out was a critical success from the 
  attacker or the result of your critical failure, you 
  gain the dying 2 condition instead. If you have the 
  wounded condition (page 460), increase your dying 
  value by an amount equal to your wounded value. 
  If the damage was dealt by a nonlethal attack or 
  nonlethal effect, you don’t gain the dying condition; 
  you are instead unconscious with 0 Hit Points.
  taking DaMage while Dying
  If you take damage while you already have the dying 
  condition, increase your dying condition value by 1, or by 
  2 if the damage came from an attacker’s critical hit or your 
  own critical failure. If you have the wounded condition, 
  remember to add the value of your wounded condition to 
  your dying value. 
  Recovery Checks
  When you’re dying, at the start of each of your turns, you 
  must attempt a flat check with a DC equal to 10 + your 
  current dying value to see if you get better or worse. This 
  is called a recovery check. The effects of this check are 
  as follows.
  Critical Success Your dying value is reduced by 2.
  Success Your dying value is reduced by 1.
  Failure Your dying value increases by 1.
  Critical Failure Your dying value increases by 2.
  Conditions Related to Death and Dying
  To understand the rules for getting knocked out and 
  how dying works in the game, you’ll need some more 
  information on the conditions used in those rules. 
  Presented below are the rules for the dying, unconscious, 
  wounded, and doomed conditions. 
  Dying
  You are bleeding out or otherwise at death’s door. While 
  you have this condition, you are unconscious. Dying 
  always includes a value. If this value ever reaches dying 
  4, you die. If you’re dying, you must attempt a recovery 
  check at the start of your turn each round to determine 
  whether you get better or worse. 
  If you lose the dying condition by succeeding at a recovery 
  check and are still at 0 Hit Points, you remain unconscious, 
  but you can wake up as described on page 460. You lose 
  the dying condition automatically and wake up if you 
  ever have 1 Hit Point or more. Anytime you lose the dying 
  condition, you gain the wounded 1 condition, or increase 
  your wounded value by 1 if you already have that condition. 
  unConsCious
  You’re sleeping, or you’ve been knocked out. You can’t act. 
  You take a –4 status penalty to AC, Perception, and Reflex 
  saves, and you have the blinded and flat-footed conditions. 
  When you gain this condition, you fall prone and drop 
  459
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  PLAYING THE GAME
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  items you are wielding or holding unless the effect states 
  otherwise or the GM determines you’re in a position in 
  which you wouldn’t.
  If you’re unconscious because you’re dying, you can’t 
  wake up as long as you have 0 Hit Points. If you’re 
  restored to 1 Hit Point or more via healing, you lose the 
  dying and unconscious conditions and can act normally 
  on your next turn.
  If you are unconscious and at 0 Hit Points, but not 
  dying, you naturally return to 1 Hit Point and awaken 
  after sufficient time passes. The GM determines how long 
  you remain unconscious, from a minimum of 10 minutes 
  to several hours. If you receive healing during this time, 
  you lose the unconscious condition and can act normally 
  on your next turn.
  If you’re unconscious and have more than 1 Hit Point 
  (typically because you are asleep or unconscious due to 
  an effect), you wake up in one of the following ways. 
  Each causes you to lose the unconscious condition.
  •  You take damage, provided the damage doesn’t 
  reduce you to 0 Hit Points. (If the damage reduces 
  you to 0 Hit Points, you remain unconscious and 
  gain the dying condition as normal.)
  •  You receive healing, other than the natural healing 
  you get from resting.
  •  Someone nudges or shakes you awake using an 
  Interact action.
  •  Loud noise is being made around you—though 
  this isn’t automatic. At the start of your turn, 
  you automatically attempt a Perception 
  check against the noise’s DC (or the 
  lowest DC if there is more than one 
  noise), waking up if you succeed. 
  This is often DC 5 for a battle, but if 
  creatures are attempting to stay quiet around you, 
  this Perception check uses their Stealth DC. Some 
  magical effects make you sleep so deeply that they 
  don’t allow you to attempt this Perception check.
  • If you are simply asleep, the GM decides you wake 
  up either because you have had a restful night’s 
  sleep or something disrupted that rest. 
  wounDeD
  You have been seriously injured during a fight. Anytime 
  you lose the dying condition, you become wounded 
  1 if you didn’t already have the wounded condition. If 
  you already have the wounded condition, your wounded 
  condition value instead increases by 1. If you gain the 
  dying condition while wounded, increase the dying 
  condition’s value by your wounded value. The wounded 
  condition ends if someone successfully restores Hit Points 
  to you with Treat Wounds, or if you are restored to full 
  Hit Points and rest for 10 minutes.
  DooMeD
  Your life is ebbing away, bringing you ever closer to 
  death. Some powerful spells and evil creatures can inflict 
  the doomed condition on you. Doomed always includes 
  a value. The maximum dying value at which you die is 
  reduced by your doomed value. For example, if you were 
  doomed 1, you would die upon reaching dying 3 instead of 
  dying 4. If your maximum dying value is ever reduced to 0, 
  you instantly die. When you die, you’re no longer doomed.
  Your doomed value decreases by 1 each time you get a 
  full night’s rest.
  Death
  After you die, you can’t act or be affected by spells 
  that target creatures (unless they specifically target 
  dead creatures), and for all other purposes you 
  are an object. When you die, you are reduced 
  to 0 Hit Points if you had a different amount, 
  and you can’t be brought above 0 Hit Points 
  as long as you remain dead. Some magic can 
  bring creatures back to life, such as the 
  resurrect ritual or the raise dead spell.
  Heroic Recovery
  If you have at least 1 
  Hero Point (page 467), 
  you can spend all of your 
  remaining Hero Points at the 
  start of your turn or when your dying 
  value would increase in order to return to 1 
  Hit Point, no matter how close to death you 
  are. You lose the dying condition and 
  become conscious. You do not 
  gain the wounded condition (or 
  increase its value) when you 
  perform a heroic recovery.
  Core Rulebook
  460
  
  Death Effects and Instant Death
  Some spells and abilities can kill you immediately or bring 
  you closer to death without needing to reduce you to 
  0 Hit Points first. These abilities have the death trait and 
  usually involve negative energy, the antithesis of life. If you 
  are reduced to 0 Hit Points by a death effect, you are slain 
  instantly without needing to reach dying 4. If an effect states 
  it kills you outright, you die without having to reach 
  dying 4 and without being reduced to 0 Hit Points. 
  Massive Damage
  You die instantly if you ever take damage equal to or 
  greater than double your maximum Hit Points in one blow.
  Temporary Hit Points
  Some spells or abilities give you temporary Hit Points. 
  Track these separately from your current and maximum 
  Hit Points; when you take damage, reduce your temporary 
  Hit Points first. Most temporary Hit Points last for a 
  limited duration. You can’t regain lost temporary Hit 
  Points through healing, but you can gain more via other 
  abilities. You can have temporary Hit Points from only one 
  source at a time. If you gain temporary Hit Points when 
  you already have some, choose whether to keep the amount 
  you already have and their corresponding duration or to 
  gain the new temporary Hit Points and their duration.
  Items and Hit Points
  Items have Hit Points like creatures, but the rules for 
  damaging them are different (page 272). An item has a 
  Hardness statistic that reduces damage the item takes by that 
  amount. The item then takes any damage left over. If an item 
  is reduced to 0 HP, it’s destroyed. An item also has a Broken 
  Threshold. If its HP are reduced to this amount or lower, 
  it’s broken, meaning it can’t be used for its normal function 
  and it doesn’t grant bonuses. Damaging an unattended item 
  usually requires attacking it directly, and can be difficult due 
  to that item’s Hardness and immunities. You usually can’t 
  attack an attended object (one on a creature’s person).
  Actions
  You affect the world around you primarily by using 
  actions, which produce effects. Actions are most closely 
  measured and restricted during the encounter mode of 
  play, but even when it isn’t important for you to keep strict 
  track of actions, they remain the way in which you interact 
  with the game world. There are four types of actions: single 
  actions, activities, reactions, and free actions. 
  Single actions can be completed in a very short time. 
  They’re self-contained, and their effects are generated 
  within the span of that single action. During an encounter, 
  you get 3 actions at the beginning of your turn, which 
  you can use as described on page 468.
  Activities usually take longer and require using multiple 
  actions, which must be spent in succession. Stride is a single 
  action, but Sudden Charge is an activity in which you use 
  both the Stride and Strike actions to generate its effect.
  Reactions have triggers, which must be met for you to 
  use the reaction. You can use a reaction anytime its trigger is 
  met, whether it’s your turn or not. In an encounter, you get 1 
  reaction each round, which you can use as described on page 
  468. Outside of encounters, your use of reactions is more 
  flexible and up to the GM. Reactions are usually triggered 
  by other creatures or by events outside your control.
  Free actions don’t cost you any of your actions per 
  turn, nor do they cost your reaction. A free action with no 
  trigger follows the same rules as a single action (except 
  the action cost), and a free action with a trigger follows 
  the same rules as a reaction (except the reaction cost).
  Activities
  An activity typically involves using multiple actions to 
  create an effect greater than you can produce with a 
  single action, or combining multiple single actions to 
  produce an effect that’s different from merely the sum of 
  those actions. In some cases, usually when spellcasting, 
  an activity can consist of only 1 action, 1 reaction, or 
  even 1 free action. 
  An activity might cause you to use specific actions 
  within it. You don’t have to spend additional actions to 
  perform them—they’re already factored into the activity’s 
  required actions. (See Subordinate Actions on page 462.)
  You have to spend all the actions of an activity at 
  once to gain its effects. In an encounter, this means you 
  must complete it during your turn. If an activity gets 
  interrupted or disrupted in an encounter (page 462), you 
  lose all the actions you committed to it.
  exploRation anD DowntiMe aCtivities
  Outside of encounters, activities can take minutes, hours, 
  or even days. These activities usually have the exploration 
  or downtime trait to indicate they’re meant to be used 
  during these modes of play. You can often do other things 
  off and on as you carry out these activities, provided they 
  aren’t significant activities of their own. For instance, if 
  you’re Repairing an item, you might move around to 
  stretch your legs or have a brief discussion—but you 
  couldn’t also Decipher Writing at the same time.
  If an activity that occurs outside of an encounter is 
  interrupted or disrupted, as described in Disrupting 
  ACTION ICON KEY
  These icons appear in stat blocks as shorthand for each 
  type of action.
  �  
  Single Action
  �	 Two-Action Activity
  �	Three-Action Activity
  �  
  Reaction
  �  
  Free Action
  461
  9
  PLAYING THE GAME
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Actions below, you usually lose the time you put in, but 
  no additional time beyond that.
  Actions with Triggers
  You can use free actions that have triggers and reactions 
  only in response to certain events. Each such reaction and 
  free action lists the trigger that must happen for you to 
  perform it. When its trigger is satisfied—and only when it 
  is satisfied—you can use the reaction or free action, though 
  you don’t have to use the action if you don’t want to.
  There are only a few basic reactions and free actions that 
  all characters can use. You’re more likely to gain actions 
  with triggers from your class, feats, and magic items.
  liMitations on tRiggeRs
  The triggers listed in the stat blocks of reactions and some 
  free actions limit when you can use those actions. You 
  can use only one action in response to a given trigger. For 
  example, if you had a reaction and a free action that both 
  had a trigger of “your turn begins,” you could use either of 
  them at the start of your turn—but not both. If two triggers 
  are similar, but not identical, the GM determines whether 
  you can use one action in response to each or whether 
  they’re effectively the same thing. Usually, this decision will 
  be based on what’s happening in the narrative.
  This limitation of one action per trigger is per creature; 
  more than one creature can use a reaction or free action 
  in response to a given trigger.
  Other Actions
  Sometimes you need to attempt something not already 
  covered by defined actions in the game. When this happens, 
  the rules tell you how many actions you need to spend, as 
  well any traits your action might have. For example, a spell 
  that lets you switch targets might say you can do so “by 
  spending a single action, which has the concentrate trait.” 
  Game masters can also use this approach when a character 
  tries to do something that isn’t covered in the rules.
  Gaining and Losing Actions
  Conditions can change the number of actions you can use 
  on your turn, or whether you can use actions at all. The 
  slowed condition, for example, causes you to lose actions, 
  while the quickened condition causes you to gain them. 
  Conditions are detailed in the appendix on pages 618–623. 
  Whenever you lose a number of actions—whether from 
  these conditions or in any other way—you choose which 
  to lose if there’s any difference between them. For instance, 
  the haste spell makes you quickened, but it limits what you 
  can use your extra action to do. If you lost an action while 
  haste was active, you might want to lose the action from 
  haste first, since it’s more limited than your normal actions.
  Some effects are even more restrictive. Certain abilities, 
  instead of or in addition to changing the number of 
  actions you can use, say specifically that you can’t use 
  reactions. The most restrictive form of reducing actions 
  is when an effect states that you can’t act: this means you 
  can’t use any actions, or even speak. When you can’t act, 
  you don’t regain your actions and reaction on your turn. 
  Disrupting Actions
  Various abilities and conditions, such as an Attack of 
  Opportunity, can disrupt an action. When an action 
  is disrupted, you still use the actions or reactions you 
  committed and you still expend any costs, but the action’s 
  effects don’t occur. In the case of an activity, you usually 
  lose all actions spent for the activity up through the end of 
  that turn. For instance, if you began a Cast a Spell activity 
  requiring 3 actions and the first action was disrupted, you 
  lose all 3 actions that you committed to that activity.
  The GM decides what effects a disruption causes 
  beyond simply negating the effects that would have 
  IN-DEPTH ACTION RULES
  These rules clarify some of the specifics of using actions.
  Simultaneous Actions
  You can use only one single action, activity, or free action 
  that doesn’t have a trigger at a time. You must complete 
  one before beginning another. For example, the Sudden 
  Charge activity states you must Stride twice and then 
  Strike, so you couldn’t use an Interact action to open a door 
  in the middle of the movement, nor could you perform part 
  of the move, make your attack, and then finish the move. 
  Free actions with triggers and reactions work differently. 
  You can use these whenever the trigger occurs, even if the 
  trigger occurs in the middle of another action.
  Subordinate Actions
  An action might allow you to use a simpler action—usually 
  one of the Basic Actions on page 469—in a different 
  circumstance or with different effects. This subordinate 
  action still has its normal traits and effects, but is modified 
  in any ways listed in the larger action. For example, an 
  activity that tells you to Stride up to half your Speed 
  alters the normal distance you can move in a Stride. The 
  Stride would still have the move trait, would still trigger 
  reactions that occur based on movement, and so on. The 
  subordinate action doesn’t gain any of the traits of the 
  larger action unless specified. The action that allows you to 
  use a subordinate action doesn’t require you to spend more 
  actions or reactions to do so; that cost is already factored in.
  Using an activity is not the same as using any of its 
  subordinate actions. For example, the quickened condition 
  you get from the haste spell lets you spend an extra action 
  each turn to Stride or Strike, but you couldn’t use the extra 
  action for an activity that includes a Stride or Strike. As 
  another example, if you used an action that specified, “If the 
  next action you use is a Strike,” an activity that includes a 
  Strike wouldn’t count, because the next thing you are doing 
  is starting an activity, not using the Strike basic action.
  Core Rulebook
  462
  
  occurred from the disrupted action. For instance, a Leap 
  disrupted midway wouldn’t transport you back to the 
  start of your jump, and a disrupted item hand off might 
  cause the item to fall to the ground instead of staying in 
  the hand of the creature who was trying to give it away.
  Movement
  Your movement and position determine how you can 
  interact with the world. Moving around in exploration 
  and downtime modes is relatively fluid and free form. 
  Movement in encounter mode, by contrast, is governed 
  by rules explained in Movement in Encounters (page 
  473). The rules below apply regardless of which mode 
  you’re playing in.
  Movement Types
  Creatures in Pathfinder soar through the clouds, scale 
  sheer cliffs, and tunnel underfoot. Most creatures have 
  a Speed, which is how fast they can move across the 
  ground. Some abilities give you different ways to move, 
  such as through the air or underground.
  Each of these special movement types has its own 
  Speed value. Many creatures have these Speeds naturally. 
  The various types of movement are listed below. Since the 
  Stride action can be used only with your normal Speed, 
  moving using one of these movement types requires using 
  a special action, and you can’t Step while using one of 
  these movement types. Since Speed by itself refers to your 
  land Speed, rules text concerning these special movement 
  types specifies the movement types to which it applies. 
  Even though Speeds aren’t checks, they can have item, 
  circumstance, and status bonuses and penalties. These can’t 
  reduce your Speeds below 5 feet unless stated otherwise.
  Switching from one movement type to another requires 
  ending your action that has the first movement type and 
  using a new action that has the second movement type. 
  For instance, if you Climbed 10 feet to the top of a cliff, 
  you could then Stride forward 10 feet.
  speeD
  Most characters and monsters have a speed statistic—
  also called land Speed—which indicates how quickly 
  they can move across the ground. When you use the 
  Stride action, you move a number of feet equal to your 
  Speed. Numerous other abilities also allow you to move, 
  from Crawling to Leaping, and most of them are based 
  on your Speed in some way. Whenever a rule mentions 
  your Speed without specifying a type, it’s referring to 
  your land Speed.
  BuRRow speeD
  A burrow Speed lets you tunnel through the ground. 
  You can use the Burrow action (page 472) if you have 
  a burrow Speed. Burrowing doesn’t normally leave 
  behind a tunnel unless the ability specifically states that 
  it does. Most creatures need to hold their breath when 
  burrowing, and they may need tremorsense (page 465) to 
  navigate with any accuracy.
  CliMB speeD
  A climb Speed allows you to move up or down inclines and 
  vertical surfaces. Instead of needing to attempt Athletics 
  checks to Climb, you automatically succeed and move up 
  to your climb Speed instead of the listed distance. 
  You might still have to attempt Athletics checks to 
  Climb in hazardous conditions, to Climb extremely 
  difficult surfaces, or to cross horizontal planes such as 
  ceilings. You can also choose to roll an Athletics check to 
  Climb rather than accept an automatic success in hopes 
  of getting a critical success. Your climb Speed grants you 
  a +4 circumstance bonus to Athletics checks to Climb.
  If you have a climb Speed, you’re not flat-footed 
  while climbing.
  fly speeD
  As long as you have a fly Speed, you can use the Fly 
  and Arrest a Fall actions (page 472). You can also 
  attempt to Maneuver in Flight if you’re trained in the 
  Acrobatics skill.
  Wind conditions can affect how you use the Fly action. 
  In general, moving against the wind uses the same rules 
  as moving through difficult terrain (or greater difficult 
  terrain, if you’re also flying upward), and moving with 
  the wind allows you to move 10 feet for every 5 feet 
  of movement you spend (not cumulative with moving 
  straight downward). For more information on spending 
  movement, see Movement in Encounters on page 473. 
  Upward and downward movement are both relative 
  to the gravity in your area; if you’re in a place with 
  zero gravity, moving up or down is no different from 
  moving horizontally.
  swiM speeD
  With a swim Speed, you can propel yourself through 
  the water with little impediment. Instead of attempting 
  Athletics checks to Swim, you automatically succeed and 
  move up to your swim Speed instead of the listed distance. 
  Moving up or down is still moving through difficult terrain.
  You might still have to attempt checks to Swim in 
  hazardous conditions or to cross turbulent water. You can 
  also choose to roll an Athletics check to Swim rather than 
  accept an automatic success in hopes of getting a critical 
  success. Your swim Speed grants you a +4 circumstance 
  bonus to Athletics checks to Swim.
  Having a swim Speed doesn’t necessarily mean you 
  can breathe in water, so you might still have to hold your 
  breath if you’re underwater to avoid drowning (page 478).
  Falling
  When you fall more than 5 feet, you take bludgeoning 
  damage equal to half the distance you fell when you 
  463
  9
  PLAYING THE GAME
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  land. Treat falls longer than 1,500 feet as though they 
  were 1,500 feet (750 damage). If you take any damage 
  from a fall, you land prone. You fall about 500 feet 
  in the first round of falling and about 1,500 feet each 
  round thereafter.
  You can Grab an Edge as a reaction to reduce the 
  damage from some falls. In addition, if you fall into 
  water, snow, or another relatively soft substance, you 
  can treat the fall as though it were 20 feet shorter, or 30 
  feet shorter if you intentionally dove in. The effective 
  reduction can’t be greater than the depth (so when 
  falling into 10-foot-deep water, you treat the fall as 10 
  feet shorter).
  falling on a CReatuRe
  If you land on a creature, that creature must attempt a 
  DC 15 Reflex save. Landing exactly on a creature after a 
  long fall is almost impossible.
  Critical Success The creature takes no damage.
  Success The creature takes bludgeoning damage equal to 
  one-quarter the falling damage you took.
  Failure The creature takes bludgeoning damage equal to half 
  the falling damage you took.
  Critical Failure The creature takes the same amount of 
  bludgeoning damage you took from the fall.
  falling oBjeCts
  A dropped object takes damage just like a falling 
  creature. If the object lands on a creature, that creature 
  can attempt a Reflex save using the same rules as for a 
  creature falling on a creature. Hazards and spells that 
  involve falling objects, such as a rock slide, have their 
  own rules about how they interact with creatures and 
  the damage they deal.
  Perception
  Your Perception measures your ability to notice things, 
  search for what’s hidden, and tell whether something 
  about a situation is suspicious. This statistic is 
  frequently used for rolling initiative to determine who 
  goes first in an encounter, and it’s also used for the 
  Seek action.
  The rules for rolling a Perception check are found 
  on page 448. The rules below describe the effects of 
  light and visibility on your specific senses to perceive 
  the world, as well as the rules for sensing and locating 
  creatures with Perception. 
  Light
  The amount of light in an area can affect how well you 
  see things. There are three levels of light: bright light, 
  dim light, and darkness. The rules in this book assume 
  that all creatures are in bright light unless otherwise 
  noted. A source of light lists the radius in which it sheds 
  bright light, and it sheds dim light to double that radius.
  BRight light 
  In bright light, such as sunlight, creatures and objects 
  can be observed clearly by anyone with average vision 
  or better. Some types of creatures are dazzled or blinded 
  by bright light.
  DiM light
  Areas in shadow or lit by weak light sources are in 
  dim light. Creatures and objects in dim light have the 
  concealed condition, unless the seeker has darkvision or 
  low-light vision (see Special Senses on page 465), or a 
  precise sense other than vision.
  DaRkness
  A creature or object within darkness is hidden or 
  undetected unless the seeker has darkvision or a precise 
  sense other than vision (Special Senses are on page 465). 
  A creature without darkvision or another means of 
  perceiving in darkness has the blinded condition while 
  in darkness, though it might be able to see illuminated 
  areas beyond the darkness. If a creature can see into 
  an illuminated area, it can observe creatures within 
  that illuminated area normally. After being in darkness, 
  sudden exposure to bright light might make you dazzled 
  for a short time, as determined by the GM. 
  Senses
  The ways a creature can use Perception depend on what 
  senses it has. The primary concepts you need to know 
  for understanding senses are precise senses, imprecise 
  senses, and the three states of detection a target can be 
  in: observed, hidden, or undetected. Vision, hearing, and 
  scent are three prominent senses, but they don’t have the 
  same degree of acuity.
  pReCise senses
  Average vision is a precise sense—a sense that can be 
  used to perceive the world in nuanced detail. The only 
  way to target a creature without having drawbacks is 
  to use a precise sense. You can usually detect a creature 
  automatically with a precise sense unless that creature is 
  hiding or obscured by the environment, in which case you 
  can use the Seek basic action to better detect the creature.
  iMpReCise senses
  Hearing is an imprecise sense—it cannot detect the full 
  range of detail that a precise sense can. You can usually 
  sense a creature automatically with an imprecise sense, 
  but it has the hidden condition instead of the observed 
  condition. It might be undetected by you if it’s using 
  Stealth or is in an environment that distorts the sense, 
  such as a noisy room in the case of hearing. In those 
  cases, you have to use the Seek basic action to detect the 
  creature. At best, an imprecise sense can be used to make 
  an undetected creature (or one you didn’t even know was 
  there) merely hidden—it can’t make the creature observed.
  Core Rulebook
  464
  
  vague senses
  A character also has many vague senses—ones that can 
  alert you that something is there but aren’t useful for 
  zeroing in on it to determine exactly what it is. The 
  most useful of these for a typical character is the sense 
  of smell. At best, a vague sense can be used to detect the 
  presence of an unnoticed creature, making it undetected. 
  Even then, the vague sense isn’t sufficient to make the 
  creature hidden or observed.
  When one creature might detect another, the GM 
  almost always uses the most precise sense available.
  Pathfinder’s rules assume that a given creature has 
  vision as its only precise sense and hearing as its only 
  imprecise sense. Some characters and creatures, however, 
  have precise or imprecise senses that don’t match this 
  assumption. For instance, a character with poor vision 
  might treat that sense as imprecise, an animal with the 
  scent ability can use its sense of smell as an imprecise 
  sense, and a creature with echolocation or a similar 
  ability can use hearing as a precise sense. Such senses are 
  often given special names and appear as “echolocation 
  (precise),” “scent (imprecise) 30 feet,” or the like.
  Special Senses
  While a human might have a difficult time making 
  creatures out in dim light, an elf can see those creatures 
  just fine. And though elves have no problem seeing on 
  a moonlit night, their vision cannot penetrate complete 
  darkness, whereas a dwarf’s can. 
  Special senses grant greater awareness that allows 
  a creature with these senses to either ignore or reduce 
  the effects of the undetected, hidden, or concealed 
  conditions (described in Detecting Creatures below) 
  when it comes to situations that foil average vision. The 
  following are a few examples of common special senses. 
  DaRkvision anD gReateR DaRkvision
  A creature with darkvision or greater darkvision can 
  see perfectly well in areas of darkness and dim light, 
  though such vision is in black and white only. Some 
  forms of magical darkness, such as a 4th-level darkness 
  spell, block normal darkvision. A creature with greater 
  darkvision, however, can see through even these forms 
  of magical darkness.
  low-light vision
  A creature with low-light vision can see in dim light as 
  though it were bright light, so it ignores the concealed 
  condition due to dim light.
  sCent
  Scent involves sensing creatures or objects by smell, and is 
  usually a vague sense. The range is listed in the ability, and 
  it functions only if the creature or object being detected 
  emits an aroma (for instance, incorporeal creatures usually 
  do not exude an aroma).
  If a creature emits a heavy aroma or is upwind, the GM 
  can double or even triple the range of scent abilities used 
  to detect that creature, and the GM can reduce the range 
  if a creature is downwind.
  tReMoRsense
  Tremorsense allows a creature to feel the vibrations 
  through a solid surface caused by movement. It is usually 
  an imprecise sense with a limited range (listed in the ability). 
  Tremorsense functions only if the detecting creature is on 
  the same surface as the subject, and only if the subject is 
  moving along (or burrowing through) the surface.
  Detecting Creatures
  There are three conditions that measure the degree 
  to which you can sense a creature: observed, hidden, 
  and undetected. However, the concealed and invisible 
  conditions can partially mask a creature, and the 
  unnoticed condition indicates you have no idea a creature 
  is around. In addition to the descriptions here, you can 
  find these conditions in the Conditions Appendix on 
  pages 618–623.
  With the exception of invisible, these conditions are 
  relative to the viewer—it’s possible for a creature to be 
  observed to you but hidden from your ally. When you’re 
  trying to target a creature that’s hard to see or otherwise 
  sense, various drawbacks apply. Most of these rules apply 
  to objects you’re trying to detect as well as creatures.
  DETECTING WITH OTHER SENSES
  If a monster uses a sense other than vision, the GM can 
  adapt the variables that keep its foes from being detected 
  to equivalents that work with the monster’s senses. For 
  example, a creature that has echolocation might use 
  hearing as a primary sense. This could mean its quarry is 
  concealed in a noisy chamber, hidden in a great enough 
  din, or even invisible in the area of a silence spell. 
  Using Stealth with Other Senses
  The Stealth skill is designed to use Hide for avoiding 
  visual detection and Avoid Notice and Sneak to avoid 
  being both seen and heard. For many special senses, a 
  player can describe how they’re avoiding detection by 
  that special sense and use the most applicable Stealth 
  action. For instance, a creature stepping lightly to avoid 
  being detected via tremorsense would be using Sneak.
  In some cases, rolling a Dexterity-based Stealth 
  skill check to Sneak doesn’t make the most sense. 
  For example, when facing a creature that can detect 
  heartbeats, a PC trying to avoid being detected might 
  meditate to slow their heart rate, using Wisdom instead 
  of Dexterity as the ability modifier for the Stealth check. 
  When a creature that can detect you has multiple senses, 
  such as if it could also hear or see, the PC would use the 
  lowest applicable ability modifier for the check.
  465
  9
  PLAYING THE GAME
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Typically, the GM tracks how well creatures detect each 
  other, since neither party has perfect information. For 
  example, you might think a creature is in the last place you 
  sensed it, but it was able to Sneak away. Or you might think 
  a creature can’t see you in the dark, but it has darkvision.
  You can attempt to avoid detection by using the Stealth 
  skill (page 251) to Avoid Notice, Hide, or Sneak, or by 
  using Deception to Create a Diversion (page 245).
  oBseRveD
  In most circumstances, you can sense creatures without 
  difficulty and target them normally. Creatures in this state 
  are observed. Observing requires a precise sense, which 
  for most creatures means sight, but see the Detecting with 
  Other Senses sidebar (page 465) for advice regarding 
  creatures that don’t use sight as their primary sense. If you 
  can’t observe the creature, it’s either hidden, undetected, 
  or unnoticed, and you’ll need to factor in the targeting 
  restrictions. Even if a creature is observed, it might still 
  be concealed.
  hiDDen
  A creature that’s hidden is only barely perceptible. You 
  know what space a hidden creature occupies, but little 
  else. Perhaps the creature just moved behind cover and 
  successfully used the Hide action. Your target might be in 
  a deep fogbank or behind a waterfall, where you can see 
  some movement but can’t determine an exact location. 
  Maybe you’ve been blinded or the creature is under 
  the effects of invisibility, but you used the Seek basic 
  action to determine its general location based on hearing 
  alone. Regardless of the specifics, you’re flat-footed to a 
  hidden creature.
  When targeting a hidden creature, before you roll to 
  determine your effect, you must attempt a DC  11 flat 
  check. If you fail, you don’t affect the creature, though the 
  actions you used are still expended—as well as any spell 
  slots, costs, and other resources. You remain flat-footed to 
  the creature, whether you successfully target it or not.
  unDeteCteD
  If a creature is undetected, you don’t know what space 
  it occupies, you’re flat-footed to it, and you can’t easily 
  target it. Using the Seek basic action can help you find 
  an undetected creature, usually making it hidden from 
  you instead of undetected. If a creature is undetected, 
  that doesn’t necessarily mean you’re unaware of its 
  presence—you might suspect an undetected creature is in 
  the room with you, even though you’re unable to find its 
  space. The unnoticed condition covers creatures you’re 
  entirely unaware of.
  Targeting an undetected creature is difficult. If you 
  suspect there’s a creature around, you can pick a square 
  and attempt an attack. This works like targeting a 
  hidden creature, but the flat check and attack roll are 
  both rolled in secret by the GM. The GM won’t tell you 
  why you missed—whether it was due to failing the flat 
  check, rolling an insufficient attack roll, or choosing the 
  Core Rulebook
  466
  
  wrong square. The GM might allow you to try targeting 
  an undetected creature with some spells or other abilities 
  in a similar fashion. Undetected creatures are subject to 
  area effects normally.
  For instance, suppose an enemy elf wizard cast 
  invisibility and then Sneaked away. You suspect that with 
  the elf’s Speed of 30 feet, they probably moved 15 feet 
  toward an open door. You move up and attack a space 15 
  feet from where the elf started and directly on the path 
  to the door. The GM secretly rolls an attack roll and flat 
  check, but they know that you were not quite correct—
  the elf was actually in the adjacent space! The GM tells 
  you that you missed, so you decide to make your next 
  attack on the adjacent space, just in case. This time, it’s 
  the right space, and the GM’s secret attack roll and flat 
  check both succeed, so you hit!
  unnotiCeD
  If you have no idea a creature is even present, that 
  creature is unnoticed by you. A creature that is undetected 
  might also be unnoticed. This condition usually matters 
  for abilities that can be used only against targets totally 
  unaware of your presence.
  Concealment and Invisibility
  The concealed and invisible conditions reflect certain 
  circumstances that can make a creature harder to see.
  ConCealeD
  This condition protects a creature if it’s in mist, within 
  dim light, or amid something else that obscures sight but 
  does not provide a physical barrier to effects. An effect 
  or type of terrain that describes an area of concealment 
  makes all creatures within it concealed.
  When you target a creature that’s concealed from you, 
  you must attempt a DC 5 flat check before you roll to 
  determine your effect. If you fail, you don’t affect the 
  target. The concealed condition doesn’t change which of 
  the main categories of detection apply to the creature. A 
  creature in a light fog bank is still observed even though 
  it’s concealed.
  invisiBle
  A creature with the invisible condition (by way of an 
  invisibility spell or invisibility potion, for example) is 
  automatically undetected to any creatures relying on 
  sight as their only precise sense. Precise senses other than 
  sight ignore the invisible condition.
  You can use the Seek basic action to attempt to figure 
  out an invisible creature’s location, making it instead only 
  hidden from you. This lasts until the invisible creature 
  successfully uses Sneak to become undetected again. If 
  you’re already observing a creature when it becomes 
  invisible, it starts out hidden, since you know where it 
  was when it became invisible, though it can then Sneak to 
  become undetected.
  Other effects might make an invisible creature 
  hidden or even observed but concealed. For instance, 
  if you were tracking an invisible creature’s footprints 
  through the snow, the footprints would make it hidden. 
  Similarly, throwing a net over an invisible creature 
  would make it observed but concealed for as long as 
  the net is on the creature.
  Hero Points
  Your heroic deeds earn you Hero Points, which grant 
  you good fortune or let you recover from the brink of 
  death. Unlike most aspects of your character, which 
  persist over the long term, Hero Points last for only a 
  single session.
  The GM is in charge of awarding Hero Points 
  (guidelines for doing so can be found on page 507). 
  Usually, each character gets 1 Hero Point at the start of 
  a session and can gain more later by performing heroic 
  deeds—something selfless, daring, or beyond normal 
  expectations. You can have a maximum of 3 Hero Points 
  at a time, and you lose any remaining Hero Points at the 
  end of a session.
  You can spend your Hero Points in one of two ways. 
  Neither of these is an action, and you can spend Hero 
  Points even if you aren’t able to act. You can spend a Hero 
  Point on behalf of your familiar or animal companion.
  • Spend 1 Hero Point to reroll a check. You must use 
  the second result. This is a fortune effect (which 
  means you can’t use more than 1 Hero Point on 
  a check).
  • Spend all your Hero Points (minimum 1) to avoid 
  death. You can do this when your dying condition 
  would increase. You lose the dying condition 
  entirely and stabilize with 0 Hit Points. You don’t 
  gain the wounded condition or increase its value 
  from losing the dying condition in this way, but if 
  you already had that condition, you don’t lose it 
  or decrease its value.
  Describing Heroic Deeds
  Because spending Hero Points reflects heroic deeds or 
  tasks that surpass normal expectations, if you spend a 
  Hero Point, you should describe the deed or task your 
  character accomplishes with it to the other players.
  Your character’s deed might invoke a lesson learned 
  in a past adventure, could be spurred by a determination 
  to save someone else, or might depend on an item that 
  ended up on their person due to a previous exploit. If you 
  don’t want to describe the deed or don’t have any strong 
  ideas about how to do so, ask the GM to come up with 
  something for you. This can be a collaborative process, 
  too. The GM might remind you of a long-forgotten 
  event in the campaign, and all you have to do is fill in 
  how that event comes to mind just at the right time, 
  motivating you to push past your limits.
  467
  9
  PLAYING THE GAME
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Structure
  An encounter is played out in a series of rounds, 
  during which the player characters, adversaries, and 
  other participants in the encounter act in sequence. 
  You roll initiative to determine this order at the start 
  of the encounter and then play through rounds until a 
  conclusion is reached and the encounter ends. The rules 
  in this section assume a combat encounter—a battle—but 
  the general structure can apply to any kind of encounter. 
  Step 1: Roll Initiative
  When the GM calls for it, you’ll roll initiative to 
  determine your place in the initiative order, which is 
  the sequence in which the encounter’s participants will 
  take their turns. Rolling initiative marks the start of an 
  encounter. More often than not, you’ll roll initiative 
  when you enter a battle. 
  Typically, you’ll roll a Perception check to determine your 
  initiative—the more aware you are of your surroundings, 
  the more quickly you can respond. Sometimes, though, the 
  GM might call on you to roll some other type of check. For 
  instance, if you were Avoiding Notice during exploration 
  (page 479), you’d roll a Stealth check. A social encounter 
  could call for a Deception or Diplomacy check.
  The GM rolls initiative for anyone other than the player 
  characters in the encounter. If these include a number of 
  identical creatures, the GM could roll once for the group 
  as a whole and have them take their turns within the 
  group in any order. However, this can make battles less 
  predictable and more dangerous, so the GM might want to 
  roll initiative for some or all creatures individually unless 
  it’s too much of a burden. 
  Unlike a typical check, where the result is compared to a 
  DC, the results of initiative rolls are ranked. This ranking 
  sets the order in which the encounter’s participants act—
  the initiative order. The character with the highest result 
  goes first. The second highest follows, and so on until 
  whoever had the lowest result takes their turn last.
  If your result is tied with a foe’s result, the adversary goes 
  first. If your result is tied with another PC’s, you can decide 
  between yourselves who goes first when you reach that 
  place in the initiative order. After that, your places in the 
  initiative order usually don’t change during the encounter.
  Step 2: Play a Round
  A round begins when the participant with the highest 
  initiative roll result starts their turn, and it ends when the 
  one with the lowest initiative ends their turn. The process 
  of taking a turn is detailed below. Creatures might also act 
  outside their turns with reactions and free actions.
  Step 3: Begin the Next Round
  Once everyone in the encounter has taken a turn, the 
  round is over and the next one begins. Don’t roll initiative 
  again; the new round proceeds in the same order as the 
  previous one, repeating the cycle until the encounter ends.
  Step 4: End the Encounter
  When your foes are defeated, some sort of truce is reached, 
  or some other event or circumstance ends the combat, 
  the encounter is over. You and the other participants no 
  longer follow the initiative order, and a more free-form 
  style of play resumes, with the game typically moving into 
  exploration mode. Sometimes at the end of an encounter, 
  the GM will award Experience Points to the party or 
  you’ll find treasure to divvy up.
  Turns
  When it’s your turn to act, you can use single actions (�), 
  short activities (� and �), reactions (�), and free 
  actions (�). When you’re finished, your turn ends and 
  the character next in the initiative order begins their turn. 
  Sometimes it’s important to note when during your turn 
  something happens, so a turn is divided into three steps.
  Step 1: Start Your Turn
  Many things happen automatically at the start of your 
  turn— it’s a common point for tracking the passage of time 
  for effects that last multiple rounds. At the start of each of 
  your turns, take these steps in any order you choose:
  • If you created an effect lasting for a certain 
  number of rounds, reduce the number of rounds 
  remaining by 1. The effect ends if the duration is 
  reduced to 0. For example, if you cast a spell that 
  lasts 3 rounds on yourself during your first turn 
  of a fight, it would affect you during that turn, 
  decrease to 2 rounds of duration at the start of 
  your second turn, decrease to 1 round of duration 
  at the start of your third turn, and expire at the 
  start of your fourth turn.
  • You can use 1 free action or reaction with a trigger 
  of “Your turn begins” or something similar.
  • If you’re dying, roll a recovery check (page 459).
  Encounter Mode
  When every individual action counts, you enter the encounter mode of play. In this mode, 
  time is divided into rounds, each of which is 6 seconds of time in the game world. Every 
  round, each participant takes a turn in an established order. During your turn, you can use 
  actions, and depending on the details of the encounter, you might have the opportunity to 
  use reactions and free actions on your own turn and on others’ turns.
  Core Rulebook
  468
  
  • Do anything else that is specified to happen at the 
  start of your turn.
  The last step of starting your turn is always the same.
  • Regain your 3 actions and 1 reaction. If you haven’t 
  spent your reaction from your last turn, you lose 
  it—you can’t “save” actions or reactions from one 
  turn to use during the next turn. If a condition 
  prevents you from being able to act, you don’t 
  regain any actions or your reaction. Some abilities 
  or conditions (such as quickened and slowed) can 
  change how many actions you regain and whether 
  you regain your reaction. If you lose actions and gain 
  additional actions (such as if you’re both quickened 
  and slowed), you choose which actions to lose. 
  Step 2: Act
  You can use actions in any order you wish during your 
  turn, but you have to complete one action or activity before 
  beginning another; for example, you can’t use a single 
  action in the middle of performing a 2-action activity. What 
  actions you can use often depend on your class features, 
  skills, feats, and items, but there are default actions anyone 
  can use, described in Basic Actions below. Some effects 
  might prevent you from acting. If you can’t act, you can’t 
  use any actions, including reactions and free actions.
  If you begin a 2-action or 3-action activity on your turn, 
  you must be able to complete it on your turn. You can’t, 
  for example, begin to High Jump using your final action 
  on one turn and then complete it as your first action on 
  your next turn. 
  Once you have spent all 3 of your actions, your turn 
  ends (as described in Step 3) and the next creature’s turn 
  begins. You can, however, use only some of your actions 
  and end your turn early. As soon as your turn ends, you 
  lose all your remaining actions, but not your reaction or 
  your ability to use free actions.
  Step 3: End Your Turn
  Once you’ve done all the things you want to do with the 
  actions you have available, you reach the end of your turn. 
  Take the following steps in any order you choose. Play 
  then proceeds to the next creature in the initiative order.
  • End any effects that last until the end of your turn. 
  For example, spells with a sustained duration end at 
  the end of your turn unless you used the Sustain a 
  Spell action during your turn to extend them. Some 
  effects caused by enemies might also last through a 
  certain number of your turns, and you decrease the 
  remaining duration by 1 during this step, ending 
  the effect if its duration is reduced to 0.
  • If you have a persistent damage condition, you 
  take the damage at this point. After you take 
  the damage, you can attempt the flat check to 
  end the persistent damage. You then attempt 
  any saving throws for ongoing afflictions. Many 
  other conditions change at the end of your turn, 
  such as the frightened condition decreasing in 
  severity. These take place after you’ve taken any 
  persistent damage, attempted flat checks to end 
  the persistent damage, and attempted saves against 
  any afflictions. 
  • You can use 1 free action or reaction with a trigger 
  of “Your turn ends” or something similar.
  • Resolve anything else specified to happen at the end 
  of your turn.
  Basic Actions
  Basic actions represent common tasks like moving around, 
  attacking, and helping others. As such, every creature can 
  use basic actions except in some extreme circumstances, 
  and many of those actions are used very frequently. Most 
  notably, you’ll use Interact, Step, Stride, and Strike a great 
  deal. Many feats and other actions call upon you to use 
  one of these basic actions or modify them to produce 
  different effects. For example, a more complex action 
  might let you Stride up to double your Speed instead of 
  just up to your Speed, and a large number of activities 
  include a Strike.
  Actions that are used less frequently but are still 
  available to most creatures are presented in Specialty 
  Basic Actions starting on page 472. These typically have 
  requirements that not all characters are likely to meet, 
  such as wielding a shield or having a burrow Speed.
  In addition to the actions in these two sections, the 
  actions for spellcasting can be found on pages 302–305, 
  and the actions for using magic items appear on pages 
  531–534.
  TRACKING INITIATIVE
  The GM keeps track of the initiative order for an encounter. 
  It’s usually okay for the players to know this order, since 
  they’ll see who goes when and be aware of one another’s 
  results. However, the GM might want to conceal the 
  names of adversaries the PCs have yet to identify.
  Once the encounter’s order is set, it’s usually not 
  necessary to track the original initiative numbers. The 
  GM can create a simple list, use a series of cards or other 
  indicators, or use a Pathfinder Combat Pad, which has 
  magnetic markers to allow for easily rearranging the order.
  Changing the Initiative Order
  Any method used to track the initiative order needs to be 
  flexible because the order can change. A creature can use the 
  Delay basic action to change its place in the order, in which 
  case you can erase it from the list or pull its marker aside 
  until it reenters the initiative order. When a creature gets 
  knocked out, its initiative order also changes (see Knocked 
  Out and Dying on page 459). Using the Ready basic action 
  doesn’t change a creature’s place in the initiative order, 
  though, because the designated action becomes a reaction.
  469
  9
  PLAYING THE GAME
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  AID �
  Trigger An ally is about to use an action that requires a skill 
  check or attack roll.
  Requirements The ally is willing to accept your aid, and you 
  have prepared to help (see below). 
  You try to help your ally with a task. To use this reaction, you 
  must first prepare to help, usually by using an action during 
  your turn. You must explain to the GM exactly how you’re trying 
  to help, and they determine whether you can Aid your ally. 
  When you use your Aid reaction, attempt a skill check or 
  attack roll of a type decided by the GM. The typical DC is 20, but 
  the GM might adjust this DC for particularly hard or easy tasks. 
  The GM can add any relevant traits to your preparatory action 
  or to your Aid reaction depending on the situation, or even allow 
  you to Aid checks other than skill checks and attack rolls.
  Critical Success You grant your ally a +2 circumstance bonus to 
  the triggering check. If you’re a master with the check you 
  attempted, the bonus is +3, and if you’re legendary, it’s +4.
  Success You grant your ally a +1 circumstance bonus to the 
  triggering check.
  Critical Failure Your ally takes a –1 circumstance penalty to the 
  triggering check.
  CRAWL �
  MOVE
  Requirements You are prone and your Speed is at least 10 feet.
  You move 5 feet by crawling and continue to stay prone.
  DELAY �
  Trigger Your turn begins.
  You wait for the right moment to act. The rest of your turn doesn’t 
  happen yet. Instead, you’re removed from the initiative order. 
  You can return to the initiative order as a free action triggered by 
  the end of any other creature’s turn. This permanently changes 
  your initiative to the new position. You can’t use reactions until 
  you return to the initiative order. If you Delay an entire round 
  without returning to the initiative order, the actions from the 
  Delayed turn are lost, your initiative doesn’t change, and your 
  next turn occurs at your original position in the initiative order.
  When you Delay, any persistent damage or other negative 
  effects that normally occur at the start or end of your turn occur 
  immediately when you use the Delay action. Any beneficial 
  effects that would end at any point during your turn also end. 
  The GM might determine that other effects end when you 
  Delay as well. Essentially, you can’t Delay to avoid negative 
  consequences that would happen on your turn or to extend 
  beneficial effects that would end on your turn.
  DROP PRONE �
  MOVE
  You fall prone.
  ESCAPE �
  ATTACK
  You attempt to escape from being grabbed, immobilized, 
  or restrained. Choose one creature, object, spell effect, hazard, 
  or other impediment imposing any of those conditions on you. 
  Attempt a check using your unarmed attack modifier against 
  the DC of the effect. This is typically the Athletics DC of a 
  creature grabbing you, the Thievery DC of a creature who tied 
  you up, the spell DC for a spell effect, or the listed Escape DC 
  of an object, hazard, or other impediment. You can attempt 
  an Acrobatics or Athletics check instead of using your attack 
  modifier if you choose (but this action still has the attack trait).
  Critical Success You get free and remove the grabbed, 
  immobilized, and restrained conditions imposed by your 
  chosen target. You can then Stride up to 5 feet.
  Success You get free and remove the grabbed, immobilized, 
  and restrained conditions imposed by your chosen target.
  Critical Failure You don’t get free, and you can’t attempt to 
  Escape again until your next turn.
  INTERACT �
  MANIPULATE
  You use your hand or hands to manipulate an object or the 
  terrain. You can grab an unattended or stored object, open a 
  door, or produce some similar effect. You might have to attempt 
  a skill check to determine if your Interact action was successful.
  LEAP �
  MOVE
  You take a careful, short jump. You can Leap up to 10 feet 
  horizontally if your Speed is at least 15 feet, or up to 15 feet 
  horizontally if your Speed is at least 30 feet. You land in the 
  space where your Leap ends (meaning you can typically clear 
  a 5-foot gap, or a 10-foot gap if your Speed is 30 feet or more).
  If you Leap vertically, you can move up to 3 feet vertically 
  and 5 feet horizontally onto an elevated surface. 
  Jumping a greater distance requires using the Athletics skill.
  READY �
  CONCENTRATE
  You prepare to use an action that will occur outside your 
  turn. Choose a single action or free action you can use, and 
  designate a trigger. Your turn then ends. If the trigger you 
  designated occurs before the start of your next turn, you can 
  use the chosen action as a reaction (provided you still meet 
  the requirements to use it). You can’t Ready a free action that 
  already has a trigger.
  If you have a multiple attack penalty and your readied action 
  is an attack action, your readied attack takes the multiple 
  attack penalty you had at the time you used Ready. This is one 
  of the few times the multiple attack penalty applies when it’s 
  not your turn.
  RELEASE �
  MANIPULATE
  You release something you’re holding in your hand or hands. 
  This might mean dropping an item, removing one hand from 
  your weapon while continuing to hold it in another hand, 
  releasing a rope suspending a chandelier, or performing a 
  similar action. Unlike most manipulate actions, Release does 
  Core Rulebook
  470
  
  SPEAKING
  As long as you can act, you can also speak. You don’t 
  need to spend any type of action to speak, but because a 
  round represents 6 seconds of time, you can usually speak 
  at most a single sentence or so per round. Special uses 
  of speech, such as attempting a Deception skill check to 
  Lie, require spending actions and follow their own rules. 
  All speech has the auditory trait. If you communicate in 
  some way other than speech, other rules might apply. For 
  instance, using sign language is visual instead of auditory.
  not trigger reactions that can be triggered by actions with the 
  manipulate trait (such as Attack of Opportunity).
  If you want to prepare to Release something outside of your 
  turn, use the Ready activity.
  SEEK �
  CONCENTRATE
   SECRET
  You scan an area for signs of creatures or objects. If you’re 
  looking for creatures, choose an area you’re scanning. If 
  precision is necessary, the GM can have you select a 30-foot 
  cone or a 15-foot burst within line of sight. You might take a 
  penalty if you choose an area that’s far away.
  If you’re using Seek to search for objects (including secret 
  doors and hazards), you search up to a 10-foot square adjacent 
  to you. The GM might determine you need to Seek as an 
  activity, taking more actions or even minutes or hours if you’re 
  searching a particularly cluttered area.
  The GM attempts a single secret Perception check for you 
  and compares the result to the Stealth DCs of any undetected 
  or hidden creatures in the area or the DC to detect each 
  object in the area (as determined by the GM or by someone 
  Concealing the Object). A creature you detect might remain 
  hidden, rather than becoming observed, if you’re using an 
  imprecise sense or if an effect (such as invisibility) prevents 
  the subject from being observed.
  Critical Success If you were searching for creatures, any 
  undetected or hidden creature you critically succeeded 
  against becomes observed by you. If you were searching 
  for an object, you learn its location.
  Success If you were searching for creatures, any undetected 
  creature you succeeded against becomes hidden from 
  you instead of undetected, and any hidden creature you 
  succeeded against becomes observed by you. If you were 
  searching for an object, you learn its location or get a clue 
  to its whereabouts, as determined by the GM.
  SENSE MOTIVE �
  CONCENTRATE
   SECRET
  You try to tell whether a creature’s behavior is abnormal. 
  Choose one creature, and assess it for odd body language, 
  signs of nervousness, and other indicators that it might be 
  trying to deceive someone. The GM attempts a single secret 
  Perception check for you and compares the result to the 
  Deception DC of the creature, the DC of a spell affecting the 
  creature’s mental state, or another appropriate DC determined 
  by the GM. You typically can’t try to Sense the Motive of the 
  same creature again until the situation changes significantly.
  Critical Success You determine the creature’s true intentions 
  and get a solid idea of any mental magic affecting it.
  Success You can tell whether the creature is behaving normally, 
  but you don’t know its exact intentions or what magic might 
  be affecting it.
  Failure You detect what a deceptive creature wants you to 
  believe. If they’re not being deceptive, you believe they’re 
  behaving normally.
  Critical Failure You get a false sense of the creature’s intentions.
  STAND �
  MOVE
  You stand up from prone. 
  STEP �
  MOVE
  Requirements Your Speed is at least 10 feet.
  You carefully move 5 feet. Unlike most types of movement, 
  Stepping doesn’t trigger reactions, such as Attacks of Opportunity, 
  that can be triggered by move actions or upon leaving or entering 
  a square. 
  You can’t Step into difficult terrain (page 475), and you can’t 
  Step using a Speed other than your land Speed.
  STRIDE �
  MOVE
  You move up to your Speed (page 463).
  STRIKE �
  ATTACK
  You attack with a weapon you’re wielding or with an unarmed 
  attack, targeting one creature within your reach (for a 
  melee attack) or within range (for a ranged attack). Roll the 
  attack roll for the weapon or unarmed attack you are using, and 
  compare the result to the target creature’s AC to determine the 
  effect. See Attack Rolls on page 446 and Damage on page 450 
  for details on calculating your attack and damage rolls.
  Critical Success As success, but you deal double damage (page 451).
  Success You deal damage according to the weapon or unarmed 
  attack, including any modifiers, bonuses, and penalties you 
  have to damage.
  TAKE COVER �
  Requirements You are benefiting from cover, are near a feature 
  that allows you to take cover, or are prone.
  You press yourself against a wall or duck behind an obstacle 
  to take better advantage of cover (page 477). If you would 
  have standard cover, you instead gain greater cover, which 
  provides a +4 circumstance bonus to AC; to Reflex saves 
  against area effects; and to Stealth checks to Hide, Sneak, or 
  otherwise avoid detection. Otherwise, you gain the benefits of 
  standard cover (a +2 circumstance bonus instead). This lasts 
  until you move from your current space, use an attack action, 
  become unconscious, or end this effect as a free action.
  471
  9
  PLAYING THE GAME
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Specialty Basic Actions
  These actions are useful under specific circumstances. Some 
  require you to have a special movement type (page 463).
  ARREST A FALL �
  Trigger You fall.
  Requirements You have a fly Speed.
  You attempt an Acrobatics check to slow your fall. The DC is 
  typically 15, but it might be higher due to air turbulence or 
  other circumstances.
  Success You fall gently, taking no damage from the fall.
  AVERT GAZE �
  You avert your gaze from danger. You gain a +2 circumstance 
  bonus to saves against visual abilities that require you to look 
  at a creature or object, such as a medusa’s petrifying gaze. Your 
  gaze remains averted until the start of your next turn.
  BURROW �
  MOVE
  Requirements You have a burrow Speed.
  You dig your way through dirt, sand, or a similar loose material 
  at a rate up to your burrow Speed. You can’t burrow through 
  rock or other substances denser than dirt unless you have an 
  ability that allows you to do so.
  FLY �
  MOVE
  Requirements You have a fly Speed.
  You move through the air up to your fly Speed. Moving 
  upward (straight up or diagonally) uses the rules for moving 
  through difficult terrain. You can move straight down 10 feet 
  for every 5 feet of movement you spend. If you Fly to the 
  ground, you don’t take falling damage. You can use an action 
  to Fly 0 feet to hover in place. If you’re airborne at the end of 
  your turn and didn’t use a Fly action this round, you fall. 
  GRAB AN EDGE �
  MANIPULATE
  Trigger You fall from or past an edge or handhold.
  Requirements Your hands are not tied behind your back or 
  otherwise restrained.
  When you fall off or past an edge or other handhold, you can 
  try to grab it, potentially stopping your fall. You must succeed 
  at a Reflex save, usually at the Climb DC. If you grab the edge 
  or handhold, you can then Climb up using Athletics.
  Critical Success You grab the edge or handhold, whether or 
  not you have a hand free, typically by using a suitable held 
  item to catch yourself (catching a battle axe on a ledge, for 
  example). You still take damage from the distance fallen so 
  far, but you treat the fall as though it were 30 feet shorter.
  Success If you have at least one hand free, you grab the edge 
  or handhold, stopping your fall. You still take damage from 
  the distance fallen so far, but you treat the fall as though 
  it were 20 feet shorter. If you have no hands free, you 
  continue to fall as if you had failed the check. 
  Critical Failure You continue to fall, and if you’ve fallen 20 feet 
  or more before you use this reaction, you take 10 bludgeoning 
  damage from the impact for every 20 feet fallen.
  MOUNT �
  MOVE
  Requirements You are adjacent to a creature that is at least 
  one size larger than you and is willing to be your mount.
  You move onto the creature and ride it. If you’re already 
  mounted, you can instead use this action to dismount, moving 
  off the mount into a space adjacent to it.
  POINT OUT �
  AUDITORY
   MANIPULATE
   VISUAL
  Requirements A creature is undetected by one or more of your 
  allies but isn’t undetected by you.
  You indicate a creature that you can see to one or more allies, 
  gesturing in a direction and describing the distance verbally. 
  That creature is hidden to your allies, rather than undetected 
  (page 466). This works only for allies who can see you and are 
  in a position where they could potentially detect the target. If 
  your allies can’t hear or understand you, they must succeed at 
  a Perception check against the creature’s Stealth DC or they 
  misunderstand and believe the target is in a different location. 
  RAISE A SHIELD �
  Requirements You are wielding a shield. 
  You position your shield to protect yourself. When you have 
  Raised a Shield, you gain its listed circumstance bonus to AC. 
  Your shield remains raised until the start of your next turn.
  Activities in Encounters
  Activities that take longer than a turn can’t normally be 
  performed during an encounter. Spells with a casting time 
  of 1 minute or more are a common example of this, as are 
  several skill actions. When you commit to an activity during 
  your turn in an encounter, you commit to spending all of the 
  actions it requires. If the activity gets interrupted partway 
  through, you lose all of the actions you would have spent 
  on that activity. Activities are described in full on page 461.
  Reactions in Encounters
  Your reactions let you respond immediately to what’s 
  happening around you. The GM determines whether you 
  can use reactions before your first turn begins, depending 
  on the situation in which the encounter happens.
  Once your first turn begins, you gain your actions and 
  reaction. You can use 1 reaction per round. You can use a 
  reaction on anyone’s turn (including your own), but only 
  when its trigger occurs. If you don’t use your reaction, you 
  lose it at the start of your next turn, though you typically 
  then gain a reaction at the start of that turn. 
  Some reactions are specifically meant to be used in 
  combat and can change how the battle plays out drastically. 
  Core Rulebook
  472
  
  One example of such a reaction is Attack of Opportunity, 
  which fighters gain at 1st level.
  ATTACK OF OPPORTUNITY �
  Trigger A creature within your reach uses a manipulate action 
  or a move action, makes a ranged attack, or leaves a square 
  during a move action it’s using.
  You lash out at a foe that leaves an opening. Make a melee Strike 
  against the triggering creature. If your attack is a critical hit and 
  the trigger was a manipulate action, you disrupt that action. This 
  Strike doesn’t count toward your multiple attack penalty, and 
  your multiple attack penalty doesn’t apply to this Strike.
  This reaction lets you make a melee Strike if a creature 
  within reach uses a manipulate or move action, makes a 
  ranged attack, or leaves a square during a move action. The 
  Triggering Moves diagram on page 474 illustrates examples 
  of movements that might trigger an Attack of Opportunity 
  from a creature without reach and one with reach. 
  You’ll notice this reaction allows you to use a modified 
  basic action, a Strike. This follows the rules on 
  subordinate actions found on page 462. 
  Because your Attack of Opportunity 
  takes place outside of your turn, 
  the attack roll doesn’t incur a 
  multiple attack penalty.
  Movement in 
  Encounters
  Your movement during encounter 
  mode depends on the actions and other 
  abilities you use. Whether you Stride, 
  Step, Swim, or Climb, the maximum 
  distance you can move is based on your 
  Speed. Certain feats or magic items can grant 
  you other movement types, allowing you to 
  swiftly burrow, climb, fly, or swim (page 463).
  When the rules refer to a “movement cost” or 
  “spending movement,” they are describing how 
  many feet of your Speed you must use to 
  move from one point to another. Normally, 
  movement costs 5 feet per square when 
  you’re moving on a grid, or it costs the 
  number of feet you move if you’re not 
  using a grid. However, sometimes it’s harder to move a 
  certain distance due to difficult terrain (page 475) or other 
  factors. In such a case, you might have to spend a different 
  amount of movement to move from one place to another. 
  For example, a form of movement might require 10 feet 
  of movement to move 1 square, and moving through some 
  types of terrain costs an extra 5 feet of movement per square.
  Grid Movement
  If an encounter involves combat, it’s often a good idea to 
  track the movement and relative position of the participants 
  using a Pathfinder Flip-Mat, Flip-Tiles, or some other form 
  of grid to display the terrain, and miniatures to represent 
  the combatants. When a character moves on a grid, every 
  1-inch square of the play area is 5 feet across in the game 
  world. Hence, a creature moving in a straight line spends 5 
  feet of its movement for every map square traveled.
  Because moving diagonally covers more ground, you 
  count that movement differently. The first square of 
  diagonal movement you make in a turn counts as 5 feet, 
  but the second counts as 10 feet, and your count thereafter 
  alternates between the two. For example, as you move 
  across 4 squares diagonally, you would count 5 feet, then 
  10, then 5, and then 10, for a total of 30 feet. You track your 
  total diagonal movement across all your movement during 
  your turn, but reset your count at the end of your turn.
  Size, Space, and Reach
  Creatures and objects of different sizes occupy 
  different amounts of space. The sizes and the 
  spaces they each take up on a grid are listed 
  in Table 9–1: Size and Reach (page 474). 
  473
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  Table 9–1 also lists the typical reach for creatures of each 
  size, for both tall creatures (most bipeds) and long creatures 
  (most quadrupeds). See page 455 for more about reach. 
  The Space entry lists how many feet on a side a creature’s 
  space is, so a Large creature fills a 10-foot-by-10-foot 
  space (4 squares on the grid). Sometimes part of a creature 
  extends beyond its space, such as if a giant octopus is 
  grabbing you with its tentacles. In that case, the GM will 
  usually allow attacking the extended portion, even if you 
  can’t reach the main creature. A Small or larger creature or 
  object takes up at least 1 square on a grid, and creatures 
  of these sizes can’t usually share spaces except in situations 
  like a character riding a mount. Rules for moving through 
  other creatures’ spaces appear below.
  TABLE 9–1: SIZE AND REACH
  Size 
  Space 
  Reach (Tall) Reach (Long)
  Tiny 
  Less than 5 feet 
  0 feet 
  0 feet
  Small 
  5 feet 
  5 feet 
  5 feet
  Medium 
  5 feet 
  5 feet 
  5 feet
  Large 
  10 feet 
  10 feet 
  5 feet
  Huge 
  15 feet 
  15 feet 
  10 feet
  Gargantuan 
  20 feet or more 
  20 feet 
  15 feet
  Multiple Tiny creatures can occupy the same square. 
  At least four can fit in a single square, though the GM 
  might determine that even more can fit. Tiny creatures can 
  occupy a space occupied by a larger creature as well, and 
  if their reach is 0 feet, they must do so in order to attack.
  Move Actions That Trigger Reactions
  Some reactions and free actions are triggered by a creature 
  using an action with the move trait. The most notable 
  example is Attack of Opportunity. Actions with the move 
  trait can trigger reactions or free actions throughout 
  the course of the distance traveled. Each time you exit 
  a square (or move 5 feet if not using a grid) within a 
  creature’s reach, your movement triggers those reactions 
  and free actions (although no more than once per move 
  action for a given reacting creature). If you use a move 
  action but don’t move out of a square, the trigger instead 
  happens at the end of that action or ability.
  Some actions, such as Step, specifically state they don’t 
  trigger reactions or free actions based on movement.
  Moving Through a Creature’s Space
  You can move through the space of a willing creature. If 
  you want to move through an unwilling creature’s space, 
  you can Tumble Through that creature’s space using 
  Acrobatics. You can’t end your turn in a square occupied 
  by another creature, though you can end a move action 
  in its square provided that you immediately use another 
  move action to leave that square. If two creatures end 
  up in the same square by accident, the GM determines 
  which one is forced out of the square (or whether one 
  falls prone).
  pRone anD inCapaCitateD CReatuRes
  You can share a space with a prone creature if that 
  Triggering Moves
  1. Valeros can approach position 1 
  with the Stride action without 
  triggering reactions.
  2. If Valeros approaches this 
  way to position 2, he triggers 
  reactions 
  from 
  both 
  the 
  hobgoblin and the troll. The 
  troll has a reach of 10 feet, 
  so Valeros triggers reactions 
  from both enemies when 
  he moves out of the second 
  square and into the third.
  3. If Seoni Strides to position 3, 
  she triggers reactions from the 
  hobgoblin and the troll. Because 
  of its 10-foot reach, the troll 
  could use its reaction when 
  Seoni left either square. She 
  could Step twice to get there to 
  avoid triggering reactions, but 
  that uses 2 actions instead of 1.
  2
  1
  3
  Valeros
  Seoni
  Troll
  Hobgoblin
  Core Rulebook
  474
  
  creature is willing, unconscious, or dead and if it is your 
  size or smaller. The GM might allow you to climb atop 
  the corpse or unconscious body of a larger creature in 
  some situations. A prone creature can’t stand up while 
  someone else occupies its space, but it can Crawl to a 
  space where it’s able to stand, or it can attempt to Shove 
  the other creature out of the way.
  CReatuRes of DiffeRent sizes
  In most cases, you can move through the space of a 
  creature at least three sizes larger than you (Table 9-1). 
  This means a Medium creature can move through the 
  space of a Gargantuan creature and a Small creature can 
  move through the space of a Huge creature. Likewise, a 
  bigger creature can move through the space of a creature 
  three sizes smaller than itself or smaller. You still can’t 
  end your movement in a space occupied by a creature.
  Tiny creatures are an exception. They can move through 
  creatures’ spaces and can even end their movement there.
  oBjeCts
  Because objects aren’t as mobile as creatures are, they’re 
  more likely to fill a space. This means you can’t always 
  move through their spaces like you might move through 
  a space occupied by a creature. You might be able to 
  occupy the same square as a statue of your size, but not a 
  wide column. The GM determines whether you can move 
  into an object’s square normally, whether special rules 
  apply, or if you are unable to move into the square at all.
  Forced Movement
  When an effect forces you to move, or if you start falling, the 
  distance you move is defined by the effect that moved you, 
  not by your Speed. Because you’re not acting to move, this 
  doesn’t trigger reactions that are triggered by movement. 
  If forced movement would move you into a space you 
  can’t occupy—because objects are in the way or because you 
  lack the movement type needed to reach it, for example—
  you stop moving in the last space you can occupy. Usually 
  the creature or effect forcing the movement chooses the path 
  the victim takes. If you’re pushed or pulled, you can usually 
  be moved through hazardous terrain, pushed off a ledge, 
  or the like. Abilities that reposition you in some other way 
  can’t put you in such dangerous places unless they specify 
  otherwise. In all cases, the GM makes the final call if there’s 
  doubt on where forced movement can move a creature.
  Terrain
  Several types of terrain can complicate your movement by 
  slowing you down, damaging you, or endangering you.
  DiffiCult teRRain
  Difficult terrain is any terrain that impedes your 
  movement, ranging from particularly rough or unstable 
  surfaces to thick ground cover and countless other 
  impediments. Moving into a square of difficult terrain (or 
  moving 5 feet into or within an area of difficult terrain, if 
  you’re not using a grid) costs an extra 5 feet of movement. 
  Moving into a square of greater difficult terrain instead 
  [diagram: counting movement]
  Counting Movement
  Lini decides to Stride. She has a Speed 
  of 20  feet. She moves straight south, 
  spending 5 feet of her Speed, then 
  diagonally, spending another 5 feet. Her 
  next diagonal move, because it’s her 
  second diagonal of the turn, costs her 10 
  feet of movement. She’s spent all 20 feet 
  of her Speed and ends that Stride.
  She Seeks, and something catches her 
  eye to the northeast, so she decides to 
  move toward it. However, the crumbled 
  stone is difficult terrain, so each square 
  costs 5 more feet of Speed. She moves 
  diagonally, spending 10 feet of movement 
  since this is an odd-numbered diagonal. 
  She wants to move northeast again, but 
  that would cost her 15 feet (10 feet for 
  an even-numbered diagonal and 5 more 
  for being difficult terrain). Instead, she 
  decides to move directly north. This costs 
  her 10 feet, so she’s used all 20 feet of 
  her Speed and is out of actions.
  5 feet
  5 feet
  10 feet
  10 feet
  10 feet
  15 feet
  Lini
  475
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  costs 10 additional feet of movement. This additional 
  cost is not increased when moving diagonally. You can’t 
  Step into difficult terrain.
  Movement you make while you are jumping ignores the 
  terrain you’re jumping over. Some abilities (such as flight 
  or being incorporeal) allow you to avoid the movement 
  reduction from some types of difficult terrain. Certain 
  other abilities let you ignore difficult terrain on foot; 
  such an ability also allows you to move through greater 
  difficult terrain at the normal movement cost as for 
  difficult terrain, though it wouldn’t let you ignore greater 
  difficult terrain unless the ability specifies otherwise. 
  hazaRDous teRRain
  Hazardous terrain damages you whenever you move 
  through it. An acid pool and a pit of burning embers are 
  both examples of hazardous terrain. The amount and 
  type of damage depend on the specific hazardous terrain.
  naRRow suRfaCes
  A narrow surface is so precariously thin that you need to 
  Balance (see Acrobatics on page 240) or risk falling. Even 
  on a success, you are flat-footed on a narrow surface. 
  Each time you are hit by an attack or fail a save on a 
  narrow surface, you must succeed at a Reflex save (with 
  the same DC as the Acrobatics check to Balance) or fall. 
  uneven gRounD
  Uneven ground is an area unsteady enough that you need 
  to Balance (see Acrobatics on page 240) or risk falling 
  prone and possibly injuring yourself, depending on the 
  specifics of the uneven ground. You are flat-footed on 
  uneven ground. Each time you are hit by an attack or 
  fail a save on uneven ground, you must succeed at a 
  Reflex save (with the same DC as the Acrobatics check to 
  Balance) or fall prone.
  inClines
  An incline is an area so steep that you need to Climb 
  using the Athletics skill in order to progress upward. 
  You’re flat-footed when Climbing an incline.
  Flanking
  When you and an ally are flanking a foe, it has a harder 
  time defending against you. A creature is flat-footed 
  (taking a –2 circumstance penalty to AC) to creatures that 
  are flanking it. 
  To flank a foe, you and your ally must be on opposites 
  sides or corners of the creature. A line drawn between 
  the center of your space and the center of your ally’s 
  space must pass through opposite sides or opposite 
  corners of the foe’s space. Additionally, both you and 
  the ally have to be able to act, must be wielding melee 
  weapons or able to make an unarmed attack, can’t be 
  under any effects that prevent you from attacking, and 
  must have the enemy within reach. If you are wielding 
  a reach weapon, you use your reach with that weapon 
  for this purpose.
  Seoni
  Flanking
  1. Valeros and Kyra are flanking the 
  ogre because they can draw a line 
  to each other that passes through 
  opposite sides of the ogre’s space. 
  The ogre is flat-footed to them, taking 
  a –2 circumstance penalty to its AC.
  2. Merisiel isn’t flanking the ogre 
  because she can’t draw a line to 
  Valeros or Kyra that passes through 
  opposite sides of the ogre’s space, 
  and the ogre is not in Seoni’s reach.
  3. The hobgoblin and ogre flank Seoni, 
  since she is within reach for both, and 
  they can draw a line between them 
  that passes through opposite sides 
  of her space. If the ogre didn’t have 
  10 feet of reach, the two creatures 
  wouldn’t flank her.
  3
  1
  2
  Valeros
  Merisiel
  Kyra
  Ogre
  Hobgoblin
  Core Rulebook
  476
  
  Cover
  1. Valeros and the ogre don’t have any cover 
  from one another. The line from the center 
  of Valeros’s space to the center of the ogre’s 
  space doesn’t pass through blocking terrain 
  or other creatures.
  2. The ogre and Seoni have lesser cover from 
  one another. The line between the centers 
  of their spaces doesn’t pass through any 
  blocking terrain, but does passes through 
  Valeros’s space.
  3. The ogre and Merisiel have cover from one 
  another. The line between the centers of 
  their spaces crosses blocking terrain.
  4. Kyra and the ogre can barely see one 
  another, but have cover from one another 
  because the line between the centers of 
  their spaces goes through blocking terrain. 
  Because there’s so much blocking terrain 
  in the way, the GM will likely rule this is 
  greater cover.
  1
  3
  4
  2
  Kyra
  Seoni
  Merisiel
  Cover
  When you’re behind an obstacle that could block 
  weapons, guard you against explosions, and make you 
  harder to detect, you’re behind cover. Standard cover 
  gives you a +2 circumstance bonus to AC, to Reflex saves 
  against area effects, and to Stealth checks to Hide, Sneak, 
  or otherwise avoid detection. You can increase this to 
  greater cover using the Take Cover basic action, increasing 
  the circumstance bonus to +4. If cover is especially light, 
  typically when it’s provided by a creature, you have lesser 
  cover, which grants a +1 circumstance bonus to AC. A 
  creature with standard cover or greater cover can attempt 
  to use Stealth to Hide, but lesser cover isn’t sufficient.
   Type of Cover 
  Bonus 
  Can Hide
   Lesser 
  +1 to AC 
  No
   Standard 
  +2 to AC, Reflex, Stealth 
  Yes
   Greater 
  +4 to AC, Reflex, Stealth 
  Yes
  Cover is relative, so you might simultaneously have 
  cover against one creature and not another. Cover applies 
  only if your path to the target is partially blocked. If a 
  creature is entirely behind a wall or the like, you don’t have 
  line of effect (page 457) and typically can’t target it at all.
  Usually, the GM can quickly decide whether your target 
  has cover. If you’re uncertain or need to be more precise, 
  draw a line from the center of your space to the center of 
  the target’s space. If that line passes through any terrain or 
  object that would block the effect, the target has standard 
  cover (or greater cover if the obstruction is extreme or the 
  target has Taken Cover). If the line passes through a creature 
  instead, the target has lesser cover. When measuring cover 
  against an area effect, draw the line from the effect’s point 
  of origin to the center of the creature’s space.
  CoveR anD laRge CReatuRes
  If a creature between you and a target is two or more sizes 
  larger than both you and your target, that creature’s space 
  blocks the effect enough to provide standard cover instead 
  of lesser cover. The GM might determine that a creature 
  doesn’t gain cover from terrain that it’s significantly larger 
  than. For example, a Huge dragon probably wouldn’t 
  receive any benefit from being behind a 1-foot-wide pillar.
  speCial CiRCuMstanCes
  Your GM might allow you to overcome your target’s cover 
  in some situations. If you’re right next to an arrow slit, 
  you can shoot without penalty, but you have greater cover 
  against someone shooting back at you from far away. 
  Your GM might let you reduce or negate cover by leaning 
  around a corner to shoot or the like. This usually takes an 
  action to set up, and the GM might measure cover from an 
  edge or corner of your space instead of your center. 
  Special Battles
  Sometimes fights occur while the characters are atop 
  mounts or when the PCs take to the sky or seas.
  Valeros
  Ogre
  477
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  the area. You are in an attacker’s reach or range if any 
  square of your mount is within reach or range. Because 
  your mount is larger than you and you share its space, you 
  have lesser cover against attacks targeting you when you’re 
  mounted if the mount would be in the way. 
  Because you can’t move your body as freely while you’re 
  riding a mount, you take a –2 circumstance penalty to 
  Reflex saves while mounted. Additionally, the only move 
  action you can use is the Mount action to dismount.
  Aerial Combat
  Many monsters can fly, and PCs can use spells and items 
  to gain the ability to fly. Flying creatures have to use the 
  Fly action (page 472) to move through the air. Performing 
  an especially tricky maneuver—such as trying to reverse 
  course 180 degrees or fly through a narrow gap—might 
  require using Acrobatics to Maneuver in Flight. Creatures 
  might fall from the sky, using the falling rules found on 
  page 463. At the GM’s discretion, some ground-based 
  actions might not work in the air. For instance, a flying 
  creature couldn’t Leap.
  Aquatic Combat
  Use these rules for battles in water or underwater:
  • You’re flat-footed unless you have a swim Speed.
  • You gain resistance 5 to acid and fire.
  • You take a –2 circumstance penalty to melee slashing 
  or bludgeoning attacks that pass through water.
  • Ranged attacks that deal bludgeoning or slashing 
  damage automatically miss if the attacker or target is 
  underwater, and piercing ranged attacks made by an 
  underwater creature or against an underwater target 
  have their range increments halved.
  • You can’t cast fire spells or use actions with the fire 
  trait underwater.
  • At the GM’s discretion, some ground-based actions 
  might not work underwater or while floating.
  DRowning anD suffoCating
  You can hold your breath for a number of rounds equal to 
  5 + your Constitution modifier. Reduce your remaining air 
  by 1 round at the end of each of your turns, or by 2 if you 
  attacked or cast any spells that turn. You also lose 1 round 
  worth of air each time you are critically hit or critically fail 
  a save against a damaging effect. If you speak (including 
  casting spells with verbal components or activating items 
  with command components) you lose all remaining air.
  When you run out of air, you fall unconscious and start 
  suffocating. You can’t recover from being unconscious and 
  must attempt a DC 20 Fortitude save at the end of each of 
  your turns. On a failure, you take 1d10 damage, and on a 
  critical failure, you die. On each check after the first, the 
  DC increases by 5 and the damage by 1d10; these increases 
  are cumulative. Once your access to air is restored, you 
  stop suffocating and are no longer unconscious (unless 
  you’re at 0 Hit Points).
  Mounted Combat
  You can ride some creatures into combat. As noted in the 
  Mount specialty basic action (page 472), your mount needs 
  to be at least one size larger than you and willing. Your 
  mount acts on your initiative. You must use the Command 
  an Animal action (page 249) to get your mount to spend 
  its actions. If you don’t, the animal wastes its actions. If 
  you have the Ride general feat, you succeed automatically 
  when you Command an Animal that’s your mount.
  For example, if you are mounted on a horse and you 
  make three attacks, your horse would remain stationary 
  since you didn’t command it. If you instead spent your first 
  action to Command an Animal and succeeded, you could 
  get your mount to Stride. You could spend your next action 
  to attack or to command the horse to attack, but not both.
  MounteD attaCks
  You and your mount fight as a unit. Consequently, you 
  share a multiple attack penalty. For example, if you Strike 
  and then Command an Animal to have your mount Strike, 
  your mount’s attack takes a –5 multiple attack penalty.
  You occupy every square of your mount’s space for the 
  purpose of making your attacks. If you were Medium and 
  on a Large mount, you could attack a creature on one 
  side of your mount, then attack on the opposite side with 
  your next action. If you have a longer reach, the distance 
  depends partly on the size of your mount. On a Medium 
  or smaller mount, use your normal reach. On a Large or 
  Huge mount, you can attack any square adjacent to the 
  mount if you have 5- or 10-foot reach, or any square 
  within 10 feet of the mount (including diagonally) if you 
  have 15-foot reach.
  MounteD Defenses
  When you’re mounted, attackers can target either you or 
  your mount. Anything that affects multiple creatures (such 
  as an area) affects both of you as long as you’re both in 
  THREE-DIMENSIONAL COMBAT
  In aerial and aquatic combat, you might need to track 
  positioning in three dimensions. For flying creatures, you 
  might use one of the following methods:
  • Find platforms to place flying creatures’ miniatures on.
  • Set a die next to a creature with the number indicating 
  how many squares up in the air it is. 
  • Make a stack of dice or tokens, 1 per 5 feet of elevation.
  • Write the elevation next to the monster on the grid.
  In underwater combat, choose a plane to be the 
  baseline, typically the waterline, the sea floor, or a 
  stationary object you can measure from.
  As with ground-based movement, moving diagonally 
  up or down in 3-D space requires counting every other 
  diagonal as 10 feet. Measure flanking in all directions—
  creatures above and below an enemy can flank it just as 
  effectively as they can from opposite sides.
  Core Rulebook
  478
  
  Much of exploration mode involves movement and 
  roleplaying. You might be traveling from one town to 
  another, chatting with a couple of merchants an outpost 
  along the way, or maybe having a terse conversation with 
  the watchful city guards at your destination. Instead of 
  measuring your rate of movement in 5-foot squares every 
  round, you measure it in feet or miles per minute, hour, 
  or day, using your travel speed. Rather than deciding on 
  each action every turn, you’ll engage in an exploration 
  activity, and you’ll typically spend some time every day 
  resting and making your daily preparations.
  Travel Speed
  Depending on how the GM tracks movement, you move 
  in feet or miles based on your character’s Speed with the 
  relevant movement type. Typical rates are on the table below.
  TABLE 9–2: TRAVEL SPEED
   
   
  Feet 
  Miles  
  Miles 
  Speed 
  per Minute 
  per Hour 
  per Day 
  10 feet 
  100 
  1 
  8
  15 feet 
  150 
  1-1/2 
  12
  20 feet 
  200 
  2 
  16
  25 feet 
  250 
  2-1/2 
  20
  30 feet 
  300 
  3 
  24
  35 feet 
  350 
  3-1/2 
  28
  40 feet  
  400 
  4 
  32
  50 feet 
  500 
  5 
  40
  60 feet 
  600 
  6 
  48
  The rates in Table 9–2 assume traveling over flat and clear 
  terrain at a determined pace, but one that’s not exhausting. 
  Moving through difficult terrain halves the listed movement 
  rate. Greater difficult terrain reduces the distance traveled to 
  one-third the listed amount. If the travel requires a skill check 
  to accomplish, such as mountain climbing or swimming, the 
  GM might call for a check once per hour using the result 
  and the table above to determine your progress.
  Exploration Activities
  While you’re traveling and exploring, tell the GM what 
  you’d generally like to do along the way. If you to do 
  nothing more than make steady progress toward your 
  goal, you move at the full travel speeds given in Table 9–2. 
  When you want to do something other than simply 
  travel, you describe what you are attempting to do. It 
  isn’t necessary to go into extreme detail, such as “Using 
  my dagger, I nudge the door so I can check for devious 
  traps.” Instead, “I’m searching the area for hazards” is 
  sufficient. The GM finds the best exploration activity to 
  match your description and describes the effects of that 
  activity. Some exploration activities limit how fast you 
  can travel and be effective. 
  These are most common exploration activities.
  AVOID NOTICE
   EXPLORATION
  You attempt a Stealth check to avoid notice while traveling 
  at half speed. If you have the Swift Sneak feat, you can move 
  at full Speed rather than half, but you still can’t use another 
  exploration activity while you do so. If you have the Legendary 
  Sneak feat, you can move at full Speed and use a second 
  exploration activity. If you’re Avoiding Notice at the start of 
  an encounter, you usually roll a Stealth check instead of a 
  Perception check both to determine your initiative and to see 
  if the enemies notice you (based on their Perception DCs, as 
  normal for Sneak, regardless of their initiative check results).
  DEFEND
  EXPLORATION
  You move at half your travel speed with your shield raised. If 
  combat breaks out, you gain the benefits of Raising a Shield 
  before your first turn begins.
  DETECT MAGIC
  CONCENTRATE
  EXPLORATION
  You cast detect magic at regular intervals. You move at half 
  your travel speed or slower. You have no chance of accidentally 
  overlooking a magic aura at a travel speed up to 300 feet per 
  minute, but must be traveling no more than 150 feet per minute 
  to detect magic auras before the party moves into them.
  FOLLOW THE EXPERT
  AUDITORY
   CONCENTRATE
   EXPLORATION
   VISUAL
  Choose an ally attempting a recurring skill check while exploring, 
  such as climbing, or performing a different exploration tactic 
  that requires a skill check (like Avoiding Notice). The ally must 
  be at least an expert in that skill and must be willing to provide 
  assistance. While Following the Expert, you match their tactic 
  or attempt similar skill checks. Thanks to your ally’s assistance, 
  you can add your level as a proficiency bonus to the associated 
  skill check, even if you’re untrained. Additionally, you gain 
  a circumstance bonus to your skill check based on your ally’s 
  proficiency (+2 for expert, +3 for master, and +4 for legendary). 
  Exploration Mode
  While encounters use rounds for combat, exploration is more free form. The GM determines 
  the flow of time, as you could be traveling by horseback across craggy highlands, negotiating 
  with merchants, or delving in a dungeon in search of danger and treasure. Exploration lacks 
  the immediate danger of encounter mode, but it offers its own challenges.
  479
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  Appendix
  
  SKILL EXPLORATION ACTIVITIES
  Chapter 4: Skills includes numerous additional exploration 
  activities, which are summarized here.
  Borrow an Arcane Spell: You use Arcana to prepare a 
  spell from someone else’s spellbook (page 241).
  Coerce: You use Intimidation to threaten a creature so 
  it does what you want (page 247). 
  Cover Tracks: You use Survival to obscure your 
  passing (page 252). 
  Decipher Writing: You use a suitable skill to understand 
  archaic, esoteric, or obscure texts (page 234).
  Gather Information: You use Diplomacy to canvass the 
  area to learn about a specific individual or topic (page 246). 
  Identify Alchemy: You use Craft and alchemist’s tools 
  to identify an alchemical item (page 245). 
  Identify Magic: Using a variety of skills, you can learn 
  about a magic item, location, or ongoing effect (page 238). 
  Impersonate: You use Deception and usually a disguise 
  kit to create a disguise (page 245). 
  Learn a Spell: You use the skill corresponding to the 
  spell’s tradition to gain access to a new spell (page 238). 
  Make an Impression: You use Diplomacy to make a 
  good impression on someone (page 246). 
  Repair: With a repair kit and the Crafting skill, you fix 
  a damaged item (page 243). 
  Sense Direction: You use Survival to get a sense of where 
  you are or determine the cardinal directions (page 252). 
  Squeeze: Using Acrobatics, you squeeze though very 
  tight spaces (page 241).
  Track: You use Survival to find and follow creatures’ 
  tracks (page 252).
  Treat Wounds: You use Medicine to treat a living 
  creature’s wounds (page 249). 
  HUSTLE
  EXPLORATION
  MOVE
  You strain yourself to move at double your travel speed. You can 
  Hustle only for a number of minutes equal to your Constitution 
  modifier × 10 (minimum 10 minutes). If you are in a group that is 
  Hustling, use the lowest Constitution modifier among everyone 
  to determine how fast the group can Hustle together.
  INVESTIGATE
  CONCENTRATE
   EXPLORATION
  You seek out information about your surroundings while traveling 
  at half speed. You use Recall Knowledge as a secret check to 
  discover clues among the various things you can see and engage 
  with as you journey along. You can use any skill that has a Recall 
  Knowledge action while Investigating, but the GM determines 
  whether the skill is relevant to the clues you could find.
  REPEAT A SPELL
  CONCENTRATE
   EXPLORATION
  You repeatedly cast the same spell while moving at half speed. 
  Typically, this spell is a cantrip that you want to have in effect 
  in the event a combat breaks out, and it must be one you can 
  cast in 2 actions or fewer. In order to prevent fatigue due 
  to repeated casting, you’ll likely use this activity only when 
  something out of the ordinary occurs.
  You can instead use this activity to continue Sustaining a 
  Spell or Activation with a sustained duration. Most such spells 
  or item effects can be sustained for 10 minutes, though some 
  specify they can be sustained for a different duration. 
  SCOUT
  CONCENTRATE
   EXPLORATION
  You scout ahead and behind the group to watch danger, moving 
  at half speed. At the start of the next encounter, every creature in 
  your party gains a +1 circumstance bonus to their initiative rolls.
  SEARCH
  CONCENTRATE
   EXPLORATION
  You Seek meticulously for hidden doors, concealed hazards, 
  and so on. You can usually make an educated guess as to which 
  locations are best to check and move at half speed, but if you 
  want to be thorough and guarantee you checked everything, you 
  need to travel at a Speed of no more than 300 feet per minute, or 
  150 feet per minute to ensure you check everything before you 
  walk into it. You can always move more slowly while Searching 
  to cover the area more thoroughly, and the Expeditious Search 
  feat increases these maximum Speeds. If you come across a 
  secret door, item, or hazard while Searching, the GM will attempt 
  a free secret check to Seek to see if you notice the hidden object 
  or hazard. In locations with many objects to search, you have to 
  stop and spend significantly longer to search thoroughly.
  Rest and Daily 
  Preparations
  You perform at your best when you take enough time to 
  rest and prepare. Once every 24 hours, you can take a 
  period of rest (typically 8 hours), after which you regain 
  Hit Points equal to your Constitution modifier (minimum 
  1) times your level, and you might recover from or 
  improve certain conditions (page 453). Sleeping in armor 
  results in poor rest that leaves you fatigued. If you go 
  more than 16 hours without resting, you become fatigued 
  (you cannot recover from this until you rest at least 6 
  continuous hours).
  After you rest, you make your daily preparations, which 
  takes around 1 hour. You can prepare only if you’ve rested, 
  and only once per day. Preparing includes the following:
  • Spellcasters regain spell slots, and prepared 
  spellcasters choose spells to have available that day.
  • Focus Points, other abilities that refresh during 
  your preparations, and abilities that can be used 
  only a certain number of times per day, including 
  magic item uses, are reset.
  • You don armor and equip weapons and other gear.
  • You invest up to 10 worn magic items to gain their 
  benefits for the day.
  Core Rulebook
  480
  
  Downtime gives you time to rest fully, engage in crafting 
  or a professional endeavor, learn new spells, retrain feats, 
  or just have fun. You can sell items acquired during your 
  adventures, buy new goods, and perform other activities 
  as determined by your feats, your skills, and the settlement 
  where you are spending the downtime.
  Long-Term Rest
  You can spend an entire day and night resting during 
  downtime to recover Hit Points equal to your Constitution 
  modifier (minimum 1) multiplied by twice your level. 
  Retraining
  Retraining offers a way to alter some of your character 
  choices, which is helpful when you want to take your 
  character in a new direction or change decisions that 
  didn’t meet your expectations. You can retrain feats, 
  skills, and some selectable class features. You can’t 
  retrain your ancestry, heritage, background, class, 
  or ability scores. You can’t perform other downtime 
  activities while retraining.
  Retraining usually requires you to spend time learning 
  from a teacher, whether that entails physical training, 
  studying at a library, or falling into shared magical 
  trances. Your GM determines whether you can get proper 
  training or whether something can be retrained at all. In 
  some cases, you’ll have to pay your instructor.
  Some abilities can be difficult or impossible to retrain 
  (for instance, a sorcerer can retrain their bloodline only in 
  extraordinary circumstances). 
  When retraining, you generally can’t make choices 
  you couldn’t make when you selected the original 
  option. For instance, you can’t exchange a 2nd-level 
  skill feat for a 4th-level one, or for one that requires 
  prerequisites you didn’t meet at the time you took the 
  original feat. If you don’t remember whether you met 
  the prerequisites at the time, ask your GM to make the 
  call. If you cease to meet the prerequisites for an ability 
  due to retraining, you can’t use that ability. You might 
  need to retrain several abilities in sequence in order to 
  get all the abilities you want.
  Feats
  You can spend a week of downtime retraining to swap out 
  one of your feats. Remove the old feat and replace it with 
  another of the same type. For example, you could swap a 
  skill feat for another skill feat, but not for a wizard feat.
  Skills
  You can spend a week of downtime retraining to swap 
  out one of your skill increases. Reduce your proficiency 
  rank in the skill losing its increase by one step and 
  increase your proficiency rank in another skill by one 
  step. The new proficiency rank has to be equal to or lower 
  than the proficiency rank you traded away. For instance, 
  if your bard is a master in Performance and Stealth, and 
  an expert in Occultism, you could reduce the character’s 
  proficiency in Stealth to expert and become a master in 
  Occultism, but you couldn’t reassign that skill increase 
  to become legendary in Performance. Keep track of 
  your level when you reassign skill increases; the level 
  at which your skill proficiencies changed can influence 
  your ability to retrain feats with skill prerequisites.
  You can also spend a week to retrain an initial trained 
  skill you gained during character creation.
  Class Features
  You can change a class feature that required a choice, 
  making a different choice instead. This lets you change 
  a druid order or a wizard school, for example. The 
  GM will tell you how long this takes—always at least 
  a month.
  Other Downtime Activities
  Work with your GM if there are other ways you want 
  to spend downtime. You might need to pay for your cost 
  of living (the prices for this can be found on page 294). 
  You might acquire property, manage a business, become 
  part of a guild or civic group, curry favor in a large city, 
  take command of an army, take on an apprentice, start a 
  family, or minister to a flock of the faithful.
  Downtime Mode
  Downtime mode is played day-by-day rather than minute-by-minute or scene-by-scene. Usually 
  this mode of play occurs when you are in the safety of a settlement, maybe recovering from 
  your adventures or studying an artifact you found.
  SKILL DOWNTIME ACTIVITIES
  Chapter 4: Skills includes several downtime activities, 
  which are summarized here.
  Craft: Using the Crafting skill, you can create items 
  from raw materials (page 244).
  Create Forgery: You forge a document (page 251). 
  Earn Income: You earn money, typically using Crafting, 
  Lore, or Performance (page 236).
  Subsist: You find food and shelter in the wilderness or 
  within a settlement (page 240).
  Treat Disease: You spend time caring for a diseased 
  creature in the hope of curing that creature (page 248). 
  481
  9
  PLAYING THE GAME
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Core Rulebook
  482
  
  When you take on the role of Game Master, you’ll have 
  the rewarding job of crafting fun experiences for a group 
  of your friends. Your responsibilities include...
  • Telling the story of the group’s adventures in a 
  compelling and consistent way.
  • Fleshing out the world in which the game takes 
  place, emphasizing the fantastical while grounding 
  it enough in the real world to feel believable.
  • Entertaining the players and yourself with novel 
  concepts, and rewarding creative ideas with 
  interesting outcomes.
  • Preparing for game sessions by building or studying 
  adventures and creating characters and plots.
  • Improvising the reactions of nonplayer characters 
  and other forces in the world as the players do 
  unexpected things.
  • Making rules decisions to ensure fairness and keep 
  the game moving forward.
  This chapter provides the tools you need to shoulder 
  those responsibilities. The following sections break 
  down the various components of a campaign, discuss the 
  different modes of play and how to set DCs for the tasks 
  the PCs attempt, provide different ways of rewarding 
  player characters, and describe aspects of the environment 
  that might affect an adventuring party.
  Planning a Campaign
  A Pathfinder game is typically structured as a campaign—a 
  serialized story that focuses on a single party of characters. 
  A campaign is subdivided into multiple adventures, 
  smaller stories that involve exploration and interaction 
  with nonplayer characters. A single adventure represents a 
  complete story that might be connected to the larger arc of 
  a campaign. Playing an adventure spans one or more game 
  sessions—gatherings where the group plays a part of the 
  adventure over the course of several hours.
  A campaign provides the overall structure for your 
  Pathfinder game. As you prepare for your campaign, you’ll 
  establish its scope and themes, which you’ll then reinforce 
  in the adventures and scenes that take place within it.
  CAMPAIGN LENGTH
  The length of a campaign can range from a few sessions 
  to many years. Two main factors determine campaign 
  length: how much time you need to complete the story, 
  and how much time players want to devote to the game.
  Chapter 10: Game Mastering
  As Game Master, you run each session of Pathfinder, providing the link between the players 
  and the world of the game. It’s up to you to set the scene as the player characters battle 
  monsters, interact with other people, and explore the world.
  COLLABORATION DURING PLAY
  As Game Master, you have the final say on how the world 
  and rules function, and how nonplayer characters act. 
  This rule’s purpose is to make the game run smoothly, 
  with one guiding hand ensuring consistency. It’s not 
  intended to make one player into a dictator over the rest 
  of the group. Collaboration is vital to roleplaying games!
  How you implement collaboration in a game depends 
  on what your players are interested in. In some groups, 
  players enjoy adding details to the world and to nonplayer 
  characters. In others, players want to feel like the world 
  is outside their control, and the only decisions they get to 
  make are those made by their own characters. Both are 
  fun and acceptable ways to play.
  You are encouraged to collect input from your players 
  before you start, asking what storytelling genres they’d 
  like to emphasize, which areas of the world they want to 
  play in, the types of enemies they’d like to face, or which 
  published adventure they want to play. A good campaign 
  includes some back-and-forth at the beginning as the 
  players figure out what characters they want to play and 
  you figure out what sort of adventure to run. The results 
  can range from building an adventure entirely to fit the 
  characters to choosing a specific published adventure, 
  having the players make their characters, and then just 
  adapting the beginning of that adventure so that all the 
  player characters have a reason to be involved.
  As you play, opportunities to collaborate will occur 
  again and again. When players throw out suggestions 
  or come up with specific theories about the events of 
  the campaign, they’re telling you what they’d like to 
  see in the game. Try to find ways to incorporate their 
  suggestions, but with enough of a twist that each still 
  includes something unexpected.
  A single session, or a “one-shot,” is great if your group 
  is trying out Pathfinder or wants to play a specific short 
  adventure. This requires a smaller time commitment but 
  requires the GM to present the events of the game in a way 
  that is immediately engaging, since there’s less opportunity 
  for the players to become invested in the story or setting.
  If you want to play through a longer campaign, you’ll 
  need to add some story elements that speak directly to the 
  characters in your game rather than just to the events of 
  the adventure. In other words, the characters should have 
  individual goals in addition to the group’s overall goals.
  10
  483
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  You can estimate how long a campaign will take by 
  looking at the amount of time you actually have to play, or 
  the number of character levels you intend the characters 
  to advance. It typically takes three to four sessions for a 
  group to level up. Since you’ll probably cancel sessions 
  on occasion, playing once a week for a year results in 
  roughly a 14-level campaign, playing every 2 weeks for a 
  year gives you an 8-level campaign, and playing monthly 
  allows for a 5-level campaign. If you play only once a 
  month, you might consider holding longer sessions and 
  using fast advancement (page 509).
  It’s entirely okay to have a campaign with an indefinite 
  length. Many groups play through one adventure and 
  then decide to take on another. If you run an indefinite 
  campaign, however, avoid ongoing plots that you can’t 
  satisfactorily end if the campaign comes to a close after 
  the next adventure. If you introduce an overwhelmingly 
  powerful villain who’s crucial to the story but can’t be 
  stopped until the player characters are 15th level, ending 
  the campaign at 8th level will feel anticlimactic.
  It pays to be conservative when estimating your 
  campaign length and scope. It’s always tempting to run a 
  20-level epic campaign with complex, interwoven plots, 
  but such games can fall apart long before the end if your 
  group can play only once a month and the players have 
  other responsibilities.
  ExpEctEd duration
  Not every campaign ends at the same point. Some 
  campaigns go all the way to 20th level, ending after the 
  player characters attain the height of power and confront 
  the greatest threats any mortal could face. Others end at 
  a lower level, after the group takes down a major villain 
  or solves a crucial problem. And still other campaigns 
  end when players become unable to attend or decide its a 
  good time to stop playing.
  You should have an end point in mind when you start 
  a campaign. Still, you have to be flexible, since you’re 
  telling the story alongside other players, and your initial 
  expectations for the campaign may be proven incorrect. 
  When you think you’re heading toward a satisfying 
  conclusion, it’s useful to check in with the other players. 
  You might say, “I think we have about two sessions left. 
  Does that work for everyone? Is there any unfinished 
  business you want to take care of?” This lets you gauge 
  whether your assumptions match up with the rest of the 
  group—and make any necessary adjustments.
  THEMES
  The themes you choose for your campaign are what 
  distinguish it from other campaigns. They include the 
  major dramatic questions of your story and the repeated 
  use of certain environments or creatures, and they can 
  Core Rulebook
  484
  
  also include embracing a genre beyond traditional high 
  fantasy. The themes you choose for your campaign also 
  suggest storyline elements you might use.
  A storyline’s themes usually relate to the backstories, 
  motivations, and flaws of the player characters and villains. 
  For example, if you’ve chosen revenge as one of the themes 
  of your game, you might introduce a villain whose quest 
  for revenge tears his life apart and causes tragic harm 
  to those around him. If one of the player characters is a 
  chaotic good believer in liberty and freedom, you might 
  engage that character by pitting the group against slavers. 
  Or, you might choose a theme of love, leading to nonplayer 
  characters involved in doomed romances, seeking to regain 
  lovers they have lost, or courting the player characters.
  Using similar locations and related creatures helps you 
  form connections between disparate adventures. The 
  players feel like their characters are becoming experts 
  negotiating with giants, navigating seaways, battling 
  devils, exploring the planes, or dealing with whatever 
  the recurring elements are. For example, you might have 
  the players explore a frozen tundra early on, then later 
  travel to an icy plane filled with more difficult challenges 
  that can be overcome using knowledge they’ve previously 
  developed. Likewise, hobgoblin soldiers may be tough 
  enemies for your group at low levels, but as the PCs attain 
  higher levels and the hobgoblins become mere minions of 
  another creature, the players feel a sense of progression.
  Pathfinder is a fantasy adventure game, but you can shift 
  your campaign to include elements of other fictional genres. 
  You might want to infuse your game a with a sense of horror, 
  reduce the amount of magic and use slow advancement 
  (page 509) to make it a tale of sword and sorcery, or turn 
  magic into technology for a steampunk setting.
  A WELCOMING ENVIRONMENT
  The role of Game Master comes with the responsibility of 
  ensuring you and the rest of the players have a rewarding, 
  fun time during the game. Games can deal with difficult 
  subjects and have stressful moments, but fundamentally 
  Pathfinder is a leisure activity. It can remain so only if the 
  players follow the social contract and respect one another.
  Players with physical or mental disabilities might find 
  themselves more challenged than abled players. Work 
  with your players to ensure they have the resources 
  and support they need. Additionally, be on the lookout 
  for behavior that’s inappropriate, whether intentional 
  or inadvertent, and pay careful attention to players’ 
  body language during the game. If you notice a player 
  becoming uncomfortable, you are empowered to pause 
  the game, take it in a new direction, privately check in 
  with your players during or after the session, or take any 
  other action you think is appropriate.
  If a player tells you they’re uncomfortable with 
  something in the game, whether it’s content you’ve 
  presented as the GM or another player’s or PC’s actions, 
  listen carefully to that player and take steps to ensure 
  they can once again have fun during your game. If you’re 
  preparing prewritten material and you find a character 
  or a situation inappropriate, you are fully empowered 
  to change any details as you see fit. You also have the 
  authority (and responsibility) to ask players to change 
  their behavior—or even leave the table—if what they’re 
  doing is unacceptable or makes others feel uncomfortable. 
  It’s never appropriate to make the person who is 
  uncomfortable responsible for resolving a problem. It’s 
  okay if mistakes happen. What’s important is how you 
  respond and move forward.
  Gaming is for everyone. Never let those acting in bad 
  faith undermine your game or exclude other players. Your 
  efforts are part of the long-term process of making games 
  and game culture welcoming to all. Working together, we 
  can build a community where players of all identities and 
  experiences feel safe.
  TOOLS FOR RESPONSIBLE PLAY
  Consent and comfort are important topics for roleplaying 
  games, and many designers have created techniques to 
  help facilitate responsible play. Some methods you can use 
  are lines and veils, developed by Ron Edwards, and the 
  X-Card, developed by John Stavropoulos.
  Lines and Veils
  The terms “line” and “veil” can give your table a common 
  vocabulary for the concepts described in this section. A 
  line is a hard limit to the actions players might take, such 
  as “We’re drawing a line at torture.” The group agrees not 
  to cross a line and omits that content from the game.
  A veil indicates something that shouldn’t be described 
  in detail. The scene fades to black for a veil, or the group 
  moves on to discuss a different topic, though whatever the 
  veil is drawn across still happens. For example, you might 
  say, “We’ll draw a veil across the scene as those characters 
  head into the bedroom.”
  You might come up with some lines and veils in advance, 
  but then find more as play continues.
  The X-Card
  Draw an “X” on a card, and you’ve got an X-Card. Place it on 
  the table at the start of the session and describe its use to 
  the players: any player can silently reject content they find 
  upsetting by tapping the X-Card; whoever’s speaking then 
  rewinds a bit and continues on, excising the objectionable 
  content. As with setting the basic guidelines for your 
  campaign, there are no questions asked, no judgment, and 
  no argument when someone invokes the X-Card. You can, 
  however, ask for clarification if you need it, such as “How far 
  back should I rewind this?” Some groups instead make an 
  X with their hands, say “Let’s X that out,” or use some other 
  method. Either way, follow up with the player privately, 
  after the game, to see if the guidelines need to be revised. 
  You can find more details at tinyurl.com/x-card-rpg.
  GAME MASTERING
  485
  10
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  • Reprehensible uses of mind-control magic
  Villains might engage in such acts, but they won’t happen 
  “on-screen” or won’t be described in detail. Many groups 
  choose to not have villains engage in these activities at all, 
  keeping these reprehensible acts out of mind entirely.
  Social SplaSh damagE
  As important as it is to take care of yourself and the other 
  players in your game, be mindful of your group’s impact 
  on the other people around you. If you’re playing in a 
  space that’s not your own, respect your hosts. If you’re 
  playing in public, consider the comfort of the people 
  around you, not just what your group is comfortable with. 
  It’s easy to get caught up in a game, as we get sucked into 
  the microcosm of an imagined world, but don’t ignore the 
  real world around you. Be aware when you’re making 
  too much noise, leaving a mess, alarming passersby with 
  graphic descriptions of violence, or even just giving the 
  cold shoulder to curious spectators witnessing RPG play 
  for the first time.
  CHARACTER CREATION
  At the outset of a new campaign, the players will create 
  new player characters. Part of that process involves you 
  introducing what the campaign will be about and what 
  types of characters are most appropriate. Work with the 
  players to determine which rule options are available. The 
  safest options are the common choices from the Pathfinder 
  Core Rulebook. If players want to use common options 
  from other books or uncommon or rare options, through 
  play, review those options to see if any of them conflict 
  with the style of campaign you have in mind or might 
  present strange surprises down the road. It’s usually best to 
  allow new options, but there’s no obligation to do so. Be as 
  open as you’re comfortable with.
  Preparing an Adventure
  An adventure is a self-contained collection of story 
  elements, characters, and settings that become the basis 
  for the story you and the other players tell. Think of 
  the adventure as an outline for your own story. You’ll 
  have major beats you want to include, some consistent 
  characters, and themes you want to convey, but all sorts 
  of things can change during the process of turning the 
  outline into a completed story.
  You might use a published adventure from Paizo or 
  another company, or you might construct your own 
  adventure as you prepare for your game sessions.
  PUBLISHED ADVENTURES
  Prewritten adventures include background information 
  and nonplayer characters needed for the story, plus all the 
  locations, maps, and monster groups necessary for both 
  exploration and encounters. Prewritten adventures can 
  speed up your preparation, since you can simply read the 
  objEctionablE contEnt
  Before a campaign begins, check in with your players—
  as a group or individually—to find out what types of 
  content they want to allow in the game, and which topics 
  they would prefer to avoid. Because the story unfolds in 
  real time, it’s essential that you discuss these topics before 
  the game starts. These discussions are intended to keep 
  players safe, and so it’s not okay to ask why someone 
  wants a type of content banned. If someone wants it 
  banned, ban it—no questions asked.
  It can help to start with a rating, like those used for 
  movies or video games. Pathfinder games often include 
  violence and cruelty. What’s the limit on how graphically 
  these concepts should be described? Can players swear at 
  the table? Does anyone have phobias they don’t want to 
  appear in the game, such as spiders or body horror?
  After you figure out the limits on objectionable content, 
  you have four important tasks:
  • Clearly convey these limits to the other players.
  • Ensure you and the players abide by the boundaries.
  • Act immediately if someone becomes uncomfortable 
  about content during a session, even if it wasn’t 
  already banned in a prior discussion. Once the issue 
  is resolved, move on.
  • Resolve the issue if any player deliberately pushes 
  these boundaries, tries to find loopholes, tries to 
  renegotiate the limits, or belittles people for having 
  a different tolerance to objectionable content.
  thE pathfindEr baSElinE
  You might find that your players don’t have much to say 
  on the topic of objectionable content, and just assume that 
  general societal mores will keep the most uncomfortable 
  topics out of the game. That’s not always enough, as that 
  approach relies on shared assumptions that aren’t always 
  accurate. The following is a set of basic assumptions that 
  works for many groups, which you can modify to fit your 
  preferences and those of the other players.
  • Bloodshed, injuries, and even dismemberment 
  might be described. However, excessive descriptions 
  of gore and cruelty should be avoided.
  • Romantic and sexual relationships can happen in 
  the game, but players should avoid being overly 
  suggestive. Sex always happens “off-screen.” 
  Because attempts at initiating a relationship 
  between player characters can be uncomfortably 
  similar to one player hitting on another, this should 
  generally be avoided (and is entirely inappropriate 
  when playing with strangers).
  • Avoid excessively gross or scatological descriptions.
  The following acts should never be performed by 
  player characters:
  • Torture
  • Rape, nonconsensual sexual contact, or sexual threats
  • Harm to children, including sexual abuse
  • Owning slaves or profiting from the slave trade
  Core Rulebook
  486
  
