TEXT: ®
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  Player’s GUide
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  Credits
  Lead Designer: Jason Bulmahn
  Designers: James Jacobs, Steve Kenson, Hal Maclean, Rob McCreary, Erik Mona, Jason Nelson,  
  Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Owen Stephens, and Russ Taylor
  Cover Artist: Wayne Reynolds
  Interior Artists: Alex Aparin, Eric Belisle, Concept Art House, Vincent Dutrait, Jesper Ejsing, Gonzalo Flores, Chuck Lukacs,  
  Steve Prescott, Wayne Reynolds, Fransisco Rico Torres, Craig J Spearing, Tyler Walpole, Svetlin Velinov, and Kevin Yan
  Creative Director: James Jacobs
  Senior Art Director: Sarah E. Robinson
  Managing Editor: F. Wesley Schneider
  Editing and Development: Judy Bauer, Christopher Carey, Rob McCreary,  
  Erik Mona, Sean K Reynolds, Lisa Stevens, James L. Sutter, and Vic Wertz
  Editorial Interns: Tyler Clark, Matthew Lund, and Patrick Renie
  Production Assistant: Crystal Frasier
  Publisher: Erik Mona
  Paizo CEO: Lisa Stevens
  Vice President of Operations: Jeffrey Alvarez
  Corporate Accountant: Dave Erickson
  Director of Sales: Pierce Watters
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  Technical Director: Vic Wertz
  Events Manager: Joshua J. Frost
  Special Thanks: The Paizo Customer Service, Warehouse, and Website Teams, Ryan Dancey, Clark Peterson,  
  and the proud participants of the Open Gaming Movement.
  This game is dedicated to Gary Gygax and Dave Arneson.
  Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition of the 
  game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open 
  Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. 
  (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, 
  as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be 
  reproduced in any form without written permission.
  Pathfinder Roleplaying Game Advanced Player’s Guide is published by Paizo Publishing, LLC under the Open Game License version 1.0a Copyright 2000 Wizards of 
  the Coast, Inc. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Adventure 
  Path, Pathfinder Campaign Setting, Pathfinder Module, Pathfinder Player Companion, Pathfinder Roleplaying Game, and Pathfinder Society are trademarks of Paizo 
  Publishing, LLC. © 2010 Paizo Publishing, LLC. 
  First printing August 2010.
  Printed in China.
  Paizo Publishing, LLC
  7120 185th Ave NE 
  Ste 120
  Redmond, WA 98052-0577
  paizo.com
  This game would not be possible without the passion and 
  dedication of the thousands of gamers who helped playtest 
  and develop it. Thank you for all of your time and effort.
  advaNced Player’s GUide
  advaNced Player’s GUide
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  introduCtion	
  4
  Chapter	1:	raCes	
  6
  	 Racial	Customization	Rules	
  8
  	 Dwarves	
  10	
   Elves	
  12
  	 Gnomes	
  14
  	 Half-Elves	
  16
  	 Half-Orcs	
  18
  	 Halflings	
  20
  	 Humans	
  22
  Chapter	2:	Classes	
  24
  	 Base	Classes	
  26
     Starting Wealth 
  26
  	
  	 Alchemist	
  26
    Alchemist Formulae 
  32
  	
  	 Cavalier	
  32
     Cavalier Orders 
  34
  	 Inquisitor	
  38
     Inquisitor Spells 
  41
  	 Oracle	
  42
     Mysteries 
  45
  	 Summoner	
  54
     Eidolons 
  58
     Evolutions 
  60
     Summoner Spells 
  64
  	 Witch	
  65
     Witch’s Familiar 
  69
     New Familiars 
  69
     Patron Spells 
  70
     Witch Spells 
  70
  	 Core	Classes	
  72
     Barbarian 
  74
     Bard 
  80
     Cleric 
  86
     Druid 
  98
     Fighter 
  104
     Monk 
  110
     Paladin 
  116
  taBle	oF	Contents
   Antipaladin 
  118
   Ranger 
  124
   Rogue 
  130
   Sorcerer 
  136
   Wizard 
  142
  Chapter	3:	Feats	
  148
  	 Types	of	Feats	
  150
  	 Feat	Descriptions	
  150	
  Chapter	4:	equipment	
  174
  	 Weapons	
  176
  	 Armor	
  179
  	 Goods	and	Services	
  181
   