  CHARACTERS WITH DISABILITIES
  A player might want to create a character with a disability, 
  or their character might end up with a disability over 
  the course of play. Work with the player to find ways to 
  respectfully represent the disability. Conditions such as 
  blinded and deafened aren’t a good fit for a character 
  who has been living with a disability long-term. Here are 
  suggestions for rules you might use for PCs with disabilities.
  Blindness or Impaired Vision
  A blind character can’t detect anything using vision, 
  critically fails Perception checks requiring sight, is immune 
  to visual effects, and can’t be blinded or dazzled. You might 
  give this character the Blind-Fight feat (page 149) for free.
  A character with impaired vision might take a –2 to –4 
  penalty to vision-based Perception checks. Spectacles or 
  other corrective devices might reduce or remove this.
  Deafness or Being Hard of Hearing
  A deaf character can’t detect anything using hearing, 
  critically fails Perception checks that require hearing, and is 
  immune to auditory effects. They have enough practice to 
  supply verbal components for casting spells and command 
  components for activating magic items, but if they perform 
  an action they’re not accustomed to that involves auditory 
  elements, they must succeed at a DC 5 flat check or the 
  action is lost. It’s best to give them the Sign Language feat 
  for free, and you might give them Read Lips as well (page 
  266 and 265). You might give one or more other characters 
  in the group Sign Language for free as well.
  A hard-of-hearing character might take a –2 to –4 
  penalty to Perception checks that are hearing-based. 
  Corrective devices for hearing are less common than 
  spectacles are in a typical Pathfinder world.
  Missing Limb
  Some magic items require certain limbs or other body parts. 
  It’s fine to allow an alternative form of the item, turning 
  boots into bracers for a character without legs, for example.
  A character with a missing hand or arm might need 
  to spend 2 actions to Interact with an item that requires 
  two hands, or otherwise compensate. Using a two-handed 
  weapon is not possible. A character can acquire a 
  prosthetic hand or arm to compensate.
  Someone missing a foot or leg might take a small 
  penalty to Speed, but can typically acquire a prosthetic 
  to compensate. If they have no legs, they might use a 
  wheelchair, a dependable mount, or levitation or flight magic.
  Mental Illness and Chronic Illness
  Some disabilities, such as mental illness and chronic 
  illnesses, are best left to the player to roleplay. Mental illness 
  is an especially fraught topic, with a history of insensitive 
  portrayal. Be careful about the intentions of the player and 
  the impact the presentation might have on other players.
  relevant sections of the adventure before a game, and you 
  don’t have to create everything from scratch. A published 
  adventure already includes the expected amount of 
  encounters and treasure, and you can find adventures built 
  for different character levels to match your group. Reading 
  a published adventure or running one as your first game 
  can help you see how adventures are structured, which 
  makes it easier to write one later if you choose.
  Though a published adventure is prewritten, it’s not 
  set in stone. Changing the details of an adventure to suit 
  your group isn’t just acceptable, it’s preferred! Use the 
  backstories and predilections of the player characters to 
  inform how you change the adventure. This can mean 
  altering adversaries so they’re linked to the player 
  characters, changing the setting to a place some of the 
  player characters are from, or excising particular scenes 
  if you know they won’t appeal to your players.
  CREATING ADVENTURES
  Building your own adventure is much more challenging 
  than using a published one, but it lets you express yourself, 
  be even more creative, and tailor the game directly to the 
  players and their characters. Later sections in this chapter 
  include guidelines for building and running encounters, 
  placing treasure, and setting appropriately difficult 
  challenges, all to help you construct your own adventures.
  Adventure plotting can start at many different points. 
  You might begin with a particular antagonist, then 
  construct an adventure that fits that villain’s theme and 
  leads the group to them. Alternatively, you could start with 
  an interesting location for exploration, then populate it 
  with adversaries and challenges appropriate to the setting.
  locationS
  Memorable settings that include mysterious and fantastical 
  locations for players to visit can elicit the players’ curiosity. 
  Exploring each location should be a treat in itself, not 
  just a chore the players must complete to get from one 
  fight to the next. As you create a locale, picture it in your 
  mind’s eye and write down minor details you can include 
  as you narrate the game. Describing decorations, natural 
  landmarks, wildlife, peculiar smells, and even temperature 
  changes make a place feel more real.
  Beyond monsters and loot, your locations can include 
  environment-based 
  challenges, 
  from 
  environmental 
  conditions like blizzards to puzzles, traps, or other hazards. 
  These challenges should suit your adventure’s location: 
  walls of brambles in a castle ruin overrun with vegetation, 
  pools of acid in a cursed swamp, or magical traps in the 
  tomb of a paranoid wizard. Rules for environments appear 
  on page 512, and those for hazards start on page 520.
  EncountErS
  A robust set of encounters forms the backbone of your 
  adventure. Encounters often feature combat with other 
  creatures, but they can also include hazards, or you might 
  GAME MASTERING
  487
  10
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  create social encounters in which characters duel only 
  with words. The rules for building encounters appropriate 
  to your group’s level begin below.
  Some adventures have a clear and direct progression, 
  with encounters occurring at specific times or in a specific 
  order. Others, such as a dungeon filled with interconnected 
  rooms the group can investigate in any order, are 
  nonlinear, and the group can face encounters in any 
  order—or even avoid them entirely. Most adventures are 
  somewhere in between, with some keystone encounters 
  you know the characters will need to contend with, but 
  others that are optional.
  trEaSurE
  Your adventure should give out an amount of treasure 
  that’s appropriate to the characters’ level. The guidelines 
  for assigning treasure are on page 508. You can dole out 
  treasure in all kinds of ways. Treasure could be items carried 
  by an adversary, rewards from a patron for completing a 
  mission, or a classic pile of coins and items inside a wooden 
  chest guarded by a monster. It’s best to spread treasure 
  throughout an adventure rather than stockpiled in a single 
  hoard. This gives the players incremental rewards, letting 
  their characters advance in frequent small steps rather than 
  giant leaps separated by many hours of play.
  BUILDING ENCOUNTERS
  The most common type of encounter is a combat 
  encounter, where the PCs face other creatures. Combat 
  encounters are strictly governed by rules; the guidelines 
  that follow will help you build combat encounters that 
  pose appropriate challenges for your group. Building 
  hazard encounters works the same way. Social encounters 
  are more free-form, and are up to you as the GM to design.
  To build a combat encounter, first decide how the 
  encounter fits in the adventure as a whole. Then, estimate 
  how much of a threat you want the encounter to pose, 
  using one of five categories below.
  Trivial-threat encounters are so easy that the characters 
  have essentially no chance of losing; they shouldn’t 
  even need to spend significant resources unless they 
  are particularly wasteful. These encounters work best 
  as warm-ups, palate cleansers, or reminders of how 
  awesome the characters are. A trivial-threat encounter 
  can still be fun to play, so don’t ignore them just because 
  of the lack of threat.
  Low-threat encounters present a veneer of difficulty 
  and typically use some of the party’s resources. However, 
  it would be rare or the result of very poor tactics for the 
  entire party to be seriously threatened.
  Moderate-threat encounters are a serious challenge 
  to the characters, though unlikely to overpower them 
  completely. Characters usually need to use sound tactics 
  and manage their resources wisely to come out of a 
  moderate-threat encounter ready to continue on and face 
  a harder challenge without resting.
  USING RARITY AND ACCESS
  The rarity system has two purposes: to convey how 
  common or rare certain spells, creatures, or items are in 
  the game world, and to give you an easy tool to control 
  the complexity of your game. Uncommon and rare options 
  aren’t more powerful than other options of their level, but 
  they introduce complications for certain types of stories, 
  or are less common in the world. For instance, it might 
  be more challenging to run a mystery adventure when a 
  player can cast an uncommon spell such as detect evil.
  At the start of the campaign, communicate your 
  preferred expectations on rarity to the players. Unless 
  you decide otherwise, the players can choose from any 
  common options they qualify for, plus any uncommon 
  options granted by their character choices—primarily 
  their ancestry and class. By default, a character who 
  tries hard enough might eventually find an uncommon 
  option, whereas a rare option is always a special reward. 
  Beyond that baseline, you can grant access as freely as 
  you want; some GMs open up all uncommon and rare 
  options universally. If you’re not sure, just look over any 
  uncommon or rare elements before you include them as 
  rewards or otherwise allow a player to acquire them.
  Rewards
  You can use uncommon and rare rules elements to 
  reward characters. These still have the same value and 
  approximate power as any other treasure of the same 
  Price, but they’re just a bit more special because they hail 
  from distant lands or have unusual or surprising abilities. 
  Items are the most likely candidates for uncommon or rare 
  rewards, but an NPC might teach an uncommon or rare 
  spell to a PC in gratitude or to help the party prepare for 
  a certain adversary. You can also improvise extra benefits 
  based around uncommon or rare items. For instance, if 
  a PC gains a rare plant with occult uses, you might also 
  decide that the PC should temporarily get more money if 
  they use it while Earning Income using Herbalism Lore, 
  because it enables them to produce novel poultices.
  Different Locations
  The rarities in this book assume you’re playing in the 
  Inner Sea region of Golarion, where most Pathfinder 
  games are set. These rarities are also suitable for most 
  western medieval fantasy games. However, you might 
  want to alter the rarities for a campaign set in another 
  location on Golarion (detailed in Chapter 8), to emphasize 
  a non-human culture, or to play in a fantasy setting with 
  different roots, like a wuxia game based on Chinese 
  culture. These changes most often affect basic items. If 
  you start your campaign in a dwarven stronghold, for 
  example, you might make all the weapons with the dwarf 
  trait common. You should feel free to adjust rarities to 
  suit your campaign’s theme, but if you do, you should 
  share your changes with your group.
  Core Rulebook
  488
  
  Severe-threat encounters are the hardest encounters 
  most groups of characters can consistently defeat. These 
  encounters are most appropriate for important moments in 
  your story, such as confronting a final boss. Bad luck, poor 
  tactics, or a lack of resources due to prior encounters can 
  easily turn a severe-threat encounter against the characters, 
  and a wise group keeps the option to disengage open.
  Extreme-threat encounters are so dangerous that 
  they are likely to be an even match for the characters, 
  particularly if the characters are low on resources. This 
  makes them too challenging for most uses. An extreme-
  threat encounter might be appropriate for a fully rested 
  group of characters that can go all-out, for the climactic 
  encounter at the end of an entire campaign, or for a group 
  of veteran players using advanced tactics and teamwork.
  xp budgEt
  Once you’ve selected a threat level, it’s time to build the 
  encounter. You have an XP budget based on the threat, 
  and each creature costs some of that budget. Start with 
  the monsters or NPCs that are most important to the 
  encounter, then decide how you want to use the rest 
  of your XP budget. Many encounters won’t match the 
  XP budget exactly, but they should come close. The XP 
  budget is based on a group of four characters. If your 
  group is larger or smaller, see Different Party Sizes below.
  chooSing crEaturES
  In all but the most unusual circumstances, you’ll select 
  creatures for your encounter that range from 4 levels 
  lower than the PCs’ level to 4 levels higher (see Table 
  10–2: Creature XP and Role). Each creature has a part 
  to play in your encounter, from a lowly lackey to a boss 
  so mighty it could defeat the entire party single-handedly.
  Each creature costs some of the XP from your XP 
  budget for the encounter, based on its level compared to 
  the levels of the characters in your party. For instance, 
  if the PCs are 5th level, a 2nd-level creature is a “party 
  level – 3” creature, a lackey appropriate for a low- 
  to-moderate-threat encounter, and it costs 15 XP in an 
  encounter’s XP budget. Party level is explained in detail 
  on page 508.
  diffErEnt party SizES
  For each additional character in the party beyond the 
  fourth, increase your XP budget by the amount shown 
  in the Character Adjustment value for your encounter in 
  Table 10–1: Encounter Budget. If you have fewer than 
  four characters, use the same process in reverse: for each 
  missing character, remove that amount of XP from your 
  XP budget. Note that if you adjust your XP budget to 
  account for party size, the XP awards for the encounter 
  don’t change—you’ll always award the amount of XP 
  listed for a group of four characters.
  It’s best to use the XP increase from more characters to 
  add more enemies or hazards, and the XP decrease from 
  fewer characters to subtract enemies and hazards, rather 
  than making one enemy tougher or weaker. Encounters 
  are typically more satisfying if the number of enemy 
  creatures is fairly close to the number of player characters.
  Running a Game Session
  A campaign happens over a series of sessions. Each session 
  is usually several hours long, with multiple encounters, 
  some exploration, and possibly downtime. Your session 
  can be compared to an episode of a TV show; it should 
  include some twists, turns, and changes, and end leaving 
  people excited about what comes next.
  PLANNING A SESSION
  One of the greatest challenges in gaming is scheduling 
  a time for everyone to get together and play. Often, this 
  responsibility falls on you as the GM, since you’re the one 
  who has to prepare your game between sessions. Many 
  games have a set schedule, such as once per week, once 
  every 2 weeks, or once per month. The less frequently 
  your group meets, the better notes and recaps you’ll need 
  to keep everyone on the same page.
  Plan a time for everybody will arrive, and also try to 
  set a time when playing the game will begin. This can 
  make it easier for everyone to finish chatting, catching 
  up, and eating in a timely fashion so you can start 
  playing the game. Having an end time in mind is also 
  fairly important. A typical game session lasts about 4 
  hours, though some groups hold 2-hour sessions or play 
  marathon games. Less than 2 hours usually isn’t enough 
  time to get much done in most Pathfinder campaigns. If 
  your session will be longer than 2 hours, plan out some 
  15-minute breaks (in addition to bathroom and beverage 
  breaks, which players can take as needed).
  TABLE 10–1: ENCOUNTER BUDGET
  Threat 
  XP Budget 
  Character Adjustment
  Trivial 
  40 or less 
  10 or less
  Low 
  60 
  15
  Moderate 
  80 
  20
  Severe 
  120 
  30
  Extreme 
  160 
  40
  TABLE 10–2: CREATURE XP AND ROLE
  Creature Level XP 
  Suggested Role
  Party level – 4 10 
  Low-threat lackey
  Party level – 3 15 
  Low- or moderate-threat lackey
  Party level – 2 20 
  Any lackey or standard creature
  Party level – 1 30 
  Any standard creature
  Party level 
  40 
  Any standard creature or low-threat 
   
   
  boss
  Party level + 1 60 
  Low- or moderate-threat boss
  Party level + 2 80 
  Moderate- or severe-threat boss
  Party level + 3 120 Severe- or extreme-threat boss
  Party level + 4 160 Extreme-threat solo boss
  GAME MASTERING
  489
  10
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  RUNNING A SESSION
  During a session, you’re in charge of keeping the game’s 
  action moving, managing the different modes of play, 
  fielding questions, and making rules decisions. You’ll also 
  want to keep a rough eye on the time, so you can end 
  when most convenient for the group.
  You’re the interface between the rules and the 
  imagined world you and the other players share. They 
  will ask you questions, and they’ll act based on their own 
  assumptions. It’s up to you to establish what’s true in the 
  world, but you don’t do this unilaterally. You’re informed 
  by the setting’s backstory, your preparations, and the 
  suggestions and assumptions the other players bring to the 
  table. Keep in mind that until you announce something, 
  your own plans are subject to change. For example, if you 
  originally intended the owner of a tavern to be kindly and 
  well-intentioned, but a player misreads her and invents 
  an interesting conspiracy theory regarding her intentions 
  that sounds fun, you might convert the tavern owner into 
  an agent of evil after all.
  You’ll also determine when PCs and foes need to attempt 
  checks, as well as the consequences of those rolls. This 
  comes up most often outside of encounters, as encounters 
  are more regimented about when checks happen and how 
  they are resolved. In an encounter, a player can usually 
  determine their own character’s turn, with you chiming in 
  only to say whether an attack hits or if something in the 
  environment requires a character to attempt a check.
  STARTING A SESSION
  Once everyone is ready, get everyone’s attention and 
  cover the following topics. These are in a rough order 
  that you can change based on your group’s style or a 
  session’s needs.
  • Recap what happened during the previous sessions.
  • Establish where the characters are at the beginning 
  of this session. Have they been resting since their 
  last challenge? Are they in a hallway, preparing 
  to raid the next room of a dungeon? Tell players 
  whether their characters had time to rest or 
  recover since the last session.
  • Remind players that they each have 1 Hero Point 
  at the start of the session (page 507).
  • Establish goals. The players should have an idea 
  of what they want to do next. Reestablish any 
  goals the group already had, then let the players 
  weigh in on whether these goals still apply, and 
  on whether there’s anything else they hope 
  to accomplish in this session.
  • Commence adventuring! Decide which mode of 
  play you’re going to start in, then lead off with a 
  verbal prompt to get the action started. You might 
  ask a question related to a particular character, have 
  everyone immediately roll initiative as a monster 
  attacks, or briefly describe the environment and 
  sensations that surround the player characters, 
  allowing them to react.
  Core Rulebook
  490
  
  thE Spotlight
  As you run the game, keep track of who has the spotlight. 
  It can be easy to keep attention on the most outgoing 
  player or character, but you need to check in with all the 
  players. If a player hasn’t contributed in some time, stop 
  and ask, “What’s your character doing at this point?” If 
  the player’s not sure, add a detail or nonplayer character 
  to the scene that the player might find interesting.
  diStractionS and intErruptionS
  Maintaining the players’ attention keeps a game moving 
  and leads to memorable moments when everyone’s in the 
  same zone. Too many interruptions break the flow. This 
  is fine in moderation. Distractions become a problem if 
  they’re too frequent, as they cause people to miss things 
  and make misinformed decisions as the session becomes 
  disconnected. Yet every game includes breaks—sometimes 
  intentional, sometimes not—and digressions. Finding the 
  right balance of diversions for your group is essential.
  A game is a social gathering, so there’s definitely a place 
  for conversation that’s not directly related to playing the 
  game. These interruptions become a problem if they’re too 
  frequent, or if people are talking over others. If a player 
  repeatedly interrupts you or other people or undercuts 
  every crucial moment of the game with a joke, talk to them 
  about limiting their comments to appropriate times. Often, 
  all you need to do is hold up your hand or otherwise 
  indicate that the player is talking out of turn to delay them 
  until after you or another speaker finishes talking.
  Phones and other mobile devices are another major 
  source of distraction. Banning them entirely is often 
  impractical—many players use apps to roll dice or manage 
  their character sheets, or they need to answer texts from 
  their partner, check in on a work project, or otherwise 
  stay connected with people who rely on them. However, 
  you can set ground rules against using a device for 
  anything that’s not time-sensitive or game-related, such 
  as refreshing social media, checking the score of a hockey 
  game, playing a mobile game, or answering a non-urgent 
  text. You can relax these rules for players when their 
  characters are “offstage.” If a player’s character isn’t in a 
  scene, that might be a good time for the player to use a 
  mobile device.
  ADJUDICATING THE RULES
  As the GM, you are responsible for solving any rules 
  disputes. Remember that keeping your game moving is 
  more important than being 100% correct. Looking up 
  rules at the table can slow the game down, so in many 
  cases it’s better to make your best guess rather than scour 
  the book for the exact rule. (It can be instructive to look 
  those rules up during a break or after the session, though!)
  To make calls on the fly, use the following guidelines, 
  which are the same principles the game rules are based on. 
  You might want to keep printouts of these guidelines and 
  the DC guidelines (page 503) for quick reference.
  • If you don’t know how long a quick task takes, go 
  with 1 action, or 2 actions if a character shouldn’t be 
  able to perform it three times per round.
  • If you’re not sure what action a task uses, look for 
  the most similar basic action. If you don’t find one, 
  make up an undefined action (page XXX) adding 
  any necessary traits (usually attack, concentrate, 
  manipulate, or move).
  • When two sides are opposed, have one roll against 
  the other’s DC. Don’t have both sides roll (initiative 
  is the exception to this rule). The character who 
  rolls is usually the one acting (except in the case of 
  saving throws).
  • If an effect raises or lowers chances of success, grant a 
  +1 circumstance bonus or a –1 circumstance penalty.
  • If you’re not sure how difficult a significant 
  challenge should be, use the DC for the party’s level.
  • If you’re making up an effect, creatures should be 
  incapacitated or killed on only a critical success 
  (or for a saving throw, on a critical failure).
  • If you don’t know what check to use, pick the most 
  appropriate skill. If no other skill applies to a check 
  to Recall Knowledge, use an appropriate Lore skill 
  (usually at an untrained proficiency rank).
  • Use the characters’ daily preparations as the time 
  to reset anything that lasts roughly a day.
  • When 
  a 
  character 
  accomplishes 
  something 
  noteworthy that doesn’t have rules for XP, award 
  them XP for an accomplishment (10 to 30 XP, as 
  described on page 507).
  • When the PCs fail at a task, look for a way they 
  might fail forward, meaning the story moves 
  OFF-SESSION GAMING
  Session play with a full group isn’t the only way to play 
  Pathfinder. Finding opportunities to expand on the game 
  outside of its regular schedule can keep your group 
  engaged between sessions.
  You can get together with a single player to run a 
  mini-session for their character, covering a mission that’s 
  important to their story but doesn’t concern the rest 
  of the group. You and the players can work out what 
  their characters do during solid stretches of downtime 
  via e-mail or chat messages. You can also give players 
  opportunities to collaborate on details of the story, 
  like having a player design a heraldic symbol for the 
  adventuring group or map out their home base. You might 
  even decide to award a Hero Point at the next session to 
  a player for events that happened outside a session.
  Some events aren’t suitable for handling outside of 
  sessions. Any event that strongly affects a character 
  whose player isn’t present should be handled at the 
  table when everyone can attend. It’s also helpful to 
  recap events that took place outside of the session for all 
  characters so no one feels excluded or lost.
  GAME MASTERING
  491
  10
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  forward with a negative consequence rather than 
  the failure halting progress entirely.
  SPECIAL CIRCUMSTANCES
  The player characters in your group will at times attempt 
  tasks that should be easier or harder than the rules or 
  adventure would otherwise lead you to expect, such 
  as a PC Gathering Information in their hometown. In 
  these cases, you can just apply a circumstance bonus or 
  penalty. Usually, this is +1 or –1 for a minor but significant 
  circumstance, but you can adjust this bonus or penalty to 
  +2 or –2 for a major circumstance. The maximum bonus 
  or penalty, +4 or –4, should apply only if someone has an 
  overwhelming advantage or is trying something extremely 
  unlikely but not quite impossible.
  You can also add traits to actions. Let’s say that during a 
  fight, Seelah dips her sword into a brazier of hot coals before 
  swinging it at an enemy with a weakness to fire. You could 
  add the fire trait to this attack. A PC getting an advantage 
  in this way should usually have to use an action to do so, 
  so Seelah would get the benefit for one attack, but to do it 
  again she’d need to bury her sword in the coals once more.
  INCORPORATING ADDITIONAL OPTIONS
  You might grant players access to additional rule or 
  character options. If you feel confident that allowing a 
  character to take a particular option will be a good addition 
  to your game, then go for it! If you’re uncertain or worried 
  about a request, you don’t have to allow it, and it’s your call 
  to make. However, try to meet players halfway or suggest 
  alternatives. If you want to allow an option on a trial basis 
  but are worried it might become a problem later, talk to 
  the player beforehand and explain that you are tentatively 
  allowing the option, but might change your mind later, 
  after you see how the option can be used during play.
  Pathfinder Society
  Organized play campaigns allow you to play in and run 
  games all over the world with persistent characters. If you 
  want to play Pathfinder this way, you can do so through 
  the Pathfinder Society Roleplaying Guild! Once you go 
  online to PathfinderSociety.club to make an account, you 
  can organize games yourself with your friends or join an 
  existing event.
  Pathfinder Society primarily uses 4- to 5-hour adventures 
  called scenarios. At the start of a session when you’re 
  running a scenario, you’ll collect your players’ information. 
  At the end of the adventure, you’ll record the rewards their 
  characters earn for completing the scenario, all of which 
  are detailed in the adventure. Once you report the session’s 
  results online, the rewards become a persistent part of 
  these characters, even if they play in other games with 
  other groups. These scenarios include important choices, 
  and you can report what your group chose—decisions that 
  will guide the future of the campaign!
  PAIZO’S PUBLISHED ADVENTURES
  You can purchase the following types of adventures at 
  paizo.com, your local game store, or many book stores. If 
  you want to acquire all the adventures in a given line, you 
  can purchase a subscription at paizo.com.
  Pathfinder Adventure Paths
  Each monthly volume of a Pathfinder Adventure Path 
  leads into the next as part of a greater story spanning 
  multiple volumes. The first volume of each Adventure 
  Path typically starts at 1st level, and each volume has a 
  self-contained story that eventually leads to a big climax 
  at the end of the final volume. Each volume also typically 
  includes new monsters, rules, and details about the world. 
  Each Adventure Path has a different theme, and their 
  settings range across the Inner Sea region and beyond.
  Pathfinder Adventures
  Pathfinder Adventures are standalone adventures that 
  cover several levels of play. They’re self-contained and 
  typically have a unique structure or theme. You can play 
  through a Pathfinder Adventure on its own or as part of 
  your ongoing campaign—some make ideal side adventures 
  for Adventure Paths that have similar themes.
  Pathfinder Society Scenarios
  Scenarios are the adventures used by the Pathfinder 
  Society Roleplaying Guild; you can play them as part of 
  the Pathfinder Society or on your own. Each takes about 
  4 to 5 hours to run, so you can tell a whole story in a 
  short amount of time, but they’re also part of a larger 
  continuity and can be combined together to form the 
  basis of a longer campaign. 
  SHARING RESPONSIBILITY
  Just because you’re the GM and ostensibly in charge 
  doesn’t mean you have to do all the extra work to make 
  the campaign run. Some of the tasks described here, like 
  scheduling games, taking notes, and giving recaps, can be 
  delegated to other players. You might also have someone 
  track initiative or the Hit Points of the PCs’ foes for you 
  in encounters, or even run those foes if you have a large 
  group and someone would rather do that than control 
  a character of their own. It’s also great when someone 
  else can host a session, provide snacks for the group, or 
  take on other responsibilities that aren’t directly related 
  to the game.
  It’s best to figure out a schedule of responsibilities 
  when you’re first setting up a game. Ask the players 
  what they’re willing to take on. If you start to feel 
  overwhelmed partway through a campaign, you can 
  revisit the topic and try out new options until you find a 
  setup that’s comfortable.
  Core Rulebook
  492
  
  Encounters take place in real time or slower, and they 
  involve direct engagement between players and enemies, 
  potential allies, or each other. Combat and direct social 
  interaction usually take place in encounter mode.
  Exploration is the connective tissue of an adventure, 
  and it is used whenever characters are exploring a place 
  where there’s danger or uncertainty, such as an unfamiliar 
  city or a dungeon. In exploration mode, characters 
  aren’t in immediate peril, but they must still be on 
  their toes. Exploration and encounters are collectively 
  called adventuring.
  When the party isn’t adventuring, the characters are in 
  downtime. This mode covers most of a normal person’s 
  life, such as mundane, day-to-day tasks and working 
  toward long-term goals.
  Encounters
  Encounter mode is the most structured mode of play, 
  and you’ll mostly be following the rules presented in 
  Chapter 9 to run this mode. Because you usually call for 
  initiative during exploration before transitioning into 
  an encounter, guidelines for initiative order appear on 
  page 498 in the discussion of exploration mode. Rules 
  for building combat encounters appear on page 488.
  Stakes: Moderate to high. Encounters always have 
  significant stakes, and they are played in a step-by-step 
  time frame to reflect that.
  Time Scale: Encounter mode is highly structured and 
  proceeds in combat rounds for combat encounters, 
  while other sorts of encounters can have rounds 
  of any length. In combat, 1 minute consists of 10 
  rounds, where each combat round is 6 seconds long, 
  but you might decide a verbal confrontation proceeds 
  in minute-long or longer rounds to give each speaker 
  enough time to make a solid point.
  Actions and Reactions: In combat encounters, each 
  participant’s turn is broken into discrete actions, and 
  participants can use reactions when their triggers occur. 
  Reactions can occur in social situations, though their 
  triggers are usually more descriptive and less tactical.
  CHOOSING ADVERSARIES’ ACTIONS
  Players often coordinate and plan to be as efficient as 
  possible, but their adversaries might not. As the GM, 
  you’re roleplaying these foes, and you decide their tactics. 
  Most creatures have a basic grasp of simple tactics like 
  flanking or focusing on a single target. But you should 
  remember that they also react based on emotions and 
  make mistakes—perhaps even more than the player 
  characters do.
  When selecting targets or choosing which abilities to 
  use, rely on the adversaries’ knowledge of the situation, 
  not your own. You might know that the cleric has a high 
  Will save modifier, but a monster might still try to use a 
  fear ability on her. That doesn’t mean you should play 
  adversaries as complete fools; they can learn from their 
  mistakes, make sound plans, and even research the player 
  characters in advance.
  Adversaries usually don’t attack a character who’s 
  knocked out. Even if a creature knows a fallen character 
  might come back into the fight, only the most vicious 
  creatures focus on helpless foes rather than the more 
  immediate threats around them.
  Running adversaries is a mix of being true to the 
  creature and doing what’s best for the drama of the 
  game. Think of your encounter like a fight scene in a 
  movie or novel. If the fighter taunts a fire giant to draw 
  its attention away from the fragile wizard, the tactically 
  sound decision is for the giant to keep pummeling the 
  wizard. But is that the best choice for the scene? Perhaps 
  everyone will have more fun if the giant redirects its ire to 
  the infuriating fighter.
  BYPASSED ENCOUNTERS
  What happens if you’ve planned a fight or challenge 
  and the PCs find a way to avoid it entirely? This could 
  leave them behind in XP or cause them to miss important 
  information or treasure.
  In the case of XP, the guidelines are simple: If the 
  player characters avoided the challenge through smart 
  tactical play, a savvy diplomatic exchange, clever use of 
  magic, or another approach that required ingenuity and 
  planning, award them the normal XP for the encounter. 
  If they did something that took only moderate effort 
  or was a lucky break, like finding a secret passage and 
  using it to avoid a fight, award them XP for a minor or 
  moderate accomplishment. In an adventure that’s more 
  free-form, like a sprawling dungeon with multiple paths, 
  there might be no reward for bypassing an encounter, 
  because doing so was trivial.
  You’ll have to think on your feet if information or items 
  get skipped when players bypass encounters. First, look 
  for another reasonable place in the adventure to place the 
  information or item. If it makes sense, move the original 
  encounter to another part of the adventure and give the 
  PCs a major advantage for bypassing the encounter in 
  the first place.
  Running Modes of Play
  Pathfinder sessions are divided into three different modes of play: encounters, exploration, 
  and downtime. Each mode represents different kinds of situations, with specific stakes 
  and time scales, and characters can use different sorts of actions and reactions in each.
  GAME MASTERING
  493
  10
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  ENDING ENCOUNTERS
  A combat encounter typically ends when all the creatures 
  on one side are killed or knocked unconscious. Once 
  this happens, you can stop acting in initiative order. 
  The surviving side then has ample time to ensure that 
  everyone taken out stays down. However, you might need 
  to keep using combat rounds if any player characters are 
  near death, clinging to a cliff, or in some other situation 
  where every moment matters for their survival.
  You can decide a fight is over if there’s no challenge 
  left, and the player characters are just cleaning up the last 
  few weak enemies. However, avoid doing this if any of 
  the players still have inventive and interesting things they 
  want to try or spells they’re concentrating on—ending 
  an encounter early is a tool to avoid boredom, not to 
  deny someone their fun. You can end a fight early in 
  several ways: the foes can surrender, an adversary can die 
  before its Hit Points actually run out, or you can simply 
  say the battle’s over and that the PCs easily dispatch 
  their remaining foes. In this last case, you might ask, “Is 
  everyone okay if we call the fight?” to make sure your 
  players are on board.
  One side might surrender when almost all its 
  members are defeated or if spells or skills thoroughly 
  demoralize them. Once there’s a surrender, come out 
  of initiative order and enter into a short negotiation. 
  These conversations are really about whether the 
  winners will show mercy to the losers or just kill 
  or otherwise get rid of them. The surrendering side 
  usually doesn’t have much leverage in these cases, so 
  avoid long back-and-forth discussions.
  flEEing EnEmiES
  Fleeing enemies can be a problem. Player characters 
  often want to pursue foes that flee because they think an 
  enemy might return as a threat later on. Avoid playing 
  this out move by move, as it can easily bog down the 
  game. If every adversary is fleeing, forgo initiative 
  order and give each PC the option to pursue any one 
  fleeing foe. Each PC can declare one action, spell, or 
  other ability to use to try to keep up. Then, compare the 
  PC’s Speed to that of the target, assess how much the 
  pursuer’s chosen spell or ability would help, and factor 
  in any abilities the quarry has that would aid escape. 
  If you determine that the pursuer catches up, go back 
  into combat with the original initiative order. If not, the 
  quarry escapes for now.
  If the PCs decide to flee, it’s usually best to let them do 
  so. Pick a particular location and allow them to escape 
  once they all reach it. However, if they’re encumbered 
  or otherwise slowed down, or if enemies have higher 
  Speeds and a strong motive to pursue, you might impose 
  consequences upon PCs who flee.
  SOCIAL ENCOUNTERS
  Most conversations play best as free-form roleplaying, 
  with maybe one or two checks for social skills involved. 
  Sometimes, though, a tense situation or crucial parlay 
  requires a social encounter that uses initiative, much like 
  a combat encounter. As with any other encounter, the 
  stakes of a social encounter need to be high! A failed social 
  encounter could mean a character is imprisoned or put to 
  death, a major rival becomes a political powerhouse, or a 
  key ally is disgraced and ostracized.
  Using the structure of an encounter is helpful because 
  it makes the timing clearer than in free-form play, and 
  each character feels like they’re contributing. When 
  running a social encounter, establish the stakes up 
  front, so the players know the consequences of success 
  or failure and the circumstances that will cause the 
  encounter to end.
  You have much more flexibility in how you run a 
  social encounter than in a combat encounter. Extending 
  the length of rounds beyond 6 seconds, allowing more 
  improvisation, and focusing less on special attacks and 
  spells all differentiate a social encounter from a combat 
  one. In most cases, you don’t need to worry about 
  character’s movements, nor do you need a map. Some 
  examples of social encounters include:
  • Proving someone’s innocence in front of a judge.
  • Convincing a neighboring monarch to help defend 
  against an invasion.
  • Besting a rival bard in a battle of wits.
  • Exposing a villain’s deception before a noble court.
  initiativE and actionS
  Initiative in a social encounter typically has characters 
  rolling Society or a Charisma-based skill, such as 
  PLAYING WITHOUT A GRID
  The Pathfinder rules are built to play combat encounters 
  on a 1-inch grid, but you can play without a grid or map. 
  In what’s traditionally called the “theater of the mind,” 
  you and other players imagine the locations of the 
  combatants and the environment. In this style of play, 
  you’ll frequently need to make judgment calls. These are 
  usually simple, like “Can I see the ogre from where I’m 
  standing?” or “Can I get to the ogre with one Stride?” It’s 
  often best to have a player tell you what they want to do, 
  such as “I want to cross the beam to get to the ogre and 
  attack it.” Then, you tell the player how that breaks down 
  into actions, like “You’ll need to spend one action and 
  succeed at an Acrobatics check, then Stride to get close 
  enough, then you’ll have one action left for a Strike.”
  When preparing encounters, avoid using lots of 
  difficult terrain, cover, or other battlefield challenges 
  that work better on a grid. Also, be more lenient with 
  combat tactics like flanking. You won’t have a way to 
  measure flanking, but the rules expect melee characters 
  like rogues to often get into a flanking position—often, 
  two characters ganging up in melee is enough to count.
  Core Rulebook
  494
  
  Diplomacy or Deception. As with other encounters, a 
  character’s approach to the conflict determines which 
  skill they’ll roll. On a character’s turn, they typically get 
  to attempt one roll, usually by using a skill action. Let 
  the player roleplay what their character says and does, 
  then determine what they’ll roll. Allow them to use any 
  abilities or spells that might help them make their case, 
  though keep in mind that when most people see the visual 
  signs of a spell being cast, they think someone is using 
  magic to try to influence or harm them, and they have a 
  negative reaction.
  Good social encounters include an opposition. 
  This can be direct, such as a rival who argues against 
  the characters’ case, or passive, such as a mob that 
  automatically becomes more unruly as each round 
  passes. Give the opposition one or more positions in the 
  initiative order so you can convey what it is doing. You 
  can create game statistics for the opposition, especially if 
  it’s an individual, but in situations like that of the unruly 
  mob, you might need nothing more than establish a set 
  of increasingly difficult DCs.
  mEaSuring SuccESS and progrESS
  You’ll need to decide how to measure the characters’ 
  success in social encounters, because there’s no AC 
  to target or HP to whittle down. Chapter 4 includes 
  guidance on setting DCs for social skill actions, often 
  using a target’s Will DC. If you need a DC for people who 
  don’t have stats, such as a crowd or an NPC for whom 
  you haven’t already generated statistics, use the guidelines 
  on setting DCs, found on page 503. You can either pick a 
  simple DC or use a level-based DC, estimating a level for 
  the subject or how challenging it should be to sway them.
  The attitude conditions—hostile, unfriendly, indifferent, 
  friendly, and helpful—provide a useful way to track the 
  progress of a social encounter. Use these to represent 
  the attitude of an authority, a crowd, a jury, or the like. 
  A typical goal for a social encounter is to change the 
  attitude of a person or group to helpful so they assist you, 
  or calming a hostile group or person to defuse a situation. 
  Try to give the players a clear idea of how much they’ve 
  progressed as the encounter proceeds.
  Another option is to track the number of successes 
  or failures the characters accrue. For instance, you 
  might need to trick four guards into leaving their posts, 
  and count each successful attempt to Lie or Create a 
  Diversion toward a total of four necessary successes. 
  You can combine these two methods; if the PCs need a 
  group of important nobles to vote their way, the goal of 
  the encounter might be to ensure that a majority of the 
  nobles have a better attitude toward the PCs than they 
  have of a rival—all within a limited time frame.
  GAME MASTERING
  495
  10
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  conSEquEncES
  When you set stakes at the start of a social encounter, 
  give an idea of the consequences. Beyond whatever 
  narrative benefits player characters might gain, a social 
  encounter usually includes an XP award. Because these are 
  encounters along the same lines as combat encounters, they 
  grant a sizable amount of XP, typically that of a moderate 
  accomplishment, or even a major accomplishment if the 
  encounter was the culmination of long-term plans or a 
  significant adversary got their comeuppance.
  The outcome of a social encounter should direct 
  the story of the game. Look for repercussions. Which 
  NPCs might view the PCs more favorably now? Which 
  might hold a grudge or formulate a new plan? A social 
  encounter can seal the fate of an NPC and end their story, 
  but this isn’t true for player characters. Even if something 
  looks truly dire for them, such as a death sentence, the 
  social encounter isn’t the end—there’s still time for 
  desperate heroics or a twist in the story.
  Exploration
  Exploration mode is intentionally less regimented than 
  encounters. As a result, during exploration you’ll be making 
  judgment calls on just about everything that happens.
  Fundamentally, exploration is all about rewarding the 
  PCs for learning about their surroundings. To facilitate 
  this, it’s especially important to have and convey a clear 
  mental picture of the group’s surroundings. You’ll be 
  better able to keep track of where the players are and 
  describe the sights, sounds, and other sensations of their 
  adventuring locales. Encourage the players to have their 
  characters truly explore, and reward their curiosity. The 
  things they try to do in exploration mode show you what 
  they’re interested in and what they consider important. 
  As you play, you’ll get a good feel for the aspects of 
  exploration that intrigue certain players, and you can add 
  more of those things to your adventures or emphasize 
  these points in published adventures.
  Stakes: Low to moderate. Exploration mode should be 
  used when there’s some amount of risk, but no immediate 
  danger. The PCs might be in an environment where they’re 
  likely to face monsters or hazards, but they usually stay 
  in exploration mode until they enter a fight or engage in 
  some other direct interaction.
  Time Scale: When the PCs are in exploration mode, 
  time in the game world passes much faster than 
  real-world time at the table, so it’s rarely measured out 
  to the second or the minute. You can speed up or slow 
  down how quickly things are happening as needed. If it’s 
  important to know exactly how much time is passing, 
  you can usually estimate time spent in exploration mode 
  to 10-minute increments.
  Actions and Reactions: Though exploration isn’t 
  broken into rounds, exploration activities assume the 
  PCs are spending part of their time using actions, such as 
  Seeking or Interacting. If they have specific actions they 
  want to use, they should ask; you can decide whether the 
  actions apply and whether to switch to encounter mode 
  for greater detail. PCs can use any relevant reactions that 
  come up during exploration mode.
  EXPLORATION ACTIVITIES
  In exploration mode, each player who wants to do 
  something beyond just traveling chooses an exploration 
  activity for their character. The most common activities 
  are Avoid Notice, Detect Magic, Hustle, and Search, 
  though there are many options available. While players 
  usually hew close to these default activities, there’s no 
  need for them to memorize the exploration activities and 
  use them exactly. Instead, allow each player to describe 
  what their character is doing. Then, as the GM, you can 
  determine which activity applies. This also means you 
  determine how an activity works if the character’s actions 
  differ from those on the list.
  The following sections discuss exploration activities that 
  require adjudication from you beyond the guidelines for 
  players detailed on pages 479–480 of Chapter 9.
  dEtEct magic
  This activity doesn’t enable characters to automatically 
  find every single magical aura or object during travel. 
  Hazards that require a minimum proficiency can’t be 
  found with detect magic, nor can illusions of equal or 
  higher level than the spell.
  When characters find something magical using this 
  activity, let them know and give them the option to stop 
  and explore further or continue on. Stopping brings 
  you into a more roleplay-heavy scene in which players 
  can search through an area, assess different items, or 
  otherwise try to figure out the source of the magic and 
  what it does. Continuing on might cause the group to 
  miss out on beneficial magic items or trigger a magic trap.
  follow thE ExpErt
  A skilled character can help out less skilled allies who 
  choose to Follow the Expert. This is a good way to help a 
  character with a low Stealth modifier sneak around, get a 
  character with poor Athletics up a steep cliff, and so on. 
  Usually, a character who is Following the Expert can’t 
  perform other exploration activities or follow more than 
  one person at a time.
  invEStigatE
  As with Searching or Detecting Magic, the initial result 
  of Investigating is usually enough to give the investigator 
  a clue that leads into a more thorough examination, but 
  it rarely gives all possible information. For instance, a 
  character might note that the walls of a dungeon are 
  covered with Abyssal writing, but they would need 
  to stop to read the text or determine that it’s written 
  in blood.
  Core Rulebook
  496
  
  SEarch
  With a successful Perception check while Searching, a 
  character notices the presence or absence of something 
  unusual in the area, but it doesn’t provide a comprehensive 
  catalog of everything there. Instead, it gives a jumping-off 
  point for closer inspection or an encounter. For instance, 
  if an area has both a DC 30 secret door and a DC 25 trap, 
  and a Searching character got a 28 on their Perception 
  check, you would tell the player that their character 
  noticed a trap in the area, and you’d give a rough idea 
  of the trap’s location and nature. The party needs to 
  examine the area more to learn specifics about the trap, 
  and someone would need to Search again to get another 
  chance to find the secret door.
  If an area contains many objects or something that will 
  take a while to search (such as a cabinet full of papers), 
  Searching would reveal the cabinet, but the PCs would have 
  to examine it more thoroughly to check the papers. This 
  usually requires the party to stop for a complete search.
  You roll a secret Perception check for a Searching 
  character to detect any secrets they pass that’s in a 
  place that stands out (such as near a door or a turn in 
  a corridor), but not one that’s in a more inconspicuous 
  place (like a random point in a long hallway) unless they 
  are searching particularly slowly and meticulously.
  SETTING A PARTY ORDER
  In exploration mode, it often matters which characters 
  are in the front or back of the party formation. Let the 
  players decide among themselves where in the group their 
  characters are while exploring. This order can determine 
  who gets attacked first when enemies or traps threaten 
  from various directions. It’s up to you to determine the 
  specifics of who gets targeted based on the situation.
  When you come out of exploration mode, the group 
  usually remains in the same general formation. Decide 
  the PCs’ exact positions, with their input, if you’re 
  moving to a grid (as usually happens at the start of a 
  combat encounter). If they come out of exploration mode 
  on their own terms, they can move around as they see fit. 
  For example, if they detect a trap and the rogue starts 
  attempting to disarm it, the other characters can move to 
  whatever locations they think are safe.
  ADVERSE TERRAIN AND WEATHER
  Exploration gets slower when the party faces dense 
  jungles, deep snow, sandstorms, extreme heat, or similar 
  difficult conditions. You decide how much these factors 
  impact the characters’ progress. The specific effects of 
  certain types of terrain and weather are described starting 
  on page 512.
  GAME MASTERING
  497
  10
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Difficult terrain such as thick undergrowth usually 
  slows down progress. Unless it’s important how far the 
  group gets in a particular time frame, this can be covered 
  with a quick description of chopping through the vines or 
  trudging through a bog. If the characters are on a deadline, 
  adjust their progress on Table 9–2: Travel Speed (page 479), 
  typically cutting it in half if almost all of the land is difficult 
  terrain or to one-third for greater difficult terrain.
  Hazardous terrain, such as the caldera of an active 
  volcano, might physically harm the player characters. 
  The group might have the option to travel directly 
  through or go around by spending more time. You can 
  transition into a more detailed scene while the characters 
  move through hazardous terrain and attempt to mitigate 
  the damage with spells or skill checks. If they endure 
  hazardous terrain, consider giving the PCs a minor or 
  moderate XP reward at the end of their exploration, with 
  slightly more XP if they took smart precautions to avoid 
  taking damage.
  Dangerous crevasses, swampy bogs, quicksand, and 
  similar dangers are environmental hazards, which are 
  described beginning on page 512.
  HAZARDS
  Exploration can get broken up by traps and other hazards 
  (see Hazards on page 520). Simple hazards pose a threat 
  to the PCs only once and can be dealt with in exploration 
  mode. Complex hazards require jumping into encounter 
  mode until the hazard is dealt with. Disabling a trap or 
  overcoming a hazard usually takes place in encounter 
  mode. PCs have a better chance to detect hazards while 
  exploring if they’re using the Search activity (and the 
  Detect Magic activity, in the case of some magic traps).
  ROLLING INITIATIVE
  Transitioning from exploration to an encounter usually 
  involves rolling for initiative. Call for initiative once a 
  trap is triggered, as soon as two opposing groups come 
  into contact, or when a creature on one side decides to 
  take action against the other. For example:
  • A group of PCs are exploring a cavern. They enter 
  a narrow passage patrolled by a group of kobold 
  warriors. Now that the two groups are in the same 
  area, it’s time to roll initiative.
  • Amiri and a kobold champion agree to have 
  a friendly wrestling match. They square off 
  on a patch of dirt, and you call for initiative 
  using Athletics.
  • Merisiel and Kyra are negotiating with the kobold 
  king. Things aren’t going well, so Merisiel decides 
  to launch a surprise attack. As soon as she says 
  this is her plan, you call for initiative.
  • Harsk and Ezren are trying to Balance across a 
  narrow beam to reach an isolated kobold treasure 
  trove. When they get halfway across, a red dragon 
  who was hiding behind the mountain flies around 
  to attack! As soon as the dragon makes its 
  appearance, you call for an initiative roll.
  initiativE aftEr rEactionS
  In some cases, a trap or a foe has a reaction that tells 
  you to roll initiative. For instance, a complex trap that’s 
  triggered might make an attack with its reaction before 
  the initiative order begins. In these cases, resolve all the 
  results of the reaction before calling for initiative rolls.
  chooSing thE typE of roll
  When choosing what type of roll to use for initiative, 
  lean toward the most obvious choice. The most common 
  roll is Perception; this is what the kobolds would use in 
  the first example, as would Kyra and the kobold king 
  in the third example. The next most common skills to 
  use are Stealth (for sneaking up, like the dragon in the 
  last example) and Deception (for tricking opponents, 
  like Merisiel in the third example). For social contests, 
  it’s common to use Deception, Diplomacy, Intimidation, 
  Performance, or Society.
  If you’re unsure what roll to call for, use Perception. 
  If a different type of roll could make sense for a character, 
  EXPLORATION ACTIVITIES
  The following exploration activities are fully detailed on 
  pages 479–480 of Chapter 9. Many more appear within 
  Chapter 4: Skills.
  • Avoid Notice
  • Defend
  • Detect Magic
  • Follow the Expert
  • Hustle
  • Investigate
  • Repeat a Spell
  • Scout
  • Search
  Improvising New Activities
  If a player wants to do something not covered by other 
  rules, here are some guidelines. If the activity is similar 
  to an action someone could use in an encounter, such 
  as Avoid Notice, it usually consists of a single action 
  repeated roughly 10 times per minute (such as using the 
  Sneak action 10 times) or an alternation of actions that 
  works out similarly (such as Search, which alternates 
  Stride and Seek). An activity using a quicker pace, 
  corresponding to roughly 20 actions per minute, might 
  have limited use or cause fatigue, as would one requiring 
  intense concentration.
  You might find that a player wants to do something 
  equivalent to spending 3 actions every 6 seconds, just like 
  they would in combat. Characters can exert themselves to 
  this extent in combat only because combat lasts such a 
  short time—such exertion isn’t sustainable over the longer 
  time frame of exploration.
  Core Rulebook
  498
  
  MONITORING SPELL DURATIONS
  Spell durations are approximate values that codify the 
  vagaries and eccentricities of magic into a convenient 
  number. However, that doesn’t mean you can set your 
  watch by a spell with a 1-hour duration. This is one of 
  the reasons the passage of time outside of encounters is 
  in your hands and isn’t as precise as encounter rounds. 
  If a question arises about whether a spell has expired, 
  you make the call. You shouldn’t be punitive, but you also 
  shouldn’t treat characters like they move with clockwork 
  precision and perfect efficiency between encounters.
  There are two times these durations matter most: when 
  players try to fit multiple encounters within the duration 
  of a spell, and when they want to use a spell before a fight 
  and keep it in effect during the encounter.
  Multiple Encounters
  A 1-minute spell should last for multiple encounters only if 
  the encounters happen in very close proximity (usually in 
  two adjoining rooms) and if the PCs go directly from one 
  fight to the next without leaving encounter mode. If they 
  want to stop and heal, or if the party debates whether to go 
  on, the process takes enough time that the spell runs out.
  Be more generous with spells lasting 10 minutes or 
  more. A 10-minute spell easily lasts for one encounter and 
  could continue for another if the locations are close. A 
  1-hour spell usually lasts for several encounters.
  Before a Fight
  Casting advantageous spells before a fight (sometimes 
  called “pre-buffing”) gives the characters a big advantage, 
  since they can spend more combat rounds on offensive 
  actions instead of preparatory ones. If the players have the 
  drop on their foes, you usually can let each character cast 
  one spell or prepare in some similar way, then roll initiative.
  Casting preparatory spells before combat becomes 
  a problem when it feels rote and the players assume it 
  will always work—that sort of planning can’t hold up in 
  every situation! In many cases, the act of casting spells 
  gives away the party’s presence. In cases where the PCs’ 
  preparations could give them away, you might roll for 
  initiative before everyone can complete their preparations.
  you should usually offer the choice of that roll or 
  Perception and let the player decide. Don’t do this if it’s 
  absolutely clear another kind of check matters more sense 
  than Perception, such as when the character is sneaking 
  up on enemies and should definitely use Stealth.
  You can allow a player to make a case that they should 
  use a different skill than Perception, but only if they 
  base it on something they’ve established beforehand. For 
  example, if in the prelude to the attack, Merisiel’s player 
  had said, “I’m going to dangle down off the chandelier to 
  get the drop on them,” you could let them use Acrobatics 
  for their initiative roll. If they just said, “Hey, I want to 
  attack these guys. Can I use Acrobatics?” without having 
  established a reason beforehand, you probably shouldn’t 
  allow it.
  charactEr placEmEnt
  When calling for initiative for a combat encounter, you’ll 
  need to decide where the participants in the encounter 
  go on the battle map. Use the party’s order, described on 
  page 497, as a base. You can move forward characters 
  who are using Stealth to get into position, putting them 
  in a place they could reasonably have moved up to before 
  having a chance to be detected. Consult with each player 
  to make sure their position makes sense to both of you.
  RESTING
  Characters require 8 hours of sleep each day. Though 
  resting typically happens at night, a group gains the 
  same benefits for resting during the day. Either way, 
  they can gain the benefits of resting only once every 24 
  hours. A character who rests for 8 hours recovers in the 
  following ways:
  • The character regains Hit Points equal to their 
  Constitution modifier (minimum 1) multiplied 
  by their level. If they rest without any shelter or 
  comfort, you might reduce this healing by half (to a 
  minimum of 1 HP).
  • The character loses the fatigued condition.
  • The character reduces the severity of the doomed 
  and drained conditions by 1.
  • Most spellcasters need to rest before they regain 
  their spells for the day.
  A group in exploration mode can attempt to rest, but 
  they aren’t entirely safe from danger, and their rest might 
  be interrupted. The 8 hours of rest do not need to be 
  consecutive, however, and after an interruption, characters 
  can go back to sleep.
  Sleeping in armor results in poor rest and causes a 
  character to wake up fatigued. If a character would have 
  recovered from fatigue, sleeping in armor prevents it.
  If a character goes more than 16 hours without going 
  to sleep, they become fatigued.
  Taking long-term rest for faster recovery is part of 
  downtime and can’t be done during exploration. See 
  page 502 for these rules.
  watchES and SurpriSE attackS
  Adventuring parties usually put a few people on guard to 
  watch out for danger while the others rest. Spending time 
  on watch also interrupts sleep, so a night’s schedule needs 
  to account for everyone’s time on guard duty. Table 10–3: 
  Watches and Rest on the next page indicates how long the 
  group needs to set aside for rest, assuming everyone gets a 
  rotating watch assignment of equal length.
  If a surprise encounter would occur during rest, you 
  can roll a die to randomly determine which character is 
  on watch at the time. All characters roll initiative; sleeping 
  characters typically roll Perception with a –4 status penalty 
  GAME MASTERING
  499
  10
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  for being unconscious. They don’t automatically wake up 
  when rolling initiative, but they might roll a Perception 
  check to wake up at the start of their turn due to noise. If a 
  savvy enemy waits for a particularly vulnerable character to 
  take watch before attacking, the attack can happen on that 
  character’s watch automatically. However, you might have 
  the ambusher attempt a Stealth check against the Perception 
  DCs of all characters to see if anyone noticed its approach.
  TABLE 10–3: WATCHES AND REST
   
  Group 
  Total 
  Duration of
   
  Size 
  Time 
  Each Watch
   
  2 
  16 hours 
  8 hours
   
  3 
  12 hours 
  4 hours
   
  4 
  10 hours, 40 minutes 
  2 hours, 40 minutes
   
  5 
  10 hours 
  2 hours
   
  6 
  9 hours, 36 minutes 
  1 hour, 36 minutes
  DAILY PREPARATIONS
  Just before setting out to explore, or after a night’s rest, 
  the PCs spend time to prepare for the adventuring day. 
  This typically happens over the span of 30 minutes to an 
  hour in the morning, but only after 8 full hours of rest. 
  Daily preparations include the following.
  • Spellcasters who prepare spells choose which spells 
  they’ll have available that day.
  • Focus Points and other abilities that reset during 
  daily preparations refresh. This includes abilities that 
  can be used only a certain number of times per day.
  • Each character equips their gear. This includes 
  donning their armor and strapping on their weapons.
  • Characters invest up to 10 worn magic items to gain 
  their benefits for the day (page 531).
  STARVATION AND THIRST
  Typically characters eat and drink enough to survive 
  comfortably. When they can’t, they’re fatigued until 
  they do. After 1 day + a creature’s Constitution modifier 
  without water, it takes 1d4 damage each hour that can’t 
  be healed until it quenches its thirst. After the same 
  amount of time without food, it takes 1 damage each day 
  that can’t be healed until it sates its hunger.
  Downtime
  In downtime, you can sum up the important events of 
  a whole day with just one roll. Use this mode when the 
  characters return home or otherwise aren’t adventuring.
  Usually, downtime is a few minutes at the start of a 
  session or a break between major chapters of an adventure. 
  As with exploration, you might punctuate downtime with 
  roleplaying or encounters when it’s natural to do so.
  This section describes ways to handle downtime and 
  details several activities and considerations specific to 
  downtime, such as cost of living, buying and selling goods, 
  long-term rest, and retraining. Most other downtime 
  activities are skill actions; a number of these common 
  downtime activities and their associated skills are listed 
  below. See the relevant skills in Chapter 4 for details.
  • Craft (Crafting)
  • Earn Income (Crafting, Lore, Performance)
  • Treat Disease (Medicine)
  • Create Forgery (Society)
  • Subsist (Society, Survival)
  Stakes: None to low. Downtime is the counterpart to 
  adventuring and covers low-risk activities.
  Time Scale: Downtime can last days, weeks, months, 
  or years in the game world in a few minutes of real time.
  Actions and Reactions: If you need to use actions and 
  reactions, switch to exploration or encounter mode. 
  A creature that can’t act is unable to perform most 
  downtime activities, but it can take long-term rest.
  PLAYING OUT A DOWNTIME DAY
  At the start of a given day of downtime, have all the players 
  declare what their characters are trying to accomplish that 
  day. You can then resolve one character’s efforts at a time 
  (or group some characters together, if they are cooperating 
  on a single project). Some activities, such as Earning 
  Income, require only a simple roll and some embellishment 
  from you and the player. Other activities are more involved, 
  incorporating encounters or exploration. You can call on 
  the players to play out their downtime activities in any 
  order, though it’s often best to do the simplest ones first. 
  Players who aren’t part of a more involved activity might 
  have time to take a break from the table while the more 
  complex activities are played out.
  Characters can undertake their daily preparations if 
  they want, just as they would on a day of exploration. 
  Ask players to establish a standard set of preparations, 
  and you can assume the characters go through the same 
  routine every day unless their players say otherwise.
  coopEration
  Multiple characters can cooperate on the same downtime 
  task. If it’s a simple task that requires just one check, such 
  as a party Subsisting as they await rescue on a desert 
  island, one character rolls the necessary check while 
  everyone else Aids that character. If it’s a complex task, 
  assume all of them are working on different parts of it at 
  one time, so all their efforts count toward its completion. 
  For example, a party might collaborate to build a theater, 
  with one character drawing up architectural plans, one 
  doing manual labor, and one talking to local politicians 
  and guilds.
  chEckS
  Some downtime activities require rolls, typically skill 
  checks. Because these rolls represent the culmination 
  of a series of tasks over a long period, players can’t use 
  most abilities or spells that manipulate die rolls, such as 
  Core Rulebook
  500
  
  activating a magic item to gain a bonus or casting a fortune 
  spell to roll twice. Constant benefits still apply, though, 
  so someone might invest a magic item that gives them 
  a bonus without requiring activation. You might make 
  specific exceptions to this rule. If something could apply 
  constantly, or so often that it might as well be constant, it’s 
  more likely to be used for downtime checks.
  LONGER PERIODS OF DOWNTIME
  Running downtime during a long time off—like several 
  weeks, months, or even years—can be more challenging. 
  However, it’s also an opportunity for the characters to 
  progress toward long-term plans rather than worrying 
  about day-to-day activities. Because so much time is 
  involved, characters don’t roll a check for each day. 
  Instead, they deal with a few special events, average out 
  the rest of the downtime, and pay for their cost of living.
  EvEntS
  After the characters state what they want to achieve in their 
  downtime, select a few standout events for each of them—
  usually one event for a period of a week or a month, or 
  four events for a year or longer. These events should be 
  tailored to each character and their goals, and they can 
  serve as hooks for adventures or plot development.
  Though the following examples of downtime events 
  all involve Earning Income, you can use them to spark 
  ideas for other activities. A character using Perform to 
  Earn Income could produce a commanding performance 
  of a new play for visiting nobility. Someone using Crafting 
  might get a lucrative commission to craft a special item. 
  A character with Lore might have to research a difficult 
  problem that needs a quick response.
  PCs who want to do things that don’t correspond to a 
  specific downtime activity should still experience downtime 
  events; you just choose the relevant skill and DC. For 
  example, if a character intends to build their own library 
  to house their books on magic, you might decide setting the 
  foundation and organizing the library once construction 
  is finished are major events. The first could be a Crafting 
  check, and the second an Arcana or Library Lore check.
  avEragE progrESS
  For long periods of downtime, you might not want to 
  roll for every week, or even every month. Instead, set the 
  level for one task using the lowest level the character can 
  reliably find in the place where they spend their downtime 
  (see Difficulty Classes on page 503 for more on setting task 
  levels). If the character fails this check, you might allow 
  them to try again after a week (or a month, if you’re dealing 
  with years of downtime). Don’t allow them to roll again if 
  they succeeded but want to try for a critical success, unless 
  they do something in the story of the game that you think 
  makes it reasonable to allow a new roll.
  The events you include during a long stretch of 
  downtime should typically feature higher-level tasks than 
  GAME MASTERING
  501
  10
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  the baseline. For instance, a character Earning Income 
  with Sailing Lore for 4 months might work at a port 
  doing 1st-level tasks most of the time, but have 1 week 
  of 3rd-level tasks to account for busy periods. You’ll 
  normally have the player roll once for the time they spent 
  at 1st-level tasks and once for the week of 3rd-level tasks.
  COST OF LIVING
  For short periods of downtime, characters are usually just 
  passing through a settlement or spending a bit of time 
  there. They can use the prices for inn stays and meals 
  found on page 294. For long stretches of downtime, use 
  the values on Table 6–16: Cost of Living on the same 
  page. Deduct these costs from a character’s funds after 
  they gain any money from their other downtime activities.
  A character can live off the land instead, but each day 
  they do, they typically use the Subsist activity (page 240) to 
  the exclusion of any other downtime activity.
  BUYING AND SELLING
  After an adventure yields a windfall, the characters might 
  have a number of items they want to sell. Likewise, when 
  they’re flush with currency, they might want to stock up 
  on gear. It usually takes 1 day of downtime to sell off a 
  few goods or shop around to buy a couple items. It can 
  take longer to sell off a large number of goods, expensive 
  items, or items that aren’t in high demand.
  This assumes the characters are at a settlement of 
  decent size during their downtime. In some cases, they 
  might spend time traveling for days to reach bigger cities. 
  As always, you have final say over what sort of shops and 
  items are available.
  An item can usually be purchased at its full Price and 
  sold for half its Price. Supply and demand adjusts these 
  numbers, but only occasionally.
  LONG-TERM REST
  Each full 24-hour period a character spends resting 
  during downtime allows them to recover double what 
  they would for an 8-hour rest (as listed on page 499). 
  They must spend this time resting in a comfortable and 
  secure location, typically in bed.
  If they spend significantly longer in bed rest—usually 
  from a few days to a week of downtime—they recover 
  from all damage and most nonpermanent conditions. 
  Characters affected by diseases, long-lasting poisons, 
  or similar afflictions might need to continue attempting 
  saves during downtime. Some curses, permanent injuries, 
  and other situations that require magic or special care 
  to remove don’t end automatically during long-term rest.
  RETRAINING
  The retraining rules on page 481 allow a player to change 
  some character choices, but they rely on you to decide 
  whether the retraining requires a teacher, how long it 
  takes, if it has any associated costs, and if the ability can 
  be retrained at all. It’s reasonable for a character to retrain 
  most choices, and you should allow them. Only choices that 
  are truly intrinsic to the character, like a sorcerer’s bloodline, 
  should be off limits without extraordinary circumstances.
  Try to make retraining into a story. Use NPCs the 
  character already knows as teachers, have a character 
  undertake intense research in a mysterious old library, or 
  ground the retraining in the game’s narrative by making 
  it the consequence of something that happened to the 
  character in a previous session.
  timE
  Retraining a feat or skill increase typically takes a 
  week. Class features that require a choice can also be 
  retrained but take longer: at least a month, and possibly 
  more. Retraining might take even longer if it would be 
  especially physically demanding or require travel, lengthy 
  experimentation, or in-depth research, but usually you 
  won’t want to require more than a month for a feat or 
  skill, or 4 months for a class feature.
  A character might need to retrain several options at 
  once. For instance, retraining a skill increase might 
  mean they have skill feats they can no longer use, and 
  so they’ll need to retrain those as well. You can add all 
  this retraining time together, then reduce the total a bit to 
  represent the cohesive nature of the retraining.
  inStruction and coStS
  The rules abstract the process of learning new things as 
  you level up—you’re learning on the job—but retraining 
  suggests that the character works with a teacher or 
  undergoes specific practice to retrain. If you want, you 
  can entirely ignore this aspect of retraining, but it does 
  give an opportunity to introduce (or reintroduce) NPCs 
  and further the game’s story. You can even have one 
  player character mentor another, particularly when it 
  comes to retraining skills.
  Any costs to retraining should be pretty minor—about 
  as much as a PC could gain by Earning Income over 
  the same period of time. The costs are mostly there to 
  make the training feel appropriate within the context 
  of the story, not to consume significant amounts of the 
  character’s earnings. A teacher might volunteer to work 
  without pay as a reward for something the character has 
  already done, or simply ask for a favor in return.
  diSallowEd optionS
  While some character options can’t normally be retrained, 
  you can invent ways for a character to retrain even these—
  special rituals, incredible quests, or the perfect tutor. For 
  example, ability scores can’t normally be retrained, as that 
  can unbalance the game. But not all players necessarily 
  want to exploit the system—maybe a player simply 
  wants to swap an ability boost between two low stats. In 
  situations like this, you could let them spend a few months 
  working out or studying to reassign an ability boost.
  Core Rulebook
  502
  
  Simple DCs
  Sometimes you need to quickly set a Difficulty Class. The 
  easiest method is to select a simple DC from Table 10–4 
  by estimating which proficiency rank best matches the task 
  (that rank is usually not required to succeed at the task). 
  If it’s something pretty much anyone would have a decent 
  chance at, use the untrained DC. If it would require a degree 
  of training, use the DC listed for trained, expert, master, or 
  legendary proficiency, as appropriate to the complexity of the 
  task. For example, say a PC was trying to uncover the true 
  history behind a fable. You determine this requires a check 
  to Recall Knowledge, and that only someone with master 
  proficiency in Folktale Lore would know the information, 
  so you’d set the DC at 30—the simple master DC.
  Simple DCs work well when you need a DC on the fly 
  and there’s no level associated with the task. They’re most 
  useful for skill checks. Because there isn’t much gradation 
  between the simple DCs, they don’t work as well for 
  hazards or combatants, where the PCs’ lives are on the line; 
  you’re better off using level-based DCs for such challenges.
  TABLE 10–4: SIMPLE DCS
   
  Proficiency Rank 
  DC
   
  Untrained 
  10
   
  Trained 
  15
   
  Expert  
  20
   
  Master 
  30
   
  Legendary 
  40
  Level-Based DCs
  When you’re determining a skill DC based on something 
  that has a level, use Table 10–5 to set the DC. Find the 
  level of the subject, and assign the corresponding DC. Since 
  spells use a 1–10 scale, use the Spell Level column for them. 
  Use these DCs when a PC needs to Identify a Spell or 
  Recall Knowledge about a creature, attempts to Earn 
  Income by performing a task of a certain level, and so 
  on. You can also use the level-based DCs for obstacles 
  instead of assigning a simple DC. For example, you 
  might determine that a wall in a high-level dungeon was 
  constructed of smooth metal and is hard to climb. You 
  could simply say only someone with master proficiency 
  could climb it, and use the simple DC of 30. Or you 
  might decide that the 15th-level villain who created the 
  dungeon crafted the wall, and use the 15th-level DC of 
  34. Either approach is reasonable!
  Note that PCs who invest in a skill become more likely 
  to succeed at a DC of their level as they increase in level, 
  and the listed DCs eventually become very easy for them.
  TABLE 10–5: DCS BY LEVEL
   
  Level 
  DC 
  Level 
  DC
   
  0 
  14 
  13 
  31
   
  1 
  15 
  14 
  32
   
  2 
  16 
  15 
  34
   
  3 
  18 
  16 
  35
   
  4 
  19 
  17 
  36
   
  5 
  20 
  18 
  38
   
  6 
  22 
  19 
  39
   
  7 
  23 
  20 
  40
   
  8 
  24 
  21 
  42
   
  9 
  26 
  22 
  44
   
  10 
  27 
  23 
  46
   
  11 
  28 
  24 
  48
   
  12 
  30 
  25 
  50
   
   
  Spell Level* 
  DC
   
   
  1st 
  15
   
   
  2nd 
  18
   
   
  3rd 
  20
   
   
  4th 
  23
   
   
  5th 
  26
   
   
  6th 
  28
   
   
  7th 
  31
   
   
  8th 
  34
   
   
  9th 
  36
   
   
  10th 
  39
  * If a spell is uncommon or rare, its difficulty should be 
  adjusted accordingly.
  Adjusting Difficulty
  You might decide a DC should differ from the baseline, 
  whether to account for PCs’ areas of expertise or to 
  represent the rarity of spells or items. A DC adjustment 
  represents an essential difference in the difficulty of a task 
  and applies to anyone attempting a specific check for it. 
  Adjustments happen most often with tasks whose DCs 
  are based on their level. Adjustments use a scale of –10 
  to +10, from incredibly easy checks to incredibly hard 
  Difficulty Classes
  As the Game Master, it’s up to you to set the difficulty classes (DCs) for checks that don’t 
  use a predefined DC. The following sections offer advice on how to set appropriate DCs 
  and tweak them as needed to feel natural for your story. Picking a simple DC and using a 
  level-based DC each work well in certain circumstances, and you can adjust both types of 
  DC using the advice on adjusting difficulty.
  GAME MASTERING
  503
  10
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  ones, and are broken into increments of 2, 5, and 10. 
  You’ll often apply the adjustments for uncommon, rare, 
  or unique subjects.
  TABLE 10–6: DC ADJUSTMENTS
   
  Difficulty 
  Adjustment 
  Rarity
   
  Incredibly easy 
  –10 
  —
   
  Very easy 
  –5 
  —
   
  Easy  
  –2 
  —
   
  Hard  
  +2 
  Uncommon
   
  Very hard 
  +5 
  Rare
   
  Incredibly hard 
  +10 
  Unique
  The adjustments’ names don’t translate to how hard a 
  task actually is for a PC or group of PCs, and adjustments 
  aren’t meant to balance out or replace PCs’ bonuses and 
  penalties. PCs who invest in a skill will become better and 
  better at that skill as they increase in level. For example, even 
  the best 1st-level PC has grim odds against an incredibly 
  hard 1st-level DC, with a huge chance of critical failure, but 
  by 20th level, an optimized character with a modicum of 
  magic or assistance can take down incredibly hard 20th-
  level DCs over half the time, critically failing only on a 1. At 
  higher levels, many groups will find that the very hard DC is 
  more like standard for them; keep that in mind if you need 
  a check that presents a true challenge to a high level group.
  You might use different DCs for a task based on the 
  particular skill or statistic used for the check. Let’s say 
  your PCs encounter a magical tome about aberrant 
  creatures. The tome is 4th-level and has the occult trait, 
  so you set the DC of an Occultism check to Identify the 
  Magic to 19, based on Table 10–5. As noted in Identify 
  Magic, other magic-related skills can typically be used at 
  a higher DC, so you might decide the check is very hard 
  for a character using Arcana and set the DC at 24 for 
  characters using that skill. If a character in your group 
  had Aberration Lore, you might determine that it would 
  be easy or very easy to use that skill and adjust the DC 
  to 17 or 14. These adjustments aren’t taking the place of 
  characters’ bonuses, modifiers, and penalties—they are 
  due to the applicability of the skills being used.
  GROUP ATTEMPTS
  The DCs in this chapter give an individual character a 
  strong and increasing chance of success if they have some 
  proficiency. On occasion, though, you’ll have a task that 
  only one person in the group needs to succeed at, but that 
  everyone can attempt. The number of dice being rolled 
  means that there’s a very high chance at least one of them 
  will succeed. Most of the time, that’s perfectly fine, but 
  sometimes you’ll want the task to be a challenge, with 
  some uncertainty as to whether the party can succeed. In 
  these cases, make the check very hard, or incredibly hard 
  if you want it to be particularly difficult or at high levels. 
  At these DCs, most of the party will probably fail, but 
  someone will probably still succeed, likely a character who 
  has heavily invested in the given skill, as is expected for 
  specialized characters.
  Minimum Proficiency
  Sometimes succeeding at a particular task requires a 
  character to have a specific proficiency rank in addition 
  to a success on the check. Locks and traps often require a 
  certain proficiency rank to successfully use the Pick a Lock 
  or Disable a Device actions of Thievery. A character whose 
  proficiency rank is lower than what’s listed can attempt 
  the check, but they can’t succeed. You can apply similar 
  minimum proficiencies to other tasks. You might decide, 
  for example, that a particular arcane theorem requires 
  training in Arcana to understand. An untrained barbarian 
  can’t succeed at the check, but she can still attempt it if she 
  wants—after all, she needs to have a chance to critically 
  fail and get erroneous information!
  For checks that require a minimum proficiency, keep 
  the following guidelines in mind. A 2nd-level or lower 
  task should almost never require expert proficiency, 
  a 6th-level or lower task should almost never require 
  master proficiency, and a 14th-level or lower task should 
  almost never require legendary proficiency. If they did, no 
  character of the appropriate level could succeed.
  Specific Actions
  Several parts of this book, most notably Chapter 4: Skills, 
  state that you as the GM set the DCs for certain checks or 
  determine other parameters. Here are guidelines for the most 
  common tasks. Remember that all of these are guidelines, 
  and you can adjust them as necessary to suit the situation.
  CRAFT
  When a character Crafts an item, use the item’s level 
  to determine the DC, applying the adjustments from 
  Table 10–6 for the item’s rarity if it’s not common. You 
  might also apply the easy DC adjustment for an item the 
  crafter has made before. Repairing an item usually uses the 
  DC of the item’s level with no adjustments, though you 
  might adjust the DC to be more difficult for an item of a 
  higher level than the character can Craft.
  EARN INCOME
  You set the task level when someone tries to Earn Income. 
  The highest-level task available is usually the same as the 
  level of the settlement where the character is located. If 
  you don’t know the settlement’s level, it’s usually 0–1 for a 
  village, 2–4 for a town, or 5–7 for a city. A PC might need 
  to travel to a metropolis or capital to find tasks of levels 
  8-10, and to the largest cities in the world or another plane 
  to routinely find tasks beyond that. Some locations might 
  have higher-level tasks available based on the nature of 
  the settlement. A major port might have higher-level tasks 
  Core Rulebook
  504
  
  for Sailing Lore, a city with a vibrant arts scene might 
  have higher-level tasks for Performance, and so on. If 
  someone is trying to use a particularly obscure skill, they 
  might have trouble finding tasks of an ideal level, or any 
  at all—no one in most settlements is clamoring for the 
  expertise of someone with Troll Lore.
  Once the PC has decided on a particular level of task 
  from those available, use the DC for that level from 
  Table 10–5. You might adjust the DC to be more difficult 
  if there’s inclement weather during an outdoor job, a 
  rowdy audience for a performance, or the like.
  GATHER INFORMATION
  To set the DC to Gather Information, use a simple DC 
  representing the availability of information about the 
  subject. Adjust the DC upward if the PC Gathering 
  Information seeks in-depth information. For example, 
  if a character wants to Gather Information about a 
  visiting caravan, you might decide that a common person 
  wouldn’t know much about it, but any merchant or guard 
  would, so learning basic facts uses the simple DC for 
  trained proficiency. A caravan leader’s name is superficial, 
  so discovering it might be DC 15 (the simple trained 
  DC in Table 10–4). Learning the identity of the leader’s 
  employers, however, might be DC 20 if the employers are 
  more obscure.
  IDENTIFY MAGIC OR LEARN A SPELL
  The DC to Identify Magic or Learn a Spell is usually 
  the DC listed in Table 10–5 for the spell or item’s level, 
  adjusted for its rarity. A very strange item or phenomenon 
  usually uses a higher DC adjustment. For a cursed item 
  or certain illusory items, use an incredibly hard DC to 
  increase the chance of misidentification.
  RECALL KNOWLEDGE
  On most topics, you can use simple DCs for checks to Recall 
  Knowledge. For a check about a specific creature, trap, or 
  other subject with a level, use a level-based DC (adjusting 
  for rarity as needed). You might adjust the difficulty down, 
  maybe even drastically, if the subject is especially notorious 
  or famed. Knowing simple tales about an infamous 
  dragon’s exploits, for example, might be incredibly easy for 
  the dragon’s level, or even just a simple trained DC.
  altErnativE SkillS
  As noted in the action’s description, a character might 
  attempt to Recall Knowledge using a different skill than 
  the ones listed as the default options. If the skill is highly 
  applicable, like using Medicine to identify a medicinal 
  tonic, you probably don’t need to adjust the DC. If its 
  relevance is a stretch, adjust the DC upward as described 
  in Adjusting Difficulty.
  [1/2 swim faster; place any-
  where]]
  GAME MASTERING
  505
  10
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  additional knowlEdgE
  Sometimes a character might want to follow up on a check 
  to Recall Knowledge, rolling another check to discover 
  more information. After a success, further uses of Recall 
  Knowledge can yield more information, but you should 
  adjust the difficulty to be higher for each attempt. Once a 
  character has attempted an incredibly hard check or failed 
  a check, further attempts are fruitless—the character has 
  recalled everything they know about the subject.
  crEaturE idEntification
  A character who successfully identifies a creature learns 
  one of its best-known attributes—such as a troll’s 
  regeneration (and the fact that it can be stopped by acid 
  or fire) or a manticore’s tail spikes. On a critical success, 
  the character also learns something subtler, like a demon’s 
  weakness or the trigger for one of the creature’s reactions.
  The skill used to identify a creature usually depends 
  on that creature’s trait, as shown on Table 10–7, but you 
  have leeway on which skills apply. For instance, hags are 
  humanoids but have a strong connection to occult spells 
  and live outside society, so you might allow a character to 
  use Occultism to identify them without any DC adjustment, 
  while Society is harder. Lore skills can also be used to identify 
  their specific creature. Using the applicable Lore usually has 
  an easy or very easy DC (before adjusting for rarity).
  SENSE DIRECTION
  Pick the most appropriate simple DC when someone uses 
  Survival to Sense Direction. This is usually the trained DC 
  in normal wilderness, expert in deep forest or underground, 
  master in featureless or tricky locations, or legendary in 
  weird or surreal environments on other planes.
  SOCIAL SKILLS
  When 
  a 
  character 
  uses 
  Deception, 
  Diplomacy, 
  Intimidation, or Performance to influence or impress 
  someone whose level or Will DC you don’t know, estimate 
  the level of the creature and use that DC. A commoner is 
  usually level 0 or 1. Don’t worry about being exact. It 
  often makes sense to adjust the DC based on the target’s 
  attitude for Deception, Diplomacy, or Performance, 
  making the DC easy for a friendly creature, very easy for 
  a helpful one, hard for an unfriendly one, or very hard 
  for a hostile one. You might adjust the DC further or 
  differently based on the PC’s goal; for instance, the DC to 
  Request something an indifferent NPC is fundamentally 
  opposed to might be incredibly hard or impossible, and 
  it might be easy to convince an unfriendly creature to do 
  something it already wants to do.
  SUBSIST
  A simple DC is usually sufficient for the Subsist action, with 
  a trained DC for a typical situation. Use the disposition of 
  the environment or city as a guide; an environment with 
  scarce resources or a city with little tolerance for transience 
  might require an expert or higher DC.
  TRACK
  Often when a PC uses Survival to Track, you can pick a 
  simple DC and adjust it based on the circumstances. For 
  example, an army is usually easy to track, so you could use 
  the untrained DC of 10. If the army marched through mud, 
  you could even adjust this down to DC 5. On the other 
  hand, if the party pursues a cunning survivalist using Cover 
  Tracks, you might use their Survival DC as the DC to Track.
  TRAIN AN ANIMAL
  Train Animal (page 268) allows PCs to teach animals 
  tricks. Use the level of the animal as the baseline; you can 
  adjust the DC up if the trick is especially difficult, or down 
  if the animal is especially domesticated, like a dog.
  DETERMINING THE SCOPE OF LORE
  Lore skills are one of the most specialized aspects of 
  Pathfinder, but they require GM oversight, particularly 
  in determining which Lore subcategories are acceptable 
  for characters to select. A Lore subcategory represents 
  a narrow focus, and thus it shouldn’t replace all or even 
  most of an entire skill, nor should it convey vast swaths 
  of information. For example, a single Lore subcategory 
  doesn’t cover all religions—that’s covered by the Religion 
  skill—but a character could have a Lore subcategory that 
  covers a single deity. One Lore subcategory won’t cover an 
  entire country or all of history, but it could cover a city, an 
  ancient civilization, or one aspect of a modern country, like 
  Taldan History Lore. A single Lore subcategory couldn’t 
  cover the entire multiverse, but it could cover a whole 
  plane other than the Material Plane.
  TABLE 10–7: CREATURE IDENTIFICATION SKILLS
   
  Creature Trait 
  Skills
   
  Aberration  
  Occultism
   
  Animal 
   
  Nature
   
  Astral 
   
  Occultism
   
  Beast 
   
  Arcana, Nature
   
  Celestial 
   
  Religion
   
  Construct 
   
  Arcana, Crafting
   
  Dragon 
   
  Arcana
   
  Elemental 
   
  Arcana, Nature
   
  Ethereal 
   
  Occultism
   
  Fey 
   
  Nature
   
  Fiend 
   
  Religion
   
  Fungus 
   
  Nature
   
  Humanoid 
   
  Society
   
  Monitor 
   
  Religion
   
  Ooze 
   
  Occultism
   
  Plant 
   
  Nature
   
  Spirit 
   
  Occultism
   
  Undead 
   
  Religion
  Core Rulebook
  506
  
  Hero Points
  Unlike Experience Points and treasure, which stay with a 
  character, Hero Points are granted and used on a per-session 
  basis. At the start of a game session, you give out 1 Hero 
  Point to each player character. You can also give out more 
  Hero Points during the game, typically after a heroic 
  moment or accomplishment (see below). As noted on page 
  467, a player can spend 1 Hero Point for a reroll, or they 
  can spend all their Hero Points to recover when near death.
  In a typical game, you’ll hand out about 1 Hero Point 
  during each hour of play after the first (for example, 3 
  extra points in a 4-hour session). If you want a more over-
  the-top game, or if your group is up against incredible 
  odds and showing immense bravery, you might give them 
  out at a faster rate, like 1 every 30 minutes (6 over a 
  4-hour session). Try to ensure each PC has opportunities 
  to earn Hero Points, and avoid granting all of the Hero 
  Points to a single character.
  Brave last stands, protecting innocents, and using a 
  smart strategy or spell to save the day could all earn a 
  character a Hero Point. Look for those moments when 
  everybody at the table celebrates or sits back in awe of a 
  character’s accomplishments; that’s your cue to issue that 
  character a Hero Point.
  The party could also gain Hero Points for their 
  accomplishments throughout the game. For a moderate 
  or major accomplishment, consider giving out a Hero 
  Point as well. This point typically goes to a PC who was 
  instrumental in attaining that accomplishment.
  Experience Points
  As characters adventure, they earn Experience Points (XP). 
  These awards come from achieving goals, completing 
  social encounters, exploring new places, fighting monsters, 
  overcoming hazards, and other sorts of deeds. You have 
  a great deal of control over when the characters gain XP, 
  though the following guidelines are what you’re expected 
  to give out in a standard campaign.
  Normally, when a player character reaches 1,000 XP 
  or more, they level up, reduce their XP by 1,000, and 
  start progressing toward the next level. Other means of 
  advancement are described in the Advancement Speeds 
  sidebar on page 509.
  XP AWARDS
  Experience Points are awarded for encounters, exploration, 
  and progress in an adventure. When the PCs face direct 
  opposition, such as a fight or a social conflict, the XP 
  earned is based on the level of the challenge the party 
  overcame. Characters can also gain XP from exploration, 
  such as finding secret areas, locating a hideout, enduring 
  a dangerous environment, or mapping an entire dungeon. 
  Any XP awarded goes to all members of the group. For 
  instance, if the party wins a battle worth 100 XP, they 
  each get 100 XP, even if the party’s rogue was off in a 
  vault stealing treasure during the battle. But if the rogue 
  collected a splendid and famous gemstone, which you’ve 
  decided was a moderate accomplishment worth 30 XP, 
  each member of the party gets 30 XP, too.
  advErSariES and hazardS
  Encounters with adversaries and hazards grant a set 
  amount of XP. When the group overcomes an encounter 
  with creatures or hazards, each character gains XP equal to 
  the total XP of the creatures and hazards in the encounter 
  (this excludes XP adjustments for different party sizes; see 
  Party Size on page 508 for details).
  Trivial encounters don’t normally grant any XP, but 
  you might decide to award the same XP as for a minor or 
  moderate accomplishment for a trivial encounter that was 
  important to the story, or for an encounter that became 
  trivial because of the order in which the PCs encountered 
  it in a nonlinear adventure.
  accompliShmEntS
  Characters’ actions that move the story forward—like 
  securing a major alliance, establishing an organization, 
  or causing an NPC to have a change of heart—are 
  considered accomplishments and should be rewarded 
  with XP. Their significance determines the size of the 
  XP award. Determine whether the achievement was a 
  minor, moderate, or major accomplishment, and refer 
  to Table  10–8: XP Awards on page 508 to award an 
  appropriate amount of XP. Minor accomplishments 
  include all sorts of significant, memorable, or surprising 
  moments in the game. A moderate accomplishment 
  typically represents a goal that takes most of a session 
  to complete, and a major accomplishment is usually 
  the culmination of the characters’ efforts across many 
  sessions. Moderate and major accomplishments usually 
  come after heroic effort, so that’s an ideal time to also give 
  a Hero Point to one or more of the characters involved.
  As mentioned earlier, it’s up to you how much XP to 
  give out for accomplishments. As a general guideline, in 
  a given game session, you’ll typically give several minor 
  awards, one or two moderate awards, and only one 
  major award, if any.
  Rewards
  In Pathfinder, player characters can receive three kinds of rewards for their heroic deeds: 
  Hero Points, which they can use to get out of sticky situations; Experience Points, which 
  they’ll use to level up; and treasure, including powerful magic items.
  GAME MASTERING
  507
  10
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  TABLE 10–8: XP AWARDS
   
  Accomplishment 
  XP Award
   
  Minor 
  10 XP
   
  Moderate* 
  30 XP
   
  Major* 
  80 XP
  * Typically earns a Hero Point as well.
   
  Adversary Level 
  XP Award
   
  Party level – 4 
  10 XP
   
  Party level – 3 
  15 XP
   
  Party level – 2 
  20 XP
   
  Party level – 1 
  30 XP
   
  Party level 
  40 XP
   
  Party level + 1 
  60 XP
   
  Party level + 2 
  80 XP
   
  Party level + 3 
  120 XP
   
  Party level + 4 
  160 XP
   
   
   
   
   
   
  XP Award
   
  Hazard Level 
  Simple Hazard 
  Complex Hazard
   
  Party level – 4 
  2 XP 
  10 XP
   
  Party level – 3 
  3 XP 
  15 XP
   
  Party level – 2 
  4 XP 
  20 XP
   
  Party level – 1 
  6 XP 
  30 XP
   
  Party level 
  8 XP 
  40 XP
   
  Party level + 1 
  12 XP 
  60 XP
   
  Party level + 2 
  16 XP 
  80 XP
   
  Party level + 3 
  24 XP 
  120 XP
   
  Party level + 4 
  32 XP 
  160 XP
  PARTY SIZE
  The rules for advancement assume a group of four PCs. 
  The rules for encounters (page 489) describe how to 
  accommodate groups of a different size, but the XP awards 
  don’t change—always award the amount of XP listed for a 
  group of four characters. You usually won’t need to make 
  many adjustments for a differently sized group outside of 
  encounters. Be careful of providing too many ways to get 
  accomplishment XP when you have a large group, though, 
  since they can pursue multiple accomplishments at once, 
  which can lead to the PCs leveling up too fast.
  GROUP PARITY AND PARTY LEVEL
  It’s recommended that you keep all the player characters 
  at the same XP total. This makes it much easier to know 
  what challenges are suitable for your players. Having 
  characters at different levels can mean weaker characters 
  die more easily and their players feel less effective, which 
  in turn makes the game less fun for those players.
  If you choose not to keep the whole group at the same 
  character level, you’ll need to select a party level to determine 
  your XP budget for encounters. Choose the level you think 
  best represents the party’s ability as a whole. Use the highest 
  level if only one or two characters are behind, or an average 
  if everyone is at a different level. If only one character is 
  two or more levels ahead, use a party level suitable for the 
  lower-level characters, and adjust the encounters as if there 
  were one additional PC for every 2 levels the higher-level 
  character has beyond the rest of the party.
  Party members who are behind the party level gain 
  double the XP other characters do until they reach the 
  party’s level. When tracking individually, you’ll need to 
  decide whether party members get XP for missed sessions.
  Treasure
  As the GM, it’s your job to distribute treasure to the player 
  characters. Treasure appears throughout an adventure, 
  and the PCs obtain it by raiding treasure hoards, defeating 
  foes who carry valuable items or currency, getting paid 
  for successful quests, and any other way you can imagine.
  This section provides guidelines for distributing treasure 
  in a typical Pathfinder campaign, but you always have 
  the freedom to assign extra treasure for a high-powered 
  game, less treasure for a gritty survival horror adventure, 
  or any amount in between.
  TREASURE BY LEVEL
  Table 10–9: Party Treasure by Level on the next page shows 
  how much treasure you should give out over the course of a 
  level for a group of four PCs. The Total Value column gives 
  an approximate total value of all the treasure, in case you 
  want to spend it like a budget. The next several columns 
  provide suggestions for breaking down that total into 
  permanent items, which the PCs keep and use for a long 
  time; consumables, which are destroyed after being used 
  once; and currency, which includes coins, gems, and other 
  valuables primarily spent to acquire items or services. The 
  final column gives the amount of currency to add for each 
  PC beyond four in the group; use this only if you have more 
  than four characters in the game. (Different Party Sizes on 
  page 510 provides more guidance on this.)
  For instance, between the time your PCs reach 3rd 
  level and the time they reach 4th level, you should give 
  them the treasure listed in the table for 3rd level, worth 
  approximately 500 gp: two 4th-level permanent items, two 
  3rd-level permanent items, two 4th-level consumables, two 
  3rd-level consumables, two 2nd-level consumables, and 
  120 gp worth of currency.
  When assigning 1st-level permanent items, your best 
  options are armor, weapons, and other gear from Chapter 6 
  worth between 10 and 20 gp. The treasure listed in the row 
  for 20th level represents a full level’s worth of adventures, 
  even though there is no way to reach 21st level.
  Some creature entries in the Pathfinder Bestiary list 
  treasure that can be gained by defeating an individual 
  creature; this counts toward the treasure for any given level. 
  Published adventures include a suitable amount of treasure 
  throughout the adventure, though you should still monitor 
  the party’s capabilities as the PCs progress through the 
  adventure to make sure they don’t end up behind.
  Core Rulebook
  508
  
  ADVANCEMENT SPEEDS
  By varying the amount of XP it takes to gain a level, you 
  can change how quickly characters gain power. The game 
  rules assume a group playing with standard advancement. 
  Fast advancement works best when you know you won’t 
  be playing a very long campaign and want to accomplish 
  as much as possible quickly; slow advancement works 
  best for a gritty campaign where all progress is hard won.
  You can alter XP from one adventure to the next to get 
  a different feel. During a street-level murder mystery and 
  travel through a haunted wilderness, you might use slow 
  advancement. When the PCs reach the dungeon, you might 
  switch to standard or fast advancement. The values below 
  are just examples. You can use values even higher or lower.
   
  Advancement Speed 
  XP to Level Up
   
   
  Fast 
  800 XP
   
   
  Standard 
  1,000 XP
   
   
  Slow 
  1,200 XP
  Story-Based Leveling
  If you don’t want to deal with managing and handing out 
  XP, or if you want to have progression based solely on 
  events in the story, you can ignore the XP process entirely 
  and instead simply decide when the characters level up. 
  Generally, the characters should gain a level every three 
  to four game sessions, just after the most appropriate big 
  event that happens during that time, such as defeating a 
  significant villain or achieving a major goal.
  currEncy
  A party will find money and other treasure that isn’t 
  useful on its own but that can be sold or spent on other 
  things. The gp values in the Party Currency column don’t 
  refer only to coins. Gems, art objects, crafting materials 
  (including precious materials), jewelry, and even items of 
  much lower level than the party’s level can all be more 
  interesting than a pile of gold.
  If you include a lower-level permanent item as part of a 
  currency reward, count only half the item’s Price toward 
  the gp amount, assuming the party will sell the item or use 
  it as crafting material. But lower-level consumables might 
  still be useful, particularly scrolls, and if you think your 
  party will use them, count those items at their full Price.
  othEr typES of trEaSurE
  Not all treasure has to be items or currency. Crafters can 
  use the Crafting skill to turn raw materials directly into 
  items instead of buying those items with coins. Knowledge 
  can expand a character’s abilities, and formulas make good 
  treasure for item-crafting characters. A spellcaster might 
  get access to new spells from an enemy’s spellbook or an 
  ancient scholar, while a monk might retrain techniques with 
  rarer ones learned from a master on a remote mountaintop.
  trEaSurE and rarity
  Giving out uncommon and rare items and formulas 
  can get players more interested in treasure. It’s best to 
  introduce uncommon items as a reward fairly regularly 
  but rare items only occasionally. These rewards are 
  TABLE 10–9: PARTY TREASURE BY LEVEL
   
   
   
  Permanent Items 
  Consumables 
   
  Currency per
  Level  
  Total Value 
  (By Item Level) 
  (By Item Level) 
  Party Currency 
  Additional PC
  1 
   
  175 gp 
  2nd: 2, 1st: 2* 
  2nd: 2, 1st: 3 
  40 gp 
  10 gp
  2 
   
  300 gp 
  3rd: 2, 2nd: 2 
  3rd: 2, 2nd: 2, 1st: 2 
  70 gp 
  18 gp
  3 
   
  500 gp 
  4th: 2, 3rd: 2 
  4th: 2, 3rd: 2, 2nd: 2 
  120 gp 
  30 gp
  4 
   
  850 gp 
  5th: 2, 4th: 2 
  5th: 2, 4th: 2, 3rd: 2 
  200 gp 
  50 gp
  5 
   
  1,350 gp 
  6th: 2, 5th: 2 
  6th: 2, 5th: 2, 4th: 2 
  320 gp 
  80 gp
  6 
   
  2,000 gp 
  7th: 2, 6th: 2 
  7th: 2, 6th: 2, 5th: 2 
  500 gp 
  125 gp
  7 
   
  2,900 gp 
  8th: 2, 7th: 2 
  8th: 2, 7th: 2, 6th: 2 
  720 gp 
  180 gp
  8 
   
  4,000 gp 
  9th: 2, 8th: 2 
  9th: 2, 8th: 2, 7th: 2 
  1,000 gp 
  250 gp
  9 
   
  5,700 gp 
  10th: 2, 9th: 2 
  10th: 2, 9th: 2, 8th: 2 
  1,400 gp 
  350 gp
  10 
   
  8,000 gp 
  11th: 2, 10th: 2 
  11th: 2, 10th: 2, 9th: 2 
  2,000 gp 
  500 gp
  11 
   
  11,500 gp 
  12th: 2, 11th: 2 
  12th: 2, 11th: 2, 10th: 2 
  2,800 gp 
  700 gp
  12 
   
  16,500 gp 
  13th: 2, 12th: 2 
  13th: 2, 12th: 2, 11th: 2 
  4,000 gp 
  1,000 gp
  13 
   
  25,000 gp 
  14th: 2, 13th: 2 
  14th: 2, 13th: 2, 12th: 2 
  6,000 gp 
  1,500 gp
  14 
   
  36,500 gp 
  15th: 2, 14th: 2 
  15th: 2, 14th: 2, 13th: 2 
  9,000 gp 
  2,250 gp
  15 
   
  54,500 gp 
  16th: 2, 15th: 2 
  16th: 2, 15th: 2, 14th: 2 
  13,000 gp 
  3,250 gp
  16 
   
  82,500 gp 
  17th: 2, 16th: 2 
  17th: 2, 16th: 2, 15th: 2 
  20,000 gp 
  5,000 gp
  17 
   
  128,000 gp 
  18th: 2, 17th: 2 
  18th: 2, 17th: 2, 16th: 2 
  30,000 gp 
  7,500 gp
  18 
   
  208,000 gp 
  19th: 2, 18th: 2 
  19th: 2, 18th: 2, 17th: 2 
  48,000 gp 
  12,000 gp
  19 
   
  355,000 gp 
  20th: 2, 19th: 2 
  20th: 2, 19th: 2, 18th: 2 
  80,000 gp 
  20,000 gp
  20 
   
  490,000 gp 
  20th: 4 
  20th: 4, 19th: 2 
  140,000 gp 
  35,000 gp
  * Many 1st-level permanent items should be items from Chapter 6 instead of magic items.
  GAME MASTERING
  509
  10
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  especially compelling when the adventurers get the item 
  by defeating or outsmarting an enemy who carries an 
  item that fits their backstory or theme.
  Uncommon and rare formulas make great treasure for a 
  character who Crafts items. Note that if an uncommon or 
  rare formula is broadly disseminated, it eventually becomes 
  more common. This can take months or years, but the item 
  might start showing up in shops all around the world.
  diffErEnt itEm lEvElS
  The levels listed for items on Table 10–9: Party Treasure by 
  Level aren’t set in stone. You can provide items of slightly 
  higher or lower level as long as you take into account the 
  value of the items you hand out. For instance, suppose 
  you were considering giving a party of 11th-level PCs a 
  runestone with a fortification rune (with a Price of 2,000 gp) 
  as one of their 12th-level items, but you realize they’ve had 
  trouble finding armor in their recent adventures, so you 
  instead decide to give them a suit of 11th-level +2 resilient 
  armor (1,400 gp) instead. Since the armor has a lower 
  Price than the rune, you might also add a 9th-level shadow 
  rune (650 gp) to make up the difference. The total isn’t 
  exactly the same, but that’s all right.
  However, if you wanted to place a 13th-level permanent 
  item in a treasure hoard, you could remove two 11th-
  level permanent items to make a roughly equivalent 
  exchange. When you make an exchange upward like this, 
  be cautious: not only might you introduce an item with 
  effects that are disruptive at the party’s current level of 
  play, but you also might give an amazing item to one PC 
  while other characters don’t gain any new items at all!
  If you’re playing in a long-term campaign, you can 
  spread out the treasure over time. A major milestone can 
  give extra treasure at one level, followed by a tougher 
  dungeon with fewer new items at the next level. Check 
  back occasionally to see whether each PC’s treasure is 
  comparable to the amount they’d get if they created a 
  new character at their current level, as described under 
  Treasure for New Characters below. They should be a bit 
  higher. but if there’s a significant discrepancy, adjust the 
  adventure’s upcoming treasure rewards accordingly.
  diffErEnt party SizES
  If a party has more than four characters, add the following 
  for each additional character:
  • One permanent item of the party’s level or 1 
  level higher
  • Two consumables, usually one of the party’s level 
  and one of 1 level higher
  • Currency equal to the value in the Currency per 
  Additional PC column of Table 10–9
  If the party has fewer than four characters, you can 
  subtract the same amount for each missing character, 
  but since the game is inherently more challenging with a 
  smaller group that can’t cover all roles as efficiently, you 
  might consider subtracting less treasure and allowing the 
  extra gear help compensate for the smaller group size.
  TREASURE FOR NEW CHARACTERS
  When your new campaign starts at a higher level, a 
  new player joins an existing group, or a current player’s 
  character dies and they need a new one, your campaign 
  will have one or more PCs who don’t start at 1st level. In 
  these cases, refer to Table 10–10: Character Wealth on the 
  next page, which shows how many common permanent 
  items of various levels the PC should have, in addition to 
  currency. A single item on this table is always a baseline 
  item. If the player wants armor or a weapon with property 
  runes, they must buy the property runes separately, and for 
  armor or a weapon made of a precious material, they must 
  pay for the precious material separately as well.
  These values are for a PC just starting out at the given 
  level. If the PC is joining a party that has already made 
  progress toward the next level, consider giving the new 
  ADJUSTING TREASURE
  The treasure you award to the party should be monitored 
  and adjusted as you play. You might need to give out 
  treasure you hadn’t originally planned for, especially 
  if the group bypasses part of an adventure. Keep an 
  eye on the party’s resources. If they’re running out of 
  consumables or money, or if they’re having trouble in 
  combat because their items aren’t up to the task, you can 
  make adjustments.
  This is especially common in adventures that have little 
  downtime or that take place far from civilization. If the 
  group goes a long time without being able to purchase or 
  Craft useful items, the PCs will be flush with coins and 
  valuables but behind on useful equipment. In a situation 
  like this, you can either place more useful treasure in the 
  adventure or introduce NPCs who are willing to trade.
  Megadungeons and Sandboxes
  Some adventures have an expectation that the player 
  characters explore where they want and find only what 
  their skill, luck, and ingenuity afford. Two common 
  examples of this type of adventure are the sprawling 
  dungeon with multiple different sections and paths, often 
  called a megadungeon, and free-form exploration, often 
  called a sandbox and typically occurring in a wilderness. 
  If you want to build a free-form adventure like this 
  where characters are likely to miss at least some of the 
  treasure, increase the amount of treasure you place. Be 
  aware, however, that a meticulous group can end up with 
  more treasure than normal and will have advantages in 
  later adventures.
  For a simple guideline to these situations, increase the 
  treasure as though there were one more PC in the party. 
  If the structure is especially loose, especially in sandbox 
  adventures, you can increase this amount even further.
  Core Rulebook
  510
  
  character an additional item of their current level. If your 
  party has kept the treasure of dead or retired PCs and 
  passed it on to new characters, you might need to give the 
  new character less than the values on the table or reduce 
  some of the treasure rewards of the next few adventures.
  itEm SElEction
  You should work with the new character’s player to decide 
  which items their character has. Allow the player to make 
  suggestions, and if they know what items they want their 
  character to have, respect their choices unless you believe 
  those choices will have a negative impact on your game. 
  At your discretion, you can grant the player character 
  uncommon or rare items that fit their backstory and 
  concept, keeping in mind how many items of those rarities 
  you have introduced into your game. The player can also 
  spend currency on consumables or lower-level permanent 
  items, keeping the rest as coinage. As usual, you determine 
  which items the character can find for purchase.
  A PC can voluntarily choose an item that has a lower 
  level than any or all of the listed items, but they don’t gain 
  any more currency by doing so.
  If you choose, you can allow the player to instead start 
  with a lump sum of currency and buy whatever common 
  items they want, with a maximum item level of 1 lower 
  than the character’s level. This has a lower total value than 
  the normal allotment of permanent items and currency, 
  since the player can select a higher ratio of high-level items.
  TABLE 10–10: CHARACTER WEALTH
  Level 
  Permanent Items 
  Currency 
  Lump Sum
  1 
  — 
  15 gp 
  15 gp
  2 
  1st: 1 
  20 gp 
  30 gp
  3 
  2nd: 1, 1st: 2 
  25 gp 
  75 gp
  4 
  3rd: 1, 2nd: 2, 1st: 1 
  30 gp 
  140 gp
  5 
  4th: 1, 3rd: 2, 2nd: 1, 1st: 2 
  50 gp 
  270 gp
  6 
  5th: 1, 4th: 2, 3rd: 1, 2nd: 2 
  80 gp 
  450 gp
  7 
  6th: 1, 5th: 2, 4th: 1, 3rd: 2 
  125 gp 
  720 gp
  8 
  7th: 1, 6th: 2, 5th: 1, 4th: 2 
  180 gp 
  1,100 gp
  9 
  8th: 1, 7th: 2, 6th: 1, 5th: 2 
  250 gp 
  1,600 gp
  10 
  9th: 1, 8th: 2, 7th: 1, 6th: 2 
  350 gp 
  2,300 gp
  11 
  10th: 1, 9th: 2, 8th: 1, 7th: 2 
  500 gp 
  3,200 gp
  12 
  11th: 1, 10th: 2, 9th: 1, 8th: 2 
  700 gp 
  4,500 gp
  13 12th: 1, 11th: 2, 10th: 1, 9th: 2 
  1,000 gp 
  6,400 gp
  14 13th: 1, 12th: 2, 11th: 1, 10th: 2 
  1,500 gp 
  9,300 gp
  15 14th: 1, 13th: 2, 12th: 1, 11th: 2 
  2,250 gp 
  13,500 gp
  16 15th: 1, 14th: 2, 13th: 1, 12th: 2 3,250 gp 
  20,000 gp
  17 16th: 1, 15th: 2, 14th: 1, 13th: 2 5,000 gp 
  30,000 gp
  18 17th: 1, 16th: 2, 15th: 1, 14th: 2 
  7,500 gp 
  45,000 gp
  19 18th: 1, 17th: 2, 16th: 1, 15th: 2 12,000 gp 
  69,000 gp
  20 19th: 1, 18th: 2, 17th: 1, 16th: 2 20,000 gp 112,000 gp
  Buying and Selling Items
  Characters can usually buy and sell items only during 
  downtime. An item can typically be sold for only half its 
  Price, though art objects, gems, and raw materials can be 
  sold for their full Price (page 271).
  GAME MASTERING
  511
  10
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Each of the environments presented in this section uses 
  the terrain rules (which are summarized on page 514 
  and appear in full beginning on page 475) in different 
  ways, so be sure to familiarize yourself with those rules 
  before reading this section. Some environments refer to 
  the rules for climate (page 517) and natural disasters 
  (beginning on page 517). Many places have the traits of 
  multiple environments; a snow-covered mountain might 
  use both the arctic and mountain environments, for 
  example. For environmental features with effects based 
  on how tall or deep they are, those effects vary further 
  based on a creature’s size. For instance, a shallow bog 
  for a Medium creature might be a deep bog for smaller 
  creatures, and a deep bog for a Medium creature could 
  be only a shallow bog for a larger creature (and so 
  insignificant for a truly massive creature that it isn’t 
  even difficult terrain).
  Table 10–12 lists the features of various environments 
  alphabetically for quick reference. The Proficiency DC 
  Band entry indicates a range of appropriate simple DCs 
  for that environmental feature, while also providing a 
  rough estimate of the danger or complexity of the feature.
  Environmental Damage
  Some environmental features or natural disasters deal 
  damage. Because the amount of damage can vary based 
  on the specific circumstances, the rules for specific 
  environments and natural disasters use damage categories 
  to describe the damage, rather than exact numbers. 
  Use Table 10–11 below to determine damage from an 
  environment or natural disaster. When deciding the exact 
  damage amount, use your best judgment based on how 
  extreme you deem the danger to be.
  TABLE 10–11: ENVIRONMENTAL DAMAGE
   
  Category 
  Damage
   
  Minor 
  1d6–2d6
   
  Moderate 
  4d6–6d6
   
  Major 
  8d6–12d6
   
  Massive 
  18d6–24d6
  Aquatic
  Aquatic environments are among the most challenging 
  for PCs short of other worlds and unusual planes. PCs in 
  an aquatic environment need a way to breathe (typically 
  a water breathing spell) and must usually Swim to 
  Environment
  Primarily used during exploration, environment rules bring the locales your party 
  travels through to life. You’ll often be able to use common sense to adjudicate how 
  environments work, but you’ll need special rules for environments that really stand out.
  move, though a PC who sinks to the bottom can walk 
  awkwardly, using the rules for greater difficult terrain. 
  Characters in aquatic environments make frequent use 
  of the aquatic combat (page 478) and drowning and 
  suffocation rules (page 478).
  Currents and Flowing Water
  Ocean currents, flowing rivers, and similar moving water 
  are difficult terrain or greater difficult terrain (depending 
  on the speed of the water) for a creature Swimming against 
  the current. At the end of a creature’s turn, it moves a 
  certain distance depending on the current’s speed. For 
  instance, a 10-foot current moves a creature 10 feet in 
  the current’s direction at the end of that creature’s turn.
  Visibility
  It’s much harder to see things at a distance underwater 
  than it is on land, and it’s particularly difficult if the water 
  is murky or full of particles. In pure water, the maximum 
  visual range is roughly 240 feet to see a small object, and 
  in murky water, visibility can be reduced to only 10 feet 
  or even less.
  Arctic
  The main challenge in an arctic environment is the low 
  temperature, but arctic environments also contain ice 
  and snow. The disasters that most often strike in arctic 
  environments are avalanches, blizzards, and floods.
  Ice
  Icy ground is both uneven ground and difficult terrain, as 
  characters slip and slide due to poor traction.
  Snow
  Depending on the depth of snow and its composition, 
  most snowy ground is either difficult terrain or greater 
  difficult terrain. In denser snow, characters can attempt 
  to walk along the surface without breaking through, but 
  some patches might be loose or soft enough that they’re 
  uneven ground.
  Desert
  Desert encompasses sandy and rocky deserts as well 
  as badlands. Though tundra is technically a desert, it’s 
  classified as arctic, as the climate is the primary challenge 
  in such areas. Sandy deserts often have quicksand hazards 
  (page 526) and sandstorms.
  Core Rulebook
  512
  
  TABLE 10–12: ENVIRONMENTAL FEATURES
   
  Feature 
  Pages 
  Proficiency DC Band
   
  Avalanche 
  518 
  Expert–legendary
   
  Blizzard 
  518 
  —
   
  Bog 
  514 
  Untrained–trained
   
  Canopy 
  513 
  Trained–master
   
  Chasm 
  513 
  —
   
  Cliff 
  513 
  Trained–master
   
  Collapse 
  518 
  Expert–legendary
   
  Crowd 
  514 
  Trained–master
   
  Current 
  512 
  Trained–master
   
  Door 
  515 
  See page 515
   
  Earthquake 
  518 
  Trained–legendary
   
  Flood 
  518 
  Expert–legendary
   
  Floor 
  515, 516 
  Untrained–expert
   
  Fog 
  517 
  —
   
  Gate 
  515 
  —
   
  Guard 
  515 
  —
   
  Hedge 
  514 
  Untrained–trained
   
  Ice 
  512 
  Trained–master
   
  Lava 
  519 
  Expert–legendary
   
  Ledge 
  516 
  Untrained–master
   
  Portcullis 
  515 
  See page 515
   
  Precipitation 
  517 
  —
   
  Rooftop 
  515 
  Trained–master
   
  Rubble 
  513, 516 
  Untrained–expert
   
  Sand 
  513 
  Untrained–expert
   
  Sandstorm 
  519 
  Trained–master
   
  Sewer 
  515 
  —
   
  Slope 
  514 
  Untrained–trained
   
  Snow 
  512 
  Untrained–expert
   
  Stairs 
  516 
  Untrained–trained
   
  Stalagmite 
  516 
  Trained–expert
   
  Street 
  516 
  Untrained–trained
   
  Temperature 
  517 
  —
   
  Tornado 
  519 
  Master–legendary
   
  Tree 
  513 
  Untrained–master
   
  Tsunami 
  519 
  Master–legendary
   
  Undergrowth 
  513, 514 
  Untrained–expert
   Underwater Visibility 
  512 
  —
   
  Volcanic Eruption 
  519 
  Trained–legendary
   
  Wall 
  517 
  See page 516
   
  Wildfire 
  519 
  Expert–legendary
   
  Wind 
  517 
  Untrained–legendary
  Rubble
  Rocky deserts are strewn with rubble, which is difficult 
  terrain. Rubble dense enough to be walked over rather 
  than navigated through is uneven ground.
  Sand
  Packed sand doesn’t usually significantly impede a 
  character’s movement, but loose sand is either difficult 
  terrain (if it’s shallow) or uneven ground (if it’s deep). 
  The wind in a desert often shifts sand into dunes, hills 
  of loose sand with uneven ground facing the wind and 
  steeper inclines away from the wind.
  Forest
  These diverse environments include jungles and other 
  wooded areas. They are sometimes struck by wildfires.
  Canopies
  Particularly dense forests, such as rain forests, have a 
  canopy level above the ground. A creature trying to reach 
  the canopy or travel along it must Climb. Swinging on 
  vines and branches usually requires an Acrobatics or 
  Athletics check. A canopy provides cover, and a thicker 
  one can prevent creatures in the canopy from seeing those 
  on the ground, and vice versa.
  Trees
  While trees are omnipresent in a forest, they typically 
  don’t provide cover unless a character uses the Take 
  Cover action. Only larger trees that take up an entire 
  5-foot square on the map (or more) are big enough to 
  provide cover automatically.
  Undergrowth
  Light undergrowth is difficult terrain that allows a 
  character to Take Cover. Heavy undergrowth is greater 
  difficult terrain that automatically provides cover. Some 
  sorts of undergrowth, such as thorns, might also be 
  hazardous terrain, and areas with plenty of twisting roots 
  might be uneven ground.
  Mountain
  Mountain environments also include hills, which share 
  many aspects of mountains, though not their more extreme 
  features. The most common disasters here are avalanches.
  Chasms
  Chasms are natural pits, typically at least 20 feet long 
  and clearly visible (barring mundane or magical efforts to 
  conceal them). The main danger posed by a chasm is that 
  characters must Long Jump to get across. Alternatively, 
  characters can take the safer but slower route of Climbing 
  down the near side of the chasm and then ascending the 
  far side to get across.
  Cliffs
  Cliffs and rock walls require creatures to Climb to 
  ascend or descend. Without extensive safety precautions, 
  a critical failure can result in significant falling damage.
  Rubble
  Mountains often have extremely rocky areas or shifting, 
  gravelly scree that makes for difficult terrain. Especially 
  deep or pervasive rubble is uneven ground.
  GAME MASTERING
  513
  10
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Slopes
  Slopes vary from the gentle rises of normal terrain 
  to difficult terrain and inclines, depending on the 
  angle of elevation. Moving down a slope is typically 
  normal terrain, but characters might need to Climb up 
  particularly steep slopes.
  Undergrowth
  Light undergrowth is common in mountains. It is difficult 
  terrain and allows a character to Take Cover.
  Plains
  The plains environment encompasses grasslands such as 
  savannas and farmland. The most common disasters in 
  plains are tornadoes and wildfires.
  Hedges
  Hedges are planted rows of bushes, shrubs, and trees. 
  Their iconic appearance in adventures consists of tall 
  hedges grown into mazes. A typical hedge is 2 to 5 feet 
  tall, takes up a row of squares, and provides cover. A 
  character trying to push through a hedge faces greater 
  difficult terrain; it’s sometimes faster to Climb over.
  Undergrowth
  Light undergrowth is difficult terrain that allows a 
  character to Take Cover. Heavy undergrowth is greater 
  difficult terrain that provides cover automatically. 
  Undergrowth in plains is usually light with a few scattered 
  areas of heavy undergrowth, but fields of certain crops, 
  like corn, are entirely heavy undergrowth.
  Swamp
  Wetlands are the most common kind of swamp, but 
  this category also includes drier marshes such as moors. 
  Swamps often contain quicksand hazards (page  526). 
  Despite their soggy nature, swamps aren’t very likely 
  to experience heavy flooding, since they act as natural 
  sponges and absorb a great deal of water before 
  they flood.
  Bogs
  Also called mires, bogs are watery areas that accumulate 
  peat, are covered by shrubs and moss, and sometimes 
  feature floating islands of vegetation covering deeper pools. 
  Shallow bogs are difficult terrain for a Medium creature, 
  and deep bogs are greater difficult terrain. If a bog is deep 
  enough that a creature can’t reach the bottom, the creature 
  has to Swim. Bogs are also acidic, so particularly extreme 
  or magical bogs can be hazardous terrain.
  Undergrowth
  Light undergrowth is difficult terrain that allows a 
  character to Take Cover, while heavy undergrowth is 
  greater difficult terrain that provides cover automatically. 
  Some sorts of undergrowth, such as thorns, are also 
  hazardous terrain, and areas with plenty of twisting roots 
  are uneven ground.
  Urban
  Urban environments include open city spaces as well as 
  buildings. The building information in this section also 
  applies to ruins and constructed dungeons. Depending on 
  their construction and location, cities might be vulnerable 
  to many sorts of disasters, especially fires and floods.
  Crowds
  Crowded thoroughfares and similar areas are difficult 
  terrain, or greater difficult terrain if an area is truly packed 
  with people. You might allow a character to get a crowd to 
  part using Diplomacy, Intimidation, or Performance.
  A crowd exposed to an obvious danger, like a fire or 
  a rampaging monster, attempts to move away from the 
  danger as quickly as possible, but it is slowed by its own 
  mass. A fleeing crowd typically moves at the Speed of an 
  average member each round (usually 25 feet), potentially 
  trampling or leaving behind slower-moving members of 
  the crowd.
  TERRAIN RULES
  Environments make frequent use of the rules for difficult 
  terrain, greater difficult terrain, and hazardous terrain, so 
  those rules are summarized here.
  Difficult terrain is any terrain that impedes movement, 
  ranging from particularly rough or unstable surfaces to 
  thick ground cover and countless other impediments. 
  Moving into a square of difficult terrain (or moving 5 
  feet into or within an area of difficult terrain, if you’re 
  not using a grid) costs an extra 5 feet of movement. 
  Moving into a square of greater difficult terrain instead 
  costs 10 additional feet of movement. This additional 
  cost is not increased when moving diagonally. Creatures 
  can’t normally Step into difficult terrain.
  Any movement creatures make while jumping 
  ignores terrain that the creature is jumping over. 
  Some abilities (such as flight or being incorporeal) 
  allow creatures to avoid the movement reduction from 
  some types of difficult terrain. Certain other abilities 
  let creatures ignore difficult terrain while traveling on 
  foot; such an ability also allows a creature to move 
  through greater difficult terrain using the movement 
  cost for difficult terrain, but unless the ability 
  specifies otherwise, these abilities don’t let creatures 
  ignore greater difficult terrain.
  Hazardous terrain damages creatures whenever 
  they move through it. For instance, an acid pool, a pit 
  of burning embers, and a spike-filled passageway all 
  constitute hazardous terrain. The amount and type of 
  damage depend on the specific hazardous terrain.
  Core Rulebook
  514
  
  Doors
  Opening an unlocked door requires an Interact action 
  (or more than one for a particularly complicated or large 
  door). Stuck doors must be Forced Open, and locked ones 
  require a character to Pick the Lock or Force them Open.
  Floors
  Wooden floors are easy to walk on, as are flagstone floors 
  made of fitted stones. However, floors of worn flagstone 
  often contain areas of uneven ground.
  Gates
  Walled settlements often have gates that the city can close 
  for defense or open to allow travel. A typical gate consists 
  of one portcullis at each end of a gatehouse, with murder 
  holes in between or other protected spots from which 
  guards can attack foes.
  Guards
  Most settlements of significant size have guards working 
  in shifts to protect the settlement at all hours, patrolling 
  the streets and guarding various posts. The size of this 
  force varies from one guard for every 1,000 residents to a 
  force 10 times this number.
  Portcullises
  A portcullis is a wooden or iron grate that descends 
  to seal off a gate or corridor. Most are raised on ropes 
  or chains operated by a winch, and they have locking 
  mechanisms that keep them from being lifted easily. The 
  rules on lifting a portcullis or bending its bars appear in 
  the sidebar on this page. If a portcullis falls on a creature, 
  use a slamming door trap (page 523).
  Rooftops
  Rooftops make for memorable ambushes, chase scenes, 
  infiltrations, and running fights. Flat roofs are easy 
  to move across, but they’re rare in any settlement that 
  receives significant snowfall, since heavy buildups of snow 
  can collapse a roof. Angled roofs are uneven ground, or 
  inclines if they’re especially steep. The peak of an angled 
  roof is a narrow surface.
  Hurdling from roof to roof often requires a Long Jump, 
  though some buildings are close enough to Leap between. 
  A High Jump might be necessary to reach a higher roof, or 
  a Leap followed by Grabbing an Edge and Climbing up.
  Sewers
  Sewers are generally 10 feet or more below street level 
  and are equipped with ladders or other means to ascend 
  and  descend. Raised paths along the walls allow sewer 
  workers access, while channels in the center carry the waste 
  itself. Less sophisticated sewers, or sections those workers 
  don’t usually access, might require wading through disease-
  ridden waste. Sewers can be accessed through sewer grates, 
  which usually require 2 or more Interact actions to open.
  DOORS, GATES, AND WALLS
  Some of the most common obstacles that characters 
  face in urban areas and dungeons are doors, gates, 
  and walls.
  Climbing
  The table below gives the typical DC for Athletics checks 
  to Climb a structure, which is usually a simple DC. You 
  might adjust the difficulty based on the specifics of the 
  structure and environment.
  Demolishing
  A character might want to smash their way through 
  a door, a window, or certain walls. The Hardness, Hit 
  Point, and Broken Threshold values provided in the table 
  below are based on the material the structure is typically 
  made out of, so a portcullis made of iron, for example, 
  has a higher Hardness than one of wood. For more on 
  damaging objects, see page 272.
  Strong walls, such as well-maintained masonry 
  or hewn stone, can’t be broken without dedicated 
  work and proper tools. Getting through such walls 
  requires downtime.
  Door 
  Climb DC 
  Hardness, HP (BT)
  Wood 
  20 
  10, 40 (20)
  Stone 
  30 
  14, 56 (28)
  Reinforced wood 
  15 
  15, 60 (30)
  Iron 
  30 
  18, 72 (36)
  Wall 
  Climb DC 
  Hardness, HP (BT)
  Crumbling masonry 
  15 
  10, 40 (20)
  Wooden slats 
  15 
  10, 40 (20)
  Masonry 
  20 
  14, 56 (28)
  Hewn stone 
  30 
  14, 56 (28)
  Iron 
  40 
  18, 72 (36)
  Portcullis 
  Climb DC 
  Hardness, HP (BT)
  Wood 
  10 
  10, 40 (20)
  Iron 
  10 
  18, 72 (36)
  Forcing Open
  Structures that can be opened—such as doors, gates, and 
  windows—can be Forced Open using Athletics. This is 
  usually necessary only if they’re locked or stuck. The DC 
  to Force Open a structure uses the Thievery DC of its lock 
  but adjusts it to be very hard (increasing the DC by 5). 
  If there’s no lock, use the following table; when lifting 
  a portcullis, use the lock DC or the DC from the table, 
  whichever is higher.
  Structure 
  Force Open DC
  Stuck door or window 
  15
  Exceptionally stuck 
  20
  Lift wooden portcullis 
  20
  Lift iron portcullis 
  30
  Bend metal bars 
  30
  GAME MASTERING
  515
  10
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  SEwEr gaS
  Sewer gas often contains pockets of highly flammable 
  gas. A pocket of sewer gas exposed to a source of flame 
  explodes, dealing moderate environmental fire damage to 
  creatures in the area.
  Stairs
  Stairs are difficult terrain for characters moving up them, 
  and shoddy stairs might also be uneven ground. Some 
  temples and giant-built structures have enormous stairs 
  that are greater difficult terrain both up and down, or 
  might require Climbing every step.
  Streets
  Most settlements have narrow and twisting streets that 
  were largely established organically as the settlement 
  grew. These roads are rarely more than 20 feet wide, with 
  alleys as narrow as 5 feet. Streets are generally paved with 
  cobblestones. If the cobblestones are in poor repair, they 
  could be difficult terrain or uneven ground.
  Particularly lawful or well-planned cities have major 
  thoroughfares that allow wagons and merchants to reach 
  marketplaces and other important areas in town. These 
  need to be at least 25 feet wide to accommodate wagons 
  moving in both directions, and they often have narrow 
  sidewalks that allow pedestrians to avoid wagon traffic.
  Walls
  Well-built structures have exterior walls of brick or 
  stonemasonry. Smaller, lower-quality, or temporary 
  structures might have wooden walls. Interior walls tend 
  to be less sturdy; they could be made of wooden planks, 
  or even simply of thick, opaque paper held in a wooden 
  frame. An underground structure might have thick 
  walls carved out of solid rock to prevent the weight of 
  the ground above from collapsing the structure. Rules 
  for climbing and breaking walls are in the sidebar on 
  page 515.
  Underground
  Underground environments consist of caves and natural 
  underground areas. Artificial dungeons and ruins combine 
  underground features with urban features like stairs and 
  walls. Deep underground vaults have some of the same 
  terrain features as mountains, such as chasms and cliffs. 
  The most common disasters underground are collapses.
  Floors
  Natural underground environments rarely have flat floors, 
  instead featuring abrupt changes in elevation that result in 
  difficult terrain, uneven ground, and inclines.
  Ledges
  Ledges are narrow surfaces that overlook a lower area 
  or provide the only means to move along the edge of 
  a chasm. Moving across a narrow ledge requires using 
  Acrobatics to Balance.
  Rubble
  Caverns can be covered in rubble, which is 
  difficult terrain. Deep or pervasive rubble is 
  also uneven ground.
  Stalagmites and Stalactites
  Stalagmites are tapering columns that 
  rise from the floor of a cave. Areas 
  filled with stalagmites are greater 
  difficult terrain, and especially large 
  stalagmites have to be sidestepped 
  or Climbed. Stalagmites can 
  be sharp enough they can be 
  Core Rulebook
  516
  
  used as hazardous terrain in some circumstances, as can 
  stalactites (icicle-shaped formations that hang from the 
  roof of a cave) if they’re knocked loose from a ceiling 
  or overhang.
  Walls
  Natural cave walls are uneven, with nooks, crannies, 
  and ledges. Since most caves are formed by water, cave 
  walls are often damp, making them even more difficult 
  to Climb.
  Climate
  Weather is more than just set dressing to establish 
  mood—it has mechanical effects you can combine with 
  environmental components to create a more memorable 
  encounter. Weather can impose circumstance penalties 
  on certain checks, from –1 to –4 based on severity.
  Fog
  Fog imposes a circumstance penalty to visual Perception 
  checks, depending on the thickness; it causes creatures 
  viewed through significant amounts of fog to be 
  concealed; and it cuts off all visibility at half a mile or 
  less—possibly much less. Conditions limiting visibility 
  to about a mile are called mist, and those that do so to 
  about 3 miles are called haze.
  Precipitation
  Precipitation includes rain as well as colder snow, sleet, 
  and hail. Wet precipitation douses flames, and frozen 
  precipitation can create areas of snow or ice on the 
  ground. Drizzle or light snowfall has little mechanical 
  effect beyond limited visibility.
  viSibility
  Most forms of precipitation impose circumstance 
  penalties on visual Perception checks. Hail often is sparser 
  but loud, instead penalizing auditory Perception checks. 
  Especially heavy precipitation, such as a downpour of 
  rain or heavy snow, might make creatures concealed if 
  they’re far away.
  fatiguE
  Precipitation causes discomfort and fatigue. Anything 
  heavier than drizzle or light snowfall reduces the 
  time it takes for characters to become fatigued from 
  overland travel to only 4 hours. Heavy precipitation 
  can be dangerous in cold environments when characters 
  go without protection. Soaked characters treat the 
  temperature as one step colder (mild to severe, severe to 
  extreme; see Temperature below).
  thundErStormS
  High winds and heavy precipitation accompany 
  many thunderstorms. There’s also a very small chance 
  that a character might be struck by lightning during 
  a storm. A lightning strike usually deals moderate 
  electricity damage, or major electricity damage in a 
  severe thunderstorm.
  Temperature
  Often, temperature doesn’t impose enough of a 
  mechanical effect to worry about beyond describing the 
  clothing the characters need to wear to be comfortable. 
  Particularly hot and cold weather can make creatures 
  fatigued more quickly during overland travel and can 
  cause damage if harsh enough, as shown in Table 10–13 
  on page 518.
  Appropriate cold-weather gear (such as the winter 
  clothing) can negate the damage from severe cold 
  or reduce the damage from extreme cold to that of 
  particularly severe cold.
  Wind
  Wind imposes a circumstance penalty on auditory 
  Perception checks depending on its strength. It also 
  interferes with physical ranged attacks such as arrows, 
  imposing a circumstance penalty to attack rolls involving 
  such weapons, and potentially making attacks with them 
  impossible in powerful windstorms. Wind snuffs out 
  handheld flames; lanterns protect their flame from the 
  wind, but particularly powerful winds can extinguish 
  these as well.
  moving in wind
  Wind is difficult or greater difficult terrain when Flying. 
  Moving in wind of sufficient strength requires a Maneuver 
  in Flight action, and fliers are blown away on a critical 
  failure or if they don’t succeed at a minimum of one such 
  check each round.
  Even on the ground, particularly strong winds might 
  require a creature to succeed at an Athletics check to 
  move, knocking the creature back and prone on a critical 
  failure. On such checks, Small creatures typically take a 
  –1 circumstance penalty, and Tiny creatures typically take 
  a –2 penalty.
  DUNGEONS
  Dungeon environments, which include both ruins and 
  contemporary buildings constructed in the wilderness, 
  are a fairly common venue for adventures. As an 
  environment, they combine urban features like doors and 
  buildings (page 515) with features from an underground 
  environment, 
  and 
  occasionally 
  components 
  from 
  other environments. While underground dungeons are 
  particularly common, you might also consider setting 
  your adventure in a ruin reclaimed by the forest, with 
  giant trees spreading their roots through the walls, or a 
  ruin deep in a swamp, with bogs covering access to some 
  of the ruin’s hidden secrets.
  GAME MASTERING
  517
  10
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Natural Disasters
  Climate and environmental features can be a hindrance 
  or long-term threat, but natural disasters represent acute 
  danger, especially to those directly exposed to their fury. 
  The damage in the following sections uses the categories in 
  Table 10–11: Environmental Damage on page 512.
  Avalanches
  Though the term avalanche specifically refers to a 
  cascading flow of ice and snow down a mountain’s slope, 
  the same rules work for landslides, mudslides, and other 
  similar disasters. Avalanches of wet snow usually travel 
  up to 200 feet per round, though powdery snow can 
  travel up to 10 times faster. Rockslides and mudslides 
  are slower, sometimes even slow enough that a character 
  might be able to outrun them.
  An 
  avalanche 
  deals 
  major 
  or 
  even 
  massive 
  bludgeoning damage to creatures and objects in its path. 
  These victims are also buried under a significant mass. 
  Creatures caught in an avalanche’s path can attempt 
  a Reflex save; if they succeed, they take only half the 
  bludgeoning damage, and if they critically succeed, they 
  also avoid being buried.
  burial
  Buried creatures take minor bludgeoning damage each 
  minute, and they potentially take minor cold damage 
  if buried under an avalanche of snow. At the GM’s 
  discretion, creatures without a sufficient air pocket could 
  also risk suffocation (page 478). A buried creature is 
  restrained and usually can’t free itself.
  Allies or bystanders can attempt to dig out a buried 
  creature. Each creature digging clears roughly a 5-foot-
  by-5-foot square every 4 minutes with a successful 
  Athletics check (or every 2 minutes on a critical success). 
  Using shovels or other proper tools halves the time.
  Blizzards
  Blizzards combine cold weather, heavy snow, and strong 
  winds. They don’t pose a single direct threat as other 
  disasters do; instead, the combination of these factors all 
  at once poses a substantial impediment to characters.
  Collapses
  Collapses and cave-ins occur when caverns or buildings 
  fall, dumping tons of rock or other material on those 
  caught below or inside them. Creatures under the 
  collapse take major or massive bludgeoning damage and 
  become buried, just as with an avalanche. Fortunately, 
  collapses don’t spread unless they weaken the overall 
  integrity of the area and lead to further collapses.
  Earthquakes
  Earthquakes often cause other natural disasters in the 
  form of avalanches, collapses, floods, and tsunamis, but 
  they also present unique threats such as fissures, soil 
  liquefaction, and tremors.
  fiSSurES
  Fissures and other ground ruptures can destabilize 
  structures, but more directly they lead to creatures taking 
  bludgeoning damage from falling into a fissure.
  Soil liquEfaction
  Liquefaction occurs when granular particles shake to 
  the point where they temporarily lose their solid form 
  and act as liquids. When this happens to soil, it can 
  cause creatures and even whole buildings to sink into 
  the ground. You can use the earthquake spell for more 
  specific rules, though that spell represents only one 
  particular kind of localized quake.
  trEmorS
  Tremors knock creatures prone, causing them to fall or 
  careen into other objects, which can deal bludgeoning 
  damage appropriate to the severity of the quake.
  Floods
  Though more gradual floods can damage structures and 
  drown creatures, flash floods are similar to avalanches, 
  except with a liquid mass instead of a solid one. Instead 
  of burying creatures, a flash flood carries creatures and 
  even massive objects away, buffeting the creatures and 
  potentially drowning them. The drowning rules appear 
  on page 478.
  TABLE 10–13: TEMPERATURE EFFECTS
  Category 
  Temperature 
  Fatigue 
  Damage
  Incredible cold 
  –80º F or colder 
  2 hours 
  Moderate cold every minute
  Extreme cold 
  –79º F to –20º F 
  4 hours 
  Minor cold every 10 minutes
  Severe cold 
  –21º F to 12º F 
  4 hours 
  Minor cold every hour
  Mild cold 
  13º F to 32º F 
  4 hours 
  None
  Normal 
  33º F to 94º F 
  8 hours 
  None
  Mild heat 
  95º F* to 104º F* 
  4 hours 
  None
  Severe heat 
  105º F* to 114º F 
  4 hours 
  Minor fire every hour
  Extreme heat 
  115º F to 139º F 
  4 hours 
  Minor fire every 10 minutes
  Incredible heat 
  140º F or warmer 
  2 hours 
  Moderate fire every minute
  * Adjust temperatures down by 15º in areas of high humidity.
  Core Rulebook
  518
  
  Sandstorms
  Mild sandstorms and dust storms don’t present much 
  more danger than a windy rainstorm, but they can cause 
  damage to a creature’s lungs and spread diseases across 
  long distances. Heavy sandstorms deal minor slashing 
  damage each round to those exposed to the sand, force 
  creatures to hold their breath to avoid suffocation, 
  or both.
  Tornadoes
  In a tornado’s path, wind conditions impose severe 
  circumstance penalties, but creatures that would 
  normally be blown away are instead picked up in the 
  tornado’s funnel, where they take massive bludgeoning 
  damage from flying debris as they rise through the cone 
  until they are eventually expelled (taking bludgeoning 
  damage from falling).
  Tornadoes usually travel around 300 feet per round 
  (roughly 30 miles per hour). They normally travel a few 
  miles before dissipating. Some tornadoes are stationary 
  or travel much faster.
  Tsunamis
  Tsunamis present many of the same dangers as flash 
  floods but are much larger and more destructive. Tsunami 
  waves can reach 100 feet or more in height, wrecking 
  buildings and creatures alike with massive bludgeoning 
  damage from both the wave itself and debris pulled up 
  along its path of destruction.
  Volcanic Eruptions
  Volcanic eruptions can contain any combination of ash, 
  lava bombs, lava flows, pyroclastic flows, and vents.
  aSh
  Ash from volcanic eruptions is hot enough to cause 
  minor fire damage each minute. It limits visibility like 
  a thick fog and can make air unbreathable, requiring 
  characters to hold their breath or suffocate (page 478). 
  Ash clouds generate ash lightning strikes, which typically 
  deal moderate electricity damage but are very unlikely 
  to hit an individual creature. Ash buildup on the ground 
  creates areas of uneven ground, difficult terrain, or 
  greater difficult terrain, and ash in the atmosphere can 
  block the sun for weeks or even months, leading to colder 
  temperatures and longer winters.
  lava bombS
  Pressure can launch lava into the air that falls as lava 
  bombs: masses of lava that solidify as they fly and shatter 
  on impact, dealing at least moderate bludgeoning damage 
  and moderate fire damage. 
  lava flowS
  Lava flows are an iconic volcanic threat; they usually 
  move between 5 and 60 feet per round over normal 
  ground, so characters can often outrun them. However, 
  flows can move up to 300 feet per round in a steep 
  volcanic tube or channel. Lava emanates heat that deals 
  minor fire damage even before it comes into contact 
  with creatures, and immersion in lava deals massive fire 
  damage each round.
  pyroclaStic flowS
  Mixes of hot gases and rock debris, pyroclastic flows 
  spread much faster than lava, sometimes more than 
  4,000 feet per round. While cooler than the hottest lava, 
  pyroclastic flows are capable of overwhelming entire 
  settlements. They work like avalanches but deal half of 
  their damage as fire damage.
  vEntS
  Steam vents shoot from the ground, dealing moderate fire 
  damage or more in a wide column. Acidic and poisonous 
  gases released from beneath the surface can create wide 
  areas of hazardous terrain that deals at least minor acid 
  or poison damage.
  Wildfires
  Wildfires travel mainly along a front moving in a single 
  direction. In a forest, the front can advance up to 70 
  feet per round (7 miles per hour). They can move up 
  to twice as fast across plains due to a lack of shade 
  and the relatively low humidity. Embers from the fire, 
  carried by winds and rising hot air, can scatter, forming 
  spot fires as far as 10 miles away from the main 
  wildfire. Wildfires present three main threats: flames, 
  heat, and smoke.
  flamES
  Flames are hazardous terrain, usually dealing moderate 
  damage and potentially setting a character on fire, 
  dealing moderate persistent fire damage. The flames from 
  a small fire are often less dangerous than the advancing 
  heat from the front of a large fire.
  hEat
  Wildfires increase the temperature in advance of the front, 
  reaching nearly 1,500° F at the fire’s arrival, as hot as 
  some lava. This begins as minor fire damage every round 
  at a reasonable distance from the front and increases to 
  massive fire damage for someone within the wildfire.
  SmokE
  Wind can carry smoke far in front of the wildfire 
  itself. Smoke imposes a circumstance penalty to visual 
  Perception checks, depending on the thickness. It causes 
  creatures viewed through significant amounts of smoke 
  to be concealed, and it cuts off all visibility at half a mile 
  or less. Near or within the wildfire, the combination of 
  smoke and heated air require characters to hold their 
  breath or suffocate (page 478).
  GAME MASTERING
  519
  10
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Detecting a Hazard
  Every hazard has a trigger of some kind that sets its 
  dangers in motion. For traps, this could be a mechanism 
  like a trip wire or a pressure plate, while for an 
  environmental hazard or haunt, the trigger may simply be 
  proximity. When characters approach a hazard, they have 
  a chance of finding the trigger area or mechanism before 
  triggering the hazard. They automatically receive a check 
  to detect hazards unless the hazards require a minimum 
  proficiency rank to do so.
  During exploration, determine whether the party 
  detects a hazard when the PCs first enter the general area 
  in which it appears. If the hazard doesn’t list a minimum 
  proficiency rank, roll a secret Perception check against 
  the hazard’s Stealth DC for each PC. For hazards with a 
  minimum proficiency rank, roll only if someone is actively 
  searching (using the Search activity while exploring or 
  the Seek action in an encounter), and only if they have the 
  listed proficiency rank or higher. Anyone who succeeds 
  becomes aware of the hazard, and you can describe what 
  they notice.
  Magical hazards that don’t have a minimum proficiency 
  rank can be found using detect magic, but this spell 
  doesn’t provide enough information to understand or 
  disable the hazard—it only reveals the hazard’s presence. 
  Determining a magical hazard’s properties thoroughly 
  enough to disable it requires either the use of more 
  powerful magic or a successful skill check, likely using 
  Identify Magic or Recall Knowledge. Magical hazards 
  with a minimum proficiency rank cannot be found with 
  detect magic at all.
  Triggering a Hazard
  If the group fails to detect a hazard and the hazard’s 
  trigger is a standard part of traveling (such as stepping 
  on a floor plate or moving through a magical sensor 
  while walking), the hazard’s reaction occurs. Hazards 
  that would be triggered only when someone directly 
  manipulates the environment—by opening a door, for 
  example—use their reactions only if a PC explicitly takes 
  that action.
  Reaction or Free Action
  Most hazards have reactions that occur when they’re 
  triggered. For simple hazards, the reaction is the entirety 
  of the hazard’s effect. For complex hazards, the reaction 
  may also cause the hazard to roll initiative, either starting 
  a combat encounter or joining one already in progress, 
  and the hazard continues to pose a threat over multiple 
  rounds. Some hazards have a triggered free action instead 
  of a reaction; for instance, quicksand can suck down 
  multiple creatures per round.
  Routine
  A complex hazard usually follows a set of preprogrammed 
  actions called a routine. Once triggered, the hazard first 
  performs its initial reaction; then, if the PCs are not yet 
  in encounter mode, they should roll initiative. (If they’re 
  already in encounter mode, their initiative remains 
  the same.) The hazard might tell you to roll initiative 
  for it—in this case, the hazard rolls initiative using its 
  Stealth modifier.
  After this happens, the hazard follows its routine each 
  round on its initiative. The number of actions a hazard 
  can take each round, as well as what they can be used for, 
  depend on the hazard.
  Resetting a Hazard
  Some hazards can be reset, allowing them to be triggered 
  again. This can occur automatically, as for quicksand, 
  whose surface settles after 24 hours, or manually, like a 
  hidden pit, whose trapdoor must be closed for the pit to 
  become hidden again.
  Hazards
  Dungeons are rife with devious traps meant to protect the treasures within. These range 
  from mechanical devices that shoot darts or drop heavy blocks to magic runes that 
  explode into bursts of flame. In addition to traps, adventurers may stumble into other 
  types of hazards, including naturally occurring environmental hazards, mysterious 
  hauntings, and more.
  MONSTERS AND HAZARDS
  The statistics for NPCs and monsters usually don’t list their 
  proficiency ranks. Most of the time, they don’t need to deal 
  with detecting or disabling hazards the way PCs do, so you 
  don’t need this information. However, if a PC resets a trap 
  in a monster’s path or plans to lure a monster into a hazard, 
  you can improvise this information.
  For Perception, a monster is usually an expert at 3rd 
  or 4th level, a master at 8th or 9th level, and legendary 
  at 16th or 17th level. If the monster has Thievery listed in 
  its skills, it has the highest proficiency possible for its level 
  (trained at 1st, expert at 3rd, master at 7th, and legendary 
  at 15th); otherwise, it’s untrained. Of course, an individual 
  monster might deviate from these guidelines, especially if 
  it’s mindless or not very perceptive.
  Core Rulebook
  520
  
  Disabling a Hazard
  The most versatile method for deactivating traps is the 
  Disable a Device action of the Thievery skill, though 
  most mechanical traps can also simply be smashed, and 
  magical traps can usually be counteracted. Environmental 
  hazards often can be overcome with Nature or Survival, 
  and haunts can often be overcome with Occultism or 
  Religion. The specific skill and DC required to disable 
  a hazard are listed in the hazard’s stat block. As with 
  detecting a hazard, disabling a hazard might require 
  a character to have a certain proficiency rank in the 
  listed skill.
  A character must first detect a hazard (or have it pointed 
  out to them) to try to deactivate it. They can attempt to 
  deactivate a hazard whether or not it has already been 
  triggered, though some hazards no longer pose a danger 
  once their reactions have occurred, especially if there is 
  no way for them to be reset.
  For most hazards, a successful check for the listed 
  skill against the DC in the stat block disables the hazard 
  without triggering it. Any other means of deactivating 
  the hazard are included in the hazard’s stat block, as are 
  any additional steps required to properly deactivate it. 
  A critical failure on any roll to disable a hazard triggers 
  it, including a critical failure on a roll to counteract a 
  magic hazard.
  Some hazards require multiple successful checks to 
  deactivate, typically because they have a particularly 
  complicated component or have several discrete portions. 
  For hazards with a complex component, a critical success 
  on a check to disable the hazard counts as two successes 
  on a single component.
  Damaging a Hazard
  Rather than trying to carefully disable a hazard, a 
  character might just smash it. Damaging a mechanical 
  trap or another physical hazard works like damaging 
  objects: the hazard reduces the damage it takes by its 
  Hardness. In most cases, hitting the hazard also triggers 
  it, as explained in Attacking a Hazard below. If a 
  hazard’s Hit Points are reduced to its Broken Threshold 
  (BT) or lower, the hazard becomes broken and can’t 
  be activated, though it can still be repaired. If it’s 
  reduced to 0 HP, it’s destroyed and can’t be repaired. 
  (See page 272 in Chapter 6 for more information on 
  damaging objects.)
  Hazards’ AC, applicable saving throw modifiers, 
  Hardness, HP, and BT are listed in their stat blocks. A 
  hazard that doesn’t list one of these statistics can’t be 
  affected by anything targeting that statistic. For example, 
  a hazard that has HP but no BT can’t be broken, but can 
  still be destroyed. Hazards are immune to anything an 
  object is immune to unless specifically noted otherwise, 
  and they can’t be targeted by anything that can’t target 
  objects. Some hazards may have additional immunities, 
  as well as resistances or weaknesses.
  attacking a hazard
  If someone hits a hazard—especially if it’s a mechanical 
  trap—they usually trigger it, though you might 
  determine otherwise in some cases. An attack that breaks 
  the hazard might prevent it from triggering, depending 
  on the circumstances. If the hazard has multiple parts, 
  breaking one part might still trigger the trap. For 
  example, if a trap has a trip wire in one location and 
  launches an attack from another location, severing the 
  trip wire could still trigger the attack. Destroying a 
  trap in one blow almost never triggers it. These rules 
  also apply to most damaging spells or other effects in 
  addition to attacks.
  rEpairing a hazard
  You might allow a character to repair a damaged hazard 
  to restore its functionality. You determine the specifics of 
  this, since it can vary by trap. The Repair action might be 
  insufficient if fixing the trap requires gathering scattered 
  components or the like. If the item has a Reset entry, the 
  character needs to do whatever is listed there, in addition 
  to repairing the damage.
  Counteracting a Magical Hazard
  Some magical hazards can be counteracted using dispel 
  magic and the counteracting rules found on page 458. 
  These hazards’ spell levels and counteract DCs are listed 
  in their stat block. Counteracting a hazard otherwise 
  works like using a skill check to disable the hazard.
  Hazard Experience
  Characters gain Experience Points for overcoming a 
  hazard, whether they disable it, avoid it, or simply endure 
  its attacks. If they trigger the same hazard later on, they 
  don’t gain XP for the hazard again. The XP values for 
  hazards of different levels also appear on page 508, but 
  are repeated here for convenience. The XP for a complex 
  hazard is equal to the XP for a monster of the same level, 
  and the XP for a simple hazard is one-fifth of that. Hazards 
  of a lower level than the party’s level – 4 are trivial and 
  award no XP.
  TABLE 10–14: HAZARD XP
   
   
  XP Award
   
  Level 
  Simple Hazard Complex Hazard
   Party level – 4 
  2 XP 
  10 XP
   Party level – 3 
  3 XP 
  15 XP
   Party level – 2 
  4 XP 
  20 XP
   Party level – 1 
  6 XP 
  30 XP
   Party level 
  8 XP 
  40 XP
   Party level + 1 
  12 XP 
  60 XP
   Party level + 2 
  16 XP 
  80 XP
   Party level + 3 
  24 XP 
  120 XP
   Party level + 4 
  30 XP 
  150 XP
  GAME MASTERING
  521
  10
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Hazard Format
  Hazards are presented in a stat block format similar to 
  those used for monsters. A few notes regarding the format 
  follow the sample stat block.
  HAZARD NAME 
  HAZARD [LEVEL]
  TRAITS
  Stealth This entry lists the Stealth modifier for a complex 
  hazard’s initiative or the Stealth DC to detect a simple 
  hazard, followed by the minimum proficiency rank to detect 
  the hazard (if any) in parentheses. If detect magic can be 
  used to detect the hazard, this information is located here 
  as well.
  Description This explains what the hazard looks like and might 
  include special rules.
  Disable The DC of any skill checks required to disable the 
  hazard are here; if the hazard can be counteracted, its spell 
  level and counteract DC are listed in parentheses.
  AC the hazard’s AC; Saving Throws the hazard’s saves. Usually 
  only haunts are subject to Will saves.
  Hardness the hazard’s Hardness; HP the hazard’s Hit Points, 
  with its Broken Threshold in parentheses; Immunities the 
  hazard’s immunities; Weaknesses the hazard’s weaknesses, 
  if any; Resistances the hazard’s resistances, if any
  Action Type � or � This is the reaction or free action the 
  hazard uses; Trigger The trigger that sets off the hazard 
  appears here. Effect For a simple hazard, this effect is often 
  all the hazard does. For a complex hazard, this might also 
  cause the hazard to roll initiative.
  Routine This section describes what a complex hazard does on 
  each of its turns during an encounter; the number in parentheses 
  after the word “Routine” indicates how many actions the hazard 
  can use each turn. Simple hazards don’t have this entry.
  Action Any action the hazard can use appears here. Typically, 
  this is a melee or ranged attack.
  Reset If the hazard can be reset, that information is here.
  Level
  The hazard’s level indicates what level of party it’s a good 
  challenge for. If the hazard involves a toxin, curse, or other 
  non-spell feature, that feature’s level is the hazard’s level.
  Traits
  The most notable hazard traits are trap (constructed to 
  harm intruders), environmental (natural hazards), and 
  haunt (spectral phenomena). Traps have a trait to indicate 
  whether they’re magical or mechanical. Hazards that have 
  initiative and a routine have the complex trait.
  Stealth or Stealth DC
  Complex hazards list their Stealth modifier, which they 
  use for initiative, instead of their Stealth DC. If you need 
  the DC, it’s equal to this modifier + 10.
  Simple Hazards
  A simple hazard uses its reaction only once, after which 
  its threat is over unless the hazard is reset.
  HIDDEN PIT 
  HAZARD 0
  MECHANICAL
  TRAP
  Stealth DC 18 (or 0 if the trapdoor is disabled or broken)
  Description A wooden trapdoor covers a pit that’s 10 feet 
  square and 20 feet deep.
  Disable Thievery DC 12 to remove the trapdoor
  AC 10; Fort +1, Ref +1
  Trapdoor Hardness 3, Trapdoor HP 12 (BT 6); Immunities 
  critical hits, object immunities, precision damage
  Pitfall � Trigger A creature walks onto the trapdoor. Effect 
  The triggering creature falls in and takes falling damage 
  (typically 10 bludgeoning damage). That creature can use 
  the Grab an Edge reaction to avoid falling.
  Reset Creatures can still fall into the trap, but the trapdoor 
  must be reset manually for the trap to become hidden again.
  HAZARDS BY NAME
  This chapter’s hazards are organized by level and 
  complexity. If you need to look up a hazard by its name, 
  use the following table.
  Hazard Name 
  Level 
  Complexity 
  Page
  Armageddon orb 
  23 
  Simple 
  526
  Banshee’s symphony 
  18 
  Complex 
  529
  Bloodthirsty urge 
  10 
  Simple 
  524
  Bottomless pit 
  9 
  Simple 
  524
  Darkside mirror 
  14 
  Complex 
  528
  Drowning pit 
  3 
  Complex 
  526
  Electric latch rune 
  3 
  Simple 
  523
  Fireball rune 
  5 
  Simple 
  524
  Frozen moment 
  17 
  Simple 
  525
  Hallucination powder trap 
  6 
  Simple 
  524
  Hammer of forbiddance 
  11 
  Simple 
  525
  Hidden pit 
  0 
  Simple 
  522
  Lava flume tube 
  10 
  Complex 
  528
  Pharaoh’s ward 
  7 
  Simple 
  524
  Planar rift 
  13 
  Simple 
  525
  Poisoned dart gallery 
  8 
  Complex 
  528
  Poisoned lock 
  1 
  Simple 
  522
  Polymorph trap 
  12 
  Simple 
  525
  Quicksand 
  3 
  Complex 
  526
  Scythe blades 
  4 
  Simple 
  523
  Second chance 
  21 
  Simple 
  525
  Slamming door 
  1 
  Simple 
  523
  Spear launcher 
  2 
  Simple 
  523
  Spinning blade pillar 
  4 
  Complex 
  527
  Summoning rune 
  1 
  Complex 
  526
  Telekinetic swarm trap 
  12 
  Complex 
  528
  Vorpal executioner 
  19 
  Simple 
  525
  Wheel of misery 
  6 
  Complex 
  527
  Yellow mold 
  8 
  Simple 
  524
  Core Rulebook
  522
  
  POISONED LOCK 
  HAZARD 1
  MECHANICAL
  TRAP
  Stealth DC 17 (trained)
  Description A spring-loaded, poisoned spine is hidden near 
  the keyhole of a lock. Disabling or breaking the trap does not 
  disable or break the lock.
  Disable Thievery DC 17 (trained) on the spring mechanism
  AC 15; Fort +8, Ref +4
  Hardness 6, HP 24 (BT 12); Immunities critical hits, object 
  immunities, precision damage
  Spring � (attack); Trigger A creature tries to unlock or Pick the 
  Lock. Effect A spine extends to attack the triggering creature.
  Melee spine +13, Damage 1 piercing plus cladis poison
  Cladis Poison (poison); Saving Throw DC 19 Fortitude; Maximum 
  Duration 4 hours; Stage 1 1d6 poison damage and drained 1 
  (1 hour); Stage 2 2d6 poison damage and drained 2 (1 hour); 
  Stage 3 3d6 poison damage and drained 2 (1 hour)
  SLAMMING DOOR 
  HAZARD 1
  MECHANICAL
  TRAP
  Stealth DC 17 (trained)
  Description Pressure-sensitive panels in the floor connect to 
  a stone slab hidden in a hallway’s ceiling.
  Disable Thievery DC 15 (trained) on the floor panels before 
  the slab falls
  AC 16; Fort +10, Ref +2
  Hardness 5, HP 20 (BT 10); Immunities critical hits, object 
  immunities, precision damage
  Slam Shut � Trigger Pressure is placed on any floor tile. Effect 
  The door falls, closing off the hallway. The stone slab deals 
  3d8 bludgeoning damage to anyone beneath or adjacent to 
  the slab when it drops and pushes them out of its space in a 
  random direction. A creature that succeeds at a DC 17 Reflex 
  save takes no damage and rolls out of the way in a random 
  direction. On a critical success, they can choose the direction.
  Lifting the fallen slab requires a successful DC 25 
  Athletics check. Hitting the floor panels triggers the 
  trap. The slab uses the same AC and saves as the 
  trap, but it has Hardness 12, HP 48 (BT 24).
  SPEAR LAUNCHER 
  HAZARD 2
  MECHANICAL
  TRAP
  Stealth DC 20 (trained)
  Description A wall socket loaded with a spear 
  connects to a floor tile in one 5-foot square.
  Disable Thievery DC 18 (trained) on the floor 
  tile or wall socket
  AC 18; Fort +11, Ref +3
  Hardness 8, HP 32 (BT 16); Immunities critical 
  hits, object immunities, precision damage
  Spear � (attack); Trigger Pressure is 
  applied to the floor tile. Effect The 
  trap shoots a spear, making an attack 
  against the creature or object on the 
  floor tile.
  Ranged spear +14, Damage 2d6+6 piercing
  ELECTRIC LATCH RUNE 
  HAZARD 3
  ELECTRICITY
  EVOCATION
  MAGICAL
  TRAP
  Stealth DC 20 (trained)
  Description An invisible rune imprinted on a door latch 
  releases a powerful electric discharge.
  Disable Thievery DC 20 (expert) to scratch out the rune 
  without allowing electricity to flow, or dispel magic (2nd 
  level; counteract DC 18) to counteract the rune
  Electrocution � (arcane, electricity, evocation); Trigger A 
  creature grasps the door latch directly or with a tool. Effect 
  The trap deals 3d12 electricity damage to the triggering 
  creature (DC 22 basic Reflex save).
  SCYTHE BLADES 
  HAZARD 4
  MECHANICAL
  TRAP
  Stealth DC 23 (trained)
  Description Two blades, each hidden in a 15-foot-long ceiling 
  groove, are both connected to a trip wire.
  Disable Thievery DC 21 (trained) to disable each blade
  AC 21; Fort +12, Ref +8
  Hardness 11, HP 44 (BT 22); Immunities critical hits, object 
  immunities, precision damage
  Falling Scythes � (attack); Trigger The trip wire is pulled or 
  severed. Effect Both blades swing down, each one attacking 
  all creatures under the ceiling grooves.
  Melee scythe +17 (deadly 1d12), Damage 2d12+4 slashing; no 
  multiple attack penalty
  Reset The trap resets after 15 minutes.
  GAME MASTERING
  523
  10
  Introduction
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  Equipment
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  The Age of  
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  Playing the 
  Game
  Game
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  FIREBALL RUNE 
  HAZARD 5
  EVOCATION
  FIRE
  MAGICAL
  TRAP
  Stealth DC 24 (expert)
  Description An invisible rune creates an invisible, spherical 
  magical sensor with a 20-foot radius.
  Disable Thievery DC 22 (expert) to erase the rune without 
  triggering the sensor, or dispel magic (3rd level; counteract 
  DC 20) to counteract the rune
  Fireball � (arcane, evocation, fire); Trigger A living creature 
  enters the sensor area. Effect The rune detonates a fireball 
  centered on the triggering creature’s square. This is a 3rd-
  level fireball spell that deals 6d6 fire damage (DC 22 basic 
  Reflex save).
  HALLUCINATION POWDER TRAP 
  HAZARD 6
  MECHANICAL
  TRAP
  Stealth DC 24 (expert)
  Description A tube of hallucinogenic powder armed with a 
  miniature explosive is connected to a doorknob or similar latch.
  Disable Thievery DC 26 (expert) to disable the hammer that 
  strikes the percussion cap
  AC 24; Fort +0, Ref +0
  Hardness 0, HP 1; Immunities critical hits, object immunities, 
  precision damage
  Powder Burst � (mental, poison); Trigger The latch is opened 
  or the tube is broken. Effect The tube explodes, spraying 
  hallucinogenic powder in a 30-foot cone. Any creature in 
  the cone must succeed at a DC 24 Will save or be confused 
  for 1 round and take a –2 status penalty to Perception 
  checks and saves against mental effects for 1d4 hours. On a 
  critical failure, the penalty is instead –4.
  PHARAOH’S WARD 
  HAZARD 7
  MAGICAL
  TRAP
  Stealth DC 25 (expert)
  Description A curse is imbued on an entryway’s threshold.
  Disable Thievery DC 27 (master) to painstakingly remove the 
  lintel without triggering the magic, or dispel magic (4th 
  level; counteract DC 25) to counteract the rune
  Curse the Intruders � (curse, divine, necromancy); Trigger The 
  seal on the tomb is broken from the outside. Effect Each living 
  creature within 60 feet must succeed at a DC 23 Will save or 
  be subjected to the pharaoh’s curse. A cursed creature takes 
  a –2 status penalty to Fortitude saves, and any natural or 
  magical healing it receives is halved. The curse remains until 
  removed by remove curse or similar magic.
  Reset The trap resets when the door is shut.
  YELLOW MOLD 
  HAZARD 8
  ENVIRONMENTAL
  FUNGUS
  Stealth DC 28 (trained)
  Description Poisonous mold spores assault nearby creatures.
  Disable Survival DC 26 (expert) to remove the mold without 
  triggering the spores
  AC 27; Fort +17, Ref +13
  HP 70; Immunities critical hits, object immunities, precision damage
  Spore Explosion � Trigger A creature moves into the mold’s 
  space or damages the mold. The mold can’t use this reaction 
  if it’s in direct sunlight or if the damage was fire damage. 
  Effect The triggering creature and all creatures within 10 
  feet are exposed to yellow mold spores.
  Yellow Mold Spores (inhaled, poison) Any drained condition 
  from the spores persists after the poison’s duration ends; 
  Saving Throw DC 26 Fortitude; Maximum Duration 6 
  rounds; Stage 1 1d8 poison damage and drained 1 (1 round); 
  Stage 2 2d8 poison damage and drained 2 (1 round); Stage 
  3 3d8 poison damage and drained 3 (1 round)
  BOTTOMLESS PIT 
  HAZARD 9
  MAGICAL
  MECHANICAL
  TRAP
  Stealth DC 30 (or 0 if the trapdoor is disabled or broken) or 
  detect magic
  Description An iron trapdoor covers an infinitely deep 
  10-foot-square pit.
  Disable Thievery DC 28 (trained) to remove the trapdoor
  AC 28; Fort +12, Ref +12
  Trapdoor Hardness 9, Trapdoor HP 36 (BT 18); Immunities 
  critical hits, object immunities, precision damage
  Infinite Pitfall � Trigger A creature walks onto the trapdoor. 
  Effect The triggering creature falls in and continues to fall, 
  potentially forever. That creature can try to Grab an Edge to 
  avoid falling (page 472). The DC to Climb the walls or Grab 
  an Edge is 26.
  The pit contains many handholds, so the falling creature 
  can try to Grab an Edge again every 6 seconds. If the 
  creature succeeds, it can start to Climb out from that point 
  (though it might be a very long climb, depending on how 
  far the creature fell). Since the creature falls endlessly, it 
  can rest and even prepare spells while falling, though items 
  dropped while falling are usually lost forever.
  Reset The trap still causes creatures to fall forever if they fall 
  in, but the trapdoor must be reset manually for the trap to 
  become hidden again.
  BLOODTHIRSTY URGE 
  HAZARD 10
  HAUNT
  Stealth DC 31 (trained)
  Description An object haunted by the echoes of a vicious mind 
  attempts to kill someone who comes near.
  Disable Religion DC 29 (master) to exorcise the spirit or 
  Diplomacy DC 31 (expert) to talk it down
  Quietus � (death, emotion, fear, illusion, mental, occult); 
  Trigger A creature moves within 10 feet of the haunted 
  object. Effect The haunt takes control of the triggering 
  creature, forcing it to attack itself. The creature must 
  attempt a DC 29 Will save.
  Critical Success The target is unaffected.
  Success The target makes a Strike against itself and automatically 
  hits; the target also becomes frightened 1.
  Failure The target makes a Strike against itself and automatically 
  scores a critical hit; the target also becomes frightened 2.
  Critical Failure The target attempts a Fortitude save. If the 
  Core Rulebook
  524
  
  target succeeds, it is subject to the effects of a failure instead. 
  If the target fails, it is reduced to 0 Hit Points and dies.
  HAMMER OF FORBIDDANCE 
  HAZARD 11
  MAGICAL
  MECHANICAL
  TRAP
  Stealth DC 30 (expert)
  Description An enormous hammer at an edifice’s entrance 
  swings down in an attempt to damage a creature entering 
  an area, push it back, and prevent it from going any further.
  Disable Thievery DC 28 (expert) once on the hammer itself 
  and once on its joint to prevent the hammer from swinging
  AC 32; Fort +24, Ref +15
  Hammer Hardness 22, Hammer HP 88 (BT 44); Joint Hardness 
  16, Joint HP 64 (BT 32); Immunities critical hits, object 
  immunities, precision damage
  Forbid Entry � (abjuration, attack, divine); Trigger A creature 
  attempts to enter through the entrance. Effect The hammer 
  swings down, making an attack against the triggering creature.
  Melee hammer +28, Damage 6d8+20 bludgeoning plus the 
  target is knocked back 10 feet and must succeed at a DC 
  30 Will save or be unable to enter the edifice through 
  any entrance for 24 hours (on a critical hit, the target 
  automatically fails the Will save); no multiple attack penalty
  Reset The trap resets over the course of the round, and is 
  ready to swing again 1 round later.
  POLYMORPH TRAP 
  HAZARD 12
  MAGICAL
  TRAP
  Stealth DC 34 (trained)
  Description A Druidic glyph tries to transforms a trespasser 
  into an animal.
  Disable Thievery DC 32 (master) to drain the glyph’s power 
  harmlessly, or dispel magic (6th level; counteract DC 30) to 
  counteract the glyph
  Baleful Polymorph � (primal, transmutation); Trigger 
  A creature moves within 30 feet of the glyph without 
  speaking the passphrase in Druidic. Effect The creature is 
  targeted by baleful polymorph (DC 32 Will save).
  PLANAR RIFT 
  HAZARD 13
  MAGICAL
  TRAP
  Stealth DC 35 (trained)
  Description A rift attempts to draw creatures into another 
  plane (the GM chooses the specific plane).
  Disable Thievery DC 33 (master) to assemble a rift seal using 
  objects strongly grounded to your plane, or dispel magic 
  (7th level; counteract DC 31) to counteract the rift
  Into the Great Beyond � (conjuration, occult, teleportation); 
  Trigger A creature moves within 10 feet of the rift. Effect The 
  triggering creature and all creatures within 30 feet of the 
  rift are drawn into another plane. Each creature can attempt 
  a DC 33 Reflex save to avoid this fate.
  FROZEN MOMENT 
  HAZARD 17
  MAGICAL
  TRAP
  Stealth DC 40 (master)
  Description Warding magic attempts to trap intruders or 
  would-be thieves in a disrupted time flow.
  Disable Thievery DC 38 (legendary) to rapidly disassemble 
  the spell’s myriad components in a single blink of an eye; 
  or dispel magic (9th level; counteract DC 36) to counteract 
  the trap before it triggers or to counteract the effect on one 
  creature after the trap is triggered
  Adrift in Time � (occult, transmutation); Trigger A creature 
  touches the warded object or area. Effect The triggering 
  creature and all creatures within 30 feet are trapped 
  in a disrupted time flow (DC 38 Fortitude negates). The 
  creatures’ minds move so quickly that each round seems to 
  last a century, but their bodies and magical energies move 
  so slowly that they can’t use any actions except Recall 
  Knowledge. An affected creature must attempt a DC 36 Will 
  saving throw against a warp mind spell immediately and 
  again for every minute of real time that passes while the 
  creature is trapped in the frozen moment. This effect has an 
  unlimited duration but can be counteracted.
  VORPAL EXECUTIONER 
  HAZARD 19
  MECHANICAL
  TRAP
  Stealth DC 43 (expert)
  Description A wickedly sharp saw blade descends and 
  travels along grooves in a complex path throughout the room, 
  attempting to decapitate everyone within.
  Disable Thievery DC 41 (expert) at four different junctions to 
  jam all the saw blade’s possible paths, preventing it from 
  traveling through the room
  AC 43; Fort +32, Ref +32
  Hardness 30; HP 120 (BT 60) per junction; Immunities critical 
  hits, object immunities, precision damage
  Total Decapitation � (attack, death); Trigger A creature 
  attempts to exit the room. Effect The saw blade travels 
  along its path, making one Strike against each creature in 
  the room, twisting and varying its height for a maximum 
  chance of beheading its targets.
  Melee saw blade +40 (deadly d12), Damage 6d12+25 slashing 
  plus decapitation; no multiple attack penalty
  Decapitation On a critical hit, a target must succeed at a DC 
  39 Fortitude save or be decapitated, dying instantly unless 
  it can survive without a head.
  Reset The trap resets over the course of the round and can be 
  triggered again 1 round later.
  SECOND CHANCE 
  HAZARD 21
  MAGICAL
  TRAP
  Stealth DC 44 (legendary)
  Description Powerful warding magic tied to an object or 
  location tries to regress the ages of a creature and its allies.
  Disable Thievery DC 46 (legendary) to take apart the spell one 
  tiny piece at a time, with eyes closed, while recalling every 
  vivid life memory in order, starting from the earliest memory
  In the Beginning � (divine, transmutation); Trigger A creature 
  tries to steal the object or intrude upon the location. If 
  someone uses a proxy or dupe for the theft or intrusion, the 
  GAME MASTERING
  525
  10
  Introduction
  Ancestries &  
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  Classes
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  The Age of  
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  Playing the 
  Game
  Game
  mastering
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  Appendix
  
  trap unerringly targets the true perpetrator or perpetrators 
  at any distance—even across planes. Effect The triggering 
  creature and up to five coconspirators instantly revert to 
  infants, losing all memories, class abilities, and other skills 
  acquired during their lives (DC 44 Fortitude negates). 
  Reversing this effect is nearly impossible, requiring 
  powerful magic such as wish.
  ARMAGEDDON ORB 
  HAZARD 23
  RARE
  MAGICAL
  TRAP
  Stealth DC 10 or detect magic
  Description A roiling red orb, forged from a drop of the god 
  Rovagug’s blood, rains fire from the sky when a specified 
  condition is met.
  Disable Thievery DC 48 (legendary) to imbue thieves’ tools 
  with aspects representing Asmodeus and Sarenrae and use 
  them to drain away the orb’s power over 10 minutes; the 
  character attempting this check takes 5 fire damage each 
  round until the orb is depleted
  Burn It All � (death, divine, evocation, fire); Trigger A special 
  condition set by the trap’s creator occurs; this is typically 
  the event of their death. Effect Fire rains from the sky in a 
  100-mile radius, dealing 10d6 fire damage to creatures and 
  objects in the area. Each creature or object can attempt a DC 
  46 basic Reflex save. Any creature reduced to 0 Hit Points 
  by this damage dies instantly. This is not enough damage to 
  completely burn away a forest or level an entire mountain 
  or city, but it typically kills most creatures in the area.
  Complex Hazards
  Complex hazards function similarly to monsters during 
  encounters, as they roll initiative and have actions of their 
  own, though these are usually automated in a routine.
  SUMMONING RUNE  
  HAZARD 1
  COMPLEX
  MAGICAL
  TRAP
  Stealth +7 (trained)
  Description A cloud of invisible magical sensors in a 10-foot 
  radius surrounds an invisible wall or floor rune the size of the 
  creature to be summoned.
  Disable Acrobatics DC 15 to approach without triggering the 
  trap followed by Thievery DC 17 (trained) to erase the rune, or 
  dispel magic (1st level; counteract DC 15) to counteract the rune
  Summon Monster � (arcane, conjuration, summon; Trigger 
  A creature enters the cloud of magical sensors. Effect 
  This trap summons a specific level 1 creature, determined 
  when the trap is created. The creature rolls initiative and 
  remains for 2d6 rounds, after which the spell ends and 
  the creature disappears. The creature also disappears if 
  someone disables the trap before the duration expires. The 
  summoned creature can use 3 actions each round and can 
  use reactions, unlike most summoned creatures.
  Reset The trap resets each day at dawn.
  DROWNING PIT 
  HAZARD 3
  COMPLEX
  MECHANICAL
  TRAP
  Stealth +10 (trained); DC 22 (expert) to notice the water 
  spouts once the pit opens
  Description A trapdoor covers a 10-foot-square pit that’s 30 
  feet deep and has 5 feet of water at the bottom. Four water 
  spouts in the walls connect to hidden water tanks. Each water 
  spout extends out of a different wall, 6 inches from the top 
  of the pit.
  Disable Thievery DC 18 (trained) to seal each water spout, 
  Thievery DC 22 (trained) to open the trapdoor, or Athletics 
  DC 22 to Force Open the trapdoor
  AC 19; Fort +8, Ref +5
  Trapdoor Hardness 15, Trapdoor HP 60 (BT 30); Spout 
  Hardness 8, Spout HP 32 (BT 16); Immunities critical hits, 
  object immunities, precision damage
  Pitfall � Trigger A creature walks onto the trapdoor. Effect 
  The triggering creature falls in and takes damage from the 
  fall, reduced by 5 feet for falling into the water (typically 12 
  bludgeoning damage). A creature can Grab an Edge to avoid 
  falling (page 472). The trapdoor then slams shut, and the 
  hazard rolls initiative.
  Routine (4 actions) The trap loses 1 action each turn for each 
  disabled water spout. On each of the trap’s actions, a spout 
  pours water, increasing the depth of the water by 5 feet. 
  Once the pit is full of water, the pit stops using actions, but 
  creatures in the pit begin drowning (page 478).
  Reset The trap can be reset if the door is manually reengaged 
  and the water tanks refilled; it can be reset without draining 
  the pit, but doing so renders it less effective.
  QUICKSAND 
  HAZARD 3
  COMPLEX
  ENVIRONMENTAL
  Stealth +12 (trained) (or –10 and no minimum proficiency if the 
  surface is disturbed)
  Description A 15-foot-wide patch of water and sand attempts 
  to submerge creatures that step onto it.
  Disable Survival DC 18 (trained) to disturb the surface
  Submerge � Trigger A Huge or smaller creature walks onto 
  the quicksand. Effect The triggering creature sinks into the 
  quicksand up to its waist. The quicksand rolls initiative if it 
  hasn’t already.
  Routine (1 action) On its initiative, the quicksand pulls down 
  each creature within it. A creature that was submerged up to 
  its waist becomes submerged up to its neck, and a creature 
  UPGRADED SUMMONING RUNES
  You can make a summoning rune of nearly any level. It 
  summons a creature of a level equal to the trap’s level. 
  Use Table 10–5: DCs by Level on page 503 to determine 
  the Thievery DC and spell DC, using the trap’s level and 
  applying a hard adjustment (+2). The Stealth modifier for 
  the trap is equal to this number – 10. Stronger summoning 
  runes usually require expert proficiency or better in 
  Perception to find, and they might require a higher 
  proficiency rank in Thievery to disable.
  Core Rulebook
  526
  
  that was submerged up to its neck is pulled under and has to 
  hold its breath to avoid suffocation (page 478).
  A creature in the quicksand can attempt a DC 20 Athletics 
  check to Swim to either raise itself by one step if it’s submerged 
  to its neck or worse, or to move 5 feet if it’s submerged only 
  up to its waist. On a critical failure, the creature is pulled down 
  one step. A creature that Swims out of the quicksand escapes 
  the hazard and is prone in a space adjacent to the quicksand 
  patch. Other creatures can Aid the creature, typically by using 
  a rope or similar aid, or attempt to pull the creature out with 
  their own DC 20 Athletics check, with the same results as if 
  the creature attempted the check.
  Reset The hazard still submerges anyone who walks in, but 
  the surface doesn’t become hidden again until it settles over 
  the course of 24 hours.
  SPINNING BLADE PILLAR  
  HAZARD 4
  COMPLEX
  MECHANICAL
  TRAP
  Stealth +11 (trained) or DC 26 (expert) to notice the control panel
  Description A metal pole with three razor-sharp spinning 
  blades is hidden in the floor, connected to trigger plates in up 
  to eight floor tiles and a hidden control panel within 30 feet.
  Disable Thievery DC 21 (trained) twice on the pillar, or Thievery 
  DC 19 (expert) once on the control panel deactivates the 
  whole trap. Breaking the control panel prevents anyone 
  from disabling the trap using the control panel and prevents 
  the trap from deactivating automatically (see Reset below).
  AC 21; Fort +10, Ref +12
  Pillar Hardness 12, Pillar HP 48 (BT 24); Panel Hardness 
  5, Panel HP 20 (BT 10); Immunities critical hits, object 
  immunities, precision damage
  Rising Pillar � (attack); Trigger A creature steps on one of 
  the trapped floor tiles. Effect The trap pops up in a grid 
  intersection and makes a spinning blade attack against 
  one adjacent creature (if any), then rolls initiative.
  Routine (3 actions) The trap uses its first action 
  to make a spinning blade Strike against each 
  adjacent creature, its second action to move 
  straight in a random direction (roll 1d4 to 
  determine the direction), and its third action 
  to make a spinning blade Strike against 
  each adjacent creature. This trap doesn’t 
  take a multiple attack penalty.
  Speed 10 feet
  Melee � spinning blade +12, Damage 
  2d10+5 slashing
  Reset The trap deactivates and resets 
  after 1 minute.
  WHEEL OF MISERY  
  HAZARD 6
  COMPLEX
  MAGICAL
  MECHANICAL
  TRAP
  Stealth +16 (expert) to detect the 
  magical sensor; noticing the wheel 
  has a DC of 0
  Description An ornate wheel set into a 
  wall—divided into six segments with colored 
  runes on each—is controlled by a magical sensor that detects 
  any creature within 100 feet in front of it.
  Disable Thievery DC 26 (expert) on the wheel to stop it from 
  spinning, Thievery DC 22 (master) to erase each rune, or 
  dispel magic (4th level; counteract DC 22) to counteract 
  each rune
  AC 24; Fort +15, Ref +13
  Hardness 14, HP 56 (BT 28); Immunities critical hits, object 
  immunities, precision damage
  Wheel Spin � Trigger A creature enters the sensor’s detection 
  area. Effect The wheel begins to spin and rolls initiative.
  Routine (2 actions) On its initiative, the trap uses its first action 
  to spin, then stops. Roll 1d6 to determine which segment is 
  topmost when the wheel stops spinning. The wheel uses its 
  second action to replicate the spell listed for that segment 
  (3rd level, DC 24, spell attack roll +14). This spell’s target is 
  centered on or otherwise includes the nearest creature in the 
  area. This increases the spell’s range to 100 feet if necessary. 
  Any spell cast by this trap is arcane.
  1 sleep
  2 paralyze
  3 lightning bolt (100-foot line)
  4 blindness
  5 acid arrow
  6 ray of enfeeblement
  Reset The trap deactivates and resets if 1 minute passes 
  without any creature moving within range of its sensor.
  GAME MASTERING
  527
  10
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  POISONED DART GALLERY 
  HAZARD 8
  COMPLEX
  MECHANICAL
  TRAP
  Stealth +16 (expert) or DC 31 (master) to notice the control panel
  Description Countless holes to launch poison darts from line a 
  long hallway with a hidden control panel on the far end.
  Disable Thievery DC 21 (expert) on the control panel 
  deactivates the trap.
  AC 27; Fort +13, Ref +17
  Hardness 14; HP 56 (BT 28) to destroy the control panel and 
  disable the trap; Immunities critical hits, object immunities, 
  precision damage
  Dart Volley � (attack); Trigger A creature enters the hallway 
  or ends its turn in the hallway. Effect The trap makes a 
  poisoned dart Strike against the triggering creature, then 
  rolls initiative.
  Routine (1 action) The trap launches one dart against every 
  creature in the gallery as 1 action. Because it launches darts 
  continuously, the trap can also use the Continuous Barrage 
  free action (see below) to launch darts at each creature during 
  that creature’s turn.
  Ranged poisoned dart +21, Damage 3d4 piercing plus flesset 
  poison; no multiple attack penalty
  Continuous Barrage � Trigger A creature within the active 
  gallery finishes an action. Effect The trap makes a poisoned 
  dart Strike against the triggering creature.
  Flesset Poison (poison); Saving Throw DC 22 Fortitude; 
  Maximum Duration 6 rounds; Stage 1 1d6 poison damage and 
  clumsy 1 (1 round); Stage 2 2d6 poison damage and clumsy 2 
  (1 round); Stage 3 3d6 poison damage and clumsy 3 (1 round)
  Reset The trap deactivates and resets after 1 minute.
  LAVA FLUME TUBE 
  HAZARD 10
  COMPLEX
  MECHANICAL
  TRAP
  Stealth +19 (trained)
  Description Four gated channels carved into stone allow lava 
  to flow into a 15-foot-tall room; the floor can withdraw to allow 
  the hardened lava to fall into a chamber beneath.
  Disable Thievery DC 29 (expert) to block a channel, or Thievery 
  DC 31 (master) to release the floor latch and escape to the 
  chamber below
  AC 30; Fort +20, Ref +16
  Channel Hardness 12, Channel HP 48 (BT 24) to destroy a 
  channel gate (this prevents that channel from being disabled 
  and stops the trap from resetting); Floor Hardness 18; Floor 
  HP 72 (BT 36); Immunities critical hits, object immunities, 
  precision damage
  Flume Activation � Trigger A creature tries to leave the room. 
  Effect The exits seal instantly and the trap rolls initiative.
  Routine (4 actions) The trap loses 1 action per disabled 
  channel each turn. On each action, a different channel spews 
  lava, dealing 4d6 fire damage to each creature within 10 feet 
  of the channel (DC 27 basic Reflex save), and increasing the 
  depth of the lava in the room by 1 foot (4 feet per round if all 
  the channels are active).
  A creature that starts its turn in lava takes 8d6 fire damage 
  and is immobilized until it Escapes the hardening lava (DC 27). 
  The creature might suffocate if covered in lava (page 478). Lava 
  from the previous round hardens fully at the start of the trap’s 
  turn, effectively raising the floor of the room. Once the room is 
  full of lava, the trap stops taking actions, but creatures in the 
  room remain stuck until the floor opens and the trap resets.
  Reset The trap deactivates and resets after 1 hour by withdrawing 
  the floor, cracking and dumping the hardened lava (and any 
  creatures trapped inside) into the chamber. Creatures fall 40 
  feet, taking falling damage (typically 17 bludgeoning damage).
  TELEKINETIC SWARM TRAP 
  HAZARD 12
  COMPLEX
  MAGICAL
  MECHANICAL
  TRAP
  Stealth +24 (expert)
  Description Three innocuous decorations instilled with 
  telekinetic magic pull objects and pieces of the room itself into 
  spinning clouds of debris that attack all creatures in the room.
  Disable Thievery DC 27 (expert) to take apart a telekinetic 
  cloud, Thievery DC 32 (master) to disable each telekinetic 
  decoration, or dispel magic (6th level; counteract DC 30) to 
  counteract each telekinetic decoration
  AC 33; Fort +24, Ref +19
  Hardness 22, HP 88 (BT 44) per telekinetic cloud
  Agitate � (arcane, evocation); Trigger A creature stays in the 
  room for at least 6 seconds. Effect Each telekinetic decoration 
  constructs a cloud of objects in the room (three clouds total) 
  and the trap rolls initiative. The creatures in the room when 
  the trap is triggered become the trap’s targets, regardless of 
  whether they leave the room or other creatures later enter 
  the room. Each decoration targets a different creature if 
  possible. A target creature that moves at least 1 mile from 
  the trap ceases being a target, at which point the decoration 
  designates a new target.
  Routine (9 actions) Each decoration uses 3 of the trap’s 
  actions each turn, and the trap loses 3 actions each turn for 
  every decoration that is disabled. A decoration uses its first 
  action to move its cloud of objects up to 200 feet, its second 
  action to make the objects Strike, and its third action to add 
  more objects to the cloud, increasing its damage by 1d12 (to 
  a maximum of 4d12+10). If a decoration’s cloud is already at 
  maximum damage, it does nothing with its third action.
  If a decoration’s cloud has been destroyed, the decoration 
  instead spends its first action to create a new cloud of objects 
  inside the room (using the starting damage value) and then its 
  second and third actions to have the cloud move and attack.
  Melee � objects +24, Damage 2d12+10 bludgeoning
  Reset The trap deactivates and resets 10 minutes after it has 
  no target creatures (because the creatures either moved too 
  far away or died).
  DARKSIDE MIRROR 
  HAZARD 14
  COMPLEX
  MAGICAL
  MECHANICAL
  TRAP
  Stealth +24 (master) to notice it isn’t a regular mirror
  Description A magic mirror replaces characters with evil 
  mirror duplicates from another dimension.
  Disable Thievery DC 34 (legendary) to retrieve a creature 
  from the other dimension within 10 minutes of the switch 
  Core Rulebook
  528
  
  (possible only if their mirror duplicate is dead), Thievery 
  DC 39 (master) to permanently disable the mirror once 
  all mirror duplicates are dead, or dispel magic (7th level; 
  counteract DC 32) to counteract the mirror for 1 minute and 
  prevent additional replacements during that time
  AC 34; Fort +25, Ref +20
  Hardness 1, HP 4 (BT 2), the mirror can’t be damaged while 
  any mirror duplicate is alive
  Reflection of Evil � (arcane, conjuration, teleportation); 
  Trigger A non-evil creature is reflected in the mirror. Effect 
  The mirror absorbs the creature into the mirror, replacing it 
  with an evil mirror duplicate (DC 34 Reflex to avoid being 
  absorbed into the mirror), and rolls initiative.
  Routine (1 action) The mirror absorbs another reflected 
  creature into the mirror and replaces it with a mirror 
  duplicate. Mirror duplicates attack on their own initiative, 
  using the same statistics as the original creature, but with 
  an evil alignment (changing only abilities that shift with the 
  alignment change). A mirror duplicate can spend 3 actions in 
  contact with the mirror to return to its original dimension and 
  release the creature it duplicated, but most mirror duplicates 
  prefer not to.
  Reset The mirror is always ready to absorb creatures into the 
  other dimension. Ten minutes after a creature is sucked into 
  the mirror, if an ally doesn’t rescue the creature with Thievery, 
  it reaches the other dimension, where it might be captured or 
  killed. In the mirror dimension, it counts as a mirror duplicate, 
  so the denizens of the other dimension can’t destroy the 
  mirror on their side while the absorbed creature is there. 
  These dimensions are alternate realities, not planes, so even 
  rituals like plane shift can’t reach them.
  BANSHEE’S SYMPHONY 
  HAZARD 18
  COMPLEX
  MAGICAL
  TRAP
  Stealth +30 (legendary)
  Description A magically contagious wail of the banshee spell 
  is trapped in the larynx of an invisible, mummified elf.
  Disable Thievery DC 42 (master) to pierce the invisible larynx 
  so precisely that the magic releases in a trickle before the 
  trap activates, Thievery DC 44 (legendary) three times to 
  deconstruct the larynx while the trap is active in such a 
  way that it tears the spell apart, or spell DC 38 (9th level) to 
  counteract the wail of the banshee before the trap activates
  Scream � Trigger Three or more living creatures remain 
  within 100 feet of the trap for 6 seconds or longer. Effect 
  The trap releases an arcane wail of the banshee (DC 40) with 
  a 100-foot-radius emanation instead of 40 feet, targeting all 
  living creatures in the area, and rolls initiative.
  Routine (1 action) The trap uses its action to force one random 
  creature that failed its save against wail of the banshee last 
  turn to emit a wail of the banshee with the same statistics as 
  the initial one. The creature wails even if it is dead or unable 
  to speak, no matter how far away from the trap it is. Unlike a 
  casting of the spell, the drained condition from this trap’s wail 
  of the banshee spells increases the targets’ drained condition 
  values. A creature that critically succeeds at any of its saves 
  can still be affected by the trap on future rounds, but can’t be 
  forced to wail by the trap.
  Reset The trap ends when the trap is unable to make a 
  creature scream (usually because no creature failed its save 
  on the previous turn or because all creatures have critically 
  succeeded in the past). It then resets over 24 hours, as a new 
  scream builds up in the mummified larynx.
  GAME MASTERING
  529
  10
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Core Rulebook
  530
  
  Treasure comes in all sorts of forms, from humble copper 
  coins to incredibly powerful and valuable magic items. 
  The GM controls the flow of items in the game as the PCs 
  win them through adventures, find them for purchase, or 
  acquire the formulas to make the items themselves.
  Items can support characters by granting bonuses to their 
  statistics, allowing them to cast more spells, and creating 
  all sorts of effects that can’t be achieved in any other way. 
  Magic items come in many varieties, from enchanted swords 
  that can harm even incorporeal undead to containers that 
  can store a king’s ransom within a tiny space; many are 
  permanent items that can be used repeatedly. Alchemical 
  items, by contrast, are not intrinsically magical and are 
  often consumed when used. Both have a variety of uses, 
  from curing the sick to lighting foes on fire. Some treasures 
  are neither magical nor alchemical, but are instead crafted 
  from precious materials or using specialized expertise.
  This chapter provides rules for using different kinds 
  of items encountered in the game. Rules for distributing 
  treasure and creating treasure hoards can be found on 
  page 508 of Chapter 10: Game Mastering. 
  • Using Items, beginning below, describes how to 
  activate items and explains the statistics for items.
  • Table 11–1: Treasure by Level, beginning on page 
  536, lists the options for treasures, arranged by 
  level, category, and Price.
  • The catalog of items, which begins on page 543, 
  presents descriptions and rules for all sorts of 
  different treasures that can appear in the game, 
  sorted by category (page 533 has a list of key 
  categories and subcategories). This also includes 
  a section on precious materials found in the game 
  world, which can give items unusual properties.
  Using Items
  This section presents the rules for how characters use 
  alchemical items, magic items, and other special items 
  during play. 
  The myriad types of items give their powerful boons in 
  different ways. Some function automatically, while others 
  need to be activated. While you need only swing a flaming 
  greataxe to scorch foes, you need to invest a diadem of 
  intellect for it to work, imbibe an elixir of life to heal 
  yourself, activate slippers of spider climbing to walk up 
  a wall, activate your mail of luck to protect yourself, and 
  Cast a Spell using a magical scroll.
  Chapter 11: Crafting & Treasure
  Characters acquire treasure from the glittering hoards of their foes, as rewards for defending 
  the innocent, and as favors from the grand personalities they treat with. As they progress 
  through their adventures and improve their station in the world, characters collect ever 
  more fabulous items from enchanted armor and weapons to spell-infused staves.
  Constant Abilities
  Some magic items have abilities that always function. 
  You don’t have to use any actions to do anything special 
  (beyond wearing and investing a worn item or wielding 
  a held item) to make these abilities work. For example, 
  an everburning torch always sheds light, and a flaming 
  weapon deals fire damage every time it deals damage.
  Investing Magic Items
  Certain magic items convey their magical benefits only 
  when worn and invested using the Invest an Item activity, 
  tying them to your inner potential. These items have the 
  invested trait. Many invested items have constant abilities 
  that function all the time or that always trigger when you 
  use the item—but only when they’re invested. If you don’t 
  have an item invested, these abilities don’t work. If an 
  invested item can be activated, you must have invested 
  the item to activate it.
  You can benefit from no more than 10 invested magic 
  items each day. Because this limit is fairly high, and because 
  it matters only for worn items, you probably won’t need 
  to worry about reaching the limit until higher levels, when 
  you’ve acquired many useful magic items to wear.
  You can still gain the mundane benefits of an item if you 
  don’t invest it. A suit of +1 resilient armor still gives you 
  its item bonus to AC when not invested, but it doesn’t give 
  its magical bonus to saving throws, and winged boots still 
  protect your feet even though you can’t activate them to 
  fly. Entirely non-magical items don’t need to be invested.
  INVEST AN ITEM
  You invest your energy in an item with the invested trait as 
  you don it. This process requires 1 or more Interact actions, 
  usually taking the same amount of time it takes to don the item. 
  Once you’ve Invested the Item, you benefit from its constant 
  magical abilities as long as you meet its other requirements 
  (for most invested items, the only other requirement is that 
  you must be wearing the item). This investiture lasts until you 
  remove the item.
  You can invest no more than 10 items per day. If you remove 
  an invested item, it loses its investiture. The item still counts 
  against your daily limit after it loses its investiture. You reset 
  the limit during your daily preparations, at which point you 
  Invest your Items anew. If you’re still wearing items you had 
  invested the previous day, you can typically keep them invested 
  on the new day, but they still count against your limit.
  531
  11
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Activating Items
  Some items produce their effects only when used properly 
  in the moment. Others always offer the same benefits as 
  their mundane counterparts when worn, but have magical 
  abilities you can gain by further spending actions. Either 
  case requires you to use the Activate an Item activity. 
  Activating an Item works much like Casting a Spell, in that 
  the activity takes a variable number of actions and can have 
  different components depending on how you Activate the 
  Item. This information appears in the item’s Activate entry.
  If an item is used up when activated, as is the case for 
  consumable items, its Activate entry appears toward the 
  top of the stat block. For permanent items with activated 
  abilities, the Activate entry is a paragraph in the description. 
  Activations are not necessarily magical—for instance, 
  drinking an alchemical elixir isn’t usually a magical effect.
  ACTIVATE AN ITEM
  Requirement You can Activate an Item with the invested 
  trait only if it’s invested by you. If the item requires you to 
  Interact with it, you must be wielding it (if it’s a held item) 
  or touching it with a free hand (if it’s another type of item).
  You call forth the effect of an item by properly activating 
  it. This is a special activity that takes a variable number of 
  actions, as listed in the item’s stat block.
  Some items can be activated as a reaction or free action. In 
  this case, you Activate the Item as a reaction or free action (as 
  appropriate) instead of as an activity. Such cases are noted 
  in the item’s Activate entry in its stat block—for example, 
  “Activate � command.”
  Long Activation Times Some items take minutes or hours 
  to activate. The Activate an Item activity for these items 
  includes a mix of the listed activation components, but it’s not 
  necessary to break down which one you’re providing at a given 
  time. You can’t use other actions or reactions while activating 
  such an item, though at the GM’s discretion, you might be able 
  to speak a few sentences. As with other activities that take 
  a long time, these activations have the exploration trait, and 
  you can’t activate them in an encounter. If combat breaks out 
  while you’re activating one, your activation is disrupted (see 
  the Disrupting Activations sidebar).
  Activation Components Each activation entry lists any 
  components involved in the activation after the action icons 
  or text, such as “� command.” The activation components, 
  DISRUPTING ACTIVATIONS
  Some abilities and effects can disrupt the process of 
  Activating an Item. If something disrupts your item 
  activation, you fail to Activate the Item and lose the 
  actions you committed. If the item can be activated only 
  a certain number of times per day, the failed activation 
  still counts against that limit. If an item requires you to 
  spend actions to Sustain an Activation and one of those 
  actions is disrupted, the item’s effect ends.
  Core Rulebook
  532
  
  described below, add traits (listed in parentheses) and 
  requirements to the activation. If you can’t provide the 
  components, you fail to Activate the Item.
  • Command (auditory, concentrate)
  • Envision (concentrate)
  • Interact (manipulate)
  • Cast a Spell
  Activation Components
  An item’s activate entry lists the components required to 
  activate its abilities. Each component adds certain traits 
  to the Activate an Item activity, and some components 
  have special requirements. The components that appear 
  in this book are listed below.
  Command 
  This component is a specific utterance you must make 
  in a loud and strong voice. Activate an Item gains the 
  auditory and concentrate traits. You must be able to speak 
  to provide this component.
  Envision 
  This component is a specific image or phenomenon you 
  need to imagine. Activate an Item gains the concentrate trait.
  intEraCt 
  This component works like the Interact basic action. 
  Activate an Item gains the manipulate trait and requires 
  you to use your hands, just like with any Interact action.
  Cast a spEll
  If an item lists “Cast a Spell” after “Activate,” the activation 
  requires you to use the Cast a Spell activity (described on 
  page 302) to Activate the Item. This happens when the 
  item replicates a spell. You must have a spellcasting class 
  feature to Activate an Item with this activation component. 
  If the item can be used for a specific spell, the action icon 
  for that spell is provided. If it’s an item like a staff, which 
  can be used for many spells, the icon is omitted, and you 
  must refer to each spell to determine which actions you 
  must spend to Activate the Item to cast it.
  In this case, Activate an Item gains all the traits from 
  the relevant components of the Cast a Spell activity.
  Limited Activations
  Some items can be activated only a limited number of 
  times per day, as described in the items. This limit is 
  independent of any costs for activating the item. The 
  limit resets during your daily preparations. The limit is 
  inherent to the item, so if an ability that can be used only 
  once per day is used, it doesn’t refresh if another creature 
  later invests or tries to activate the item.
  Sustaining Activations
  Some items, once activated, have effects that can be 
  sustained if you concentrate on them. This works much 
  ITEM CATEGORIES
  Items are grouped into the following categories, shown 
  here with the page number where those items appear 
  and a brief description of the category.
  • Alchemical Items (page 543) are powered by the 
  reactions of alchemical reagents. Almost all alchemical 
  items are consumable items that are used up when you 
  activate them. This category includes bombs, elixirs 
  (including mutagens), poisons, and alchemical tools.
  • Ammunition (page 559), in Consumables, includes 
  different types of magical arrows, crossbow bolts, and 
  other types of ammunition.
  • Apex Items (page 603) are a subcategory of worn 
  items of a high level that increase an ability score.
  • Armor (page 555) includes the rules for basic magical 
  armor as well as special suits of armor.
  • Companion Items (page 604) are a category of worn 
  items meant for animal companions and mounts.
  • Consumables (page 559) are used up when you 
  activate them, and include ammunition, oils, potions, 
  scrolls, and talismans, among others. Categories of 
  items that are consumables but have specific rules, 
  such as alchemical items, are presented separately. 
  • Held Items (page 572) include a wide variety of items 
  you use with your hands. This doesn’t include more 
  narrow categories of held items, such as weapons.
  • Materials (page 577) can be used to make items with 
  unique properties and other advantages.
  • Oils (page 561) are consumables applied to the surface 
  of an object or person.
  • Potions (page 562) are consumable magical liquids 
  you drink to activate.
  • Runes (page 580) modify armor and weapons when 
  etched onto them. This section includes fundamental 
  runes for weapons (weapon potency and striking) and 
  armor (armor potency and resilient).
  • Scrolls (page 564) are consumables that allow 
  spellcasters to cast more spells.
  • Shields (page 586) include more durable shields and 
  ones with special magical powers.
  • Snares (page 589) are single-use traps typically made 
  by rangers.
  • Staves (page 592) provide flexible spellcasting options.
  • Structures (page 596) include buildings, tents, and 
  other larger items.
  • Talismans (page 565) are consumables that are affixed 
  to items and then activated for a one-time combat or 
  physical benefit.
  • Wands (page 597) hold a spell of the crafter’s choice, 
  and can be used to repeatedly cast that spell.
  • Weapons (page 599) include the rules for basic magical 
  weapons, weapons made from precious materials, and 
  specific magic weapons.
  • Worn Items (page 603) consist of a vast collection of 
  clothing and other items you wear on your body.
  533
  11
  Crafting & Treasure
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  ITEM NAME 
  ITEM [LEVEL]
  TRAITS
  Price This entry lists the item’s Price. An item that has multiple 
  types includes Price for each type in its entry.
  Ammunition Magic ammunition lists the types of ammunition 
  available for that kind of item.
  Usage This entry describes whether the item is held, worn, or 
  affixed to or etched onto another item; Bulk The item’s Bulk 
  is listed here (the rules for Bulk appear on page 271). Runes 
  don’t have a Bulk entry.
  Activate The number of actions needed to Activate the Item 
  appear here, followed by the components in parentheses. 
  You can find activation rules on page 532. This entry 
  appears here for consumables and lower in the stat block 
  for permanent items that can be activated. This section 
  might also have Frequency, Trigger, or Requirements 
  entries as necessary.
  Onset This entry appears if the item’s effect is delayed, which 
  most often occurs with alchemical poisons. The onset is 
  the amount of time that elapses between when a character 
  Activates an Item and any effect occurs.
  The section after the line describes the item and its constant 
  abilities. If the item can be activated and doesn’t have an 
  Activate entry above, that entry appears here in a paragraph 
  beginning with “Activate.”
  Type If multiple types of the item exist, entries here indicate 
  the name of each type, its level, its Price, and any other 
  relevant details or alterations from the above description.
  Craft Requirements An item that has special requirements to 
  be Crafted details those requirements here.
  Level
  An item’s level indicates what level of adventurer the item 
  is best suited for. There’s no limit to the items a character 
  can use, though. A 3rd-level character who finds an 
  item of 4th level or higher while adventuring can use it 
  normally. Likewise, they can purchase the item if they can 
  find it for sale and can afford it.
  When making items, a character’s level must be equal 
  to or higher than the item’s level in order to Craft it. In 
  addition to anything listed in the Craft Requirements 
  entry in the item’s stat block, the crafter must have the 
  appropriate skill proficiencies and feats, as well as the 
  item’s formula; see the Craft activity on page 244 for 
  more information about these requirements.
  multiplE typEs
  If multiple types of an item exist, the title line gives the 
  minimum level followed by a plus symbol (“+”). The 
  description includes information on the base version of the 
  item, and the Type entries at the bottom of the stat block 
  lists the specifics for each version, including the level, Price, 
  and any modified or added abilities of the different types. 
  For some items, the types listed are upgrades to the base 
  item. For other items, such as aeon stones and wondrous 
  figurines, each type is distinct from the others.
  like the Sustain a Spell action (found on page 304). If an 
  item’s description states that you can sustain the effect, that 
  effect lasts until the end of your turn in the round after you 
  Activated the Item. You can use a Sustain an Activation 
  action on that turn to extend the duration.
  � SUSTAIN AN ACTIVATION
  CONCENTRATE
  Requirements You have at least one magic item activation that 
  you can sustain, and you are not fatigued.
  Choose one magic item activation with a sustained duration 
  you have in effect. The duration of that activation continues 
  until the end of your next turn. Some activations may have 
  slightly different or expanded effects if you sustain them. 
  Sustaining an Activation for more than 10 minutes (100 
  rounds) ends the activation and makes you fatigued unless 
  the item’s description states a different maximum duration 
  (such as “up to 1 minute” or “up to 1 hour”).
  If your Sustain an Activation action is disrupted, the item’s 
  effect immediately ends.
  Dismissing Activations
  Some item effects can be dismissed, ending the duration 
  early due to you or the target taking action. Dismissing 
  an activation requires using the Dismiss action.
  � DISMISS
  CONCENTRATE
  You end one spell effect or magic item effect. This must be an 
  effect that you are allowed to dismiss, as defined by the spell 
  or item. Dismissal might end the effect entirely, or might end 
  it just for a certain target or targets, depending on the spell 
  or item.
  Reading Items
  Hundreds of items lie ahead. Each item is presented in a 
  stat block, much like spells or feats. The example below 
  shows the structure of an item stat block and gives a 
  brief description of each entry. Entries appear only when 
  applicable, so not all items will have every entry described 
  here. Detailed rules governing aspects of the stat block 
  specific to items appear after the stat block.
  ITEM RARITY
  Like many other aspects of the rules, items have rarities. 
  Player characters might find uncommon magic items for 
  sale, but only infrequently and often by private sellers 
  or in clandestine markets. Their formulas are often 
  guarded and not readily available. Unless the GM decides 
  otherwise, a character cannot purchase rare items, and 
  their formulas are lost to time.
  Rarities for uncommon and rare treasures are indicated 
  by the first trait in the stat block. Unique items are indicated 
  in the same way, though there are none in this book.
  Core Rulebook
  534
  
  Price
  If an item is available for purchase, a character can 
  typically buy it for the listed Price, and the character uses 
  this Price when they use the Craft activity to make the 
  item. If a character wants to sell an item, they can sell it 
  for half its Price (or full Price, if the item was made on 
  commission), assuming they’re able to find a buyer. The 
  GM determines whether a buyer is available.
  Usage
  An item’s stat block includes a Usage entry that indicates 
  whether a character must be holding or wearing the item 
  in order to use it, or whether she instead must have it 
  etched or affixed onto another item.
  HEld or Worn
  If a character must wield the item to use it, this entry in 
  the item’s stat block lists the word “held” along with the 
  number of hands the character must use when wielding 
  the item, such as “held in 1 hand.” The rules for carrying 
  and using items are provided on page 271.
  An item that needs to be worn to function lists “worn” 
  as its usage. This is followed by another word if the 
  character is limited to only one of that type of item. For 
  instance, a character can wear any number of rings, so the 
  entry for a ring would list only “worn.” However, if the 
  Usage entry were “worn cloak,” then a character couldn’t 
  wear another cloak on top of that one. It’s assumed that 
  items are meant to be worn by humanoids; any item 
  that can or must be worn by a different type of creature 
  either states this in its description or has the companion 
  trait. Most magic items a character must wear have the 
  invested trait, as described on page 531.
  affixEd or EtCHEd
  Some items enhance other items. Talismans function 
  only if affixed to other items. They have a Usage 
  entry indicating the type or types of items to which a 
  character can attach them, such as “affixed to armor.” 
  Rules for affixing a talisman are on page 565.
  Runes must be etched onto permanent items, such as 
  armor, weapons, or runestones (found on page 571) to 
  grant their benefit. Adding or transferring a rune takes 
  downtime to accomplish. The Usage entry indicates the 
  type or types of items a rune can be etched into, such 
  as “etched onto a weapon.” More information about 
  etching runes is on page 580.
  Craft Requirements
  An item might require the crafter to provide specific raw 
  materials, supply spells, have a certain alignment, or meet 
  other special requirements to Craft it. These appear in the 
  Craft Requirements entry of the stat block. Every item 
  also has default requirements. The crafter must provide 
  half the item’s Price in raw materials (as explained in 
  the Craft activity on page 244). In addition, creating 
  alchemical items requires the Alchemical Crafting feat 
  (page 258), creating magic items requires the Magical 
  Crafting feat (page 263), and crafting snares requires the 
  Snare Crafting feat (page 266). Finally, crafting higher-
  level items requires greater proficiency in Crafting. 
  Unless stated otherwise, creating items of 9th level and 
  higher requires you to have the master proficiency rank 
  in Crafting, and items of 16th level and higher require 
  legendary Crafting.
  NOTABLE ITEM TRAITS
  The following traits apply to items. Some specific 
  categories of item have special traits—such as elixir or 
  scroll—described in their sections.
  Alchemical: Alchemical items are powered by the 
  reactions of alchemical reagents. Alchemical items aren’t 
  magical, and they don’t radiate a magical aura. Characters 
  can Craft these items only if they have the Alchemical 
  Crafting feat (page 258).
  Consumable: An item with this trait can be used only 
  once. Unless stated otherwise, it’s destroyed after activation, 
  though, part of it might be recoverable for other purposes. 
  For instance, while a potion is consumable, the vial it comes 
  in is not destroyed when you drink it. Consumable items 
  include alchemical items (page 543) as well as ammunition 
  oils, potions, scrolls, snares, talismans, and other magical 
  consumables (which begin on page 559).
  When a character creates consumable items, she 
  can make them in batches of four, as described in 
  Consumables and Ammunition (page 245).
  Focused: An item with this trait can give you an 
  additional Focus Point. This focus point is separate from 
  your focus pool and doesn’t count toward the cap on your 
  focus pool. You can gain this benefit only if you have a 
  focus pool, and there might be restrictions on how the 
  point can be used. You can’t gain more than 1 Focus 
  Point per day from focused items, no matter how many 
  focused items you have.
  Invested: A character can wear only 10 magical items 
  that have the invested trait. None of the magical effects 
  of the item apply if the character hasn’t invested it, 
  though the character still gains any normal benefits from 
  wearing the physical item (like a hat keeping rain off a 
  character’s head).
  Magical: Items with this trait are imbued with magical 
  energies. Each one radiates a magic aura infused with 
  its dominant school of magic (abjuration, conjuration, 
  divination, enchantment, evocation, illusion, necromancy, 
  or transmutation; these are described on pages 297–298). 
  A character can craft these items only if she has the 
  Magical Crafting feat (page 263).
  Some items are closely tied to a particular tradition of 
  magic. In these cases, the item has the arcane, divine, 
  occult, or primal trait instead of the magical trait. Any of 
  these traits indicates that the item is magical.
  535
  11
  Crafting & Treasure
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Treasure Table
  Table 11–1 lists the items and runes appearing in this 
  chapter. The table includes all the options of a given 
  item level, organized by category and name. Each level 
  has a section for consumables, followed by a section for 
  permanent items. A superscript “U” indicates the item 
  is uncommon, and a superscript “R” indicates it’s rare.
  TABLE 11–1: TREASURE BY LEVEL
  1st-Level Consumables
  Category
  Price
  Page
  Shining ammunition
  Ammunition
  3 gp
  560
  Acid flask, lesser
  Bomb
  3 gp
  544
  Alchemist’s fire, lesser
  Bomb
  3 gp
  545
  Bottled lightning, lesser
  Bomb
  3 gp
  545
  Frost vial, lesser
  Bomb
  3 gp
  545
  Tanglefoot bag, lesser
  Bomb
  3 gp
  545
  Thunderstone, lesser
  Bomb
  3 gp
  545
  Feather token, ladder
  Consumable
  3 gp
  570
  Holy water
  Consumable
  3 gp
  571
  Runestone
  Consumable
  3 gp
  571
  Unholy water
  Consumable
  3 gp
  571
  Antidote, lesser
  Elixir
  3 gp
  546
  Antiplague, lesser
  Elixir
  3 gp
  546
  Bestial mutagen, lesser
  Elixir
  4 gp
  546
  Cheetah’s elixir, lesser
  Elixir
  3 gp
  547
  Cognitive mutagen, lesser
  Elixir
  4 gp
  547
  Eagle-eye elixir, lesser
  Elixir
  4 gp
  548
  Elixir of life, minor
  Elixir
  3 gp
  548
  Juggernaut mutagen, lesser
  Elixir
  4 gp
  548
  Leaper’s elixir, lesser
  Elixir
  3 gp
  549
  Quicksilver mutagen, lesser
  Elixir
  4 gp
  549
  Serene mutagen, lesser
  Elixir
  4 gp
  549
  Silvertongue mutagen, lesser
  Elixir
  4 gp
  550
  Nectar of purification
  Oil
  3 gp
  561
  Arsenic
  Poison
  3 gp
  550
  Giant centipede venom
  Poison
  4 gp
  551
  Healing potion, minor
  Potion
  4 gp
  563
  Scroll of 1st-level spell
  Scroll
  4 gp
  565
  Alarm snare
  Snare
  3 gp
  589
  Caltrop snare
  Snare
  3 gp
  590
  Hampering snare
  Snare
  3 gp
  590
  Marking snare
  Snare
  3 gp
  590
  Signaling snare
  Snare
  3 gp
  591
  Spike snare
  Snare
  3 gp
  591
  Owlbear claw
  Talisman
  3 gp
  569
  Potency crystal
  Talisman
  4 gp
  569
  Wolf fang
  Talisman
  4 gp
  570
  Smokestick, lesser
  Tool
  3 gp
  554
  Snake oil
  Tool
  2 gp
  554
  Sunrod
  Tool
  3 gp
  554
  Tindertwig
  Tool
  2 sp
  554
  1st-Level Permanent Items
  Category
  Price
  Page
  Half plate
  Armor
  18 gp
  276
  Splint mail
  Armor
  13 gp
  276
  Everburning torch
  Held
  15 gp
  573
  Aeon stone, dull gray U
  Worn
  9 gp
  604
  2nd-Level Consumables
  Category
  Price
  Page
  Feather token, holly bush
  Consumable
  6 gp
  570
  Bravo’s brew, lesser
  Elixir
  7 gp
  547
  Cat’s eye elixir
  Elixir
  7 gp
  547
  Comprehension elixir, lesser
  Elixir
  7 gp
  547
  Darkvision elixir, lesser
  Elixir
  6 gp
  547
  Infiltrator’s elixir
  Elixir
  6 gp
  548
  Oil of potency
  Oil
  7 gp
  562
  Oil of weightlessness
  Oil
  6 gp
  562
  Belladonna
  Poison
  5 gp
  551
  Black adder venom
  Poison
  6 gp
  551
  Lethargy poison U
  Poison
  7 gp
  552
  Bronze bull pendant
  Talisman
  7 gp
  566
  Crying angel pendant
  Talisman
  7 gp
  566
  Effervescent ampoule
  Talisman
  7 gp
  566
  Hunter’s bane
  Talisman
  6 gp
  567
  Jade cat
  Talisman
  6 gp
  568
  Mesmerizing opal
  Talisman
  7 gp
  568
  Monkey pin
  Talisman
  6 gp
  568
  Onyx panther
  Talisman
  7 gp
  569
  Savior spike
  Talisman
  7 gp
  569
  Silversheen
  Tool
  6 gp
  554
  2nd-Level Permanent Items
  Category
  Price
  Page
  Full plate
  Armor
  30 gp
  276
  Wondrous figurine, onyx dog
  Held
  34 gp
  576
  +1 weapon potency
  Rune
  35 gp
  581
  Cold iron buckler, low-grade
  Shield
  30 gp
  586
  Cold iron shield, low-grade
  Shield
  34 gp
  586
  Silver buckler, low-grade
  Shield
  30 gp
  587
  Silver shield, low-grade
  Shield
  34 gp
  587
  +1 weapon
  Weapon
  35 gp
  599
  Cold iron weapon, low-grade
  Weapon
  40+ gp
  599
  Silver weapon, low-grade
  Weapon
  40+ gp
  599
  +1 handwraps of mighty blows
  Worn
  35 gp
  611
  Brooch of shielding U
  Worn
  30 gp
  607
  Hand of the mage
  Worn
  30 gp
  611
  Hat of disguise
  Worn
  30 gp
  611
  Wayfinder U
  Worn
  28 gp
  617
  3rd-Level Consumables
  Category
  Price
  Page
  Beacon shot
  Ammunition
  10 gp
  559
  Sleep arrow
  Ammunition
  11 gp
  560
  Spellstrike ammunition 1st
  Ammunition
  12 gp
  560
  Vine arrow
  Ammunition
  10 gp
  560
  Acid flask, moderate
  Bomb
  10 gp
  544
  Alchemist’s fire, moderate
  Bomb
  10 gp
  545
  Bottled lightning, moderate
  Bomb
  10 gp
  545
  Frost vial, moderate
  Bomb
  10 gp
  545
  Tanglefoot bag, moderate
  Bomb
  10 gp
  545
  Thunderstone, moderate
  Bomb
  10 gp
  545
  Feather token, bird
  Consumable
  8 gp
  570
  Feather token, chest
  Consumable
  10 gp
  570
  Bestial mutagen, moderate
  Elixir
  12 gp
  546
  Cognitive mutagen, moderate
  Elixir
  12 gp
  547
  Juggernaut mutagen, moderate
  Elixir
  12 gp
  548
  Quicksilver mutagen, moderate
  Elixir
  12 gp
  549
  Serene mutagen, moderate
  Elixir
  12 gp
  549
  Silvertongue mutagen, moderate Elixir
  12 gp
  550
  Core Rulebook
  536
  