  Chapter	5:	spells	
  188
  	 Spell	Lists	
  190
  	 Spell	Descriptions	
  200
   
  Chapter	6:	prestige	Classes	
  258
  	 Battle	Herald	
  260
  	 Holy	Vindicator	
  263
  	 Horizon	Walker	
  265
  	 Master	Chymist	
  267
  	 Master	Spy	
  270
  	 Nature	Warden	
  272
  	 Rage	Prophet	
  275
  	 Stalwart	Defender	
  277
  Chapter	7:	magiC	items	
  280
  	 Armor	
  283
  	 Weapons	
  286
  	 Rings	
  292
  	 Rods	
  294
  	 Staves	
  296
  	 Wondrous	Items	
  300
  	 Cursed	Items	
  310
  	 Minor	Artifacts	
  313
  	 Major	Artifacts	
  316
  Chapter	8:	new	rules	
  318
  	 Combat	Maneuvers	
  320
  	 Hero	Points	
  322
  	 Traits	
  326
    
  index	
  334
  	 Open	Game	License	
  335
  
  4
  T
  he greatest beauty of roleplaying is its complete lack 
  of limitations. If you can imagine it—or if any of your 
  friends can—you can do it, and magic, strange worlds, 
  supernatural monsters, and legendary heroics are its stock 
  in trade. In the Pathfinder Roleplaying Game, all of these 
  elements combine to weave a tapestry of fantasy gaming 
  that is at once classic and new.
  Yet this lack of limitations also means that no single 
  book can serve every possible variation. At 576 pages, the 
  Pathfinder RPG Core Rulebook is an expertly distilled guide 
  to playing the classic fantasy characters that have thrived 
  for decades around gaming tables everywhere. But there 
  are still new ideas waiting in the wings, new characters 
  waiting to burst free and take the stage.
  Packed full of new classes, feats, spells, magic items, 
  prestige classes, and much more, every page of this book 
  bursts with inventive new subsystems and customization 
  techniques to add to the game and help you best utilize the 
  rules already presented in the Core Rulebook. For players, 
  this book is both a launch pad for hundreds of brand 
  new characters and a chance to upgrade and customize 
  existing ones, with new rules to more closely realize 
  your creative visions. Yet Game Masters can gain just 
  as much, and not just from creating more innovative 
  and interesting NPCs—here also are numerous new ways 
  to challenge and bedevil your players or, if you’re feeling 
  magnanimous, reward them with new magic items and 
  never-before-seen spells, or perhaps valuable hero points 
  that they can use to swing an encounter in their favor.
  Don’t let the name fool you: while this book may be 
  titled the Pathfinder RPG Advanced Player’s Guide, the rules 
  contained herein have been rigorously designed and 
  tested to be both fun and simple to use, a toolkit that can 
  be combed through at length or flipped open casually at 
  the gaming table for inspiration. Even novice players will 
  find things in here to customize their characters or spark 
  ideas for a brand new hero, whether it’s feats to help them 
  play a deadly longbow sniper or variant class archetypes 
  Introduction
  