  Oil of mending
  Oil
  9 gp
  561
  Cytillesh oil
  Poison
  10 gp
  551
  Graveroot
  Poison
  10 gp
  552
  Healing potion, lesser
  Potion
  12 gp
  563
  Potion of water breathing 
  Potion
  11 gp
  564
  Scroll of 2nd-level spell
  Scroll
  12 gp
  565
  Feather step stone
  Talisman
  8 gp
  567
  3rd-Level Permanent Items
  Category
  Price
  Page
  Maestro’s instrument, lesser
  Held
  60 gp
  574
  Thurible of revelation, lesser
  Held
  55 gp
  575
  Returning
  Rune
  55 gp
  584
  Shadow
  Rune
  55 gp
  583
  Slick
  Rune
  45 gp
  583
  Staff of fire
  Staff
  60 gp
  594
  Wand of 1st-level spell
  Wand
  60 gp
  597
  Fighter’s fork
  Weapon
  50 gp
  600
  Retribution axe
  Weapon
  60 gp
  602
  Bracelet of dashing
  Worn
  58 gp
  607
  Bracers of missile deflection
  Worn
  52 gp
  607
  Channel protection amulet U
  Worn
  56 gp
  608
  Coyote cloak
  Worn
  60 gp
  609
  Crafter’s eyepiece
  Worn
  60 gp
  609
  Dancing scarf
  Worn
  60 gp
  609
  Doubling rings
  Worn
  50 gp
  609
  Hat of the magi
  Worn
  50 gp
  611
  Pendant of the occult
  Worn
  60 gp
  613
  Persona mask
  Worn
  50 gp
  613
  Tracker’s goggles
  Worn
  60 gp
  616
  Ventriloquist’s ring
  Worn
  60 gp
  617
  4th-Level Consumables
  Category
  Price
  Page
  Climbing bolt
  Ammunition
  15 gp
  559
  Viper arrow
  Ammunition
  17 gp
  561
  Feather token, fan
  Consumable
  15 gp
  570
  Bomber’s eye elixir, lesser
  Elixir
  14 gp
  547
  Darkvision elixir, moderate
  Elixir
  11 gp
  547
  Mistform elixir, lesser
  Elixir
  18 gp
  549
  Salamander elixir, lesser
  Elixir
  15 gp
  549
  Stone fist elixir
  Elixir
  13 gp
  550
  Winter wolf elixir, lesser
  Elixir
  15 gp
  550
  Barkskin potion
  Potion
  15 gp
  562
  Invisibility potion U
  Potion
  20 gp
  563
  Shrinking potion, standard
  Potion
  15 gp
  564
  Biting snare
  Snare
  15 gp
  589
  Hobbling snare U
  Snare
  15 gp
  590
  Stalker bane snare U
  Snare
  15 gp
  591
  Trip snare
  Snare
  15 gp
  591
  Warning snare
  Snare
  15 gp
  591
  Bloodseeker beak
  Talisman
  20 gp
  565
  Dragon turtle scale
  Talisman
  13 gp
  566
  Fear gem
  Talisman
  20 gp
  566
  4th-Level Permanent Items
  Category
  Price
  Page
  Bag of holding type I
  Held
  75 gp
  572
  Ghost touch
  Rune
  75 gp
  584
  Striking
  Rune
  65 gp
  581
  Sturdy shield, minor
  Shield
  100 gp
  588
  Animal staff
  Staff
  90 gp
  592
  Mentalist’s staff
  Staff
  90 gp
  592
  Staff of healing
  Staff
  90 gp
  594
  Wand of widening 1st
  Wand
  100 gp
  598
  +1 striking weapon
  Weapon
  100 gp
  599
  Alchemist goggles
  Worn
  100 gp
  605
  +1 striking handwraps of 
  mighty blows
  Worn
  100 gp
  611
  Demon mask
  Worn
  85 gp
  609
  Healer’s gloves
  Worn
  80 gp
  612
  Lifting belt
  Worn
  80 gp
  613
  5th-Level Consumables
  Category
  Price
  Page
  Spellstrike ammunition 2nd
  Ammunition
  30 gp
  560
  Cheetah’s elixir, moderate
  Elixir
  25 gp
  547
  Eagle-eye elixir, moderate
  Elixir
  27 gp
  548
  Elixir of life, lesser
  Elixir
  30 gp
  548
  Sea touch elixir, lesser
  Elixir
  22 gp
  549
  Salve of slipperiness
  Oil
  25 gp
  562
  Hunting spider venom
  Poison
  25 gp
  552
  Potion of leaping
  Potion
  21 gp
  563
  Scroll of 3rd-level spell
  Scroll
  30 gp
  565
  Emerald grasshopper
  Talisman
  30 gp
  566
  Shark tooth charm
  Talisman
  23 gp
  569
  Sneaky key
  Talisman
  22 gp
  569
  Tiger menuki
  Talisman
  30 gp
  569
  5th-Level Permanent Items
  Category
  Price
  Page
  +1 armor
  Armor
  160 gp
  556
  Cold iron armor, low-grade
  Armor
  140+ gp
  555
  Silver armor, low-grade
  Armor
  140+ gp
  556
  Holy prayer beads, standard U
  Held
  160 gp
  573
  Skeleton key, standard
  Held
  125 gp
  575
  +1 armor potency
  Rune
  160 gp
  581
  Glamered
  Rune
  140 gp
  583
  Disrupting
  Rune
  150 gp
  584
  Pocket stage
  Structure
  138 gp
  596
  Wand of 2nd-level spell
  Wand
  160 gp
  597
  Wand of continuation 1st
  Wand
  160 gp
  598
  Wand of manifold missiles 1st
  Wand
  160 gp
  598
  Caterwaul sling
  Weapon
  155 gp
  600
  Dagger of venom
  Weapon
  150 gp
  600
  Boots of elvenkind
  Worn
  145 gp
  606
  Diplomat’s badge
  Worn
  125 gp
  609
  Goggles of night
  Worn
  150 gp
  610
  Necklace of fireballs type I
  Worn
  44 gp
  613
  6th-Level Consumables
  Category
  Price
  Page
  Dust of appearance
  Consumable
  50 gp
  570
  Feather token, tree
  Consumable
  38 gp
  570
  Antidote, moderate
  Elixir
  35 gp
  546
  Antiplague, moderate
  Elixir
  35 gp
  546
  Mistform elixir, moderate
  Elixir
  56 gp
  549
  Oil of weightlessness, greater
  Oil
  36 gp
  562
  Salve of antiparalysis
  Oil
  40 gp
  562
  Giant scorpion venom
  Poison
  40 gp
  551
  Healing potion, moderate
  Potion
  50 gp
  563
  Potion of resistance, lesser
  Potion
  45 gp
  563
  Potion of swimming, moderate
  Potion
  50 gp
  563
  Truth potion U
  Potion
  46 gp
  564
  Iron cube
  Talisman
  50 gp
  567
  537
  11
  Crafting & Treasure
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  6th-Level Permanent Items
  Category
  Price
  Page
  Ghoul hide U
  Armor
  220 gp
  558
  Chime of opening U
  Held
  235 gp
  572
  Horn of fog
  Held
  230 gp
  573
  Primeval mistletoe, standard
  Held
  230 gp
  574
  Traveler’s any-tool
  Held
  200 gp
  576
  Shifting
  Rune
  225 gp
  585
  Lion’s shield
  Shield
  245 gp
  588
  Spellguard Shield
  Shield
  250 gp
  588
  Staff of abjuration
  Staff
  230 gp
  593
  Staff of conjuration
  Staff
  230 gp
  593
  Staff of divination
  Staff
  230 gp
  593
  Staff of enchantment
  Staff
  230 gp
  593
  Staff of evocation
  Staff
  230 gp
  593
  Staff of illusion
  Staff
  230 gp
  594
  Staff of necromancy
  Staff
  230 gp
  594
  Staff of transmutation
  Staff
  230 gp
  595
  Verdant staff
  Staff
  225 gp
  595
  Wand of widening 2nd
  Wand
  250 gp
  598
  Bloodletting kukri U
  Weapon
  240 gp
  600
  Twining staff
  Weapon
  250 gp
  602
  Aeon stone, gold nodule U
  Worn
  230 gp
  604
  Choker of elocution
  Worn
  200 gp
  608
  Clandestine cloak U
  Worn
  230 gp
  608
  Ring of energy resistance
  Worn
  245 gp
  614
  Ring of the ram
  Worn
  220 gp
  615
  7th-Level Consumables
  Category
  Price
  Page
  Spellstrike ammunition 3rd
  Ammunition
  70 gp
  560
  Feather token, anchor
  Consumable
  55 gp
  570
  Comprehension elixir, greater
  Elixir
  54 gp
  547
  Leaper’s elixir, greater
  Elixir
  55 gp
  549
  Giant wasp venom
  Poison
  55 gp
  552
  Malyass root paste
  Poison
  55 gp
  552
  Dragon’s breath potion, young
  Potion
  70 gp
  562
  Serum of sex shift
  Potion
  60 gp
  564
  Scroll of 4th-level spell
  Scroll
  70 gp
  565
  Grim trophy
  Talisman
  55 gp
  567
  Murderer’s knot
  Talisman
  66 gp
  568
  Swift block cabochon U
  Talisman
  70 gp
  569
  Smokestick, greater
  Tool
  53 gp
  554
  7th-Level Permanent Items
  Category
  Price
  Page
  Moonlit chain
  Armor
  360 gp
  558
  Horseshoes of speed
  Companion
  340 gp
  604
  Bag of holding type II
  Held
  300 gp
  572
  Bottled air
  Held
  320 gp
  572
  Decanter of endless water
  Held
  320 gp
  573
  Wondrous figurine, jade serpent
  Held
  340 gp
  576
  Wounding
  Rune
  340 gp
  585
  Cold iron buckler, standard-grade Shield
  300 gp
  586
  Cold iron shield, standard-grade
  Shield
  340 gp
  586
  Silver buckler, standard-grade
  Shield
  300 gp
  587
  Silver shield, standard-grade
  Shield
  340 gp
  587
  Spined shield
  Shield
  360 gp
  588
  Sturdy shield, lesser
  Shield
  360 gp
  588
  Wand of 3rd-level spell
  Wand
  360 gp
  597
  Wand of continuation 2nd
  Wand
  360 gp
  598
  Aeon stone, clear spindle U
  Worn
  325 gp
  604
  Aeon stone, tourmaline sphere U
  Worn
  350 gp
  604
  Boots of bounding
  Worn
  340 gp
  606
  Cloak of elvenkind
  Worn
  360 gp
  608
  Gloves of storing U
  Worn
  340 gp
  610
  Hat of disguise, greater
  Worn
  340 gp
  611
  Necklace of fireballs type II
  Worn
  115 gp
  613
  Ring of sustenance U
  Worn
  325 gp
  615
  Ring of wizardry type I U
  Worn
  360 gp
  615
  Slippers of spider climbing
  Worn
  325 gp
  616
  8th-Level Consumables
  Category
  Price
  Page
  Candle of truth U
  Consumable
  75 gp
  570
  Feather token, swan boat
  Consumable
  76 gp
  570
  Darkvision elixir, greater
  Elixir
  90 gp
  547
  Nettleweed residue
  Poison
  75 gp
  553
  Wyvern poison
  Poison
  80 gp
  554
  Potion of flying, standard
  Potion
  100 gp
  563
  Potion of quickness
  Potion
  90 gp
  563
  Shrinking potion, greater
  Potion
  90 gp
  564
  Bomb snare
  Snare
  75 gp
  589
  Grasping snare U
  Snare
  75 gp
  590
  Striking snare
  Snare
  75 gp
  591
  Gallows tooth
  Talisman
  100 gp
  567
  Jade bauble
  Talisman
  100 gp
  568
  8th-Level Permanent Items
  Category
  Price
  Page
  +1 resilient armor
  Armor
  500 gp
  556
  Collar of inconspicuousness
  Companion
  475 gp
  604
  Rod of wonder R
  Held
  465 gp
  575
  Corrosive
  Rune
  500 gp
  583
  Energy-resistant
  Rune
  420 gp
  582
  Flaming
  Rune
  500 gp
  584
  Frost
  Rune
  500 gp
  584
  Invisibility
  Rune
  500 gp
  583
  Resilient
  Rune
  340 gp
  581
  Shock
  Rune
  500 gp
  585
  Slick, greater
  Rune
  450 gp
  583
  Thundering
  Rune
  500 gp
  585
  Adamantine buckler, 
  standard-grade U
  Shield
  400 gp
  586
  Adamantine shield, 
  standard-grade U
  Shield
  440 gp
  586
  Darkwood buckler, 
  standard-grade U
  Shield
  400 gp
  586
  Darkwood shield,  
  standard-grade U
  Shield
  440 gp
  586
  Darkwood tower shield, 
  standard-grade U
  Shield
  560 gp
  586
  Dragonhide buckler, 
  standard-grade U
  Shield
  400 gp
  586
  Dragonhide shield, 
  standard-grade U
  Shield
  440 gp
  586
  Mithral buckler, standard-grade U Shield
  400 gp
  586
  Mithral shield, standard-grade U
  Shield
  440 gp
  586
  Animal staff, greater
  Staff
  460 gp
  592
  Mentalist’s staff, greater
  Staff
  450 gp
  592
  Staff of fire, greater
  Staff
  450 gp
  594
  Staff of healing, greater
  Staff
  470 gp
  594
  Staff of illumination
  Staff
  425 gp
  594
  Wand of smoldering fireballs 3rd
  Wand
  500 gp
  598
  Core Rulebook
  538
  
  Wand of widening 3rd
  Wand
  500 gp
  598
  Bracers of armor type I
  Worn
  450 gp
  607
  9th-Level Consumables
  Category
  Price
  Page
  Explosive ammunition, standard
  Ammunition
  130 gp
  559
  Spellstrike ammunition 4th
  Ammunition
  150 gp
  560
  Storm arrow
  Ammunition
  130 gp
  560
  Dust of disappearance
  Consumable
  135 gp
  570
  Feather token, whip
  Consumable
  130 gp
  570
  Javelin of lightning
  Consumable
  110 gp
  571
  Cheetah’s elixir, greater
  Elixir
  110 gp
  547
  Elixir of life, moderate
  Elixir
  150 gp
  548
  Aligned oil
  Oil
  140 gp
  561
  Lich dust
  Poison
  110 gp
  552
  Spider root
  Poison
  110 gp
  553
  Scroll of 5th-level spell
  Scroll
  150 gp
  565
  9th-Level Permanent Items
  Category
  Price
  Page
  Rhino hide
  Armor
  700 gp
  558
  Collar of empathy
  Companion
  600 gp
  604
  Horn of blasting
  Held
  700 gp
  573
  Immovable rod
  Held
  600 gp
  574
  Triton’s conch
  Held
  640 gp
  576
  Grievous
  Rune
  700 gp
  584
  Shadow, greater
  Rune
  650 gp
  583
  Dragonslayer’s Shield U
  Shield
  670 gp
  587
  Force shield U
  Shield
  650 gp
  587
  Wand of 4th-level spell
  Wand
  700 gp
  597
  Wand of continuation 3rd
  Wand
  700 gp
  598
  Wand of manifold missiles 3rd
  Wand
  700 gp
  598
  Gloom blade
  Weapon
  700 gp
  601
  Armbands of athleticism
  Worn
  645 gp
  605
  Belt of the five kings U
  Worn
  650 gp
  606
  Bracers of missile deflection, 
  greater
  Worn
  650 gp
  607
  Coyote cloak, greater
  Worn
  650 gp
  609
  Dancing scarf, greater
  Worn
  650 gp
  609
  Eye of the eagle
  Worn
  700 gp
  610
  Hat of the magi, greater
  Worn
  650 gp
  611
  Healer’s gloves, greater
  Worn
  700 gp
  612
  Knapsack of halflingkind U
  Worn
  675 gp
  612
  Messenger’s ring
  Worn
  700 gp
  613
  Necklace of fireballs type III
  Worn
  300 gp
  613
  Pendant of the occult, greater
  Worn
  650 gp
  613
  Persona mask, greater
  Worn
  650 gp
  613
  Phylactery of faithfulness
  Worn
  680 gp
  614
  Tracker’s goggles, greater
  Worn
  660 gp
  616
  Ventriloquist’s ring, greater
  Worn
  670 gp
  617
  10th-Level Consumables
  Category
  Price
  Page
  Elemental gem
  Consumable
  200 gp
  570
  Antidote, greater
  Elixir
  160 gp
  546
  Antiplague, greater
  Elixir
  160 gp
  546
  Bravo’s brew, moderate
  Elixir
  150 gp
  547
  Eagle-eye elixir, greater
  Elixir
  200 gp
  548
  Mistform elixir, greater
  Elixir
  180 gp
  549
  Shadow Essence
  Poison
  160 gp
  553
  Wolfsbane
  Poison
  155 gp
  553
  Potion of resistance, moderate
  Potion
  180 gp
  563
  Iron medallion
  Talisman
  175 gp
  568
  Mummified bat
  Talisman
  175 gp
  568
  Vanishing coin
  Talisman
  160 gp
  569
  10th-Level Permanent Items
  Category
  Price
  Page
  Breastplate of command
  Armor
  1,000 gp
  557
  Electric eelskin
  Armor
  950 gp
  557
  Barding of the zephyr
  Companion
  900 gp
  604
  Maestro’s instrument, moderate
  Held
  900 gp
  574
  Thurible of revelation, moderate
  Held
  900 gp
  575
  Wondrous figurine, golden lions
  Held
  900 gp
  576
  +2 weapon potency
  Rune
  935 gp
  581
  Invisibility, greater
  Rune
  1,000 gp
  583
  Forge warden U
  Shield
  975 gp
  587
  Sturdy shield, moderate
  Shield
  1,000 gp
  588
  Staff of abjuration, greater
  Staff
  900 gp
  593
  Staff of conjuration, greater
  Staff
  900 gp
  593
  Staff of divination, greater
  Staff
  900 gp
  593
  Staff of enchantment, greater
  Staff
  900 gp
  593
  Staff of evocation, greater
  Staff
  900 gp
  593
  Staff of illusion, greater
  Staff
  900 gp
  594
  Staff of necromancy, greater
  Staff
  900 gp
  594
  Staff of transmutation, greater
  Staff
  900 gp
  595
  Explorer’s yurt
  Structure
  880 gp
  596
  Wand of widening 4th
  Wand
  1,000 gp
  598
  +2 striking weapon
  Weapon
  1,000 gp
  599
  Cold iron weapon, standard-grade Weapon
  880+ gp
  599
  Silver weapon, standard-grade
  Weapon
  880+ gp
  599
  +2 striking handwraps of 
  mighty blows
  Worn
  1,000 gp
  611
  Cape of the mountebank U
  Worn
  980 gp
  607
  Choker of elocution, greater
  Worn
  850 gp
  608
  Clandestine cloak, greater U
  Worn
  900 gp
  608
  Cloak of the bat
  Worn
  950 gp
  608
  Daredevil boots
  Worn
  900 gp
  609
  Demon mask, greater
  Worn
  900 gp
  609
  Druid’s vestments
  Worn
  1,000 gp
  610
  Ring of counterspells U
  Worn
  925 gp
  614
  Ring of energy resistance,  
  greater
  Worn
  975 gp
  614
  Ring of lies U
  Worn
  850 gp
  614
  Ring of wizardry type IIU
  Worn
  1,000 gp
  615
  Winged boots
  Worn
  850 gp
  617
  11th-Level Consumables
  Category
  Price
  Page
  Spellstrike ammunition 5th
  Ammunition
  300 gp
  560
  Acid flask, greater
  Bomb
  250 gp
  544
  Alchemist’s fire, greater
  Bomb
  250 gp
  545
  Bottled lightning, greater
  Bomb
  250 gp
  545
  Frost vial, greater
  Bomb
  250 gp
  545
  Tanglefoot bag, greater
  Bomb
  250 gp
  545
  Thunderstone, greater
  Bomb
  250 gp
  545
  Bestial mutagen, greater
  Elixir
  300 gp
  546
  Cognitive mutagen, greater
  Elixir
  300 gp
  547
  Juggernaut mutagen, greater
  Elixir
  300 gp
  548
  Quicksilver mutagen, greater
  Elixir
  300 gp
  549
  Serene mutagen, greater
  Elixir
  300 gp
  549
  Silvertongue mutagen, greater
  Elixir
  300 gp
  550
  Oil of keen edges U
  Oil
  250 gp
  561
  Oil of repulsion
  Oil
  175 gp
  562
  539
  11
  Crafting & Treasure
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Blightburn resin
  Poison
  225 gp
  551
  Potion of swimming, greater
  Potion
  250 gp
  563
  Scroll of 6th-level spell
  Scroll
  300 gp
  565
  11th-Level Permanent Items
  Category
  Price
  Page
  +2 resilient armor
  Armor
  1,400 gp
  556
  Cold iron armor, standard-grade
  Armor
  1,200+ gp
  555
  Silver armor, standard-grade
  Armor
  1,200+ gp
  556
  Bag of holding type III
  Held
  1,200 gp
  572
  Holy prayer beads, greater U
  Held
  1,400 gp
  573
  Skeleton key, greater
  Held
  1,250 gp
  575
  +2 armor potency
  Rune
  1,060 gp
  581
  Anarchic
  Rune
  1,400 gp
  583
  Axiomatic
  Rune
  1,400 gp
  583
  Holy
  Rune
  1,400 gp
  584
  Unholy
  Rune
  1,400 gp
  585
  Arrow-catching shield
  Shield
  1,350 gp
  587
  Floating shield U
  Shield
  1,250 gp
  587
  Wand of 5th-level spell
  Wand
  1,500 gp
  597
  Wand of continuation 4th
  Wand
  1,400 gp
  598
  Adamantine weapon, 
  standard-grade U
  Weapon
  1,400+ gp
  599
  Darkwood weapon, 
  standard-grade U
  Weapon
  1,400+ gp
  599
  Mithral weapon,  
  standard-grade U
  Weapon
  1,400+ gp
  599
  Oathbow
  Weapon
  1,300 gp
  602
  Alchemist goggles, greater
  Worn
  1,400 gp
  605
  Boots of elvenkind, greater
  Worn
  1,250 gp
  606
  Cassock of devotion
  Worn
  1,150 gp
  607
  Crafter’s eyepiece, greater
  Worn
  1,200 gp
  609
  Doubling rings, greater
  Worn
  1,300 gp
  609
  Goggles of night, greater
  Worn
  1,250 gp
  610
  Gorget of the primal roar
  Worn
  1,250 gp
  611
  Necklace of fireballs type IV
  Worn
  700 gp
  613
  Ring of maniacal devices
  Worn
  1,175 gp
  614
  12th-Level Consumables
  Category
  Price
  Page
  Penetrating ammunition
  Ammunition
  400 gp
  560
  Salamander elixir, moderate
  Elixir
  320 gp
  549
  Sea touch elixir, moderate
  Elixir
  300 gp
  549
  Winter wolf elixir, moderate
  Elixir
  320 gp
  550
  Oil of animation U
  Oil
  330 gp
  561
  Salve of antiparalysis, greater
  Oil
  325 gp
  562
  Slumber wine
  Poison
  325 gp
  553
  Dragon’s breath potion, adult
  Potion
  400 gp
  562
  Healing potion, greater
  Potion
  400 gp
  563
  Potion of tongues U
  Potion
  320 gp
  563
  Bleeding spines snare
  Snare
  320 gp
  589
  Scything blade snare
  Snare
  320 gp
  591
  Stunning snare
  Snare
  320 gp
  591
  Eye of apprehension
  Talisman
  400 gp
  566
  Fade band
  Talisman
  320 gp
  566
  Iron equalizer
  Talisman
  400 gp
  567
  12th-Level Permanent Items
  Category
  Price
  Page
  Adamantine armor, 
  standard-grade U
  Armor
  1,600+ gp
  555
  Darkwood armor, 
  standard-grade U
  Armor
  1,600+ gp
  555
  Dragonhide armor, 
  standard-grade U
  Armor
  1,600+ gp
  555
  Mithral armor, standard-grade U
  Armor
  1,600+ gp
  556
  Broom of flying
  Held
  1,900 gp
  572
  Marvelous medicines, standard
  Held
  1,800 gp
  574
  Energy-resistant, greater
  Rune
  1,650 gp
  582
  Fortification
  Rune
  2,000 gp
  582
  Striking, greater
  Rune
  1,065 gp
  581
  Animal staff, major
  Staff
  1,900 gp
  592
  Mentalist’s staff, major
  Staff
  1,800 gp
  592
  Staff of fire, major
  Staff
  1,800 gp
  594
  Staff of healing, major
  Staff
  1,800 gp
  594
  Verdant staff, greater
  Staff
  1,750 gp
  595
  Wand of smoldering fireballs 5th
  Wand
  2,000 gp
  598
  Wand of widening 5th
  Wand
  2,000 gp
  598
  +2 greater striking weapon
  Weapon
  2,000 gp
  599
  +2 greater striking handwraps of 
  mighty blows
  Worn
  2,000 gp
  611
  Aeon stone, pink rhomboid U
  Worn
  1,900 gp
  604
  Berserker’s cloak
  Worn
  2,000 gp
  606
  Cloak of elvenkind, greater
  Worn
  1,750 gp
  608
  Ring of climbing
  Worn
  1,750 gp
  614
  Ring of swimming
  Worn
  1,750 gp
  615
  Ring of wizardry type III U
  Worn
  2,000 gp
  615
  13th-Level Consumables
  Category
  Price
  Page
  Explosive ammunition, greater
  Ammunition
  520 gp
  559
  Spellstrike ammunition 6th
  Ammunition
  600 gp
  560
  Elixir of life, greater
  Elixir
  600 gp
  548
  Deathcap powder
  Poison
  450 gp
  551
  Purple worm venom
  Poison
  500 gp
  553
  Panacea U
  Potion
  450 gp
  563
  Scroll of 7th-level spell
  Scroll
  600 gp
  565
  Mending lattice U
  Talisman
  525 gp
  568
  13th-Level Permanent Items
  Category
  Price
  Page
  Celestial armor
  Armor
  2,500 gp
  557
  Demon armor
  Armor
  2,500 gp
  557
  Elven chain, standard-grade U
  Armor
  2,500 gp
  555
  Mail of luck
  Armor
  2,600 gp
  558
  Bag of holding type IV
  Held
  2,400 gp
  572
  Wondrous figurine, 
  marble elephant
  Held
  2,700 gp
  576
  Dancing U
  Rune
  2,700 gp
  583
  Keen U
  Rune
  3,000 gp
  584
  Spell-storing U
  Rune
  2,700 gp
  585
  Sturdy shield, greater
  Shield
  3,000 gp
  588
  Wand of 6th-level spell
  Wand
  3,000 gp
  597
  Wand of continuation 5th
  Wand
  3,000 gp
  598
  Wand of manifold missiles 5th
  Wand
  3,000 gp
  598
  Dwarven thrower
  Weapon
  2,750 gp
  600
  Flame tongue
  Weapon
  2,800 gp
  600
  Aeon stone, pale 
  lavender ellipsoid U
  Worn
  2,200 gp
  604
  Boots of speed
  Worn
  3,000 gp
  606
  Eye of fortune
  Worn
  2,700 gp
  610
  Knapsack of halflingkind, 
  greater U
  Worn
  2,850 gp
  612
  Necklace of fireballs type V
  Worn
  1,600 gp
  613
  Ring of the ram, greater
  Worn
  2,700 gp
  615
  Core Rulebook
  540
  
  14th-Level Consumables
  Category
  Price
  Page
  Ghost ammunition
  Ammunition
  900 gp
  559
  Antidote, major
  Elixir
  675 gp
  546
  Antiplague, major
  Elixir
  675 gp
  546
  Bomber’s eye elixir, greater
  Elixir
  700 gp
  547
  Potion of resistance, greater
  Potion
  850 gp
  563
  Dazing Coil
  Talisman
  900 gp
  566
  Iron cudgel
  Talisman
  900 gp
  567
  Viper’s fang
  Talisman
  850 gp
  569
  14th-Level Permanent Items
  Category
  Price
  Page
  +2 greater resilient armor
  Armor
  4,500 gp
  556
  Horseshoes of speed, greater
  Companion
  4,250 gp
  604
  Crystal ball, clear quartz U
  Held
  3,800 gp
  572
  Primeval mistletoe, greater
  Held
  3,900 gp
  574
  Rod of negation
  Held
  4,300 gp
  574
  Disrupting, greater U
  Rune
  4,300 gp
  584
  Resilient, greater
  Rune
  3,440 gp
  581
  Staff of abjuration, major
  Staff
  4,000 gp
  593
  Staff of conjuration, major
  Staff
  4,000 gp
  593
  Staff of divination, major
  Staff
  4,000 gp
  593
  Staff of enchantment, major
  Staff
  4,000 gp
  593
  Staff of evocation, major
  Staff
  4,000 gp
  593
  Staff of illusion, major
  Staff
  4,000 gp
  594
  Staff of necromancy, major
  Staff
  4,000 gp
  594
  Staff of transmutation, major
  Staff
  4,000 gp
  595
  Wand of widening 6th
  Wand
  4,500 gp
  598
  Holy avenger U
  Weapon
  4,500 gp
  601
  Storm flash
  Weapon
  4,000 gp
  602
  Boots of bounding, greater
  Worn
  4,250 gp
  606
  Bracers of armor type II
  Worn
  4,000 gp
  607
  Ring of energy resistance, major
  Worn
  4,400 gp
  614
  Ring of wizardry type IVU
  Worn
  4,500 gp
  615
  15th-Level Consumables
  Category
  Price
  Page
  Disintegration bolt U
  Ammunition
  1,300 gp
  559
  Spellstrike ammunition 7th
  Ammunition
  1,300 gp
  560
  Stone bullet
  Ammunition
  1,300 gp
  560
  Bravo’s brew, greater
  Elixir
  700 gp
  547
  Elixir of life, major
  Elixir
  1,300 gp
  548
  Sea touch elixir, greater
  Elixir
  920 gp
  549
  Obfuscation oil
  Oil
  1,200 gp
  561
  Dragon bile
  Poison
  925 gp
  551
  Mindfog mist
  Poison
  1,000 gp
  553
  Potion of flying, greater
  Potion
  1,000 gp
  563
  Scroll of 8th-level spell
  Scroll
  1,300 gp
  565
  15th-Level Permanent Items
  Category
  Price
  Page
  Plate armor of the deep U
  Armor
  6,500 gp
  558
  Crystal ball, selenite U
  Held
  7,000 gp
  572
  Wondrous figurine, 
  obsidian steed U
  Held
  6,000 gp
  576
  Antimagic U
  Rune
  6,500 gp
  582
  Corrosive, greater
  Rune
  6,500 gp
  583
  Flaming, greater
  Rune
  6,500 gp
  584
  Frost, greater
  Rune
  6,500 gp
  584
  Shock, greater
  Rune
  6,500 gp
  585
  Thundering, greater
  Rune
  6,500 gp
  585
  Cold iron buckler, high-grade
  Shield
  5,000 gp
  586
  Cold iron shield, high-grade
  Shield
  5,500 gp
  586
  Silver buckler, high-grade
  Shield
  5,000 gp
  587
  Silver shield, high-grade
  Shield
  5,500 gp
  587
  Wand of 7th-level spell
  Wand
  6,500 gp
  597
  Wand of continuation 6th
  Wand
  6,500 gp
  598
  Necklace of fireballs type VI
  Worn
  4,200 gp
  613
  Robe of the archmagi U
  Worn
  6,500 gp
  616
  16th-Level Consumables
  Category
  Price
  Page
  Eagle-eye elixir, major
  Elixir
  2,000 gp
  548
  Salamander elixir, greater
  Elixir
  1,400 gp
  549
  Winter wolf elixir, greater
  Elixir
  1,400 gp
  550
  Brimstone fumes
  Poison
  1,500 gp
  551
  Nightmare vapor
  Poison
  1,400 gp
  553
  Truesight potion
  Potion
  1,500 gp
  564
  Hail of arrows snare
  Snare
  1,500 gp
  590
  Omnidirectional spear snare
  Snare
  1,500 gp
  591
  Flame navette
  Talisman
  1,800 gp
  567
  Ghost dust
  Talisman
  1,800 gp
  567
  16th-Level Permanent Items
  Category
  Price
  Page
  Dragonplate U
  Armor
  10,000 gp
  557
  Crystal ball, moonstone U
  Held
  7,500 gp
  572
  +3 weapon potency
  Rune
  8,935 gp
  581
  Slick, major
  Rune
  9,000 gp
  583
  Speed R
  Rune
  10,000 gp
  585
  Adamantine buckler, high-grade U Shield
  8,000 gp
  586
  Adamantine shield, high-grade U
  Shield
  8,800 gp
  586
  Darkwood buckler, high-grade U
  Shield
  8,000 gp
  586
  Darkwood shield, high-grade U
  Shield
  8,800 gp
  586
  Darkwood tower shield, 
  high-grade U
  Shield
  11,200 gp
  586
  Dragonhide buckler, high-grade U Shield
  8,000 gp
  586
  Dragonhide shield, high-grade U
  Shield
  8,800 gp
  586
  Floating shield, greater
  Shield
  9,000 gp
  587
  Mithral buckler, high-grade U
  Shield
  8,000 gp
  586
  Mithral shield, high-grade U
  Shield
  8,800 gp
  586
  Sturdy shield, major
  Shield
  10,000 gp
  588
  Staff of healing, true
  Staff
  9,200 gp
  594
  Staff of power R
  Staff
  10,000 gp
  595
  Instant fortress U
  Structure
  9,300 gp
  596
  Wand of slaying 7th
  Wand
  10,000 gp
  598
  Wand of smoldering fireballs 7th
  Wand
  10,000 gp
  598
  Wand of widening 7th
  Wand
  10,000 gp
  598
  +3 greater striking weapon
  Weapon
  10,000 gp
  599
  Cold iron weapon, high-grade
  Weapon
  9,000+ gp
  599
  Frost brand
  Weapon
  10,000 gp
  601
  Silver weapon, high-grade
  Weapon
  9,000+ gp
  599
  +3 greater striking handwraps of 
  mighty blows
  Worn
  10,000 gp
  611
  Aeon stone, orange prism U
  Worn
  9,750 gp
  604
  17th-Level Consumables
  Category
  Price
  Page
  Spellstrike ammunition 8th
  Ammunition
  3,000 gp
  560
  Acid flask, major
  Bomb
  2,500 gp
  544
  Alchemist’s fire, major
  Bomb
  2,500 gp
  545
  Bottled lightning, major
  Bomb
  2,500 gp
  545
  Frost vial, major
  Bomb
  2,500 gp
  545
  Tanglefoot bag, major
  Bomb
  2,500 gp
  545
  Thunderstone, major
  Bomb
  2,500 gp
  545
  Bestial mutagen, major
  Elixir
  3,000 gp
  546
  541
  11
  Crafting & Treasure
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Cognitive mutagen, major
  Elixir
  3,000 gp
  547
  Juggernaut mutagen, major
  Elixir
  3,000 gp
  548
  Quicksilver mutagen, major
  Elixir
  3,000 gp
  549
  Serene mutagen, major
  Elixir
  3,000 gp
  549
  Silvertongue mutagen, major
  Elixir
  3,000 gp
  550
  Hemlock
  Poison
  2,250 gp
  552
  Dragon’s breath potion, wyrm
  Potion
  3,000 gp
  562
  Scroll of 9th-level spell
  Scroll
  3,000 gp
  565
  Dispelling sliver
  Talisman
  2,400 gp
  566
  17th-Level Permanent Items
  Category
  Price
  Page
  Anklets of alacrity
  Apex
  15,000 gp
  603
  Belt of giant strength
  Apex
  15,000 gp
  603
  Belt of regeneration
  Apex
  15,000 gp
  603
  Circlet of persuasion
  Apex
  15,000 gp
  603
  Diadem of intellect
  Apex
  15,000 gp
  603
  Headband of inspired wisdom
  Apex
  15,000 gp
  604
  Impenetrable scale U
  Armor
  12,800 gp
  558
  Crystal ball, peridot U
  Held
  12,500 gp
  572
  Ethereal U
  Rune
  13,500 gp
  582
  Shadow, major
  Rune
  14,000 gp
  583
  Vorpal R
  Rune
  15,000 gp
  585
  Orichalcum buckler, high-grade R
  Shield
  12,000 gp
  587
  Orichalcum shield, high-grade R
  Shield
  13,200 gp
  587
  Wand of 8th-level spell
  Wand
  15,000 gp
  597
  Wand of continuation 7th
  Wand
  15,000 gp
  598
  Wand of manifold missiles 7th
  Wand
  15,000 gp
  598
  Adamantine weapon, 
  high-grade U
  Weapon
  13,500+ gp
  599
  Darkwood weapon, high-grade U
  Weapon
  13,500+ gp
  599
  Flame tongue, greater
  Weapon
  13,800 gp
  600
  Luck blade R
  Weapon
  15,000 gp
  601
  Mithral weapon, high-grade U
  Weapon
  13,500+ gp
  599
  Alchemist goggles, major
  Worn
  15,000 gp
  605
  Armbands of athleticism, greater
  Worn
  13,000 gp
  605
  Cloak of the bat, greater
  Worn
  13,000 gp
  608
  Daredevil boots, greater
  Worn
  14,000 gp
  609
  Dread blindfold
  Worn
  15,000 gp
  610
  Messenger’s ring, greater
  Worn
  13,500 gp
  613
  Necklace of fireballs type VII
  Worn
  9,600 gp
  613
  Phylactery of faithfulness, 
  greater
  Worn
  13,000 gp
  614
  Robe of eyes U
  Worn
  13,000 gp
  615
  Voyager’s pack U
  Worn
  14,800 gp
  617
  18th-Level Consumables
  Category
  Price
  Page
  King’s sleep
  Poison
  4,000 gp
  552
  Healing potion, major
  Potion
  5,000 gp
  563
  Potion of undetectability
  Potion
  4,400 gp
  563
  18th-Level Permanent Items
  Category
  Price
  Page
  +3 greater resilient armor
  Armor
  24,000 gp
  556
  Breastplate of command, greater Armor
  22,000 gp
  557
  Cold iron armor, high-grade
  Armor
  20,000+ gp
  555
  Silver armor, high-grade
  Armor
  20,000+ gp
  556
  Maestro’s instrument, greater
  Held
  19,000 gp
  574
  Marvelous medicines, greater
  Held
  19,000 gp
  574
  Possibility tome
  Held
  22,000 gp
  574
  Thurible of revelation, greater
  Held
  19,000 gp
  575
  +3 armor potency
  Rune
  20,560 gp
  581
  Fortification, greater
  Rune
  24,000 gp
  582
  Indestructible shield R
  Shield
  24,000 gp
  588
  Reflecting shield U
  Shield
  18,000 gp
  588
  Wand of slaying 8th
  Wand
  24,000 gp
  598
  Wand of widening 8th
  Wand
  24,000 gp
  598
  Orichalcum weapon, high-grade R Weapon
  22,500+ gp
  599
  Storm flash, greater
  Weapon
  21,000 gp
  602
  Goggles of night, major
  Worn
  20,000 gp
  610
  Inexplicable apparatus
  Worn
  19,000 gp
  612
  Ring of maniacal devices, greater Worn
  4,250 gp
  614
  19th-Level Consumables
  Category
  Price
  Page
  Spellstrike ammunition 9th
  Ammunition
  8,000 gp
  560
  Elixir of life, true
  Elixir
  3,000 gp
  548
  Black lotus extract
  Poison
  6,500 gp
  551
  Scroll of 10th-level spell U
  Scroll
  8,000 gp
  565
  19th-Level Permanent Items
  Category
  Price
  Page
  Adamantine armor, high-grade U
  Armor
  32,000+ gp
  555
  Darkwood armor, high-grade U
  Armor
  32,000+ gp
  555
  Dragonhide armor, high-grade U
  Armor
  32,000+ gp
  555
  Mithral armor, high-grade U
  Armor
  32,000+ gp
  556
  Crystal ball, obsidian U
  Held
  32,000 gp
  572
  Striking, major
  Rune
  31,065 gp
  581
  Sturdy shield, supreme
  Shield
  40,000 gp
  588
  Wand of 9th-level spell
  Wand
  40,000 gp
  597
  Wand of continuation 8th
  Wand
  40,000 gp
  598
  +3 major striking weapon
  Weapon
  40,000 gp
  599
  Luck blade, wishing R
  Weapon
  30,000 gp
  601
  Mattock of the titans U
  Weapon
  36,000 gp
  601
  +3 major striking handwraps of 
  mighty blows
  Worn
  40,000 gp
  611
  Aeon stone, lavender and 
  green ellipsoid U
  Worn
  30,000 gp
  604
  Berserker’s cloak, greater
  Worn
  40,000 gp
  606
  Robe of the archmagi, greater U
  Worn
  32,000 gp
  616
  Third eye
  Worn
  40,000 gp
  616
  20th-Level Consumables
  Category
  Price
  Page
  Elixir of rejuvenation U
  Elixir
  —
  548
  Antimagic oil R
  Oil
  13,000 gp
  561
  Tears of death
  Poison
  12,000 gp
  553
  Flying blade wheel snare
  Snare
  10,000 gp
  590
  Instant evisceration snare
  Snare
  10,000 gp
  590
  Philosopher’s stone U
  Tool
  —
  554
  20th-Level Permanent Items
  Category
  Price
  Page
  +3 major resilient armor
  Armor
  70,000 gp
  556
  Elven chain, high-grade U
  Armor
  52,000+ gp
  555
  Orichalcum armor, high-grade R
  Armor
  55,000+ gp
  556
  Resilient, major
  Rune
  49,440 gp
  581
  Staff of the magi R
  Staff
  90,000 gp
  595
  Wand of slaying 9th
  Wand
  70,000 gp
  598
  Wand of smoldering fireballs 9th
  Wand
  70,000 gp
  598
  Wand of widening 9th
  Wand
  70,000 gp
  598
  Skyhammer R
  Weapon
  70,000 gp
  602
  Bracers of armor type III
  Worn
  60,000 gp
  607
  Ring of spell turning R
  Worn
  67,000 gp
  615
  Whisper of the first lie R
  Worn
  60,000 gp
  617
  Core Rulebook
  542
  
  Alchemical Items
  Alchemical items are not magical. They instead use the 
  properties of volatile chemicals, exotic minerals, potent 
  plants, and other substances, collectively referred to as 
  alchemical reagents. As such, alchemical items don’t 
  radiate magical auras, and they can’t be dismissed 
  or affected by dispel magic. Their effects last for a set 
  amount of time or until they are countered in some way, 
  typically physically.
  Sometimes the reactions of alchemical reagents create 
  effects that seem magical, and at other times they straddle 
  the line between purely reactive and the inexplicable. 
  Alchemists can infuse reagents with some of their own 
  essence, allowing them to efficiently create short-lived 
  alchemical items at no monetary cost. Even in these cases, 
  alchemical items don’t radiate magic auras, instead using 
  the alchemist’s infused essence as one additional catalyst 
  for the item’s alchemical effects. 
  Rules for creating alchemical items are found in the 
  Craft activity on page 244, and you must have the 
  Alchemical Crafting skill feat to use Crafting to create 
  alchemical items. Critically failing a Crafting check to 
  make alchemical items often causes a dangerous effect, 
  such as an explosion for a bomb or accidental exposure 
  for a poison, in addition to losing some of the materials. 
  Some alchemical items have additional requirements 
  beyond those stated in the Craft activity; these items list 
  their requirements in a Craft Requirements entry.
  All alchemical items have the alchemical trait. Most 
  also have the consumable trait, which means that the item 
  is used up once activated. The bomb, elixir, and poison 
  traits indicate special categories of alchemical items, each 
  of which is described on the following pages. Alchemical 
  items without any of these traits are called alchemical 
  tools, and are described further on page 554.
  This section contains the following subcategories. 
  Special rules appear at the start of the relevant section.
  • Alchemical bombs appear on page 544.
  • Alchemical elixirs are listed on page 546.
  • Alchemical poisons begin on page 550.
  • Alchemical tools can be found on page 554.
  TABLE 11–2: ALCHEMICAL ITEMS BY LEVEL
  Table 11–2 lists alchemical items arranged by level and 
  category, as a reference primarily for alchemist characters.
  Level 
  Item 
  Category 
  Page
  1 
  Acid flask, lesser 
  Bomb 
  544
  1 
  Alchemist’s fire, lesser 
  Bomb 
  545
  1 
  Bottled lightning, lesser 
  Bomb 
  545
  1 
  Frost vial, lesser 
  Bomb 
  545
  1 
  Tanglefoot bag, lesser 
  Bomb 
  545
  1 
  Thunderstone, lesser 
  Bomb 
  546
  1 
  Antidote, lesser 
  Elixir 
  546
  1 
  Antiplague, lesser 
  Elixir 
  546
  1 
  Bestial mutagen, lesser 
  Elixir 
  546
  Level 
  Item 
  Category 
  Page
  1 
  Cheetah’s elixir, lesser 
  Elixir 
  547
  1 
  Cognitive mutagen, lesser 
  Elixir 
  547
  1 
  Eagle-eye elixir, lesser 
  Elixir 
  548
  1 
  Elixir of life, lesser 
  Elixir 
  548
  1 
  Juggernaut mutagen, lesser 
  Elixir 
  548
  1 
  Leaper’s elixir, lesser 
  Elixir 
  549
  1 
  Quicksilver mutagen, lesser 
  Elixir 
  549
  1 
  Serene mutagen, lesser 
  Elixir 
  549
  1 
  Silvertongue mutagen, lesser Elixir 
  550
  1 
  Arsenic 
  Poison 
  550
  1 
  Giant centipede venom 
  Poison 
  551
  1 
  Smokestick, lesser 
  Tool 
  554
  1 
  Snake oil 
  Tool 
  554
  1 
  Sunrod 
  Tool 
  554
  1 
  Tindertwig 
  Tool 
  554
  2 
  Bravo’s brew, lesser 
  Elixir 
  547
  2 
  Cat’s eye elixir 
  Elixir 
  547
  2 
  Comprehension elixir, lesser 
  Elixir 
  547
  2 
  Darkvision elixir, lesser 
  Elixir 
  547
  2 
  Infiltrator’s elixir 
  Elixir 
  548
  2 
  Belladonna 
  Poison 
  551
  2 
  Black adder venom 
  Poison 
  551
  2 
  Lethargy poison 
  Poison 
  552
  2 
  Silversheen 
  Tool 
  554
  3 
  Acid flask, moderate 
  Bomb 
  544
  3 
  Alchemist’s fire, moderate 
  Bomb 
  545
  3 
  Bottled lightning, moderate 
  Bomb 
  545
  3 
  Frost vial, moderate 
  Bomb 
  545
  3 
  Tanglefoot bag, moderate 
  Bomb 
  545
  3 
  Thunderstone, moderate 
  Bomb 
  546
  3 
  Bestial mutagen, moderate 
  Elixir 
  546
  3 
  Cognitive mutagen, moderate Elixir 
  547
  3 
  Juggernaut mutagen, moderate Elixir 
  548
  3 
  Quicksilver mutagen, moderate Elixir 
  549
  3 
  Serene mutagen, moderate 
  Elixir 
  549
  3 
  Silvertongue mutagen, moderate Elixir 
  550
  3 
  Cytillesh oil 
  Poison 
  551
  3 
  Graveroot 
  Poison 
  552
  4 
  Bomber’s eye elixir, lesser 
  Elixir 
  547
  4 
  Darkvision elixir, moderate 
  Elixir 
  547
  4 
  Mistform elixir, lesser 
  Elixir 
  549
  4 
  Salamander elixir, lesser 
  Elixir 
  549
  4 
  Stone fist elixir 
  Elixir 
  550
  4 
  Winter wolf elixir, lesser 
  Elixir 
  550
  5 
  Cheetah’s elixir, moderate 
  Elixir 
  547
  5 
  Eagle-eye elixir, moderate 
  Elixir 
  548
  5 
  Elixir of life, lesser 
  Elixir 
  548
  5 
  Sea touch elixir, lesser 
  Elixir 
  549
  5 
  Hunting spider venom 
  Poison 
  552
  6 
  Antidote, moderate 
  Elixir 
  546
  6 
  Antiplague, moderate 
  Elixir 
  546
  6 
  Mistform elixir, moderate 
  Elixir 
  549
  6 
  Giant scorpion venom 
  Poison 
  551
  7 
  Comprehension elixir, greater Elixir 
  547
  7 
  Leaper’s elixir, greater 
  Elixir 
  549
  543
  11
  Crafting & Treasure
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Level 
  Item 
  Category 
  Page
  7 
  Giant wasp venom 
  Poison 
  552
  7 
  Malyass root paste 
  Poison 
  552
  7 
  Smokestick, greater 
  Tool 
  554
  8 
  Darkvision elixir, greater 
  Elixir 
  547
  8 
  Nettleweed residue 
  Poison 
  553
  8 
  Wyvern poison 
  Poison 
  554
  9 
  Cheetah’s elixir, greater 
  Elixir 
  547
  9 
  Elixir of life, moderate 
  Elixir 
  548
  9 
  Lich dust 
  Poison 
  552
  9 
  Spider root 
  Poison 
  553
  10 
  Antidote, greater 
  Elixir 
  546
  10 
  Antiplague, greater 
  Elixir 
  546
  10 
  Bravo’s brew, moderate 
  Elixir 
  547
  10 
  Eagle-eye elixir, greater 
  Elixir 
  548
  10 
  Mistform elixir, greater 
  Elixir 
  549
  10 
  Shadow essence 
  Poison 
  553
  10 
  Wolfsbane 
  Poison 
  553
  11 
  Acid flask, greater 
  Bomb 
  544
  11 
  Alchemist’s fire, greater 
  Bomb 
  545
  11 
  Bottled lightning, greater 
  Bomb 
  545
  11 
  Frost vial, greater 
  Bomb 
  545
  11 
  Tanglefoot bag, greater 
  Bomb 
  545
  11 
  Thunderstone, greater 
  Bomb 
  546
  11 
  Bestial mutagen, greater 
  Elixir 
  546
  11 
  Cognitive mutagen, greater 
  Elixir 
  547
  11 
  Juggernaut mutagen, greater 
  Elixir 
  548
  11 
  Quicksilver mutagen, greater Elixir 
  549
  11 
  Serene mutagen, greater 
  Elixir 
  549
  11 
  Silvertongue mutagen, greater Elixir 
  550
  11 
  Blightburn resin 
  Poison 
  551
  12 
  Salamander elixir, greater 
  Elixir 
  549
  12 
  Sea touch elixir, moderate 
  Elixir 
  549
  12 
  Winter wolf elixir, moderate 
  Elixir 
  550
  12 
  Slumber wine 
  Poison 
  553
  13 
  Elixir of life, greater 
  Elixir 
  548
  13 
  Deathcap powder 
  Poison 
  551
  13 
  Purple worm venom 
  Poison 
  553
  14 
  Antidote, major 
  Elixir 
  546
  14 
  Antiplague, major 
  Elixir 
  546
  14 
  Bomber’s eye elixir, greater 
  Elixir 
  547
  15 
  Bravo’s brew, greater 
  Elixir 
  547
  15 
  Elixir of life, greater 
  Elixir 
  548
  15 
  Sea touch elixir, greater 
  Elixir 
  549
  15 
  Dragon bile 
  Poison 
  551
  15 
  Mindfog mist 
  Poison 
  553
  16 
  Eagle-eye elixir, major 
  Elixir 
  548
  16 
  Salamander elixir, greater 
  Elixir 
  549
  16 
  Winter wolf elixir, greater 
  Elixir 
  550
  16 
  Brimstone fumes 
  Poison 
  551
  16 
  Nightmare vapor 
  Poison 
  553
  17 
  Acid flask, major 
  Bomb 
  544
  17 
  Alchemist’s fire, major 
  Bomb 
  545
  17 
  Bottled lightning, major 
  Bomb 
  545
  17 
  Frost vial, major 
  Bomb 
  545
  17 
  Tanglefoot bag, major 
  Bomb 
  545
  Level 
  Item 
  Category 
  Page
  17 
  Thunderstone, major 
  Bomb 
  546
  17 
  Bestial mutagen, major 
  Elixir 
  546
  17 
  Cognitive mutagen, major 
  Elixir 
  547
  17 
  Juggernaut mutagen, major 
  Elixir 
  548
  17 
  Quicksilver mutagen, major 
  Elixir 
  549
  17 
  Serene mutagen, major 
  Elixir 
  549
  17 
  Silvertongue mutagen, major 
  Elixir 
  550
  17 
  Hemlock 
  Poison 
  552
  18 
  King’s sleep 
  Poison 
  552
  19 
  Elixir of life, true 
  Elixir 
  548
  19 
  Black lotus extract 
  Poison 
  551
  20 
  Elixir of rejuvenation 
  Elixir 
  548
  20 
  Tears of death 
  Poison 
  553
  20 
  Philosopher’s stone 
  Tool 
  554
  Alchemical Bombs
  An alchemical bomb combines volatile alchemical 
  components that explode when the bomb hits a creature 
  or object. Most alchemical bombs deal damage, though 
  some produce other effects. Bombs have the bomb trait. 
  Bombs are martial thrown weapons with a range 
  increment of 20 feet. When you throw a bomb, you 
  make a weapon attack roll against the target’s AC, as 
  you would for any other weapon. It takes one hand to 
  draw, prepare, and throw a bomb. Due to the complexity 
  involved in preparing bombs, Strikes to throw alchemical 
  bombs gain the manipulate trait. The bomb is activated 
  when thrown as a Strike—you don’t have to activate 
  it separately.
  splasH trait
  Most bombs also have the splash trait. When you use a 
  thrown weapon with the splash trait, you don’t add your 
  Strength modifier to the damage roll. If an attack with a 
  splash weapon fails, succeeds, or critically succeeds, all 
  creatures within 5 feet of the target (including the target) 
  take the listed splash damage. On a failure (but not a critical 
  failure), the target of the attack still takes the splash damage. 
  Add splash damage together with the initial damage against 
  the target before applying the target’s resistance or weakness. 
  You don’t multiply splash damage on a critical hit.
  For example, if you threw a lesser acid flask and hit 
  your target, that creature would take 1d6 persistent acid 
  damage and 1 acid splash damage. All other creatures 
  within 5 feet of it would take 1 acid splash damage. On 
  a critical hit, the target would take 2d6 persistent acid 
  damage, but the splash damage would still be 1. If you 
  missed, the target would take 1 splash damage. If you 
  critically failed, no one would take any damage.
  ACID FLASK 
  ITEM 1+
  ACID
   ALCHEMICAL
   BOMB
   CONSUMABLE
   SPLASH
  Usage held in 1 hand; Bulk L
  Activate � Strike
  This flask filled with corrosive acid deals 1 acid damage, the 
  Core Rulebook
  544
  
  listed persistent acid damage, and the listed acid splash 
  damage. Many types grant an item bonus to attack rolls. 
  Type lesser; Level 1; Price 3 gp
  It deals 1d6 persistent acid damage and 1 acid splash damage.
  Type moderate; Level 3; Price 10 gp
  You gain a +1 item bonus to attack rolls. The bomb deals 
  2d6 persistent acid damage and 2 acid splash damage.
  Type greater; Level 11; Price 250 gp
  You gain a +2 item bonus to attack rolls. The bomb deals 
  3d6 persistent acid damage and 3 acid splash damage.
  Type major; Level 17; Price 2,500 gp
  You gain a +3 item bonus to attack rolls. The bomb deals 
  4d6 persistent acid damage and 4 acid splash damage.
  ALCHEMIST’S FIRE 
  ITEM 1+
  ALCHEMICAL
   BOMB
   CONSUMABLE
   FIRE
   SPLASH
  Usage held in 1 hand; Bulk L
  Activate � Strike
  Alchemist’s fire is a combination of volatile liquids that ignite 
  when exposed to air. Alchemist’s fire deals the listed fire 
  damage, persistent fire damage, and splash damage. Many 
  types grant an item bonus to attack rolls.
  Type lesser; Level 1; Price 3 gp
  The bomb deals 1d8 fire damage, 1 persistent fire damage, and 
  1 fire splash damage.
  Type moderate; Level 3; Price 10 gp
  You gain a +1 item bonus to attack rolls. The bomb deals 
  2d8 fire damage, 2 persistent fire damage, and 2 fire 
  splash damage.
  Type greater; Level 11; Price 250 gp
  You gain a +2 item bonus to attack rolls. The bomb 
  deals 3d8 fire damage, 3 persistent fire damage, and 
  3 fire splash damage.
  Type major; Level 17; Price 2,500 gp
  You gain a +3 item bonus to attack rolls. The bomb 
  deals 4d8 fire damage, 4 persistent fire damage, and 4 
  fire splash damage.
  BOTTLED LIGHTNING 
  ITEM 1+
  ALCHEMICAL
   BOMB
   CONSUMABLE
   ELECTRICITY
   SPLASH
  Usage held in 1 hand; Bulk L
  Activate � Strike
  Bottled lightning is packed with volatile reagents that create 
  a blast of electricity when they are exposed to air. Bottled 
  lightning deals the listed electricity damage and electricity 
  splash damage. On a hit, the target becomes flat-footed until 
  the start of your next turn. Many types grant an item bonus 
  to attack rolls.
  Type lesser; Level 1; Price 3 gp
  It deals 1d6 electricity damage and 1 electricity splash damage.
  Type moderate; Level 3; Price 10 gp
  You gain a +1 item bonus to attack rolls. The bomb deals 2d6 
  electricity damage and 2 electricity splash damage.
  Type greater; Level 11; Price 250 gp
  You gain a +2 item bonus to attack rolls. The bomb deals 3d6 
  electricity damage and 3 electricity splash damage.
  Type major; Level 17; Price 2,500 gp
  You gain a +3 item bonus to attack rolls. The bomb deals 4d6 
  electricity damage and 4 electricity splash damage.
  FROST VIAL 
  ITEM 1+
  ALCHEMICAL
   BOMB
   COLD
   CONSUMABLE
   SPLASH
  Usage held in 1 hand; Bulk L
  Activate � Strike
  The liquid reagents in this vial rapidly absorb heat 
  when exposed to air. A frost vial deals the listed cold 
  damage and cold splash damage. On a hit, the target 
  takes a status penalty to its Speeds until the end of its 
  next turn. Many types of frost vial also grant an item 
  bonus to attack rolls.
  Type lesser; Level 1; Price 3 gp
  The bomb deals 1d6 cold damage and 1 cold splash 
  damage, and the target takes a –5-foot penalty.
  Type moderate; Level 3; Price 10 gp
  You gain a +1 item bonus to attack rolls, the bomb deals 2d6 
  cold damage and 2 cold splash damage, and the target takes 
  a –10-foot penalty.
  Type greater; Level 11; Price 250 gp
  You gain a +2 item bonus to attack rolls, the bomb deals 3d6 
  cold damage and 3 cold splash damage, and the target takes 
  a –10-foot penalty.
  Type major; Level 17; Price 2,500 gp
  You gain a +3 item bonus to attack rolls, the bomb deals 4d6 
  cold damage and 4 cold splash damage, and the target 
  takes a –15-foot penalty.
  TANGLEFOOT BAG 
  ITEM 1+
  ALCHEMICAL
   BOMB
   CONSUMABLE
  Usage held in 1 hand; Bulk L
  Activate � Strike
  A tanglefoot bag is filled with sticky substances. 
  When you hit a creature with a tanglefoot bag, that 
  creature takes a status penalty to its Speeds for 1 minute. 
  Many types of tanglefoot bag also grant an item bonus on 
  attack rolls. 
  On a critical hit, a creature in contact with a solid surface 
  becomes stuck to the surface and immobilized for 1 round, 
  and a creature flying via wings has its wings tangled, causing 
  it to fall safely to the ground and become unable to Fly again 
  for 1 round. Tanglefoot bags are not effective when used on a 
  creature that is in water.
  The target can end any effects by Escaping or spending 
  a total of 3 Interact actions to carefully remove the 
  sticky substances. These Interact actions don’t have to be 
  consecutive, and other creatures can provide the actions 
  as well.
  Type lesser; Level 1; Price 3 gp
  The target takes a –10-foot penalty, and the Escape DC is 17.
  Type moderate; Level 3; Price 10 gp
  You gain a +1 item bonus to attack rolls, the target takes a 
  –15-foot penalty, and the Escape DC is 19.
  Type greater; Level 11; Price 250 gp
  545
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  You gain a +2 item bonus to attack rolls, the target takes a 
  –15-foot penalty, and the Escape DC is 28.
  Type major; Level 17; Price 2,500 gp
  You gain a +3 item bonus to attack rolls, the target takes a 
  –20-foot penalty, and the Escape DC is 37.
  THUNDERSTONE 
  ITEM 1+
  ALCHEMICAL
   BOMB
   CONSUMABLE
   SONIC  SPLASH
  Usage held in 1 hand; Bulk L
  Activate � Strike
  When this stone hits a creature or a hard surface, it 
  explodes with a deafening bang. A thunderstone deals 
  the listed sonic damage and sonic splash damage, and 
  each creature within 10 feet of the space in which the 
  stone exploded must succeed at a Fortitude saving throw 
  with the listed DC or be deafened until the end of its 
  next turn. Many types of thunderstone grant an item 
  bonus to attack rolls. 
  Type lesser; Level 1; Price 3 gp
  The bomb deals 1d4 sonic damage and 1 sonic 
  splash damage, and the DC is 17.
  Type moderate; Level 3; Price 10 gp
  You gain a +1 item bonus to attack rolls. The bomb deals 
  2d4 sonic damage and 2 sonic splash damage, and the DC is 20.
  Type greater; Level 11; Price 250 gp
  You gain a +2 item bonus to attack rolls. The bomb deals 3d4 
  sonic damage and 3 sonic splash damage, and the DC is 28.
  Type major; Level 17; Price 2,500 gp
  You gain a +3 item bonus to attack rolls. The bomb deals 4d4 
  sonic damage and 4 sonic splash damage, and the DC is 36.
  Alchemical Elixirs
  Elixirs are alchemical liquids that are used by drinking 
  them. They have the elixir trait. These potent concoctions 
  grant the drinker some alchemical benefits. While all 
  elixirs follow the same general rules, mutagens (described 
  below) have additional rules that apply to their use. 
  aCtivating Elixirs
  You usually Interact to activate an elixir as you drink it 
  or feed it to another creature. You can feed an elixir only 
  to a creature within reach that is either willing or unable 
  to prevent you from doing so. You usually need only one 
  hand to consume an elixir or feed it to another creature.
  mutagEns
  These elixirs, indicated by the mutagen trait, temporarily 
  transmogrify the subject’s body and alter its mind. Typically, 
  only alchemists have the expertise to craft mutagens, and 
  some say they are the only ones reckless enough to use them. 
  A mutagen always conveys one or more beneficial 
  effects (listed in the Benefit entry) paired with one or 
  more detrimental effects (shown in the Drawback entry).
  Mutagens are polymorph effects, meaning you can 
  benefit from only one at a time (see page 301 for more 
  information about the polymorph trait).
  ANTIDOTE 
  ITEM 1+ 
  ALCHEMICAL  CONSUMABLE
   ELIXIR
  Usage held in 1 hand; Bulk L
  Activate � Interact
  An antidote protects you against toxins. Upon drinking an 
  antidote, you gain an item bonus to Fortitude saving throws 
  against poisons for 6 hours.
  Type lesser; Level 1; Price 3 gp
  You gain a +2 item bonus.
  Type moderate; Level 6; Price 35 gp
  You gain a +3 item bonus.
  Type greater; Level 10; Price 160 gp
  You gain a +4 item bonus.
  Type major; Level 14; Price 675 gp
  You gain a +4 item bonus, and when you drink the 
  antidote, you can immediately attempt a saving throw 
  against one poison of 14th level or lower affecting 
  you. If you succeed, the poison is neutralized.
  ANTIPLAGUE 
  ITEM 1+
  ALCHEMICAL
   CONSUMABLE
   ELIXIR
  Usage held in 1 hand; Bulk L
  Activation � Interact
  Antiplague can fortify the body’s defenses against diseases. 
  Upon drinking an antiplague, you gain an item bonus to 
  Fortitude saving throws against diseases for 24 hours; this 
  applies to your daily save against a disease’s progression.
  Type lesser; Level 1; Price 3 gp
  You gain a +2 item bonus.
  Type moderate; Level 6; Price 35 gp
  You gain a +3 item bonus.
  Type greater; Level 10; Price 160 gp
  You gain a +4 item bonus.
  Type major; Level 14; Price 675 gp
  You gain a +4 item bonus, and when you drink the antiplague, 
  you can immediately attempt a saving throw against one 
  disease of 14th level or lower affecting you. If you succeed, 
  you are cured of the disease.
  BESTIAL MUTAGEN 
  ITEM 1+
  ALCHEMICAL
   CONSUMABLE
   ELIXIR
   MUTAGEN
   POLYMORPH
  Usage held in 1 hand; Bulk L
  Activate � Interact
  Your features transform into something bestial and you take 
  on muscle mass, but your lumbering form is clumsy.
  Benefit You gain an item bonus to Athletics checks and 
  unarmed attack rolls. You gain a claw unarmed attack with 
  the agile trait and a jaws unarmed attack.
  Drawback You take a –1 penalty to AC and a –2 penalty to 
  Reflex saves.
  Type lesser; Level 1; Price 4 gp
  You gain a +1 item bonus, your claw deals 1d4 slashing damage, 
  your jaws deal 1d6 piercing damage, and the duration is 1 minute.
  Type moderate; Level 3; Price 12 gp
  You gain a +2 item bonus, your claw deals 1d6 slashing damage, 
  your jaws deal 1d8 piercing damage, and the duration is 10 minutes.
  Core Rulebook
  546
  
  Type greater; Level 11; Price 300 gp
  You gain a +3 item bonus, your claw deals 1d8 slashing damage, 
  your jaws deal 1d10 piercing damage, and the duration is 1 hour.
  Type major; Level 17; Price 3,000 gp
  You gain a +4 item bonus, your claw deals 1d8 slashing damage, 
  your jaws deal 1d10 piercing damage, and the duration is 1 
  hour. You gain weapon specialization with the claws and jaws, 
  or greater weapon specialization, if you already have weapon 
  specialization with these unarmed attacks.
  BOMBER’S EYE ELIXIR 
  ITEM 4+
  ALCHEMICAL
   CONSUMABLE
   ELIXIR
  Usage held in 1 hand; Bulk L
  Activate � Interact 
  This tincture lets you pinpoint your foes. For the next 
  5 minutes, your alchemical bomb Strikes reduce the 
  circumstance bonus to AC your targets gain from 
  cover.
  Type lesser; Level 4; Price 14 gp
  Reduce your targets’ circumstance bonus by 1.
  Type greater; Level 14; Price 700 gp
  Reduce your targets’ circumstance bonus by 2.
  BRAVO’S BREW 
  ITEM 2+
  ALCHEMICAL
   CONSUMABLE
   ELIXIR
   MENTAL
  Usage held in 1 hand; Bulk L
  Activate � Interact 
  This flask of foaming beer grants courage. For the next hour 
  after drinking this elixir, you gain an item bonus to Will saves, 
  which is greater when attempting Will saves against fear.
  Type lesser; Level 2; Price 7 gp
  The bonus on Will saves is +1, or +2 against fear.
  Type moderate; Level 10; Price 150 gp
  The bonus on Will saves is +2, or +3 against fear.
  Type greater; Level 15; Price 700 gp
  The bonus on Will saves is +3, or +4 against fear. If you 
  roll a success on a save against fear, you get a critical 
  success instead.
  CAT’S EYE ELIXIR 
  ITEM 2
  ALCHEMICAL
   CONSUMABLE
   ELIXIR
  Price 7 gp
  Usage held in 1 hand; Bulk L
  Activate � Interact 
  After you consume this elixir, your vision sharpens and you 
  become sensitive to even the most minute movements. For 
  the next minute, you reduce the flat check to target hidden 
  creatures to 5, and you don’t need to attempt a flat check to 
  target concealed creatures. These benefits apply only against 
  creatures within 30 feet of you. 
  CHEETAH’S ELIXIR 
  ITEM 1+
  ALCHEMICAL
   CONSUMABLE
   ELIXIR
  Usage held in 1 hand; Bulk L
  Activate � Interact 
  Enzymatic compounds in this elixir strengthen and excite the 
  muscles in your legs. You gain a status bonus to your Speed 
  for the listed duration.
  Type lesser; Level 1; Price 3 gp
  The bonus is +5 feet, and the duration is 1 minute.
  Type moderate; Level 5; Price 25 gp
  The bonus is +10 feet, and the duration is 10 minutes.
  Type greater; Level 9; Price 110 gp
  The bonus is +10 feet, and the duration is 1 hour.
  COGNITIVE MUTAGEN 
  ITEM 1+
  ALCHEMICAL
   CONSUMABLE
   ELIXIR
   MUTAGEN
   POLYMORPH
  Usage held in 1 hand; Bulk L
  Activate � Interact
  Your mind becomes clear and cognition flows freely, 
  but physical matters seem ephemeral.
  Benefit You gain an item bonus to Arcana, 
  Crafting, Lore, Occultism, and Society checks 
  and all checks to Recall Knowledge. Your critical 
  failures on Recall Knowledge checks become 
  failures instead.
  Drawback You take a –2 penalty to weapon and 
  unarmed attack rolls, Athletics checks, and Acrobatics 
  checks. You can carry 2 less Bulk than normal before 
  becoming encumbered, and the maximum Bulk you can carry 
  is reduced by 4.
  Type lesser; Level 1; Price 4 gp
  The bonus is +1, and the duration is 1 minute.
  Type moderate; Level 3; Price 12 gp
  The bonus is +2, and the duration is 10 minutes.
  Type greater; Level 11; Price 300 gp
  The bonus is +3, and the duration is 1 hour. You become trained 
  in one Intelligence-based skill, chosen at creation.
  Type major; Level 17; Price 3,000 gp
  The bonus is +4, and the duration is 1 hour. You become 
  trained in one skill, chosen at creation.
  COMPREHENSION ELIXIR 
  ITEM 2+
  ALCHEMICAL
   CONSUMABLE
   ELIXIR
   MENTAL
  Usage held in 1 hand; Bulk L
  Activate � Interact 
  This bitter draught opens your mind to the potential of the 
  written word. For the listed duration after drinking this 
  elixir, you can understand any words you read, so long as 
  they are written in a common language. This elixir doesn’t 
  automatically allow you to understand codes or extremely 
  esoteric passages—you still need to attempt a skill check to 
  Decipher Writing.
  Type lesser; Level 2; Price 7 gp
  The duration is 1 minute.
  Type greater; Level 7; Price 54 gp
  The duration is 10 minutes.
  DARKVISION ELIXIR 
  ITEM 2+
  ALCHEMICAL
   CONSUMABLE
   ELIXIR
  Usage held in 1 hand; Bulk L
  Activate � Interact 
  547
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  Skills
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  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  After you drink this elixir, your sight becomes sharper in 
  darkness. You gain darkvision for the listed duration.
  Type lesser; Level 2; Price 6 gp
  The duration is 10 minutes.
  Type moderate; Level 4; Price 11 gp
  The duration is 1 hour.
  Type greater; Level 8; Price 90 gp
  The duration is 24 hours.
  EAGLE-EYE ELIXIR 
  ITEM 1+
  ALCHEMICAL
   CONSUMABLE
   ELIXIR
  Usage held in 1 hand; Bulk L
  Activate � Interact 
  After you drink this elixir, you notice subtle 
  visual details. For the next hour, you gain an item 
  bonus to Perception checks that is greater when 
  attempting to find secret doors and traps. 
  Type lesser; Level 1; Price 4 gp
  The bonus is +1, or +2 to find secret doors and traps.
  Type moderate; Level 5; Price 27 gp
  The bonus is +2, or +3 to find secret doors and traps.
  Type greater; Level 10; Price 200 gp
  The bonus is +3, or +4 to find secret doors and traps.
  Type major; Level 16; Price 2,000 gp
  The bonus is +3, or +4 to find secret doors and traps. Each 
  time you pass within 10 feet of a secret door or trap, the GM 
  automatically rolls a secret check for you to find it.
  ELIXIR OF LIFE 
  ITEM 1+
  ALCHEMICAL
   CONSUMABLE
   ELIXIR
   HEALING
  Usage held in 1 hand; Bulk L
  Activate � Interact 
  Elixirs of life accelerate the body’s natural healing processes 
  and immune system. Upon drinking this elixir, you regain the 
  listed number of Hit Points and gain an item bonus to saving 
  throws against diseases and poisons for 10 minutes.
  Type minor; Level 1; Price 3 gp
  The elixir restores 1d6 Hit Points, and the bonus is +1.
  Type lesser; Level 5; Price 30 gp
  The elixir restores 3d6+6 Hit Points and the bonus is +1.
  Type moderate; Level 9; Price 150 gp
  The elixir restores 5d6+12 Hit Points, and the bonus is +2.
  Type greater; Level 13; Price 600 gp
  The elixir restores 7d6+18 Hit Points, and the bonus is +2. 
  Type major; Level 15; Price 1,300 gp
  The elixir restores 8d6+21 Hit Points, and the bonus is +3.
  Type true; Level 19; Price 3,000 gp
  The elixir restores 10d6+27 Hit Points, and the bonus is +4.
  ELIXIR OF REJUVENATION 
  ITEM 20
  UNCOMMON
   ALCHEMICAL
   CONSUMABLE
   ELIXIR
  Price —
  Usage held in 1 hand; Bulk L
  Activate � Interact 
  The elixir of rejuvenation restores a creature to full health 
  and eradicates toxins affecting it. When you drink this elixir, 
  you’re restored to your maximum Hit Points, and all afflictions 
  of 20th level or lower affecting you are removed.
  You can instead administer this elixir to a creature that 
  has been dead for a week or less. When you do, that creature 
  is instantly brought back to life with 1 Hit Point and no spell 
  slots, Focus Points, or other daily resources.
  Craft Requirements philosopher’s stone, true elixir of life
  INFILTRATOR’S ELIXIR 
  ITEM 2
  ALCHEMICAL
   CONSUMABLE
   ELIXIR
   POLYMORPH
  Price 6 gp
  Usage held in 1 hand; Bulk L
  Activate � Interact
  Favored by spies and tricksters, an infiltrator’s 
  elixir is used to alter your appearance. When 
  imbibed, you take the shape of a humanoid 
  creature of your size, but different enough so you 
  might be unrecognizable. If you aren’t a humanoid, 
  you might take on a form more similar to your own, at 
  the GM’s discretion.
  The creator of the elixir decides the basics of the appearance 
  you transform into when you imbibe the elixir, including eye 
  color, skin tone, and hair color. The elixir can’t change your 
  form into that of a specific person. After the form takes hold, 
  you retain it for the next 10 minutes. 
  Drinking this elixir counts as setting up a disguise to 
  Impersonate. You gain a +4 status bonus to your Deception 
  DC to avoid others seeing through your disguise, and you add 
  your level to this DC even if untrained. 
  JUGGERNAUT MUTAGEN 
  ITEM 1+
  ALCHEMICAL
   CONSUMABLE
   ELIXIR
   MUTAGEN
   POLYMORPH
  Usage held in 1 hand; Bulk L
  Activate � Interact
  After you drink this mutagen, your body becomes thick and 
  sturdy. You exhibit a healthy glow, though you tend to be 
  ponderous and unobservant.
  Benefit You gain an item bonus to Fortitude saves and the 
  listed number of temporary Hit Points. Whenever you are at 
  maximum Hit Points for at least 1 full minute, you regain the 
  temporary Hit Points.
  Drawback You take a –2 penalty to Will saves, Perception 
  checks, and initiative rolls. 
  Type lesser; Level 1; Price 4 gp
  The bonus is +1, you gain 5 temporary Hit Points, and the 
  duration is 1 minute.
  Type moderate; Level 3; Price 12 gp
  The bonus is +2, you gain 10 temporary Hit Points, and the 
  duration is 10 minutes.
  Type greater; Level 11; Price 300 gp
  The bonus is +3, you gain 30 temporary Hit Points, and the 
  duration is 1 hour. When you roll a success on a Fortitude 
  save, you get a critical success instead.
  Type major; Level 17; Price 3,000 gp
  The bonus is +4, you gain 45 temporary Hit Points, and the 
  duration is 1 hour. When you roll a success on a Fortitude save, 
  Core Rulebook
  548
  
  you get a critical success instead, and your critical failures on 
  Fortitude saves become failures instead.
  LEAPER’S ELIXIR 
  ITEM 1+
  ALCHEMICAL
   CONSUMABLE
   ELIXIR
  Usage held in 1 hand; Bulk L
  Activate � Interact 
  This tingly solution increases the elasticity and 
  contraction of your leg muscles. For 1 minute after 
  drinking this elixir, you can High Jump or Long Jump 
  as a single action instead of 2 actions. If you do, you 
  don’t perform the initial Stride (nor do you fail if you 
  don’t Stride 10 feet).
  Type lesser; Level 1; Price 3 gp
  Type greater; Level 7; Price 55 gp
  The maximum vertical distance you can jump with a 
  High Jump is the same as you can jump horizontally 
  with a Long Jump.
  MISTFORM ELIXIR 
  ITEM 4+
  ALCHEMICAL
   CONSUMABLE
   ELIXIR
   ILLUSION
   VISUAL
  Usage held in 1 hand; Bulk L
  Activate � Interact 
  A faint mist emanates from your skin, making you concealed 
  for the listed duration. As usual being concealed when your 
  position is still obvious, you can’t use this concealment to Hide 
  or Sneak.
  Type lesser; Level 4; Price 18 gp
  The duration is 3 rounds.
  Type moderate; Level 6; Price 56 gp
  The duration is 1 minute.
  Type greater; Level 10; Price 180 gp
  The duration is 5 minutes.
  QUICKSILVER MUTAGEN 
  ITEM 1+
  ALCHEMICAL
   CONSUMABLE
   ELIXIR
   MUTAGEN
   POLYMORPH
  Usage held in 1 hand; Bulk L
  Activate � Interact
  Your features become thin and angular. You become swifter 
  and nimbler, but your body also becomes fragile.
  Benefit You gain an item bonus to Acrobatics checks, Stealth 
  checks, Thievery checks, Reflex saves, and ranged attack rolls, 
  and you gain the listed status bonus to your Speed.
  Drawback You take damage equal to twice your level; you 
  can’t recover Hit Points lost in this way by any means while 
  the mutagen lasts. You take a –2 penalty to Fortitude saves.
  Type lesser; Level 1; Price 4 gp
  The bonus to rolls is +1, the bonus to Speed is +5 feet, and the 
  duration is 1 minute.
  Type moderate; Level 3; Price 12 gp
  The bonus to rolls is +2, the bonus to Speed is +10 feet, and 
  the duration is 10 minutes.
  Type greater; Level 11; Price 300 gp
  The bonus to rolls is +3, the bonus to Speed is +15 feet, and 
  the duration is 1 hour.
  Type major; Level 17; Price 3,000 gp
  The bonus to rolls is +4, the bonus to Speed is +20 feet, and 
  the duration is 1 hour.
  SALAMANDER ELIXIR 
  ITEM 4+
  ALCHEMICAL
   CONSUMABLE
   ELIXIR
  Usage held in 1 hand; Bulk L
  Activate � Interact
  This elixir is made from salamander scales to withstand 
  fire. For 24 hours, you are protected from the effects 
  of severe heat.
  Type lesser; Level 4; Price 15 gp
  Type moderate; Level 12; Price 320 gp
  You’re also protected from extreme heat.
  Type greater; Level 16; Price 1,400 gp
  You’re also protected from extreme and incredible heat.
  SEA TOUCH ELIXIR 
  ITEM 5+
  ALCHEMICAL
   CONSUMABLE
   ELIXIR
   POLYMORPH
  Usage held in 1 hand; Bulk L
  Activate � Interact
  This briny concoction alters the skin on your hands and feet. 
  The spaces between your fingers and toes become webbed, 
  granting you a swim Speed of 20 feet for the listed duration.
  Type lesser; Level 5; Price 22 gp
  The duration is 10 minutes.
  Type moderate; Level 12; Price 300 gp
  The duration is 1 hour, and you can breathe underwater.
  Type greater; Level 15; Price 920 gp
  The duration is 24 hours, and you can breathe underwater.
  SERENE MUTAGEN 
  ITEM 1+
  ALCHEMICAL
   CONSUMABLE
   ELIXIR
   MUTAGEN
   POLYMORPH
  Usage held in 1 hand; Bulk L
  Activate � Interact
  You gain inner serenity, focused on fine details and steeled 
  against mental assaults, but you find violence off-putting.
  Benefit You gain an item bonus to Will saves and 
  Perception, Medicine, Nature, Religion, and Survival checks. 
  This bonus improves when you attempt Will saves against 
  mental effects. 
  Drawback You take a –1 penalty to attack rolls and save 
  DCs of offensive spells, and a –1 penalty per damage die to all 
  weapon, unarmed attack, and spell damage.
  Type lesser; Level 1; Price 4 gp
  The bonus is +1, or +2 vs. mental, and the duration is 1 minute.
  Type moderate; Level 3; Price 12 gp
  The bonus is +2, or +3 vs. mental, and the duration is 10 minutes.
  Type greater; Level 11; Price 300 gp
  The bonus is +3, or +4 vs. mental, and the duration is 1 hour. 
  When you roll a success on a Will save against a mental effect, 
  you get a critical success instead.
  Type major; Level 17; Price 3,000 gp
  The bonus is +4, and the duration is 1 hour. When you roll 
  a success on a Will save against a mental effect, you get a 
  critical success instead, and your critical failures on Will saves 
  against mental effects become failures instead.
  549
  11
  Crafting & Treasure
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  SILVERTONGUE MUTAGEN 
  ITEM 1+
  ALCHEMICAL
   CONSUMABLE
   ELIXIR
   MUTAGEN
   POLYMORPH
  Usage held in 1 hand; Bulk L
  Activate � Interact
  Your features become striking and your voice becomes 
  musical and commanding, though facts and figures become 
  hazy for you and emotion clouds your ability to reason.
  Benefit You gain an item bonus to Deception, Diplomacy, 
  Intimidation, and Performance checks. Your critical failures 
  with any of these skill become failures instead.
  Drawback You take a –2 item penalty to Arcana, Crafting, 
  Lore, Occultism, and Society checks. Choose one skill in which 
  you are trained; for the duration, you become untrained in that 
  skill. All your failures on checks to Recall Knowledge become 
  critical failures.
  Type lesser; Level 1; Price 4 gp
  The bonus is +1, and the duration is 1 minute.
  Type moderate; Level 3; Price 12 gp
  The bonus is +2, and the duration is 10 minutes.
  Type greater; Level 11; Price 300 gp
  The bonus is +3, and the duration is 1 hour.
  Type major; Level 17; Price 3,000 gp
  The bonus is +4, and the duration is 1 hour.
  STONE FIST ELIXIR 
  ITEM 4
  ALCHEMICAL
   CONSUMABLE
   ELIXIR
   MORPH
  Price 13 gp
  Usage held in 1 hand; Bulk L
  Activate � Interact
  Your fists become hard as stone. For 1 hour, your fists deal 1d6 
  bludgeoning damage and lose the nonlethal trait.
  WINTER WOLF ELIXIR 
  ITEM 4+
  ALCHEMICAL
   CONSUMABLE
   ELIXIR
  Usage held in 1 hand; Bulk L
  Activate � Interact
  This elixir warms your core and improves your circulation. For 
  24 hours, you are protected from the effects of severe cold.
  Type lesser; Level 4; Price 15 gp
  Type moderate; Level 12; Price 320 gp
  You’re also protected from extreme cold.
  Type greater; Level 16; Price 1,400 gp
  You’re also protected from extreme and incredible cold.
  Alchemical Poisons
  Alchemical poisons are potent toxins distilled or extracted 
  from natural sources and made either stronger or easier to 
  administer. Each poison’s stat block includes the Price and 
  features for a single dose. Poison doses are typically kept 
  in a vial or some other type of safe and secure container.
  Applying alchemical poisons uses Interact actions. A 
  poison typically requires one hand to pour into food 
  or scatter in the air. Applying a poison to a weapon or 
  another item requires two hands, with one hand holding 
  the weapon or item. The Usage entry for a poison 
  indicates the number of hands needed for a typical means 
  of application, but the GM might determine that using 
  poisons in other ways functions differently.
  The full rules for how poisons and other afflictions 
  work begin on page 457. A creature attempts the listed 
  saving throw as soon as it’s exposed to the poison; on a 
  failed save, the creature advances to stage 1 of the poison 
  after any listed onset time elapses.
  Some poisons have the virulent trait. This means the 
  poison is harder to remove once it has taken effect; see 
  Virulent Afflictions on page 458.
  mEtHod of ExposurE
  Each alchemical poison has one of the following traits, 
  which define how a creature can be exposed to that poison.
  Contact: A contact poison is activated by applying it to 
  an item or directly onto a living creature’s skin. The first 
  creature to touch the affected item must attempt a saving 
  throw against the poison; if the poison is applied directly, 
  the creature must attempt a saving throw immediately 
  when the poison touches its skin. Contact poisons are 
  infeasible to apply to a creature via a weapon attack due to 
  the logistics of delivering them without poisoning yourself. 
  Typically, the onset time of a contact poison is 1 minute.
  Ingested: An ingested poison is activated by applying 
  it to food or drink to be consumed by a living creature, 
  or by placing it directly into a living creature’s mouth. A 
  creature attempts a saving throw against such a poison 
  when it consumes the poison or the food or drink treated 
  with the poison. The onset time of ingested poisons 
  typically ranges anywhere from 1 minute to 1 day.
  Inhaled: An inhaled poison is activated by unleashing 
  it from its container. Once unleashed, the poison creates a 
  cloud filling a 10-foot cube lasting for 1 minute or until a 
  strong wind dissipates the cloud. Every creature entering 
  this cloud is exposed to the poison and must attempt a 
  saving throw against it; a creature aware of the poison 
  before entering the cloud can use a single action to hold 
  its breath and gain a +2 circumstance bonus to the saving 
  throw for 1 round. 
  Injury: An injury poison is activated by applying it to 
  a weapon, and it affects the target of the first Strike made 
  using the poisoned weapon. If that Strike is a success and 
  deals piercing or slashing damage, the target must attempt 
  a saving throw against the poison. On a failed Strike, the 
  target is unaffected, but the poison remains on the weapon 
  and you can try again. On a critical failure, or if the Strike 
  fails to deal slashing or piercing damage for some other 
  reason, the poison is spent but the target is unaffected.
  ARSENIC 
  ITEM 1
  ALCHEMICAL
   CONSUMABLE
   INGESTED
   POISON
  Price 3 gp
  Usage held in 1 hand; Bulk L
  Activate � Interact
  This toxin is a compound of arsenic and other substances. You 
  can’t reduce your sickened condition while affected.
  Core Rulebook
  550
  
  Saving Throw DC 18 Fortitude; Onset 10 minutes; Maximum 
  Duration 5 minutes; Stage 1 1d4 poison damage and sickened 
  1 (1 minute); Stage 2 1d6 poison damage and sickened 2 (1 
  minute); Stage 3 2d6 poison damage and sickened 3 (1 minute)
  BELLADONNA 
  ITEM 2
  ALCHEMICAL
   CONSUMABLE
   INGESTED
   POISON
  Price 5 gp
  Usage held in 1 hand; Bulk L
  Activate � Interact
  Sometimes called “deadly nightshade,” belladonna is a widely 
  available toxin produced from a plant similar to a tomato.
  Saving Throw DC 19 Fortitude; Onset 10 minutes; Maximum 
  Duration 30 minutes; Stage 1 dazzled (10 minutes); Stage 2 
  1d6 poison damage and sickened 1 (10 minutes); Stage 3 1d6 
  poison damage, confused, and sickened 1 (1 minute)
  BLACK ADDER VENOM 
  ITEM 2
  ALCHEMICAL
   CONSUMABLE
   INJURY
   POISON
  Price 6 gp
  Usage held in 2 hands; Bulk L
  Activate � Interact
  Adder venom is a simple but effective way to enhance a weapon.
  Saving Throw DC 18 Fortitude; Maximum Duration 3 
  rounds; Stage 1 1d8 poison damage (1 round); Stage 2 1d10 
  poison damage (1 round); Stage 3 2d6 poison damage (1 round)
  BLACK LOTUS EXTRACT 
  ITEM 19
  ALCHEMICAL
   CONSUMABLE
   CONTACT
   POISON
   VIRULENT
  Price 6,500 gp
  Usage held in 1 hand; Bulk L
  Activate � Interact
  Black lotus extract causes severe internal bleeding.
  Saving Throw DC 42 Fortitude; Onset 1 minute; Maximum 
  Duration 6 rounds; Stage 1 15d6 poison damage and drained 1 
  (1 round); Stage 2 17d6 poison damage and drained 1 (1 round); 
  Stage 3 20d6 poison damage and drained 2 (1 round)
  BLIGHTBURN RESIN 
  ITEM 11
  ALCHEMICAL
   CONSUMABLE
   CONTACT
   POISON
  Price 225 gp
  Usage held in 2 hands; Bulk L
  Activate � Interact
  This tacky, hardened sap is harvested from trees infected by 
  fungal blights and exposed to open flames. 
  Saving Throw DC 31 Fortitude; Onset 1 minute; Maximum 
  Duration 6 rounds; Stage 1 8d6 poison damage (1  round); 
  Stage 2 10d6 poison damage (1 round); Stage 3 15d6 poison 
  damage (1 round)
  BRIMSTONE FUMES 
  ITEM 16
  ALCHEMICAL
   CONSUMABLE
  EVIL
   INHALED
   POISON
  Price 1,500 gp
  Usage held in 1 hand; Bulk L
  Activate � Interact
  Fumes from the forges of Hell drain health and strength alike. 
  Saving Throw DC 36 Fortitude; Onset 1 round; Maximum 
  Duration 6 rounds; Stage 1 7d6 poison damage and enfeebled 
  1 (1  round); Stage 2 8d6 poison damage and enfeebled 2 
  (1  round); Stage 3 10d6 poison damage and enfeebled 3 
  (1 round)
  CYTILLESH OIL 
  ITEM 3
  ALCHEMICAL
   CONSUMABLE
   INJURY
   POISON
  Price 10 gp
  Usage held in 2 hands; Bulk L
  Activate � Interact
  This thick substance is distilled from the mind-robbing 
  cytillesh fungus, though it lacks memory-altering capabilities. 
  Saving Throw DC 19 Fortitude; Maximum Duration 4 
  rounds; Stage 1 1d10 poison damage (1 round); Stage 2 
  1d12 poison damage (1 round); Stage 3 2d10 poison damage 
  (1 round)
  DEATHCAP POWDER 
  ITEM 13
  ALCHEMICAL
   CONSUMABLE
   INGESTED
   POISON
  Price 450 gp
  Usage held in 2 hands; Bulk L
  Activate � Interact
  The toxic deathcap mushroom can be dried, ground, and 
  treated to form a flavorless powder with accelerated effects.
  Saving Throw DC 33 Fortitude; Onset 10 minutes; Maximum 
  Duration 6 minutes; Stage 1 13d6 poison damage (1 minute); 
  Stage 2 17d6 poison damage and sickened 2 (1 minute); 
  Stage 3 20d6 poison damage and sickened 3 (1 minute)
  DRAGON BILE 
  ITEM 15
  ALCHEMICAL
   CONSUMABLE
   CONTACT
   POISON
  Price 925 gp
  Usage held in 2 hands; Bulk L
  Activate � Interact
  A mix of digestive juices and green dragon poison glands 
  nauseates the victim as its flesh is digested from within.
  Saving Throw DC 37 Fortitude; Onset 1 minute; Maximum 
  Duration 6 rounds; Stage 1 6d6 poison damage and sickened 
  2 (1 round); Stage 2 7d6 poison damage and sickened 3 (1 
  round); Stage 3 9d6 poison damage and sickened 4 (1 round)
  GIANT CENTIPEDE VENOM 
  ITEM 1
  ALCHEMICAL
   CONSUMABLE
   INJURY
   POISON
  Price 4 gp
  Usage held in 2 hands; Bulk L
  Activate � Interact
  Giant centipede venom causes severe muscle stiffness.
  Saving Throw DC 17 Fortitude; Maximum Duration 6 
  rounds; Stage 1 1d6 poison damage (1 round); Stage  2 1d8 
  poison damage and flat-footed (1 round); Stage 3 1d12 poison 
  damage, clumsy 1, and flat-footed (1 round)
  GIANT SCORPION VENOM 
  ITEM 6
  ALCHEMICAL
   CONSUMABLE
   INJURY
   POISON
  Price 40 gp
  551
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  The Age of  
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  Game
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  Usage held in 2 hands; Bulk L
  Activate � Interact
  Scorpion venom is excruciating and its effects are somewhat 
  debilitating.
  Saving Throw DC 22 Fortitude; Maximum Duration 6 
  rounds; Stage 1 1d10 poison damage and enfeebled 1 (1 round); 
  Stage 2 2d10 poison damage and enfeebled 1 (1 round); Stage 
  3 2d10 poison damage and enfeebled 2 (1 round)
  GIANT WASP VENOM 
  ITEM 7
  ALCHEMICAL
   CONSUMABLE
   INJURY
   POISON
  Price 55 gp
  Usage held in 2 hands; Bulk L
  Activate � Interact
  Giant wasp venom interferes with a victim’s movement. 
  Saving Throw DC 25 Fortitude; Maximum Duration 6 
  rounds; Stage 1 2d6 poison damage and clumsy 1 (1 round); 
  Stage 2 3d6 poison damage and clumsy 2 (1 round); Stage 3 
  4d6 poison and clumsy 2 (1 round)
  GRAVEROOT 
  ITEM 3
  ALCHEMICAL
   CONSUMABLE
   INJURY
   POISON
  Price 10 gp
  Usage held in 2 hands; Bulk L
  Activate � Interact
  The opaque white sap from the graveroot shrub clouds 
  the mind.
  Saving Throw DC 19 Fortitude; Maximum Duration 4 
  rounds; Stage 1 1d10 poison damage (1 round); Stage 2 1d12 
  poison damage and stupefied 1 (1 round); Stage 3 2d6 poison 
  damage and stupefied 2 (1 round)
  HEMLOCK 
  ITEM 17
  ALCHEMICAL
   CONSUMABLE
   INGESTED
   POISON
  Price 2,250 gp
  Usage held in 1 hand; Bulk L
  Activate � Interact
  Concentrated hemlock is a particularly deadly toxin that halts 
  muscle action—including that of the victim’s heart.
  Saving Throw DC 40 Fortitude; Onset 30 minutes; 
  Maximum Duration 60 minutes; Stage 1 17d6 poison damage 
  and enfeebled 2 (10 minutes); Stage 2 21d6 poison damage 
  and enfeebled 3 (10 minutes); Stage 3 26d6 poison damage 
  and enfeebled 4 (10 minutes) 
  HUNTING SPIDER VENOM 
  ITEM 5
  ALCHEMICAL
   CONSUMABLE
   INJURY
   POISON
  Price 25 gp
  Usage held in 2 hands; Bulk L
  Activate � Interact
  This venom erodes its target’s defenses, aiding the spider in 
  securing prey.
  Saving Throw DC 21 Fortitude; Maximum Duration 6 rounds; 
  Stage 1 1d10 poison damage and flat-footed (1 round); Stage 2 
  1d12 poison damage, clumsy 1, and flat-footed (1 round); Stage 3 
  2d6 poison damage, clumsy 2, and flat-footed (1 round)
  KING’S SLEEP 
  ITEM 18
  ALCHEMICAL
   CONSUMABLE
   INGESTED
   POISON
   VIRULENT
  Price 4,000 gp
  Usage held in 1 hand; Bulk L
  Activate � Interact
  King’s sleep is an insidious long-term poison that can seem 
  like a disease or even death from natural causes on a 
  venerable target. The drained condition from king’s sleep is 
  cumulative with each failed save and can’t be removed while 
  the poison lasts.
  Saving Throw DC 41 Fortitude; Onset 1 day; Stage 1 drained 
  1 (1 day); Stage 2 drained 1 (1 day); Stage 3 drained 2 (1 day)
  LETHARGY POISON 
  ITEM 2
  UNCOMMON
   ALCHEMICAL
   CONSUMABLE
  INCAPACITATION  INJURY  POISON
  SLEEP
  Price 7 gp
  Usage held in 2 hands; Bulk L
  Activate � Interact
  Lethargy poison is commonly used in hit-and-run tactics 
  by drow and others who want their victims alive; the 
  ambusher retreats until the poison sets in and the victim 
  falls unconscious. Further exposure to lethargy poison does 
  not require the target to attempt additional saving throws; 
  only failing an saving throw against an ongoing exposure can 
  progress its stage.
  Saving Throw DC 18 Fortitude; Maximum Duration 4 hours; 
  Stage 1 slowed 1 (1 round); Stage 2 slowed 1 (1 minute); Stage 
  3 unconscious with no Perception check to wake up (1 round) 
  Stage 4 unconscious with no Perception check to wake up 
  (1d4 hours). 
  LICH DUST 
  ITEM 9
  ALCHEMICAL
   CONSUMABLE
   INGESTED
   POISON
  Price 110 gp
  Usage held in 1 hand; Bulk L
  Activate � Interact
  Dust salvaged from the remains of a destroyed lich has 
  paralytic properties that make it a valuable poison.
  Saving Throw DC 28 Fortitude; Onset 10 minutes; Maximum 
  Duration 6 minutes; Stage 1 fatigued (1 minute); Stage 2 5d6 
  poison damage and fatigued (1 minute); Stage 3 5d6 poison 
  damage, fatigued, and paralyzed (1 minute)
  MALYASS ROOT PASTE 
  ITEM 7
  ALCHEMICAL
   CONSUMABLE
   CONTACT
   POISON
  Price 55 gp
  Usage held in 2 hands; Bulk L
  Activate � Interact
  Malyass root paste sees use to impede opponents in athletic 
  competitions, in addition to espionage and tracking.
  Saving Throw DC 26 Fortitude; Onset 1 minute; Maximum 
  Duration 6 minutes; Stage 1 clumsy 1 and –10-foot status 
  penalty to all Speeds (1 minute); Stage 2 clumsy 2 and –20-foot 
  status penalty to all Speeds (1 minute); Stage 3 clumsy 3, 
  flat-footed, and –30-foot status penalty to all Speeds
  Core Rulebook
  552
  
  MINDFOG MIST 
  ITEM 15
  ALCHEMICAL
   CONSUMABLE
   INHALED
   POISON
  Price 1,000 gp
  Usage held in 1 hand; Bulk L
  Activate � Interact
  Mindfog mist can be used to undermine spellcasters, as its 
  effect on a victim’s mental faculties are swift and powerful.
  Saving Throw DC 35 Fortitude; Onset 1 round; Maximum 
  Duration 6 rounds; Stage 1 stupefied 2 (1 round); Stage 2 
  confused and stupefied 3 (1 round); Stage 3 confused and 
  stupefied 4 (1 round)
  NETTLEWEED RESIDUE 
  ITEM 8
  ALCHEMICAL
   CONSUMABLE
   CONTACT
   POISON
  Price 75 gp
  Usage held in 2 hands; Bulk L
  Activate � Interact
  Concentrated sap of stinging weeds makes an effective toxin.
  Saving Throw DC 27 Fortitude; Onset 1 minute; Maximum 
  Duration 6 minutes; Stage 1 8d6 poison damage (1 minute); 
  Stage 2 10d6 poison damage (1 minute); Stage 3 13d6 poison 
  damage (1 minute)
  NIGHTMARE VAPOR 
  ITEM 16
  ALCHEMICAL
   CONSUMABLE
   INHALED
   POISON
  Price 1,400 gp
  Usage held in 1 hand; Bulk L
  Activate � Interact
  Purportedly sourced from any number of outlandish locales, 
  nightmare vapor is most often created by boiling the sweat 
  collected from humanoids caught in the throes of terrible 
  nightmares.
  Saving Throw DC 36 Fortitude; Onset 1 round; Maximum 
  Duration 6 rounds; Stage 1 confused (1 round); Stage 2 
  confused and flat-footed (1 round); Stage 3 confused, flat-
  footed, and stupefied 2 (1 round)
  PURPLE WORM VENOM 
  ITEM 13
  ALCHEMICAL
   CONSUMABLE
   INJURY
   POISON
  Price 500 gp
  Usage held in 2 hands; Bulk L
  Activate � Interact
  Venom from enormous purple worms leaves a victim weakened.
  Saving Throw DC 32 Fortitude; Maximum Duration 6 
  rounds; Stage 1 5d6 poison damage and enfeebled 2 (1 round); 
  Stage 2 6d6 poison damage and enfeebled 2 (1 round); Stage 3 
  8d6 poison and enfeebled 2 (1 round)
  SHADOW ESSENCE 
  ITEM 10
  ALCHEMICAL
   CONSUMABLE
   INJURY
   NEGATIVE
   POISON
  Price 160 gp
  Usage held in 2 hands; Bulk L
  Activate � Interact
  Distilled from the Plane of Shadow, this oily substance 
  imposes tenebrous effects. The enfeebled condition from 
  shadow essence lasts for 24 hours.
  Saving Throw DC 29 Fortitude; Maximum Duration 6 
  rounds; Stage 1 3d6 negative damage and 2d6 poison damage 
  (1 round); Stage 2 3d6 negative damage, 2d6 poison damage, 
  and enfeebled 1 (1 round); Stage 3 3d6 negative damage, 2d6 
  poison damage, and enfeebled 2 (1 round)
  SLUMBER WINE 
  ITEM 12
  ALCHEMICAL
   CONSUMABLE
   INGESTED
   POISON
  SLEEP
  Price 325 gp
  Usage held in 1 hand; Bulk L
  Activate � Interact
  Slumber wine sees its greatest use in games of intrigue, 
  where an absence can be more devastating than injury. 
  Characters unconscious from slumber wine can’t wake up by 
  any means while the poison lasts, don’t need to eat or drink 
  while unconscious in this way, and appear to be recently dead 
  unless an examiner succeeds at a DC 40 Medicine check.
  Saving Throw DC 32 Fortitude; Onset 1 hour; Maximum 
  Duration 7 days; Stage 1 unconscious (1 day); Stage 2 
  unconscious (2 days); Stage 3 unconscious (3 days).
  SPIDER ROOT 
  ITEM 9
  ALCHEMICAL
   CONSUMABLE
   CONTACT
   POISON
  Price 110 gp
  Usage held in 2 hands; Bulk L
  Activate � Interact
  A paste made by mashing the fine, threadlike roots of a certain 
  creeper vine, spider root renders a victim clumsy and maladroit.
  Saving Throw DC 28 Fortitude; Onset 1 minute; Maximum 
  Duration 6 minutes; Stage 1 8d6 poison damage and clumsy 
  1 (1 minute); Stage 2 9d6 poison damage and clumsy  2 
  (1 minute); Stage 3 10d6 poison damage and clumsy  3 
  (1 minute)
  TEARS OF DEATH 
  ITEM 20
  ALCHEMICAL
   CONSUMABLE
   CONTACT
   POISON
   VIRULENT
  Price 12,000 gp
  Usage held in 2 hands; Bulk L
  Activate � Interact
  Tears of death are among the most powerful of alchemical 
  poisons, distilled from extracts of five other deadly poisons in 
  just the right ratios.
  Saving Throw DC 46 Fortitude; Onset 1 minute; Maximum 
  Duration 10 minutes; Stage 1 18d6 poison damage and 
  paralyzed (1 round); Stage 2 25d6 poison damage and 
  paralyzed (1 minute); Stage 3 30d6 poison damage and 
  paralyzed (1 minute)
  WOLFSBANE 
  ITEM 10
  ALCHEMICAL
   CONSUMABLE
   INGESTED
   POISON
  Price 155 gp
  Usage held in 1 hand; Bulk L
  Activate � Interact
  Wolfsbane appears in folklore for its link to werecreatures. 
  If you are afflicted with lycanthropy and survive stage 3 of 
  wolfsbane, you’re immediately cured of the lycanthropy.
  553
  11
  Crafting & Treasure
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Saving Throw DC 30 Fortitude; Onset 10 minutes; Maximum 
  Duration 6 minutes; Stage 1 12d6 poison damage (1 minute); 
  Stage 2 16d6 poison damage (1 minute); Stage 3 20d6 poison 
  damage (1 minute)
  WYVERN POISON 
  ITEM 8
  ALCHEMICAL
   CONSUMABLE
   INJURY
   POISON
  Price 80 gp
  Usage held in 2 hands; Bulk L
  Activate � Interact
  Properly harvested and preserved, the poison 
  from a wyvern’s sting is effective and direct.
  Saving Throw DC 26 Fortitude; Maximum 
  Duration 6 rounds; Stage 1 5d6 poison damage 
  (1 round); Stage 2 6d6 poison damage (1 round); 
  Stage 3 8d6 poison damage (1 round)
  Alchemical Tools
  Alchemical tools are consumable items you don’t drink.
  PHILOSOPHER’S STONE 
  ITEM 20
  UNCOMMON
   ALCHEMICAL
   CONSUMABLE
  Price —
  Usage held in 2 hands; Bulk 2
  Activate � Interact or 1 or more days; see below
  An alchemist with the Craft Philosopher’s Stone feat can 
  create a philosopher’s stone once per month by spending 1 
  batch of infused reagents during their daily preparations 
  using the advanced alchemy class feature. This is the only 
  way to create a philosopher’s stone.
  At a glance, a philosopher’s stone appears to be an ordinary, 
  sooty piece of natural rock. Breaking the rock open with a 
  Force Open action (DC 35) reveals a cavity at the stone’s 
  heart. The cavity is lined with a rare type of quicksilver that 
  can transmute base metals into precious metals or create 
  an elixir of rejuvenation (page 548). 
  To use the quicksilver, you must be legendary in Crafting 
  and have the Alchemical Crafting feat. You can then use the 
  stone’s quicksilver for one of two effects:
  • You can apply the stone’s quicksilver to an 
  infused true elixir of life using an Interact 
  action. This turns the elixir into an infused elixir 
  of rejuvenation instantaneously. This doesn’t 
  require any crafting time or additional materials. 
  • You can spend up to a month of downtime applying 
  the quicksilver either to iron to create silver or to lead 
  to create gold. Treat this as a 20th-level task to Earn 
  Income using Crafting, except that you create 500 gp 
  worth of your chosen metal per day on a success or 
  750 gp worth per day on a critical success.
  SILVERSHEEN 
  ITEM 2
  ALCHEMICAL
   CONSUMABLE
  Price 6 gp
  Usage held in 2 hands; Bulk L
  Activate � Interact
  You can slather this silvery paste onto one melee weapon, 
  one thrown weapon, or 10 pieces of ammunition. Silversheen 
  spoils quickly, so once you open a vial, you must use it all 
  at once, rather than saving it. For the next hour, the weapon 
  or ammunition counts as silver instead of its normal precious 
  material (such as cold iron) for any physical damage it deals.
  SMOKESTICK 
  ITEM 1+
  ALCHEMICAL
   CONSUMABLE
  Usage held in 2 hands; Bulk L
  Activate � Interact
  With a sharp twist of this item, you 
  instantly create a screen of thick, opaque 
  smoke in a burst centered on one corner of 
  your space. All creatures within that area are 
  concealed, and all other creatures are concealed to 
  them. The smoke lasts for 1 minute or until dispersed by 
  a strong wind.
  Type lesser; Level 1; Price 3 gp
  The radius of the burst is 5 feet.
  Type greater; Level 7; Price 53 gp
  The radius of the burst is 20 feet.
  SNAKE OIL 
  ITEM 1
  ALCHEMICAL
   CONSUMABLE
  Price 2 gp
  Usage held in 2 hands; Bulk L
  Activate � Interact
  You can apply snake oil onto a wound or other outward 
  symptom of an affliction or condition (such as sores from a 
  disease or discoloration from a poison). For the next hour, the 
  symptom disappears and the wounded or afflicted creature 
  doesn’t feel as if it still has the wound or affliction, though all 
  effects remain. A creature can uncover the ruse by succeeding 
  at a DC 17 Perception check, but only if it uses a Seek action 
  to specifically examine the snake oil’s effects.
  SUNROD 
  ITEM 1
  ALCHEMICAL
   CONSUMABLE
   LIGHT
  Price 3 gp
  Usage held in 1 hand; Bulk L
  Activate � Interact
  This 1-foot-long, gold-tipped rod glows after it’s struck on a 
  hard surface. For the next 6 hours, it sheds bright light in a 
  20-foot radius (and dim light to the next 40 feet).
  TINDERTWIG 
  ITEM 1
  ALCHEMICAL
   CONSUMABLE
   FIRE
  Price 2 sp
  Usage held in 1 hand; Bulk —
  Activate � Interact
  An alchemical substance applied to one end of this tiny wooden 
  stick ignites when struck against a rough surface. Creating a 
  flame with a tindertwig is much faster than creating a flame 
  with flint and steel. You can ignite the tindertwig and touch 
  it to a flammable object as part of the same Interact action.
  Core Rulebook
  554
  
  Armor
  Suits of armor can be crafted from precious materials or 
  infused with magic to grant them abilities exceeding those 
  of typical armor. Many suits of magic armor are created 
  by etching runes onto them, as described on page 580. 
  The magic armor stat block lists the Price and 
  attributes of the most common armors you can 
  make with fundamental runes. Other special 
  suits of armor might be made of precious 
  materials, and some are specially crafted 
  items all on their own.
  Precious Material Armor
  Suits of armor made of precious 
  materials are more expensive and 
  sometimes grant special effects. 
  You can make leather armor 
  out of dragonhide, wooden 
  armor out of darkwood, and metal armor 
  out of any precious materials except for 
  darkwood. Because armor’s Bulk is 
  reduced when the armor is worn, use 
  its carried Bulk when determining 
  its material Price. (Materials are on 
  page 577.) 
  ADAMANTINE ARMOR ITEM 12+
  UNCOMMON
  Usage worn armor; Bulk varies by 
  armor
  Adamantine armor has a shiny, black appearance and is 
  amazingly durable. 
  Type standard-grade adamantine armor; Level 12; Price 1,600 
  gp + 160 gp per Bulk; Craft Requirements The initial raw 
  materials must include adamantine worth at least 200 gp 
  + 20 gp per Bulk.
  Type high-grade adamantine armor; Level 19; Price 
  32,000 gp + 3,200 gp per Bulk; Craft Requirements The 
  initial raw materials must include adamantine worth at 
  least 16,000 gp + 1,600 gp per Bulk.
  COLD IRON ARMOR 
  ITEM 5+
  Usage worn armor; Bulk varies by armor
  Cold iron armor sickens certain creatures that touch it. A 
  creature with weakness to cold iron (such as most demons 
  and fey) that critically fails an unarmed attack against a 
  creature in cold iron armor becomes sickened 1. A creature 
  with weakness to cold iron is sickened 1 as long as it wears 
  cold iron armor.
  Type low-grade cold iron armor; Level 5; Price 140 gp + 14 gp 
  per Bulk; Craft Requirements The initial raw materials must 
  include cold iron worth at least 70 sp + 7 sp per Bulk
  Type standard-grade cold iron armor; Level 11; Price 1,200 
  gp + 120 gp per Bulk; Craft Requirements The initial raw 
  materials must include at least 150 gp of cold iron + 15 gp 
  per Bulk.
  Type high-grade cold iron armor; Level 18; Price 20,000 gp 
  + 2,000 gp per Bulk; Craft Requirements The initial raw 
  materials must include cold iron worth at least 10,000 gp 
  + 1,000 gp per Bulk.
  DARKWOOD ARMOR 
  ITEM 12+
  UNCOMMON
  Usage worn armor; Bulk varies by armor
  Darkwood armor is 1 Bulk lighter than normal (or 
  light Bulk if its normal Bulk is 1, with no effect on 
  armor that normally has light Bulk). It’s easier 
  to wear than normal wood armor, reducing 
  the Strength score necessary to ignore its 
  check penalty by 2 and reducing its Speed 
  penalty by 5 feet. (There are no types of 
  wood armor in this book.)
  Type 
  standard-grade 
  darkwood 
  armor; Level 12; Price 1,600 gp + 160 gp per Bulk; 
  Craft Requirements The initial raw materials must 
  include darkwood worth at least 200 gp + 20 gp 
  per Bulk.
  Type high-grade darkwood armor; Level 19; 
  Price 32,000 gp + 3,200 gp per Bulk; Craft 
  Requirements The initial raw materials must 
  include darkwood worth at least 16,000 gp 
  + 1,600 gp per Bulk.
  DRAGONHIDE ARMOR 
  ITEM 12+
  UNCOMMON
  Usage worn armor; Bulk varies by armor
  Dragonhide armor is immune to one damage type based 
  on the type of dragon it is made from (as listed in the 
  table on page 579). Wearing armor made from dragonhide 
  also grants you a +1 circumstance bonus to your AC and 
  saving throws against attacks and spells that deal the 
  corresponding damage type.
  Type standard-grade dragonhide armor; Level 12; Price 1,600 
  gp + 160 gp per Bulk; Craft Requirements The initial raw 
  materials must include dragonhide worth at least 200 gp 
  + 20 gp per Bulk.
  Type high-grade dragonhide armor; Level 19; Price 32,000 
  gp + 3,200 gp per Bulk; Craft Requirements The initial 
  raw materials must include dragonhide worth at least 
  16,000 gp + 1,600 gp per Bulk.
  ELVEN CHAIN 
  ITEM 13+
  UNCOMMON
  Usage worn armor; Bulk 1
  Elven chain is a chain shirt made of mithral (page 579) that 
  glitters in even the faintest light. It grants a +2 item bonus 
  to AC and has no check penalty.
  Created by elven artisans employing ancient crafting 
  techniques, elven chain is exceptionally quiet. Unlike other 
  chain shirts—even other mithral chain shirts—elven chain 
  does not have the noisy  trait. This suit of armor can be 
  etched with runes like any other mithral chain shirt.
  555
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  Type standard-grade elven chain; Level 13; Price 2,500 gp; 
  Craft Requirements The initial raw materials must include 
  mithral worth at least 3,125 sp.
  Type high-grade elven chain; Level 20; Price 52,000 gp; 
  Craft Requirements The initial raw materials must include 
  mithral worth at least 26,000 gp.
  MITHRAL ARMOR 
  ITEM 12+
  UNCOMMON
  Usage worn armor; Bulk varies by armor
  Mithral armor is 1 Bulk lighter than normal (or 
  light Bulk if its normal Bulk is 1, with no effect 
  on armor that normally has light Bulk). It’s 
  easier to wear than normal metal armor, 
  reducing the Strength score necessary 
  to ignore its check penalty by 2 and 
  reducing its Speed penalty by 5 feet.
  Type standard-grade mithral armor; 
  Level 12; Price 1,600 gp + 160 gp 
  per Bulk; Craft Requirements The initial raw 
  materials must include mithral worth at least 
  200 gp + 20 gp per Bulk.
  Type high-grade mithral armor; Level 19; 
  Price 32,000 gp + 3,200 gp per Bulk; Craft 
  Requirements The initial raw materials must 
  include mithral worth at least 16,000 gp + 1,600 gp per Bulk.
  ORICHALCUM ARMOR 
  ITEM 20
  RARE
  Usage worn armor; Bulk varies by armor
  Orichalcum armor can be etched with four magic property 
  runes instead of three due to the magical empowerment of 
  orichalcum. If you are wearing armor made of orichalcum, the 
  armor grants you insights into the future, granting you a +1 
  circumstance bonus to initiative rolls. 
  Type high-grade orichalcum armor; Level 20; Price 55,000 
  gp + 5,500 gp per Bulk; Craft Requirements The initial raw 
  materials must include orichalcum worth at least 27,500 
  gp + 2,750 gp per Bulk.
  SILVER ARMOR 
  ITEM 5+
  Usage worn armor; Bulk varies by armor
  Silver armor sickens certain creatures that touch it. A 
  creature with weakness to silver that critically fails an 
  unarmed attack against a creature in silver armor becomes 
  sickened 1. A creature with weakness to silver is sickened 1 
  as long as it wears silver armor.
  Type low-grade silver armor; Level 5; Price 140 gp + 14 gp per 
  Bulk; Craft Requirements silver worth at least 70 sp + 7 sp 
  per Bulk
  Type standard-grade silver armor; Level 11; Price 1,200 gp 
  + 120 gp per Bulk; Craft Requirements The initial raw 
  materials must include silver worth at least 150 gp + 15 gp 
  per Bulk.
  Type high-grade silver armor; Level 18; Price 20,000 gp + 
  2,000 gp per Bulk; Craft Requirements The initial raw 
  materials must include silver worth at least 10,000 gp + 
  1,000 gp per Bulk.
  Basic Magic Armor
  The most common special armors are suits of armor with 
  some combination of armor potency and resilient runes. 
  The following stat block provides a quick reference for 
  these types of armor.
  MAGIC ARMOR 
  ITEM 5+
  ABJURATION
   INVESTED
   MAGICAL
  Usage worn armor; Bulk varies by armor
  A suit of magic armor is simply a suit of 
  armor or explorer’s clothing etched with 
  fundamental runes. An armor potency 
  rune increases the armor’s item bonus 
  to AC, and a resilient rune adds an item 
  bonus to saving throws.
  The Prices here are for all types of armor. 
  You don’t need to adjust the Price from leather 
  armor to full plate or the like. These armors 
  are made of standard materials, not precious 
  materials such as mithral.
  Type +1 armor; Level 5; Price 160 gp
  This armor has a +1 armor potency rune (increase the 
  item bonus to AC by 1).
  Type +1 resilient armor; Level 8; Price 500 gp
  This armor has a +1 armor potency rune (increase the item 
  bonus to AC by 1) and a resilient rune (+1 item bonus to saves).
  Type +2 resilient armor; Level 11; Price 1,400 gp
  This armor has a +2 armor potency rune (increase the 
  item bonus to AC by 2) and a resilient rune (+1 item bonus 
  to saves).
  Type +2 greater resilient armor; Level 14; Price 4,500 gp
  This armor has a +2 armor potency rune (increase the item 
  bonus to AC by 2) and a greater resilient rune (+2 item bonus 
  to saves).
  Type +3 greater resilient armor; Level 18; Price 24,000 gp
  This armor has a +3 armor potency rune (increase the item 
  bonus to AC by 3) and a greater resilient rune (+2 item bonus 
  to saves).
  Type +3 major resilient armor; Level 20; Price 70,000 gp
  This armor has a +3 armor potency rune (increase the item 
  bonus to AC by 3) and a major resilient rune (+3 item bonus 
  to saves).
  ARMOR ALTERNATIVES
  If you don’t want to wear armor, or you’re trained in 
  only unarmored defense, you can wear either explorer’s 
  clothing or bracers of armor. Explorer’s clothing can be 
  etched with runes just like armor can, so it can provide 
  item bonuses to AC or saves.
  Bracers of armor give a +1 item bonus to AC with no Dex 
  modifier cap, and also grant a bonus to saves. This item 
  can be found on page 607.
  Core Rulebook
  556
  
  Specific Magic Armor
  These suits of armor have abilities far different from 
  what can be gained by etching runes. A specific magic 
  armor lists its fundamental runes, which you can 
  upgrade, add, or transfer as normal. You can’t etch 
  any property runes onto a specific armor that it doesn’t 
  already have.
  BREASTPLATE OF COMMAND 
  ITEM 10+
  ENCHANTMENT
   INVESTED
   MAGICAL
  Usage worn armor; Bulk 2
  This 
  +1 
  resilient 
  breastplate 
  is 
  made from shining bronze overlaid 
  with reinforcing golden panels in 
  the shape of lion’s heads. Wearing 
  this breastplate grants you a 
  commanding aura. You gain a 
  +2 item bonus to Diplomacy 
  checks, but you take a –2 item 
  penalty to Stealth checks to 
  Hide and Sneak and Deception 
  checks to Impersonate.
  Activate � command; Frequency once 
  per day; Effect You grant allies within 100 
  feet a +2 status bonus to saves against fear 
  effects for 1 minute. When you activate this 
  ability, each affected ally who’s frightened 
  reduces their frightened value by 1.
  Type breastplate of command; Level 10; Price 1,000 gp
  Type greater breastplate of command; Level 18; Price 22,000 gp
  The armor is a +2 greater resilient breastplate. The item bonus 
  and penalty increase to +3 and –3, respectively.
  CELESTIAL ARMOR 
  ITEM 13
  DIVINE
   GOOD
   INVESTED
   TRANSMUTATION
  Price 2,500 gp
  Usage worn armor; Bulk 1
  This suit of +2 resilient chain mail is made of fine white 
  links of a strange and slightly translucent pale metal, and 
  the sleeves and skirt are fashioned into smaller trails that 
  resemble feathers. Unlike normal chain mail, celestial armor 
  has no Speed reduction, its armor check penalty is 0, and its 
  Bulk is 1. 
  You gain a +1 circumstance bonus to AC and saving throws 
  against fiends. You appear radiant while you wear the armor, 
  giving you a +2 item bonus to Diplomacy checks against all 
  creatures except fiends.
  If you are not good, you are drained 2 while wearing 
  celestial armor. You can’t recover from this condition while 
  wearing the armor.
  Activate � command; Frequency once per day; Effect The 
  armor sprouts glowing wings that grant you a fly Speed of 
  30 feet. The wings shed bright light in a 40-foot radius (and 
  dim light to the next 40 feet). The wings fade away after 
  10 minutes.
  Craft Requirements You are good.
  DEMON ARMOR 
  ITEM 13
  DIVINE
   EVIL
   INVESTED
   NECROMANCY
  Price 2,500 gp
  Usage worn armor; Bulk 4
  Crafted from black iron, this crude suit of +2 resilient full 
  plate is designed to make you look like a horned demon, with 
  your face peering out of the screaming maw of the beast.
  While wearing the armor, you can attack with the helmet’s 
  horns. They are a martial melee weapon with the effects of a 
  +2 weapon potency rune. They deal 2d8 
  piercing damage and have the deadly d12 
  trait. On a critical hit with the horns, the 
  target must attempt a DC 30 Fortitude 
  save against the Abyssal plague disease 
  (page 316). The horns can’t be etched 
  with any runes. 
  If you aren’t evil, you’re 
  drained 2 and can’t recover 
  from this condition while 
  wearing demon armor.
  Activate 
  � 
  command; 
  Frequency once per day; Effect You 
  cast dimension door.
  Craft Requirements You are evil; supply one 
  casting of dimension door. 
  DRAGONPLATE 
  ITEM 16
  UNCOMMON
   EVOCATION
   INVESTED
   MAGICAL
  Price 10,000 gp
  Usage worn armor; Bulk 4
  This suit of +2 greater resilient dragonhide full plate makes 
  you look like a fearsome dragon. The armor comes in 10 
  varieties corresponding to the 10 common dragon types, 
  though other varieties undoubtedly exist.
  Activate � Interact; Frequency once per day; Effect You 
  unleash a bout of dragon breath with a shape, damage type, 
  and saving throw corresponding to the type of dragon used 
  to make the armor (shown on the table below). The breath 
  weapon deals 14d6 damage; each creature in the area must 
  attempt a DC 36 basic saving throw.
   
   
  Protects
  Dragon Type 
  Against Breath Weapon (Save)
  Black or copper acid 
  30-foot line of acid (Reflex)
  Blue or bronze electricity 30-foot line of electricity (Reflex)
  Brass 
  fire 
  30-foot line of fire (Reflex)
  Green 
  poison 
  15-foot cone of poison (Fortitude)
  Gold or red 
  fire 
  15-foot cone of fire (Reflex)
  Silver or white 
  cold 
  15-foot cone of cold (Reflex)
  Craft Requirements The initial raw materials must include 
  1,250 gp of dragonhide.
  ELECTRIC EELSKIN 
  ITEM 10
  INVESTED
   MAGICAL
   TRANSMUTATION
  Price 950 gp
  557
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  MAIL OF LUCK 
  ITEM 13
  DIVINATION
   INVESTED
   MAGICAL
  Price 2,600 gp
  Usage worn armor; Bulk 3
  This suit of +2 resilient splint mail has a large, green gemstone 
  inset in a prominent location. 
  Activate � envision; Frequency once per day; Trigger You 
  are hit or critically hit with an attack, but damage hasn’t 
  been rolled yet; Effect You force the attacker to reroll the 
  attack roll and use the worse result. This effect has the 
  misfortune trait.
  Activating the armor causes the gemstone to turn gray 
  and become inert. You cannot activate the armor again until 
  the stone returns to its original green color. The gem turns 
  green again after 1 week or when a significant foe critically 
  succeeds at an attack roll targeting you. (If an enemy rolls 
  a critical success at an attack against you and you force the 
  attacker to reroll that critical success, that critical success 
  does not recharge the mail of luck.) Even if the armor’s power 
  returns before a week has elapsed, it can’t be activated more 
  than once per day.
  MOONLIT CHAIN 
  ITEM 7
  DIVINATION
   INVESTED
   MAGICAL
  Price 360 gp
  Usage worn armor; Bulk 2
  This +1 silver chain shirt has a collar adorned with stitched 
  images of the phases of the moon. You can see in moonlight 
  as though you had low-light vision.
  Activate � Interact; Frequency once per day; Effect You 
  touch the stitched image of the new moon on the armor’s 
  collar and suppress the dazzled condition for 1 minute.
  Craft Requirements The initial raw materials must include 
  33 gp of silver.
  PLATE ARMOR OF THE DEEP 
  ITEM 15
  UNCOMMON
   ABJURATION
   INVESTED
   MAGICAL
  Price 6,500 gp
  Usage worn armor; Bulk 4
  This suit of +2 greater resilient full plate is decorated with 
  swirling, ornate motifs of waves and fish scales. While 
  wearing it, you take no Speed reduction or check penalty 
  from armor when Swimming, gain a +2 item bonus to 
  Athletics checks to Swim, can breathe underwater, and can 
  speak Aquan.
  RHINO HIDE 
  ITEM 9
  INVESTED
   MAGICAL
   TRANSMUTATION
  Price 700 gp
  Usage worn armor; Bulk 2
  This +1 resilient hide armor is made from rhinoceros hide. It 
  has an armor check penalty of –1 instead of –3. When you 
  use the Sudden Charge class feat while wearing this armor, 
  your Strike deals an additional 1d8 damage.
  Craft Requirements The initial raw materials must include 
  320 gp of rhinoceros hide (a common material).
  Usage worn armor; Bulk 1
  Shining, slippery eelskin covers the plates of this +1 resilient 
  greater slick leather armor. The armor gives you the ability 
  to breathe water and grants you a +2 item bonus to Athletics 
  checks to Swim and Stealth checks you attempt in the water. 
  Activate � command, Interact; Frequency once per hour; 
  Effect You cast a 2nd-level shocking grasp with a DC of 29. 
  Craft Requirements Supply one casting of shocking grasp.
  GHOUL HIDE 
  ITEM 6
  UNCOMMON
   INVESTED
   MAGICAL
   NECROMANCY
  Price 220 gp
  Usage worn armor; Bulk 2
  Stitched together from pieces of ghoul skin, this suit of +1 
  hide armor grants you a +1 item bonus to saving throws 
  against disease and paralysis and makes you immune to the 
  paralysis of ghouls. Ghoul hide with a resilient rune increases 
  the resilient rune’s item bonus to saving throws against 
  disease and paralysis by 1 (maximum +4).
  Ghoul hide hisses with sibilant hatred at the touch of 
  elves. When worn by a creature with the elf trait, the armor 
  gains the noisy trait.
  IMPENETRABLE SCALE 
  ITEM 17
  UNCOMMON
   ABJURATION
   INVESTED
   MAGICAL
  Price 12,800 gp
  Usage worn armor; Bulk 3
  Made of overlapping, lustrous black scales of standard-grade 
  adamantine, this +2 greater resilient fortification adamantine 
  scale mail seems to momentarily thicken at the point of impact 
  when hit. Whenever the armor’s fortification rune successfully 
  turns a significant foe’s critical hit into a normal hit, one of 
  the scales on the armor turns violet. You gain resistance to 
  physical damage equal to the number of violet scales, to a 
  maximum of 8.
  At dawn each day, all the violet scales return to normal.
  Craft Requirements The initial raw materials must include 
  1,600 gp of adamantine.
  Core Rulebook
  558
  
  Consumables
  This section includes magic items with the consumable 
  trait. An item with this trait can be used only once. Unless 
  stated otherwise, it is destroyed after activation. When 
  a character creates consumable items, they can make 
  them in batches of four, as described in the Craft activity. 
  Consumables includes the following subcategories, with 
  any special rules appearing at the start of the section.
  • Ammunition begins on this page.
  • Oils appear on page 561.
  • Potions are described on page 562.
  • Scrolls are listed on page 564.
  • Talismans begin on page 565.
  • Other Consumables begins on page 570.
  Ammunition
  These magic items are ammunition for ranged weapons. 
  Each item’s stat block includes an Ammunition entry that 
  lists which type of ammunition it can be Crafted as, or 
  “any” if it’s not limited to any particular type. All stat 
  blocks for ammunition omit the Usage and Bulk entries; use 
  the standard rules in Chapter 6: Equipment for the type of 
  ammunition to determine reloading times and Bulk.
  When using magic ammunition, use your ranged 
  weapon’s fundamental runes to determine the attack 
  modifier and damage dice. Don’t add the effects of your 
  weapon’s property runes unless the ammunition states 
  otherwise—the ammunition creates its own effects. Magic 
  ammunition deals damage on a hit normally in addition 
  to any listed effects unless its description states otherwise.
  Regardless of whether an attack with magic ammunition 
  hits or misses, launching the ammunition consumes its 
  magic. Magic ammunition is made of normal materials, 
  not precious materials, unless stated otherwise.
  aCtivatEd ammunition 
  If magic ammunition doesn’t have an Activate entry, it’s 
  activated automatically when it’s launched. Types of magic 
  ammunition that have an Activate entry must be activated 
  with additional actions before being used. Once you activate 
  the ammunition, you must shoot it before the end of your 
  turn. Otherwise, it deactivates (but it isn’t consumed) and 
  you must activate it again before you can use it. If you shoot 
  the ammunition without activating it first, it functions as 
  non-magical ammunition and is still consumed.
  The action required to activate the ammunition doesn’t 
  alter how many actions it takes to reload. For example, 
  you could activate a beacon shot arrow by touching it with 
  1 action, then draw and shoot the arrow as part of a Strike 
  as normal. For a beacon shot bolt, you could activate it, 
  load it into a crossbow, then shoot it, or load it into the 
  crossbow, then activate it, and then shoot it.
  BEACON SHOT 
  ITEM 3
  CONSUMABLE
   EVOCATION
   MAGICAL
  Price 10 gp
  Ammunition arrow, bolt
  Activate � Interact
  The shaft of a beacon shot is studded with tiny flecks of 
  glimmering gemstones. When an activated beacon shot hits a 
  target, it embeds itself into that target and spews sparks for 
  1 minute. If the target is invisible, it becomes merely hidden 
  to creatures who would otherwise be unable to see it. The 
  sparks also negate the concealed condition if the target was 
  otherwise concealed. 
  A creature can remove the arrow or bolt by using an Interact 
  basic action and succeeding at a DC 20 Athletics check. 
  CLIMBING BOLT 
  ITEM 4
  CONJURATION
   CONSUMABLE
   MAGICAL
  Price 15 gp 
  Ammunition bolt
  The shaft of this bolt is wrapped with fine twine. When the 
  bolt strikes a solid surface, the twine unwinds and enlarges 
  into a 50-foot-long rope, securely fastened to the surface the 
  bolt struck. The rope can be pulled free with an Interact action 
  and a successful DC 20 Athletics check.
  DISINTEGRATION BOLT 
  ITEM 15
  UNCOMMON
   CONSUMABLE
   EVOCATION
   MAGICAL
  Price 1,300 gp
  Ammunition bolt
  Activate � Interact
  The shaft of this bolt is scorched and blackened, and handling 
  it coats your fingers with a fine black powder. When an 
  activated disintegration bolt hits a target, it is subject to a 
  disintegrate spell requiring a DC 34 Fortitude save. As with 
  the spell, a critical hit on the attack roll causes the target’s 
  saving throw outcome to be one degree worse.
  Craft Requirements Supply one casting of disintegrate.
  EXPLOSIVE AMMUNITION 
  ITEM 9+
  CONSUMABLE
   EVOCATION
   FIRE
   MAGICAL
  Ammunition any
  Activate � Interact
  This piece of ammunition is coated in gritty black soot. When 
  activated explosive ammunition hits a target, the missile 
  explodes in a 10-foot burst, dealing 6d6 fire damage to each 
  creature in the area (including the target). Each creature must 
  attempt a DC 25 basic Reflex save.
  Type standard; Level 9; Price 130 gp
  Type greater; Level 13; Price 520 gp
  The damage is 10d6 and the save DC is 30.
  GHOST AMMUNITION  
  ITEM 14
  MAGICAL
   TRANSMUTATION
  Ammunition any 
  Price 900 gp
  Ghost ammunition is cool to the touch. This ammunition has 
  the benefits of the ghost touch property rune and can fly 
  through any obstacle except those that can block incorporeal 
  creatures or effects. Though the ammunition penetrates 
  559
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  barriers and ignores all cover, the target still benefits from 
  the flat check from being concealed or hidden. You still can’t 
  target an undetected creature without guessing.
  After it is launched, the ammunition vanishes into mist. 
  However, in the dead of the night 1d4 days later, it reappears 
  in the last quiver or other container it was taken from.
  PENETRATING AMMUNITION 
  ITEM 12
  CONSUMABLE
   MAGICAL
   TRANSMUTATION
  Price 400 gp
  Ammunition arrow, bolt 
  Activate � Interact
  This ammunition has a slender shape and a viciously pointed 
  tip. When you activate and shoot penetrating ammunition, the 
  Strike takes the shape of a 60-foot line originating from you. 
  Roll one attack roll and compare the result to the AC of each 
  target in the line. The ammunition ignores up to 10 of a target’s 
  resistance, and it can penetrate walls up to 1 foot thick with 
  Hardness 10 or less. Each target that takes damage from this 
  ammunition also takes 1d6 persistent bleed damage.
  If your attack roll result is a natural 20, you improve your 
  degree of success only against the first target in the line, but 
  you can still score a critical hit on other targets if your result 
  exceeds their AC by 10 or more. If you have access to your bow’s 
  critical specialization effect, penetrating ammunition applies 
  that effect only against a target in the last square of the line.
  SHINING AMMUNITION 
  ITEM 1
  CONSUMABLE
   EVOCATION
   LIGHT
   MAGICAL
  Price 3 gp
  Ammunition any
  A piece of shining ammunition gives off a faint glow. When 
  shot, this ammunition sheds bright light in a 20-foot radius 
  (and dim light to the next 20 feet) for 10 minutes. If it hits 
  a target, it sticks, causing the target to shed light in the 
  same radius. A creature can remove the ammunition with an 
  Interact action, but the ammunition itself continues to glow 
  for the rest of the duration or until destroyed.
  SLEEP ARROW 
  ITEM 3
  CONSUMABLE
   ENCHANTMENT
   MAGICAL
   MENTAL
   SLEEP
  Price 11 gp
  Ammunition arrow
  Activate � Interact
  Sleep arrows often have shafts of deep blue or black, and 
  their fletching is exceptionally soft and downy. An activated 
  sleep arrow deals no damage, but a living creature hit by it is 
  subject to the effects of a sleep spell (DC 17).
  Craft Requirements Supply one casting of sleep.
  SPELLSTRIKE AMMUNITION 
  ITEM 3+
  CONSUMABLE
   MAGICAL
   TRANSMUTATION
  Ammunition any
  Activate � Cast a Spell
  Mystic patterns create a magic reservoir within this 
  ammunition. You activate spellstrike ammunition by Casting 
  a Spell into the ammunition. The spell must be of a spell level 
  the ammunition can hold, and the spell must be able to target 
  a creature other than the caster. A creature hit by activated 
  spellstrike ammunition is targeted by the spell. If the creature 
  isn’t a valid target for the spell, the spell is lost.
  The ammunition affects only the target hit, even if the 
  spell would normally affect more than one target. If the spell 
  requires a spell attack roll, use the result of your ranged attack 
  roll with the ammunition to determine the degree of success 
  of the spell. If the spell requires a saving throw, the target 
  attempts the save against your spell DC.
  The maximum level of spell the ammunition can hold 
  determines its item level and Price.
  Type I; Level 3; Price 12 gp; Maximum Spell Level 1st
  Type II; Level 5; Price 30 gp; Maximum Spell Level 2nd
  Type III; Level 7; Price 70 gp; Maximum Spell Level 3rd
  Type IV; Level 9; Price 150 gp; Maximum Spell Level 4th
  Type V; Level 11; Price 300 gp; Maximum Spell Level 5th
  Type VI; Level 13; Price 600 gp; Maximum Spell Level 6th
  Type VII; Level 15; Price 1,300 gp; Maximum Spell Level 7th
  Type VIII; Level 17; Price 3,000 gp; Maximum Spell Level 8th
  Type IX; Level 19; Price 8,000 gp; Maximum Spell Level 9th
  STONE BULLET  
  ITEM 15
  CONSUMABLE
   MAGICAL
   TRANSMUTATION
  Price 1,300 gp
  Ammunition sling bullet
  Activate � Interact
  This sling bullet looks like a petrified serpent’s eye. A creature 
  hit by an activated stone bullet is subject to the effects of a 
  6th-level flesh to stone spell (DC 34). 
  Craft Requirements Supply one casting of flesh to stone.
  STORM ARROW 
  ITEM 9
  AIR
   CONSUMABLE
   ELECTRICITY
   EVOCATION
   MAGICAL
  Price 130 gp
  Ammunition arrow
  Activate � Interact
  The head of this arrow is made from gleaming copper. 
  When an activated storm arrow hits a target, it is buffeted 
  by raging winds and struck by a bolt of lightning that deals 
  3d12 electricity damage and the target must attempt a DC 25 
  Reflex saving throw. If this arrow is shot from a weapon with 
  a shock property rune, the save DC increases to 27, though 
  the attack doesn’t benefit from the shock property rune itself.
  Critical Success The foe is unaffected.
  Success The foe takes half damage and isn’t affected by the wind.
  Failure The foe takes full damage and is buffeted by winds for 
  1 round, taking a –2 circumstance penalty to ranged attack 
  rolls and a –10-foot circumstance penalty to its fly Speed.
  Critical Failure As failure, but the foe takes double damage.
  VINE ARROW 
  ITEM 3
  CONJURATION
   CONSUMABLE
   MAGICAL
  Price 10 gp
  Ammunition arrow
  Core Rulebook
  560
  
  Activate � command
  Leafy stalks protrude from the shaft of this rustic arrow. When 
  an activated vine arrow hits a target, the arrow’s shaft splits 
  and grows, wrapping the target in vines. The target takes a 
  –10-foot circumstance penalty to its Speeds for 2d4 rounds, or 
  until it Escapes against a DC of 19. On a critical hit, the target 
  is also immobilized until it Escapes.
  VIPER ARROW 
  ITEM 4
  CONJURATION
   CONSUMABLE
   MAGICAL
  Price 17 gp
  Ammunition arrow
  Activate � command
  The shaft of this arrow is covered in fine green scales, and its 
  iron head comes to a pair of points almost like fangs. After an 
  activated viper arrow hits a target, the arrow transforms into 
  a viper (Pathfinder Bestiary 302). The target is affected by the 
  viper’s poison, as if it had been bitten. The viper then lands in 
  an open space adjacent to the target.
  The viper has the summoned trait and acts at the end of your 
  turn, even though you didn’t use the Sustain a Spell action. It is 
  under the GM’s control, but it generally attacks the creature the 
  arrow struck. The viper vanishes after 1 minute or when slain.
  Craft Requirements Supply one casting of summon animal.
  Oils
  Oils are magical gels, ointments, pastes, or salves that 
  are typically applied to an object and are used up in the 
  process. They have the oil trait. Applying an oil usually 
  takes two hands: one to hold the jar containing the oil, 
  and another to extract the oil and apply it. You can 
  only apply an oil to an item or creature within your 
  reach. Because the process is so thorough, it is usually 
  impossible to apply an oil to an unwilling target or an 
  item in the possession of an unwilling target unless that 
  target is paralyzed, petrified, or unconscious.
  ANTIMAGIC OIL 
  ITEM 20
  RARE
   ABJURATION
   CONSUMABLE
   MAGICAL
   OIL
  Price 13,000 gp
  Usage held in 2 hands; Bulk L
  Activate � Interact
  This oil contains energy that repels nearly all types of magic. 
  When you apply this oil to armor, the creature wearing the 
  armor becomes immune to all spells, effects of magic items 
  (the wearer’s and those of others), and effects with the magical 
  trait for 1 minute. The oil affects neither the magic of the armor 
  nor the fundamental runes of weapons attacking the wearer. 
  Magical effects from a source of 20th level or higher, such as a 
  deity, still function on the armor’s wearer.
  ALIGNED OIL 
  ITEM 9
  CONSUMABLE
   DIVINE
   EVOCATION
   OIL
  Price 140 gp
  Usage held in 2 hands; Bulk L
  Activate � Interact
  This oil fills a weapon with cosmic power of an alignment. Each 
  aligned oil is crafted to one alignment: chaos, evil, good, or law 
  (such as a good-aligned oil). A weapon anointed with this oil 
  gains the effects of the property rune matching its alignment: 
  anarchic (chaos), axiomatic (law), holy (good), or unholy (evil). 
  This lasts for 1 minute.
  NECTAR OF PURIFICATION 
  ITEM 1
  CONSUMABLE
   MAGICAL
   NECROMANCY
   OIL
  Price 3 gp
  Usage held in 1 hand; Bulk L
  Activate � Interact
  A shimmering liquid, nectar of purification is often stored 
  in bottles similar to those used for vinegar. This oil casts a 
  1st-level purify food and drink spell over any food or drink onto 
  which it’s poured. The nectar evaporates as it takes effect, 
  leaving the taste and texture of the food or drink unaltered.
  OBFUSCATION OIL 
  ITEM 15
  CONSUMABLE
   ILLUSION
   MAGICAL
   OIL
  Price 1,200 gp
  Usage held in 2 hands; Bulk L
  Activate � Interact
  You can spread this blue-gray gel on a single item with a Bulk 
  of 3 or less to ward it against magical detection. It becomes 
  immune to divination magic of 8th level or lower (such as 
  locate). This oil is permanent, but it can be removed with acid. 
  Removing the oil in this way usually takes 1 minute for objects 
  with Bulk of 1 or less, or a number of minutes equal to the 
  item’s Bulk.
  OIL OF ANIMATION 
  ITEM 12
  UNCOMMON
   CONSUMABLE
   MAGICAL
   OIL
   TRANSMUTATION
  Price 330 gp
  Usage held in 2 hands; Bulk L
  Activate � Interact
  You can rub this bronze-colored oil onto a melee weapon to 
  grant it the benefits of the dancing rune (page 583). Once 
  you fail a flat check for the weapon, causing it to fall, this 
  effect ends.
  OIL OF KEEN EDGES  
  ITEM 11
  UNCOMMON
   CONSUMABLE
   MAGICAL
   OIL
   TRANSMUTATION
  Price 250 gp
  Usage held in 2 hands; Bulk L
  Activate � Interact
  When this silvery salve is applied to a melee weapon that 
  deals piercing or slashing damage, the weapon grows sharper 
  and more dangerous for 1 minute, granting it the benefits of 
  the keen rune. 
  OIL OF MENDING 
  ITEM 3
  CONSUMABLE
   MAGICAL
   OIL
   TRANSMUTATION
  Price 9 gp
  Usage held in 2 hands; Bulk L
  Activate [one-action1 minute (Interact)
  561
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  A vial of oil of mending appears to have countless translucent 
  threads swirling within. Applying this oil to an item casts a 
  2nd-level mending spell to repair the item.
  OIL OF POTENCY 
  ITEM 2
  CONSUMABLE
   MAGICAL
   OIL
   TRANSMUTATION
  Price 7 gp
  Usage held in 2 hands; Bulk L
  Activate � Interact
  When you apply this thick, viscous oil to a non-magical weapon 
  or suit of armor, that item immediately becomes magically 
  potent. If the item is a weapon, it temporarily becomes a 
  +1 striking weapon, or, if it’s armor, it temporarily becomes 
  +1 resilient armor. This lasts for 1 minute.
  OIL OF REPULSION  
  ITEM 11
  ABJURATION
   CONSUMABLE
   MAGICAL
   OIL
  Price 175 gp
  Usage held in 2 hands; Bulk L
  Activate � Interact
  This oil contains magnetically charged iron filings repelled into 
  opposite ends of the vial. For 1 minute after you apply this oil 
  to armor, any creature that hits you with a melee Strike must 
  attempt a DC 28 Fortitude save with the following effects.
  Success The creature is unaffected.
  Failure The creature is pushed up to 10 feet away from you 
  (the GM determines the direction).
  Critical Failure As failure, and the creature is also knocked prone. 
  OIL OF WEIGHTLESSNESS 
  ITEM 2+
  CONSUMABLE
   MAGICAL
   OIL
   TRANSMUTATION
  Usage held in 2 hands; Bulk L
  Activate � Interact
  You can spread this shimmering oil on an item of 1 Bulk or less 
  to make it feel weightless. It has negligible Bulk for 1 hour.
  Type oil of weightlessness; Level 2; Price 6 gp
  Type greater oil of weightlessness; Level 6; Price 36 gp
  This oil can affect an item of 2 Bulk or less and lasts 8 hours.
  SALVE OF ANTIPARALYSIS 
  ITEM 6+
  CONSUMABLE
   HEALING
   MAGICAL
   NECROMANCY
   OIL
  Usage held in 2 hands; Bulk L
  Activate � Interact
  Applying this filmy salve to a creature helps it overcome 
  magical paralysis. The creature recovers as if it were the 
  target of a 3rd-level remove paralysis spell. 
  Type salve of antiparalysis; Level 6; Price 40 gp
  Type greater salve of antiparalysis; Level 12; Price 325 gp
  A greater salve of antiparalysis can potentially remove 
  petrification. The creature recovers as if it were the target 
  of both a 6th-level remove paralysis spell and a stone to 
  flesh spell.
  SALVE OF SLIPPERINESS 
  ITEM 5
  CONSUMABLE
   MAGICAL
   OIL
   TRANSMUTATION
  Price 25 gp Usage held in 2 hands; Bulk L
  Activate � Interact
  This greenish, persistent grease can be applied to armor 
  to make it extremely slippery for 8 hours, granting the 
  wearer a +2 item bonus to Acrobatics checks to Escape or 
  to Squeeze.
  Potions
  A potion is a magical liquid activated when you drink it, 
  which uses it up. Potions have the potion trait. You can 
  activate a potion with an Interact action as you drink it 
  or feed it to another creature. You can feed a potion only 
  to a creature that is within reach and willing or otherwise 
  so helpless that it can’t resist. You usually need only one 
  hand to consume a potion or feed it to another creature.
  BARKSKIN POTION 
  ITEM 4
  ABJURATION
   CONSUMABLE
   POTION
   PRIMAL
  Price 15 gp
  Usage held in 1 hand; Bulk L
  Activate � Interact
  After you drink this bitter draft, your skin thickens like 
  bark. You gain the effects of a 2nd-level barkskin spell for 
  10 minutes.
  DRAGON’S BREATH POTION 
  ITEM 7+
  CONSUMABLE
   EVOCATION
   MAGICAL
   POTION
  Usage held in 1 hand; Bulk L
  Activate � Interact
  This liquid contains blood from a certain type of dragon. For 
  1 hour after you imbibe the concoction, you can unleash a 
  breath weapon used by that type of dragon. The potency of 
  the breath depends on the potion’s type, based on the age 
  of the dragon whose blood was used to make the potion. 
  This potion has the trait matching the damage type of the 
  breath weapon.
  Exhaling dragon breath uses a single action. The damage 
  type and the area of the dragon breath depend on the type 
  of dragon blood in the potion, as shown in the table below. 
  Regardless of the dragon type, the breath weapon deals 4d6 
  damage, and each creature in the area must attempt a DC 23 
  basic save of a type determined by the type of the dragon. 
  After you use the breath weapon, you can’t do so again for 
  1d4 rounds.
  Type young; Level 7; Price 70 gp
  Type adult; Level 12; Price 400 gp
  The damage is 6d6 and the save DC is 29.
  Type wyrm; Level 17; Price 3,000 gp
  The damage is 10d6 and the save DC is 37.
  Dragon Type 
  Breath Weapon (Save)
  Black or copper 
  30-foot line of acid (Reflex)
  Blue or bronze 
  30-foot line of electricity (Reflex)
  Brass 
  30-foot line of fire (Reflex)
  Green 
  15-foot cone of poison (Fortitude)
  Gold or red 
  15-foot cone of fire (Reflex)
  Silver or white 
  15-foot cone of cold (Reflex)
  Core Rulebook
  562
  
  HEALING POTION 
  ITEM 1+
  CONSUMABLE
   HEALING
   MAGICAL
   NECROMANCY
   POTION
  Usage held in 1 hand; Bulk L
  Activate � Interact
  A healing potion is a vial of a ruby-red liquid that imparts a 
  tingling sensation as the drinker’s wounds heal rapidly. When 
  you drink a healing potion, you regain the listed number of 
  Hit Points.
  Type minor; Level 1; Price 4 gp
  The potion restores 1d8 Hit Points.
  Type lesser; Level 3; Price 12 gp
  The potion restores 2d8+5 Hit Points.
  Type moderate; Level 6; Price 50 gp
  The potion restores 3d8+10 Hit Points.
  Type greater; Level 12; Price 400 gp
  The potion restores 6d8+20 Hit Points.
  Type major; Level 18; Price 5,000 gp
  The potion restores 8d8+30 Hit Points.
  INVISIBILITY POTION 
  ITEM 4
  UNCOMMON  CONSUMABLE
   ILLUSION
   MAGICAL
   POTION
  Price 20 gp
  Usage held in 1 hand; Bulk L
  Activate � Interact
  An invisibility potion is colorless and oddly lightweight. Upon 
  drinking it, you gain the effects of a 2nd-level invisibility spell.
  PANACEA 
  ITEM 13
  UNCOMMON
   CONSUMABLE
   HEALING
   MAGICAL
   NECROMANCY
   POTION
  Price 450 gp
  Usage held in 1 hand; Bulk L
  Activate � Interact
  This potion appears to shift colors, and no two observers 
  describe it in the same way. When consumed, it attempts to 
  counteract all curses and diseases affecting you, as well as 
  the blinded and deafened conditions from spells affecting you. 
  The potion has a counteract level of 7 and a +20 modifier for 
  the roll.
  POTION OF FLYING 
  ITEM 8+
  CONSUMABLE
   MAGICAL
   POTION
   TRANSMUTATION
  Usage held in 1 hand; Bulk L
  Activate � Interact
  Upon drinking this effervescent concoction, you gain a fly 
  Speed of 40 feet for 1 minute.
  Type standard; Level 8; Price 100 gp
  Type greater; Level 15; Price 1,000 gp
  The fly Speed lasts for 1 hour.
  POTION OF LEAPING  
  ITEM 5
  CONSUMABLE
   MAGICAL
   POTION
   TRANSMUTATION
  Price 21 gp
  Usage held in 1 hand; Bulk L
  Activate � Interact
  For 1 minute after you drink this fizzy potion, whenever you 
  Leap, you gain the effect of the 1st-level jump spell.
  POTION OF QUICKNESS 
  ITEM 8
  CONSUMABLE
   MAGICAL
   POTION
   TRANSMUTATION
  Price 90 gp
  Usage held in 1 hand; Bulk L
  Activate � Interact
  Drinking this silver potion grants you the effects of haste for 1 
  minute.
  POTION OF RESISTANCE 
  ITEM 6+
  ABJURATION
   CONSUMABLE
   MAGICAL
   POTION
  Usage held in 1 hand; Bulk L
  Activate � Interact
  Drinking this thick, fortifying potion grants resistance 
  against a single damage type for 1 hour. Each potion 
  of resistance is created to defend against acid, cold, 
  electricity, fire, or sonic damage (and is called a 
  lesser potion of fire resistance or the like).
  Type lesser; Level 6; Price 45 gp
  You gain resistance 5 to the appropriate energy type.
  Type moderate; Level 10; Price 180 gp
  You gain resistance 10 to the appropriate energy type.
  Type greater; Level 14; Price 850 gp
  You gain resistance 15 to the appropriate energy type.
  POTION OF SWIMMING 
  ITEM 6+
  CONSUMABLE
   MAGICAL
   POTION
   TRANSMUTATION
  Usage held in 1 hand; Bulk L
  Activate � Interact
  This potion tastes like salt water, and sandy grit settles to the 
  bottom of its container. When you drink it, you gain a swim 
  Speed equal to your land Speed for 10 minutes.
  Type moderate; Level 6; Price 50 gp
  Type greater; Level 11; Price 250 gp
  The swim Speed lasts for 1 hour.
  POTION OF TONGUES 
  ITEM 12
  UNCOMMON
   CONSUMABLE
   DIVINATION
   MAGICAL
   POTION
  Price 320 gp
  Usage held in 1 hand; Bulk L
  Activate � Interact
  This sour potion enlivens your tongue with unusual flavors and 
  uncommon eloquence, allowing you to speak and understand 
  all languages for 4 hours after you drink it. This doesn’t allow 
  you to read these languages in their written form.
  POTION OF UNDETECTABILITY 
  ITEM 18
  CONSUMABLE
   ILLUSION
   MAGICAL
   POTION
  Price 4,400 gp
  Usage held in 1 hand; Bulk L
  Activate � Interact
  Drinking this dull-black liquid makes you undetectable to 
  divinations. This grants the same effects as mind blank, but 
  without the bonus against mental effects. You also gain the 
  effects of a 4th-level invisibility spell, which protects against 
  see invisibility spells of 8th level and lower and has a DC of 36 
  against true seeing. The potion’s effects last for 10 minutes. 
  563
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  Playing the 
  Game
  Game
  mastering
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  & Treasure
  Appendix
  
  POTION OF WATER BREATHING 
  ITEM 3
  CONSUMABLE
   MAGICAL
   POTION
   TRANSMUTATION
  Price 11 gp
  Usage held in 1 hand; Bulk L
  Activate � Interact
  This filmy, gray potion smells of an old fish midden and tastes 
  even worse. After drinking this potion, you gain the effects of 
  a 2nd-level water breathing spell for 1 hour. 
  SHRINKING POTION 
  ITEM 4+
  CONSUMABLE
   MAGICAL
   POTION
   TRANSMUTATION
  Usage held in 1 hand; Bulk L
  Activate � Interact; Onset 1 minute
  This fungus-flavored potion conveys the effects of the shrink 
  spell to make you and all your gear smaller. After the onset, 
  you remain small for 10 minutes. 
  Type standard; Level 4; Price 15 gp
  Type greater; Level 8; Price 90 gp
  This potion has no onset, lasts for 1 hour, and grants the 
  effects of a 4th-level shrink spell. In addition, you gain a +2 
  item bonus to Stealth checks while shrunken.
  SERUM OF SEX SHIFT 
  ITEM 7
  CONSUMABLE
   MAGICAL
   POTION
   TRANSMUTATION
  Price 60 gp
  Usage held in 1 hand; Bulk L
  Activate � Interact
  Upon drinking this potion, your biology instantly transforms to 
  take on a set of sexual characteristics of your choice, changing 
  your appearance and physiology accordingly. You have mild 
  control over the details of this change, but you retain a strong 
  “family resemblance” to your former appearance.
  The magic functions instantaneously and can’t be 
  counteracted. Your new anatomy is as healthy and functional 
  as your previous body’s, potentially allowing you to procreate 
  (depending on your ancestry’s biology). Drinking a subsequent 
  serum of sex shift allows you to either revert back to your 
  original form or adopt other sexual characteristics, as you 
  choose. The elixir has no effect if you are pregnant or from 
  an ancestry with no sexual differentiation. Most ancestries 
  have a wide spectrum of sexual differentiation, some common, 
  others more rare.
  TRUESIGHT POTION  
  ITEM 16
  CONSUMABLE
   DIVINATION
   MAGICAL
   POTION
  Price 1,500 gp
  Usage held in 1 hand; Bulk L
  Activate � Interact
  Upon drinking this clear, refreshing potion, you can see things 
  as they actually are. You gain the benefits of a 7th-level true 
  seeing spell that has a counteract modifier of +25.
  TRUTH POTION 
  ITEM 6
  UNCOMMON
   CONSUMABLE
   ENCHANTMENT
   MAGICAL
   MENTAL
   POTION
  Price 46 gp
  Usage held in 1 hand; Bulk L
  Activate � Interact
  For 10 minutes after drinking this astringent potion, you 
  can’t intentionally lie and may be compelled to tell the truth. 
  Upon drinking the potion, attempt a DC 19 Will save. You can 
  voluntarily fail or critically fail.
  Success The potion does not affect you.
  Failure When you speak, you must tell the truth.
  Critical Failure As failure, and when someone asks you a 
  question, you must attempt another DC 19 Will saving 
  throw. If you fail this saving throw, you must answer the 
  question truthfully if you are able to do so; if you succeed, 
  you are temporarily immune to further attempts to ask the 
  same question within the potion’s duration. 
  Scrolls
  A scroll contains a single spell that you can cast without 
  having to expend a spell slot. A scroll can be Crafted to 
  contain nearly any spell, so the types of scrolls available 
  are limited only by the number of spells in the game. The 
  exceptions are cantrips, focus spells, and rituals, none of 
  which can be put on scrolls. The spell on a scroll can 
  be cast only once, and the scroll is destroyed as part of 
  the casting. The spell on the scroll is cast at a particular 
  spell level, as determined by the scroll. For instance, a 
  scroll of magic missile (1st level) can be used to cast the 
  1st-level version of magic missile, but not a magic missile 
  heightened to 2nd level. If no level is listed, the scroll can 
  be used to cast the spell at its lowest level.
  If you find a scroll, you can try to figure out what spell 
  it contains. If the spell is a common spell from your spell 
  list or a spell you know, you can spend a single Recall 
  Knowledge action and automatically succeed at identifying 
  the scroll’s spell. If it’s not, you must use Identify Magic 
  (page 238) to learn what spell the scroll holds.
  Casting a spEll from a sCroll
  Casting a Spell from a scroll requires holding the scroll 
  in one hand and activating it with a Cast a Spell activity 
  using the normal number of actions for that spell.
  To Cast a Spell from a scroll, the spell must appear on 
  your spell list. Because you’re the one Casting the Spell, 
  use your spell attack roll and spell DC. The spell also 
  gains the appropriate trait for your tradition (arcane, 
  divine, occult, or primal).
  Any physical material components and costs are 
  provided when a scroll is created, so you don’t need to 
  provide them when Casting a Spell from a scroll. You 
  must replace any required material component for that 
  spell with a somatic component. If the spell requires a 
  focus, you must have that focus to Cast the Spell from 
  a scroll.
  sCroll statistiCs
  All scrolls have the same base statistics unless noted 
  otherwise. A scroll has light Bulk, and it must be held in 
  one hand to be activated.
  Core Rulebook
  564
  
  varying statistiCs
  Table 11–3 indicates the item level and Price of a 
  scroll, both of which are based on the level of the spell 
  contained on the scroll. Any costs to Cast the Spell are 
  added to the scroll’s Price when the scroll is crafted, so 
  a scroll containing a spell with a Cost entry will have a 
  higher Price than what appears on the table. The scroll’s 
  rarity matches the spell’s rarity.
  The traits for a scroll vary based on the spell it contains. 
  A scroll always has the consumable, magical, and scroll 
  traits, plus the traits of the spell stored on it.
  TABLE 11–3: SCROLL STATISTICS
   
  Spell Level 
  Item Level 
  Scroll Price
   
  1 
  1 
  4 gp
   
  2 
  3 
  12 gp
   
  3 
  5 
  30 gp
   
  4 
  7 
  70 gp
   
  5 
  9 
  150 gp
   
  6 
  11 
  300 gp
   
  7 
  13 
  600 gp
   
  8 
  15 
  1,300 gp
   
  9 
  17 
  3,000 gp
   
  10 
  19 
  8,000 gp
  Crafting a sCroll
  The process to Craft a scroll is much like that to Craft any 
  other magic item. When you begin the crafting process, 
  choose a spell to put into the 
  scroll. You have to either Cast 
  that Spell during the crafting 
  process, or someone else must 
  do so in your presence. Casting 
  that Spell doesn’t produce its normal 
  effects; instead, the magic is trapped 
  inside the scroll. The casting must come 
  from a spellcaster expending a spell slot. 
  You can’t Craft a scroll from a spell 
  produced from another magic item, for 
  example. The caster has to provide any 
  cost of the spell.
  Like other consumables, scrolls can be crafted 
  in batches of four. All scrolls of one batch must 
  contain the same spell at the same level, and you 
  must provide one casting for each scroll crafted.
  samplE sCrolls
  A wide variety of spells can appear on scrolls. The 
  following specific scrolls are just examples.
  SCROLL OF GLITTERDUST 
  ITEM 3
  CONSUMABLE
   EVOCATION
   MAGICAL
   SCROLL
  Price 12 gp
  Usage held in 1 hand; Bulk L
  Activate � Cast a Spell
  This scroll can be used to cast glitterdust as a 2nd-level spell.
  Craft Requirements Supply one casting of glitterdust.
  SCROLL OF ILLUSORY DISGUISE 
  ITEM 1
  CONSUMABLE
   ILLUSION
   MAGICAL
   SCROLL
  Price 3 gp
  Usage held in 1 hand; Bulk L
  Activate � Cast a Spell
  This scroll can cast illusory disguise as a 1st-level spell.
  Craft Requirements Supply one casting of illusory disguise.
  Talismans
  An item with the talisman trait is a magical charm, gem, 
  stone, or other small object affixed to armor, a shield, or 
  a weapon (called the affixed item). Each talisman holds a 
  sliver of combat knowledge or magical energy that can be 
  unleashed for a momentary boost of power or enhanced 
  ability. Many talismans can be activated as a free action 
  when you use a particular action or activity. A talisman is 
  a consumable item and has the talisman trait.
  You must be wielding or wearing an item to activate a 
  talisman attached to it. Once activated, a talisman burns 
  out permanently, usually crumbling into a fine dust. 
  affixing a talisman
  Each talisman’s stat block indicates the type of item it 
  can be affixed to. Affixing or removing requires using 
  the Affix a Talisman activity. A single talisman can be 
  affixed to only one item at a time, and an 
  item can have only one talisman affixed to 
  it at a time.
  AFFIX A TALISMAN
  EXPLORATION
   MANIPULATE
  Requirements You must use a repair kit (page 
  291).
  You spend 10 minutes affixing a talisman to an 
  item, placing the item on a stable surface and 
  using the repair kit with both hands. You can 
  also use this activity to remove a talisman. If 
  more than one talisman is affixed to an item, 
  the talismans are suppressed; none of them 
  can be activated.
  talismans
  These are but a few of the talismans available.
  BLOODSEEKER BEAK 
  ITEM 4
  CONSUMABLE
   MAGICAL
   NECROMANCY
   TALISMAN
  Price 20 gp
  Usage affixed to a weapon; Bulk —
  Activate � envision; Trigger You hit a flat-footed creature 
  with the affixed weapon.
  This long, hollow proboscis is harvested from the notorious 
  bloodseeker beast and drips a trickle of blood. When you 
  activate the beak, you deal an extra 1d4 precision damage 
  565
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  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  on your damage roll. If you deal sneak attack damage to the 
  creature, you also deal 1d4 persistent bleed damage.
  BRONZE BULL PENDANT 
  ITEM 2 
  CONSUMABLE
   EVOCATION
   MAGICAL
   TALISMAN
  Price 7 gp
  Usage affixed to armor; Bulk —
  Activate � envision; Trigger You attempt an Athletics check 
  to Shove, but you haven’t rolled yet; Requirements You are 
  trained in Athletics.
  This pendant is forged from grainy steel and depicts a snorting 
  bull’s face. The pendant must be attached to the chest area or 
  on a shoulder guard. When you activate the pendant, you gain 
  a +2 status bonus to the Athletics check to Shove, and if you 
  roll a critical failure on the check, you get a failure instead.
  CRYING ANGEL PENDANT 
  ITEM 2
  CONSUMABLE
   DIVINE
   NECROMANCY
   TALISMAN
  Price 7 gp
  Usage affixed to armor; Bulk —
  Activate � envision; Trigger You critically fail to Administer 
  First Aid; Requirements You are trained in Medicine.
  When you activate this alabaster pendant, your critical failure 
  becomes a normal failure instead.
  DAZING COIL 
  ITEM 14
  CONSUMABLE
   ENCHANTMENT
   MAGICAL
   TALISMAN
  Price 900 gp
  Usage affixed to a weapon; Bulk —
  Activate � envision; Trigger You deal damage to a flat-footed 
  creature with the affixed weapon.
  This knot of copper wire reshapes itself in a new pattern 
  every time its affixed weapon deals damage. When you 
  activate the coil, the damaged creature must succeed at a DC 
  31 Will save or be stunned 1. If it critically fails, it instead 
  becomes stunned 2.
  DISPELLING SLIVER 
  ITEM 17
  ABJURATION
   CONSUMABLE
   MAGICAL
   TALISMAN
  Price 2,400 gp
  Usage affixed to a weapon; Bulk —
  Activate � envision; Trigger Your Strike damages a target; 
  Requirements You’re a master with the affixed weapon.
  Made from a treated sliver of cold iron, this talisman allows you 
  to counteract magical effects. When you activate the dispelling 
  sliver, it attempts to counteract a single spell active on the 
  target, with the effects of an 8th-level dispel magic spell.
  If you activate the talisman on a successful Dispelling Slice, 
  the talisman attempts to counteract all spells active on the target.
  DRAGON TURTLE SCALE 
  ITEM 4
  CONSUMABLE
   MAGICAL  TRANSMUTATION
   TALISMAN
  Price 13 gp
  Usage affixed to armor; Bulk —
  Activate � envision; Requirements You’re an expert in Athletics.
  This shimmering green scale is usually attached to a golden 
  clasp or chain. When you activate the scale, for 1 minute you 
  gain a swim Speed equal to half your land Speed.
  EFFERVESCENT AMPOULE 
  ITEM 2
  CONSUMABLE
   MAGICAL  TRANSMUTATION
   TALISMAN
  Price 7 gp
  Usage affixed to armor; Bulk —
  Activate � Interact; Requirements You’re an expert in Acrobatics.
  Light spring water fizzes and bubbles within this small glass 
  globe, spilling onto the affixed armor when activated. Until the 
  end of your turn, the armor lets you move across water and 
  other liquids as if they were solid ground. If you Stride or Step 
  over a weight-sensitive pressure plate, you don’t cause the plate 
  to depress, which prevents you from triggering any device or 
  hazard attached to the pressure plate. When the ampoule’s 
  effect ends, you sink, fall, break through flimsy ground, or land 
  on pressure plates as normal for your current location.
  EMERALD GRASSHOPPER 
  ITEM 5
  CONSUMABLE
   MAGICAL  TRANSMUTATION
   TALISMAN
  Price 30 gp
  Usage affixed to armor; Bulk —
  Activate � envision; Trigger You attempt a High Jump but 
  haven’t rolled yet; Requirements You are an expert in Athletics.
  This metal grasshopper studded with emeralds is usually 
  clasped to the legs of a suit of armor. When you activate it, 
  if you succeed at the Athletics check, you Leap up to 50 feet 
  vertically and up to 10 feet horizontally. If you critically succeed, 
  you can Leap up to 75 feet vertically and 20 feet horizontally. If 
  you don’t end your jump on solid ground, you flutter in the air 
  until the end of your turn, then fall harmlessly at a rate of 60 
  feet per round until you reach the ground.
  EYE OF APPREHENSION 
  ITEM 12
  CONSUMABLE
   DIVINATION
   FORTUNE
   TALISMAN
  Price 400 gp
  Usage affixed to armor; Bulk —
  Activate � envision; Trigger You are about to roll Perception 
  for initiative but haven’t rolled yet; Requirements You are a 
  master in Perception.
  This round piece of cymophane’s silky inclusion makes it look 
  like a cat’s eye. While affixed, it makes you jittery. When you 
  activate it, roll Perception twice and use the higher result.
  FADE BAND 
  ITEM 12
  CONSUMABLE
   ILLUSION
  MAGICAL
   TALISMAN
  Price 320 gp
  Usage affixed to armor; Bulk —
  Activate � envision; Trigger An attack misses you; 
  Requirements You are a master in Stealth.
  This thin, silvery wire wraps around your armor. When you 
  activate the band, it casts a 2nd-level invisibility spell on you.
  FEAR GEM 
  ITEM 4
  CONSUMABLE
   ENCHANTMENT
   FEAR
   MAGICAL
   MENTAL
   TALISMAN
  Price 20 gp
  Core Rulebook
  566
  
  Usage affixed to a weapon; Bulk —
  Activate � Intimidating Strike
  Dark smoke seems to writhe within this obsidian gem. When 
  you activate the gem, you make an Intimidating Strike, as 
  the fighter feat (page 146).
  If you have the Intimidating Strike feat, increase the 
  frightened condition value from this Intimidating Strike to 
  frightened 2, or frightened 3 on a critical hit.
  FEATHER STEP STONE 
  ITEM 3
  CONSUMABLE
   MAGICAL  TALISMAN
  TRANSMUTATION
  Price 8 gp
  Usage affixed to armor; Bulk —
  Activate � envision; Trigger You Stride or Step; Requirement 
  You are an expert in Acrobatics.
  This stone, usually shaped as a cabochon, is a small chunk of 
  amber with a bit of feather or a flying insect caught within it. 
  When you activate the stone, you ignore the effects of any 
  difficult terrain and greater difficult terrain you move through 
  until the end of your turn.
  FLAME NAVETTE 
  ITEM 16
  ABJURATION
   CONSUMABLE
   MAGICAL
   TALISMAN
  Price 1,800 gp
  Usage affixed to armor; Bulk —
  Activate � envision; Requirement You’re an expert in Will saves.
  This piece of bronzite is shaped like an oval with points at both 
  ends. It has a carved flame at its center and is traditionally 
  worn over the heart. You can activate only one flame navette 
  per day. When you activate the navette, you gain the benefit 
  of the fighter’s Determination class feat, with a counteract 
  modifier of +22. If you have the Determination feat, you can 
  use your own modifier if it’s better.
  GALLOWS TOOTH  
  ITEM 8
  CONSUMABLE
   DIVINATION
   MAGICAL
   TALISMAN
  Price 100 gp
  Usage affixed to a weapon; Bulk —
  Activate � Interact; Trigger You attack an 
  adjacent creature and haven’t rolled your 
  attack roll; Requirements You’re a master 
  in Intimidation.
  This grisly molar hangs from a cord 
  threaded through a tiny hole just above 
  its dried, exposed root. When you 
  activate this talisman, the creature 
  you’re attacking becomes flat-footed 
  until the end of the current turn.
  GHOST DUST 
  ITEM 16
  CONSUMABLE
   ILLUSION
   OCCULT
   TALISMAN
  Price 1,800 gp
  Usage affixed to armor; Bulk —
  Activate � envision; Trigger You use an action with the move 
  trait; Requirements You are legendary in Stealth.
  This small vial is filled with a grayish-green dust rendered from 
  dried ectoplasm. When you activate the dust, it casts a 4th-level 
  invisibility spell on you. This comes into effect before you move 
  during the triggering action.
  GRIM TROPHY 
  ITEM 7
  CONSUMABLE
   ENCHANTMENT
   MAGICAL
   TALISMAN
  Price 55 gp
  Usage affixed to armor; Bulk —
  Activate � envision; Trigger You attempt an Intimidation 
  check to Coerce or Demoralize, but you haven’t rolled yet; 
  Requirements You are an expert in Intimidation.
  This talisman comes in many forms, most often a severed 
  piece of a humanoid creature displayed in some gruesome 
  manner. When you activate the trophy, select two targets and 
  compare your Intimidation check result to both of their DCs. 
  HUNTER’S BANE 
  ITEM 2
  CONSUMABLE
   DIVINATION
   MAGICAL
   TALISMAN
  Price 6 gp
  Usage affixed to armor; Bulk —
  Activate � envision; Trigger An undetected enemy hits you 
  with an attack; Requirements You are trained in Survival.
  This talisman is a ring of dried, interwoven leaves. When you 
  activate the hunter’s bane, you sense the exact location of the 
  attacker, making it hidden from you instead of undetected. If 
  the attacker is behind lead, the hunter’s bane fails and is wasted.
  IRON CUBE 
  ITEM 6
  CONSUMABLE
   EVOCATION
   MAGICAL
  TALISMAN
  Price 50 gp
  Usage affixed to a weapon; Bulk —
  Activate � Knockdown; Requirement You are an expert 
  with the affixed weapon.
  This cube of blackened iron is affixed to a weapon with an iron 
  chain. When you activate the cube, you use Knockdown, as the 
  fighter feat (page 146).
  If you have the Knockdown feat, ignore its normal 
  size restrictions.
  IRON CUDGEL 
  ITEM 14
  CONSUMABLE
  EVOCATION
  MAGICAL
  TALISMAN
  Price 900 gp
  Usage affixed to a weapon; Bulk —
  Activate � Brutal Finish; Requirement 
  You are a master with the affixed weapon.
  This miniature iron cudgel is typically affixed 
  to a weapon by an iron chain. When you activate 
  the cudgel, you use Brutal Finish, as the fighter feat 
  (page 151). You must meet the normal requirements, 
  including those of the press trait.
  If you have the Brutal Finish feat, add two additional 
  weapon damage dice on a success or a failure.
  IRON EQUALIZER 
  ITEM 12
  CONSUMABLE
   EVOCATION
   MAGICAL
   TALISMAN
  Price 400 gp
  567
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  Usage affixed to a weapon; Bulk —
  Activate � Certain Strike; Requirement You are a master 
  with the affixed weapon.
  This small iron band has a shifting weight that helps equalize 
  the affixed weapon’s balance. When you activate it, you use 
  Certain Strike, as the fighter feat (page 150). You must meet 
  the normal requirements, including those of the press trait.
  If you have the Certain Strike feat, the failure effect 
  increases to deal the weapon’s normal damage.
  IRON MEDALLION  
  ITEM 10
  ABJURATION
   CONSUMABLE
   MAGICAL
   TALISMAN
  Price 175 gp
  Usage affixed to armor; Bulk —
  Activate � envision; Trigger You attempt a 
  Will save against a fear effect but haven’t 
  rolled yet; Requirements You have master 
  proficiency in Will saves or have the bravery 
  class feature.
  This small medallion is shaped like a shield. 
  When you activate it, you gain a +2 status bonus 
  to saves against fear for 1 minute. On the triggering 
  save, if the outcome of your roll is a failure, you get 
  a success instead or if the outcome is a critical failure, 
  you get a failure instead. 
  JADE BAUBLE 
  ITEM 8
  CONSUMABLE
   ENCHANTMENT
   MAGICAL
   MENTAL
   TALISMAN
  Price 100 gp
  Usage affixed to a melee weapon; Bulk —
  Activate � command; Requirements You are a 
  master with the affixed weapon.
  This bit of jade is usually carved in the shape of 
  a duelist, or sometimes a multi-armed creature. 
  When you activate the bauble, it magically draws the 
  attention of foes. Until the start of your next turn, 
  enemies within the reach of the weapon the talisman 
  is affixed to are flat-footed.
  JADE CAT 
  ITEM 2
  ABJURATION
   CONSUMABLE
   MAGICAL
   TALISMAN
  Price 6 gp
  Usage affixed to armor; Bulk —
  Activate � command; Trigger You fall or attempt 
  an Acrobatics check to Balance; Requirements 
  You are trained in Acrobatics.
  A thumb-sized feline carved of rare stone, the jade cat 
  is typically worn as a pendant upon a suit of armor. For 1 
  minute after you activate the cat, you treat all falls as 20 feet 
  shorter, you are not flat-footed when you Balance, and narrow 
  surfaces and uneven ground are not difficult terrain for you.
  MENDING LATTICE 
  ITEM 13
  UNCOMMON
   ABJURATION
   CONSUMABLE
   MAGICAL
   TALISMAN
  Price 525 gp
  Usage affixed to a shield or weapon; Bulk —
  Activate � command; Trigger The affixed item would take 
  damage; Requirements You are a master in Crafting.
  This lattice of reinforced iron is shaped into a perfect 
  octagon. When you activate it, it negates the damage and 
  instantly and completely repairs the affixed item.
  MESMERIZING OPAL 
  ITEM 2
  CONSUMABLE
   ENCHANTMENT
   MAGICAL
   TALISMAN
  Price 7 gp
  Usage affixed to armor; Bulk —
  Activate � envision; Trigger You attempt a Deception check 
  to Feint, but you haven’t rolled yet.
  This silver-bound opal pendant is afire with iridescence. 
  When you activate it, if the outcome of your 
  triggering Deception check is a critical failure, 
  you get a failure instead (or if the outcome is a 
  success, you get a critical success instead).
  MONKEY PIN 
  ITEM 2
  CONSUMABLE
   TRANSMUTATION
   MAGICAL
   TALISMAN
  Price 6 gp
  Usage affixed to armor; Bulk —
  Activate � Climb; Requirements You are trained in 
  Athletics.
  This small brass pin is in the shape of a monkey climbing 
  a tree. When you activate this talisman, use a Climb action. 
  If you succeed, you move your full Speed during the Climb. If 
  you roll a critical failure, you get a failure instead.
  MUMMIFIED BAT 
  ITEM 10
  CONSUMABLE
   DIVINATION
   MAGICAL
   TALISMAN
  Price 175 gp
  Usage affixed to a weapon; Bulk —
  Activate � command; Requirements You are a master 
  in Perception.
  This talisman is the magically treated corpse of a tiny 
  bat bound in papyrus. When you activate the bat, 
  the affixed weapon detects vibrations around you 
  and guides your perception. You gain the benefits 
  of the fighter Blind-Fight class feat (page 149) for 
  1 minute.
  If you have the Blind-Fight feat, you gain 
  imprecise echolocation with a range of 30 feet 
  for 1 minute. This makes creatures that would 
  be undetected by you because you can’t see them 
  hidden instead.
  MURDERER’S KNOT 
  ITEM 7
  CONSUMABLE
   EVOCATION
   MAGICAL
   TALISMAN
  Price 66 gp
  Usage affixed to a weapon; Bulk —
  Activate � command; Trigger You damage a flat-footed creature 
  with a Strike using the affixed weapon; Requirements You 
  are an expert with the affixed weapon.
  This black strand of leather is tied to look like a peace knot 
  when the weapon is stowed, but it doesn’t hamper drawing 
  Core Rulebook
  568
  
  the weapon. When you activate the knot, the creature you 
  damaged takes 1d6 persistent bleed damage.
  If you have the Twist the Knife feat, the talisman instead deals 
  persistent bleed damage equal to your sneak attack damage.
  ONYX PANTHER 
  ITEM 2
  CONSUMABLE
   MAGICAL
   TRANSMUTATION
   TALISMAN
  Price 7 gp
  Usage affixed to armor; Bulk —
  Activate � envision; Trigger You use a Sneak action; 
  Requirements You are trained in Stealth.
  This small stone is a stylized panther shape. When you activate 
  it, you can move your full Speed (instead of half) during the 
  triggering Sneak and any other time you Sneak this turn.
  OWLBEAR CLAW 
  ITEM 1
  CONSUMABLE
   EVOCATION
   MAGICAL
   TALISMAN
  Price 3 gp
  Usage affixed to a weapon; Bulk —
  Activate � envision; Trigger You critically succeed at an 
  attack roll with the affixed weapon.
  This claw set in an iron clasp and chain isn’t always the claw of 
  an owlbear. When you activate the claw, the triggering attack 
  gains the weapon’s critical specialization effect. 
  POTENCY CRYSTAL  
  ITEM 1
  CONSUMABLE
   EVOCATION
   MAGICAL
   TALISMAN
  Price 4 gp
  Usage affixed to a weapon; Bulk —
  Activate � envision; Trigger You make an attack with the 
  affixed weapon, but you haven’t rolled yet.
  This fluorite crystal glows with a strange phosphorescence. 
  When you activate the crystal, the weapon becomes a +1 
  striking weapon for the rest of the turn, gaining a +1 item 
  bonus to the attack roll and increasing the damage on a hit to 
  two weapon damage dice.
  SAVIOR SPIKE 
  ITEM 2
  ABJURATION
   CONSUMABLE
   FORCE
   MAGICAL
   TALISMAN
  Price 7 gp
  Usage affixed to armor; Bulk —
  Activate � command; Trigger You attempt to Grab an Edge 
  but haven’t rolled; Requirements You’re an expert in Reflex.
  This pyramid-shaped spike is attached to an armor’s chest 
  piece. When you activate the spike, it shoots a strand of 
  force to help you gain purchase. If you roll a success on the 
  triggering attempt, you get a critical success instead (if you 
  roll a critical failure, you get a failure instead). 
  SHARK TOOTH CHARM 
  ITEM 5
  ABJURATION
   CONSUMABLE
   MAGICAL
   TALISMAN
  Price 23 gp
  Usage affixed to armor; Bulk —
  Activate � command; Trigger You attempt to Escape 
  using Acrobatics for your roll, but you haven’t rolled yet; 
  Requirements You are an expert in Acrobatics.
  This dried seaweed bracelet is lined with charms shaped like 
  small shark teeth. When you activate the bracelet, if you roll 
  a success on the triggering check, you get a critical success 
  instead (if you roll a critical failure, you get a failure instead). If 
  you fail the Acrobatics check against a grabbing creature, the 
  creature must either release you as a free action or take 2d8 
  piercing damage as shark’s teeth momentarily emerge from 
  your skin. 
  SNEAKY KEY 
  ITEM 5
  CONSUMABLE
   EVOCATION
   MAGICAL
   TALISMAN
  Price 22 gp
  Usage affixed to armor; Bulk —
  Activate � Interact; Requirements You are an expert in Thievery.
  This small silver skeleton key can be pinned to armor or 
  a sleeve. When you turn the key to activate it, for the next 
  minute, if the outcome of any your attempts to Pick a Lock is 
  a critical failure, you get a failure instead.
  SWIFT BLOCK CABOCHON 
  ITEM 7
  UNCOMMON
   ABJURATION
   CONSUMABLE
   MAGICAL
   TALISMAN
  Price 70 gp
  Usage affixed to a shield; Bulk —
  Activate � envision; Trigger You take damage from a physical 
  attack while you don’t have the affixed shield raised.
  This clear quartz cabochon attaches to the center of your 
  shield. When you activate the cabochon, you use the Shield 
  Block reaction even if you hadn’t raised the affixed shield (and 
  even if you don’t normally have that reaction).
  TIGER MENUKI 
  ITEM 5
  CONSUMABLE
   MAGICAL
   TRANSMUTATION
   TALISMAN
  Price 30 gp
  Usage affixed to a weapon; Bulk —
  Activate � envision; Trigger You Strike with the affixed weapon.
  This tiger formed of pewter snarls viciously from your 
  weapon’s grip. When you activate the tiger, the affixed 
  weapon gains the sweep trait for the triggering attack and all 
  other attacks for 1 minute.
  VANISHING COIN 
  ITEM 10
  CONSUMABLE
   ILLUSION
   MAGICAL
   TALISMAN
  Price 160 gp
  Usage affixed to armor; Bulk —
  Activate � envision; Trigger You attempt a Stealth check for 
  initiative, but you haven’t rolled yet; Requirements You are 
  a master in Stealth.
  This copper coin dangles from a leather strip strung through 
  a hole drilled in the center. Until activated, the coin becomes 
  invisible for a few seconds at random intervals every few 
  minutes. When you activate the coin, it casts a 2nd-level 
  invisibility spell on you, lasting until the end of your next turn.
  VIPER’S FANG 
  ITEM 14
  CONSUMABLE
   EVOCATION
   MAGICAL
   TALISMAN
  Price 850 gp
  569
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  Classes
  Skills
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  Lost OMENS
  Playing the 
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  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Usage affixed to a weapon; Bulk —
  Activate � envision; Trigger A creature within your reach 
  uses a manipulate or move action, makes a ranged attack, or 
  leaves a square during a move action it’s using; Requirements 
  You are a master with the affixed weapon.
  When you activate this resin-strengthened viper skull, you 
  make an Attack of Opportunity against the triggering creature.
  If you have Attack of Opportunity, you can activate the 
  viper’s fang as a free action.
  WOLF FANG 
  ITEM 1
  CONSUMABLE
   EVOCATION
   MAGICAL
   TALISMAN
  Price 4 gp
  Usage affixed to armor; Bulk —
  Activate � envision; Trigger 
  You successfully Trip a foe; 
  Requirements You are trained in Athletics.
  This wolf canine is bound in a strip of leather and 
  tied to a buckle or strap of a suit of armor. When you 
  activate the fang, you deal bludgeoning damage equal to 
  your Strength modifier to the target of your Trip. If your 
  Trip would already deal physical damage that doesn’t 
  include an ability modifier, add your Strength modifier to 
  that damage.
  Other Consumables
  Though many consumables are grouped into 
  specific categories, such as potions and talismans, some 
  consumables don’t fit into those categories.
  CANDLE OF TRUTH 
  ITEM 8
  UNCOMMON
   CONSUMABLE
   ENCHANTMENT
   MAGICAL
   MENTAL
  Price 75 gp
  Usage held in 1 hand; Bulk —
  Activate � Interact
  This tapered candle has a golden wick that burns with white fire. 
  You activate the candle by lighting it, which causes creatures 
  within 10 feet of the candle to find it difficult to tell falsehoods. 
  Creatures in the area receive a –4 status penalty to Lie.
  In addition, when first entering the affected area, each 
  creature (including you) must succeed at a DC 26 Will save or 
  be unable to tell any deliberate lies while within 10 feet of the 
  lit candle. This lasts for as long as the candle is lit. Once lit, the 
  candle burns for 10 minutes, and it cannot be extinguished.
  DUST OF APPEARANCE 
  ITEM 6
  CONSUMABLE
   DIVINATION
   MAGICAL
  Price 50 gp
  Usage held in 1 hand; Bulk —
  Activate � Interact
  Stored in a small reed, this powder looks like a fine metallic 
  dust. When you fling it in the air, it coats all creatures in a 
  10-foot burst centered on a point within 5 feet of you. For 1 
  minute, the coated creatures can’t be concealed or invisible, 
  nor can they benefit from mirror image or similar abilities 
  that create illusory duplicates. Any illusions in the area of 
  3rd level or lower are revealed as such, although this does 
  not end their effect.
  DUST OF DISAPPEARANCE 
  ITEM 9
  CONSUMABLE
   ILLUSION
   MAGICAL
  Price 135 gp
  Usage held in 1 hand; Bulk —
  Activate � Interact
  This powder shimmers like a thousand tiny motes of light. 
  Activating the dust by sprinkling it on yourself or a creature 
  within reach casts a 4th-level invisibility spell with a 
  duration of 1 minute on that creature. This invisibility can’t 
  be negated or seen through by any spell of 3rd level or 
  lower or any item of 5th level or lower.
  ELEMENTAL GEM 
  ITEM 10
  CONJURATION
   CONSUMABLE
   MAGICAL
  Price 200 gp
  Usage held in 1 hand; Bulk —
  Activate � command, Interact
  You shout the name of an elemental lord and 
  dash this glassy gem against a hard surface 
  to activate it. It cracks open, casting a 5th-level 
  summon elemental spell to summon forth an 
  elemental you control as long as you spend an action 
  each round to Sustain the Activation. 
  This gem comes in four varieties: transparent for a living 
  whirlwind, light brown for a living landslide, reddish orange 
  for a living wildfire, and blue-green for a living waterfall.
  FEATHER TOKEN 
  ITEM 1+
  CONJURATION
   CONSUMABLE
   MAGICAL
  Usage held in 1 hand; Bulk —
  Activate � Interact
  Each feather token appears to be a simple feather from some 
  exotic bird. The feather’s shaft, dipped in gold, bears a single 
  arcane rune. Activating a feather token causes it to transform 
  into another object, which then can be used as normal for that 
  object. Each feather can be activated only once, with most of 
  them permanently becoming the item in their description.
  Type anchor; Level 7; Price 55 gp
  This feather can be activated only on a boat. When activated, 
  this feather transforms into a massive anchor that causes the 
  boat to immediately stop. After 1 day, the anchor vanishes and 
  the boat can move as normal. The anchor is attached to the 
  boat by a magical chain of force, but the chain can be removed 
  by dispel magic or destroyed (Hardness 30, HP 40).
  Type bird; Level 3; Price 8 gp
  When activated, this token transforms into a small sparrow that 
  waits on your finger for you to relay a message up to 1 minute in 
  length, along with the name and rough location of a recipient. 
  The recipient must be someone you have met, and the location 
  must be somewhere you have visited. After receiving the 
  message, the bird flies off to deliver it, traveling at 30 miles 
  per hour and then searching for the target in the location you 
  provided. If the bird finds the target, it moves adjacent to them, 
  Core Rulebook
  570
  
  your words emanate from the bird, and the bird then flies off 
  and vanishes. The bird also vanishes if it fails to find your target 
  after 10 hours of searching the location you specified.
  Type chest; Level 3; Price 10 gp
  When you use this token, a small wooden chest appears and 
  immediately opens. This chest can hold up to 10 Bulk worth 
  of items. Once the chest is closed, it transforms again—this 
  time into a key—taking all of the stored items with it. You can 
  activate this key by spending an Interact action to turn it in an 
  imaginary lock, which causes it to transform back into a chest 
  with all of the items still inside. Once it has turned into a chest 
  a second time, it forever remains a wooden chest.
  Type fan; Level 4; Price 15 gp
  Activating this feather requires you to fan it in a given direction. 
  If this direction is toward the sail of a vessel, the feather flutters 
  up toward the sail and fans continuously, filling the sail with air 
  and granting the vessel a +10-foot circumstance bonus to its 
  Speed for 8 hours. If fanned in any other direction, it instead 
  produces a single casting of gust of wind (DC 20).
  Type holly bush; Level 2; Price 6 gp
  When this feather is activated, it immediately transforms into a 
  living holly bush, filling a single square. This bush can provide 
  standard cover. In addition, the bush has 2d4 bright-red berries. 
  While holly berries are usually poisonous, these berries are 
  infused with beneficial magic. You can pick and eat a berry as an 
  Interact action to recover 1 Hit Point. Once plucked from the bush, 
  a berry becomes non-magical after a few seconds, so it doesn’t 
  heal you if you don’t eat it within the span of your Interact action.
  If activated on soil, the plant continues to grow and thrive 
  (although it doesn’t produce any more healing berries). If 
  activated elsewhere, it withers and dies within 1d4 days.
  Type ladder; Level 1; Price 3 gp
  When 
  activated, 
  this 
  feather 
  transforms 
  permanently into a 20-foot-long wooden ladder.
  Type swan boat; Level 8; Price 76 gp
  This feather can be activated only when tossed 
  into a large body of water, such as a lake or 
  broad river. It transforms into a swan-shaped 
  boat capable of carrying up to 32 Medium 
  creatures, 8 Large creatures, or 2 Huge 
  creatures. The boat moves on the water at a 
  Speed of 50 feet, and lasts 1 day.
  Type tree; Level 6; Price 38 gp
  This token can be activated only on an unoccupied 
  patch of earth or soil. When activated, this token transforms 
  into an oak tree, 60 feet tall with a 5-foot-wide trunk. The tree 
  continues to live and grow if conditions are favorable.
  Type whip; Level 9; Price 130 gp
  This feather transforms into a +1 striking dancing whip when 
  activated. The whip immediately jumps from your grasp and 
  proceeds to attack your enemies until 1 minute has passed or 
  it fails its flat check for dancing, at which point it vanishes. 
  If the whip’s target isn’t prone, the whip uses its actions to 
  attempt to Trip that creature instead of making a Strike. The 
  whip’s total attack modifier for Striking or Tripping is +18 
  instead of the normal bonus for a dancing weapon.
  HOLY WATER 
  ITEM 1
  CONSUMABLE
   DIVINE
   GOOD
   SPLASH
  Price 3 gp
  Usage held in 1 hand; Bulk L
  Activate � Strike
  This vial contains water blessed by a good deity. You activate 
  a vial of holy water by throwing it as a Strike. It’s a simple 
  thrown weapon with a range increment of 20 feet. Unlike an 
  alchemical bomb, it doesn’t add the manipulate trait to the 
  attack made with it.
  Holy water deals 1d6 good damage and 1  good splash 
  damage. It damages only fiends, undead, and creatures that 
  have a weakness to good damage.
  JAVELIN OF LIGHTNING 
  ITEM 9
  CONSUMABLE
   ELECTRICITY
   EVOCATION
   MAGICAL
  Price 110 gp
  Usage held in 1 hand; Bulk L
  Activate � command, Interact
  This item looks like a normal javelin carved with lightning-bolt 
  motifs. If thrown without being activated, it wobbles in the 
  air and fails to strike true. When you Activate the javelin, your 
  command makes the carvings crackle with electricity. You then 
  hurl the javelin. It shatters immediately after leaving your hand 
  and unleashes its magic as a 4th-level lightning bolt originating 
  from your space. The bolt deals 5d12 electricity damage and 
  has a Reflex save DC of 25.
  Craft Requirements Supply a casting of lightning bolt (4th level).
  RUNESTONE 
  ITEM 1
  CONSUMABLE
   MAGICAL
  Price 3 gp
  Usage held in 1 hand; Bulk L
  This flat piece of hard stone is specially prepared for etching a 
  magical fundamental rune or property rune. You can 
  etch only one rune upon a stone. Once the stone is 
  etched, it gains the magic school trait of the rune 
  etched upon it. When a rune is transferred from 
  the runestone to another object, the runestone 
  cracks and is destroyed. The Price listed is for an 
  empty stone; a stone holding a rune adds the Price 
  of the rune.
  UNHOLY WATER 
  ITEM 1
  CONSUMABLE
   DIVINE
   EVIL
   SPLASH
  Price 3 gp
  Usage held in 1 hand; Bulk L
  Activate � Strike
  An evil deity’s malice lies within this vial of water. You activate 
  a vial of unholy water by throwing it as a Strike. It’s a simple 
  thrown weapon with a range increment of 20 feet. Unlike an 
  alchemical bomb, it doesn’t add the manipulate trait to the 
  attack made with it.
  Unholy water deals 1d6 evil damage and 1 evil splash damage. 
  It damages only celestials and creatures that have a weakness 
  to evil damage. 
  571
  11
  Crafting & Treasure
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Held Items
  These items need to be held to use them. Weapons, wands, 
  and staves follow special rules and have their own sections.
  BAG OF HOLDING 
  ITEM 4+
  CONJURATION
   EXTRADIMENSIONAL
   MAGICAL
  Usage held in 2 hands; Bulk 1
  Though it appears to be a cloth sack decorated with panels 
  of richly colored silk or stylish embroidery, a bag of holding 
  opens into an extradimensional space larger than its outside 
  dimensions. The Bulk held inside the bag doesn’t change the 
  Bulk of the bag of holding itself. The amount of Bulk the bag’s 
  extradimensional space can hold depends on its type.
  You can Interact with the bag of holding to put items in or 
  remove them just like a mundane sack. Though the bag can 
  hold a great amount of material, an object still needs to be able 
  to fit through the opening of the sack to be stored inside.
  If the bag is overloaded or broken, it ruptures and is 
  ruined, causing the items inside to be lost forever. If it’s 
  turned inside out, the items inside spill out unharmed, 
  but the bag must be put right before 
  it can be used again. A living creature 
  placed inside the bag has enough air for 
  10 minutes before it begins to suffocate, 
  and it can attempt to Escape against a DC of 13. An 
  item inside the bag provides no benefits unless it’s 
  retrieved first. An item in the bag can’t be detected 
  by magic that detects only things on the same plane.
  Type I; Level 4; Price 75 gp; Capacity 25 Bulk
  Type II; Level 7; Price 300 gp; Capacity 50 Bulk
  Type III; Level 11; Price 1,200 gp; Capacity 100 Bulk
  Type IV; Level 13; Price 2,400 gp; Capacity 150 Bulk
  BOTTLED AIR 
  ITEM 7
  AIR
   CONJURATION
   MAGICAL
  Price 320 gp
  Usage held in 1 hand; Bulk L
  Appearing to be an ordinary corked glass 
  bottle, this item contains a limitless supply of 
  fresh air. You must uncork the bottle with an 
  Interact action before you can activate it.
  Activate � Interact; Effect You draw a 
  breath of air from the bottle. This allows you to 
  breathe even in an airless or toxic environment. Air doesn’t 
  escape the mouth of the bottle, so leaving the open bottle in 
  an airless environment doesn’t change the environment.
  BROOM OF FLYING 
  ITEM 12
  MAGICAL
   TRANSMUTATION
  Price 1,900 gp
  Usage held in 1 hand; Bulk 1
  This broom has a tenuous connection to gravity, and it tends to 
  drift even while stowed. You can ride on the broom using one 
  hand to guide it, and the broom can carry up to one passenger 
  in addition to you. The broom moves at a fly Speed of 20 feet. 
  The broom can carry only so much, taking a –10-foot penalty 
  to its Speed if laden with more than 20 Bulk, and crashing to 
  the ground if it carries more than 30 Bulk.
  Activate � command, Interact; Effect You name 
  a destination on the same plane, and the broom 
  speeds toward it at a fly Speed of 40 feet. You must 
  either clutch the broom with two hands in order to 
  ride it, or you need to release the broom to send it 
  off with no rider. If you don’t have a good idea of the 
  location, layout, and general direction of the destination, 
  or if your named destination is on another plane, the 
  broom wanders aimlessly, circling back to its starting 
  location after 30 minutes.
  If the broom carries a rider, this activation lasts until 
  4 hours pass (typically 16 miles of travel), the broom 
  reaches its destination, or you Dismiss the activation. 
  If the broom doesn’t have a rider, the activation lasts 
  until the broom reaches its destination. When the 
  activation ends, the broom floats to the ground and 
  can’t be activated again for 1 hour. 
  CHIME OF OPENING 
  ITEM 6
  UNCOMMON
   EVOCATION
   MAGICAL
  Price 235 gp
  Usage held in 2 hands; Bulk L
  This hollow mithral tube is about a foot long and bears 
  engravings reminiscent of open locks and broken chains. 
  The chime can be activated 10 times before it cracks and 
  becomes useless.
  Activate � Interact; Effect You aim the chime at a 
  container, door, or lock you want to open and strike the 
  chime. The chime sends out magical vibrations that 
  attempt a Thievery check against the lock’s DC, with 
  a Thievery bonus of +13. This targets only one lock 
  or binding at a time, so you might need to activate 
  the chime multiple times to open a target with 
  several forms of protection.
  CRYSTAL BALL 
  ITEM 14+
  UNCOMMON
   DIVINATION
   MAGICAL
   SCRYING
  Usage held in 1 hand; Bulk L
  This polished crystal sphere enhances scrying magic. Any 
  visual information received through a spell with the scrying 
  trait that was cast by the crystal ball appears within the 
  sphere, and any auditory information sounds out from the 
  surface of the sphere. When you cast a scrying spell by any 
  other means while holding the sphere, you can relay any 
  information you receive in the same way, allowing others to 
  see or hear the target.
  The base version of a crystal ball is a sphere of clear quartz, 
  but other versions are made of different stones.
  Activate 1 minute (command, envision, Interact); Frequency 
  once per hour; Effect The crystal ball casts clairvoyance to 
  your specifications.
  Activate 10 minutes (command, envision, Interact); 
  Frequency twice per day; Effect The crystal ball casts a DC 33 
  scrying spell to your specifications.
  Core Rulebook
  572
  
  Type clear quartz; Level 14; Price 3,800 gp
  Type selenite; Level 15; Price 7,000 gp
  Scrying is DC 36 and gives you the benefits of see invisibility 
  on the target.
  Type moonstone; Level 16; Price 7,500 gp
  Scrying is DC 37 and gives you the benefits of mind reading 
  on the target, using the same save DC.
  Type peridot; Level 17; Price 12,500 gp
  Scrying is DC 39 and gives you the benefits of 
  telepathy for communicating with the target.
  Type obsidian; Level 19; Price 32,000 gp
  Scrying is DC 41 and gives you the benefits of 
  true seeing for anything you watch through it.
  DECANTER OF ENDLESS WATER 
  ITEM 7
  CONJURATION
   MAGICAL
   WATER
  Price 320; Bulk L
  This item looks like an ordinary glass flask full of water. 
  The stopper can’t be removed unless you speak one of 
  the item’s three command words, each of which causes 
  water to pour forth in a different way. Pulling the stopper 
  straight out creates fresh water, and rotating it as you pull 
  creates salt water. Any effect of the decanter lasts until the 
  decanter is plugged (with its own stopper, a finger, or the like).
  Activate � command, Interact; Effect Speaking “stream,” 
  you cause water to pour out at a rate of 1 gallon per round.
  Activate � command, Interact; Effect Speaking 
  “fountain,” you cause water to pour out in a 5-foot-long 
  stream at a rate of 5 gallons per round.
  Activate � command, Interact; Effect Speaking “geyser,” 
  you cause a powerful deluge of water to erupt at a rate 
  of 15 gallons per round. You can direct the stream at a 
  creature, subjecting it to the effects of hydraulic 
  push (spell attack roll +15). You can repeat this 
  once per round as long as the geyser continues, 
  spending an Interact action to direct the geyser 
  each time.
  EVERBURNING TORCH 
  ITEM 1
  EVOCATION
   LIGHT
   MAGICAL
  Price 15 gp
  Usage held in 1 hand; Bulk L
  An everburning torch is one of the most common 
  applications of permanent magic. This torch sheds light 
  constantly, requiring no oxygen and generating no heat. 
  The flame can be covered or hidden, but can’t be smothered 
  or quenched.
  HOLY PRAYER BEADS 
  ITEM 5+
  UNCOMMON
   DIVINE
   HEALING
   NECROMANCY
   POSITIVE
  Usage held in 1 hand; Bulk —
  This strand of ordinary-looking prayer beads glows with a 
  soft light and becomes warm to the touch the first time you 
  cast a divine spell while holding it. When you do, the prayer 
  beads become attuned to your deity, changing their form 
  and iconography to prominently incorporate your deity’s 
  religious symbol and iconography. The beads don’t transform 
  or function for an evil spellcaster.
  Whenever you cast a divine spell from your own spell slots 
  while holding the prayer beads, you recover 1 Hit Point; this 
  is a positive healing effect. If the spell you cast was a healing 
  spell, you can grant this additional healing to one of the 
  spell’s targets instead of yourself.
  Activate Cast a Spell; Effect Cast bless or heal, 
  each once per day.
  Type standard; Level 5; Price 160 gp
  Type greater; Level 11; Price 1,400 gp
  You recover 1d4 Hit Points instead of 1 Hit Point 
  when casting divine spells from your spell slots. 
  Change the beads’ list of spells to the 4th-level 
  versions of bless, divine wrath (matching one 
  component of your deity’s alignment), heal, neutralize 
  poison, and remove disease. You can cast each of these 
  once per day.
  Craft Requirements You have a spellcasting class 
  feature with the divine tradition.
  HORN OF BLASTING 
  ITEM 9
  EVOCATION
   SONIC
  Price 700 gp
  Usage held in 1 hand; Bulk L
  A horn of blasting is a bright brass trumpet. It can 
  be played as an instrument, granting a +2 item 
  bonus to your Performance check.
  Activate � Interact; Frequency once per round; 
  Effect When you activate the horn by blowing into it with 
  destructive intent, you create a blast note targeting 
  one creature or object within 30 feet. The blast deals 
  3d6 sonic damage. (DC 28 basic Fortitude save).
  Activate � Interact; Frequency once per 
  day; Effect You can blow even louder to create 
  an intense blast wave in a 30-foot cone that 
  deals 8d6 sonic damage. Each creature 
  attempts a DC 28 Fortitude save with 
  the following effects. 
  Critical Success The creature takes 
  no damage.
  Success The creature takes half damage.
  Failure The creature takes full damage and is deafened for 
  2d6 rounds.
  HORN OF FOG 
  ITEM 6
  CONJURATION
   MAGICAL
   WATER
  Price 230 gp
  Usage held in 1 hand; Bulk 1
  This large ram’s horn perpetually glistens with tiny droplets of 
  water, much like condensation.
  Activate � Interact; Frequency once per hour; Effect You 
  activate the horn by blowing deeply into it, causing it to issue 
  forth a low blast and cast a 2nd-level obscuring mist spell. You 
  can Dismiss the mist at any time by blowing a second note on 
  the horn using an Interact action.
  573
  11
  Crafting & Treasure
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  IMMOVABLE ROD 
  ITEM 9
  MAGICAL
   TRANSMUTATION
  Price 600 gp
  Usage held in 1 hand; Bulk 1
  This flat iron bar is almost completely nondescript, except for 
  one small button appearing on its surface.
  Activate � Interact; You push the button to anchor the rod 
  in place. It doesn’t move, defying gravity if need be. If the 
  button is pushed again, the rod deactivates, ending 
  the anchoring magic. While anchored, the 
  rod can be moved only if 8,000 pounds of 
  pressure are applied to it or if a creature uses 
  Athletics to Force Open the rod with a DC of 
  40 (though most intelligent creatures can just 
  push the button to release the rod).
  MAESTRO’S INSTRUMENT 
  ITEM 3+
  ENCHANTMENT
   MAGICAL
  Usage held in 2 hands; Bulk 1
  A maestro’s instrument can be crafted in the form of 
  any variety of handheld musical instrument. A maestro’s 
  instrument grants you a +1 item bonus to Performance 
  checks while playing music with the instrument. 
  Activate � Interact; Frequency once per day; Effect 
  You can play the instrument to produce the effects of a 
  charm spell.
  Type lesser; Level 3; Price 60 gp
  Type moderate; Level 10; Price 900 gp
  The item bonus is +2, and the charm spell is 4th level.
  Type greater; Level 18; Price 19,000 gp
  The item bonus is +3, and the charm spell is 8th level.
  Craft Requirements You must supply a casting of 
  charm of the appropriate level.
  MARVELOUS MEDICINES 
  ITEM 12+
  MAGICAL
   NECROMANCY
  Usage held in 2 hands; Bulk 1
  This set of healer’s tools contains a seemingly endless 
  supply of bandages, herbs, and healing items of impeccable 
  quality, granting you a +2 item bonus to Medicine checks. 
  Activate � Treat Poison or 8 hours (Treat Disease); 
  Effect You can activate the tools when you use them to 
  Treat Poison in order to produce the effects of neutralize 
  poison, or when you Treat Disease in order to produce the 
  effects of remove disease. Once these medicines have been 
  used to treat a patient’s poison or disease, they can’t be used 
  again to treat the same affliction for that patient. 
  Type standard; Level 12; Price 1,800 gp
  Type greater; Level 18; Price 19,000 gp
  The tools grant a +3 item bonus, and the spells are heightened 
  to 6th level.
  POSSIBILITY TOME 
  ITEM 18
  MAGICAL
   DIVINATION
  Price 22,000 gp
  Usage held in 2 hands; Bulk 2
  An array of semiprecious stones is set into the ornate silver 
  and beaten copper cover of this thick and weighty tome. If 
  you open the book before it’s been activated, its vellum pages 
  are blank and pristine, but once activated, words dance and 
  swim onto the pages before your eyes.
  Activate 10 minutes (envision, Interact); Effect As you flip 
  through the book, you think about a broad topic you want 
  to know more about. Choose one skill: Arcana, Crafting, 
  Medicine, Nature, Occultism, Religion, Society, or a single 
  subcategory of Lore. The book’s pages fill with 
  information about that skill, though only you can 
  see the information. While the pages are full, 
  you can spend an Interact action perusing the 
  book just before attempting a check to Recall 
  Knowledge with the chosen skill. This grants 
  you a +3 item bonus to the check, and if you 
  roll a critical failure, you get a failure instead. 
  The information within the book disappears after 
  24 hours or when the tome is activated again. 
  PRIMEVAL MISTLETOE 
  ITEM 6+
   PRIMAL
   TRANSMUTATION
  Usage held in 1 hand; Bulk —
  This sprig of berry-festooned holly and mistletoe doesn’t wilt 
  or rot. It can be used as a primal focus, and it also grants the 
  creature holding it a +1 item bonus to Nature checks. 
  Activate � Interact; Frequency once per 10 minutes; 
  Effect You squeeze juice from one of the berries and smear 
  it onto a non-magical club or staff to cast shillelagh upon it.
  Activate � Interact; Frequency once per day; Effect You 
  can twine the sprig around the wrist of one hand and touch 
  a tree to cast tree shape upon yourself, except instead of a 
  becoming a tree, you become a vine on the touched tree. 
  Type standard; Level 6; Price 230 gp
  Type greater; Level 14; Price 3,900 gp
  The sprig grants a +2 bonus and can be activated in one 
  additional way:
  Activate � Interact; Frequency once per day; Effect You 
  plant the primeval mistletoe into an area of natural 
  earth or stone. Once planted, the plant immediately 
  sprouts into an area of holly bushes that don’t impede 
  movement and that pulse with positive energy, replicating 
  the effects of a field of life spell. This lasts for up to 1 minute, 
  as long as you continue to Sustain the Activation. When this 
  magic ends, the holly bushes revert back into the original 
  primeval mistletoe. 
  ROD OF NEGATION 
  ITEM 14
   ABJURATION
   MAGICAL
  Price 4,300 gp
  Usage held in 1 hand; Bulk 1
  This long, plain, leaden rod can disrupt magic. 
  Activate � Interact; Effect This rod emits a thin, gray 
  beam that negates a spell or magic item, casting a 6th-level 
  dispel magic spell with a counteract modifier of +23. Once 
  activated, the rod can’t be activated again for 2d6 hours.
  Core Rulebook
  574
  