  5
  Introduction
  Introduction
  to effectively model a monk from a favorite martial arts 
  film. Experienced players should also appreciate both the 
  six new classes and the wealth of options that give a fresh 
  take on the classic 11 adventuring roles.
  Navigating This Book
  This book is organized in much the same way as the Core 
  Rulebook, with each chapter containing rules grouped 
  together by theme for ease of reference. Presented below is 
  a brief overview of each chapter and a taste of the new rules 
  and options you can expect to find within. Additionally, 
  the index located on page 334 should assist you in locating 
  specific topics quickly and easily.
  Chapter 1—Races: This chapter takes an in-depth look 
  at all 7 of the base races from the Core Rulebook: dwarves, 
  elves, gnomes, halflings, half-elves, half-orcs, and humans. 
  Each race section includes alternate racial traits, allowing 
  you to customize your characters’ abilities to reflect their 
  individual heritage, as well as new favored class bonuses 
  and specific ideas to help get you started playing a character 
  of any given race and class combination.
  Chapter 2—Classes: This chapter presents six new 
  base classes. These base classes are just as powerful as the 
  core classes found in the Core Rulebook, though they are 
  generally assumed to be less common in the world (unless 
  a Game Master decides otherwise). Each of the six new 
  classes is fully compatible with the existing class system, 
  and features both new abilities and new approaches to 
  game play and interparty dynamics. The alchemist uses 
  special potions called extracts to cast spells and a variety 
  of other concoctions to grant him special powers. The 
  cavalier is a mounted hero, using his skill with a sword, 
  keen grasp of tactics, and commanding presence to achieve 
  his goals. The inquisitor is a canny soldier of faith, rooting 
  out a religion’s enemies from both without and within. 
  The oracle is a reluctant pawn of strange powers, using 
  her divine gifts toward ends even she may not understand, 
  while the summoner binds himself to a powerful outsider 
  called an eidolon, lured in from across the gulf of worlds. 
  Finally, the witch is a daring bargainer granted a wide 
  variety of spells and hexes from a mysterious patron.
  In addition to these new classes, this chapter also includes 
  a host of new features and variant rules for the 11 core classes 
  from the Core Rulebook, helping players and Game Masters 
  to use these classes in new and exciting ways, from the 
  urban ranger and the shining knight paladin to the acrobat 
  rogue and the elementalist wizard. Many of these options 
  can easily be incorporated into existing characters or used 
  as the basis for entirely new heroes.
  Chapter 3—Feats: This chapter contains new feats that 
  can be taken by any character, including new combat 
  feats, metamagic feats that give spellcasters unusual and 
  exciting ways to cast their spells, and teamwork feats 
  which offer characters powerful new effects—provided 
  they can work together. Many of the new classes and core 
  class expansions presented in Chapter 2 make extensive 
  use of the new feats found in this chapter.
  Chapter 4—Gear: Spells are expensive, and sometimes 
  all you need is a really well-made tool. Presented here is 
  a wide variety of nonmagical equipment designed to help 
  characters survive out in the dangerous world, including 
  new weapons, armor, and specialized tools. This chapter 
  also includes a large assortment of new alchemical items, 
  such as liquid ice and weapon blanche.
  Chapter 5—Spells: This massive chapter contains a 
  treasure trove of new spells for every magical adventurer in 
  the game—whether of the core classes or the new base classes 
  presented in Chapter 2—as well as new spell lists for all of the 
  classes and some of the new variant options.
  Chapter 6—Prestige Classes: Included in this chapter 
  are eight bold new prestige classes to help characters 
  focus their advancement: the battle herald, the holy 
  vindicator, the horizon walker, the master chymist, the 
  master spy, the nature warden, the rage prophet, and 
  the stalwart defender. Some of these prestige classes are 
  designed to work specifically with the new classes from 
  Chapter 2, while others can be taken by any character that 
  meets the prerequisites.
  Chapter 7—Magic Items: New magic items of every type 
  fill this chapter, from weapons, armors, rings, rods, staves, 
  and wondrous items to cursed items and artifacts. Each 
  item comes complete with rules for using it in the game, 
  tables for random generation, information on how to 
  construct it, and more.
  Chapter 8—New Rules: This chapter explodes with new 
  rules for use with your game, beginning with four new 
  combat maneuvers that any character can attempt. Dirty 
  trick allows you to impose a penalty on your foe, while 
  drag allows you to pull a character behind you, reposition 
  lets you shift enemies around on the battlefield, and steal 
  lets you take a small item from your enemy in the middle 
  of a fight. Following these combat maneuvers are complete 
  rules for using hero points, an optional subsystem which 
  allows characters to gain an edge when they need it most. 
  Finally, this chapter includes rules for traits —minor 
  bonuses that players can select during character creation 
  to reflect their background and history—as well as a 
  thorough list of sample base traits that characters can 
  choose from.
  No matter how experienced you are with the game, 
  whether you’re a player or a Game Master, the Advanced 
  Player’s Guide has something for you. From gear and spells 
  to entirely new classes, the following pages hold a wealth of 
  new options to explore—and in turn, to use to inspire your 
  game and continue expanding the horizons of your world.
  After all, the possibilities are limitless.
  