  ROD OF WONDER 
  ITEM 8
  RARE
   CHAOTIC
   EVOCATION
   MAGICAL
  Price 465 gp
  Usage held in 1 hand; Bulk L
  This peculiar rod is strange and unpredictable. Each time it is 
  activated, it produces one of a variety of effects at random.
  Activate � command, Interact; Effect Choose a creature 
  within 60 feet and roll d% on the table below to determine the 
  rod’s effect. If an entry lists only a spell name, the rod casts 
  that spell at its lowest level. You make any decisions for a 
  spell cast by the rod unless otherwise indicated, except that it 
  must target the creature you chose, or the creature you chose 
  must be the center of the spell’s area, if it has an area but no 
  targets. If the spell’s range is less than 60 feet, increase the 
  range to 60 feet.
  Any spell DC required is DC 27, and any spell attack roll 
  required is +17. If the rod casts a spell on you, you don’t get a 
  saving throw or other defense against it.
  Once activated, the rod can’t be activated again for 1d4 hours.
  D% 
  Wondrous Effect
  1–3 
  Leaves grow from the target; they last 24 hours
  4–8 
  Darkness
  9 
  Summon a giant stag beetle (5th-level summon 
   
  animal; Pathfinder Bestiary 41)
  10–13 
  A stream of 600 large and colorful 
   
  butterflies pours forth, fluttering in
   
  a 20-foot burst for 2 rounds;
   
  creatures are blinded while in the 
   
  cloud of butterflies
  14–15 
  All the target’s weapons animate
   
  with the effects of the dancing rune
  16–25 Lightning bolt
  26–29 Grass grows in a 60-foot cone in front 
   
  of the rod, or existing grass grows at 
   
  10 × normal rate
  30 
  Target turns blue, green, or purple with an 
   
  unlimited duration
  31 
  Summon an elephant (6th-level summon animal; 
   
  Pathfinder Bestiary 154)
  32–34 Heavy rain falls in a 60-foot radius around you for
   
  1 round
  35–38 Stinking cloud
  39 
  Summon an ineffective mouse (1st-level summon 
   
  animal)
  40–42 Vibrant pattern, with a 1-round duration
  43–44 The rod casts mirror image on you
  45–46 Gust of wind
  47–48 The non-living, unattended object closest to the 
   
  target (up to 30 cubic feet in size) turns ethereal for 
   
  an unlimited duration
  49–53 Slow
  54 
  You turn blue, green, or purple with an unlimited 
   
  duration
  55–59 The rod casts pest form on you, lasting 1d4 rounds
  60–61 1d4 × 10 gems, each worth 1 sp, shoot from the rod,
   
  dealing 1 piercing damage to each creature in a
   
  15-foot cone
  62 
  Sleep, with a 100-foot burst
  63–72 Fireball
  73–77 Mind reading
  78–80 Roll again; the target believes you created the 
   
  effect of the second roll
  81–84 Enlarge 
  85–87 Target is coated in nectar, making it clumsy 1 for 
   
  1 round
  88–92 Faerie fire
  93–97 The rod casts invisibility on you
  98–100 The rod casts shrink on you, lasting 1 day
  SKELETON KEY 
  ITEM 5+
  MAGICAL
   TRANSMUTATION
  Usage held in 1 hand; Bulk —
  A grinning skull tops the bow of this macabre key. This key 
  can be used in place of thieves’ tools when attempting to Pick 
  a Lock, and it grants a +1 item bonus to the Thievery check. 
  If the skeleton key becomes broken due to a critical failure 
  on the check, it works as normal thieves’ tools and loses its 
  benefits until repaired.
  Activate � Interact; Frequency once per day; Trigger You 
  attempt to Pick a Lock but haven’t rolled yet; Effect The key 
  casts knock on the lock you’re trying to pick.
  Type standard; Level 5; Price 125 gp
  Type greater; Level 11; Price 1,250 gp
  The key grants a +2 item bonus, and you can activate the key 
  once per hour.
  THURIBLE OF REVELATION  
  ITEM 3+
  DIVINATION
   DIVINE
  Usage held in 1 hand; Bulk 1
  This brass censer dangles on a length of chain. 
  Most thuribles of revelation are adorned with 
  swirling Celestial text, though some are iron 
  and feature Infernal or Abyssal text. 
  Activate � Interact; Cost incense worth 
  at least 5 gp; Effect You light the incense inside the 
  censer, and it burns for 1 hour. During that time, as long you 
  are holding the thurible, you gain a +1 item bonus to Religion 
  checks, and any critical failure you roll when you Decipher 
  Writing of a religious nature is a failure instead.
  Type lesser; Level 3; Price 55 gp
  Type moderate; Level 10; Price 900 gp
  The thurible grants a +2 bonus. Once per day, when you 
  activate the thurible, you can increase its revelations. During 
  that activation, you can hold the thurible up to your eyes with 
  an Interact action to gain the effects of see invisibility for 1 
  round by peering through the smoke.
  Type greater; Level 18; Price 19,000 gp
  The thurible grants a +3 bonus. The greater version shares the 
  once-per-day enhanced revelations of the moderate version, 
  except peering through the smoke also grants you the effects 
  of true seeing.
  575
  11
  Crafting & Treasure
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  TRAVELER’S ANY-TOOL  
  ITEM 6
  MAGICAL
   TRANSMUTATION
  Price 200 gp
  Usage held in 2 hands; Bulk 1
  Before it’s activated, this item appears to be an ash rod capped 
  with steel on either end.
  Activate � Interact, envision; Effect You imagine a 
  specific simple tool, and the any-tool transforms into it. 
  (Usually, you can choose from a tool listed in Chapter 6). This 
  transforms the wooden portion into any haft and the metal 
  caps into spades, hammer heads, or the like, allowing for most 
  basic tools but nothing more complex. You can return the item 
  to its rod form with an Interact action.
  TRITON’S CONCH  
  ITEM 9
  MAGICAL
   TRANSMUTATION
  Price 640 gp
  Usage held in 1 hand; Bulk L
  If you put this large opalescent conch shell to your ear, 
  you can hear the sound of the roaring sea crashing against 
  the shore.
  Activate � Interact (auditory); Effect You can raise 
  the conch to your lips and blow into it, letting out a long, 
  rumbling note. For the next minute, you and all allies who 
  were within 30 feet of you when you activated the conch 
  gain a +2 item bonus to Athletics checks to Swim and can 
  breathe under water.
  WONDROUS FIGURINE 
  ITEM 2+
  CONJURATION
   MAGICAL
  Usage held in 1 hand; Bulk L
  Each one of these statuettes is 1 inch in height, carved from 
  a specific material and taking the shape of a particular animal 
  or animals. 
  Activate � command, Interact; Effect You activate 
  the statue by placing it on solid ground and then speaking 
  its name, causing the statuette to transform into a living 
  creature or creatures. In creature form, the figurine has the 
  minion trait. It can understand your language and it obeys 
  you to the best of its ability when you use an action to 
  command it. The specifics of each creature, as well as the 
  activation’s frequency (if any), appear in its entry below.
  If the figurine is slain while in animal form, it reverts to 
  its statue shape and cannot be activated again until 1 week 
  has passed. If the figurine is destroyed in statue form, it is 
  shattered and its magic is lost.
  Type golden lions; Level 10; Price 900 gp
  This statuette depicts a pair of gold lions, and when activated, 
  it becomes a pair of adult lions (Pathfinder Bestiary 52). The 
  lions can be called on only once per day, and they remain 
  in lion form for no more than 1 hour. If either of the lions 
  is slain, that lion cannot be summoned again until 1 week 
  has passed, but this doesn’t prevent you from summoning 
  the other.
  Type jade serpent; Level 7; Price 340 gp
  This tiny statue first appears to be a formless lump of jade 
  until closer inspection reveals it to be a serpentine body curled 
  into a snug knot. When activated, this figurine becomes a 
  giant viper (Pathfinder Bestiary 303). The figurine can be used 
  only once per day, and it can remain in serpent form for no 
  more than 10 minutes.
  Type marble elephant; Level 13; Price 2,700 gp
  Finely carved from a solid piece of marble, this gleaming 
  elephant statuette becomes a fully grown elephant 
  (Pathfinder Bestiary 154) when activated. The elephant 
  can be called upon no more than four times per month. 
  It remains for 24 hours as long as it is being used as a 
  beast of burden or for transport. If it attempts an attack or 
  otherwise engages in combat, it reverts to statuette form 
  after 1d4 rounds.
  Type obsidian steed; Level 15 (uncommon); Price 6,000 gp
  This sinister-looking black statuette resembles a horse rearing 
  up on its hind legs. When activated, this figurine becomes a 
  nightmare (Pathfinder Bestiary 244). It can be called upon 
  once per week for up to 24 hours, though it won’t use plane 
  shift or its other abilities on behalf of its rider. Although evil, 
  it allows itself to be ridden by creatures of any alignment, 
  although if a good creature mounts it, the rider must attempt 
  a DC 3 flat check. On a failure, the nightmare uses plane shift 
  to take the rider to a random location in the Abyss, where 
  it promptly returns to statue form, stranding its rider in that 
  nightmarish place.
  Type onyx dog; Level 2; Price 34 gp
  This simple onyx statue transforms into a guard dog 
  (Pathfinder Bestiary 102). The dog has a +4 circumstance 
  bonus to Survival checks to Track, and it has darkvision. 
  When the dog senses a hidden creature with its scent, that 
  creature is instead observed and concealed. The onyx dog 
  can be activated once per week and remains in its form for 
  up to 6 hours.
  Core Rulebook
  576
  
  Materials
  Most items are made from readily available materials—
  usually leather, wood, or steel—but some weapons and 
  armor are made from more exotic materials, giving 
  them unique properties and other advantages. Weapons 
  made from precious materials are better able to harm 
  certain creatures, and armor of these materials provides 
  enhanced protection. 
  Most materials are metals; they can be used to make 
  metal weapons and armor. The GM is the final arbiter of 
  what items can be made using a material. An item can be 
  made with no more than one precious material, and only 
  an expert in Crafting can create it. Some rare and exotic 
  materials require master or even legendary proficiency.
  A material’s Price depends on how hard it is to work, 
  its scarcity, and its purity; most items made with precious 
  materials use an alloy, blend, or coating rather than using 
  the material in its purest form. The three grades of purity 
  for precious materials are low-grade, standard-grade, and 
  high-grade. Regardless of a precious material’s purity, an 
  item made from it gains the full effects of the precious 
  material, but creating higher-level items and more powerful 
  magic runes with precious material requires greater purity. 
  Some precious materials are available only at certain 
  grades. For instance, adamantine can’t be low-grade, and 
  orichalcum must be high-grade. Items made of materials 
  with a lower grade than expected for the item’s level, or of 
  a higher grade than necessary, will mention the precious 
  material’s grade.
  Material Statistics
  Table 11–4 below provides the Hardness, Hit Points, 
  Broken Threshold, and example items for some types 
  of common materials. The table has separate entries for 
  thin items (like shields), ordinary items (like armor), and 
  reinforced or durable structures (such as walls).
  Stone is a catchall for any hard stone, such as granite 
  and marble. Likewise, wood covers ordinary woods, such 
  as oak and pine. Metal weapons and armor are assumed 
  to be made of iron or steel unless noted otherwise.
  If an object consists of more than one material, the 
  GM typically uses the statistics for the strongest material 
  involved. For instance, breaking a wall made of paper 
  panels over a woven wooden framework would require 
  damaging thin wood, not paper. However, the GM 
  might choose the weaker material based on the item’s 
  function. For instance, breaking the wooden handle of 
  a hammer rather than its iron head would still render 
  the item unusable. Sometimes an item is even less sturdy 
  than the Hardness and Hit Points provided for a thin 
  object; for instance, a twig doesn’t take 9 damage to 
  break, even though it’s made of thin wood. Similarly, 
  a particularly sturdy item or structure might have even 
  higher Hardness and Hit Points. Certain structures, 
  particularly thick walls, are so reinforced that you have 
  to break them down over time with tools. (Page 515 has 
  more information on walls.)
  Precious Materials
  Materials with the precious trait can be substituted for 
  base materials. For example, a hammer’s head could be 
  made of adamantine instead of iron. Items made of a 
  precious material cost more than typical items; not only 
  does precious material cost more, but the crafter must 
  invest more time working with it. In addition, more 
  powerful items require precious materials of greater purity. 
  TABLE 11–4: MATERIAL HARDNESS, HIT POINTS, AND BROKEN THRESHOLD 
    
   
  Material 
  Hardness 
  HP 
  BT 
  Example Items
  Paper 
  0 
  1 
  — 
  Book pages, paper fan, scroll
  Thin cloth 
  0 
  1 
  — 
  Kite, silk dress, undershirt 
  Thin glass 
  0 
  1 
  — 
  Bottle, spectacles, window pane
  Cloth 
  1 
  4 
  2 
  Cloth armor, heavy jacket, sack, tent
  Glass 
  1 
  4 
  2 
  Glass block, glass table, heavy vase
  Glass structure 
  2 
  8 
  4 
  Glass block wall
  Thin leather 
  2 
  8 
  4 
  Backpack, jacket, pouch, strap, whip
  Thin rope 
  2 
  8 
  4 
  Standard adventuring rope
  Thin wood 
  3 
  12 
  6 
  Chair, club, sapling, wooden shield
  Leather 
  4 
  16 
  8 
  Leather armor, saddle
  Rope 
  4 
  16 
  8 
  Industrial rope, ship rigging
  Thin stone 
  4 
  16 
  8 
  Chalkboard, slate tiles, stone cladding
  Thin iron or steel 
  5 
  20 
  10 
  Chain, steel shield, sword
  Wood 
  5 
  20 
  10 
  Chest, simple door, table, tree trunk
  Stone 
  7 
  28 
  14 
  Paving stone, statue
  Iron or steel 
  9 
  36 
  18 
  Anvil, iron or steel armor, stove
  Wooden structure 
  10 
  40 
  20 
  Reinforced door, wooden wall
  Stone structure 
  14 
  56 
  28 
  Stone wall
  Iron or steel structure 
  18 
  72 
  36 
  Iron plate wall
  577
  11
  Crafting & Treasure
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  A number of precious materials are described below. The 
  Price entry for each material gives the Price of a simple 
  non-magical item made of that material, based on its Bulk 
  (if the item is lighter than 1 Bulk, use the price for 1 Bulk), 
  as well as Prices for different amounts of the material itself. 
  Prices for armor, shields, and weapons made of precious 
  material are in the Armor (page 555), Shields (page 586), 
  and Weapons (page 599) sections of this chapter. 
  Crafting WitH prECious matErials
  Only an expert crafter can create a low-grade item, only 
  a master can create a standard-grade item, and only a 
  legendary crafter can create a high-grade item. In addition, 
  to Craft with a precious material, your character level 
  must be equal to or greater than that of the material. 
  Low-grade items can be used in the creation of magic 
  items of up to 8th level, and they can hold runes of up 
  to 8th level. Standard-grade items can be used to create 
  magic items of up to 15th level and can hold runes of 
  up to 15th level. High-grade items use the purest form 
  of the precious material, and can be used to Craft magic 
  items of any level holding any runes. Using purer forms 
  of common materials is so relatively inexpensive that the 
  Price is included in any magic item.
  When you Craft an item that incorporates a precious 
  material, your initial raw materials for the item must 
  include that material; at least 10% of the investment 
  must be of the material for low-grade, at least 25% for 
  standard-grade, and all of it for high-grade. For instance, 
  a low-grade silver object of 1 Bulk costs 20 gp. Of the 10 
  gp of raw materials you provide when you start to Craft 
  the item, at least 1 gp must be silver. The raw materials 
  you spend to complete the item don’t have to consist of the 
  precious material, though the GM might rule otherwise in 
  certain cases. 
  After creating an item with a precious material, you can 
  use Craft to improve its grade, paying the Price difference 
  and providing a sufficient amount of the precious material.
  ADAMANTINE 
  MATERIAL 8+
  UNCOMMON
   PRECIOUS
  Mined from rocks that fell from the heavens, adamantine is one 
  of the hardest metals known. It has a shiny, black appearance, 
  and it is prized for its amazing resiliency and ability to hold an 
  incredibly sharp edge.
  Type adamantine chunk; Price 500 gp; Bulk L
  Type adamantine ingot; Price 5,000 gp; Bulk 1
  Type standard-grade adamantine object; Level 8; Price 350 gp 
  per Bulk
  Type high-grade adamantine object; Level 16; Price 6,000 gp 
  per Bulk
  Adamantine Items 
  Hardness 
  HP 
  BT
  Thin Items
   
  Standard-grade 
  10 
  40 
  20
   
  High-grade 
  13 
  52 
  26
  Items
   
  Standard-grade 
  14 
  56 
  28
   
  High-grade 
  17 
  68 
  34
  Structures
   
  Standard-grade 
  28 
  112 
  56
   
  High-grade 
  34 
  136 
  68
  COLD IRON 
  MATERIAL 2+
   PRECIOUS
  Weapons made from cold iron are deadly to demons and fey alike. 
  Cold iron looks like normal iron but is mined from particularly 
  pure sources and shaped with little or no heat. This process is 
  extremely difficult, especially for high-grade cold iron items.
  Type cold iron chunk; Price 10 gp; Bulk L
  Type cold iron ingot; Price 100 gp; Bulk 1
  Type low-grade cold iron object; Level 2; Price 20 gp per Bulk
  Type standard-grade cold iron object; Level 7; Price 250 gp 
  per Bulk
  Type high-grade cold iron object; Level 15; Price 4,500 gp 
  per Bulk
  Cold Iron Items 
  Hardness 
  HP 
  BT
  Thin Items
   
  Low-grade 
  5 
  20 
  10
   
  Standard-grade 
  7 
  28 
  14
   
  High-grade 
  10 
  40 
  20
  Items
   
  Low-grade 
  9 
  36 
  18
   
  Standard-grade 
  11 
  44 
  22
   
  High-grade 
  14 
  56 
  28
  Structures
   
  Low-grade 
  18 
  72 
  36
   
  Standard-grade 
  22 
  88 
  44
   
  High-grade 
  28 
  112 
  56
  DARKWOOD 
  MATERIAL 8+
  UNCOMMON
   PRECIOUS
  Darkwood is a very lightweight wood found primarily in old-
  growth forests in south-central Avistan; it is dark as ebony but 
  has a slight purple tint. A darkwood item’s Bulk is reduced by 
  1 (or to light Bulk if its normal Bulk is 1, with no effect on an 
  item that normally has light Bulk). The Price of an item made 
  of darkwood is based on the item’s normal Bulk, not its reduced 
  Bulk for being made of darkwood, but reduce the Bulk before 
  making any further Bulk adjustments for the size of the item.
  Type darkwood branch; Price 500 gp; Bulk L
  Type darkwood lumber; Price 5,000 gp; Bulk 1
  Type standard-grade darkwood object; Level 8; Price 350 gp 
  per Bulk
  Type high-grade darkwood object; Level 16; Price 6,000 gp 
  per Bulk
  Darkwood Items 
  Hardness 
  HP 
  BT
  Thin Items
   
  Standard-grade 
  5 
  20 
  10
   
  High-grade 
  8 
  32 
  16
  Core Rulebook
  578
  
  Items
   
  Standard-grade 
  7 
  28 
  14
   
  High-grade 
  10 
  40 
  20
  Structures
   
  Standard-grade 
  14 
  56 
  28
   
  High-grade 
  20 
  80 
  40
  DRAGONHIDE 
  MATERIAL 8+
  UNCOMMON
   PRECIOUS
  The hide and scales of a dragon can be used to Craft any item 
  normally made of ordinary leather or hide. Dragonhide varies in 
  color from blue to glittering gold, depending on the dragon it came 
  from. Due to the scales’ resiliency, it can also be used to Craft 
  armor usually made out of metal plates (such as a breastplate, 
  half plate, and full plate), allowing such armor to be made without 
  metal. Dragonhide objects are immune to one damage type, 
  depending on the type of dragon (see the table below).
  Type standard-grade dragonhide object; Level 8; Price 350 gp 
  per Bulk
  Type high-grade dragonhide object; Level 16; Price 6,000 gp 
  per Bulk
  Dragon Type 
  Resistance
  Black or copper 
  Acid
  Blue or bronze 
  Electricity
  Brass, gold, or red 
  Fire
  Green 
  Poison
  Silver or white 
  Cold
  Dragonhide Items 
  Hardness 
  HP 
  BT
  Thin Items
   
  Standard-grade 
  4 
  16 
  8
   
  High-grade 
  8 
  32 
  16
  Items
   
  Standard-grade 
  7 
  28 
  14
   
  High-grade 
  11 
  44 
  22
  MITHRAL  
  MATERIAL 8+
  UNCOMMON
   PRECIOUS
  Mithral is renowned for its lightness, durability, and 
  effectiveness against a range of creatures including devils and 
  lycanthropes. It has the same sheen as silver but a slightly 
  lighter hue. Mithral weapons and armor are treated as if 
  they were silver for the purpose of damaging creatures with 
  weakness to silver. A metal item made of mithral is lighter 
  than one made of iron or steel: the item’s Bulk is reduced by 
  1 (reduced to light Bulk if its normal Bulk is 1, with no effect 
  on an item that normally has light Bulk). The Price of an item 
  made of this material is based on the item’s normal Bulk, not 
  its reduced Bulk for being made of mithral, but reduce the 
  Bulk before making any further Bulk adjustments for the size 
  of the item.
  Type mithral chunk; Price 500 gp; Bulk L
  Type mithral ingot; Price 5,000 gp; Bulk 1
  Type standard-grade mithral object; Level 8; Price 350 gp per Bulk
  Type high-grade mithral object; Level 16; Price 6,000 gp per Bulk
  Mithral Items 
  Hardness 
  HP 
  BT
  Thin Items
   
  Standard-grade 
  5 
  20 
  10
   
  High-grade 
  8 
  32 
  16
  Items
   
  Standard-grade 
  9 
  36 
  18
   
  High-grade 
  12 
  48 
  24
  Structures
   
  Standard-grade 
  18 
  72 
  36
   
  High-grade 
  24 
  96 
  48
  ORICHALCUM 
  MATERIAL 17+
  RARE
   PRECIOUS
  The most rare and valuable skymetal, orichalcum is coveted for 
  its incredible time-related magical properties. This dull, coppery 
  metal isn’t as physically sturdy as adamantine, but orichalcum’s 
  time-bending properties protect it, granting it greater Hardness 
  and Hit Points. If an orichalcum item takes damage but isn’t 
  destroyed, it repairs itself completely 24 hours later.
  Type orichalcum chunk; Price 1,000 gp; Bulk L
  Type orichalcum ingot; Price 10,000 gp; Bulk 1
  Type high-grade orichalcum object; Level 17; Price 10,000 gp 
  per Bulk
  Orichalcum Items 
  Hardness 
  HP 
  BT
  Thin Items
   
  High-grade 
  16 
  64 
  32
  Items
   
  High-grade 
  18 
  72 
  36
  Structures
   
  High-grade 
  35 
  140 
  70
  SILVER 
  MATERIAL 2+
   PRECIOUS
  Silver weapons are a bane to creatures ranging from devils to 
  werewolves. Silver items are less durable than steel items, and 
  low-grade silver items are usually merely silver-plated. 
  Type silver chunk; Price 10 gp; Bulk L
  Type silver ingot; Price 100 gp; Bulk 1
  Type low-grade silver object; Level 2; Price 20 gp per Bulk
  Type standard-grade silver object; Level 7; Price 250 gp per Bulk
  Type high-grade silver object; Level 15; Price 4,500 gp per Bulk
  Silver Items 
  Hardness 
  HP 
  BT
  Thin Items
   
  Low-grade 
  3 
  12 
  6
   
  Standard-grade 
  5 
  20 
  10
   
  High-grade 
  8 
  32 
  16
  Items
   
  Low-grade 
  5 
  20 
  10
   
  Standard-grade 
  7 
  28 
  14
   
  High-grade 
  10 
  40 
  20
  Structures
   
  Low-grade 
  10 
  40 
  20
   
  Standard-grade 
  14 
  56 
  28
   
  High-grade 
  20 
  80 
  40
  579
  11
  Crafting & Treasure
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Runes
  Most magic weapons and armor gain their enhancements 
  from potent eldritch runes etched into them. These runes 
  allow for in-depth customization of items.
  Runes must be physically engraved on items through a 
  special process to convey their effects. They take two forms: 
  fundamental runes and property runes. Fundamental 
  runes offer the most basic and essential benefits: a weapon 
  potency rune adds a bonus to a weapon’s attack rolls, 
  and the striking rune adds extra weapon damage dice. An 
  armor potency rune increases the armor’s item bonus to 
  AC, and the resilient rune grants a bonus to the wearer’s 
  saving throws. Property runes, by contrast, grant more 
  varied effects—typically powers that are constant while 
  the armor is worn or that take effect each time the weapon 
  is used, such as a rune that grants energy resistance or one 
  that adds fire damage to a weapon’s attacks. 
  The number of property runes a weapon or armor can 
  have is equal to the value of its potency rune. A +1 weapon 
  can have one property rune, but it could hold another 
  if the +1 weapon potency rune were upgraded to a +2 
  weapon potency rune. Since the striking and resilient runes 
  are fundamental runes, they don’t count against this limit.
  An item with runes is typically referred to by the value of 
  its potency rune, followed by any other fundamental runes, 
  then the names of any property runes, and ends with the 
  name of the base item. For example, you might have a +1 
  longsword or +2 greater resilient fire-resistant chain mail.
  Rune-etched armor and weapons have the same Bulk 
  and general characteristics as the non-magical version 
  unless noted otherwise. The level of an item with runes 
  etched onto it is equal to the highest level among the base 
  item and all runes etched on it; therefore, a +1 striking 
  mace (a 4th-level item) with a disrupting rune (a 5th-level 
  rune) would be a 5th-level item.
  Each rune can be etched into a specific type of armor or 
  weapon, as indicated in the Usage entry of the rune’s stat 
  block. Explorer’s clothing can have armor runes etched on 
  it even though it’s not armor, but because it’s not in the 
  light, medium, or heavy armor category, it can’t have runes 
  requiring any of those categories.
  Investiture
  If a suit of armor has any runes, it has the invested trait, 
  requiring you to invest it to get its magical benefits.
  Rune Formulas
  The Price of a rune’s formula is the same as the Price of a 
  formula for an item of the same level; it can be acquired in 
  the same way as an item formula (described on page 293).
  The Etching Process
  Etching a rune on an item follows the same process as 
  using the Craft activity to make an item. You must have 
  the formula for the rune, the item you’re adding the rune to 
  must be in your possession throughout the etching process, 
  and you must meet any special Craft Requirements of the 
  rune. The rune has no effect until you complete the Craft 
  activity. You can etch only one rune at a time.
  transfErring runEs
  You can transfer runes between one item and another, 
  including a runestone (page 571). This also uses the Craft 
  activity. This lets you either move one rune from one item 
  to another or swap a rune on one item with a rune on the 
  other item. To swap, the runes must be of the same form 
  (fundamental or property). 
  If an item can have two or more property runes, you 
  decide which runes to swap and which to leave when 
  transferring. If you attempt to transfer a rune to an item 
  that can’t accept it, such as transferring a melee weapon 
  rune to a ranged weapon, you get an automatic critical 
  failure on your Crafting check. If you transfer a potency 
  rune, you might end up with property runes on an item 
  that can’t benefit from them. These property runes go 
  dormant until transferred to an item with the necessary 
  potency rune or until you etch the appropriate potency 
  rune on the item bearing them.
  The DC of the Crafting check to transfer a rune is 
  determined by the item level of the rune being transferred, 
  and the Price of the transfer is 10% of the rune’s Price, 
  unless transferring from a runestone, which is free. If you’re 
  swapping, use the higher level and higher Price between the 
  two runes to determine these values. It takes 1 day (instead 
  of the 4 days usually needed to Craft) to transfer a rune or 
  swap a pair of runes, and you can continue to work over 
  additional days to get a discount, as usual with Craft. 
  Fundamental Runes
  Four fundamental runes produce the most essential magic 
  of protection and destruction: armor potency and resilient 
  runes for armor, and weapon potency and striking runes for 
  weapons. A potency rune is what makes a weapon a magic 
  weapon (page 599) or armor magic armor (page 556).
  An item can have only one fundamental rune of each 
  type, though etching a stronger rune can upgrade an 
  existing rune to the more powerful version (as described 
  in each rune’s entry). As you level up, you typically 
  alternate between increasing an item’s potency rune and 
  its striking or resilient rune when you can afford to.
  Fundamental Rune Etched Onto Benefit
  Armor potency 
  Armor 
  Increase item bonus to AC
   
   
  and determine maximum 
   
   
  number of property runes 
  Resilient 
  Armor 
  Grant item bonus to saves
  Weapon potency 
  Weapon 
  Grant an item bonus to 
   
   
  attack rolls and determine 
   
   
  maximum number of 
   
   
  property runes
  Striking 
  Weapon 
  Increase weapon damage 
   
   
  dice
  Core Rulebook
  580
  
  SPECIFIC ARMOR AND WEAPONS
  Unlike armor and weapons enhanced with runes, specific 
  armor and weapons (such as ghoul hide or a holy avenger) 
  are created for a specific purpose and can work quite 
  differently from other items of their type. Specific magic 
  armor and weapons can’t gain property runes, but you 
  can add or improve their fundamental runes.
  RUNE TRANSFER EXAMPLES
  You could transfer a flaming rune from a +1 striking 
  flaming greatsword to a +2 striking longsword, resulting 
  in a +2 striking flaming longsword and a +1 striking 
  greatsword. You could swap the weapon potency runes 
  from a +1 longsword and a +2 greatsword, resulting in a 
  +2 longsword and a +1 greatsword. However, you couldn’t 
  swap a +1 weapon potency rune from one weapon with a 
  flaming property rune from another weapon, as the two 
  runes don’t have the same form.
  When transferring a rune to an item that can hold 
  multiple property runes, you can decide whether you 
  transfer a single rune or swap runes between the items. 
  For example, a +2 weapon can hold two property runes. If 
  you transferred a flaming rune from a +1 striking flaming 
  rapier to a +2 striking frost warhammer, you would 
  decide whether you wanted to end up with a +1 striking 
  rapier and a +2 striking flaming frost warhammer or a +1 
  striking frost rapier and a +2 striking flaming warhammer.
  fundamEntal armor runEs
  ARMOR POTENCY 
  RUNE 5+
  ABJURATION
   MAGICAL
  Usage etched onto armor
  Magic wards deflect attacks. Increase the armor’s item bonus 
  to AC by 1. The armor can be etched with one property rune.
  You can upgrade the armor potency rune already etched 
  on a suit of armor to a stronger version, increasing the 
  values of the existing rune to those of the new rune. You 
  must have the formula of the stronger rune to do so, and 
  the Price of the upgrade is the difference between the two 
  runes’ Prices.
  Type +1 armor potency; Level 5; Price 160 gp; Craft 
  Requirements You are an expert in Crafting.
  Type +2 armor potency; Level 11; Price 1,060 gp; Craft 
  Requirements You are a master in Crafting.
  Increase the armor’s item bonus to AC by 2, and the armor can 
  be etched with two property runes.
  Type +3 armor potency; Level 18; Price 20,560 gp; Craft 
  Requirements You are legendary in Crafting.
  Increase the armor’s item bonus to AC by 3, and the armor can 
  be etched with three property runes.
  RESILIENT 
  RUNE 8+
  ABJURATION
   MAGICAL
  Usage etched onto armor
  Resilient runes imbue armor with additional protective magic. 
  This grants the wearer a +1 item bonus to saving throws.
  You can upgrade the resilient rune already etched on a suit 
  of armor to a stronger version, increasing the values of the 
  existing rune to those of the new rune. You must have the 
  formula of the stronger rune to do so, and the Price of the 
  upgrade is the difference between the two runes’ Prices.
  Type resilient; Level 8; Price 340 gp
  Type greater resilient; Level 14; Price 3,440 gp
  The armor grants a +2 item bonus to saving throws.
  Type major resilient; Level 20; Price 49,440 gp
  The armor grants a +3 item bonus to saving throws.
  fundamEntal WEapon runEs
  STRIKING 
  RUNE 4+
  EVOCATION
   MAGICAL
  Usage etched onto a weapon
  A striking rune stores destructive magic in the weapon, 
  increasing the weapon damage dice it deals to two instead of 
  one. For instance, a +1 striking dagger would deal 2d4 damage 
  instead of 1d4 damage.
  You can upgrade the striking rune already etched on a 
  weapon to a stronger version, increasing the values of the 
  existing rune to those of the new rune. You must have the 
  formula of the stronger rune to do so, and the Price of the 
  upgrade is the difference between the two runes’ Prices.
  Type striking; Level 4; Price 65 gp
  Type greater striking; Level 12; Price 1,065 gp
  The weapon deals three weapon damage dice.
  Type major striking; Level 19; Price 31,065 gp
  The weapon deals four weapon damage dice.
  WEAPON POTENCY 
  RUNE 2+
  EVOCATION
   MAGICAL
  Usage etched onto a weapon
  Magical enhancements make this weapon strike true. Attack 
  rolls with this weapon gain a +1 item bonus, and the weapon 
  can be etched with one property rune.
  You can upgrade the weapon potency rune already 
  etched on a weapon to a stronger version, increasing the 
  values of the existing rune to those of the new rune. You 
  must have the formula of the stronger rune to do so, and 
  the Price of the upgrade is the difference between the two 
  runes’ Prices.
  Type +1 weapon potency; Level 2; Price 35 gp; Craft 
  Requirements You are an expert in Crafting.
  Type +2 weapon potency; Level 10; Price 935 gp; Craft 
  Requirements You are a master in Crafting.
  The item bonus to attack rolls is +2, and the weapon can be 
  etched with two property runes.
  Type +3 weapon potency; Level 16; Price 8,935 gp; Craft 
  Requirements You are legendary in Crafting.
  The item bonus to attack rolls is +3, and the weapon can be 
  etched with three property runes.
  581
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  Appendix
  
  UPGRADING ARMOR AND WEAPON RUNES
  You’ll often want to upgrade the fundamental runes of magic armor or a magic weapon you already have. This requires 
  upgrading each rune separately. Tables 11–5 and 11–6 summarize the Price of each step, with a number in parentheses 
  indicating the item’s level for the Craft activity. This also indicates the typical progression for an adventurer to follow when 
  upgrading their armor and weapons. The tables here don’t include progressions that aren’t as likely to come up, like turning 
  a +1 weapon directly into a +1 greater striking weapon.
  TABLE 11–5: ARMOR UPGRADE PRICES
  Starting Armor 
  Improved Armor 
  Price and Process
  +1 armor 
  +1 resilient armor 
  340 gp to etch resilient (8th level)
  +1 resilient armor 
  +2 resilient armor 
  900 gp to etch +2 armor potency (11th level)
  +2 resilient armor 
  +2 greater resilient armor 
  3,100 gp to etch greater resilient (14th level)
  +2 greater resilient armor 
  +3 greater resilient armor 
  19,500 gp to etch +3 armor potency (18th level)
  +3 greater resilient armor 
  +3 major resilient armor 
  46,000 gp to etch major resilient (20th level)
  TABLE 11–6: WEAPON UPGRADE PRICES
  Starting Weapon 
  Improved Weapon 
  Price and Process
  +1 weapon 
  +1 striking weapon 
  65 gp to etch striking (4th level)
  +1 striking weapon 
  +2 striking weapon 
  900 gp to etch +2 weapon potency (10th level)
  +2 striking weapon 
  +2 greater striking weapon 
  1,000 gp to etch greater striking (12th level)
  +2 greater striking weapon 
  +3 greater striking weapon 
  8,000 gp to etch +3 weapon potency (16th level)
  +3 greater striking weapon 
  +3 major striking weapon 
  30,000 gp to etch major striking (19th level)
  Property Runes
  Property runes add special abilities to armor or a weapon 
  in addition to the item’s fundamental runes. If a suit of 
  armor or a weapon has multiple etchings of the same 
  rune, only the highest-level one applies. You can upgrade 
  a property rune to a higher-level type of that rune in the 
  same way you would upgrade a fundamental rune.
  Rune abilities that must be activated follow the rules 
  for activating magic items on page 532.
  armor propErty runEs
  ANTIMAGIC 
  RUNE 15
  UNCOMMON
   ABJURATION
   MAGICAL
  Price 6,500 gp
  Usage etched onto armor
  This intricate rune displaces spell energy, granting you a +1 
  status bonus to saving throws against magical effects. 
  Activate � command; Frequency once per day; Trigger A 
  spell targets you or includes you in its area; Effect The armor 
  attempts to counteract the triggering spell with the effect of 
  a 7th-level dispel magic spell and a counteract modifier of +26.
  Craft Requirements Supply one casting of dispel magic.
  ENERGY-RESISTANT 
  RUNE 8+
  ABJURATION
   MAGICAL
  Usage etched onto armor
  These symbols convey protective forces from the Elemental 
  Planes. You gain resistance 5 to acid, cold, electricity, or fire. 
  The crafter chooses the damage type when creating the rune. 
  Multiple energy-resistant runes can be etched onto a suit of 
  armor; rather than using only the highest-level effect, each must 
  provide resistance to a different damage type. For instance, a +2 
  acid-resistant greater fire-resistant breastplate would give you 
  acid resistance 5 and fire resistance 10.
  Type energy-resistant; Level 8; Price 420 gp
  Type greater energy-resistant; Level 12; Price 1,650 gp
  You gain resistance 10 to the specified damage type.
  ETHEREAL 
  RUNE 17
  UNCOMMON
   CONJURATION
   MAGICAL
  Price 13,500 gp
  Usage etched onto armor
  An ethereal rune replicates armor on the Ethereal Plane.
  Activate � command; Frequency once per day; Effect You 
  gain the effects of an ethereal jaunt spell. This doesn’t require 
  concentration and lasts for 10 minutes or until you choose to 
  return to material form as a free action.
  Craft Requirements Supply a casting of 9th level ethereal jaunt.
  FORTIFICATION 
  RUNE 12+
  ABJURATION
   MAGICAL
  Usage etched onto medium or heavy armor
  A fortification rune wards against the most deadly attacks. 
  Each time you’re critically hit while wearing the etched armor, 
  attempt a DC 17 flat check. On a success, it becomes a normal 
  hit. This property thickens the armor, increasing its Bulk by 1 
  and the Strength required to reduce its penalties by 2.
  Core Rulebook
  582
  
  Type fortification; Level 12; Price 2,000 gp
  Type greater fortification; Level 18; Price 24,000 gp
  The flat check DC is 14.
  GLAMERED 
  RUNE 5
  ILLUSION
   MAGICAL
  Price 140 gp
  Usage etched onto armor
  This armor can be disguised with a mere thought.
  Activate � envision; Effect You change the shape and 
  appearance of this armor to appear as ordinary or fine clothes 
  of your imagining. The armor’s statistics do not change. Only a 
  creature that is benefiting from true seeing or a similar effect 
  can attempt to disbelieve this illusion, with a DC of 25.
  INVISIBILITY 
  RUNE 8+
  ILLUSION
   MAGICAL
  Usage etched onto light armor
  Light seems to partially penetrate this armor.
  Activate � command; Frequency once per day; Effect 
  Whispering the command word, you become invisible for 1 
  minute, gaining the effects of a 2nd-level invisibility spell.
  Type invisibility; Level 8; Price 500 gp
  Type greater invisibility; Level 10; Price 1,000 gp
  You can activate the armor up to three times per day.
  Craft Requirements Supply one casting of invisibility.
  SHADOW 
  RUNE 5+
  MAGICAL
   TRANSMUTATION
  Usage etched onto light or medium nonmetallic armor
  Armor with this rune becomes hazy black. You gain a +1 item 
  bonus to Stealth checks while wearing the armor. 
  Type shadow; Level 3; Price 55 gp
  Type greater shadow; Level 9; Price 650 gp
  The item bonus is +2.
  Type major shadow; Level 17; Price 14,000 gp
  The item bonus is +3.
  SLICK 
  RUNE 3+
  MAGICAL
   TRANSMUTATION
  Usage etched onto armor
  This property makes armor slippery, as though it were coated 
  with a thin film of oil. You gain a +1 item bonus to Acrobatics 
  checks to Escape and Squeeze.
  Type slick; Level 3; Price 45 gp
  Type greater slick; Level 8; Price 450 gp
  The item bonus is +2.
  Type major slick; Level 16; Price 9,000 gp
  The item bonus is +3.
  WEapon propErty runEs
  ANARCHIC 
  RUNE 11
  CHAOTIC
   EVOCATION
   MAGICAL
  Price 1,400 gp
  Usage etched onto a weapon without an axiomatic rune
  An anarchic rune is jagged and asymmetrical, channeling 
  chaotic energy. A weapon with this rune deals an additional 
  1d6 chaotic damage against lawful targets. If you are lawful, 
  you are enfeebled 2 while carrying or wielding this weapon.
  When you critically succeed at a Strike with this weapon 
  against a lawful creature, roll 1d6. On a 1 or 2, you deal double 
  minimum damage; on a 3 or 4, double your damage normally; on 
  a 5 or 6, you deal double maximum damage. 
  Craft Requirements You are chaotic.
  AXIOMATIC 
  RUNE 11
  EVOCATION
   LAWFUL
   MAGICAL
  Price 1,400 gp
  Usage etched onto a weapon without an anarchic rune
  Complex and symmetrical, an axiomatic rune imbues a weapon 
  with lawful energy. A weapon with this rune deals an additional 
  1d6 lawful damage against chaotic targets. If you are chaotic, 
  you are enfeebled 2 while carrying or wielding this weapon.
  When you critically succeed at an attack roll with this 
  weapon against a chaotic creature, instead of rolling, count 
  each weapon damage die as average damage rounded up 
  (3 for d4, 4 for d6, 5 for d8, 6 for d10, 7 for d12).
  Craft Requirements You are lawful.
  CORROSIVE 
  RUNE 8+
  ACID
   CONJURATION
   MAGICAL
  Usage etched onto a weapon
  Acid sizzles across the surface of the weapon. When you hit 
  with the weapon, add 1d6 acid damage to the damage dealt. 
  In addition, on a critical hit, the target’s armor (if any) takes 
  3d6 acid damage (before applying Hardness); if the target has 
  a shield raised, the shield takes this damage instead.
  Type corrosive; Level 8; Price 500 gp
  Type greater corrosive; Level 15; Price 6,500 gp
  The acid damage dealt by this weapon ignores the target’s acid 
  resistance. Increase the acid damage dealt to armor or a shield 
  on a critical hit to 6d6.
  DANCING 
  RUNE 13
  UNCOMMON
   EVOCATION
   MAGICAL
  Price 2,700 gp
  Usage etched onto a melee weapon
  A dancing weapon flies autonomously and strikes your foes.
  Activate � command, Interact; Effect You Release the 
  weapon and it dances through the air, fighting on its own 
  against the last enemy you attacked, or the nearest enemy to it 
  if your target has been defeated. At the end of your turn each 
  round, the weapon can Fly up to its fly Speed of 40 feet, and 
  then can either Fly again or Strike one creature within its reach.
  The weapon has a space of 5 feet, but it doesn’t block or 
  impede enemies attempting to move though that space, nor 
  does it benefit from or provide flanking. The weapon can’t move 
  through an enemy’s space. The weapon can’t use reactions, and 
  its Fly actions don’t trigger reactions. 
  While it’s activated, a dancing weapon makes Strikes with an 
  attack modifier of +24 plus its item bonus to attack rolls. It uses 
  583
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  Game
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  & Treasure
  Appendix
  
  the weapon’s normal damage but has a +0 Strength modifier. 
  The weapon’s abilities that automatically trigger on a hit or 
  critical hit still function, but the weapon can’t be activated or 
  benefit from any of your abilities while dancing.
  Each round, when the weapon is finished using its actions, 
  attempt a DC 6 flat check. On a failure, the activation ends and 
  the weapon falls to the ground. You can’t activate the item 
  again for 10 minutes.
  DISRUPTING 
  RUNE 5+
  MAGICAL
   NECROMANCY
  Usage etched onto a melee weapon
  A disrupting weapon pulses with positive energy, dealing an 
  extra 1d6 positive damage to undead. On a critical hit, the 
  undead is also enfeebled 1 until the end of your next turn.
  Type disrupting; Level 5; Price 150 gp
  Type greater disrupting; Level 14 (uncommon), Price 4,300 gp
  Increase the extra damage to 2d6. On a critical hit, instead 
  of being enfeebled 1, the undead creature must attempt a 
  DC 34 Fortitude save with the following effects. This is an 
  incapacitation effect.
  Critical Success It’s enfeebled 1 until the end of your next turn.
  Success It’s enfeebled 2 until the end of your next turn.
  Failure It’s enfeebled 3 until the end of your next turn.
  Critical Failure It’s destroyed.
  FLAMING 
  RUNE 8+
  CONJURATION
   FIRE
   MAGICAL
  Usage etched onto a weapon
  This weapon is empowered by flickering flame. The weapon 
  deals an additional 1d6 fire damage on a successful Strike, 
  plus 1d10 persistent fire damage on a critical hit.
  Type flaming; Level 8; Price 500 gp
  Type greater flaming; Level 15; Price 6,500 gp
  Increase the persistent damage on a critical hit to 2d10. Fire 
  damage dealt by this weapon (including the persistent fire 
  damage) ignores the target’s fire resistance.
  FROST 
  RUNE 8+
  COLD
   CONJURATION
   MAGICAL
  Usage etched onto a weapon
  This weapon is empowered with freezing ice. It deals an 
  additional 1d6 cold damage on a successful Strike. On a critical 
  hit, the target is also slowed 1 until the end of your next turn 
  unless it succeeds at a DC 24 Fortitude save.
  Type frost; Level 8; Price 500 gp
  Type greater frost; Level 15; Price 6,500 gp
  The save DC is 34. Cold damage dealt by this weapon ignores 
  the target’s cold resistance. 
  GHOST TOUCH 
  RUNE 4
  MAGICAL
   TRANSMUTATION
  Price 75 gp
  Usage etched onto a melee weapon
  The weapon can harm creatures without physical form. A 
  ghost touch weapon is particularly effective against incorporeal 
  creatures, which almost always have a specific weakness to 
  ghost touch weapons. Incorporeal creatures can touch, hold, 
  and wield ghost touch weapons (unlike most physical objects).
  GRIEVOUS 
  RUNE 9
  ENCHANTMENT
   MAGICAL
  Price 700 gp
  Usage etched onto a weapon
  When your attack roll with this weapon is a critical hit and 
  gains the critical specialization effect, you gain an additional 
  benefit depending on the weapon group.
  Axe You can damage a third creature, with the same restrictions.
  Bow The Athletics check to pull the missile free is DC 20.
  Brawling The target takes a –4 circumstance penalty to its save.
  Club You can knock the target up to 15 feet away. 
  Dart The base persistent bleed damage increases to 2d6.
  Flail You move the target 5 feet. You can’t move it away from 
  you, but you can move it in another direction of your choice.
  Hammer You can also knock the target 5 feet away from you.
  Knife The target takes a –5-foot status penalty to its Speed 
  while it has the persistent bleed damage.
  Pick The extra damage from the critical specialization effect 
  increases to 4 per weapon damage die.
  Polearm You can move the target up to 10 feet.
  Shield You can knock the target up to 10 feet away.
  Sling The target also takes a –10-foot status penalty to its Speed 
  for 1 round if it fails the save.
  Spear The enfeebled condition lasts for 2 rounds.
  Sword The target is flat-footed until the end of your next turn.
  HOLY 
  RUNE 11
  EVOCATION
   GOOD
   MAGICAL
  Price 1,400 gp
  Usage etched onto a weapon without an unholy rune
  Holy weapons command powerful celestial energy. A weapon 
  with this rune deals an extra 1d6 good damage against evil 
  targets. If you are evil, you are enfeebled 2 while carrying or 
  wielding this weapon.
  Activate � command; Frequency once per day; Trigger 
  You critically succeed at an attack roll against an evil creature 
  with the weapon; Effect You regain HP equal to double the evil 
  creature’s level. This is a good, positive, healing effect.
  Craft Requirements You are good.
  KEEN 
  RUNE 13
  UNCOMMON
   MAGICAL
   TRANSMUTATION
  Price 3,000 gp
  Usage etched onto a piercing or slashing melee weapon
  The edges of a keen weapon are preternaturally sharp. Attacks 
  with this weapon are a critical hit on a 19 on the die as long as 
  that result is a success. This property has no effect on a 19 if 
  the result would be a failure.
  RETURNING 
  RUNE 3
  EVOCATION
   MAGICAL
  Price 55 gp
  Core Rulebook
  584
  
  Usage etched onto a thrown weapon
  When you make a thrown Strike with this weapon, it flies back 
  to your hand after the Strike is complete. If your hands are full 
  when the weapon returns, it falls to the ground in your space.
  SHIFTING 
  RUNE 6
  MAGICAL
   TRANSMUTATION
  Price 225 gp
  Usage etched onto a melee weapon
  With a moment of manipulation, you can shift this weapon 
  into a different weapon with a similar form.
  Activate � Interact; Effect The weapon takes the shape 
  of another melee weapon that requires the same number of 
  hands to wield. The weapon’s runes and any precious material 
  it’s made of apply to the weapon’s new shape. Any property 
  runes that can’t apply to the new form are suppressed until 
  the item takes a shape to which they can apply.
  SHOCK 
  RUNE 8+
  ELECTRICITY
   EVOCATION
   MAGICAL
  Usage etched onto a weapon
  Electric arcs crisscross this weapon, dealing an extra 1d6 
  electricity damage on a hit. On a critical hit, electricity arcs out 
  to deal an equal amount of electricity damage to up to two other 
  creatures of your choice within 10 feet of the target.
  Type shock; Level 8; Price 500 gp
  Type greater shock; Level 15; Price 6,500 gp
  Electricity damage dealt by this weapon ignores the target’s 
  electricity resistance (and the other creatures’ on a critical hit).
  SPEED 
  RUNE 16
  RARE
   MAGICAL
   TRANSMUTATION
  Price 10,000 gp
  Usage etched onto a weapon
  Attacks with a speed weapon are supernaturally swift. While 
  wielding a speed weapon, you gain the quickened condition, 
  but you can use the additional action granted only to make a 
  Strike with the etched weapon.
  SPELL-STORING 
  RUNE 13
  UNCOMMON
  ABJURATION
   MAGICAL
  Price 2,700 gp
  Usage etched onto a melee weapon
  A spell-storing rune creates a reservoir of eldritch energy within 
  the etched weapon. A spellcaster can spend 1 minute to cast 
  a spell of 3rd level or lower into the weapon. The spell must 
  have a casting of 2 actions or fewer and must be able to target 
  a creature other than the caster. The spell has no immediate 
  effect—it is instead stored for later. When you wield a 
  spell-storing weapon, you immediately know the name and level 
  of the stored spell. A spell-storing weapon found as treasure has 
  a 50% chance of having a spell of the GM’s choice stored in it.
  Activate � command; Requirements On your previous action 
  this turn, you hit and damaged a creature with this weapon; 
  Effect You unleash the stored spell, which uses the target of 
  the triggering attack as the target of the spell. This empties the 
  spell from the weapon and allows a spell to be cast into it again. 
  If the spell requires a spell attack roll, the result of your attack 
  roll with the weapon determines the degree of success of the 
  spell, and if the spell requires a saving throw, the DC is 30.
  Activate � command; Effect Harmlessly expend the stored 
  spell. This frees the weapon to have a new spell cast into it.
  THUNDERING 
  RUNE 8+
  EVOCATION
   MAGICAL
   SONIC
  Usage etched onto a weapon
  This weapon lets out a peal of thunder when it hits, dealing 
  an extra 1d6 sonic damage on a successful Strike. On a critical 
  hit, the target has to succeed at a DC 24 Fortitude save or be 
  deafened for 1 minute (or 1 hour on a critical failure).
  Type thundering; Level 8; Price 500 gp
  Type greater thundering; Level 15; Price 6,500 gp
  The save DC is 34, and the deafness is permanent. Sonic damage 
  dealt by this weapon ignores the target’s sonic resistance.
  UNHOLY 
  RUNE 11
  EVIL
   EVOCATION
   MAGICAL
  Price 1,400 gp
  Usage etched onto a weapon without a holy rune
  An unholy rune instills fiendish power into the etched weapon. 
  A weapon with this rune deals an additional 1d6 evil damage 
  when it hits a good target. If you are good, you are enfeebled 
  2 while carrying or wielding this weapon.
  Activate � command; Frequency once per day; Trigger You 
  critically succeed at an attack roll against a good creature with 
  the weapon; Effect The target takes persistent bleed damage 
  equal to 1d8 per weapon damage die of the etched weapon.
  Craft Requirements You are evil.
  VORPAL 
  RUNE 17
  RARE
   EVOCATION
   MAGICAL
  Price 15,000 gp
  Usage etched onto a slashing melee weapon
  Originally created as a means of slaying the legendary 
  jabberwock, vorpal weapons prove equally effective against 
  nearly any foe with a head.
  Activate � envision (death, incapacitation); Trigger You roll 
  a natural 20 on a Strike with the weapon, critically succeed, 
  and deal slashing damage. The target must have a head; 
  Effect The target must succeed at a DC 37 Fortitude save or 
  be decapitated. This kills any creature except ones that don’t 
  require a head to live. For creatures with multiple heads, this 
  usually kills the creature only if you sever its last head.
  WOUNDING 
  RUNE 7
  MAGICAL
   NECROMANCY
  Price 340 gp
  Usage etched onto a piercing or slashing melee weapon
  Weapons with wounding runes are said to thirst for blood. 
  When you hit a creature with a wounding weapon, you deal an 
  extra 1d6 persistent bleed damage. On a critical hit, it instead 
  deals 1d12 persistent bleed damage.
  585
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  Equipment
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  The Age of  
  Lost OMENS
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  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Shields
  All magic shields are specific items with a wide variety 
  of protective effects, as described in their entries. Unlike 
  magic armor, magic shields can’t be etched with runes.
  Precious Material Shields
  Shields made of precious materials are more expensive 
  and have different durabilities. You can make bucklers 
  and most shields out of any of these precious materials, 
  but only darkwood can be used to make tower shields.
  ADAMANTINE SHIELD 
  ITEM 8+
  UNCOMMON
  Usage varies by shield
  Adamantine shields are particularly sturdy, and when used for 
  a shield bash, they are adamantine weapons.
  Type standard-grade adamantine buckler; Level 8; Price 400 gp; 
  Bulk L; Craft Requirements adamantine worth at least 50 gp
  The shield has Hardness 8, HP 32, and BT 16.
  Type standard-grade adamantine shield; Level 8; Price 440; 
  Bulk 1; Craft Requirements adamantine worth at least 55 gp
  The shield has Hardness 10, HP 40, and BT 20.
  Type high-grade adamantine buckler; Level 16; Price 8,000 
  gp; Bulk L; Craft Requirements adamantine worth at least 
  4,000 gp
  The shield has Hardness 11, HP 44, and BT 22.
  Type high-grade adamantine shield; Level 16; Price 8,800 gp; 
  Bulk 1; Craft Requirements adamantine worth at least 4,400 gp
  The shield has Hardness 13, HP 52, and BT 26.
  COLD IRON SHIELD 
  ITEM 2+
  Usage varies by shield
  Cold iron shields don’t typically have an additional effect, 
  though when used for a shield bash, they are cold iron weapons.
  Type low-grade cold iron buckler; Level 2; Price 30 gp; Craft 
  Bulk L; Requirements cold iron worth at least 15 sp
  The shield has Hardness 3, HP 12, and BT 6.
  Type low-grade cold iron shield; Level 2; Price 34 gp; Craft 
  Bulk 1; Requirements cold iron worth at least 17 sp
  The shield has Hardness 5, HP 20, and BT 10.
  Type standard-grade cold iron buckler; Level 7; Price 300 gp; 
  Bulk L; Craft Requirements cold iron worth at least 375 sp
  The shield has Hardness 5, HP 20, and BT 10.
  Type standard-grade cold iron shield; Level 7; Price 340 gp; 
  Bulk 1; Craft Requirements cold iron worth at least 425 sp
  The shield has Hardness 7, HP 28, and BT 14.
  Type high-grade cold iron buckler; Level 15; Price 5,000 gp; 
  Bulk L; Craft Requirements cold iron worth at least 2,500 gp
  The shield has Hardness 8, HP 32, and BT 16.
  Type high-grade cold iron shield; Level 15; Price 5,500 gp; 
  Bulk 1; Craft Requirements cold iron worth at least 2,750 gp
  The shield has Hardness 10, HP 40, and BT 20.
  DARKWOOD SHIELD 
  ITEM 8+
  UNCOMMON
  Usage varies by shield
  Darkwood shields are 1 Bulk lighter than normal (or light 
  Bulk if their normal Bulk is 1, with no effect on a shield that 
  normally has light Bulk).
  Type standard-grade darkwood buckler; Level 8; Price 400 gp; 
  Bulk L; Craft Requirements darkwood worth at least 50 gp 
  The shield has Hardness 3, HP 12, and BT 6.
  Type standard-grade darkwood shield; Level 8; Price 440 gp; 
  Bulk L; Craft Requirements darkwood worth at least 55 gp
  The shield has Hardness 5, HP 20, and BT 10.
  Type standard-grade darkwood tower shield; Level 8; Price 560 
  gp; Bulk 3; Craft Requirements darkwood worth at least 70 gp
  The shield has Hardness 5, HP 20, and BT 10.
  Type high-grade darkwood buckler; Level 16; Price 8,000 gp; 
  Bulk L; Craft Requirements darkwood worth at least 4,000 gp
  The shield has Hardness 6, HP 24, and BT 12.
  Type high-grade darkwood shield; Level 16; Price 8,800 gp; 
  Bulk L; Craft Requirements darkwood worth at least 4,400 gp
  The shield has Hardness 8, HP 32, and BT 16.
  Type high-grade darkwood tower shield; Level 16; Price 
  11,200 gp; Bulk 3; Craft Requirements darkwood worth at 
  least 5,600 gp
  The shield has Hardness 8, HP 32, and BT 16.
  DRAGONHIDE SHIELD 
  ITEM 8+
  UNCOMMON
  Usage varies by shield
  Dragonhide shields are each immune to one damage type 
  based on the type of dragon (see Dragonhide on page 579).
  Type standard-grade dragonhide buckler; Level 8; Price 400 gp; 
  Bulk L; Craft Requirements dragonhide worth at least 50 gp
  The shield has Hardness 2, HP 8, and BT 4.
  Type standard-grade dragonhide shield; Level 8; Price 440 gp; 
  Bulk 1; Craft Requirements dragonhide worth at least 55 gp
  The shield has Hardness 4, HP 16, and BT 8.
  Type high-grade dragonhide buckler; Level 16; Price 8,000 gp; 
  Bulk L; Craft Requirements dragonhide worth at least 4,000 gp
  The shield has Hardness 5, HP 20, and BT 10.
  Type high-grade dragonhide shield; Level 16; Price 8,800 gp; 
  Bulk 1; Craft Requirements dragonhide worth at least 4,400 gp
  The shield has Hardness 7, HP 28, and BT 14.
  MITHRAL SHIELD 
  ITEM 8+
  UNCOMMON
  Usage varies by shield
  Mithral shields are 1 Bulk lighter than normal (or light Bulk if 
  their normal Bulk is 1, with no effect on a shield that normally 
  has light Bulk). When used for a shield bash, they are treated 
  as silver weapons.
  Type standard-grade mithral buckler; Level 8; Price 400 gp; 
  Bulk L; Craft Requirements mithral worth at least 50 gp
  The shield has Hardness 3, HP 12, and BT 6.
  Type standard-grade mithral shield; Level 8; Price 440 gp; 
  Bulk 1; Craft Requirements mithral worth at least 55 gp 
  The shield has Hardness 5, HP 20, BT 10.
  Type high-grade mithral buckler; Level 16; Price 8,000 gp; 
  Bulk L; Craft Requirements mithral worth at least 4,000 gp
  Core Rulebook
  586
  
  The shield has Hardness 6, HP 24, and BT 12.
  Type high-grade mithral shield; Level 16; Price 8,800 gp; Craft 
  Bulk 1; Requirements at least 4,400 gp of mithral
  The shield has Hardness 8, HP 32, and BT 16.
  ORICHALCUM SHIELD 
  ITEM 17+
  RARE
  Usage varies by shield
  Orichalcum shields’ time-bending properties are particularly 
  useful for keeping them intact. The first time each day an 
  orichalcum shield would be destroyed, it is instead left with 1 
  Hit Point and the broken condition.
  Type high-grade orichalcum buckler; Level 17; Price 12,000 gp; 
  Bulk L; Craft Requirements orichalcum worth at least 6,000 gp
  The shield has Hardness 14, HP 56, and BT 28.
  Type high-grade orichalcum shield; Level 17; Price 13,200 
  gp; Bulk 1; Craft Requirements orichalcum worth at least 
  6,600 gp
  The shield has Hardness 16, HP 64, and BT 32.
  SILVER SHIELD 
  ITEM 2+
  Usage varies by shield
  Silver shields don’t typically have an additional effect, though 
  when used for a shield bash, they are silver weapons.
  Type low-grade silver buckler; Level 2; Price 30 gp; Bulk L; 
  Craft Requirements silver worth at least 15 sp
  The shield has Hardness 1, HP 4, and BT 2.
  Type low-grade silver shield; Level 2; Price 34 gp; Bulk 1; Craft 
  Requirements silver worth at least 17 sp
  The shield has Hardness 3, HP 12, and BT 6.
  Type standard-grade silver buckler; Level 7; Price 300 gp; 
  Bulk L; Craft Requirements silver worth at least 375 sp 
  The shield has Hardness 3, HP 12, BT 6.
  Type standard-grade silver shield; Level 7; Price 340 gp; Bulk 
  1; Craft Requirements silver worth at least 425 sp
  The shield has Hardness 5, HP 20, and BT 10.
  Type high-grade silver buckler; Level 15; Price 5,000 gp; Bulk 
  L; Craft Requirements silver worth at least 2,500 gp
  The shield has Hardness 6, HP 24, and BT 12.
  Type high-grade silver shield; Level 15; Price 5,500 gp; Bulk 1; 
  Craft Requirements silver worth at least 2,750 gp
  The shield has Hardness 8 HP 32, and BT 16.
  Specific Shields
  These shields have unique abilities that differentiate them 
  from their typical counterparts.
  ARROW-CATCHING SHIELD 
  ITEM 11
  ABJURATION
   MAGICAL
  Price 1,350 gp
  Usage held in 1 hand; Bulk 1
  This wooden shield (Hardness 6, HP 24, BT 12) is carved with 
  images of overlapping fletched arrows.
  Activate � Interact; Trigger A ranged weapon Strike targets 
  a creature within 15 feet of you when you have this shield 
  raised, and the attacker has not yet rolled their attack; Effect 
  The triggering Strike targets you instead of its normal target. 
  If it hits, you gain the effects of the Shield Block reaction.
  DRAGONSLAYER’S SHIELD 
  ITEM 9
  UNCOMMON
   ABJURATION
   MAGICAL
  Price 670 gp
  Usage held in 1 hand; Bulk 1
  A dragonslayer’s shield is a steel shield covered with 
  dragonhide from a certain type of dragon, which distinguishes 
  each shield from the others. While raised, this steel shield 
  (Hardness 8, HP 32, BT 16) grants its circumstance bonus to 
  Reflex saves against area effects (as well as to AC, as normal). 
  While you hold the shield, it also grants you a +2 circumstance 
  bonus to Will saves against a dragon’s frightful presence 
  ability. The shield has resistance 10 against the damage type 
  corresponding to the type of dragon whose hide was used in 
  its creation (see dragonhide on page 579); this applies after 
  reducing the damage for Hardness, so when you use Shield 
  Block, the dragonslayer’s shield takes 18 less damage from 
  attacks of that damage type. You can use Shield Block against 
  attacks that deal damage of that type.
  Craft Requirements The initial raw materials must include at 
  least 30 gp of dragonhide.
  FLOATING SHIELD  
  ITEM 11+
  UNCOMMON
   MAGICAL
  Usage strapped to 1 hand; Bulk L 
  A floating shield is usually carved with wing motifs. This 
  buckler (Hardness 6, HP 24, BT 12) can protect you on its own.
  Activate � Interact; Frequency once per day; Effect The 
  shield magically releases itself and floats off your arm into 
  the air next to you, granting you its bonus automatically, as 
  if you had Raised the Shield. Because you’re not wielding the 
  shield, you can’t use reactions such as Shield Block with the 
  shield, but you gain its benefits even when using both of your 
  hands. After 1 minute, the shield drops to the ground, ending 
  its floating effect. While the shield is adjacent to you, you can 
  Interact to grasp it, ending its floating effect early.
  Type floating shield; Level 11; Price 1,250 gp
  Type greater floating shield; Level 16; Price 9,000 gp
  You can activate the shield any number of times per day.
  FORCE SHIELD 
  ITEM 9
  UNCOMMON
   EVOCATION
   FORCE
   MAGICAL
  Price 650 gp
  Usage held in 1 hand; Bulk L
  The edges of this elaborately engraved steel shield (Hardness 8, 
  HP 32, BT 16) bear tiny glass tiles set in mosaic patterns. 
  Activate � command; Frequency once per day; Effect The 
  shield surrounds you with a bubble of force that protects you 
  from harm, granting you resistance 5 to physical damage for 1 
  minute. The bubble disappears if you cease holding the shield.
  FORGE WARDEN 
  ITEM 10
  UNCOMMON
   ABJURATION
   MAGICAL
  Price 975 gp
  587
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  Usage held in 1 hand; Bulk 1
  The religious symbol of Torag, the forge god—an ornate hammer 
  of dwarven construction—adorns the face of this steel shield 
  (Hardness 6, HP 24, BT 12). The shield is a religious symbol 
  of Torag.
  You and any adjacent allies have fire resistance 
  5 while you have the shield raised. When used 
  for a Shield Block, the forge warden rings 
  out like the hammer strike of a blacksmith, 
  and the symbol glows as if lit by the fires 
  of a furnace.
  Activate � command (fire); Trigger You use the 
  forge warden to Shield Block an adjacent creature’s 
  attack and the shield takes damage; Effect The attacking 
  creature takes 2d6 fire damage.
  INDESTRUCTIBLE SHIELD 
  ITEM 18
  RARE
   ABJURATION
   MAGICAL
  Price 24,000 gp
  Usage held in 1 hand; Bulk 1
  An indestructible shield is a high-grade adamantine shield 
  (Hardness 13, HP 90) that can withstand just about any 
  damage. It can be damaged only by a disintegrate spell (roll 
  damage as if against a creature that failed its save) 
  or by an artifact tied to destruction, such as a 
  sphere of annihilation.
  Craft Requirements The raw materials must 
  include at least 4,400 gp of adamantine.
  LION’S SHIELD 
  ITEM 6
  CONJURATION
   MAGICAL
  Price 245 gp
  Usage held in 1 hand; Bulk 1
  This steel shield (Hardness 6, HP 36, BT 18) 
  is forged into the shape of a roaring lion’s head. 
  The lion’s head functions as +1 striking shield boss 
  that can’t be removed from the shield.
  Activate � Raise a Shield; Frequency once per day; Effect 
  You animate the lion’s head. You Raise the Shield and make a 
  melee Strike with it as part of the same action. The shield’s 
  biting maw is a martial melee weapon that deals 2d6 piercing 
  damage and has the deadly 1d6 trait; it can’t be enhanced by 
  runes. The shield remains animated for 1 minute, during which 
  time you can Strike with it each time you Raise the Shield, as 
  well as with a Strike action.
  REFLECTING SHIELD 
  ITEM 18
  UNCOMMON
   ABJURATION
   MAGICAL
  Price 18,000 gp
  Usage held in 1 hand; Bulk L
  This high-grade silver buckler (Hardness 6, HP 24, BT 12) 
  is polished to a mirrorlike sheen. The shield functions as a 
  spellguard shield (see below) that can also reflect spells. 
  Activate � command; Frequency once per day; Trigger 
  You are targeted by a spell; Requirements The reflecting 
  shield is raised; Effect You attempt to reflect the spell on its 
  caster, with the effects of a 9th-level spell turning with a 
  counteract modifier of +40.
  Craft Requirements Supply one casting of spell turning, and the 
  initial raw materials must include at least 2,750 gp of silver.
  SPELLGUARD SHIELD 
  ITEM 6
  ABJURATION
   MAGICAL
  Price 250 gp
  Usage held in 1 hand; Bulk 1
  This shield bears eldritch glyphs to guard 
  against magic. While you have this steel shield 
  (Hardness 6, HP 24, BT 12) raised, you gain its 
  circumstance bonus to saving throws against spells 
  that target you (as well as to AC).
  SPINED SHIELD 
  ITEM 7
  EVOCATION
   MAGICAL
  Price 360 gp
  Usage held in 1 hand; Bulk 1
  Five jagged spines project from the surface of this steel shield 
  (Hardness 6, HP 24, BT 12). The spines are +1 striking shield 
  spikes. When you use the Shield Block reaction with this 
  shield, the spines take the damage before the shield itself 
  does. When the shield would take damage (after 
  applying Hardness), one spine snaps off per 
  6 damage, reducing the damage by 6. The 
  shield takes any remaining damage. When 
  there are no spines left, the shield takes 
  damage as normal. 
  When all the spines are gone, you 
  lose the ability to attack with them until 
  the spines regenerate the next day.
  Activate � Interact; Effect You shoot 
  one of the shield’s spines at a target. A 
  fired spine uses the spikes’ statistics, but it is 
  a martial ranged weapon with a range increment 
  of 120 feet. 
  STURDY SHIELD 
  ITEM 4+
  ABJURATION
   MAGICAL
  Usage held in 1 hand; Bulk 1
  With a superior design and excellent craftsmanship, this steel 
  shield has higher Hardness than its non-magical counterparts, 
  making it harder to break and destroy.
  Type minor; Level 4; Price 100 gp
  The shield has Hardness 8, HP 64, and BT 32.
  Type lesser; Level 7; Price 360 gp
  The shield has Hardness 10, HP 80, and BT 40.
  Type moderate; Level 10; Price 1,000 gp
  The shield has Hardness 13, HP 104, and BT 52.
  Type greater; Level 13; Price 3,000 gp
  The shield has Hardness 15, HP 120, and BT 60.
  Type major; Level 16; Price 10,000 gp
  The shield has Hardness 17, HP 136, and BT 68.
  Type supreme; Level 19; Price 40,000 gp
  The shield has Hardness 20, HP 160, and BT 80.
  Core Rulebook
  588
  
  Snares
  Snares are small annoyances and simple traps you can 
  create using the Crafting skill if you have the Snare 
  Crafting feat (page 266). Creating a snare requires a 
  snare kit (page 291) and an amount of raw materials 
  worth the amount listed in the snare’s Price entry. Unlike 
  other items, found snares cannot be collected or sold in 
  their complete form. Snares have the snare trait.
  Crafting Snares
  A snare is built within a single 5-foot square. Once 
  constructed, it can’t be moved without destroying 
  (and often triggering) the snare. 
  You must have the Snare Crafting feat to create snares. 
  You can spend 1 minute to Craft a snare at its listed Price. 
  If you want to Craft a snare at a discount, you must 
  spend downtime as described in the Craft activity. 
  Some snares have additional requirements beyond 
  those stated in the Craft activity; these snares list 
  their requirements in a Craft Requirements entry.
  Detecting Snares
  Creatures can detect snares as they would any 
  trap or hazard (as described on page 520), using 
  the creator’s Crafting DC as the snare’s Stealth 
  DC. As you become better at creating snares, 
  your snares become harder to detect by those 
  with lesser ability. If you are an expert in 
  Crafting, only a creature that is trained in 
  Perception  can find  your snares; if you are 
  a master in Crafting, only a creature that is an 
  expert in  Perception can find your snares; and if you are 
  legendary in Crafting, only a creature that is a master in 
  Perception can find your snares.
  If your proficiency rank is expert or better in Crafting, 
  only creatures actively searching can find your snares. 
  Triggering Snares
  Unless stated otherwise in a snare’s description, when a 
  Small or larger creature enters a snare’s square, the snare’s 
  effect occurs and then the snare is destroyed.
  Disabling Snares
  Once a creature discovers a snare, it can disable it much like 
  it can other physical traps, using the Disable a Device action 
  of the Thievery skill and using the Crafting DC of the snare’s 
  creator as the DC. As you become better at creating snares, 
  your snares become harder to disable by those with lesser 
  ability. If you are an expert in Crafting, only a creature that 
  is trained in Thievery can disable them; if you are a master 
  in Crafting, only a creature that is an expert in Thievery can 
  disable them; and if you are legendary in Crafting, only a 
  creature that is a master in Thievery can disable them.
  You can automatically disarm a snare that you 
  personally Crafted without triggering it by spending an 
  Interact action while adjacent to the snare.
  ALARM SNARE 
  SNARE 1
  AUDITORY
   CONSUMABLE
   MECHANICAL
   SNARE
   TRAP
  Price 3 gp
  You create an alarm snare by rigging one or more noisy 
  objects to a trip wire or pressure plate. When you create an 
  alarm snare, you designate a range between 100 to 500 feet 
  at which it can be heard. When a Small or larger creature 
  enters the square, the snare makes a noise loud enough that 
  it can be heard by all creatures in the range you designated.
  BITING SNARE 
  SNARE 4
  CONSUMABLE
   MECHANICAL
   SNARE
   TRAP
  Price 15 gp
  The snare’s jaws shut on the leg of a creature that steps on 
  it. The snare deals 5d6 piercing damage to the first creature 
  that enters its square; that creature must attempt a DC 18 
  Reflex save. 
  Critical Success The creature is unaffected.
  Success The creature takes half damage.
  Failure The creature takes full damage.
  Critical Failure The creature takes double damage 
  and takes a –10-foot status penalty to its Speed until 
  it recovers at least 1 Hit Point.
  BLEEDING SPINES SNARE 
  SNARE 12
  CONSUMABLE
   MECHANICAL
   SNARE
   TRAP
  Price 320 gp
  When a creature enters the square, spines 
  covered in numerous jagged thorns protrude 
  out to stab it, dealing 8d8 piercing damage and 2d8 
  persistent bleed damage. The creature must attempt a DC 31 
  basic Reflex saving throw. After the initial trigger, the spines 
  retract and protrude again repeatedly for 1 minute, forcing any 
  creature that enters the space or ends its turn in the space to 
  attempt a Reflex save against the spines’ damage.
  BOMB SNARE 
  SNARE 8
  CONSUMABLE
   MECHANICAL
   SNARE
   TRAP
  Price 75 gp
  You create a snare that catalyzes three 3rd-level moderate 
  alchemical bombs of the same type to explode when a creature 
  enters the snare’s square. The target and all creatures in adjacent 
  squares must attempt a DC 26 Reflex save, as the snare deals 
  damage equal to three times the direct hit damage from one 
  of the component bombs (for example, 6d6 electricity damage 
  from bottled lightning) with no splash damage or other effects. 
  Critical Success The creature is unaffected.
  Success The creature takes half damage and no other effects.
  Failure The creature takes full damage. It also takes all other 
  effects of a direct hit from one of the component bombs 
  (such as flat-footed from bottled lightning or persistent 
  damage from an acid flask).
  Critical Failure The creature takes double damage, plus all 
  other effects of a direct hit (as failure).
  Craft Requirements Supply six of the same damaging 3rd-level 
  moderate alchemical bomb.
  589
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  CALTROP SNARE 
  SNARE 1
  CONSUMABLE
   MECHANICAL
   SNARE
   TRAP
  Price 3 gp
  This snare consists of a hidden canister of caltrops (page 287) 
  attached to a trip wire. When the snare is triggered, it flings the 
  caltrops into either the snare’s square or a square adjacent to 
  the snare. You choose which square when you set up the snare.
  If the caltrops scatter into the same square as a creature, 
  that creature must attempt the Acrobatics check immediately.
  Craft Requirements Supply a container of caltrops.
  FLYING BLADE WHEEL SNARE 
  SNARE 20
  CONSUMABLE
   MECHANICAL
   SNARE
   TRAP
  Price 10,000 gp
  When a creature enters the square, a deadly flying wheel of 
  spinning blades launches at it, making a Strike with an attack 
  modifier of +33 and dealing 8d8 slashing damage. Once on 
  each of your turns, you can use an Interact action within 120 
  feet of the wheel to cause it to Fly up to 60 feet toward the 
  creature it’s chasing and make another Strike if it’s within 5 
  feet of its target after it moves. After 1 minute, the spinning 
  ceases and the wheel falls to the ground. Creatures can 
  destroy the wheel to stop it (AC 37, Fort +29, Ref +20, HP 
  200, Hardness 10, object immunities). 
  GRASPING SNARE 
  SNARE 8
  UNCOMMON
   CONSUMABLE
   MECHANICAL
   SNARE
   TRAP
  Price 75 gp
  You rig vines and ropes to hold a creature in place. The first 
  creature to enter the square must attempt a DC 26 Reflex 
  save, with the following effects. 
  Critical Success The creature is unaffected.
  Success The creature takes a –5-foot status penalty to its 
  Speed for 1 minute or until it Escapes (DC 26).
  Failure The creature is immobilized for 1 round, then takes a 
  –5-foot status penalty to its Speed for 1 minute. Both effects 
  end early if it Escapes (DC 26)
  Critical Failure The creature is immobilized for 1 minute or until 
  it Escapes (DC 26).
  HAIL OF ARROWS SNARE 
  SNARE 16
  CONSUMABLE
   MECHANICAL
   SNARE
   TRAP
  Price 1,500 gp
  When a creature enters the snare’s square, it releases hundreds 
  upon hundreds of carefully prepared arrows, blanketing a 
  20-foot radius around the snare’s square with massive arrow 
  fire that deals 18d6 piercing damage. Creatures in the area 
  must attempt a DC 37 basic Reflex saving throw.
  HAMPERING SNARE 
  SNARE 1
  CONSUMABLE
   MECHANICAL
   SNARE
   TRAP
  Price 3 gp
  You arrange brambles, wires, sticky goo, or other materials 
  to interfere with a creature’s movement. The square with 
  this snare, as well as three adjacent squares (to form a 
  10-foot-by-10-foot area), become difficult terrain when the first 
  creature enters the snare’s square. The difficult terrain affects 
  the creature’s movement right away, including its movement 
  into the triggering square, and it lasts for 1d4 rounds after the 
  snare is triggered. A creature can use an Interact action to 
  clear the difficult terrain out of a single square early.
  HOBBLING SNARE 
  SNARE 4
  UNCOMMON
   CONSUMABLE
   MECHANICAL
   SNARE
   TRAP
  Price 15 gp
  You rig vines, ropes, or wires to cinch tight around a creature 
  that triggers this snare. The first creature to enter the square 
  must attempt a DC 20 Reflex save.
  Critical Success The creature is unaffected.
  Success The creature takes a –5-foot status penalty to its 
  Speed for 1 minute or until it Escapes (DC 18).
  Failure As success, but the penalty is –10 feet.
  Critical Failure As success, but the penalty is –20 feet.
  INSTANT EVISCERATION SNARE 
  SNARE 20
  CONSUMABLE
   MECHANICAL
   SNARE
   TRAP
  Price 10,000 gp
  When a creature enters the snare’s square, the snare releases 
  an unbelievable arsenal of blades, dealing 24d8 piercing 
  damage (DC 45 basic Reflex).
  MARKING SNARE 
  SNARE 1
  CONSUMABLE
   MECHANICAL
   SNARE
   TRAP
  Price 3 gp
  This snare is often used to mark intruders for later tracking or 
  identification. When you create this snare, you must decide 
  whether to make it a dye or a scent marker. Either type of marking 
  grants a +2 circumstance bonus to Track the creature for up to 
  24 hours or until the dye or scent is washed off (requiring at least 
  a gallon of water and 10 minutes of scrubbing). A creature that 
  enters a square of the snare must attempt a DC 17 Reflex save.
  Core Rulebook
  590
  
  Success The creature is unaffected.
  Failure The snare marks the creature.
  Critical Failure The snare marks the creature, and the creature 
  is blinded until the end of its next turn.
  OMNIDIRECTIONAL SPEAR SNARE 
  SNARE 16
  CONSUMABLE
   MECHANICAL
   SNARE
   TRAP
  Price 1,500 gp
  As soon as a creature enters the snare’s square, the snare 
  unleashes wickedly powerful spears at the creature from all 
  directions, dealing 19d8 piercing damage (DC 37 basic Reflex).
  SCYTHING BLADE SNARE 
  SNARE 12
  CONSUMABLE
   MECHANICAL
   SNARE
   TRAP
  Price 320 gp
  This snare sends a powerful series of scything blades to slice 
  through a creature entering the snare’s square, dealing 14d8 
  slashing damage (DC 31 basic Reflex).
  SIGNALING SNARE 
  SNARE 1
  CONSUMABLE
   MECHANICAL
   SNARE
   TRAP
  Price 3 gp
  A subtle snare used in hunting or tracking, a signaling snare 
  often consists of carefully prepared earth, piled sand or 
  stones, specific arrangements of vegetation, and so forth. 
  When a creature enters a square of a signaling snare, 
  nothing happens to the creature, but instead it causes a 
  small, unobtrusive disruption to the terrain that allows the 
  snare’s creator or another creature who knows what to look 
  for to determine whether a creature of the appropriate size 
  entered the square.
  SPIKE SNARE 
  SNARE 1
  CONSUMABLE
   MECHANICAL
   SNARE
   TRAP
  Price 3 gp
  This basic snare consists of hidden spikes that rely on a 
  creature’s momentum to lacerate or potentially impale it as it 
  enters the snare’s square, dealing 2d8 piercing damage. The 
  creature must attempt a DC 17 basic Reflex saving throw.
  STALKER BANE SNARE 
  SNARE 4
  UNCOMMON
   CONSUMABLE
   MECHANICAL
   SNARE
   TRAP
  Price 15 gp
  This snare explodes in a burst of cloying powder that can cling 
  to a creature stepping into its square. A creature that enters 
  the square of a stalker bane snare must attempt a DC  20 
  Reflex save. 
  Critical Success The target is unaffected.
  Success Powder sticks to the target, causing it to leave behind 
  telltale footprints. Being invisible makes the target hidden, 
  rather than undetected, to creatures that could see it if it 
  weren’t invisible.
  Failure Powder clumps on the target, constantly flaking away. 
  Being invisible makes the target concealed, rather than 
  hidden or undetected, to creatures that could see it if it 
  weren’t invisible.
  Critical Failure As failure, and the creature is blinded until the 
  end of its next turn.
  STRIKING SNARE 
  SNARE 8
  CONSUMABLE
   MECHANICAL
   SNARE
   TRAP
  Price 75 gp
  You affix a trip line or other trigger to a group of either stones 
  or wooden stakes to strike a creature that enters the snare’s 
  square. The creature must attempt a DC 26 basic Reflex saving 
  throw. If you choose stones, the snare deals 9d8 bludgeoning 
  damage; if you choose spikes, it deals 9d8 piercing damage. 
  STUNNING SNARE 
  SNARE 12
  CONSUMABLE
   MECHANICAL
   SNARE
   TRAP
  Price 320 gp
  You rig a snare to disorient a creature with a quick bash, 
  leaving it with little ability to defend itself. The trap deals 6d6 
  bludgeoning damage to the first creature to enter its square; 
  that creature must attempt a DC 31 Reflex save.
  Critical Success The creature is unaffected.
  Success The creature takes half damage and is flat-footed for 1 
  round and stunned 1.
  Failure The creature takes full damage and is flat-footed for 1 
  round and stunned 2. 
  Critical Failure The creature takes double damage and is 
  flat-footed for 1 minute and stunned 4. 
  TRIP SNARE 
  SNARE 4
  CONSUMABLE
   MECHANICAL
   SNARE
   TRAP
  Price 15 gp
  You set a cunning wire to trip a creature. A Medium or smaller 
  creature that enters this snare’s square must attempt a DC 20 
  Reflex save. 
  If you want to create a trip snare to trip a larger creature, 
  you must create a group of contiguous snares of a length equal 
  to the edge of that larger creature’s space, and the creature 
  must be moving such that it moves into the full set of snares. 
  For example, three trip snares in a 15-foot-line can trip a Huge 
  creature coming down a corridor into the line of snares. 
  Critical Success The creature is unaffected.
  Success The creature is flat-footed until the start of its next turn.
  Failure The creature falls prone.
  Critical Failure The creature falls prone and takes 1d6 
  bludgeoning damage.
  WARNING SNARE 
  SNARE 4
  AUDITORY
   CONSUMABLE
   MECHANICAL
   SNARE
   TRAP
  Price 15 gp
  Using materials specific to the area, you connect a 
  sound-making component to a trip wire or a pressure plate. 
  This snare is like an alarm snare, but its subtle sound blends 
  into ambient noise. You can detect this sound as long as you’re 
  within 1,000 feet of the snare and aren’t prevented from 
  hearing it. Other creatures in that area who are searching 
  might notice the sound if their Perception check result meets 
  or exceeds your Craft DC.
  591
  11
  Crafting & Treasure
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Staves
  A magical staff is an indispensable accessory for an elite 
  spellcaster. A staff is tied to one person during a preparation 
  process, after which the preparer, and only the preparer, can 
  harness the staff to cast a variety of spells throughout the 
  day. The spells that can be cast from a staff are listed in 
  bullet points organized by level under each version of the 
  staff. Many staves can be found in multiple versions, with 
  more powerful versions that contain more spells and can 
  hold more charges—such a staff always contains the spells 
  of all lower-level versions, in addition to the spells listed in 
  its own entry. All magical staves have the staff trait.
  Casting Spells from a Staff
  A staff gains charges when someone prepares it for the day. 
  The person who prepared a staff can expend the charges to 
  cast spells from it. You can Cast a Spell from a staff only if 
  you have that spell on your spell list, are able to cast spells 
  of the appropriate level, and expend a number of charges 
  from the staff equal to the spell’s level. Casting a Spell from 
  a staff requires holding the staff (typically in one hand) and 
  Activating the staff by Casting the Spell, which takes the 
  spell’s normal number of actions.
  Use your spell attack roll and spell DC when Casting a 
  Spell from a staff. The spell gains the appropriate trait for 
  your magical tradition (arcane, divine, occult, or primal) 
  and can be affected by any modifications you can 
  normally make when casting spells, such as metamagic 
  feats. You must provide any material components, cost, 
  or focus required by the spell, or you fail to cast it.
  Prepared spellcasters and spontaneous spellcasters 
  each have a unique way of altering how their staves gain 
  charges and the ways they can be used (see the Prepared 
  Spellcasters and Spontaneous Spellcasters sections below).
  Casting Cantrips from a staff
  If a staff contains a cantrip, you can cast that cantrip using 
  the staff without expending any charges. The cantrip’s 
  level is heightened to the same level as cantrips you cast.
  Preparing a Staff
  During your daily preparations, you can prepare a staff to 
  add charges to it for free. When you do so, that staff gains a 
  number of charges equal to the highest level of spell you’re 
  able to cast. You don’t need to expend any spells to add 
  charges in this way. No one can prepare more than one 
  staff per day, nor can a staff be prepared by more than one 
  person per day. If the charges aren’t used within 24 hours, 
  they’re lost, and preparing the staff anew removes any 
  charges previously stored in it. You can prepare a staff only 
  if you have at least one of the staff’s spells on your spell list.
  prEparEd spEllCastErs
  A prepared spellcaster—such as a cleric, druid, or wizard—
  can place some of their own magic in a staff to increase its 
  number of charges. When a prepared spellcaster prepares a 
  staff, they can expend a spell slot to add a number of charges 
  to the staff equal to the level of the spell. They can’t expend 
  more than one spell in this way each day. For example, if 
  Ezren can cast 3rd-level spells and prepared a staff, the staff 
  would gain 3 charges, but Ezren could increase this to 6 
  by expending one of his 3rd-level spells, 5 by expending a 
  2nd-level spell, or 4 by expending a 1st-level spell.
  spontanEous spEllCastErs
  A spontaneous spellcaster, such as a bard or sorcerer, can 
  reduce the number of charges it takes to Activate a staff by 
  supplementing with their own energy. When a spontaneous 
  spellcaster Activates a staff, they can expend 1 charge from 
  the staff and one of their spell slots to cast a spell from the 
  staff of the same level (or lower) as the expended spell slot. 
  This doesn’t change the number of actions it takes to cast 
  the spell. For example, if Seoni can cast 3rd-level spells and 
  prepared a staff, the staff would gain 3 charges. She could 
  expend 1 charge and one of her 3rd-level spell slots to cast 
  a 3rd-level spell from the staff, or 1 charge and one of her 
  2nd-level spell slots to cast a 2nd-level spell from the staff. 
  She could still expend 3 charges from the staff to cast a 3rd-
  level spell from it without using any of her own slots, just 
  like any other spellcaster.
  Attacking with a Staff
  Staves are also staff weapons (page 280), included in their 
  Price. They can be etched with runes as normal for a staff. 
  This doesn’t alter any of their spellcasting abilities.
  ANIMAL STAFF 
  ITEM 4+
  DIVINATION
   MAGICAL
   STAFF
  Usage held in 1 hand; Bulk 1
  This staff is topped with carved animal and monster heads. 
  While wielding the staff, you gain a +2 circumstance bonus to 
  Nature checks to identify animals.
  Activate Cast a Spell; Effect You expend a number of charges 
  from the staff to cast a spell from its list.
  Type animal staff; Level 4; Price 90 gp
  • Cantrip know direction
  • 1st magic fang, summon animal
  Type greater animal staff; Level 8; Price 460 gp
  • 2nd animal messenger, speak with animals, summon animal
  • 3rd animal form, summon animal
  Type major animal staff; Level 12; Price 1,900 gp
  • 4th summon animal
  • 5th animal form, moon frenzy, summon animal
  Craft Requirements Supply one casting of all listed levels of 
  all listed spells.
  MENTALIST’S STAFF 
  ITEM 4+
  DIVINATION
   MAGICAL
   STAFF
  Usage held in 1 hand; Bulk 1
  This polished wooden staff bears a swirling motif reminiscent 
  of the folds of a brain. While wielding the staff, you gain a +2 
  circumstance bonus to checks to identify mental magic.
  Core Rulebook
  592
  
  Activate Cast a Spell; Effect You expend a number of charges 
  from the staff to cast a spell from its list.
  Type mentalist’s staff; Level 4; Price 90 gp
  • Cantrip daze
  • 1st mindlink, phantom pain
  Type greater mentalist’s staff; Level 8; Price 450 gp
  • 2nd paranoia
  • 3rd hypercognition, phantom pain
  Type major mentalist’s staff; Level 12; Price 1,800 gp
  • 4th modify memory, telepathy
  • 5th phantom pain, synaptic pulse, synesthesia
  Craft Requirements Supply one casting of all listed levels of 
  all listed spells.
  STAFF OF ABJURATION 
  ITEM 6+
  ABJURATION
   MAGICAL
   STAFF
  Usage held in 1 hand; Bulk 1
  This intricately carved wooden staff is warm to the touch and 
  thrums with inner energy. While wielding the staff, you gain a 
  +2 circumstance bonus to checks to identify abjuration magic.
  Activate Cast a Spell; Effect You expend a number of charges 
  from the staff to cast a spell from its list.
  Type staff of abjuration; Level 6; Price 230 gp
  • Cantrip shield
  • 1st alarm, feather fall
  • 2nd dispel magic, endure elements, resist energy
  Type greater staff of abjuration; Level 10; Price 900 gp
  • 3rd alarm, glyph of warding
  • 4th dimensional anchor, dispel magic, resist energy
  Type major staff of abjuration; Level 14; Price 4,000 gp
  • 5th banishment, endure elements
  • 6th dispel magic, repulsion
  Craft Requirements Supply one casting of all listed levels of 
  all listed spells.
  STAFF OF CONJURATION 
  ITEM 6+
  CONJURATION
   MAGICAL
   STAFF
  Usage held in 1 hand; Bulk 1
  This ash staff is decorated with animals; wielding it, you gain a 
  +2 circumstance bonus to checks to identify conjuration magic.
  Activate Cast a Spell; Effect You expend a number of 
  charges from the staff to cast a spell from its list.
  Type staff of conjuration; Level 6; Price 230 gp
  • Cantrip tanglefoot
  • 1st summon construct, unseen servant
  • 2nd obscuring mist, phantom steed, summon construct, 
  summon elemental
  Type greater staff of conjuration; Level 10; Price 900 gp
  • 3rd stinking cloud, summon construct, summon elemental
  • 4th creation, phantom steed, summon construct, 
  summon elemental
  Type major staff of conjuration; Level 14; Price 4,000 gp
  • 5th black tentacles, summon construct, summon 
  elemental
  • 6th phantom steed, summon construct, summon 
  elemental
  Craft Requirements Supply one casting of all listed levels 
  of all listed spells.
  STAFF OF DIVINATION 
  ITEM 6+
  DIVINATION
   MAGICAL
   STAFF
  Usage held in 1 hand; Bulk 1
  Semiprecious gemstones emerge, seemingly at random, from the 
  surface of this gnarled wooden staff. While wielding it, you gain 
  a +2 circumstance bonus to checks to identify divination magic.
  Activate Cast a Spell; Effect You expend a number of charges 
  from the staff to cast a spell from its list.
  Type staff of divination; Level 6; Price 230 gp
  • Cantrip detect magic
  • 1st true strike
  • 2nd comprehend language, darkvision, see invisibility
  Type greater staff of divination; Level 10; Price 900 gp
  • 3rd clairaudience, darkvision
  • 4th clairvoyance, comprehend language, telepathy
  Type major staff of divination; Level 14; Price 4,000 gp
  • 5th prying eye, sending
  • 6th telepathy, true seeing
  Craft Requirements Supply one casting of all listed levels of 
  all listed spells.
  STAFF OF ENCHANTMENT 
  ITEM 6+
  ENCHANTMENT
   MAGICAL
   STAFF
  Usage held in 1 hand; Bulk 1
  A mesmerizing gemstone caps the head of this handsomely 
  crafted wooden staff. While wielding the staff, you gain a +2 
  circumstance bonus to checks to identify enchantment magic.
  Activate Cast a Spell; Effect You expend a number of charges 
  from the staff to cast a spell from its list.
  Type staff of enchantment; Level 6; Price 230 gp
  • Cantrip daze
  • 1st charm, command
  • 2nd hideous laughter, touch of idiocy
  Type greater staff of enchantment; Level 10; Price 900 gp
  • 3rd paralyze
  • 4th charm, confusion, suggestion
  Type major staff of enchantment; Level 14 (uncommon); 
  Price 4,000 gp
  • 5th command, crushing despair
  • 6th dominate, feeblemind
  Craft Requirements Supply one casting of all listed levels of 
  all listed spells.
  STAFF OF EVOCATION 
  ITEM 6+
  EVOCATION
   MAGICAL
   STAFF
  Usage held in 1 hand; Bulk 1
  This staff is tapered at the base and carved into a gem-
  studded twist at the top. While wielding the staff, you gain a 
  +2 circumstance bonus to checks to identify evocation magic.
  Activate Cast a Spell; Effect You expend a number of charges 
  from the staff to cast a spell from its list.
  Type staff of evocation; Level 6; Price 230 gp
  • Cantrip ray of frost
  593
  11
  Crafting & Treasure
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  • 1st magic missile, shocking grasp
  • 2nd acid arrow, glitterdust
  Type greater staff of evocation; Level 10; Price 900 gp
  • 3rd lightning bolt, magic missile
  • 4th fireball, weapon storm
  Type major staff of evocation; Level 14; Price 4,000 gp
  • 5th cone of cold, magic missile
  • 6th chain lightning, wall of force
  Craft Requirements Supply one casting of all listed levels 
  of all listed spells.
  STAFF OF FIRE 
  ITEM 3+
  EVOCATION
   MAGICAL
   STAFF
  Usage held in 1 hand; Bulk 1
  This staff resembles a blackened and burned length of ashen 
  wood. It smells faintly of soot and glows as if lit by embers. 
  You can use an Interact action to touch the tip of this staff to a 
  torch, tinder, or a flammable substance to ignite a flame.
  Activate Cast a Spell; Effect You expend a number of 
  charges from the staff to cast a spell from its list.
  Type staff of fire; Level 3; Price 60 gp
  • Cantrip produce flame
  • 1st burning hands
  Type greater staff of fire; Level 8; Price 450 gp
  • 2nd burning hands, flaming sphere
  • 3rd flaming sphere, fireball
  Type major staff of fire; Level 12; Price 1,800 gp
  • 4th fire shield, fireball, wall of fire
  • 5th fireball, wall of fire
  Craft Requirements Supply one casting of all listed levels of 
  all listed spells.
  STAFF OF HEALING 
  ITEM 4+
   MAGICAL
   NECROMANCY
   STAFF
  Usage held in 1 hand; Bulk 1
  Made of smooth, white wood, this staff is capped at 
  each end with a golden cross adorned with a multitude 
  of ruby cabochons. A staff of healing grants an item bonus 
  to the Hit Points you restore anytime you cast the heal spell 
  using your own spell slots or using charges from the staff.
  Activate Cast a Spell; Effect You expend a number of charges 
  from the staff to cast a spell from its list.
  Type staff of healing; Level 4; Price 90 gp
  The item bonus granted to heal spells is +1.
  • Cantrip stabilize
  • 1st heal
  Type greater staff of healing; Level 8; Price 470 gp
  The item bonus granted to heal spells is +2.
  • 2nd heal, restoration, restore senses
  • 3rd heal, remove disease
  Type major staff of healing; Level 12; Price 1,800 gp
  The item bonus granted to heal spells is +3.
  • 4th heal, restoration
  • 5th breath of life, heal, remove disease
  Type true staff of healing; Level 16; Price 9,200 gp
  The item bonus granted to heal spells is +4.
  • 6th heal, restoration, restore senses
  • 7th heal, regenerate, remove disease
  Craft Requirements Supply one casting of all listed levels 
  of all listed spells.
  STAFF OF ILLUMINATION 
  ITEM 8
  EVOCATION
   MAGICAL
   STAFF
  Price 425 gp
  Usage held in 1 hand; Bulk 1
  This simple iron staff is capped with a faceted, clear gem.
  Activate � Interact; Effect The gem at the top of the 
  staff glows as a torch, shedding bright light in a 20-foot 
  radius (and dim light to the next 20 feet) for 10 minutes.
  Activate Cast a Spell; Effect You expend a number of charges 
  from the staff to cast a spell from its list.
  • Cantrip light
  • 2nd continual flame
  • 3rd continual flame, searing light
  Craft Requirements Supply one casting of all listed levels 
  of all listed spells.
  STAFF OF ILLUSION 
  ITEM 6+
  ILLUSION
  MAGICAL
   STAFF
  Usage held in 1 hand; Bulk 1
  This ornately designed metal staff shines with precious inlays 
  of gold. When you Cast a Spell from the staff, the illusory 
  image of something you desire flashes across its surface. 
  While wielding the staff, you gain a +2 circumstance bonus to 
  checks to identify illusion magic.
  Activate Cast a Spell; Effect You expend a number of charges 
  from the staff to cast a spell from its list.
  Type staff of illusion; Level 6; Price 230 gp
  • Cantrip ghost sound
  • 1st illusory disguise, illusory object
  • 
  2nd illusory creature, item facade, ventriloquism
  Type greater staff of illusion; Level 10; Price 900 gp
  • 
  3rd illusory disguise, item facade
  • 4th illusory creature, veil
  Type major staff of illusion; Level 14; Price 4,000 gp
  • 5th illusory scene, veil
  • 6th hallucination, mislead
  Craft Requirements Supply one casting of all listed levels of 
  all listed spells.
  STAFF OF NECROMANCY 
  ITEM 6+
  MAGICAL
  NECROMANCY
  STAFF
  Usage held in 1 hand; Bulk 1
  This twisted and grim-looking staff is adorned with hideous 
  skull and bone motifs. While wielding the staff, you gain a +2 
  circumstance bonus to checks to identify necromancy magic.
  Activate Cast a Spell; Effect You expend a number of charges 
  from the staff to cast a spell from its list.
  Type staff of necromancy; Level 6; Price 230 gp
  • Cantrip chill touch
  • 1st grim tendrils, ray of enfeeblement
  • 2nd deafness, gentle repose
  Core Rulebook
  594
  
  Type greater staff of necromancy; Level 10; Price 900 gp
  • 3rd blindness, vampiric touch
  • 4th grim tendrils, enervation
  Type major staff of necromancy; Level 14; Price 4,000 gp
  • 5th cloudkill, gentle repose
  • 6th grim tendrils, vampiric exsanguination
  Craft Requirements Supply one casting of all listed levels of 
  all listed spells.
  STAFF OF POWER 
  ITEM 16
  RARE
   EVOCATION
   MAGICAL
   STAFF
  Price 10,000 gp
  Usage held in 1 hand; Bulk 1
  This staff of magically hardened wood is topped with a silver 
  sculpture depicting magical runic symbols. When used as a 
  weapon, a staff of power is a +2 greater striking staff.
  Voluntarily destroying a staff of power unleashes an 
  incredible blast of energy. When wielding the staff, you can 
  Interact to break it. This releases a 30-foot-burst magical 
  explosion centered on the staff. This deals 2d8 force damage 
  per charge remaining in the staff (DC 40 basic Reflex save). 
  You automatically critically fail your save. A creature reduced 
  to 0 Hit Points by this damage dies instantly; this is a 
  death effect.
  Activate Cast a Spell; Effect You expend a number of 
  charges from the staff to cast a spell from its list.
  • 1st ray of enfeeblement
  • 2nd continual flame
  • 3rd levitate
  • 4th globe of invulnerability, paralyze
  • 5th magic missile
  • 6th wall of force
  • 7th cone of cold, fireball, lightning bolt
  Craft Requirements Supply one casting of all listed levels of 
  all listed spells.
  STAFF OF THE MAGI 
  ITEM 20
  RARE
   EVOCATION
   MAGICAL
   STAFF
  Price 90,000 gp
  Usage held in 1 hand; Bulk 1
  Sigils and runes of ancient and powerful magic cover the iron 
  cladding on this long wooden staff. A staff of the magi is a 
  +3 major striking staff, and when wielding it you gain a +1 
  circumstance bonus to saving throws against spells.
  Voluntarily destroying a staff of the magi unleashes 
  a truly devastating wave of arcane energy that surges 
  out, dissipating with distance. When wielding the staff, 
  you can break it using an Interact action. This releases a 
  30-foot-burst magical explosion centered on the staff. This 
  deals 2d10 force damage per charge remaining in the staff 
  (DC 40 basic Reflex save), You automatically critically fail 
  your save. The explosion continues to echo beyond the 
  initial blast zone, dealing half as much damage to creatures 
  beyond 30 feet but within a 60-foot burst. A creature 
  reduced to 0 Hit Points by this damage dies instantly; this 
  is a death effect.
  Activate Cast a Spell; Effect You expend a number of charges 
  from the staff to cast a spell from its list.
  • Cantrip detect magic, light, mage hand, telekinetic 
  projectile
  • 1st lock
  • 2nd enlarge, 
  glitterdust, 
  invisibility, 
  knock, 
  telekinetic maneuver, web
  • 3rd dispel magic, fireball, lightning bolt
  • 4th invisibility, enlarge, fireball, wall of fire, web
  • 5th cone of cold, passwall, telekinetic haul
  • 6th disintegrate, dispel magic, fireball, lightning bolt
  • 7th cone of cold, passwall, plane shift, wall of fire
  • 8th fireball, mage armor
  • 9th dispel magic, meteor swarm, summon dragon
  Craft Requirements Supply one casting of all listed levels of 
  all listed spells.
  STAFF OF TRANSMUTATION 
  ITEM 6+
   MAGICAL
   STAFF
   TRANSMUTATION
  Usage held in 1 hand; Bulk 1
  A glass orb atop this metal staff contains fine, undulating sand. 
  While wielding the staff, you gain a +2 circumstance bonus to 
  checks to identify transmutation magic.
  Activate Cast a Spell; Effect You expend a number of 
  charges from the staff to cast a spell from its list.
  Type staff of transmutation; Level 6; Price 230 gp
  • Cantrip sigil
  • 1st fleet step, jump
  • 2nd enlarge, humanoid form
  Type greater staff of transmutation; Level 10; Price 900 gp
  • 3rd feet to fins, jump
  • 4th gaseous form, shape stone
  Type major staff of transmutation; Level 14; Price 4,000 gp
  • 5th humanoid transformation
  • 6th baleful polymorph, dragon form, flesh to stone
  Craft Requirements Supply one casting of all listed levels 
  of all listed spells.
  VERDANT STAFF 
  ITEM 6+
  DIVINATION
   MAGICAL
   STAFF
  Usage held in 1 hand; Bulk 1
  This oak branch grows leaves in spring that change color in 
  autumn and shed in winter. While wielding it, you gain a +2 
  circumstance bonus to Nature checks to identify plants.
  Activate Cast a Spell; Effect You expend a number of charges 
  from the staff to cast a spell from its list.
  Type verdant staff; Level 6; Price 225 gp
  • Cantrips tanglefoot
  • 1st shillelagh (can target the verdant staff)
  • 2nd barkskin, entangle, shape wood, tree shape
  Type greater verdant staff; Level 12; Price 1,750 gp
  • 3rd wall of thorns
  • 4th barkskin, speak with plants
  • 5th plant form, wall of thorns
  Craft Requirements Supply one casting of all listed levels of 
  all listed spells.
  595
  11
  Crafting & Treasure
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Structures
  These items create structures of significant size, typically 
  by growing from their more manageable, normal forms. 
  All these items have the structure trait, described in the 
  sidebar below.
  EXPLORER’S YURT 
  ITEM 10
  CONJURATION
   MAGICAL
   STRUCTURE
  Price 880 gp
  Bulk 1 (when not activated)
  Before activation, this item appears to be nothing more than a 
  simple rolled-up tent, barely large enough to fit four Medium 
  creatures. Despite attempts to clean it, the tent is perpetually 
  smudged with dirt in various places.
  Activate (10 minutes) Interact; Frequency once per 
  day; Effect The rolled-up tent expands into a spacious yurt 
  complete with a fire pit, 10 bedrolls, various cooking utensils, 
  and basic food and water. 
  The yurt can house and feed you and up to nine other 
  Medium creatures that eat roughly as much as a human does; 
  they need not attempt a Survival check to Subsist when you 
  use the yurt. Fires and light inside the yurt do not extend 
  illumination into the area surrounding the yurt, making it 
  harder to spot from a distance. 
  A large loop of red cloth hangs from one wall. If this loop 
  is pulled, which takes an Interact action, the entire yurt 
  immediately folds back up into its deactivated form, ready for 
  further travel.
  INSTANT FORTRESS 
  ITEM 16
  UNCOMMON
  CONJURATION
   MAGICAL
   STRUCTURE
  Price 9,300 gp
  Bulk L (when not activated)
  This metal cube is small enough to fit in your palm. Close 
  inspection reveals fine lines in the dark gray metal, as though 
  the cube were folded thousands of times.
  Activate � command, Interact; Effect You toss the 
  cube on the ground, and it immediately unfolds into an 
  adamantine fortress. 
  The fortress is 20 feet square and 30 feet high, with adamantine 
  stairs leading up to three sets of battlements at heights of 10 
  feet and 20 feet and at the top. Arrow slits along the lower 
  battlements and crenelations at the top provide standard cover 
  to anyone within the fortress. There’s no roof, leaving an open, 
  10-foot-square vertical shaft through the center of the structure.
  As a magical structure, the fortress has the structure trait. 
  Because it expands outward, the fortress can’t catch creatures 
  inside it as a magical structure normally does. Instead, it pushes 
  those creatures back. It can’t push a creature into a surface or 
  hazard this way, and stops expanding if that would happen.
  The fortress has a single door in the center of one wall on 
  the ground level, and the door appears directly in front of 
  you when you activate the fortress. Provided you’re within 
  100 feet of the door, you can cause the door to open or slam 
  shut and lock by spending a single action to issue a verbal 
  command, which has the auditory trait. The DC to Force Open 
  the door or Pick its Lock is 40.
  You can instantly return the instant fortress to its cube form 
  by spending a single action to issue a verbal command, which 
  has the auditory trait. Once deactivated, the fortress can’t be 
  activated again for 4 hours.
  If the fortress becomes damaged, it can be repaired 
  only with a remake spell or by someone who is legendary 
  at Crafting.
  POCKET STAGE 
  ITEM 5
  CONJURATION
   MAGICAL
   STRUCTURE
  Price 138 gp
  Bulk L (when not activated)
  This item appears to be a miniature replica of a theater. 
  It includes a small pocket full of minute set dressing and 
  costumed paper dolls.
  Activate (1 minute) command, envision, Interact; Effect You 
  place the miniature theater on the ground, filling it with any 
  set dressing and up to six figures you choose. Then, you tap 
  a rhythm on the miniature, causing it to grow into a modest 
  stage 20 feet wide and 15 feet deep. It’s dressed with the 
  decorations you selected, and simple mannequins wear the 
  costumes you chose. A wooden proscenium arch frames the 
  stage, and simple curtains along the sides conceal the wings. 
  As a magical structure, the stage has the structure trait.
  All the stage’s set dressing is illusory and disappears if 
  taken more than 20 feet from the stage. The costumes are 
  physical but with illusory embellishments that fade at the 
  same range, revealing only plain, white smocks.
  THE STRUCTURE TRAIT
  An item with the structure trait creates a magical building 
  or other structure when activated. The item must be 
  activated on a plot of land free of other structures. 
  The structure adapts to the natural terrain, adopting 
  the structural requirements for being built there. The 
  structure adjusts around small features such as ponds or 
  spires of rock, but it can’t be created on water or other 
  nonsolid surfaces. If activated on snow, sand dunes, or 
  other soft surfaces with a solid surface underneath, the 
  structure’s foundation (if any) reaches the solid ground. If 
  an item with this trait is activated on a solid but unstable 
  surface, such as a swamp or an area plagued by tremors, 
  roll a DC 3 flat check each day; on a failure, the structure 
  begins to sink or collapse.
  The structure doesn’t harm creatures within the area 
  when it appears, and it can’t be created within a crowd or 
  in a densely populated area. Any creature inadvertently 
  caught inside the structure when the item is activated 
  ends up unharmed inside the complete structure and 
  always has a clear path of escape. A creature inside the 
  structure when the activation ends isn’t harmed, and it 
  lands harmlessly on the ground if it was on an upper level 
  of the structure.
  Core Rulebook
  596
  
  Wands
  Short, slender items typically made of wood, wands let you 
  cast a specific spell without expending a spell slot. They can 
  be used once per day, but can be overcharged to attempt 
  to cast them again at great risk. Each wand holds a spell 
  of a certain level, determined when the wand is created. 
  Cantrips, focus spells, and rituals can’t be placed in wands.
  If you find a wand, you can try to figure out what 
  spell is in it. If the spell is a common spell from your 
  spell list or is a spell you know, you can use a single 
  Recall Knowledge action and automatically succeed. 
  If it’s not, you must Identify Magic (page 238).
  Casting Spells from a Wand
  A wand contains a spell that can be cast once per day. 
  Casting a spell from a wand requires holding the wand 
  in one hand and activating the item with a Cast a Spell 
  activity using the normal number of actions for the spell.
  To cast a spell from a wand, it must be on your spell 
  list. Because you’re the one casting the spell, use your spell 
  attack roll and spell DC. The spell is of your tradition.
  A spell cast from a wand doesn’t require physical 
  material components, but you must replace any 
  material component normally required to cast the spell 
  with a somatic component. If the spell requires a focus, 
  you must still have that focus to cast the spell from a 
  wand, and if the spell has a cost, you must still pay that 
  cost to cast the spell from a wand.
  ovErCHarging a Wand
  After the spell is cast from the wand for the day, you can 
  attempt to cast it one more time—overcharging the wand 
  at the risk of destroying it. Cast the Spell again, then roll 
  a DC 10 flat check. On a success, the wand is broken. 
  On a failure, the wand is destroyed. If anyone tries to 
  overcharge a wand when it’s already been overcharged 
  that day, the wand is automatically destroyed (even if it 
  had been repaired) and no spell is cast.
  Wand Statistics
  A wand’s base statistics are the same unless noted 
  otherwise in a special wand. It has light Bulk, and must 
  be held in one hand to be activated. Each wand contains 
  a specific level of the spell. When you activate a wand, you 
  can only cast the spell at the specified level, but you can 
  craft a wand with a heightened version of a spell.
  varying statistiCs
  Each type of wand has a Level and Price determined by the 
  spell’s level. The wand’s rarity matches the spell’s rarity. 
  The item’s traits also vary, based on the spell. A wand has 
  any traits listed in its stat block (usually just magical and 
  wand), plus any traits of the spell stored on it.
  Crafting a Wand
  For the most part, the process to Craft a wand is like that to 
  Craft any other magic item. When you begin the crafting 
  process, choose a spell to put into the wand. You have 
  to either cast that spell during the process, or someone 
  else must do so in your presence. That spell doesn’t have 
  its normal effects; instead, the magic is captured inside the 
  wand. The caster doesn’t need to pay any cost of the spell.
  The casting must come from a spellcaster expending a 
  spell slot. You can’t make a wand from a spell that comes 
  from another magic item, for example.
  Magic Wand
  The simplest form of wand contains a spell, with Price 
  and level based on that spell. The wand has the magical 
  and wand traits, as well as the traits the spell has. The 
  name of a magic wand with a spell in it is simply “wand 
  of,” followed by the spell’s name.
  MAGIC WAND 
  ITEM 3+
  MAGICAL
   WAND
  Usage held in 1 hand; Bulk L
  This baton is about a foot long and contains a single spell. The 
  appearance typically relates to the spell within.
  Activate (Cast a Spell); Frequency once per day, plus 
  overcharge; You Cast the Spell at the indicated level.
  Type 1st-level spell; Level 3; Price 60 gp
  Type 2nd-level spell; Level 5; Price 160 gp
  Type 3rd-level spell; Level 7; Price 360 gp
  Type 4th-level spell; Level 9; Price 700 gp
  Type 5th-level spell; Level 11; Price 1,500 gp
  Type 6th-level spell; Level 13; Price 3,000 gp
  Type 7th-level spell; Level 15; Price 6,500 gp
  Type 8th-level spell; Level 17; Price 15,000 gp
  Type 9th-level spell; Level 19; Price 40,000 gp
  Craft Requirements Supply a listed-level casting of the spell.
  EXAMPLE MAGIC WAND
  This example magic wand has the heal spell.
  WAND OF HEAL 
  ITEM 3+
  MAGICAL
   NECROMANCY
  POSITIVE
   WAND
  Usage held in 1 hand; Bulk L
  The golden end caps on this white wooden wand are 
  adorned with ruby cabochons. 
  Activate (Cast a Spell); Frequency once per day, plus 
  overcharge; You cast a heal spell at the indicated level.
  Type 1st-level spell; Level 3; Price 60 gp
  Type 2nd-level spell; Level 5; Price 160 gp
  Type 3rd-level spell; Level 7; Price 360 gp
  Type 4th-level spell; Level 9; Price 700 gp
  Type 5th-level spell; Level 11; Price 1,500 gp
  Type 6th-level spell; Level 13; Price 3,000 gp
  Type 7th-level spell; Level 15; Price 6,500 gp
  Type 8th-level spell; Level 17; Price 15,000 gp
  Type 9th-level spell; Level 19; Price 40,000 gp
  Craft Requirements Supply a listed-level casting of heal.
  597
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  Specialty Wands
  Specialty wands can contain only certain kinds of 
  spells, as noted in the stat block, and either alter the 
  spell’s effects or affect how it can be cast. The Craft 
  Requirements entry lists what kinds of spells the 
  wand can hold.
  WAND OF CONTINUATION 
  ITEM 5+
  MAGICAL
   WAND
  Usage held in 1 hand; Bulk L
  This wand increases a spell’s duration. Yellow embers 
  spiral over its surface until the spell ends.
  Activate (Cast a Spell); Frequency once per day, plus 
  overcharge; the activation takes � if the spell normally 
  takes � to cast, or � if the spell normally takes �; 
  Effect You Cast the Spell, and its duration is increased 
  by half.
  Type 1st-level spell; Level 5; Price 160 gp
  Type 2nd-level spell; Level 7; Price 360 gp
  Type 3rd-level spell; Level 9; Price 700 gp
  Type 4th-level spell; Level 11; Price 1,400 gp
  Type 5th-level spell; Level 13; Price 3,000 gp
  Type 6th-level spell; Level 15; Price 6,500 gp
  Type 7th-level spell; Level 17; Price 15,000 gp
  Type 8th-level spell; Level 19; Price 40,000 gp
  Craft Requirements Supply a casting of a spell of the 
  appropriate level. The spell must have a casting time of [one-
  action] or � and a duration no less than 10 minutes and no 
  greater than 1 hour.
  WAND OF MANIFOLD MISSILES 
  ITEM 5+
  EVOCATION
   FORCE
   MAGICAL
   WAND
  Usage held in 1 hand; Bulk L
  This wand features a carved dragon’s head at its top and a 
  polished metal sphere set in its midsection.
  Activate (Cast a Spell); Frequency once per day, plus 
  overcharge; Effect You cast magic missile of the indicated 
  level. After you cast the spell, an additional missile or 
  missiles are released from the wand at the start of each 
  of your turns, as though you cast the 1-action version of 
  magic missile. Choose targets each time. This lasts for 
  1 minute, until you’re no longer wielding the wand, or 
  until you try to activate the wand again.
  Type 1st-level spell; Level 5; Price 160 gp
  Type 3rd-level spell; Level 9; Price 700 gp
  Type 5th-level spell; Level 13; Price 3,000 gp
  Type 7th-level spell; Level 17; Price 15,000 gp
  Craft Requirements Supply a casting of magic missile of 
  the appropriate level.
  WAND OF SLAYING 
  ITEM 16+
  ILLUSION
   MAGICAL
   WAND
  Usage held in 1 hand; Bulk L
  This polished black wand has a green gem at the tip, and 
  anyone who looks into it sees a reflection of a grinning skull 
  instead of their face.
  Activate (Cast a Spell); Frequency once per day, plus 
  overcharge; Effect You cast finger of death of the indicated 
  level. If the spell slays its target, the corpse releases negative 
  energy in a 20-foot emanation, dealing negative damage 
  equal to double the spell’s level.
  Type 7th level spell; Level 16; Price 10,000 gp
  Type 8th level spell; Level 18; Price 24,000 gp
  Type 9th level spell; Level 20; Price 70,000 gp
  Craft Requirements Supply a casting of finger of death of 
  the appropriate level.
  WAND OF SMOLDERING FIREBALLS 
  ITEM 8+
  EVOCATION
   FIRE
   MAGICAL
   WAND
  Usage held in 1 hand; Bulk L
  This blackened, heavily burned stick smells faintly of 
  bat guano.
  Activate (Cast a Spell); Frequency once per day, plus 
  overcharge; Effect You cast fireball of the indicated 
  level. Each creature that fails its save takes persistent 
  fire damage.
  Type 3rd-level spell; Level 8; Price 500 gp; Persistent 
  Damage 1d6
  Type 5th-level spell; Level 12; Price 2,000 gp; Persistent 
  Damage 2d6
  Type 7th-level spell; Level 16; Price 10,000 gp; Persistent 
  Damage 3d6
  Type 9th-level spell; Level 20; Price 70,000 gp; 
  Persistent Damage 4d6
  Craft Requirements Supply a casting of fireball of the 
  appropriate level.
  WAND OF WIDENING 
  ITEM 4+
  MAGICAL
   WAND
  Usage held in 1 hand; Bulk L
  The end of this wand is forked instead of tapered.
  Activate (Cast a Spell); Frequency once per day, plus 
  overcharge; This activation takes � if the spell normally 
  takes � to cast, or � if the spell normally takes �; 
  Effect You Cast the Spell, and increase its area. Add 5 feet to 
  the radius of a burst that normally has a radius of at least 10 
  feet; add 5 feet to the length of a cone or line that is normally 
  15 feet long or smaller; or add 10 feet to the length of a larger 
  cone or line.
  Type 1st-level spell; Level 4; Price 100 gp
  Type 2nd-level spell; Level 6; Price 250 gp
  Type 3rd-level spell; Level 8; Price 500 gp
  Type 4th-level spell; Level 10; Price 1,000 gp
  Type 5th-level spell; Level 12; Price 2,000 gp
  Type 6th-level spell; Level 14; Price 4,500 gp
  Type 7th-level spell; Level 16; Price 10,000 gp
  Type 8th-level spell; Level 18; Price 24,000 gp
  Type 9th-level spell; Level 20; Price 70,000 gp
  Craft Requirements Supply a casting of a spell of the 
  appropriate level. The spell must have a casting time of � 
  or �, can’t have a duration, and must have an area of 
  burst (10 feet or more), cone, or line.
  Core Rulebook
  598
  
  Weapons
  Weapons can be crafted from precious materials or infused 
  with magic to grant them powerful and unusual abilities.
  Precious Material Weapons
  Weapons made of precious materials are more expensive 
  and sometimes have special effects. You can make metal 
  weapons out of any of these materials except darkwood, 
  and wooden weapons out of darkwood. To determine the 
  Price of 10 pieces of ammunition, use the base Price for a 
  single weapon, without adding any extra for Bulk.
  ADAMANTINE WEAPON 
  ITEM 11+ 
  UNCOMMON
  Usage varies by weapon; Bulk varies by 
  weapon
  Adamantine weapons have a shiny black 
  appearance and cut through lesser items with 
  ease. They treat any object they hit as if it had half as 
  much Hardness as usual, unless the object’s Hardness 
  is greater than that of the adamantine weapon.
  Type standard-grade adamantine weapon; Level 11; Price 
  1,400 gp + 140 gp per Bulk; Craft Requirements at 
  least 175 gp of adamantine + 17.5 gp per Bulk 
  Type high-grade adamantine weapon; Level 
  17; Price 13,500 gp + 1,350 gp per Bulk; 
  Craft Requirements at least 6,750 gp 
  of adamantine + 675 gp per Bulk
  COLD IRON WEAPON 
  ITEM 2+
  Usage varies by weapon; Bulk varies by weapon
  Cold iron weapons deal additional damage to creatures with 
  weakness to cold iron, like demons and fey.
  Type low-grade cold iron weapon; Level 2; Price 40 gp + 4 gp 
  per Bulk; Craft Requirements at least 20 sp of cold iron + 
  2 sp per Bulk
  Type standard-grade cold iron weapon; Level 10; Price 880 gp 
  + 88 gp per Bulk; Craft Requirements at least 110 gp of cold 
  iron + 11 gp per Bulk
  Type high-grade cold iron weapon; Level 16; Price 9,000 gp + 
  900 gp per Bulk; Craft Requirements at least 4,500 gp of 
  cold iron + 450 gp per Bulk
  DARKWOOD WEAPON 
  ITEM 11+ 
  UNCOMMON
  Usage varies by weapon; Bulk varies by weapon
  Darkwood weapons are as dark as ebony, with a slight purple 
  tint. A darkwood weapon’s Bulk is reduced by 1 (or to light 
  Bulk if its normal Bulk is 1, with no effect on a weapon that 
  normally has light Bulk). 
  Type standard grade darkwood weapon; Level 11; Price 1,400 
  gp + 140 gp per Bulk; Craft Requirements at least 175 gp of 
  darkwood + 17.5 gp per Bulk
  Type high-grade darkwood weapon; Level 17; Price 13,500 gp 
  + 1,350 gp per Bulk; Craft Requirements at least 6,750 gp 
  of darkwood + 675 gp per Bulk
  MITHRAL WEAPON 
  ITEM 11+ 
  UNCOMMON
  Usage varies by weapon; Bulk varies by weapon
  Mithral weapons are slightly lighter than silver. A mithral weapon 
  is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, 
  with no effect on a weapon that normally has light Bulk).
  Type standard-grade mithral weapon; Level 11; Price 1,400 gp 
  + 140 gp per Bulk; Craft Requirements at least 175 gp of 
  mithral + 17.5 gp per Bulk
  Type high-grade mithral weapon; Level 17; Price 13,500 gp + 
  1,350 gp per Bulk; Craft Requirements at least 6,750 gp of 
  mithral + 675 gp per Bulk
  ORICHALCUM WEAPON 
  ITEM 18 
  RARE
  Usage varies by weapon; Bulk 
  varies by weapon
  Orichalcum weapons can have four 
  magic property runes instead of three. 
  Due to orichalcum’s temporal properties, 
  etching the speed weapon property rune onto 
  an orichalcum weapon costs half the normal Price 
  (though transferring the rune to a weapon made 
  of another material requires you to first pay the 
  remaining Price and then pay the cost to transfer). 
  Type high-grade orichalcum weapon; Level 
  18; Price 22,500 gp + 2,250 gp per Bulk; 
  Craft Requirements at least 11,250 gp of 
  orichalcum + 1,125 gp per Bulk
  SILVER WEAPON 
  ITEM 2+
  Usage varies by weapon; Bulk varies by weapon
  Silver weapons deal additional damage to creatures with 
  weakness to silver, like werewolves, and ignore the resistances 
  of some other creatures, like devils. 
  Type low-grade silver weapon; Level 2; Price 40 gp + 4 gp 
  per Bulk; Craft Requirements at least 20 sp of silver + 2 
  sp per Bulk
  Type standard-grade silver weapon; Level 10; Price 880 gp + 
  88 gp per Bulk; Craft Requirements at least 110 gp of silver 
  + 11 gp per Bulk
  Type high-grade silver weapon; Level 16; Price 9,000 gp + 
  900 gp per Bulk; Craft Requirements at least 4,500 gp of 
  silver + 450 gp per Bulk
  Basic Magic Weapon
  Many magic weapons are created by etching runes onto 
  them, as described on page 580. The magic weapon stat 
  block covers the Prices and attributes of the most common 
  weapons you can make with only fundamental runes.
  MAGIC WEAPON 
  ITEM 2+
  EVOCATION
   MAGICAL
  Usage held in 1 hand
  A magic weapon is a weapon etched with only fundamental 
  runes. A weapon potency rune gives an item bonus to attack 
  599
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  Game
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  & Treasure
  Appendix
  
  rolls with the weapon, and a striking rune increases the 
  weapon’s number of weapon damage dice.
  The Prices here are for all types of weapons. You don’t need 
  to adjust the Price from a club to a greataxe or the like. These 
  weapons are made of standard materials, not precious 
  materials such as cold iron.
  Type +1 weapon; Level 2; Price 35 gp
  This weapon has a +1 weapon potency rune (+1 item bonus to 
  attack rolls with the weapon).
  Type +1 striking weapon; Level 4; Price 100 gp
  This weapon has a +1 weapon potency rune (+1 item 
  bonus to attack rolls with the weapon) and a striking 
  rune (one extra damage die).
  Type +2 striking weapon; Level 10; Price 1,000 gp
  This weapon has a +2 weapon potency rune (+2 item bonus 
  to attack rolls with the weapon) and a striking rune (one 
  additional damage die).
  Type +2 greater striking weapon; Level 12; Price 2,000 gp
  This weapon has a +2 weapon potency rune (+2 item bonus 
  to attack rolls with the weapon) and a greater striking rune 
  (two extra damage dice).
  Type +3 greater striking weapon; Level 16; Price 10,000 gp
  This weapon has a +3 weapon potency rune (+3 item bonus to 
  attack rolls with the weapon) and a greater striking rune (two 
  extra damage dice).
  Type +3 major striking weapon; Level 19; Price 40,000 gp
  This weapon has a +3 weapon potency rune (+3 item bonus to 
  attack rolls with the weapon) and a major striking rune (three 
  extra damage dice).
  Specific Magic Weapons
  These weapons have abilities far different from 
  what can be gained by simply etching runes. A 
  specific magic weapon lists its fundamental runes, which 
  you can upgrade, add, or transfer as normal. You can’t 
  etch any property runes onto a specific weapon that it 
  doesn’t already have.
  BLOODLETTING KUKRI 
  ITEM 6
  UNCOMMON
   MAGICAL
   NECROMANCY
  Price 240 gp
  Usage held in 1 hand; Bulk L
  This +1 striking kukri has a crimson blade that shimmers 
  eerily in bright light. On a critical hit, the kukri deals 
  1d8 persistent bleed damage. If the target didn’t already 
  have persistent bleed damage when you scored the 
  critical hit, you also gain 1d8 temporary Hit Points.
  CATERWAUL SLING 
  ITEM 5
   EVOCATION
  MAGICAL
  Price 155 gp
  Usage held in 1 hand; Bulk L
  Made of shiny brown leather, this +1 striking sling has a single 
  white thread interwoven into its cord.
  Activate � Interact (sonic); Frequency once per day; 
  Effect You pull the white thread free, then whirl the sling in 
  circles at high speed. It lets out an ear-piercing wave of sound. 
  Each creature in a 30-foot cone takes 4d6 sonic damage (DC 
  21 basic Fortitude save). Any creature that fails is deafened 
  for 1 round, or 1 hour on a critical failure.
  DAGGER OF VENOM 
  ITEM 5
  MAGICAL
   NECROMANCY
   POISON
  Price 150 gp
  Usage held in 1 hand; Bulk L
  The serrated blade of this +1 striking dagger has a greenish 
  tinge, and the hilt is sculpted to look like the head of a serpent 
  about to strike. When you critically succeed at an attack roll 
  with the dagger of venom, the target becomes sickened 
  1 unless it succeeds at a DC 19 Fortitude save. This is a 
  poison effect. In addition, you can activate the dagger to 
  poison a creature with a more potent poison.
  Activate � Interact; Frequency once per day; Trigger 
  You damage a creature with the dagger of venom; Effect You 
  poison the creature you hit with dagger venom.
  Dagger Venom (poison); Saving Throw Fortitude DC 21; 
  Maximum Duration 4 rounds. Stage 1 1d8 poison damage 
  and enfeebled 1.
  DWARVEN THROWER 
  ITEM 13
  EVOCATION
   MAGICAL
  Price 2,750 gp
  Usage held in 1 hand; Bulk 1
  This +2 striking warhammer is inlaid with precious 
  metals and decorated with geometric patterns in 
  a dwarven style. If you’re a dwarf, a dwarven 
  thrower functions for you as a +2 greater striking 
  returning warhammer with the thrown 30 feet 
  trait, and your attacks with the hammer deal 1d8 
  additional damage against giants.
  FIGHTER’S FORK  
  ITEM 3
  MAGICAL
   TRANSMUTATION
  Price 50 gp
  Usage held in 1 or 2 hands; Bulk 1
  This +1 trident, usually engraved with a decorative pattern 
  resembling fish scales, is a common weapon among warriors 
  of aquatic ancestries.
  Activate � Interact; Effect You extend or shorten the 
  trident’s haft. When extended, the trident requires two hands 
  to wield and gains the reach trait, but loses the trident’s 
  normal thrown trait.
  FLAME TONGUE 
  ITEM 13+
  EVOCATION
   FIRE
   MAGICAL
  Usage held in 1 hand; Bulk 1
  This +2 greater striking flaming longsword has an ornate brass 
  hilt and a blade shaped like stylized flames. When wielded, the 
  blade projects illumination resembling shimmering firelight, 
  emitting dim light in a 10-foot radius.
  Activate � command, Interact; Effect You cast the 
  produce flame cantrip from the sword as a 7th-level arcane 
  Core Rulebook
  600
  
  spell, using your melee attack modifier with flametongue as 
  your spell attack modifier. 
  Type flame tongue; Level 13; Price 2,800 gp
  Type greater flame tongue; Level 17; Price 13,800 gp
  This is a +3 greater striking greater flaming longsword. When 
  you activate the sword to cast produce flame, the spell is 
  9th level.
  Activate � command; Frequency once per day; Effect A 
  10-foot emanation of flame radiates from the greater flame 
  tongue for 1 minute. All weapon and unarmed attacks by you 
  and your allies within the area gain the effect of the flaming 
  property rune.
  FROST BRAND 
  ITEM 16
  COLD
   EVOCATION
   MAGICAL
  Price 10,000 gp
  Usage held in 2 hands; Bulk 2
  The blade of this +2 greater striking greater frost greatsword 
  appears to be nothing but icy shards. The frost brand 
  automatically extinguishes non-magical fires in a 20-foot 
  emanation. While wielding it, you gain fire resistance 5.
  Activate � command, Interact; Effect You swing 
  the frost brand into the area of an ongoing magical fire, 
  and the blade attempts to counteract the fire with a 
  counteract modifier of +27. If it fails, it can’t attempt to 
  counteract the same fire again.
  GLOOM BLADE 
  ITEM 9
  EVOCATION
   MAGICAL
  Price 700 gp
  Usage held in 1 hand; Bulk L
  As black as coal, this blade grows more potent 
  in darkness. While in bright light, it functions 
  as a +1 shortsword and doesn’t appear to 
  radiate a magic aura to detect magic or similar 
  spells unless the spells are 4th level or higher. 
  In dim light or darkness, the gloom blade becomes a +2 
  striking shortsword. Whenever you use the gloom blade 
  to attack a creature you’re undetected by, you deal 1d6 
  additional precision damage. 
  To upgrade the gloom blade’s fundamental runes, start 
  with the base +1 shortsword, but if you improve it beyond 
  a +2 striking shortsword, the runes apply in dim light or 
  darkness as well.
  HOLY AVENGER 
  ITEM 14
  UNCOMMON
   DIVINE
   EVOCATION
  LAWFUL
   GOOD
  Price 4,500 gp
  Usage held in 1 hand; Bulk 1
  The gleaming holy avenger is the iconic weapon of 
  powerful paladins. The crossbar of this +2 greater striking 
  holy cold iron longsword is styled to look like angel wings. 
  Tradition holds that those who see their reflection in a holy 
  avenger’s highly polished blade have their faults laid bare. If 
  you are evil, you are enfeebled 2 while carrying or wielding 
  this weapon.
  Activate � command, Interact; Frequency 
  once per hour; Effect You command the sword 
  and point it at a creature you can see. The 
  sword casts detect alignment to detect evil, but 
  this targets only the selected creature instead 
  of detecting in an area.
  Paladin Wielder If you’re a champion of 
  the paladin cause, you also gain the following 
  two benefits.
  • When you critically hit an evil creature with the 
  holy avenger, the creature is slowed 1 and enfeebled 
  2 for 1 round.
  • You can activate the sword in the following way.
  Activate � command; Frequency once per day; 
  Requirements You hit a creature using the 
  holy avenger on your previous action; 
  Effect You cast dispel magic at the same 
  level as your champion focus spells. It must target an 
  illusion the creature you hit created, a spell affecting 
  the creature you hit, or an item the creature you hit 
  wears or carries. The spell or item you attempt to 
  counteract must be within 120 feet of you.
  Craft Requirements You are a champion with the paladin 
  cause; supply a casting of detect alignment and dispel magic. 
  The initial raw materials must include 120 gp of cold iron.
  LUCK BLADE 
  ITEM 17+
  RARE
   DIVINATION
   FORTUNE
   MAGICAL
  Usage held in 1 hand; Bulk L
  Luck and good fortune bless the wielder of this +3 greater 
  striking shortsword. Luck blades are crafted in a variety of 
  styles, but their hilts or blades always incorporate 
  symbols of luck, such as clovers, horseshoes, 
  fish, ladybugs, or other symbols. 
  Activate � envision; Frequency once per day; 
  Trigger You miss on a Strike with the luck blade; Effect 
  Reroll the triggering attack roll and use the new result. This 
  is a fortune effect.
  Type luck blade; Level 17; Price 15,000 gp
  Type wishing luck blade; Level 19; Price 30,000 gp
  Some luck blades contain one wish when crafted. You can 
  cast this spell as an arcane innate spell while wielding the 
  luck blade, expending the spell. A spellcaster who can cast 
  wish can place another wish into the blade by spending 
  8,000 gp and 4 days of downtime. A wishing luck blade can 
  hold no more than one wish at a time.
  Craft Requirements Supply a casting of wish.
  MATTOCK OF THE TITANS 
  ITEM 19
  UNCOMMON
   EVOCATION
   MAGICAL
  Price 36,000 gp
  Usage held in 2 hands; Bulk 16
  This 15-foot-long adamantine digging tool is far too big for 
  even a Large creature to wield, though if you’re a Small or 
  larger creature, you can wield it while wearing a belt of 
  giant strength, as though it were appropriately sized for 
  601
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  Backgrounds
  Classes
  Skills
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  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  you and had 2 Bulk. The GM might also allow you to wield 
  the mattock if you have some other means of wielding 
  oversized weapons, such as if you’re a Large barbarian with 
  the giant instinct or are a Huge creature. When it’s used as 
  a weapon, the mattock of the titans has the statistics 
  of a +3 greater striking keen adamantine 
  great pick.
  While you’re wielding the mattock of 
  the titans, you gain a +3 item bonus to Athletics 
  checks. You can use it to loosen or push soft earth at a rate 
  of 1 minute per 5-foot cube or smash through solid stone at 
  the rate of 5 minutes per 5-foot-cube.
  Activate � Interact; Frequency once per day; Effect 
  You dig furiously with the mattock to non-magically 
  replicate the effects of an earthquake spell.
  Craft Requirements You are a titan, and the initial raw 
  materials must include 8,100 gp of adamantine.
  OATHBOW 
  ITEM 11
  DIVINATION
   MAGICAL
  Price 1,300 gp
  Usage held in 1 hand; Bulk 2
  Constructed of a flexible, white wood and with 
  ornate, twisting designs carved into its surface, this 
  +2 striking composite longbow appears to have been 
  made by elves. Sometimes when you loose an arrow, 
  its whistling in flight sounds like a voice whispering 
  in Elven, wishing for the swift defeat of your enemies.
  Activate � command; Effect You swear an oath to 
  destroy one creature you can see. For the next 7 days 
  or until that creature is slain, your attacks with the 
  bow against that creature deal 1d6 additional damage, 
  and you gain a +2 circumstance bonus to Survival 
  checks to Track that creature. Your critical hits against 
  the target gain the bow’s critical specialization effect 
  (page 283); if they would already do so, they instead 
  increase the DC of the Athletics check to Escape when 
  critically hit to DC 20.
  After you activate the bow, you can’t activate it 
  again for 7 days. If you kill the creature you’ve sworn 
  an oath against, the oath ends and you need to wait 
  only 10 minutes before you can activate it again.
  RETRIBUTION AXE 
  ITEM 3
  ENCHANTMENT
   MAGICAL
  Price 60 gp
  Usage held in 2 hands; Bulk 2
  The blade of this +1 greataxe bears a design of a 
  human skull. Whenever a creature damages you 
  with an attack, the skull changes its appearance 
  to look like the face of that creature. You gain 
  a +2 circumstance bonus to your next damage 
  roll against that creature before the end of your next turn. 
  Because the face reshapes each time you’re damaged, you 
  get the additional damage only if you attack the creature that 
  damaged you most recently.
  SKY HAMMER 
  ITEM 20
  RARE
   EVOCATION
   MAGICAL
  Price 70,000 gp
  Usage held in 1 hand; Bulk 1
  The sturdy, steel head of this +3 major striking 
  flaming shock orichalcum warhammer is shaped 
  like a blazing comet.
  Activate � command; Trigger Your attack roll 
  with the sky hammer is a critical success; Effect 
  A 6th-level arcane fireball spell explodes, centered on 
  the sky hammer. The spell DC is 45. You are immune to the 
  fireball’s effect, though your allies are not.
  Craft Requirements Supply a casting of fireball (6th level), 
  and the initial raw materials must include 12,375 gp of 
  orichalcum.
  STORM FLASH 
  ITEM 14+
  ELECTRICITY
   EVOCATION
   MAGICAL
  Usage held in 1 hand; Bulk 1
  This +2 greater striking shock rapier has a golden blade, 
  and miniature electric arcs flash across its guard while it’s 
  wielded. When out of its sheath under an open sky, the blade 
  causes storm clouds to gather slowly above.
  Activate � command, envision; Frequency once per day; 
  Effect You cast a 6th-level lightning bolt (DC 33). 
  Activate � command; Frequency once per 10 minutes; 
  Trigger An electricity effect targets you or a creature within 
  10 feet of you, or has you or a creature within 10 feet of 
  you in its area; Effect You try to divert the electricity off 
  course, to be absorbed by storm flash. Choose one eligible 
  creature to protect and roll a melee attack roll against the 
  DC of the electricity effect. If you succeed, the chosen 
  creature takes no electricity damage from the triggering 
  effect. 
  Type storm flash; Level 14; Price 4,000 gp
  Type greater storm flash; Level 18; Price 21,000 gp
  This is a +3 greater striking greater shock rapier. When 
  activating the sword to cast lightning bolt, the spell 
  is 8th level.
  TWINING STAFF 
  ITEM 6
  MAGICAL
   TRANSMUTATION
  Price 250 gp
  Usage held in 1 or 2 hands; Bulk — to 2
  Appearing to be just a small, flat disc made of twigs, this 
  item can grow and shrink.
  Activate � Interact; Effect You cause the twigs to rapidly 
  grow or contract, reshaping into a +1 striking staff, a +1 striking 
  bo staff, or its disc form. In its disc form, it has negligible Bulk 
  and must be held in one hand to be activated. In the other 
  forms, it has the same Bulk as a normal weapon of its type. You 
  can switch your grip as part of the activation.
  When you expand the item, you can use the force of the 
  expansion to High Jump or to try to Force Open a door or the 
  like by wedging the disc into a gap before activation. The staff 
  makes the Athletics check with a +15 modifier.
  Core Rulebook
  602
  
  Worn Items
  This section includes magic items you wear. Most have the 
  invested trait, which means you can wear no more than 10 
  (page 531). Worn items include the following subcategories, 
  with special rules appearing at the start of the section.
  • Apex Items on this page.
  • Companion Items on page 604.
  • Other Worn Items on page 604.
  Apex Items
  When you Invest an Item that has the 
  apex trait, it improves one of your ability 
  scores, either increasing it by 2 or to a total of 18, 
  whichever grants the higher score. This gives you all the 
  benefits of the new ability score until the investiture runs 
  out: increasing Intelligence lets you become trained in an 
  additional skill and learn a new language, 
  increasing Constitution gives you more 
  Hit Points, and so on.
  An apex item grants this benefit only 
  the first time it’s invested within a 24-hour 
  period, and you can benefit from only one 
  apex item at a time. If you attempt to invest an apex item 
  when you already have one invested, you don’t 
  gain the ability score increase, though you 
  do gain any other effects of Investing 
  the Item.
  ANKLETS OF ALACRITY 
  ITEM 17
   APEX
  INVESTED
   MAGICAL
   TRANSMUTATION
  Price 15,000 gp
  Usage worn anklets; Bulk —
  These gem-studded golden anklets give you a +3 
  item bonus to Acrobatics checks. When you invest the anklets, 
  you either increase your Dexterity score by 2 or increase it to 
  18, whichever would give you a higher score.
  Activate � Interact; Frequency once per day; Effect You 
  click the anklets together, gaining a +20-foot status 
  bonus to all your Speeds and the effects of 
  water walk for the next 10 minutes.
  BELT OF GIANT STRENGTH 
  ITEM 17
   APEX
  INVESTED
   MAGICAL
   TRANSMUTATION
  Price 15,000 gp
  Usage worn belt; Bulk L
  This thick leather belt is decorated with a buckle carved from 
  glittering quartz in the shape of a fist. You gain 
  a +3 item bonus to Athletics checks and a 
  +2 circumstance bonus to Athletics checks 
  to lift a heavy object, Escape, and Force 
  Open. When you invest the belt, you either 
  increase your Strength score by 2 or increase 
  it to 18, whichever would give you a higher score. 
  Activate � Interact; Trigger You are targeted by a thrown 
  rock attack, or a rock would fall on you; Effect Attempt an 
  Athletics check to grab the triggering rock. Use the Athletics 
  DC of the creature throwing the rock, the DC of the hazard 
  or other effect, or DC 35 if no other DC is applicable. You 
  must have a free hand to catch the rock, but you can Release 
  anything you’re holding in a hand as part of this reaction.
  Success You safely catch the rock, take no damage, and are 
  now holding the rock.
  Failure You take half damage.
  Critical Failure You take full damage.
  BELT OF REGENERATION 
  ITEM 17
   APEX
  INVESTED
   MAGICAL
   NECROMANCY
  Price 15,000 gp
  Usage worn belt; Bulk L
  This belt is crafted from rubbery troll hide that’s green and 
  orange in color. You gain 15 temporary Hit Points the first time 
  you invest the belt in a day. When you invest the belt, you either 
  increase your Constitution score by 2 or increase it 
  to 18, whichever would give you a higher score.
  Activate � Interact; Frequency once per day; 
  Effect You tighten the belt one notch to gain a 
  regeneration effect. For 2d4 rounds, at the start of 
  your turn each round, you recover 15 Hit Points unless 
  you took acid or fire damage since the start of your previous turn.
  CIRCLET OF PERSUASION 
  ITEM 17
   APEX
  ENCHANTMENT
   INVESTED
   MAGICAL
  Price 15,000 gp
  Usage worn circlet; Bulk —
  This elegant silver band often resembles curling 
  fig leaves and fits around your brow. You gain a 
  +2 item bonus to Deception and Diplomacy checks. 
  When you invest the circlet, you either increase 
  your Charisma score by 2 or increase it to 18, 
  whichever would give you a higher score.
  Activate � envision; Frequency once per hour; Effect You 
  cast a 4th-level charm spell (DC 38).
  DIADEM OF INTELLECT 
  ITEM 17
   APEX
  DIVINATION
   INVESTED
   MAGICAL
  Price 15,000 gp
  Usage worn circlet; Bulk L
  An elegant, colorful gem cut into a complex 
  geometric pattern is slotted into a narrow metal band 
  that fits around your brow. You gain a +3 item bonus to 
  checks to Recall Knowledge, regardless of the skill. When you 
  invest the diadem, you either increase your Intelligence score 
  by 2 or increase it to 18, whichever would give you 
  a higher score. This gives you additional trained 
  skills and languages, as normal for increasing 
  your Intelligence score. You must select skills 
  and languages the first time you invest the item, 
  and whenever you invest the same diadem of 
  intellect, you get the same skills and languages you 
  chose the first time.
  Activate � envision; Frequency once per hour; Effect You 
  gain the effects of hypercognition. 
  603
  11
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  Classes
  Skills
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  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
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  & Treasure
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  HEADBAND OF INSPIRED WISDOM 
  ITEM 17
  ABJURATION
   APEX
   INVESTED
   MAGICAL
  Price 15,000 gp
  Usage worn circlet; Bulk —
  This simple cloth headband remains pristine and clean at all 
  times, no matter the circumstances. When you invest the 
  headband, you either increase your Wisdom score by 2 or 
  increase it to 18, whichever would give you a higher score.
  Activate � envision; Frequency once per day; Effect When 
  you are considering a course of action, you get a gut feeling 
  about whether it’s a good idea. You gain the effects of an 
  augury spell, except that you receive the 
  result from your own instincts rather 
  than an external source.
  Activate � 
  envision 
  (fortune); 
  Frequency once per hour; Trigger You fail 
  a saving throw against an effect that makes 
  you confused, fascinated, or stupefied; Effect The 
  headband of inspired wisdom clears your mind. You can 
  reroll the saving throw and use the better result.
  Companion Items
  You might want to acquire items that benefit an animal 
  or beast that assists you. These items have the companion 
  trait, meaning they function only for animal companions, 
  familiars, and similar creatures. If it’s unclear whether a 
  creature can benefit from such an item, the GM decides.
  invEsting Companion itEms
  Any worn companion item needs to be invested. However, 
  your companion needs to invest it rather than you 
  doing so. This requires you to use the Invest an Item 
  activity alongside your companion. A companion has an 
  investiture limit of two items (instead of the 10-item limit 
  a player character has).
  BARDING OF THE ZEPHYR 
  ITEM 10
  COMPANION
   INVESTED
   PRIMAL
   TRANSMUTATION
  Price 900 gp
  Usage worn barding; Bulk L
  This light barding is covered in stylized wind motifs. When 
  you suit up your animal companion, the barding adjusts to fit 
  your animal companion regardless of its shape.
  When your companion falls, wind picks it up from below; it 
  gains the effects of feather fall.
  Activate � Interact; Frequency once per day; Effect You 
  trace a finger along the wind motifs on the barding, granting 
  your companion wearing the barding a fly Speed of 30 feet 
  for 10 minutes. Even if the companion doesn’t have the mount 
  special ability, it can still Fly while being ridden.
  COLLAR OF EMPATHY 
  ITEM 9
  COMPANION
   DIVINATION
   INVESTED
   PRIMAL
  Price 600 gp
  Usage worn collar (companion) and worn bracelet (you); Bulk 1
  This ornate collar of intertwined leather strips of contrasting 
  colors is paired with a bracelet of a similar construction. 
  When you wear and invest the bracelet and your companion 
  wears and invests the collar, you gain a stronger connection 
  to each other. You and your companion can always sense each 
  others’ emotional states and basic physical wants and needs.
  Activate � envision; Effect You perceive through your 
  animal companion’s senses instead of your own. You can Sustain 
  the Activation. You are unaware of your own surroundings 
  for as long as you are using your animal companion’s senses. 
  In addition to the obvious use when you are separated from 
  your companion, this ability might allow you to notice sounds, 
  scents, and other stimuli that your companion’s 
  senses register but yours alone don’t.
  COLLAR OF INCONSPICUOUSNESS ITEM 8
  COMPANION
   INVESTED
   PRIMAL  TRANSMUTATION
  Price 475 gp
  Usage worn collar; Bulk 1
  This leather collar’s worn and almost threadbare 
  look belies its magical nature. When your companion wears and 
  invests the collar, it gains the ability to change its appearance 
  from that of a ferocious animal into a more inconspicuous form. 
  Activate � envision; Effect You touch your animal 
  companion to transform it into a nonthreatening Tiny creature 
  of the same family or a similar creature (for instance, a house 
  cat instead of a tiger, or a puppy instead of a wolf). This has the 
  effects of pest form (2nd level, or 4th level if your companion 
  can fly). The effect lasts until you Dismiss it.
  HORSESHOES OF SPEED 
  ITEM 7+
  COMPANION
   INVESTED
   PRIMAL
   TRANSMUTATION
  Usage worn horseshoes; Bulk 1
  When you affix these simple iron horseshoes to the hooves 
  of an ordinary horse or a quadrupedal animal companion 
  and the animal companion invests them, that creature 
  gains a +5-foot item bonus to its land Speed and a +2 item 
  bonus to Athletics checks to High Jump and Long Jump. In 
  addition, when it Leaps, it can move 5 feet farther if jumping 
  horizontally or 3 feet higher if jumping vertically.
  Type horseshoes of speed; Level 7; Price 340 gp
  Type greater horseshoes of speed; Level 14; Price 4,250 gp
  The bonus to Speed is +10 feet, and the bonus to Athletics 
  checks is +3.
  Other Worn Items
  These are a wide variety of items you wear. Armor appears 
  in its own section on page 555, and apex items that can 
  increase ability scores are on page 603.
  AEON STONE 
  ITEM 1+
  UNCOMMON
   INVESTED
   MAGICAL
   TRANSMUTATION
  Usage worn; Bulk —
  Over millennia, these mysterious, intricately cut gemstones 
  have been hoarded by mystics and fanatics hoping to 
  discover their secrets. Despite their myriad forms and 
  functions, these stones are purportedly all fragments of 
  Core Rulebook
  604
  
  crystal tools used by otherworldly entities to construct the 
  universe in primeval times.
  When you invest one of these precisely shaped crystals, the 
  stone orbits your head instead of being worn on your body. 
  You can stow an aeon stone with an Interact action, and an 
  orbiting stone can be snatched out of the air with a successful 
  Disarm action against you. A stowed or removed stone remains 
  invested, but its effects are suppressed until you return it to 
  orbit your head again.
  There are various types of aeon stones, each with 
  a different shape, color, and magical effect. Each 
  aeon stone also gains a resonant power when 
  slotted into a special magical item called a 
  wayfinder (page 617).
  Type clear spindle; Level 7; Price 325 gp
  You don’t need to eat or drink while this aeon 
  stone is invested by you. This aeon stone doesn’t 
  function until it has been worn continuously for a 
  week and invested each day therein. If it’s invested by 
  someone else, this interval starts over.
  The resonant power allows you to cast air bubble as a 
  primal innate spell once per day. 
  Type dull gray; Level 1; Price 9 gp
  A dull gray aeon stone has lost its special magical properties, 
  sometimes as a result of overusing a tourmaline sphere or 
  pale lavender ellipsoid aeon stone. It still orbits your head 
  like any other aeon stone and can thus serve as a stylish, 
  hands-free option for various spells that target an object, like 
  continual flame.
  Dull gray aeon stones have no resonant power.
  Type gold nodule; Level 6; Price 230 gp
  When a gold nodule aeon stone is created, its creator chooses 
  a language they know to store within the crystal. When you 
  invest the stone, you gain the ability to understand, speak, 
  and write that language.
  The resonant power allows you to cast comprehend 
  language as an occult innate spell once per day.
  Type 
  lavender 
  and 
  green 
  ellipsoid; Level 19; Price 
  30,000 gp
  This functions as a pale lavender 
  ellipsoid aeon stone, but it casts an 8th-
  level dispel magic spell with a counteract 
  modifier of +31.
  The resonant power allows you to cast detect magic 
  and read aura as arcane innate spells at will.
  Type orange prism; Level 16; Price 9,750 gp
  An orange prism aeon stone must be activated to provide a 
  benefit. The resonant power grants you a +2 item bonus to 
  Arcana, Nature, Occultism, or Religion checks—whichever 
  corresponds to the tradition of the last spell you enhanced 
  with this aeon stone.
  Activate � envision; Effect If your next action is to Cast a 
  Spell, that spell’s level is 1 higher (maximum 10th level) for the 
  purposes of counteracting and being counteracted. 
  Type pale lavender ellipsoid; Level 13; Price 2,200 gp
  This aeon stone must be activated to provide a benefit. The 
  resonant power allows you to cast the read aura cantrip as an 
  arcane innate spell.
  Activate � envision; Frequency once per day; Trigger A 
  spell targets you; Effect The stone casts a 6th-level dispel 
  magic spell in an attempt to counteract the triggering spell, 
  with a counteract modifier of +22. This can be used only on 
  spells that specifically target you—not area spells that don’t 
  have targets. If it succeeds, it counteracts the spell for all 
  targets if other creatures were targeted in addition to you. 
  Each time you activate this aeon stone, attempt 
  a DC 5 flat check. On a failure, the stone 
  permanently turns into a dull gray aeon stone.
  Type pink rhomboid; Level 12; Price 1,900 gp
  When you invest this stone, you gain 15 
  temporary Hit Points. If the stone’s effects are 
  suppressed, you lose any of the temporary Hit 
  Points remaining until it returns. The temporary 
  Hit Points refresh during your daily preparations; 
  they do not refresh if you re-invest the stone, or 
  invest another pink rhomboid aeon stone, before then.
  The resonant power allows you to cast the stabilize cantrip 
  as a divine innate spell.
  Type tourmaline sphere; Level 7; Price 350 gp
  When you would die from the dying condition (typically at 
  dying 4), this aeon stone automatically activates and reduces 
  your dying value to 1 less than would normally kill you 
  (typically to dying 3). The stone then permanently turns into 
  a dull gray aeon stone. You can benefit from this ability only 
  once per day, even if you have multiple such stones.
  The resonant power allows you to cast 1st-level heal as a 
  divine innate spell once per day.
  ALCHEMIST GOGGLES 
  ITEM 4+
  INVESTED
   MAGICAL
   TRANSMUTATION
  Usage worn eyepiece; Bulk —
  These brass goggles are engraved with flame 
  patterns and have thick, heavy lenses. While 
  worn, they give you a +1 item bonus to 
  Crafting checks to Craft alchemical items 
  and a +1 item bonus to attack rolls with 
  alchemical bombs. You can also ignore 
  lesser cover when making Strikes with 
  alchemical bombs.
  Type alchemist goggles; Level 4; Price 100 gp
  Type greater alchemist goggles; Level 11; Price 1,400 gp
  The item bonuses are both +2. 
  Type major alchemist goggles; Level 17; Price 15,000 gp
  The item bonuses are both +3.
  ARMBANDS OF ATHLETICISM 
  ITEM 9+
  INVESTED
   MAGICAL
   TRANSMUTATION
  Usage worn armbands; Bulk L
  Skilled awl work has imprinted images of a muscled weightlifter 
  into these tiered leather bands, which grant you enhanced 
  stamina and skill when performing athletic exercises. While 
  605
  11
  Crafting & Treasure
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  fastened to your upper arms, the armbands give you a +2 
  item bonus to Athletics checks. In addition, whenever you use 
  an action to Climb or Swim and you succeed at the Athletics 
  check, add a +5-foot item bonus to the distance you move.
  Type armbands of athleticism; Level 9; Price 645 gp
  Type greater armbands of athleticism; Level 
  17; Price 13,000 gp
  The bonus to Athletics checks is +3, and the 
  bonus to a successful check to Climb or Swim 
  is +10 feet.
  BELT OF THE FIVE KINGS 
  ITEM 9
  UNCOMMON
   ENCHANTMENT
   INVESTED
   MAGICAL
  Price 650 gp
  Usage worn belt; Bulk L
  Made from interlocking plates of silver and gold, 
  this heavy belt bears stylized miniature images of five kingly 
  dwarves. You gain a +1 circumstance bonus to Diplomacy 
  checks to Make an Impression with dwarves or 
  make a Request from dwarves. You also gain a +1 
  circumstance bonus to Intimidation checks against 
  giants and orcs.
  The belt also grants you darkvision and the ability 
  to understand, speak, and write the Dwarven language.
  Activate � Interact; Frequency once per day; 
  Requirements You are a dwarf; Effect You tighten the 
  belt one notch to gain temporary Hit Points equal 
  to your level and grant allies within 20 feet 
  of you darkvision. Both effects last for 
  10 minutes.
  BERSERKER’S CLOAK 
  ITEM 12+
  INVESTED
   PRIMAL
   TRANSMUTATION
  Usage worn cloak; Bulk 1
  This bearskin includes the head and bared teeth of the mighty 
  creature from which it was taken. When worn, the cloak 
  drapes over your head and around your shoulders, imbuing 
  you with a bear’s ferocity. If you have the Rage action, while 
  raging you grow jaws that deal 1d10 piercing damage and 
  claws that deal 1d6 slashing damage and have the agile trait. 
  This transformation is a morph effect, and both the jaws 
  and claws are unarmed attacks in the brawling weapon 
  group. You gain the benefits of a +1 weapon potency rune 
  and a striking rune with these attacks (gaining a +1 
  item bonus to attack rolls and increasing the weapon 
  damage dice by one).
  If you have an animal instinct (see the barbarian 
  on page 82) and the bestial rage instinct ability, 
  instead of gaining these unarmed attacks, your 
  unarmed attacks from the bestial rage instinct 
  ability gain the benefits of a +2 weapon potency 
  rune and a greater striking rune (granting a +2 
  item bonus to attack rolls and increasing the weapon 
  damage dice by two).
  Type berserker’s cloak; Level 12; Price 2,000 gp
  Type greater berserker’s cloak; Level 19; Price 40,000 gp
  You gain the benefits of a +2 weapon potency rune and a 
  greater striking rune, or a +3 weapon potency rune and a major 
  striking rune if you have an animal instinct and the bestial 
  rage instinct ability.
  Craft Requirements You are a barbarian with the 
  animal instinct.
  BOOTS OF BOUNDING 
  ITEM 7+
  INVESTED
   MAGICAL
   TRANSMUTATION
  Usage worn shoes; Bulk L
  The springy soles of these sturdy leather 
  boots cushion your feet and make each step 
  lighter. These boots give you a +5-foot item 
  bonus to your Speed and a +2 item bonus to 
  Athletics checks to High Jump and Long Jump. In 
  addition, when you use the Leap action, you can move 
  5 feet further if jumping horizontally or 3  feet higher if 
  jumping vertically.
  Type boots of bounding; Level 7; Price 340 gp
  Type greater boots of bounding; Level 14; Price 4,250 gp
  The bonus to Speed is +10 feet, and the bonus to High 
  Jump and Long Jump is +3.
  BOOTS OF ELVENKIND 
  ITEM 5+
  INVESTED
   MAGICAL
   TRANSMUTATION
  Usage worn shoes; Bulk L
  These tall, pointed boots are made from soft, supple 
  black or green leather and are decorated with trim 
  and buckles of gold. When worn, the boots allow you 
  to move more nimbly, granting you a +1 item bonus to 
  Acrobatics checks.
  Activate � envision; Frequency once per hour; Effect 
  Until the end of your turn, you ignore difficult terrain when 
  moving on the ground. If you’re wearing a cloak of elvenkind, 
  you also gain a +5-foot status bonus to your land Speed until 
  the end of your turn.
  Type boots of elvenkind; Level 5; Price 145 gp
  Type greater boots of elvenkind; Level 11; Price 1,250 gp
  The boots grant a +2 bonus. If you’re also wearing a cloak of 
  elvenkind, greater boots of elvenkind constantly grant the effects 
  of pass without trace (DC 30) in forest environments.
  BOOTS OF SPEED 
  ITEM 13
   INVESTED
   MAGICAL
   TRANSMUTATION
  Price 3,000 gp
  Usage worn shoes; Bulk L
  These sleek red boots make your legs feel like 
  they’re bursting with energy. You gain a +5-foot 
  item bonus to your land Speed and to any 
  climb or swim Speeds you have.
  Activate � Interact; Frequency once per day; 
  Effect You click the heels of the boots together and 
  gain the quickened condition for 1 minute. You can use the 
  extra action to Stride, Climb, or Swim. (You must still attempt 
  an Athletics check for the Climb and Swim actions unless you 
  have the appropriate movement type.)
  Core Rulebook
  606
  
  BRACELET OF DASHING 
  ITEM 3
   INVESTED
   MAGICAL
   TRANSMUTATION
  Price 58 gp
  Usage worn; Bulk L
  This jangling, silvery bracelet makes you 
  lighter on your feet, giving you a +1 item 
  bonus to Acrobatics checks.
  Activate � command; Frequency once per 
  day; Effect You gain a +10-foot status bonus to 
  Speed for 1 minute.
  BRACERS OF ARMOR 
  ITEM 8+
  ABJURATION
   INVESTED
   MAGICAL
  Usage worn bracers; Bulk L
  These stiff leather armguards grant you a +1 item bonus 
  to AC and saving throws, and a maximum Dexterity 
  modifier of +5. You can affix talismans to bracers of 
  armor as though they were light armor.
  Type I; Level 8; Price 450 gp
  Type II; Level 14; Price 4,000 gp
  The item bonus to AC and saves is +2.
  Type III; Level 20; Price 60,000 gp
  The item bonus to AC and saves is +3.
  BRACERS OF MISSILE DEFLECTION 
  ITEM 3
  ABJURATION
   INVESTED
   MAGICAL
  Usage worn bracers; Bulk L
  These bracers are made from plates of durable mithral and 
  gleam like the summer sun. 
  Activate � Interact; Frequency once per day; Trigger 
  A ranged weapon attack hits you but doesn’t critically hit; 
  Requirements You are aware of the attack and not flat-footed; 
  Effect The bracers send the missile off-course. You gain a +2 
  circumstance bonus to AC against the triggering attack. If this 
  would cause the attack to be a failure, the attack misses you.
  Type bracers of missile deflection; Level 3; Price 52 gp
  Type greater bracers of missile deflection; Level 9; Price 650 gp
  You can activate the bracers once every 10 minutes.
  BROOCH OF SHIELDING 
  ITEM 2
  UNCOMMON
   ABJURATION
   INVESTED
   MAGICAL
  Price 30 gp
  Usage worn; Bulk —
  This piece of silver or gold jewelry is adorned with miniature 
  images of kite shields and can be used to fasten a cloak or 
  cape. The brooch automatically absorbs magic missile spells 
  targeting you. A brooch of shielding can absorb 30 individual 
  magic missiles before it melts and becomes useless. 
  Sometimes when found, a brooch of shielding has already 
  absorbed a number of missiles. 
  CAPE OF THE MOUNTEBANK 
  ITEM 10
  UNCOMMON
   CONJURATION
   INVESTED
   MAGICAL
  Price 980 gp
  Usage worn cloak; Bulk L
  This bright red-and-gold cape is often interlaced with glittery 
  threads and serves as a distraction. While 
  wearing the cape, you gain a +2 item bonus to 
  Deception checks.
  Activate � Interact; Frequency once per 
  day; Effect You cast dimension door. The 
  space you leave and the one you appear in 
  are filled with puffs of smoke that make 
  anyone within concealed until they 
  leave the smoke or the end of your next 
  turn, at which point the smoke dissipates. 
  Strong winds immediately disperse the smoke.
  CASSOCK OF DEVOTION 
  ITEM 11
  DIVINATION
   DIVINE
   FOCUSED
   INVESTED
  Price 1,150 gp
  Usage worn garment; Bulk L
  Each cassock of devotion depicts scenes related 
  to the domains of a certain deity. It serves as a 
  religious symbol of that deity, and it doesn’t need 
  to be wielded to provide that benefit. You gain a 
  +2 item bonus to Religion checks and a +1 item 
  bonus to the divine skill of the deity to whom the 
  cassock is dedicated (as listed on pages 437–440).
  Activate � envision; Frequency once per day; Effect You gain 
  1 Focus Point, which you can spend only to cast a cleric domain 
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  spell for a domain belonging to the deity the cassock is dedicated 
  to. If you don’t spend this Focus Point by the end of this turn, it 
  is lost.
  Craft Requirements You are a cleric who worships the deity 
  tied to the cassock.
  CHANNEL PROTECTION AMULET 
  ITEM 3
  UNCOMMON
   ABJURATION
   INVESTED
   MAGICAL
  Price 56 gp
  Usage worn; Bulk —
  This nugget of polished tektite is trapped in a cage of braided 
  wire and hangs from a silken cord. When wearing this amulet, 
  you gain resistance 5 against damage from harm spells if 
  you’re living, or against heal spells if you’re undead.
  CHOKER OF ELOCUTION 
  ITEM 6+
  ENCHANTMENT
   INVESTED
   MAGICAL
  Usage worn collar; Bulk L
  This platinum choker bears characters from a language’s alphabet, 
  and it gives knowledge of that language and the associated 
  culture’s customs. You gain a +1 item bonus to Society checks and 
  the ability to understand, speak, and write the chosen language. 
  Your excellent elocution reduces the DC of the flat check to 
  perform an auditory action while deafened from 5 to 3.
  Type choker of elocution; Level 6; Price 200 gp
  Type greater choker of elocution; Level 10; Price 850 gp
  The item bonus is +2. The choker bears characters from three 
  languages and grants fluency in all three.
  Craft Requirements You know the language or languages the 
  choker grants.
  CLANDESTINE CLOAK 
  ITEM 6+
  UNCOMMON
   ILLUSION
   INVESTED
   MAGICAL
  Usage worn cloak; Bulk L
  When you pull up the hood of this nondescript gray cloak 
  (an Interact action), you become drab and uninteresting, gaining 
  a +1 item bonus to Stealth checks and to Deception checks to 
  Impersonate a forgettable background character, such as a 
  servant, but also taking a –1 item penalty to Diplomacy and 
  Intimidation checks.
  Activate � envision, Interact; Frequency once per day; 
  Effect You pull the cloak’s hood up and gain the benefits of 
  nondetection for 1 hour or until you pull the hood back down, 
  whichever comes first. 
  Type clandestine cloak; Level 6; Price 230 gp
  Type greater clandestine cloak; Level 10; Price 900 gp
  The item bonus is +2, and when you activate the cloak, you 
  gain the benefits of 5th-level nondetection for 8 hours.
  CLOAK OF ELVENKIND 
  ITEM 7+
  ILLUSION
   INVESTED
   MAGICAL
  Usage worn cloak; Bulk L
  This cloak is deep green with a voluminous hood, embroidered 
  with gold trim and symbols significant in elven culture. The 
  cloak allows you to cast the ghost sound cantrip as an arcane 
  innate spell. When you adjust the cloak’s clasp (an Interact 
  action), the cloak transforms to match the environment around 
  you and muffles your sounds, granting you a +1 item bonus to 
  Stealth checks.
  Activate � Interact; Frequency once per day; Effect You 
  draw the hood up and gain the effects of invisibility, with 
  the spell’s normal duration or until you pull the hood back 
  down, whichever comes first. If you’re also wearing boots of 
  elvenkind, you can activate this ability twice per day.
  Type cloak of elvenkind; Level 7; Price 360 gp
  Type greater cloak of elvenkind; Level 12; Price 1,750 gp
  The cloak grants a +2 item bonus, and the effects of 4th-level 
  invisibility. If you’re also wearing boots of elvenkind, the greater 
  cloak of elvenkind allows you to Sneak in forest environments 
  even when creatures are currently observing you.
  CLOAK OF THE BAT 
  ITEM 10+
  INVESTED
   MAGICAL
   TRANSMUTATION
  Usage worn cloak; Bulk L
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  Sewn from several long strips of luxurious brown and black 
  silk, this cloak grants you a +2 item bonus to Stealth checks 
  as well as to Acrobatics checks to Maneuver in Flight. You can 
  also use your feet to hang from any surface that can support 
  your weight, without requiring any check, though you still 
  must attempt Athletics checks to Climb in order to move 
  around while inverted.
  Activate � command, Interact; Frequency once per day; 
  Effect You can either transform the cloak into bat-like wings 
  that grant you a fly Speed of 30 feet for 10 minutes, or have 
  the cloak turn you into a bat by casting a 4th-level pest form 
  spell on you.
  Type cloak of the bat; Level 10; Price 950 gp
  Type greater cloak of the bat; Level 17; Price 13,000 gp
  The item bonus is +3, and you can activate the cloak any 
  number of times per day.
  COYOTE CLOAK  
  ITEM 3+
  DIVINATION
   INVESTED
   MAGICAL
  Usage worn cloak; Bulk —
  This dusty coat is made of mangy brown-and-gray coyote fur. 
  You gain a +1 item bonus to Survival checks. If you critically 
  succeed at your Survival check to Subsist, you can feed twice 
  as many additional creatures. 
  Type coyote cloak; Level 3; Price 60 gp
  Type greater coyote cloak; Level 9; Price 650 gp
  The cloak grants a +2 item bonus, and if you critically succeed 
  at a Survival check to Subsist, you can feed four times as 
  many additional creatures. 
  CRAFTER’S EYEPIECE  
  ITEM 3+
  INVESTED
   MAGICAL
   TRANSMUTATION
  Usage worn eyepiece; Bulk —
  This rugged metal eyepiece etched with square patterns 
  is designed to be worn over a single eye. Twisting the lens 
  reveals a faint three-dimensional outline of an item you 
  plan to build or repair, with helpful labels on the component 
  parts. While worn, this eyepiece gives you a +1 item bonus to 
  Crafting checks. When you Repair an item, increase the Hit 
  Points restored by 15 per proficiency rank instead of 10.
  Type crafter’s eyepiece; Level 3; Price 60 gp
  Type greater crafter’s eyepiece; Level 11; Price 1,200 gp
  The eyepiece grants a +2 item bonus and can be activated.
  Activate 1 minute (Interact); Frequency once per day; Effect 
  You calibrate the eyepiece to have it cast a 5th-level creation 
  spell over the course of 1 minute to construct a temporary item.
  DANCING SCARF 
  ITEM 3+
  ILLUSION
   INVESTED
   MAGICAL
   VISUAL
  Usage worn belt; Bulk —
  This long and billowing scarf is typically woven of silk or sheer 
  fabric and adorned with bells or other jangling bits of shiny 
  metal. It grants a +1 item bonus to Performance checks to dance. 
  Activate � Interact; Requirements On your most recent 
  action, you succeeded at a Performance check to dance; Effect 
  You become concealed until the beginning of your next turn. 
  Type dancing scarf; Level 3; Price 60 gp
  Type greater dancing scarf; Level 9; Price 650 gp
  The scarf grants a +2 bonus. When you activate the scarf, you 
  can also Stride up to half your Speed or Step.
  DAREDEVIL BOOTS 
  ITEM 10+
  ABJURATION
   INVESTED
   MAGICAL
  Usage worn shoes; Bulk L
  These brightly colored, soft-soled boots motivate you to perform 
  risky stunts and grant you the agility to succeed. The boots grant 
  you a +2 item bonus to Acrobatics checks and a +1 circumstance 
  bonus to checks to Tumble Through an enemy’s space.
  The boots can grip solid surfaces and help you avoid a fall, 
  allowing you to use the Grab an Edge reaction even if your 
  hands aren’t free. You treat falls as 10 feet shorter or, if you 
  have the Cat Fall feat, treat your proficiency rank in Acrobatics 
  as one degree better to determine the benefits of that feat. If 
  you have Cat Fall and are already legendary in Acrobatics, you 
  can choose the speed of your fall, from 60 feet per round up 
  to normal falling speed.
  Type daredevil boots; Level 10; Price 900 gp
  Type greater daredevil boots; Level 17; Price 14,000 gp
  The bonus to Acrobatics checks is +3, and the bonus to Tumble 
  Through is +2. The boots can be activated.
  Activate � command; Frequency once per day; Effect The 
  boots cast freedom of movement on you.
  DEMON MASK 
  ITEM 4+
  ENCHANTMENT
   INVESTED
   MAGICAL
  Usage worn mask; Bulk L
  This terrifying mask is crafted in the visage of a leering demon 
  and grants a +1 item bonus to Intimidation checks. 
  Activate � Interact; Frequency once per day; Effect The 
  mask casts a fear spell with a DC of 20.
  Type demon mask; Level 4; Price 85 gp
  Type greater demon mask; Level 10; Price 900 gp
  The mask grants a +2 item bonus. It casts 3rd-level fear with 
  a DC of 29.
  DIPLOMAT’S BADGE 
  ITEM 5
  ENCHANTMENT
   INVESTED
   MAGICAL
  Price 125 gp
  Usage worn; Bulk —
  When displayed prominently, this brass badge makes 
  creatures find you more agreeable. You gain a +1 item bonus 
  to Diplomacy checks.
  Activate � Recall Knowledge; Frequency once per day; 
  Effect Attempt a DC 20 check to Recall Knowledge about people 
  of a human ethnicity, a non-human ancestry, or some other 
  type of creature. (The GM determines what your options are.) If 
  you succeed, the badge’s bonus increases to +2 for Diplomacy 
  checks with creatures of that group for the rest of the day.
  DOUBLING RINGS 
  ITEM 3+
  EVOCATION
   INVESTED
   MAGICAL
  Usage worn; Bulk —
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  This item consists of two magically linked rings: an 
  intricate, gleaming golden ring with a square-cut ruby, and 
  a thick, plain iron ring. When you wield a melee weapon in 
  the hand wearing the golden ring, the weapon’s fundamental 
  runes are replicated onto any melee weapon you 
  wield in the hand wearing the iron ring. (The 
  fundamental runes are weapon potency 
  and striking, which add an item bonus 
  to attack rolls and extra weapon 
  damage dice, respectively.) Any 
  fundamental runes on the 
  weapon in the hand wearing 
  the iron ring are suppressed.
  The replication functions only 
  if you wear both rings, and it ends as 
  soon as you cease wielding a melee weapon in 
  one of your hands. Consequently, the benefit 
  doesn’t apply to thrown attacks or if you’re 
  holding a weapon but not wielding it 
  (such as holding in one hand a weapon 
  that requires two hands to wield).
  Type doubling rings; Level 3; Price 50 gp
  Type greater doubling rings; Level 11; Price 
  1,300 gp
  The rings also replicate property runes from the weapon in 
  the gold-ringed hand, so long as the weapon in the iron-ringed 
  hand meets all the prerequisites for a given rune and is not 
  a specific weapon. The weapon in the iron-ringed hand gains 
  the benefits of those runes. All its own runes are suppressed. 
  When you invest the rings, you can elect for the rings to 
  transfer only fundamental runes, in which case they function 
  as standard doubling rings.
  DREAD BLINDFOLD 
  ITEM 17
  EMOTION
  ENCHANTMENT
   FEAR
   INVESTED
   MAGICAL
   MENTAL
  Price 15,000 gp
  Usage worn eyepiece; Bulk —
  When tied over your eyes, this ragged strip of black linen 
  gives you a +3 item bonus to Intimidation checks and 
  darkvision. You can see through the blindfold, but only 
  using darkvision.
  The first time a particular creature sees you in a day, it 
  must succeed at a DC 37 Will save or be frightened 1. This 
  is an emotion, fear, and mental effect, and your allies become 
  immune to it after about a week.
  Activate � command; Frequency once per 
  minute; Trigger You damage a creature with a 
  Strike; Effect Your target is gripped by intense 
  fear. This has the effect of a DC 37 phantasmal 
  killer spell, but it is an enchantment instead 
  of an illusion. The creature is then temporarily immune for 
  24 hours.
  DRUID’S VESTMENTS 
  ITEM 10
  FOCUSED
   INVESTED
   PRIMAL
   TRANSMUTATION
  Price 1,000 gp
  Usage worn garment; Bulk L
  This brown-and-green tunic is embroidered with patterns that 
  resemble interlocking elk antlers. You gain a +2 item bonus to 
  Nature checks.
  Activate � envision; Frequency once per day; Effect You 
  gain 1 Focus Point, which you can spend only to cast an 
  order spell. If you don’t spend this Focus Point by the 
  end of this turn, it is lost.
  Craft Requirements You are a druid.
  EYE OF FORTUNE  
  ITEM 13
  DIVINATION
   INVESTED
   MAGICAL
  Price 2,700 gp
  Usage worn eyepiece; Bulk —
  Adherents of Erastil, god of the hunt, create 
  these magical eye patches. An eye of fortune has 
  a jeweled eye symbol on its front, allowing you to 
  magically see through the eye patch as though it 
  were transparent. 
  Activate � envision (fortune); Trigger You 
  attack a concealed or hidden creature and 
  haven’t attempted the flat check yet; Effect You 
  can roll the flat check for the concealed or hidden 
  condition twice and use the higher result. 
  EYES OF THE EAGLE 
  ITEM 9
  INVESTED
   MAGICAL
   TRANSMUTATION
  Price 700 gp
  Usage worn eyepiece; Bulk —
  These lenses of amber crystal fit over your eyes. They grant 
  you low-light vision and a +2 item bonus to Perception checks 
  that involve sight.
  GLOVES OF STORING 
  ITEM 7
  UNCOMMON
   EXTRADIMENSIONAL
   INVESTED
   MAGICAL
   TRANSMUTATION
  Price 340 gp
  Usage worn gloves; Bulk —
  An item can be stored inside these supple leather gloves, held 
  in an extradimensional space. When an item is inside the 
  glove, an image of the item appears as a simple, 
  stitched pattern on the back of each glove. 
  Many gloves of storing are found with an item 
  already inside.
  Activate � Interact; Requirements No item 
  is stored in the gloves; Effect One item you’re 
  holding with a Bulk of 1 or less vanishes into the gloves’ 
  extradimensional space. 
  Activate � Interact; Requirements An item is stored 
  in the gloves, and you have a free hand; Effect The item 
  stored in the gloves appears in your hand. The gloves can’t be 
  activated again for 1 minute.
  GOGGLES OF NIGHT 
  ITEM 5+
  INVESTED
   MAGICAL
   TRANSMUTATION
  Usage worn eyepiece; Bulk —
  The opaque crystal lenses of these sleek goggles do not 
  Core Rulebook
  610
  
  obscure vision, but rather enhance it. While wearing the 
  goggles, you gain a +1 item bonus to Perception checks 
  involving sight. 
  Activate � Interact; Frequency once per day; Effect 
  Rotating the lenses 90 degrees, you gain darkvision for 
  1 hour.
  Type goggles of night; Level 5; Price 150 gp
  Type greater goggles of night; Level 11; Price 
  1,250 gp
  The item bonus is +2, and the darkvision lasts 
  until you rotate the lenses back or the item is 
  no longer invested by you, whichever comes first.
  Type major goggles of night; Level 18; Price 20,000 gp
  The item bonus is +3, and the goggles grant greater darkvision, 
  which lasts until you rotate the lenses back or the item is no 
  longer invested by you, whichever comes first.
  GORGET OF THE PRIMAL ROAR 
  ITEM 11
  ENCHANTMENT
   INVESTED
   MAGICAL
  Price 1,250 gp
  Usage worn collar; Bulk L
  This engraved darkwood gorget seems to vibrate with 
  ferocity, granting you a +2 item bonus to 
  Intimidation checks.
  Activate 
  � 
  command; 
  Frequency 
  once 
  during 
  the 
  duration 
  of 
  each 
  polymorph effect; Requirements You’re in a 
  non-humanoid form via a polymorph effect; 
  Effect You unleash a bestial roar, attempting 
  a single Intimidation check compared to the 
  Will DCs of all enemies within 30 feet to impose 
  the effects below. Though this activation has the 
  command component, you can issue this command 
  without the need for language.
  Critical Success The creature is frightened 2.
  Success The creature is frightened 1.
  Failure The creature is unaffected.
  HAND OF THE MAGE  
  ITEM 2
  EVOCATION
   INVESTED
   MAGICAL
  Price 30 gp
  Usage worn; Bulk L
  This mummified elf hand hangs on a golden chain, its gnarled 
  fingers locked in a peculiar pattern.
  Activate � command, envision; Effect You cast mage hand.
  HANDWRAPS OF MIGHTY BLOWS 
  ITEM 2+
  INVESTED
   MAGICAL
   TRANSMUTATION
  Usage worn gloves; Bulk —
  As you invest these embroidered strips of cloth, you must 
  meditate and slowly wrap them around your hands. These 
  handwraps have weapon runes etched into them to give your 
  unarmed attacks the benefits of those runes, making your 
  unarmed attacks work like magic weapons. For example, +1 
  striking handwraps of mighty blows would give you a +1 item 
  bonus to attack rolls with your unarmed attacks and increase 
  the damage of your unarmed attacks from one weapon die 
  to two (normally 2d4 instead of 1d4, but if your fists have 
  a different weapon damage die or you have other unarmed 
  attacks, use two of that die size instead). 
  You can upgrade, add, and transfer runes to and 
  from the handwraps just as you would for a 
  weapon, and you can attach talismans to the 
  handwraps. Treat the handwraps as melee 
  weapons of the brawling group with light Bulk 
  for these purposes. Property runes apply only 
  when they would be applicable to the unarmed 
  attack you’re using. For example, a property that 
  must be applied to a slashing weapon wouldn’t function when 
  you attacked with a fist, but you would gain its benefits if you 
  attacked with a claw or some other slashing unarmed attack.
  The entries below list the most typical combinations of 
  fundamental runes.
  Type +1 handwraps of mighty blows; Level 2; Price 35 gp
  Type +1 striking handwraps of mighty blows; Level 4; Price 
  100 gp
  Type +2 striking handwraps of mighty blows; Level 10; 
  Price 1,000 gp
  Type +2 greater striking handwraps of mighty blows; Level 12; 
  Price 2,000 gp
  Type +3 greater striking handwraps of mighty blows; Level 16; 
  Price 10,000 gp
  Type +3 major striking handwraps of mighty blows; 
  Level 19; Price 40,000 gp
  HAT OF DISGUISE 
  ITEM 2+
  ILLUSION
   INVESTED
   MAGICAL
  Usage worn headwear; Bulk —
  This ordinary-looking hat allows you to cloak 
  yourself in illusions.
  Activate 1 minute (Interact); Frequency once per day; 
  Effect The hat casts a 1st-level illusory disguise spell on you. 
  While setting up the disguise, you can magically alter the hat 
  to appear as a comb, ribbon, helm, or other piece of headwear. 
  Type hat of disguise; Level 2; Price 30 gp
  Type greater hat of disguise; Level 7; Price 340 gp
  You can activate the hat as a 2-action activity, you can 
  activate it any number of times per day, and the illusory 
  disguise is 2nd level.
  HAT OF THE MAGI  
  ITEM 3+
  ARCANE
   CONJURATION
   INVESTED
  Usage worn headwear; Bulk —
  This hat comes in many forms, such as a colorful turban or 
  a pointy hat with a brim, and can bear symbols or runes. It 
  grants you a +1 item bonus to Arcana checks and allows you 
  to cast the prestidigitation cantrip as an arcane innate spell. 
  Type hat of the magi; Level 3; Price 50 gp
  Type greater hat of the magi; Level 9; Price 650 gp
  This larger, fancier hat grants a +2 bonus and can be activated.
  Activate � Cast a Spell; Frequency once per day; Effect 
  You cast a 4th-level arcane summon elemental spell.
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  HEALER’S GLOVES 
  ITEM 4+
  INVESTED
   MAGICAL
   NECROMANCY
  Usage worn gloves; Bulk L
  These clean, white gloves never show signs of blood, even 
  when used to stitch up wounds or treat other ailments. They 
  give you a +1 item bonus to Medicine checks. 
  Activate � Interact; Frequency once 
  per day; Effect You can soothe a willing, 
  adjacent creature’s wounds, restoring 2d6+7 
  Hit Points to that creature. This is a positive 
  healing effect. You can’t harm undead with 
  this healing. 
  Type healer’s gloves; Level 4; Price 80 gp
  Type greater healer’s gloves; Level 9; 
  Price 700 gp
  The gloves provide a +2 bonus and restore 
  4d6+15 Hit Points.
  INEXPLICABLE APPARATUS 
  ITEM 18
  INVESTED
   MAGICAL
   TRANSMUTATION
  Price 19,000 gp
  Usage worn garment; Bulk 2
  This strange and intricate harness fits snugly to the torso. 
  Once you invest the apparatus, numerous artificial limbs with 
  various tools, clamps, and lenses whirl into action, following 
  your mental commands effortlessly.
  When using this apparatus, you gain a +3 item bonus 
  to Crafting checks to Craft, Earn Income, and Repair, and 
  you reduce the minimum time required to Craft an item to 
  1 day. If you succeed at your Crafting check and spend more 
  downtime to continue work on the item after the minimum 
  number of days, each day you spend reduces the remaining 
  raw material cost by an amount based on your level + 1 and 
  your proficiency rank in Crafting; on a critical success, each 
  day reduces the remaining raw material cost by an amount 
  based on your level + 2 and your proficiency rank. If you are 
  20th level, on a critical success your progress is 50 gp, 100 
  gp, 200 gp, or 350 gp for trained, expert, master, or legendary 
  proficiency, respectively.
  Activate � command, Interact; Frequency once per day; 
  Effect You command the apparatus to magically jury-rig an item 
  you hold or that’s within 5 feet of you. The item is repaired, 
  as a 3rd-level mending spell. This lasts for 10 minutes, after 
  which the item returns to its previous state of disrepair unless 
  you’ve Repaired it before then.
  KNAPSACK OF HALFLINGKIND 
  ITEM 9+
  UNCOMMON  CONJURATION  EXTRADIMENSIONAL
   HEALING  INVESTED
   MAGICAL
  Usage worn backpack; Bulk L
  This sturdy leather satchel contains three compartments 
  fastened with large clasps. The first compartment is lined in 
  blue satin and contains an extradimensional space equivalent 
  to a type II bag of holding.
  The second compartment has no lining. You can pull forth 
  cookware and cooking utensils from it. Once they have been 
  used to prepare a meal, the items transform into plates and 
  silverware, and they evaporate once the meal has been eaten, 
  taking any leftovers with them. The cookware reappears 
  cleaned in the compartment 1 hour later. The compartment 
  provides only kitchenware, not any food.
  The third compartment is lined 
  with plush purple velvet and 
  contains berry tarts wrapped in 
  parchment paper. A creature can unwrap 
  and eat one tart with an Interact action 
  to regain 2d8+4 Hit Points. The knapsack 
  produces four tarts per day, which appear 
  at breakfast time. Any tarts not eaten by 
  the end of the day evaporate.
  Type knapsack of halflingkind; Level 9; 
  Price 675 gp
  Type greater knapsack of halflingkind; Level 
  13; Price 2,850 gp
  The berry tarts each restore 4d8+8 Hit Points, 
  and the bag has two additional compartments, 
  each of which can be Activated with an Interact action. 
  The fourth compartment is lined in golden velvet. Once 
  per day, you can draw a lucky magic sling bullet from this 
  compartment. If you attack with this sling bullet, you roll twice 
  and use the better result on your attack roll and your damage 
  roll. This is a fortune effect. The stone becomes non-magical 
  if not hurled by the end of your turn. Once activated, this 
  compartment stitches itself shut until the next day.
  The bag’s fifth compartment is lined in black wool. Once per 
  day, you can unfold this compartment into a 5-foot-diameter 
  portal on the ground. The first person to Step into the portal 
  from an adjacent square is teleported away. This has the same 
  effect as an 5th-level dimension door spell, except the affected 
  creature takes the knapsack with them. When the portal is 
  used, or at the start of your next turn if it hasn’t been used, 
  Core Rulebook
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  the compartment closes automatically and can’t be unfolded 
  until the next day.
  LIFTING BELT 
  ITEM 4
  INVESTED
   MAGICAL
   TRANSMUTATION
  Price 80 gp
  Usage worn belt; Bulk L
  This wide leather belt grants you a +1 item bonus 
  to Athletics checks and increases the amount 
  you can easily carry. You can carry Bulk equal to 
  6 + your Strength modifier before becoming 
  encumbered, and you can hold and carry a 
  total Bulk up to 11 + your Strength modifier.
  Activate � Interact; Effect You lift an 
  object of up to 8 Bulk as though it were 
  weightless. This requires two hands, and if 
  the object is locked or otherwise held in place, 
  you can attempt to Force it Open using Athletics 
  as part of this activation. The object still has its full 
  weight and Bulk for all other purposes—you just ignore that 
  weight. The effect lasts until the end of your next turn.
  MESSENGER’S RING 
  ITEM 9+
  ENCHANTMENT
   INVESTED
   MAGICAL
  Usage worn; Bulk —
  This silver signet ring changes to match the insignia of a lord 
  or organization you serve (or your own face, if you serve no 
  one else). It grants you a +2 item bonus to 
  Diplomacy checks and lets you cast message 
  as an arcane innate spell at will. 
  Activate 1 minute (envision); Frequency once 
  per day; Effect The ring casts animal messenger 
  to your specification. The animal is a 
  magical creature that springs from the ring, 
  and its appearance suits the iconography 
  or heraldry of the lord or organization 
  represented by the ring.
  Type messenger’s ring; Level 9; Price 700 gp
  Type greater messenger’s ring; Level 17; Price 13,500 gp
  The ring grants a +3 bonus and can be activated in an 
  additional way.
  Activate � command; Frequency once per hour; Effect 
  The ring casts sending to your specifications.
  NECKLACE OF FIREBALLS 
  ITEM 5+
  EVOCATION
   INVESTED
   MAGICAL
  Usage worn; Bulk —
  This string of beads appears to be a hemp string with lustrous 
  red beads of various sizes hanging from it. When activated, 
  it briefly appears in its true form: a golden chain with golden 
  spheres attached by fine threads.
  Numerous varieties of the necklace of fireballs exist. Each 
  has a different basic Reflex save DC and includes a combination 
  of spheres dealing different amounts of damage, as listed for 
  each type below. When all the beads are gone, the necklace 
  becomes a non-magical hemp string.
  Activate � Interact; Effect You detach a sphere from the 
  necklace, causing it to glow with orange light. After you 
  activate a sphere, if you or anyone else hurls it (an Interact 
  action with the ranged trait), it detonates as a fireball where it 
  lands. Your toss can place the center of the fireball anywhere 
  within 70 feet, though at the GM’s discretion you might 
  need to make an attack roll if the throw is unusually 
  challenging. If no one hurls the sphere by the start of 
  your next turn, it turns into a non-magical red bead.
  Type I; Level 5; Price 44 gp
  One 6d6, two 4d6 (DC 21)
  Type II; Level 7; Price 115 gp
  One 8d6, one 6d6, two 4d6 (DC 25)
  Type III; Level 9; Price 300 gp
  One 10d6, two 8d6, two 6d6 (DC 27)
  Type IV; Level 11; Price 700 gp
  One 12d6, two 10d6, three 8d6 (DC 30)
  Type V; Level 13; Price 1,600 gp
  One 14d6, two 12d6, four 10d6 (DC 32)
  Type VI; Level 15; Price 4,200 gp
  One 16d6, three 14d6, four 12d6 (DC 36)
  Type VII; Level 17; Price 9,600 gp
  One 18d6, three 16d6, five 14d6 (DC 39)
  PENDANT OF THE OCCULT 
  ITEM 3+
  DIVINATION
   INVESTED
   OCCULT
  Usage worn; Bulk —
  This amulet is hollow and shaped in the form of an 
  unblinking eye. Its cavity typically holds some fragment 
  of occult text. While wearing the pendant, you gain a 
  +1 item bonus to Occultism checks, and you can cast the 
  guidance cantrip as an occult innate spell.
  Type pendant of the occult; Level 3; Price 60 gp
  Type greater pendant of the occult; Level 9; 
  Price 650 gp
  The pendant grants a +2 item bonus and 
  can be activated.
  Activate 10 minutes (Cast a Spell); Frequency 
  once per day; Effect You cast a 4th-level dream 
  message spell.
  PERSONA MASK 
  ITEM 3+
  FORTUNE
   ILLUSION
   INVESTED
   MAGICAL
  Usage worn mask; Bulk —
  Despite covering the entire face, this alabaster mask does 
  not hinder vision or other senses. Wearing the mask grants 
  a +1 item bonus to Performance checks while acting, orating, 
  performing comedy, or singing.
  Activate � envision; Effect You change the mask’s 
  appearance into an artistic rendition of a dramatic character 
  of your choice.
  Type persona mask; Level 3; Price 50 gp
  Type greater persona mask; Level 9; Price 650 gp
  The mask grants a +2 bonus and can be activated.
  Activate � envision (fortune); Frequency once per day; 
  Trigger You fail a Performance check that benefits from the 
  613
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  Appendix
  
  mask’s bonus; Effect You change the mask’s character and 
  reroll the Performance check, using the second result.
  PHYLACTERY OF FAITHFULNESS 
  ITEM 9+
  DIVINATION
   DIVINE
   INVESTED
  Usage worn circlet; Bulk L
  This tiny box holds a fragment of religious scripture 
  sacred to a particular deity. The box is worn by affixing 
  it to a leather cord and tying it around your head 
  just above your brow. You don’t gain any benefit 
  from the phylactery if you don’t worship the 
  affiliated deity. The phylactery grants you 
  religious wisdom, which manifests as a +2 
  item bonus to Religion checks. Just before you 
  perform an action that would be anathema to the 
  phylactery’s deity, the phylactery warns you of the 
  potential transgression in time for you to change 
  your mind.
  Activate � envision; Frequency once per day; Effect You 
  ask for guidance about a particular course of action, gaining 
  the effects of an augury spell. 
  Type phylactery of faithfulness; Level 9; Price 680 gp
  Type greater phylactery of faithfulness; Level 17; Price 
  13,000 gp
  The phylactery grants a +3 item bonus, and you can activate 
  it once every 30 minutes.
  Craft Requirements You worship the phylactery’s deity.
  RING OF CLIMBING 
  ITEM 12
  INVESTED
   MAGICAL
   TRANSMUTATION
  Price 1,750 gp
  Usage worn; Bulk —
  Claw-like prongs on his thick golden band bears extend to 
  dig deep into sheer surfaces when you are Climbing. This 
  ring grants you a climb Speed equal to half your land Speed. 
  Penalties to your Speed (including those from your armor) 
  apply before halving.
  RING OF COUNTERSPELLS 
  ITEM 10
  UNCOMMON
   ABJURATION
   INVESTED
   MAGICAL
  Price 925 gp
  Usage worn; Bulk —
  This ornate silver ring bears two competing geometric designs 
  of brightly colored and wildly clashing inlaid gemstones. A 
  spellcaster can cast a single spell into this ring as long as no 
  spell is currently stored within, expending the normal time, 
  costs, and so forth to Cast the Spell. The spell’s effect doesn’t 
  occur; the spell’s power is instead stored within the ring.
  When you invest a ring of counterspells, you immediately 
  know the name and level of the spell stored inside, if any. A 
  ring of counterspells found as treasure has a 50% chance of 
  having a spell stored in it. The GM determines that spell.
  Activate � envision; Trigger You are targeted by or within 
  the area of the spell stored within the ring; Effect You can 
  attempt to counteract the triggering spell, using the level of 
  the spell stored in the ring and a counteract modifier of +19. 
  Once you do, the stored spell’s energy is spent, and the ring 
  is empty.
  Activate � command; Effect You harmlessly expend the 
  stored spell, having no effect but emptying the ring so that 
  another spell can be cast into it.
  RING OF ENERGY RESISTANCE 
  ITEM 6+
  ABJURATION
   INVESTED
   MAGICAL
  Usage worn; Bulk —
  This ring grants you resistance 5 against one 
  type of energy damage: acid, cold, electricity, 
  fire, or sonic. Each ring is crafted to protect 
  against a particular type of energy damage, 
  and its design usually embodies the type of 
  energy it protects the wearer from in some 
  way. For instance, a ring of fire resistance might be 
  capped with a ruby, whereas a ring of cold resistance 
  features a sapphire instead.
  Type ring of energy resistance; Level 6; Price 245 gp
  Type greater ring of energy resistance; Level 10; Price 975 gp
  The ring grants resistance 10.
  Type major ring of energy resistance; Level 14; Price 4,400 gp
  The ring grants resistance 15.
  RING OF LIES 
  ITEM 10
  UNCOMMON
  ENCHANTMENT
   INVESTED
   MAGICAL
  Price 850 gp
  Usage worn; Bulk —
  This plain silver ring has an almost oily sheen. While wearing 
  the ring, you gain a +2 item bonus to Deception checks. 
  Activate � Interact; Effect Snapping your fingers on the 
  hand that wears the ring causes the ring to cast glibness on 
  you with no visual manifestations of a spell being cast.
  RING OF MANIACAL DEVICES 
  ITEM 11+
  DIVINATION
   INVESTED
   MAGICAL
  Usage worn; Bulk —
  This ring seems like simple tarnished brass, but it enhances 
  your curiosity about traps and devices of all kinds. You can 
  use an Interact action to pull a set of thieves’ tools from the 
  ring. These tools appear in your hand and fold back into the 
  ring if they would leave your possession. They grant you a +2 
  item bonus to Thievery checks to Disable a Device and to Pick 
  a Lock, and the ring’s insights grant you the same bonus to 
  Crafting checks to Craft and Repair snares and traps.
  Activate 10 minutes (Interact); Frequency once per day; 
  Effect You create a 4th-level glyph of warding containing 
  fireball. You can have only one glyph of warding from a 
  ring of maniacal devices active at a time, even if you have 
  multiple rings, and the spell ends if you lose your investiture 
  in the ring.
  Type ring of maniacal devices; Level 11; Price 1,175 gp
  Type greater ring of maniacal devices; Level 18; Price 4,250 gp
  The ring grants a +3 bonus. Activating it creates an 8th-level 
  glyph of warding containing your choice of either prismatic 
  spray or 7th-level fireball.
  Core Rulebook
  614
  
  RING OF SPELL TURNING 
  ITEM 20
  RARE
   ABJURATION
   INVESTED
   MAGICAL
  Price 67,000 gp
  Usage worn; Bulk —
  This golden ring has three diamonds set into its face.
  Activate � envision; Trigger You are targeted 
  by a spell; Effect The ring replicates the effects 
  of an 8th-level spell turning with a counteract 
  modifier of +35, possibly causing the triggering 
  spell to reflect back on its caster. The ring can 
  reflect no more than 9 total levels of spells per 
  day. If you activate the ring to reflect a spell 
  that would exceed this limit, the attempt fails, 
  but the attempted usage of the ring does not count 
  toward the daily limit.
  RING OF SUSTENANCE 
  ITEM 7
  UNCOMMON
   CONJURATION
   INVESTED
   MAGICAL
  Price 325 gp
  Usage worn; Bulk —
  This polished wooden ring constantly refreshes your 
  body and mind. You don’t need to eat or drink 
  while wearing it, and you need only 2 hours of 
  sleep per day to gain the benefits of 8 hours of 
  sleep. A ring of sustenance doesn’t function until 
  it’s been worn and invested continuously for a 
  week. Removing it resets this interval.
  RING OF SWIMMING 
  ITEM 12
  INVESTED
   MAGICAL
   TRANSMUTATION
  Price 1,750 gp
  Usage worn; Bulk —
  This blue metal ring grants you a swim Speed equal to half 
  your land Speed. Penalties to your Speed (including from your 
  armor) apply before halving.
  RING OF THE RAM 
  ITEM 6+
  EVOCATION
   FORCE
   INVESTED
   MAGICAL
  Usage worn; Bulk — 
  This heavy iron ring is shaped to look like the head of a ram, 
  with curling horns.
  Activate � or more (Interact); Frequency once per minute; 
  Effect A ram-shaped blast of force slams into one foe that you 
  can see within 60 feet. The number of actions you spend to 
  Activate this Item (from 1 to 3) determines the intensity of 
  the force. The blow deals 2d6 force damage per action spent 
  and pushes the target 5 feet per action spent. The target must 
  attempt a DC 22 Fortitude save.
  Critical Success The target is unaffected.
  Success The target takes half damage and is pushed half 
  the distance.
  Failure The target takes full damage and is pushed the 
  full distance.
  Critical Failure The target takes double damage and is pushed 
  twice the distance.
  Type ring of the ram; Level 6; Price 220 gp
  Type greater ring of the ram; Level 13; Price 2,700 gp
  The ring deals 3d6 force damage per action spent, and the 
  save DC is 32. When you activate the ring using 3 actions, you 
  can disperse the force into multiple magical rams, targeting 
  all creatures in a 30-foot cone instead of one target within 
  60 feet.
  RING OF WIZARDRY 
  ITEM 7+
  UNCOMMON
   ARCANE
   DIVINATION
   INVESTED
  Usage worn; Bulk —
  This ring is made from the purest platinum and 
  is covered in esoteric arcane symbols. It does 
  nothing unless you have a spellcasting class feature 
  with the arcane tradition. While wearing the ring of 
  wizardry, you gain a +1 item bonus to Arcana checks and 
  have two additional 1st-level arcane spell slots each day. You 
  prepare spells in these slots or cast from them spontaneously, 
  just as you normally cast your spells.
  If you take off the ring for any reason, you lose the 
  additional spell slots. You can’t gain spell slots from more 
  than one ring of wizardry per day, nor can a single 
  ring of wizardry grant spell slots more than once 
  per day.
  If you can cast arcane spells in a variety of 
  different ways (such as if you are a draconic 
  bloodline sorcerer with the wizard multiclass 
  archetype), you can divide the spell slots as you 
  wish among your various sources of arcane spells.
  Type I; Level 7; Price 360 gp
  Type II; Level 10; Price 1,000 gp
  The bonus is +2, and the ring grants two 2nd-level spell slots 
  and one 1st-level spell slot.
  Type III; Level 12; Price 2,000 gp
  The bonus is +2, and the ring grants two 3rd-level spell slots 
  and one 2nd-level spell slot.
  Type IV; Level 14; Price 4,500 gp
  The bonus is +2, and the ring grants two 4th-level spell slots 
  and one 3rd-level spell slot.
  Craft Requirements You have a spellcasting class feature with 
  the arcane tradition.
  ROBE OF EYES 
  ITEM 17
  UNCOMMON
   DIVINATION
   INVESTED
   MAGICAL
  Price 13,000 gp
  Usage worn garment; Bulk 1
  This garment appears to be an ordinary robe until donned, at 
  which point numerous strange and alien eyes of varied shapes 
  and colors open and blink across its fabric. While wearing the 
  robe, you gain a +3 item bonus to Perception checks, and 
  you constantly benefit from the effects of a 2nd-level see 
  invisibility spell.
  You can also see powerful magic auras. The highest-level 
  magic aura within 30 feet of you glows in a color that reveals 
  its school to you and allows you to determine where the effect 
  originates. This can narrow down the origin point of the effect 
  to a 5-foot-cube, but not more precisely than that.
  615
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  Backgrounds
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  Spells
  The Age of  
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  Game
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  The robe of eyes is not without its dangers. If any spell 
  with the light trait is cast on you or your square while you 
  are wearing the robe, you are blinded for a number of rounds 
  equal to the spell’s level unless you succeed at a Fortitude 
  save against the spell’s DC.
  Activate � Interact; Effect You pluck an eye 
  from the robe and toss it into the air, 
  where it turns invisible and floats to a 
  destination you choose, with the same 
  effect as a 5th-level prying eye spell. 
  You can Sustain the Activation just as you 
  would be able to Sustain the Spell. 
  ROBE OF THE ARCHMAGI 
  ITEM 15+
  UNCOMMON
   ABJURATION
   ARCANE
   INVESTED
  Usage worn garment; Bulk 1
  Embroidered with fine silver thread in ornate arcane patterns, 
  these robes come in one of three colors depending on their 
  attuned alignment. Good robes are white, neutral robes are 
  gray, and evil robes are black. An evil or good robe gains the 
  appropriate trait. The robes benefit only characters who can 
  cast arcane spells and whose alignment on the good-evil 
  axis matches that of the robe. If your alignment does 
  not match that of the robe, or you are not an arcane 
  spellcaster, you are instead stupefied 2 while 
  wearing a robe of the archmagi. This condition 
  can’t be removed in any way until you 
  remove the robe.
  The robes are +2 greater resilient 
  explorer’s clothing, and they grant a +1 
  circumstance bonus to saving throws 
  against arcane spells and resistance 5 to 
  damage from arcane spells. 
  Activate � command; Frequency 
  once per day; Trigger You attempt a 
  saving throw against an arcane spell, 
  but you haven’t rolled yet; Effect You 
  automatically succeed at your save 
  against the triggering arcane spell.
  Type robe of the archmagi; Level 15; 
  Price 6,500 gp
  Type greater robe of the archmagi; 
  Level 19; Price 32,000 gp
  The resistance against arcane spells is 10. 
  You can activate the robe when you or an ally 
  within 30 feet attempts a saving throw against 
  an arcane spell, and the robe grants either you 
  or the ally a success on the triggering saving 
  throw; you still can activate it only once per day.
  Craft Requirements You are an arcane spellcaster.
  SLIPPERS OF SPIDER CLIMBING 
  ITEM 7
  INVESTED
   MAGICAL
   TRANSMUTATION
  Price 325 gp
  Usage worn shoes; Bulk L
  These soft slippers are made of fine gray silk. If the slippers 
  are left unattended for a while, they tend to attract spiders 
  that nest inside.
  Activate � command; Frequency once per hour; Effect 
  Tiny, hairlike tendrils extend from the slippers’ soles, allowing 
  you to walk on vertical surfaces or even to move upside down 
  along ceilings. For 1 minute, you gain a 20-foot 
  climb Speed and you don’t need to use 
  your hands to Climb. However, the 
  slippers require decent traction for 
  you to walk on a wall, so they provide 
  no benefit when you’re moving across 
  greased, icy, or oiled surfaces.
  THIRD EYE 
  ITEM 19
  DIVINATION
   INVESTED
   MAGICAL
  Price 40,000 gp
  Usage worn; Bulk —
  When invested, this ornate crown and its incandescent 
  gemstone meld into your head and take the form of a tattoo. 
  This grants you otherworldly sight and allows you to read 
  auras. No one but you can manipulate the third eye while it’s 
  invested by you. Your heightened senses and ability to 
  sense emotional auras grant you a +3 item bonus to 
  Perception checks.
  You continuously see magic auras, as a 9th-
  level detect magic spell, except you see the 
  location of all auras within 30 feet, not 
  just the strongest. If you use a Seek 
  action to study a creature you can see, 
  you can perceive an aura that conveys 
  knowledge of that creature’s health, 
  including all conditions and afflictions it 
  has and an approximate percentage of its 
  remaining Hit Points.
  Activate � envision, command; 
  Frequency once per day; Effect You 
  gain the effects of an 8th-level true 
  seeing spell.
  TRACKER’S GOGGLES 
  ITEM 3+
  DIVINATION
   INVESTED
   MAGICAL
  Usage worn eyepiece; Bulk— 
  These lenses of forest-green glass are 
  bound in rough leather stitched with crude 
  twine. While wearing these goggles, you 
  gain a +1 bonus to Survival checks to Sense 
  Direction and Track. If you fail a check to 
  Track, you can try again after 30 minutes 
  rather than an hour. 
  Type tracker’s goggles; Level 3; Price 
  60 gp
  Type greater tracker’s goggles; Level 
  9; Price 660 gp
  The goggles grant a +2 bonus. If you fail a 
  check to Track, you can try again after 15 minutes 
  rather than an hour.
  Core Rulebook
  616
  
  VENTRILOQUIST’S RING 
  ITEM 3+
  ILLUSION
   INVESTED
   MAGICAL
  Usage worn; Bulk —
  This elegant copper ring has miniature 
  images of songbirds engraved around its 
  circumference. You gain a +1 item bonus 
  to Deception checks. 
  Activate � Interact; Frequency 
  once per day; Effect Twisting the ring 
  around your finger allows you to magically 
  throw your voice, with the effects of a 
  ventriloquism spell (DC 19).
  Type ventriloquist’s ring; Level 3; Price 60 gp
  Type greater ventriloquist’s ring; Level 9; Price 670 gp
  The ring grants a +2 bonus. When you activate the ring, 
  you gain the effects of 2nd-level ventriloquism (DC 27). 
  You can activate the ring any number of times per day.
  VOYAGER’S PACK 
  ITEM 17
  UNCOMMON
   CONJURATION
   INVESTED
   MAGICAL
  Price 14,800 gp
  Usage worn backpack; Bulk —
  This leather rucksack has icons burned into it, 
  and every time it’s taken to a plane it hasn’t 
  been to before, a new icon representing that 
  plane scorches into the surface. The pack 
  grants you a +3 bonus to Survival checks. 
  It also enables you to see the magical traces 
  of creatures’ passage, allowing you to Track a 
  creature that has teleported. The GM sets the DC 
  of this check, usually using the level and DC of the 
  teleportation spell. This lets you find the location of the 
  creature’s destination, and you can use that destination 
  when casting teleport or activating the pack, even though you 
  don’t know what it looks like.
  The pack contains an extradimensional space with the 
  same properties as a type II bag of holding. This space 
  contains the contents of a climber’s kit. If any components 
  of that kit are removed and not returned, they return to the 
  pack at dawn each day.
  Activate 10 minutes (command, envision, Interact); 
  Effect  As you activate the pack, you can harness up to 
  four willing creatures to the ropes on the pack. At the end 
  of the activation time, the pack casts a 7th-level plane shift 
  or teleport spell, transporting you and everyone attached 
  to the pack. Attempt a DC 45 Survival check. On a success, 
  you arrive 25 miles off target using plane shift or halve the 
  distance you’re off-target with teleport. On a critical success, 
  you arrive exactly on target.
  WAYFINDER 
  ITEM 2
  UNCOMMON
   EVOCATION
   INVESTED
   MAGICAL
  Price 28 gp
  Usage worn; Bulk —
  This compact compass repurposes ancient technology to draw 
  fantastic powers from the mysterious magical items called 
  aeon stones. It serves as a badge of office for agents of the 
  Pathfinder Society and as a status symbol among adventurers 
  of any stripe. A wayfinder functions as a compass.
  An indentation in the middle of the wayfinder can hold a 
  single aeon stone (page 604). Placing an aeon stone in this 
  indentation provides you all the benefits of having the aeon 
  stone orbiting your head, but it protects the stone from being 
  noticed or stolen as easily. You invest a wayfinder and the 
  aeon stone within it simultaneously, and they count as only 
  one item toward your investiture limit. An invested aeon stone 
  slotted in a wayfinder also grants its resonant power.
  If you have more than one wayfinder with 
  an invested aeon stone on your person at a 
  given time, destructive interference from 
  their resonance prevents you from gaining 
  benefits from any of them. You can 
  still benefit from additional aeon stones 
  orbiting your head, just not in wayfinders.
  Activate � command; Effect The wayfinder is 
  targeted by a 1st-level light spell.
  WHISPER OF THE FIRST LIE ITEM 20
  RARE
   ENCHANTMENT
   INVESTED
   MAGICAL
  Price 60,000 gp
  Usage worn; Bulk —
  This delicate necklace contains 
  bottled whispers distilled from a 
  source on the Astral Plane rumored to 
  be connected to the first lie ever told. 
  While wearing the necklace, you gain a +3 
  item bonus to Deception checks, and you can 
  attempt to counteract effects that would force 
  you to tell the truth or determine whether you 
  are lying. Success on this counteract attempt lets 
  you ignore the effect, rather than removing the effect 
  entirely. The counteract level is 9, with a counteract 
  modifier of +35.
  Activate � Interact, envision, command; Effect 
  You unstopper the vial and release the lie, creating the 
  effect of a fabricated truth (DC 47). The vial is emptied and 
  can never be activated again.
  Craft Requirements Supply a casting of fabricated truth.
  WINGED BOOTS 
  ITEM 10
  INVESTED
   MAGICAL
   TRANSMUTATION
  Price 850 gp
  Usage worn shoes; Bulk L
  Made from soft leather, with delicate white wings attached 
  to the heel, these boots are ensorcelled with powerful air 
  magic. Whenever you fall while wearing these boots, the 
  boots automatically cast feather fall on you. This benefit can’t 
  trigger again for 10 minutes.
  Activate � command, Interact; Frequency once per day; 
  Effect You speak a command word and click the boots’ heels 
  together to cause the wings to animate and flap rapidly, 
  granting you a fly Speed of 30 feet for 10 minutes.
  617
  11
  Crafting & Treasure
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  
  Core Rulebook
  618
  Conditions are persistent. Whenever you’re affected by 
  a condition, its effects last until the condition’s stated 
  duration ends, the condition is removed, or terms dictated 
  in the condition itself cause it to end.
  Condition Values
  Some conditions have a numerical value, called a 
  condition value, indicated by a numeral following the 
  condition. This value conveys the severity of a condition, 
  and such conditions often give you a bonus or penalty 
  equal to their value. These values can often be reduced by 
  skills, spells, or simply waiting. If a condition value is ever 
  reduced to 0, the condition ends.
  Overriding Conditions
  Some conditions override others. This is always specified 
  in the entry for the overriding condition. When this 
  happens, all effects of the overridden condition are 
  suppressed until the overriding condition ends. The 
  overridden condition’s duration continues to elapse, and 
  it might run out while suppressed.
  List of Conditions
  Blinded
  You can’t see. All normal terrain is difficult terrain to you. 
  You can’t detect anything using vision. You automatically 
  critically fail Perception checks that require you to be 
  able to see, and if vision is your only precise sense, you 
  take a –4 status penalty to Perception checks. You are 
  immune to visual effects. Blinded overrides dazzled.
  Broken
  Broken is a condition that affects objects. An object is 
  broken when damage has reduced its Hit Points below 
  its Broken Threshold. A broken object can’t be used for 
  its normal function, nor does it grant bonuses—with the 
  exception of armor. Broken armor still grants its item bonus 
  to AC, but it also imparts a status penalty to AC depending 
  on its category: –1 for broken light armor, –2 for broken 
  medium armor, or –3 for broken heavy armor. 
  A broken item still imposes penalties and limitations 
  normally incurred by carrying, holding, or wearing  it. 
  For example, broken armor would still impose its Dexterity 
  modifier cap, check penalty, and so forth.
  If an effect makes an item broken automatically and the 
  item has more HP than its Broken Threshold, that effect 
  also reduces the item’s current HP to the Broken Threshold.
  Clumsy
  Your movements become clumsy and inexact. Clumsy 
  always includes a value. You take a status penalty equal 
  to the condition value to Dexterity-based checks and 
  DCs, including AC, Reflex saves, ranged attack rolls, and 
  skill checks using Acrobatics, Stealth, and Thievery.
  Concealed
  While you are concealed from a creature, such as in a thick 
  fog, you are difficult for that creature to see. You can still 
  be observed, but you’re tougher to target. A creature that 
  you’re concealed from must succeed at a DC 5 flat check 
  when targeting you with an attack, spell, or other effect. 
  Area effects aren’t subject to this flat check. If the check 
  fails, the attack, spell, or effect doesn’t affect you.
  Confused
  You don’t have your wits about you, and you attack 
  wildly. You are flat-footed, you don’t treat anyone as your 
  ally (though they might still treat you as theirs), and you 
  can’t Delay, Ready, or use reactions.
  You use all your actions to Strike or cast offensive 
  cantrips, though the GM can have you use other actions 
  to facilitate attack, such as draw a weapon, move so that a 
  target is in reach, and so forth. Your targets are determined 
  randomly by the GM. If you have no other viable targets, 
  you target yourself, automatically hitting but not scoring a 
  critical hit. If it’s impossible for you to attack or cast spells, 
  you babble incoherently, wasting your actions.
  Each time you take damage from an attack or spell, 
  you can attempt a DC 11 flat check to recover from your 
  confusion and end the condition.
  Controlled
  Someone else is making your decisions for you, usually 
  because you’re being commanded or magically dominated. 
  The controller dictates how you act and can make you 
  use any of your actions, including attacks, reactions, or 
  even Delay. The controller usually does not have to spend 
  their own actions when controlling you. 
  Conditions Appendix
  While adventuring, characters (and sometimes their belongings) are affected by abilities and 
  effects that apply conditions. For example, a spell or magic item might turn you invisible or 
  cause you to be gripped by fear. Conditions change your state of being in some way, and they 
  represent everything from the attitude other creatures have toward you and how they interact 
  with you to what happens when a creature drains your blood or life essence. 
  
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  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
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  Game
  Game
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  Dazzled
  Your eyes are overstimulated. If vision is your only precise 
  sense, all creatures and objects are concealed from you.
  Deafened
  You can’t hear. You automatically critically fail Perception 
  checks that require you to be able to hear. You take a 
  –2 status penalty to Perception checks for initiative and 
  checks that involve sound but also rely on other senses. If 
  you perform an action with the auditory trait, you must 
  succeed at a DC 5 flat check or the action is lost; attempt 
  the check after spending the action but before any effects 
  are applied. You are immune to auditory effects.
  Doomed
  A powerful force has gripped your soul, calling you 
  closer to death. Doomed always includes a value. The 
  dying value at which you die is reduced by your doomed 
  value. If your maximum dying value is reduced to 0, you 
  instantly die. When you die, you’re no longer doomed.
  Your doomed value decreases by 1 each time you get a 
  full night’s rest.
  Drained
  When a creature successfully drains you of blood or life 
  force, you become less healthy. Drained always includes 
  a value. You take a status penalty equal to your drained 
  value on Constitution-based checks, such as Fortitude 
  saves. You also lose a number of Hit Points equal to your 
  level (minimum 1) times the drained value, and your 
  maximum Hit Points are reduced by the same amount. 
  For example, if you’re hit by an effect that inflicts drained 
  3 and you’re a 3rd-level character, you lose 9 Hit Points 
  and reduce your maximum Hit Points by 9. Losing these 
  Hit Points doesn’t count as taking damage.
  Each time you get a full night’s rest, your drained value 
  decreases by 1. This increases your maximum Hit Points, 
  but you don’t immediately recover the lost Hit Points. 
  Dying
  You are bleeding out or otherwise at death’s door. While 
  you have this condition, you are unconscious. Dying always 
  includes a value, and if it ever reaches dying 4, you die. If 
  you’re dying, you must attempt a recovery check (page 459) 
  at the start of your turn each round to determine whether 
  you get better or worse. Your dying condition increases by 1 
  if you take damage while dying, or by 2 if you take damage 
  from an enemy’s critical hit or a critical failure on your save.
  If you lose the dying condition by succeeding at a 
  recovery check and are still at 0 Hit Points, you remain 
  unconscious, but you can wake up as described in that 
  condition. You lose the dying condition automatically and 
  wake up if you ever have 1 Hit Point or more. Any time 
  you lose the dying condition, you gain the wounded 1 
  condition, or increase your wounded condition value by 1 
  if you already have that condition. 
  GROUPS OF CONDITIONS
  Some conditions exist relative to one another or share a 
  similar theme. It can be useful to look at these conditions 
  together, rather than viewing them in isolation, to 
  understand how they interact.
  Degrees of Detection: Observed, hidden, undetected, 
  unnoticed
  Senses: Blinded, concealed, dazzled, deafened, invisible
  Death and Dying: Doomed, dying, unconscious, wounded
  Attitudes: Hostile, unfriendly, indifferent, friendly, helpful
  Lowered Abilities: Clumsy, drained, enfeebled, stupefied
  Encumbered
  You are carrying more weight than you can manage. 
  While you’re encumbered, you’re clumsy 1 and take a 
  10-foot penalty to all your Speeds. As with all penalties 
  to your Speed, this can’t reduce your Speed below 5 feet. 
  Enfeebled
  You’re physically weakened. Enfeebled always includes a 
  value. When you are enfeebled, you take a status penalty 
  equal to the condition value to Strength-based rolls 
  and DCs, including Strength-based melee attack rolls, 
  Strength-based damage rolls, and Athletics checks.
  Fascinated
  You are compelled to focus your attention on something, 
  distracting you from whatever else is going on around 
  you. You take a –2 status penalty to Perception and skill 
  checks, and you can’t use actions with the concentrate 
  trait unless they or their intended consequences are 
  related to the subject of your fascination (as determined 
  by the GM). For instance, you might be able to Seek 
  and Recall Knowledge about the subject, but you likely 
  couldn’t cast a spell targeting a different creature. This 
  DEATH AND DYING RULES
  The doomed, dying, unconscious, and wounded 
  conditions all relate to the process of coming closer to 
  death. The full rules are on pages 459–461. The most 
  significant information not contained in the conditions 
  themselves is this: When you’re reduced to 0 Hit Points, 
  you’re knocked out with the following effects:
  • You immediately move your initiative position to 
  directly before the creature or effect that reduced you 
  to 0 Hit Points.
  • You gain the dying 1 condition. If the effect that 
  knocked you out was a critical success from the 
  attacker or the result of your critical failure, you 
  gain the dying 2 condition instead. If you have the 
  wounded condition, increase these values by your 
  wounded value. If the damage came from a nonlethal 
  attack or effect, you don’t gain the dying condition—
  you are instead unconscious with 0 Hit Points.
  
  Core Rulebook
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  condition ends if a creature uses hostile actions against 
  you or any of your allies.
  Fatigued
  You’re tired and can’t summon much energy. You take 
  a –1  status penalty to AC and saving throws. While 
  exploring, you can’t choose an exploration activity.
  You recover from fatigue after a full night’s rest.
  Flat-Footed
  You’re distracted or otherwise unable to focus your full 
  attention on defense. You take a –2 circumstance penalty 
  to AC. Some effects give you the flat-footed condition only 
  to certain creatures or against certain attacks. Others—
  especially conditions—can make you universally flat-
  footed against everything. If a rule doesn’t specify that the 
  condition applies only to certain circumstances, it applies 
  to all of them; for example, many effects simply say “The 
  target is flat-footed.”
  Fleeing
  You’re forced to run away due to fear or some other 
  compulsion. On your turn, you must spend each of your 
  actions trying to escape the source of the fleeing condition 
  as expediently as possible (such as by using move actions 
  to flee, or opening doors barring your escape). The source 
  is usually the effect or caster that gave you the condition, 
  though some effects might define something else as the 
  source. You can’t Delay or Ready while fleeing.
  Friendly
  This condition reflects a creature’s disposition toward 
  a particular character, and it affects only creatures that 
  are not player characters. A creature that is friendly to a 
  character likes that character. The character can attempt 
  to make a Request of a friendly creature, and the friendly 
  creature is likely to agree to a simple and safe request that 
  doesn’t cost it much to fulfill. If the character or one of 
  their allies uses hostile actions against the creature, the 
  creature gains a worse attitude condition depending on the 
  severity of the hostile action, as determined by the GM.
  Frightened
  You’re gripped by fear and struggle to control your nerves. 
  The frightened condition always includes a value. You take 
  a status penalty equal to this value to all your checks and 
  DCs. Unless specified otherwise, at the end of each of your 
  turns, the value of your frightened condition decreases 
  by 1.
  Grabbed
  You’re held in place by another creature, giving you the 
  flat-footed and immobilized conditions. If you attempt a 
  manipulate action while grabbed, you must succeed at a 
  DC 5 flat check or it is lost; roll the check after spending 
  the action, but before any effects are applied.
  Helpful
  This condition reflects a creature’s disposition toward 
  a particular character, and it affects only creatures that 
  are not player characters. A creature that is helpful to a 
  character wishes to actively aid that character. It will 
  accept reasonable Requests from that character, as long as 
  such requests aren’t at the expense of the helpful creature’s 
  goals or quality of life. If the character or one of their allies 
  uses a hostile action against the creature, the creature gains 
  a worse attitude condition depending on the severity of the 
  hostile action, as determined by the GM.
  Hidden
  While you’re hidden from a creature, that creature knows 
  the space you’re in but can’t tell precisely where you are. 
  You typically become hidden by using Stealth to Hide. 
  When Seeking a creature using only imprecise senses, it 
  remains hidden, rather than observed. A creature you’re 
  hidden from is flat-footed to you, and it must succeed at 
  a DC 11 flat check when targeting you with an attack, 
  spell, or other effect or it fails affect you. Area effects aren’t 
  subject to this flat check.
  A creature might be able to use the Seek action to try to 
  observe you, as described on page 471.
  Hostile
  This condition reflects a creature’s disposition toward a 
  particular character, and it affects only creatures that are not 
  player characters. A creature that is hostile to a character 
  actively seeks to harm that character. It doesn’t necessarily 
  attack, but it won’t accept Requests from the character.
  Immobilized
  You can’t use any action with the move trait. If you’re 
  immobilized by something holding you in place and an 
  external force would move you out of your space, the 
  force must succeed at a check against either the DC of the 
  effect holding you in place or the relevant defense (usually 
  Fortitude DC) of the monster holding you in place.
  Indifferent
  This condition reflects a creature’s disposition toward a 
  particular character, and it affects only creatures that are 
  not player characters. A creature that is indifferent to a 
  character doesn’t really care one way or the other about 
  that character. Assume a creature’s attitude to a given 
  character is indifferent unless specified otherwise.
  Invisible
  While invisible, you can’t be seen. You’re undetected to 
  everyone. Creatures can Seek to attempt to detect you; if 
  a creature succeeds at its Perception check against your 
  Stealth DC, you become hidden to that creature until 
  you Sneak to become undetected again. If you become 
  invisible while someone can already see you, you start 
  out hidden to the observer (instead of undetected) until 
  
  A
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  Introduction
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  Backgrounds
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  Spells
  The Age of  
  Lost OMENS
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  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  you successfully Sneak. You can’t become observed while 
  invisible except via special abilities or magic.
  Observed
  Anything in plain view is observed by you. If a creature 
  takes measures to avoid detection, such as by using Stealth 
  to Hide, it can become hidden or undetected instead of 
  observed. If you have another precise sense instead of or in 
  addition to sight, you might be able to observe a creature or 
  object using that sense instead. You can observe a creature 
  only with precise senses. When Seeking a creature using only 
  imprecise senses, it remains hidden, rather than observed.
  Paralyzed
  Your body is frozen in place. You have the flat-footed 
  condition and can’t act except to Recall Knowledge and 
  use actions that require only the use of your mind (as 
  determined by the GM). Your senses still function, but 
  only in the areas you can perceive without moving your 
  body, so you can’t Seek while paralyzed.
  Persistent Damage
  Persistent damage comes from effects like acid, being on 
  fire, or many other situations. It appears as “X persistent 
  [type] damage,” where “X” is the amount of damage dealt 
  and “[type]” is the damage type. Instead of taking persistent 
  damage immediately, you take it at the end of each of your 
  turns as long as you have the condition, rolling any damage 
  dice anew each time. After you take persistent damage, roll 
  a DC 15 flat check to see if you recover from the persistent 
  damage. If you succeed, the condition ends.
  Petrified
  You have been turned to stone. You can’t act, nor can 
  you sense anything. You become an object with a Bulk 
  double your normal Bulk (typically 12 for a petrified 
  Medium creature or 6 for a petrified Small creature), AC 9, 
  Hardness 8, and the same current Hit Points you had when 
  alive. You don’t have a Broken Threshold. When you’re 
  turned back into flesh, you have the same number of Hit 
  Points you had as a statue. If the statue is destroyed, you 
  immediately die. While petrified, your mind and body are 
  in stasis, so you don’t age or notice the passing of time.
  Prone
  You’re lying on the ground. You are flat-footed and take 
  a –2 circumstance penalty to attack rolls. The only move 
  actions you can use while you’re prone are Crawl and 
  Stand. Standing up ends the prone condition. You can 
  Take Cover while prone to hunker down and gain cover 
  against ranged attacks, even if you don’t have an object to 
  get behind, gaining a +4 circumstance bonus to AC against 
  ranged attacks (but you remain flat-footed).
  If you would be knocked prone while you’re Climbing 
  or Flying, you fall (see pages 463–464 for the rules on 
  falling). You can’t be knocked prone when Swimming.
  PERSISTENT DAMAGE RULES
  The additional rules presented below apply to persistent 
  damage in certain cases.
  Assisted Recovery
  You can take steps to help yourself recover from 
  persistent damage, or an ally can help you, allowing you 
  to attempt an additional flat check before the end of your 
  turn. This is usually an activity requiring 2 actions, and 
  it must be something that would reasonably improve 
  your chances (as determined by the GM). For example, 
  you might try to smother a flame, wash off acid, or use 
  Medicine to Administer First Aid to stanch bleeding. This 
  allows you to attempt an extra flat check immediately.
  The GM decides how your help works, using the 
  following examples as guidelines.
  • Reduce the DC of the flat check to 10 for a particularly 
  appropriate type of help, such as dousing you in water to 
  put out flames.
  • Automatically end the condition due to the type of help, 
  such as healing that restores you to your maximum HP 
  to end persistent bleed damage, or submerging yourself 
  in a lake to end persistent fire damage.
  • Alter the number of actions required to help you if 
  the means the helper uses are especially efficient or 
  remarkably inefficient.
  Persistent damage runs its course and automatically 
  ends after a certain amount of time as fire burns out, 
  blood clots, and the like. The GM determines when this 
  occurs, but it usually takes 1 minute.
  Immunities, Resistances, and Weaknesses
  Immunities, resistances, and weaknesses all apply to 
  persistent damage. If an effect deals initial damage 
  in addition to persistent damage, apply immunities, 
  resistances, and weaknesses separately to the initial 
  damage and to the persistent damage. Usually, if an 
  effect negates the initial damage, it also negates the 
  persistent damage, such as with a slashing weapon that 
  also deals persistent bleed damage because it cut you. 
  The GM might rule otherwise in some situations.
  Multiple Persistent Damage Conditions
  You can be simultaneously affected by multiple persistent 
  damage conditions so long as they have different damage 
  types. If you would gain more than one persistent damage 
  condition with the same damage type, the higher amount 
  of damage overrides the lower amount. The damage you 
  take from persistent damage occurs all at once, so if 
  something triggers when you take damage, it triggers 
  only once; for example, if you’re dying with several types 
  of persistent damage, the persistent damage increases 
  your dying condition only once.
  
  Core Rulebook
  622
  Quickened
  You gain 1 additional action at the start of your turn each 
  round. Many effects that make you quickened specify the 
  types of actions you can use with this additional action. 
  If you become quickened from multiple sources, you can 
  use the extra action you’ve been granted for any single 
  action allowed by any of the effects that made you 
  quickened. Because quickened has its effect at the start 
  of your turn, you don’t immediately gain actions if you 
  become quickened during your turn.
  Restrained
  You’re tied up and can barely move, or a creature has 
  you pinned. You have the flat-footed and immobilized 
  conditions, and you can’t use any actions with the attack 
  or manipulate traits except to attempt to Escape or Force 
  Open your bonds. Restrained overrides grabbed.
  Sickened
  You feel ill. Sickened always includes a value. You take 
  a status penalty equal to this value on all your checks 
  and DCs. You can’t willingly ingest anything—including 
  elixirs and potions—while sickened.
  You can spend a single action retching in an attempt to 
  recover, which lets you immediately attempt a Fortitude 
  save against the DC of the effect that made you sickened. 
  On a success, you reduce your sickened value by 1 (or by 
  2 on a critical success).
  Slowed
  You have fewer actions. Slowed always includes a value. 
  When you regain your actions at the start of your turn, 
  reduce the number of actions you regain by your slowed 
  value. Because slowed has its effect at the start of your 
  turn, you don’t immediately lose actions if you become 
  slowed during your turn.
  Stunned
  You’ve become senseless. You can’t act while stunned. 
  Stunned usually includes a value, which indicates how 
  many total actions you lose, possibly over multiple turns, 
  from being stunned. Each time you regain actions (such 
  as at the start of your turn), reduce the number you regain 
  by your stunned value, then reduce your stunned value 
  by the number of actions you lost. For example, if you 
  were stunned 4, you would lose all 3 of your actions on 
  your turn, reducing you to stunned 1; on your next turn, 
  you would lose 1 more action, and then be able to use 
  your remaining 2 actions normally. Stunned might also 
  have a duration instead of a value, such as “stunned for 
  1 minute.” In this case, you lose all your actions for the 
  listed duration.
  Stunned overrides slowed. If the duration of your 
  stunned condition ends while you are slowed, you count 
  the actions lost to the stunned condition toward those lost 
  to being slowed. So, if you were stunned 1 and slowed 2 
  at the beginning of your turn, you would lose 1 action 
  from stunned, and then lose only 1 additional action by 
  being slowed, so you would still have 1 action remaining 
  to use that turn.
  Stupefied
  Your thoughts and instincts are clouded. Stupefied always 
  includes a value. You take a status penalty equal to this 
  value on Intelligence-, Wisdom-, and Charisma-based 
  checks and DCs, including Will saving throws, spell 
  attack rolls, spell DCs, and skill checks that use these 
  ability scores. Any time you attempt to Cast a Spell while 
  stupefied, the spell is disrupted unless you succeed at a 
  flat check with a DC equal to 5 + your stupefied value.
  Unconscious
  You’re sleeping, or you’ve been knocked out. You can’t 
  act. You take a –4 status penalty to AC, Perception, and 
  Reflex saves, and you have the blinded and flat-footed 
  conditions. When you gain this condition, you fall prone 
  and drop items you are wielding or holding unless the 
  effect states otherwise or the GM determines you’re in a 
  position in which you wouldn’t.
  If you’re unconscious because you’re dying, you can’t 
  wake up while you have 0 Hit Points. If you are restored 
  to 1 Hit Point or more via healing, you lose the dying and 
  unconscious conditions and can act normally on your 
  next turn.
  If you are unconscious and at 0 Hit Points, but not 
  dying, you naturally return to 1 Hit Point and awaken 
  after sufficient time passes. The GM determines how long 
  you remain unconscious, from a minimum of 10 minutes 
  GAINING AND LOSING ACTIONS
  Quickened, slowed, and stunned are the primary ways 
  you can gain or lose actions on a turn. The rules for 
  how this works appear on page 462. In brief, these 
  conditions alter how many actions you regain at the 
  start of your turn; thus, gaining the condition in the 
  middle of your turn doesn’t adjust your number of 
  actions on that turn. If you have conflicting conditions 
  that affect your number of actions, you choose which 
  actions you lose. For instance, the action gained from 
  haste lets you only Stride or Strike, so if you need to 
  lose one action because you’re also slowed, you might 
  decide to lose the action from haste, letting you keep 
  your other actions that can be used more flexibly.
  Some conditions prevent you from taking a certain 
  subset of actions, typically reactions. Other conditions 
  simply say you can’t act. When you can’t act, you’re 
  unable to take any actions at all. Unlike slowed or 
  stunned, these don’t change the number of actions you 
  regain; they just prevent you from using them. That 
  means if you are somehow cured of paralysis on your 
  turn, you can act immediately.
  
  A
  APPENDIX
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  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  to several hours. If you receive healing during this time, 
  you lose the unconscious condition and can act normally 
  on your next turn.
  If you’re unconscious and have more than 1 Hit Point 
  (typically because you are asleep or unconscious due to 
  an effect), you wake up in one of the following ways. 
  Each causes you to lose the unconscious condition.
  • You take damage, provided the damage doesn’t
  reduce you to 0 Hit Points. If the damage reduces
  you to 0 Hit Points, you remain unconscious and
  gain the dying condition as normal.
  • You receive healing, other than the natural healing
  you get from resting.
  • Someone shakes you awake with an Interact action.
  • There’s loud noise going on around you—though
  this isn’t automatic. At the start of your turn, you
  automatically attempt a Perception check against
  the noise’s DC (or the lowest DC if there is more
  than one noise), waking up if you succeed. If
  creatures are attempting to stay quiet around you,
  this Perception check uses their Stealth DCs. Some
  magical effects make you sleep so deeply that they
  don’t allow you to attempt this Perception check.
  • If you are simply asleep, the GM decides you wake
  up either because you have had a restful night’s
  sleep or something disrupted that rest.
  Undetected
  When you are undetected by a creature, that creature 
  cannot see you at all, has no idea what space you occupy, 
  and can’t target you, though you still can be affected by 
  abilities that target an area. When you’re undetected by a 
  creature, that creature is flat-footed to you.
  A creature you’re undetected by can guess which square 
  you’re in to try targeting you. It must pick a square and 
  attempt an attack. This works like targeting a hidden 
  creature (requiring a DC 11 flat check, as described on 
  page 466), but the flat check and attack roll are rolled in 
  secret by the GM, who doesn’t reveal whether the attack 
  missed due to failing the flat check, failing the attack roll, 
  or choosing the wrong square. 
  A creature can use the Seek action to try to find you, as 
  described on page 471.
  Unfriendly
  This condition reflects a creature’s disposition toward 
  a particular character, and it affects only creatures that 
  are not player characters. A creature that is unfriendly 
  to a character dislikes and specifically distrusts that 
  character. The unfriendly creature won’t accept Requests 
  from the character.
  Unnoticed
  If you are unnoticed by a creature, that creature has no 
  idea you are present at all. When you’re unnoticed, you’re 
  also undetected by the creature. This condition matters 
  for abilities that can be used only against targets totally 
  unaware of your presence.
  Wounded
  You have been seriously injured. If you lose the dying 
  condition and do not already have the wounded 
  condition, you become wounded 1. If you already 
  have the wounded condition when you lose the dying 
  condition, your wounded condition value increases by 1. 
  If you gain the dying condition while wounded, increase 
  your dying condition value by your wounded value.
  The wounded condition ends if someone successfully 
  restores Hit Points to you with Treat Wounds, or if you 
  are restored to full Hit Points and rest for 10 minutes.
  REDUNDANT CONDITIONS
  You can have a given condition only once at a time. If 
  an effect would impose a condition you already have, 
  you now have that condition for the longer of the two 
  durations. The shorter-duration condition effectively 
  ends, though other conditions caused by the original, 
  shorter-duration effect might continue. 
  For example, let’s say you have been hit by a monster 
  that drains your vitality; your wound causes you to be 
  enfeebled 2 and flat-footed until the end of the monster’s 
  next turn. Before the end of that creature’s next turn, a 
  trap poisons you, making you enfeebled 2 for 1 minute. In 
  this case, the enfeebled 2 that lasts for 1 minute replaces 
  the enfeebled 2 from the monster, so you would be 
  enfeebled 2 for the longer duration. You would remain 
  flat-footed, since nothing replaced that condition, and it 
  still lasts only until the end of the monster’s next turn. 
  Any ability that removes a condition removes it 
  entirely, no matter what its condition value is or how 
  many times you’ve been affected by it. In the example 
  above, a spell that removes the enfeebled condition from 
  you would remove it entirely—the spell wouldn’t need to 
  remove it twice.
  Redundant Conditions with Values
  Conditions with different values are considered different 
  conditions. If you’re affected by a condition with a 
  value multiple times, you apply only the highest value, 
  although you might have to track both durations if one 
  has a lower value but lasts longer. For example, if you 
  had a slowed 2 condition that lasts 1 round and a slowed 
  1 condition that lasts for 6 rounds, you’d be slowed 2 for 
  the first round, and then you’d change to slowed 1 for 
  the remaining 5 rounds of the second effect’s duration. If 
  something reduces the condition value, it reduces it for 
  all conditions of that name affecting you. For instance, in 
  this example above, if something reduced your slowed 
  value by 1, it would reduce the first condition from the 
  example to slowed 1 and reduce the second to slowed 0, 
  removing it.
  
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  HARDNESS
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  Character 
  Sheet
  PROFICIENCY 
  Untrained +0
  Trained 2+Level
  Expert 4+Level
  Master 6+Level
  Legendary 8+Level
  �
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  �
               Two-Action Activity
  �
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  �
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  Player 
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  Free Actions and Reactions
  campaign Notes
  TRAITS
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  CANTRIP
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  MAXIMUM
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  Core Rulebook
  628
  aberration (trait) Aberrations are creatures from beyond the planes or corruptions 
  of the natural order. 
  ability This is a general term referring to rules that provide an exception to the basic 
  rules. An ability could come from a number of sources, so “an ability that gives you 
  a bonus to damage rolls” could be a feat, a spell, and so on. 
  ability boost An ability boost allows you to increase one of your ability scores by 2, 
  or by 1 if the ability score was already 18 or higher. When you get more than one 
  ability boost at once, you must apply each to a different score. 20
  ability flaw An ability flaw decreases one of your ability scores by 2. 20, 26
  ability modifier A value added to calculations based on your ability score. 20
  ability score Each creature has six ability scores: Strength, Dexterity, Constitution, 
  Intelligence, Wisdom, and Charisma. These scores represent a creature’s raw 
  potential and basic attributes. 12, 19–20, 24, 26
   key ability (class) 67
   key ability (skill) 233
   retraining 481, 502
   rolling ability scores (alternative rule) 20
  abjuration (trait) Effects and magic items with this trait are associated with the 
  abjuration school of magic, typically involving protection or wards. 297
  AC (Armor Class) See also Armor Class. 12, 29, 274, 447
  acid (damage type) 452
  acid (trait) Effects with this trait deal acid damage. Creatures with this trait have a 
  magical connection to acid. 
  Acrobatics (skill) Perform tasks requiring coordination and grace. (Dex) 240–241
  actions Discrete tasks that generate a specific effect, possibly requiring a check to 
  determine the result. Actions can be used to accomplish a variety of things, such 
  as moving, attacking, casting a spell, or interacting with an item or object. Most 
  creatures can use up to 3 actions during their turn. 17, 461–463
   hostile actions 305
   single action (�) See also single action. 471
  Activate an Item (activity) You provide specified components to activate an alchemical 
  or magical item. The number of actions this takes varies by item. 532–533
  activity A category of action that typically takes more than a single action. Activities 
  on your turn take 2 actions (�) or 3 actions (�). Exploration and downtime 
  activities can take minutes, hours, or days. 17, 461–462
   exploration activities 479–480
   in encounters 472
  adamantine (material) 578
  additive (trait) 75
  Administer First Aid � (skill action) Stabilize a dying creature or stanch bleeding. 
  (Medicine) 248
  advancement speed 509
  adventure A single narrative—including the setup, plot, and conclusion. The player 
  characters play through an adventure over the course of one or more game 
  sessions, and the adventure might be part of a larger campaign.
   using adventures (GM) 486–489
  aerial combat 478
  Affix a Talisman (activity) Activity used to attach a talisman to an item. 565
  affliction An affliction can affect a creature for a long time, over several different 
  stages. The most common kinds are curses, diseases, and poisons. 457–458
  age 29
  agile (weapon trait) 282
  Aid � (basic action) Grant a bonus to an ally’s skill check or attack roll. 470
  air (trait) Effects with the air trait either manipulate or conjure air. Those that 
  manipulate air have no effect in a vacuum or an area without air. Creatures with 
  this trait consist primarily of air or have a magical connection to that element.
  alchemical (trait) Alchemical items are powered by reactions of alchemical reagents. 
  Alchemical items aren’t magical and don’t radiate a magical aura. 543–554
  alchemist (class) 70–81
   alchemical items 543–554
   multiclass archetype 220
  Glossary and Index
  This appendix contains page references for essential rules of the game, full definitions for 
  most traits, and partial definitions and calculations for many other rules.
  alchemist (trait)  This indicates abilities from the alchemist class.
  alignment Alignment represents a creature’s basic moral and ethical attitude on a 
  law-to-chaos axis and a good-to-evil axis. 12, 28–29
  alignment (damage type) An umbrella category of damage including chaotic, evil, 
  good, and lawful damage. 452
  ally An ally is someone on your side. You are not counted as your own ally. 456
  ammunition 280, 559–561
  anathema When a character violates restrictions on their behavior imposed by 
  the source of their power, they can lose related abilities. 86–87, 106, 118, 130
  ancestry A broad family of people that a creature belongs to. Each player character 
  chooses an ancestry as the first step of character creation. 12, 22, 24–25, 32–59
  angel (trait) This family of celestials is native to the plane of Nirvana. Most angels 
  are neutral good, have darkvision, and have a weakness to evil damage.
  animal (trait) An animal is a creature with a relatively low intelligence. It typically 
  doesn’t have an Intelligence ability modifier over –4, can’t speak languages, and 
  can’t be trained in Intelligence-based skills.
  animal companion 214–217
  apex (trait) When you Invest an Item that has the apex trait, it improves one of 
  your ability scores, either increasing it by 2 or to a total of 18, whichever grants 
  the higher score. This gives you all the benefits of the new ability score until 
  the investiture ends. An apex item grants this benefit only the first time it’s 
  invested within a 24-hour period, and you can benefit from only one apex item 
  at a time. If you attempt to invest an apex item when you already have one 
  invested, you don’t gain the ability score increase, though you do gain any other 
  effects of Investing the Item. 603–604
  aquatic combat 478
  Arcana (skill) Know things about arcane magic and creatures. (Int) 241
  arcane (trait) This magic comes from the arcane tradition, which is built on logic 
  and rationality. Anything with this trait is magical. 299
   arcane spell list 307–309
  archetype A special additional theme for your character that you can choose using 
  your class feats. 219–231
  archetype (trait) This feat belongs to an archetype. 219
  archon (trait) Members of this family of celestials are the protectors of Heaven and 
  are lawful good. They have darkvision and a weakness to evil damage. 
  area A specified shape and size of an effect. 304, 456–457
  armor 274–276
   magical and special armor 555–558
   runes 580–583
  Armor Class (AC) This score represents how hard it is to hit and damage a creature. 
  It typically serves as the DC to hit a creature with an attack. AC = 10 + Dex 
  modifier (up to your armor’s Dex Cap) + proficiency bonus + armor’s item bonus 
  to AC + other bonuses + penalties. 12, 29, 274, 447
  Arrest a Fall � (specialty basic action) Use Acrobatics to slow your fall while 
  flying. 472
  astral (trait) Astral creatures are native of the Astral Plane. They can survive the 
  basic environmental effects of the Astral Plane.
  Athletics (skill) Perform deeds of physical prowess. (Str) 241–243
  attached (weapon trait) 282
  attack When a creature tries to harm another creature, it makes a Strike or uses 
  another attack action. Most attacks require an attack roll and target Armor 
  Class. Melee attack roll modifier = Str modifier (or optionally Dex modifier for a 
  finesse weapon) + proficiency bonus + other bonuses + penalties; Ranged attack 
  roll modifier = Dex modifier + proficiency bonus + other bonuses + penalties. 
  27, 278, 446–447
   Aid (reaction used to grant a bonus to an ally’s attack roll) 470
   critical hits 445–446, 451, 471
   multiple attack penalty (–5 on your second attack, –10 on further attacks) 446
   nonlethal attack 453
   spell attack roll 305, 447–448
  
  A
  Glossary and Index
  629
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
   Strike (action) 471
   unarmed attack 278
  attack (trait) An ability with this trait involves an attack. For each attack you make 
  beyond the first on your turn, you take a multiple attack penalty. 12, 446–447
  Attack of Opportunity � A reaction fighters and some other characters gain. 142, 473
  auditory (trait) Auditory actions and effects rely on sound. An action with the 
  auditory trait can be successfully performed only if the creature using the action 
  can speak or otherwise produce the required sounds. A spell or effect with the 
  auditory trait has its effect only if the target can hear it. This applies only to 
  sound-based parts of the effect, as determined by the GM. This is different from a 
  sonic effect, which still affects targets who can’t hear it (such as deaf targets) as 
  long as the effect itself makes sound. 
  aura An aura is an emanation that continually ebbs out from you, affecting creatures 
  within a certain radius. Aura can also refer to the magical signature of an item or a 
  creature with a strong alignment.
  Avert Gaze � (specialty basic action) Get a +2 bonus against visual abilities. 472
  Avoid Notice (exploration activity) Use Stealth to move without being detected. 479
  azata (trait) This family of celestials is native to Elysium. They are typically chaotic 
  good and have darkvision and a weakness to evil and cold iron. 
  background The experiences your character had before becoming an adventurer. Each 
  player character chooses a background during character creation. 12, 25, 60–64
  backstabber (weapon trait) 282
  backswing (weapon trait) 282
  Balance � (skill action) Move on a narrow or unstable surface. (Acrobatics) 240
  barbarian (class) 82–93
   multiclass archetype 221
  barbarian (trait)  This indicates abilities from the barbarian class.
  bard (class) 94–103
   composition spells 97, 386–387
   multiclass archetype 222
   occult spell list 311–314
  bard (trait)  This indicates abilities from the bard class.
  basic action An action all creatures can use. 469–472
  beast (trait) A creature similar to an animal but with an Intelligence modifier of –3 or 
  higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
  bleed (damage type) A type of persistent damage. 452
  blinded (condition) You’re unable to see. 618
  bludgeoning (damage type) A type of physical damage. 452
  bomb (trait) An alchemical bomb combines volatile alchemical components that 
  explode when the bomb hits a creature or object. Most alchemical bombs deal 
  damage, though some produce other effects. 544–546
  bonus A positive value added to a calculation. Add only the highest bonus of a single 
  type (circumstance, item, status). 12, 444–445
  Borrow an Arcane Spell (skill action) Temporarily gain access to an arcane spell. 
  (Arcana, trained) 241
  bright light You can see normally in bright light. 464
  broken (condition) This item can’t be used for its normal function until repaired. 618
  Broken Threshold (BT) When an object’s HP reaches this number, it becomes 
  broken. 272–273
  Bulk A value indicating an item’s size, weight, and general awkwardness. It takes 
  10 items of light Bulk to equal 1 Bulk, and 1,000 coins are 1 Bulk. A character 
  becomes encumbered if they carry Bulk greater than 5 + their Str modifier, and 
  they can’t carry more than 10 + their Str modifier. 29, 271–272
   conversion to different sizes 295
   creature (Tiny 1, Small 3, Medium 6, Large 12, Huge 24, Gargantuan 48) 272
  bulwark (armor trait) 274
  Burrow � (specialty basic action) Move up to your burrow Speed. 472
   burrow Speed 463
  burst (area) 456–457
  campaign A serialized story focusing on a single party of characters and taking place 
  over multiple adventures. 9, 483–486
  cantrip (trait) A spell you can cast at will that is automatically heightened to half your 
  level rounded up. 300
  Cast a Spell (activity) You provide magical components to cast a magical spell. The 
  number of actions this takes varies by spell. 302–303
  celestial (trait) Creatures that hail from or have a strong connection to the good-aligned 
  planes are called celestials. Celestials can survive the basic environmental effects 
  of planes in the Outer Sphere. 
  champion (class) 104–115
   deities 437–440
   devotion spells 108, 387–388
   multiclass archetype 223
  champion (trait)  This indicates abilities from the champion class.
  chaotic (damage type) 452
  chaotic (trait) Chaotic effects often manipulate energy from chaos-aligned Outer 
  Planes and are anathema to lawful divine servants or divine servants of lawful 
  deities. A creature with this trait is chaotic in alignment. An ability with this trait 
  can be selected or used only by chaotic creatures.
  character This term is synonymous with creature, but is more often used to refer to 
  player characters and nonplayer characters than monsters. 8–9, 19–30
   character creation 19–30
  character sheet Formatted pages on which you can record your character choices, 
  statistics, feats, spells, and details. 24–25, 624–627
  Charisma (Cha) This ability score measures your charm and force of personality. 19
  Check When you roll a d20 and add modifiers, bonuses, and penalties, then compare 
  your result to a Difficulty Class, you’re attempting a check. 10, 443–450
   check penalty (penalty to skill checks imposed by armor) 274
   degrees of success (critical success, success, failure, critical failure) 445–446
   flat check 450
   recovery check (while dying) 459
   secret check 234, 450
  circumstance bonus A bonus that comes from a situation. 444–445
  circumstance penalty A penalty that comes from a situation. 445
  class The adventuring profession chosen by a character. Each player character picks 
  a class during character creation. 12, 22–23, 25–26, 66–213
  class DC A class DC sets the difficulty for some abilities granted by your character’s 
  class. Class DC = 10 + proficiency bonus + key ability modifier. 29
  class feature Any ability granted by a class is a class feature. These mainly consist of 
  class feats and other abilities specific to the class. 68
  cleric (class) 116–127
   deities and domains 118, 437–441
   divine spell list 309–311
   domain spells 389–399
   multiclass archetype 224
  cleric (trait)  This indicates abilities from the cleric class.
  climate 517–518
  Climb � (skill action) Move along an incline or vertical surface. (Athletics) 241–242
   climb Speed 463
  clumsy (condition) You can’t move as easily or gracefully as usual. 618
  Coerce (skill action) Make someone do what you want. (Intimidation) 247
  coins 271
  cold (damage type) 452
  cold (trait) Effects with this trait deal cold damage. Creatures with this trait have a 
  connection to magical cold.
  cold iron (material) 578
  combat See also encounter. 468–478
  comfort (armor trait) 275
  command (item activation component) 533
  Command an Animal � (skill action) Get an animal to obey you. (Nature) 249
  common (trait) Anything that doesn’t list another rarity trait (uncommon, rare, or 
  unique) automatically has the common trait. This rarity indicates that an ability, 
  item, or spell is available to all players who meet the prerequisites for it. 13
  companion (trait) An item with this trait can be worn by an animal companion or 
  similar creature. A companion can have up to two items invested. 604
  complex (trait) A hazard with this trait takes turns in an encounter. 520–521, 526–529
  component A process used to Cast a Spell or Activate an Item. 303, 532–533
  composition (trait) To cast a composition cantrip or focus spell, you usually use a 
  type of Performance. If the spell includes a verbal component, you must use an 
  auditory performance, and if it includes a somatic component, you must use a 
  visual one. The spell gains all the traits of the performance you used. You can 
  cast only one composition spell each turn, and you can have only one active at a 
  time. If you cast a new composition spell, any ongoing effects from your previous 
  composition spell end immediately. 97, 99, 386–387
  Conceal an Object � (skill action) Hide an object on your person. (Stealth) 251
  concealed (condition) Low visibility makes you difficult to target. 467, 618
  
  Core Rulebook
  630
  concentrate (trait) An action with this trait requires a degree of mental concentration 
  and discipline. 
  condition An ongoing effect that changes how a character can act or alters some of 
  their statistics. 12, 453, 454, 618–623
  cone (area) 457
  confused (condition) You attack indiscriminately. 618
  conjuration (trait) Effects and magic items with this trait are associated with 
  the conjuration school of magic, typically involving summoning, creation, 
  teleportation, or moving things from place to place. 297
  consecration (trait) A consecration spell enhances an area for an extended period of 
  time. A given area can have only a single consecration effect at a time. The new 
  effect attempts to counteract any existing one in areas of overlap.
  Constitution (Con) This ability score measures your toughness and durability. 19
  construct (trait) A construct is an artificial creature empowered by a force other 
  than necromancy. Constructs are often mindless; they are immune to disease, 
  the paralyzed condition, and poison; and they may have Hardness based on the 
  materials used to construct their bodies. Constructs are not living creatures, nor 
  are they undead. When reduced to 0 Hit Points, a construct creature is destroyed. 
  consumable (trait) An item with this trait can be used only once. Unless stated 
  otherwise, it’s destroyed after activation. Consumable items include alchemical 
  items and magical consumables such as scrolls and talismans. When a character 
  creates consumable items, they can make them in batches of four. 559–571
   alchemical items 543–554
   crafting consumables 245
  contact (trait) This poison is delivered by contact with the skin. 550
  controlled (condition) Another creature determines your actions. 618
  copper piece (cp) 271
  cost of living 294, 502
  counteract The process used when one effect tries to negate another. 305, 458–459
  Counterspell � A reaction some spellcasters can use to negate spells. 198, 209
  cover When you’re behind a physical obstacle, you get a +2 circumstance bonus to AC, 
  Reflex saves vs. area effects, and Stealth checks. This increases to +4 for greater 
  cover. Creatures can provide lesser cover: a +1 circumstance bonus to AC. 477
  Cover Tracks (skill action) Conceal your trail during exploration. (Survival, trained) 252
  cp (copper piece) 271
  Craft (skill action) Make an item during downtime. (Crafting, trained) 244–245
   Craft requirements for items 535
   GM advice 504
  Crafting (skill) Create, understand, and repair items. (Int) 243–245
  Crawl � (basic action) Move 5 feet while prone. 470
  Create a Diversion � (skill action) Distract someone. (Deception) 245
  Create Forgery (skill action) Make a false document in downtime. (Society, trained) 251
  creature An active participant in the story and world. This includes monsters and 
  nonplayer characters (played by the Game Master) and player characters (played 
  by the other players). 
   monster identification 238–239, 506
  critical You can get a greater success—a critical success—by rolling 10 above your DC, 
  or a worse failure—a critical failure—by rolling 10 lower than your DC. 445–446
   critical hit (Strike) 471
   critical specialization (weapons) 283–284
  currency 12, 271
  curse (trait) A curse is an effect that places some long-term affliction on a creature. 
  Curses are always magical and are typically the result of a spell or trap. 457–458
  d4, d6, d8, d10, d12, d20, and d% Notations for different sizes of dice. “d20” is a 
  twenty-sided die, for example. 7
  daily preparations During your morning preparations, you ready your gear, prepare 
  spells, and otherwise get ready for your adventuring day. 480, 500
  damage Damage dealt to a creature reduces that creature’s Hit Points on a 1-to-1 basis. 
  Melee damage roll = damage die of the weapon or unarmed attack + Str modifier 
  + bonuses + penalties; Ranged damage roll = damage die of the weapon + Str 
  modifier for a thrown weapon + bonuses + penalties. 450–453
   damage dice 279, 450–451
   damage types 451, 452
   damage while dying 459
   doubling and halving 451
   environmental damage (GM) 512
   massive damage (You die if one blow deals double your maximum HP.) 461
   nonlethal attack 453
   persistent damage (condition) 621
  darkness Creatures and objects in darkness are hidden or undetected, and creatures 
  without darkvision have the blinded condition in darkness. 464
  darkness (trait) Darkness effects extinguish non-magical light in the area, and can 
  counteract (page 458–459) less powerful magical light. You must usually target 
  light magic with your darkness magic directly to counteract the light, but some 
  darkness spells automatically attempt to counteract light. 464
  darkvision (sense) See clearly in darkness, though in black and white only. 465
  darkwood (material) 578–579
  dazzled (condition) Everything is concealed to you. 619
  DC (Difficulty Class) See also Difficulty Class. 445, 503–506
  deadly (weapon trait) 282
  deafened (condition) You’re unable to hear. 619
  death (trait) An effect with the death trait kills you immediately if it reduces you to 0 
  HP. Some death effects can bring you closer to death or slay you outright without 
  reducing you to 0 HP. 461
  death and dying 459–461
   instant death 461
  debilitation Debilitations apply conditions and other negative effects to a creature. 
  When the creature is affected by a new debilitation, any previous one it was 
  affected by ends. 181, 182
  Deception (skill) Trick and mislead others. (Cha) 245–246, 506
  Decipher Writing (skill action) Understand obscure or coded text. (Arcana, Occultism, 
  Religion, Society; trained) 234–236
  dedication (trait) You must select a feat with this trait to apply an archetype to your 
  character. 219
  Defend (exploration activity) Travel with your shield raised. 479
  degrees of success The four possible outcomes of a check: critical success, success, 
  failure, and critical failure. 445–446
  deity Deities are powerful entities that live beyond the world and grant power in the 
  form of spells to their truly devoted believers. 29, 437–440
   champion’s deity 106–107
   cleric’s deity 118
  Delay � (basic action) Take your turn later. 470
  demon (trait) A family of fiends, demons hail from or trace their origins to the Abyss. 
  Most are irredeemably chaotic evil and have darkvision. 433
  Demoralize � (skill action) Frighten your enemies. (Intimidation) 247
  Detect Magic (exploration activity) Cast detect magic at regular intervals. 479
  detecting creatures 465–467
  detection (trait) Effects with this trait attempt to determine the presence or location 
  of a person, object, or aura.
  devil (trait) A family of fiends from Hell, most devils are irredeemably lawful evil. They 
  typically have greater darkvision, immunity to fire, and telepathy. 433
  Dexterity (Dex) This ability score measures your agility and deftness. 19
   Dexterity modifier cap (armor) 274
  dice (singular "die") 7, 8, 279
  die roll Any time you roll the dice, you’re making a roll. 10, 443–450
  difficult terrain (terrain) It costs 5 extra feet of movement to enter a space of difficult 
  terrain, or 10 extra for greater difficult terrain. 475–476
  Difficulty Class (DC) The number you need to succeed at a check. To generate a DC 
  from a modifier (like Perception DC), add 10 to the modifier. 445
   adjusting difficulty (GM) 503–504
   class DC (10 + proficiency bonus + key ability modifier) 29
   counteract DC 458–459
   level-based DCs (GM) 503
   setting DCs (GM) 503–506
   simple DCs (untrained 10, trained 15, expert 20, master 30, legendary 40) 503
  spell DC (10 + spellcasting ability modifier + proficiency bonus + other bonuses + 
  penalties) 298, 447–448
  dim light Creatures and objects in dim light are concealed. 464
  dinosaur (trait) These reptiles have survived from prehistoric times.
  Diplomacy (skill) Influence others through negotiation and flattery. (Cha) 246–247, 506
  disability 487
  Disable a Device � (skill action) Disable a trap or a similar complex mechanism. 
  (Thievery, trained) 253
  disarm (weapon trait) 282
  Disarm � (skill action) Make a creature drop an item. (Athletics, trained) 243
  disaster 518–519
  
  A
  Glossary and Index
  631
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  disbelieve Attempt to ignore an illusion. 298
  disease (trait) An effect with this trait applies one or more diseases. A disease is 
  typically an affliction. 457–458
  Dismiss � (action) End a spell or magic item effect that can be dismissed. 305, 534
  dispel See also counteract. 305, 458–459
  disrupting actions 462–463
   disrupting item activations 532
   disrupting spells 303
  divination (trait) The divination school of magic typically involves obtaining or 
  transferring information, or predicting events. 297
  divine (trait) This magic comes from the divine tradition, drawing power from deities 
  or similar sources. Anything with this trait is magical. 299
   divine spell list 309–311
  domain 441
  doomed (condition) Your soul is in peril, bringing you closer to death. 619
  downtime A mode of play in which characters are not adventuring. Days pass quickly 
  at the table, and characters engage in long-term activities. 12, 481
   downtime activities 461–462, 481
   running downtime (GM) 500–502
  downtime (trait) An activity with this trait takes a day or more, and can be used only 
  during downtime. 17, 234
  dragon (trait) Dragons are reptilian creatures, often winged or with the power of flight. 
  Most are able to use a breath weapon and are immune to sleep and paralysis. 433
  dragonhide (material) 579
  drained (condition) Blood loss or a similar effect has leeched your vitality. 619
  draw an item See also Interact. 271, 273
  Drop Prone � (basic action) Fall flat on the ground. 470, 621
  drop an item See also Release. 271, 273
  drow (trait) Subterranean kin of the elves, drow typically have darkvision and inborn 
  magical abilities.
  drowning and suffocation 478
  druid (class) 128–139
   multiclass archetype 225
   order spells 399–401
   primal spell list 314–315
  druid (trait)  This indicates abilities from the druid class.
  duergar (trait) Subterranean kin of the dwarves, duergar typically have darkvision 
  and immunity to poison. They are not easily fooled by illusions.
  duration 455
   spell durations 304–305
  dwarf (trait) A creature with this trait is a member of the dwarf ancestry. Dwarves are 
  stout folk who often live underground and typically have darkvision. An ability 
  with this trait can be used or selected only by dwarves. An item with this trait is 
  created and used by dwarves. 34–37, 431
  dying (condition) You have been reduced to O HP and are nearing death. 619
   death and dying rules 459–461
  Earn Income (skill action) Make money using a skill during downtime. (Crafting, Lore, 
  Performance; trained) 236–238
   GM advice 504–505
  earth (trait) Effects with the earth trait either manipulate or conjure earth. Those that 
  manipulate earth have no effect in an area without earth. Creatures with this trait 
  consist primarily of earth or have a magical connection to that element.
  effect An effect is the result of an ability, though an ability’s exact effect is sometimes 
  contingent on the result of a check or other roll. 453–457
  electricity (damage type) 452
  electricity (trait) Effects with this trait deal electricity damage. A creature with this 
  trait has a magical connection to electricity.
  elemental (trait) Elementals are creatures directly tied to an element and native to 
  the Elemental Planes. Elementals don’t need to breathe. 
  elf (trait) A creature with this trait is a member of the elf ancestry. Elves are 
  mysterious people with rich traditions of magic and scholarship who typically 
  have low-light vision. An ability with this trait can be used or selected only by 
  elves. A weapon with this trait is created and used by elves. 38–41, 431–432
   half-elf 55, 56, 58–59
  elixir (trait) Elixirs are alchemical liquids that are used by drinking them. 546–550
  emanation (area) 457
  emotion (trait) This effect alters a creature’s emotions. Effects with this trait always 
  have the mental trait as well. Creatures with special training or that have 
  mechanical or artificial intelligence are immune to emotion effects.
  enchantment (trait) Effects and magic items with this trait are associated with 
  the enchantment school of magic, typically involving mind control, emotion 
  alteration, and other mental effects. 297
  encounter A mode of play in which time is measured in 6-second rounds and 
  participants use precise actions. Combat takes place in encounters. 10–12, 468–478
   building encounters (GM) 488–489
   initiative 468
   running encounters (GM) 493–496
   social encounters (GM) 494–496
   special battles (aerial, aquatic, mounted) 478
  encumbered (condition) Too much Bulk impedes your movement. 619
  energy (damage type) An umbrella category including acid, cold, electricity, fire, 
  force, negative, positive, and sonic damage. 452
  enfeebled (condition) Your strength has been sapped away. 619
  environment 512–519
  environmental (trait) A hazard with this trait is something dangerous that’s part of 
  the natural world, such as quicksand or harmful mold.
  envision (item activation component) 533
  equipment See also items. 27, 270–295
  Escape � (basic action) Attempt to get free when grabbed, restrained or 
  immobilized. 470
  ethereal (trait) Ethereal creatures are natives of the Ethereal Plane. They can survive 
  the basic environmental effects of the Ethereal Plane.
  ethnicities of Golarion 55, 430–431
  evil (damage type) 452
  evil (trait) Evil effects often manipulate energy from evil-aligned Outer Planes and are 
  antithetical to good divine servants or divine servants of good deities. A creature 
  with this trait is evil in alignment. An ability with this trait can be selected or used 
  only by evil creatures.
  evocation (trait) Effects and magic items with this trait are associated with the 
  evocation school of magic, typically involving energy and elemental forces. 298
  Experience Points (XP) Points that measure a player character’s progress, accrued 
  during play. Typically a PC gains a new level upon reaching 1,000 XP. 8
   encounter budget (GM) 489
   leveling up 31
   XP awards (GM) 507–508
  expert (proficiency rank) Add your level + 4 to associated rolls and DCs. 13, 444
  exploration A mode of play used for traveling, investigating, and otherwise exploring. 
  The GM determines the flow of time. 10, 479–480
   exploration activities 461, 479–480
   running exploration (GM) 496–500
  exploration (trait) An activity with this trait takes more than a turn to use, and can 
  usually be used only during exploration mode. 17, 234
  extradimensional (trait) This effect or item creates an extradimensional space. An 
  extradimensional effect placed inside another extradimensional space ceases to 
  function until it is removed.
  failure A result on a check that fails to meet the DC. Failing by 10 or more is a critical 
  failure. If a check has no failure entry, nothing happens on a failure. 445–446
  falling When you fall more than 5 feet, you take bludgeoning damage equal to half 
  the distance you fell and land prone. 463–464
  familiar A Tiny creature mystically bonded to you. 217–218
  fascinated (condition) You must focus on one subject of your fascination. 619–620
  fatal (weapon trait) 282
  fatigued (condition) Your defenses are lower, and you can’t focus while exploring. 620
  fear (trait) Fear effects evoke the emotion of fear. Effects with this trait always have 
  the mental and emotion traits as well.
  feat An ability you gain or select for your character due to their ancestry, background, 
  class, general training, or skill training. Some feats grant special actions. 12, 18
   ancestry feat 33
   archetype feat 219
   class feat 68
   general feat 68, 255
   skill feat (general feat that improves skills) 68, 255
  Feint � (skill action) Misdirect someone to make them flat-footed. (Deception, 
  trained) 246
  fey (trait) Creatures of the First World are called the fey. 
  fiend (trait) Creatures that hail from or have a strong connection to the evil-aligned 
  
  Core Rulebook
  632
  planes are called fiends. Fiends can survive the basic environmental effects of 
  planes in the Outer Sphere. 
  fighter (class) 140–153
   multiclass archetype 226
  fighter (trait) This indicates abilities from the fighter class.
  finesse (weapon trait) 282
  fire (damage type) 452
  fire (trait) Effects with the fire trait deal fire damage or either conjure or manipulate 
  fire. Those that manipulate fire have no effect in an area without fire. Creatures 
  with this trait consist primarily of fire or have a magical connection to that element.
  flank When two creatures are on opposite sides of their enemy, the enemy is flanked, 
  becoming flat-footed to those creatures. 476
  flat check A d20 roll that measures pure chance. A flat check can’t have any modifiers, 
  bonuses, or penalties applied to it. 450
  flat-footed (condition) You take a –2 circumstance penalty to AC. 620
  fleeing (condition) You must run away. 620
  flexible (armor trait) 275
  flourish (trait) Flourish actions are actions that require too much exertion to perform 
  a large number in a row. You can use only 1 action with the flourish trait per turn.
  Fly � (specialty basic action) Move up to your fly Speed. 472
   aerial combat 478
   fly Speed 463
  focus (spell component) 303
  Focus Point If you can cast focus spells, you have a pool of Focus Points you can use 
  to cast them. You regain a Focus Point using the Refocus activity. 300, 302
  focus spell A type of spell, specific to a class, that can be cast using Focus Points and 
  is automatically heightened to half your level rounded up. Focus spells always 
  have a descriptive term such as “domain spell” or “ki spell.” 300, 302, 386–407
   Refocus (activity) 300
  focused (trait) An item with this trait can give you an additional Focus Point. This 
  focus point is separate from your focus pool and doesn’t count toward the cap on 
  your focus pool. You can gain this benefit only if you have a focus pool, and there 
  might be restrictions on how the point can be used. You can’t gain more than 1 
  Focus Point per day from focused items. 535
  Follow the Expert (exploration activity) Benefit from another’s skill proficiency. 479
  force (damage type) 452
  force (trait) Effects with this trait deal force damage or create objects made of pure 
  magical force.
  Force Open � (skill action) Physically wrench something open. (Athletics) 242
   Force Open DCs (GM) 515
  forceful (weapon trait) 282
  formula A recipe or instructions required to Craft an item. 293–294
   formula book (alchemist) 73, 81
  Fortitude (Fort) A type of saving throw used to resist diseases, poisons, and other 
  physical effects. Fortitude modifier = Con modifier + proficiency bonus + other 
  bonuses + penalties. 13, 449
  fortune (trait) A fortune effect beneficially alters how you roll your dice. You can 
  never have more than one fortune effect alter a single roll. If multiple fortune 
  effects would apply, you have to pick which to use. If a fortune effect and a 
  misfortune effect would apply to the same roll, the two cancel each other out, 
  and you roll normally. 449
  free action (�) An action you can use without spending one of your actions. Free 
  actions with triggers can be used at any time, but they don’t use up your 1 reaction 
  per round. 17, 461–462
  free-hand (weapon trait) 282–283
  frequency An ability that can’t be used at will might list a frequency. 18
  friendly (condition) An NPC with this condition has a good attitude toward you. 620
  frightened (condition) Fear makes you less capable of attacking and defending. 620
  fumble A colloquial term for a critical failure. 445
  fungus (trait) Fungal creatures have the fungus trait. They are distinct from normal fungi.
  Game Master (GM) The player who adjudicates the rules and narrates the elements 
  of the Pathfinder story and world that the other players explore. 12, 482–529
  Gargantuan (size) 473–475
  Gather Information (skill action) Socialize to learn things. (Diplomacy) 246
   GM advice 505
  gear See also item. 270–295
  gender and pronouns 29
  general (trait) A type of feat that any character can select, regardless of ancestry and 
  class, as long as they meet the prerequisites. You can select a feat with this trait 
  when your class grants a general feat. 255
  giant (trait) Giants are massive humanoid creatures. 433–434
  GM (Game Master) See also Game Master. 12, 482–529
  gnome (trait) A creature with this trait is a member of the gnome ancestry. Gnomes 
  are small people skilled at magic who seek out new experiences and usually have 
  low-light vision. An ability with this trait can be used or selected only by gnomes. 
  A weapon with this trait is created and used by gnomes. 42–45, 432
  goblin (trait) A creature with this trait can come from multiple tribes of creatures, 
  including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An 
  ability with this trait can be used or chosen only by goblins. A weapon with this 
  trait is created and used by goblins. 46–49, 432
  gods See also deity. 437–440
  Golarion The world of the Pathfinder setting. 12, 416–441
  gold piece (gp) 271
  good (damage type) 452
  good (trait) Good effects often manipulate energy from good-aligned Outer Planes 
  and are antithetical to evil divine servants or divine servants of evil deities. A 
  creature with this trait is good in alignment. An ability with this trait can be 
  selected or used only by good creatures.
  gp (gold piece) 271
  Grab an Edge � (specialty basic action) Try to catch yourself while falling. 472
  grabbed (condition) A creature, object, or magic holds you in place. 620
  Grapple � (skill action) Grab or restrain a creature. (Athletics) 242
  grapple (weapon trait) 283
  grid A map with 1-inch squares used for indicating position and movement. 473
   playing without a grid (GM) 494
  hag (trait) These creatures are malevolent spellcasters who form covens. 
  half-elf (trait) A creature with this trait is part human and part elf. An ability with this 
  trait can be used or selected only by half-elves. 55, 56, 58–59
  half-orc (trait) A creature with this trait is part human and part orc. An ability with 
  this trait can be used or selected only by half-orcs. 55, 56, 58–59
  halfling (trait) A creature with this trait is a member of the halfling ancestry. These 
  small people are friendly wanderers considered to be lucky. An ability with this 
  trait can be used or selected only by halflings. A weapon with this trait is created 
  and used by halflings. 50–53, 432
  Hardness A statistic representing an object’s durability. 272, 579
  haunt (trait) A hazard with this trait is a spiritual echo, often of someone with a tragic 
  death. Putting a haunt to rest often involves resolving the haunt’s unfinished 
  business. A haunt that hasn’t been properly put to rest always returns after a time. 
  hazard Hazards are non-creature dangers that adventurers encounter during their 
  journeys, including environmental hazards, haunts, and traps. Simple hazards 
  have a one-time effect, but negotiating a complex hazard takes place in encounter 
  mode, wherein the hazard has a specific routine. 498, 520–529
   complex hazards 526–529
   simple hazards 522–526
   XP for hazards 507–508, 521
  hazardous terrain (terrain) You take damage when moving through this terrain. 476
  healing 459
   long-term rest (downtime) 481
   Medicine skill 248–249
   natural healing 480
  healing (trait) A healing effect restores a creature’s body, typically by restoring Hit 
  Points, but sometimes by removing diseases or other debilitating effects.
  helpful (condition) An NPC with this condition is likely to assist you. 620
  heritage A choice made to further define your ancestry. 33
  Hero Point These points last only within a session. You can spend 1 Hero Point to 
  reroll a check, or all your Hero Points to avoid dying. 29, 467
   awarding Hero Points (GM) 507
  hidden (condition) A creature knows your location but can’t see you. 466, 620
  Hide � (skill action) Make yourself hidden. (Stealth) 251–252
  High Jump � (skill action) Jump vertically. (Athletics) 242
  Hit Points (HP) A statistic representing the amount of physical harm a creature can 
  take before it falls unconscious or dies. Damage decreases Hit Points on a 1-to-1 
  basis, while healing restores Hit Points at the same rate. 12, 26, 67–68, 459–461
   ancestry Hit Points 33
   class Hit Points 67–68
   item Hit Points 272–273, 461
  
  A
  Glossary and Index
  633
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
   temporary Hit Points 461
  hostile (condition) An NPC with this condition is likely to attack you. 620
  hostile action 305
  HP (Hit Points) See also Hit Points. 12, 26, 67–68, 459–461
  Huge (size) 473–475
  human (trait) A creature with this trait is a member of the human ancestry. Humans 
  are a diverse array of people known for their adaptability. An ability with this trait 
  can be used or selected only by humans. 54–59, 430–431
  humanoid (trait) Humanoid creatures reason and act much like humans. They 
  typically stand upright and have two arms and two legs. 
  Hustle (exploration activity) Move at double your travel Speed. 480
  Identify Alchemy (skill action) Determine specifics of alchemy. (Crafting, trained) 245
  Identify Magic (skill action) Determine specifics of magic. (Arcana, Nature, Occultism, 
  Religion; trained) 238
   GM advice 505
  illusion (trait) Effects and magic items with this trait are associated with the illusion 
  school of magic, typically involving false sensory stimuli. 298
  immobilized (condition) You can’t move. 620
  immunity An immunity causes a creature to ignore all damage, effects, or conditions 
  of a certain type. 451–453
   object immunities 273
   temporary immunity 453
  Impersonate (skill action) Pass yourself off as someone else. (Deception) 245–246
  imprecise sense A sense that can make creatures hidden, but not observed, such as 
  human hearing. 464
  incapacitation (trait) An ability with this trait can take a character completely out of 
  the fight or even kill them, and it’s harder to use on a more powerful character. 
  If a spell has the incapacitation trait, any creature of more than twice the spell’s 
  level treats the result of their check to prevent being incapacitated by the spell 
  as one degree of success better, or the result of any check the spellcaster made 
  to incapacitate them as one degree of success worse. If any other effect has the 
  incapacitation trait, a creature of higher level than the item, creature, or hazard 
  generating the effect gains the same benefits.
  incline (terrain) You must Climb up an incline. 476
  indifferent (condition) An NPC with this condition neither likes nor dislikes you. 620
  infused (trait) 72, 75
  ingested (trait) This poison is delivered when drunk or eaten. 550
  inhaled (trait) This poison is delivered when breathed in. 550
  initiative At the start of an encounter, all participants involved roll for initiative to 
  determine the order in which they act. 13, 468, 498–499
   Delay (basic action) 470
  injury (trait) This poison is delivered by damaging the recipient. 550
  Intelligence (Int) This ability score measures your reason and intellect. 19
  Interact � (basic action) Grab or manipulate an object. 470
   item activation component 533
  Intimidation (skill) Bend others to your will using threats. (Cha) 247, 506
  Invest an Item (activity) Invest your energy in an item as you don it. 531
  invested (trait) A character can wear only 10 magical items that have the invested 
  trait. None of the magical effects of the item apply if the character hasn’t invested 
  it, nor can it be activated, though the character still gains any normal benefits 
  from wearing the physical item (like a hat keeping rain off their head). 531
  Investigate (exploration activity) Study your surroundings. 480
  invisible (condition) Creatures can’t see you. 467, 620–621
  item An object you carry, hold, or use. Items sometimes grant an item bonus or 
  penalty to certain checks. 270–295, 530–617
   activating alchemical and magical items 532–534
   alchemical items 543–554
   armor 274–276, 555–558
   Bulk 271–272
   buying and selling (GM) 502
   carrying, wearing, and wielding 271–272
   Crafting 244–245
   formulas 293–294
   investing magic items 531
   item bonus or penalty 444–445
   item damage 272–273
   item level 271, 534
   magic items 531–535
   materials 577–579
   rarity 534
   runes 580–585
   shields 277, 586–588
   shoddy 273
   sizes 295
   treasure tables (GM) 536–542
   weapons 278–286, 599–602
  item bonus A bonus that comes from an item. 444–445
  item penalty A penalty that comes from an item. 444–445
  jousting (weapon trait) 283
  key ability Your key ability is the ability score you use to determine your class DC, as 
  well as your spell attack roll and spell DC if you’re a spellcaster. A key ability for a 
  skill is the ability modifier used for that skill. 67, 233
  knocked out When reduced to 0 HP, you fall unconscious and start dying. 459–460
  language 65, 432
  Large (size) 473–475
  lawful (damage type) 452
  lawful (trait) Lawful effects often manipulate energy from law-aligned Outer Planes 
  and are antithetical to chaotic divine servants or divine servants of chaotic deities. 
  A creature with this trait is lawful in alignment. An ability with this trait can be 
  selected or used by lawful creatures only.
  Leap � (basic action) Jump horizontally 10 feet (15 feet if your Speed is 30 feet or 
  more), or vertically 3 feet and horizontally 5 feet. 470
  Learn a Spell (skill action) Learn a new spell. (Arcana, Nature, Occultism, Religion; 
  trained) 238 
   GM advice 505
  legendary (proficiency rank) Add your level + 8 to associated rolls and DCs. 13, 444
  leshy These are small plant creatures, roughly humanoid in form. 434
  level A number that measures something’s overall power. A character has a level from 
  1st to 20th, and other aspects of the game also have levels. 13, 271, 534
   counteract level 458–459
   leveling up 31
   spell level (spells range in level from 1–10)
  Lie (skill action) Trick someone with a falsehood. (Deception) 246
  light (trait) Light effects overcome non-magical darkness in the area, and can 
  counteract (pages 458–459) magical darkness. You must usually target darkness 
  magic with your light magic directly to counteract the darkness, but some light 
  spells automatically attempt to counteract darkness.
  light and darkness 301, 464
  line (area) 457
  line of effect 304, 457
  line of sight 457
  linguistic (trait) An effect with this trait depends on language comprehension. A 
  linguistic effect that targets a creature works only if the target understands the 
  language you are using.
  litany (trait) Litanies are special devotion spells, typically used by champions and 
  requiring a single action, that usually give temporary immunity to further litanies.
  Long Jump � (skill action) Jump horizontally. (Athletics) 242–243
  Lore (skill) Know specialized information on a narrow topic. (Int) 247–248
  low-light vision (sense) See in dim light as though it were bright light. 465
  magic See also spell, item. 297–306
  magic item See also item. 531–617
  magical (trait) Something with the magical trait is imbued with magical energies not 
  tied to a specific tradition of magic. A magical item radiates a magic aura infused 
  with its dominant school of magic. 
  Some items or effects are closely tied to a particular tradition of magic. In 
  these cases, the item has the arcane, divine, occult, or primal trait instead of the 
  magical trait. Any of these traits indicate that the item is magical. 535
   magical hazards 520–522
  magical tradition Arcane, divine, occult, and primal are the traditions of magic. 299
  Make an Impression (skill action) Change someone’s attitude. (Diplomacy) 246–247
  Maneuver in Flight � (skill action) Execute a difficult movement while flying. 
  (Acrobatics, trained) 240–241
  manipulate (trait) You must physically manipulate an item or make gestures to use 
  an action with this trait. Creatures without a suitable appendage can’t perform 
  actions with this trait. Manipulate actions often trigger reactions. 
  master (proficiency rank) Add your level + 6 to associated rolls and DCs. 13, 444
  
  Core Rulebook
  634
  material (spell component) 303
  materials 577–579
  mechanical (trait) A hazard with this trait is a constructed physical object. 521, 522
  Medicine (skill) Heal people and help them recover from afflictions. (Wis) 248–249
  Medium (size) 473–475
  mental (damage type) 452
  mental (trait) A mental effect can alter the target’s mind. It has no effect on an object 
  or a mindless creature.
  metamagic (trait) Actions with the metamagic trait, usually from metamagic feats, 
  tweak the properties of your spells. You must use a metamagic action directly 
  before Casting the Spell you want to alter. If you use any action (including free 
  actions and reactions) other than Cast a Spell directly after, you waste the benefits 
  of the metamagic action. Any additional effects added by a metamagic action are 
  part of the spell’s effect, not of the metamagic action itself. 304
  mindless (trait) A mindless creature has either programmed or rudimentary mental 
  attributes. Most, if not all, of their mental ability modifiers are –5. They are 
  immune to all mental effects. 
  minion (trait) Minions are creatures that directly serve another creature. A creature 
  with this trait can use only 2 actions per turn and can’t use reactions. Your minion 
  acts on your turn in combat, once per turn, when you spend an action to issue it 
  commands. For an animal companion, you Command an Animal; for a minion that’s 
  a spell or magic item effect, like a summoned minion, you Sustain a Spell or Sustain 
  an Activation; if not otherwise specified, you issue a verbal command, a single action 
  with the auditory and concentrate traits. If given no commands, minions use no 
  actions except to defend themselves or to escape obvious harm. If left unattended 
  for long enough, typically 1 minute, mindless minions usually don’t act, animals 
  follow their instincts, and sapient minions act how they please. 
  misfortune (trait) A misfortune effect detrimentally alters how you roll your dice. 
  You can never have more than one misfortune effect alter a single roll. If multiple 
  misfortune effects would apply, the GM decides which is worse and applies it. If a 
  fortune effect and a misfortune effect would apply to the same roll, the two cancel 
  each other out, and you roll normally. 449
  mithral (material) 579
  mode of play The three types of playing the game—encounters, exploration, and 
  downtime—each has a different time scale and degree of rules precision. 10–12, 
  468–481
   running modes of play (GM) 493
  modifier A value added to a calculation that can be positive or negative. 444–445
   ability modifier 20
  monitor (trait) Creatures that hail from or have a strong connection to the neutrally 
  aligned planes are called monitors. Monitors can survive the basic environmental 
  effects of planes in the Outer Sphere.
  monk (class) 154–165
   ki spells 157, 401–402
   multiclass archetype 227
  monk (trait) Abilities with this trait are from the monk class. A weapon with this trait 
  is primarily used by monks.
  monster A monster is a creature that is typically inhuman and serves to thwart the 
  PCs in some way. Beneficial monsters are exceptions in most games. The GM plays 
  the role of any monster the PCs encounter. 8
   monster identification 238–239, 506
  morph (trait) Effects that slightly alter a creature’s form have the morph trait. Any 
  Strikes specifically granted by a morph effect are magical. You can be affected 
  by multiple morph spells at once, but if you morph the same body part more 
  than once, the second morph effect attempts to counteract the first (in the same 
  manner as two polymorph effects, described in that trait).
  Your morph effects might also end if you are polymorphed and the polymorph 
  effect invalidates or overrides your morph effect. The GM determines which morph 
  effects can be used together and which can’t.
  Mount � (specialty basic action) Get on an allied creature to ride it. 472
  mount An animal companion with this special ability supports its rider. 214
  mounted combat 478
  move (trait) An action with this trait involves moving from one space to another. 474
  movement 463–464
   forced movement 475
   in encounters and on a grid 473–477
   movement without a grid 494
   special movement types 463
   Speed (land Speed) 13, 24, 463
  multiclass (trait) Archetypes with the multiclass trait represent diversifying your 
  training into another class’s specialties. You can’t select a multiclass archetype’s 
  dedication feat if you are a member of the class of the same name. 219
  multiple attack penalty You take this penalty on all attacks after the first on your 
  turn. This is a –5 penalty on your second attack and –10 on all subsequent attacks 
  (or –4 and –8 if your weapon or unarmed attack has the agile trait). 446
  multiplying 444
  mutagen (trait) An elixir with the mutagen trait temporarily transmogrifies the 
  subject’s body and alters its mind. A mutagen always conveys one or more 
  beneficial effects paired with one or more detrimental effects. Mutagens are 
  polymorph effects, meaning you can benefit from only one at a time.
  narrow surface (terrain) You must Balance to cross a narrow surface. 476
  natural 1, natural 20 When you roll a d20 and the number on the die is a 1, decrease 
  your degree of success by one step. When the number is a 20, increase the degree 
  of success by one step. 445–446
  natural disaster 518–519
  Nature (skill) Know about the natural world and primal magic. (Wis) 249
  necromancy (trait) Effects and magic items with this trait are associated with the 
  necromancy school of magic, typically involving forces of life and death. 298
  negative (damage type) 452
  negative (trait) Effects with this trait heal undead creatures with negative energy, 
  deal negative damage to living creatures, or manipulate negative energy.
  noisy (armor trait) 275
  nonlethal (weapon trait) 283
  nonlethal attack 453
  nonplayer character (NPC) A character controlled by the GM. 13
  oath (trait) 109
  object See also item. 271–273
  observed (condition) You’re in clear view. 466, 621
  occult (trait) This magic comes from the occult tradition, calling upon bizarre and 
  ephemeral mysteries. Anything with this trait is magical. 299
   occult spell list 311–314
  Occultism (skill) Know about philosophies, mysticism, and occult magic. (Int) 249–250
  oil (trait) Oils are magical gels, ointments, pastes, or salves that are typically applied 
  to an object and are used up in the process. 561–562
  onset The delay before an affliction, elixir, or potion takes effect. 458, 534
  ooze (trait) Oozes are creatures with simple anatomies. They tend to have low mental 
  ability scores and immunity to mental effects and precision damage. 
  open (trait) These maneuvers work only as the first salvo on your turn. You can use an 
  open only if you haven’t used an action with the attack or open trait yet this turn.
  orc (trait) A creature with this trait is a member of the orc ancestry. These 
  green-skinned people tend to have darkvision. An ability with this trait can be used 
  or selected only by orcs. An item with this trait is created and used by orcs. 434
   half-orc 55, 56, 58–59
  orichalcum (material) 579
  paladin A lawful good champion. 106
  Palm an Object � (skill action) Take an object without being noticed. (Thievery) 253
  paralyzed (condition) You can’t move or fully defend yourself. 621
  parry (weapon trait) 283
  party order 497
  Pathfinder Society An organized play campaign played all over the world. 492
   Golarion organization 417, 436
  PC (player character) See also player character. 13
  penalty A negative value added to a calculation. Add only the worst penalty of a 
  single type (circumstance, item, status). 12, 444–445
   multiple attack penalty (–5 on your second attack, –10 on further attacks) 446
   range penalty 279, 446–447
  Perception A statistic measuring your ability to notice hidden objects or unusual 
  situations. Perception is usually used for initiative rolls. Perception modifier = Wis 
  modifier + proficiency bonus + other bonuses + penalties. 13, 27, 448, 464–467
   initiative 448, 468
  Perform (skill action) Impress people with a performance. (Performance) 250
  Performance (skill) Use your talents to put on a show. (Cha) 250, 506
  persistent damage (condition) You keep taking damage every round. 621
  petrified (condition) You’ve been turned to stone. 621
  physical (damage type) An umbrella category including bludgeoning, piercing, and 
  slashing damage. 452
  
  A
  Glossary and Index
  635
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  Pick a Lock � (skill action) Open a lock. (Thievery, trained) 253
  piercing (damage type) A type of physical damage. 452
  plane 418–419
  plant (trait) Vegetable creatures have the plant trait. They are distinct from normal 
  plants. Magical effects with this trait manipulate or conjure plants or plant matter 
  in some way. Those that manipulate plants have no effect in an area with no plants.
  platinum piece (pp) 271
  player One of the real people playing the game. 7
  Player Character (character or PC) A character created and controlled by a player 
  other than the GM. 13
   character creation 19–30
  Point Out � (specialty basic action) Indicate an undetected creature’s location. 472
  poison (damage type) 452
  poison (trait) An effect with this trait delivers a poison or deals poison damage. An 
  item with this trait is poisonous and might cause an affliction. 457–458, 550—554
  polymorph (trait) These effects transform the target into a new form. A target can’t 
  be under the effect of more than one polymorph effect at a time. If it comes under 
  the effect of a second polymorph effect, the second polymorph effect attempts 
  to counteract the first. If it succeeds, it takes effect, and if it fails, the spell has 
  no effect on that target. Any Strikes specifically granted by a polymorph effect 
  are magical. Unless otherwise stated, polymorph spells don’t allow the target to 
  take on the appearance of a specific individual creature, but rather just a generic 
  creature of a general type or ancestry.
  If you take on a battle form with a polymorph spell, the special statistics can 
  be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless 
  otherwise noted, the battle form prevents you from casting spells, speaking, 
  and using most manipulate actions that require hands. (If there’s doubt about 
  whether you can use an action, the GM decides.) Your gear is absorbed into you; 
  the constant abilities of your gear still function, but you can’t activate any items. 
  positive (damage type) 452
  positive (trait) Effects with this trait heal living creatures with positive energy, deal 
  positive energy damage to undead, or manipulate positive energy.
  possession (trait) Effects with this trait allow a creature to project its mind and spirit 
  into a target. A creature immune to mental effects can’t use a possession effect. 
  While possessing a target, a possessor’s true body is unconscious (and can’t wake 
  up normally), unless the possession effect allows the creature to physically enter 
  the target. Whenever the target takes damage, the possessor takes half that 
  amount of damage as mental damage.
  A possessor loses the benefits of any of its active spells or abilities that affect 
  its physical body, though it gains the benefits of the target’s active spells and 
  abilities that affect their body. A possessor can use any of the target’s abilities 
  that are purely physical, and it can’t use any of its own abilities except spells and 
  purely mental abilities. The GM decides whether an ability is purely physical or 
  purely mental. A possessor uses the target’s attack modifier, AC, Fortitude save, 
  Reflex save, Perception, and physical skills, and its own Will save, mental skills, 
  spell attack roll, and spell DC; benefits of invested items apply where relevant 
  (the possessor’s invested items apply when using its own values, and the target’s 
  invested items apply when using the target’s values). A possessor gains no benefit 
  from casting spells that normally affect only the caster, since it isn’t in its own body.
  The possessor must use its own actions to make the possessed creature act.
  If a possessor reaches 0 Hit Points through any combination of damage to its 
  true body and mental damage from the possession, it is knocked out as normal 
  and the possession immediately ends. If the target reaches 0 Hit Points first, the 
  possessor can either fall unconscious with the body and continue the possession 
  or end the effect as a free action and return to its body. If the target dies, the 
  possession ends immediately and the possessor is stunned for 1 minute.
  potion (trait) A potion is a magical liquid activated when you drink it. 562–564
  pp (platinum piece) 271
  precious (trait) Valuable materials with special properties have the precious trait. 
  They can be substituted for base materials when you Craft items. 577–579
   armor and weapons made of precious materials. 555–556, 599
   damage from precious materials 452
  precise sense A sense that can make creatures observed, such as human sight. 464
  precision (damage type) A type of damage that increases the attack’s listed damage, 
  using the same damage type, rather than adding a separate amount. 452
  prediction (trait) Effects with this trait determine what is likely to happen in the near 
  future. Most predictions are divinations.
  preparations See also daily preparations. 480, 500
  prerequisite Many feats and other abilities can be taken only if you meet their 
  prerequisites. Prerequisites are often feats or proficiency ranks. 18
  press (trait) Actions with this trait allow you to follow up earlier attacks. An action 
  with the press trait can be used only if you are currently affected by a multiple 
  attack penalty. Some actions with the press trait also grant an effect on a failure. 
  The effects that are added on a failure don’t apply on a critical failure. If your press 
  action succeeds, you can choose to apply the failure effect instead. (For example, 
  you may wish to do this when an attack deals no damage due to resistance.) 
  Because a press action requires a multiple attack penalty, you can’t use one when 
  it’s not your turn, even if you use the Ready activity.
  Price The amount of currency it usually costs to purchase an item. 271, 535
  primal (trait) This magic comes from the primal tradition, connecting to the natural 
  world and instinct. Anything with this trait is magical. 299
   primal spell list 314–315
  proficiency A measure of a character’s aptitude at a specific task or quality, with 
  five ranks: untrained, trained, expert, master, and legendary. Proficiency gives 
  a proficiency bonus. Being untrained adds a +0 bonus. Being trained, expert, 
  master, or legendary adds your level plus 2, 4, 6, or 8, respectively. 13, 444
   initial proficiencies 26, 68
   minimum proficiency for hazards 520–522
  prone (condition) You’re lying on the ground and easier to attack. 621
  propulsive (weapon trait) 283
  quickened (condition) You get an extra action each turn. 622
  rage (trait) 87
  Raise a Shield � (specialty basic action) Gain your shield’s bonus to AC. 472
  range 304, 455
   range increment 279, 446–447
  ranger (class) 166–177
   multiclass archetype 228
  ranger (trait)  This indicates abilities from the ranger class.
  rare (trait) This rarity indicates that a rules element is very difficult to find in the 
  game world. A rare feat, spell, item or the like is available to players only if the 
  GM decides to include it in the game, typically through discovery during play. 13
  rarity How often something is encountered in the game world. The rarities are common, 
  uncommon, rare, and unique. Anything that doesn’t list a rarity is common. 13, 535
   GM advice 488
  reach (weapon trait) 283
  reaction (�) An action you can use even if it’s not your turn. You can use 1 reaction 
  per round. 17, 461–462, 472–473
  Ready � (basic action) Prepare an action to use when it’s not your turn. 470
  Recall Knowledge � (skill action) Try to remember something using a skill. 238–239
   GM advice 505–506
  recovery check A flat check made to see if you get worse or better while dying. 459
  Reflex (Ref) A type of saving throw used to quickly dodge. Reflex modifier = Dex 
  modifier + proficiency bonus + other bonuses + penalties. 13, 448–449
  Refocus (activity) Regain 1 focus point. 300
  Release � (basic action) Let go of something you’re holding. 470–471
  Religion (skill) Know about deities, faith, and divine magic. (Wis) 250
  reload 279
  Repair (skill action) Fix a broken or damaged item. (Crafting) 243–244
  Repeat a Spell (exploration activity) Repeatedly Cast a Spell as you move. 480
  Request � (skill action) Convince someone to do you a favor. (Diplomacy) 247
  reroll An ability that causes you to roll again has the fortune or misfortune trait. 499, 467
  resistance Reduce damage you take of a certain type. 453
  rest Characters recover HP (normally Con modifier × level) and resources with 8 
  hours of sleep. 480, 499–500
   GM advice 499–500, 502
   long-term rest 481
  restrained (condition) You are bound by restraints or a grappling creature. 622
  result of a check 445
  retrain You can retrain during downtime to change character choices. 481
   GM advice 502
  revelation (trait) Effects with this trait see things as they truly are.
  rewards 507–511
  ritual A type of spell that takes downtime to cast and doesn’t use spell slots. 408–415
  rogue (class) 178–189
   multiclass archetype 229
  rogue (trait)  This indicates abilities from the rogue class.
  
  Core Rulebook
  636
  roleplaying Describing a character’s actions, often while acting from the perspective 
  of the character. 13
  roleplaying game (RPG) An interactive story where one player, the Game Master 
  (GM), sets the scene and presents challenges, while other players take the roles of 
  player characters (PCs) and attempt to overcome those challenges. 7
  roll Any time you roll the dice, you’re making a roll. The most common type of roll is a 
  check (comparing a d20 plus modifiers against a DC). 10, 443–450
  round A period of time during an encounter in which all participants get a chance 
  to act. A round represents approximately 6 seconds in game time. 13, 468–469
   durations measured in rounds 304
  rounding 444
  RPG (roleplaying game) 7
  rune 580–585
   runestone 571
  saving throw (check) A roll made to avoid or mitigate a dangerous effect. You roll a 
  save automatically, with no action or a reaction. The character who isn’t acting 
  rolls the d20 for a saving throw, and the creature who is acting provides the DC. 
  There are three types of saves: Fortitude, Reflex, and Will. 13, 27, 305, 448–449
   basic saving throw 305, 449
  scent (sense) Sense things using smell as an imprecise sense with a limited range. 465
  school Magic is divided into eight schools: abjuration, conjuration, divination, 
  enchantment, evocation, illusion, necromancy, and transmutation. 297–298
  Scout (exploration activity) Look ahead for danger. 480
  scroll (trait) A scroll contains a single spell you can cast without a spell slot. 564–565
  scrying (trait) A scrying effect lets you see, hear, or otherwise get sensory information 
  from a distance using a sensor or apparatus, rather than your own eyes and ears.
  Search (exploration activity) Look for hidden things. 480
  secret (trait) The GM rolls the check for this ability in secret. 450
  Seek � (basic action) Scan an area for creatures or objects using Perception. 471
  Sense Direction � (skill action) Figure out your precise location. (Survival) 252
   GM advice 506
  Sense Motive � [(basic action) Determine if a creature is lying. 471
  senses 464–465
  session A Pathfinder game session usually last a few hours. 7, 489–491
  shadow (trait) This magic involves shadows or the energy of the Shadow Plane.
  shield 277
   magic and special shields 586–588
   Raise a Shield action 472
   Shield Block reaction 266
  shove (weapon trait) 283
  Shove � (skill action) Push a creature. (Athletics) 243
  sickened (condition) You’re sick to your stomach. 622
  silver (material) 579
  silver piece (sp) 271
  single action (�) An action that takes one of your three actions on your turn. 17, 461
  size A creature can be Tiny, Small, Medium, Large, Huge, or Gargantuan. 473–474
   item size 295
  skill A statistic representing the ability to perform certain tasks that require 
  instruction or practice. Skill modifier = modifier of the skill’s key ability score + 
  proficiency bonus + other bonuses + penalties. 13, 28, 233–253
   Aid (reaction used to grant a bonus to an ally’s check) 470
   check penalty (from armor) 234, 274
   DCs (GM advice) 504–506
   general skill actions 234–240
   skill feat (a type of general feat related to skills) 68, 255
   skill increase 68
  skill (trait) A general feat with the skill trait improves your skills and their actions 
  or gives you new actions for a skill. A feat with this trait can be selected when 
  a class grants a skill feat or general feat. Archetype feats with the skill trait can 
  be selected in place of a skill feat if you have that archetype’s dedication feat. 
  219, 255
  slashing (damage type) A type of physical damage. 452
  sleep (trait) This effect can cause a creature to fall asleep or get drowsy.
  slowed (condition) You lose actions each turn. 622
  Small (size) 473–475
  snare (trait) Traps typically made by rangers, snares follow special rules that allow 
  them to be constructed quickly and used on the battlefield. 266, 589–591
  Sneak � (skill action) Move quietly while hidden. (Stealth) 252
  Society (skill) Know about civilization, culture, and history. (Int) 250–251
  somatic (spell component) 303
  sonic (damage type) 452
  sonic (trait) An effect with the sonic trait functions only if it makes sound, meaning 
  it has no effect in an area of silence or in a vacuum. This is different from an 
  auditory spell, which is effective only if the target can hear it. A sonic effect might 
  deal sonic damage.
  sorcerer (class) 190–201
   bloodline spells 194–195, 402–406
   multiclass archetype 230
   spell lists 307–315
  sorcerer (trait)  This indicates abilities from the sorcerer class.
  sp (silver piece) 271
  space The squares a creature takes up on a grid. 473–474
  speaking 471
  specialty basic action 472
  Speed A measure of the distance a character can move using a single action, 
  measured in feet. See also movement. 13, 463
   burrow, climb, fly, and swim Speeds 463
   movement on a grid 473–476
   Speed penalty from armor 274
   Step and Stride actions 471
   travel Speed 479
  spell A magical effect created by performing mystical incantations and gestures 
  known only to those with special training or inborn abilities. 13, 297–415
   areas 304
   attacking with a spell 298, 305
   cantrips 300
   casting spells and the Cast a Spell activity 302–303
   components 303
   counteracting 305
   disrupting 303
   durations 304–305, 499
  focus spells (bloodline spells, composition spells, devotion spells, domain spells, ki 
  spells, order spells, and school spells) 300–302, 386–407
   heightening 299
   identifying 238, 305
   innate 302
   prepared 298
   ranges 304
   rituals 408–415
   school 297–298
   spell descriptions 316–385
   spell level (spells range in level from 1 to 10) 
   spell lists 307–315
   spell repertoire (the spells a spontaneous spellcaster knows) 96–97, 193
  spell attack roll (spellcasting ability modifier + proficiency bonus + other bonuses 
  + penalties) 298
  spell DC (10 + spellcasting ability modifier + proficiency bonus + other bonuses + 
  penalties) 298
   spell slots 298–299
   spontaneous 298–299
   targets 304
   traditions (arcane, divine, occult, and primal) 297, 299
   triggers 305–306
   walls 306
  spellbook 204, 206, 288, 297
  spellcaster A spellcaster is a character whose class or archetype grants them the 
  spellcasting class feature. The ability to cast focus spells or innate spells does not 
  by itself make a character a spellcaster.
  spell attack roll You attempt a spell attack roll when targeting a creature with aimed 
  magic. Your multiple attack penalty applies. Spell attack roll modifier = spellcasting 
  ability modifier + proficiency bonus + other bonuses + penalties. 298, 305, 447–448
  spell DC Your spell DC measures how hard it is to resist your spells with saving throws 
  or to counteract them. Spell DC = 10 + spellcasting ability modifier + proficiency 
  bonus + other bonuses + penalties. 298, 448
  spirit (trait) Spirits are ephemeral creatures defined by their spiritual self and often 
  lacking a physical form. 
  
  A
  Glossary and Index
  637
  Introduction
  Ancestries &  
  Backgrounds
  Classes
  Skills
  Feats
  Equipment
  Spells
  The Age of  
  Lost OMENS
  Playing the 
  Game
  Game
  mastering
  Crafting  
  & Treasure
  Appendix
  splash (trait) When you use a thrown weapon with the splash trait, you don’t add 
  your Strength modifier to the damage roll. If an attack with a splash weapon fails, 
  succeeds, or critically succeeds, all creatures within 5 feet of the target (including 
  the target) take the listed splash damage. On a failure (but not a critical failure), 
  the target of the attack still takes the splash damage. Add splash damage together 
  with the initial damage against the target before applying the target’s weaknesses 
  or resistances. You don’t multiply splash damage on a critical hit. 544
  Squeeze (skill action) Move through a gap while exploring. (Acrobatics, trained) 241
  staff (trait) This magic item holds spells of a particular theme and allows a spellcaster 
  to cast additional spells by preparing the staff. 592–595
  stage One of the steps of an affliction. 458
  stance (trait) A stance is a general combat strategy that you enter by using an 
  action with the stance trait, and that you remain in for some time. A stance lasts 
  until you get knocked out, until its requirements (if any) are violated, until the 
  encounter ends, or until you enter a new stance, whichever comes first. After you 
  use an action with the stance trait, you can’t use another one for 1 round. You can 
  enter or be in a stance only in encounter mode.
  Stand � (basic action) Stand up from prone. 471
  starvation and thirst 500
  status bonus A bonus that typically comes from a spell or condition and represents a 
  beneficial status. 444–445
  status penalty A penalty that typically comes from a spell or condition and represents 
  a detrimental status. 444–445
  staves 280, 592–595
  Steal � (skill action) Pilfer an object in someone else’s possession. (Thievery) 253
  Stealth (skill) Avoid detection and conceal items. (Dex) 251–252
  Step � (basic action) Move 5 feet without triggering reactions. 471
  Strength (Str) This ability score measures your brawn. 19
   
  armor Strength score 274
  Stride � (basic action) Move up to your Speed. 471
  Strike � (basic action) Make an attack with a weapon or unarmed attack. 471
  structure (trait) 596
  structures 515, 596
  stunned (condition) You can’t act for a number of actions or an amount of time. 622
  stupefied (condition) Your can’t access your full mental faculties, and you have 
  trouble casting spells. 622
  Subsist (skill action) Find food and shelter for free. (Society or Survival) 240
   GM advice 506
  success A result on a check that equals or exceeds the DC. Exceeding the DC by 10 
  or more is even better—a critical success. If a stat block has no success entry, that 
  means there is no effect on a success. 445–446
  suffocation 478
  summoned (trait) A creature called by a conjuration spell or effect gains the 
  summoned trait. A summoned creature can’t summon other creatures, create 
  things of value, or cast spells that require a cost. It has the minion trait. If it tries to 
  cast a spell of equal or higher level than the spell that summoned it, it overpowers 
  the summoning magic, causing the summoned creature’s spell to fail and the 
  summon spell to end. Otherwise, the summoned creature uses the standard 
  abilities for a creature of its kind. It generally attacks your enemies to the best of 
  its abilities. If you can communicate with it, you can attempt to command it, but 
  the GM determines the degree to which it follows your commands.
  Immediately when you finish Casting the Spell, the summoned creature uses 
  its 2 actions for that turn. Summoned creatures can be banished by various spells 
  and effects. They are automatically banished if reduced to 0 Hit Points or if the 
  spell that called them ends.
  Support � Direct your animal companion to support you. 215
  surprise attack 499–500
  Survival (skill) Travel and survive in the wild. (Wis) 252–253
  Sustain a Spell � (action) Extend a spell with a sustained duration. 304
  Sustain an Activation � (action) Extend a magic item activation with a sustained 
  duration to the end of your next turn. 534
  sustained A spell with this duration can be extended with Sustain a Spell. 304
  sweep (weapon trait) 283
  Swim � (skill action) Move through the water. (Athletics) 243
   aquatic combat 478
   swim Speed 463
  Take Cover � (basic action) Gain cover, or improve cover to greater cover. 471
  talisman (trait) A talisman is a small object affixed to armor, a shield, or a weapon (called 
  the affixed item). You must be wielding or wearing an item to activate a talisman 
  attached to it. Once activated, a talisman burns out permanently. 565–570
  target 304, 455–456
  teleportation (trait) Teleportation effects allow you to instantaneously move from 
  one point in space to another. Teleportation does not usually trigger reactions 
  based on movement.
  temporary Hit Points 461
  temporary immunity An effect that makes a creature temporarily immune lets that 
  creature avoid new effects of the same name, but it doesn’t end anything caused 
  by the effect that gave the temporary immunity. 453
  terrain 475–476, 497–498
   environment 512–517
  Thievery (skill) Steal objects and dismantle locks and other mechanisms. (Dex) 253
  thirst 500
  thrown (weapon trait) 283
  Tiny (size) 473–475
  tool alchemical tool 554
   tools and kits 288
  touch A spell range requiring you to touch the target. 304
  Track (skill action) Follow a creature’s tracks. (Survival) 252–253
   GM advice 506
  tradition A fundamental category of magic (arcane, divine, occult, or primal). 297, 299
  Train Animal (general feat) 268, 506
  trained (proficiency rank) Add your level + 2 to associated rolls and DCs. Some skill 
  actions and many other rules require you to be trained. 13, 444
  trait A keyword that conveys information about a rules element. Often a trait indicates 
  how other rules interact with an ability, creature, item, or other rules element with 
  that trait. Individual traits appear by name in this appendix. 13
   armor traits 274–275
   weapon traits 282–283
  transmutation (trait) Effects and magic items with this trait are associated with the 
  transmutation school of magic, typically changing something’s form. 298
  trap (trait) A hazard or item with this trait is constructed to hinder interlopers. 520—522
  travel Speed 479
  treasure See also item. 508–511, 530–617
   treasure tables 536–542
  Treat Disease (skill action) Remedy a disease in downtime. (Medicine, trained) 248
  Treat Poison � (skill action) Help a poisoned patient recover. (Medicine, trained) 
  248–249
  Treat Wounds (skill action) Restore Hit Points to a creature. (Medicine, trained) 249
  tremorsense (sense) Detect the movement of creatures along surfaces. 465
  trigger A specified event when you can use a reaction or free action. 18, 305–306, 462
  trip (weapon trait) 283
  Trip � (skill action) Knock a creature down. (Athletics) 243
  Tumble Through � (skill action) Move through someone’s space. (Acrobatics) 240
  turn During a round in an encounter, each creature takes a single turn. A creature 
  typically uses up to 3 actions during its turn. 13, 468–469
  twin (weapon trait) 283
  two-hand (weapon trait) 283
  unarmed (weapon trait) 283
  unarmored defense 274, 275
  uncommon (trait) Something of uncommon rarity requires special training or comes 
  from a particular culture or part of the world. Some character choices give access 
  to uncommon options, and the GM can choose to allow access for anyone. 13
  unconscious (condition) You’re asleep or knocked out. 622–623
   death, dying, and unconscious rules 459–461
  undead (trait) Once living, these creatures were infused after death with negative 
  energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead 
  creature is destroyed. Undead creatures are damaged by positive energy, are 
  healed by negative energy, and don’t benefit from healing effects. 
  undetected (condition) A creature doesn’t know your precise location. 466–467, 623
  uneven ground (terrain) You must Balance or fall when crossing uneven ground. 476
  unfriendly (condition) An NPC with this condition doesn’t like you. 623
  unique (trait) A rules element with this trait is one-of-a-kind. 13
  unlimited A spell with this duration lasts indefinitely. 305
  unnoticed (condition) A creature is entirely unaware you’re present. 467, 623
  until the next time you make your daily preparations A spell with this duration lasts 
  until you next prepare, and you can extend it by leaving its spell slot open. 305
  
  Core Rulebook
  638
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder 
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  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte 
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  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, 
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  untrained (proficiency rank) The lowest proficiency rank (+0 bonus). 10, 13, 444
  usage An indication of how an item must be worn, held, or otherwise used. 535
  vague sense A sense that can detect an unnoticed creature but not determine its 
  position, such as a human’s sense of smell. 465
  verbal (spell component) 303
  versatile (weapon trait) 283
  virulent (trait) Afflictions with the virulent trait are harder to remove. You must 
  succeed at two consecutive saves to reduce a virulent affliction’s stage by 1. A 
  critical success reduces a virulent affliction’s stage by only 1 instead of by 2.
  visual (trait) A visual effect can affect only creatures that can see it. This applies only 
  to visible parts of the effect, as determined by the GM.
  volley (weapon trait) 283
  wall 306, 515
  wand (trait) A wand contains a single spell which you can cast once per day. 597–598
  watches 499–500
  water (trait) Effects with the water trait either manipulate or conjure water. Those 
  that manipulate water have no effect in an area without water. Creatures with 
  this trait consist primarily of water or have a magical connection to the element.
  weakness Increases damage you take of a certain type. 453
  wealth A character’s wealth by level. 508–511
  weapon 278–286
   magical and special weapons 599–602
   runes 580–585
   wielding 272
  weather 497, 517–518
  welcoming environment 8, 485–486
  Will A saving throw used to resist effects targeting the mind and personality. Will 
  modifier = Wis modifier + proficiency bonus + other bonuses + penalties. 13, 448–449
  Wisdom (Wis) This ability score measures your awareness and intuition. 19
  wizard (class) 202–213
   arcane spell list 307–309
   multiclass archetype 231
   school spells 406–407
  wizard (trait)  This indicates abilities from the wizard class.
  wounded (condition) You’ve returned from the brink of death but remain at risk. 623
  XP (Experience Points) See also Experience Points. 8, 507–508
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