  Races
  1
  
  Filthy runts,” Harsk 
  grunted, fending off 
  the wild swing of a goblin 
  wearing a grass skirt.
  “Look who’s talking,” 
  Merisiel countered. All 
  around them, screeching, 
  wide-mouthed terrors 
  were bursting in from side 
  caverns or crawling out from 
  underneath boxes and tables.
  “I don’t think they’re so bad,” 
  Lini offered cheerfully. “Just 
  misunderstood.” In one hand, 
  her scythe glowed with a swirl 
  of colors that held three more 
  goblins transfixed, enraptured 
  by the show. With her free 
  hand, she calmly plucked one 
  of Merisiel’s throwing knives 
  and slit a goblin’s throat.
  
  8
  Races
  The choice of character race is foundational to designing 
  a character, whether you want to work within established 
  archetypes for that race or to intentionally play against 
  them. Working with racial archetypes can be achieved 
  with a bit of roleplaying—whether developing a unique 
  personality and style for every character or adopting one 
  as clichéd as a surly dwarf fighter with a huge axe and a 
  tankard of ale. The seven player character races in the 
  Pathfinder RPG—dwarves, elves, gnomes, half-elves, 
  half-orcs, halflings, and humans—are no more uniform 
  than are humans in the real world. This chapter is meant 
  to offer game rules and options for how to reflect that 
  diversity of attitude, heritage, and experience and how 
  it affects the way the races interact with the various 
  adventuring careers presented in the Pathfinder RPG 
  core rules.
  Racial attitudes 
  The following race discussions describe the general 
  attitudes held by each race toward the 11 base classes in the 
  Pathfinder RPG Core Rulebook and the six new base classes 
  introduced here in the Advanced Player’s Guide. Humans 
  tend to fit easily into every class, while other races favor 
  some occupations much more highly than others, with a 
  handful of classes earning the contempt and suspicion 
  of certain races. These expanded looks at racial attitudes 
  can help give definition and depth to each race and spark 
  ideas for how and why members of that race might be 
  inclined to pursue one class rather than another, or what 
  challenges they might face in adopting a career that goes 
  against the grain of their society. 
  These attitudes should never be considered restrictions 
  on what classes players may choose, regardless of their 
  characters’ race, nor are they a prescription that demands 
  player characters think or act a certain way toward 
  members of a class described as being highly favored (or 
  highly disfavored) by members of their race. As always, 
  players are the ones in charge of their own characters. 
  These attitudes instead describe the common attitudes 
  of typical NPC members of their race and the values and 
  attitudes their characters may have been raised with. 
  Characters can learn these typical attitudes about their 
  class with a DC 10 Knowledge (local) check (DC 5 for 
  attitudes of their own race).
  Racial tRaits
  The following race discussions also describe alternate 
  racial traits for each character race. It is important to note 
  that these racial traits are not the same as the trait rules 
  found in Chapter 8 of this book (and originating in other 
  Pathfinder products). Those traits are effectively half-
  feats, intended to tie characters to the specific nations, 
  cultures, regions, and races of the Golarion campaign 
  world. Racial traits, on the other hand, are those racial 
  abilities described at the bottom of each race’s descriptive 
  page in Chapter 2 of the Pathfinder RPG Core Rulebook. 
  Some races have few racial traits, like half-orcs and 
  humans. Others, like dwarves and gnomes, have many. 
  All of these racial traits represent typical members of 
  the race and the kinds of special abilities they gain from 
  their heritage, whether from biology, racial attitudes, or 
  otherwise. 
  This chapter also contains a list of alternate class 
  features for each race. Some of them play on racial 
  archetypes not reflected in the standard racial traits, like 
  a gnome’s love of languages or tinkering or a halfling’s 
  mastery of thrown items or of slipping through a 
  battlefield under the feet of larger races. In order to choose 
  one of these racial traits, you must exchange one or more 
  of the existing racial traits available to your character. 
  These racial traits replace a character’s normal racial 
  traits; they are not abilities gained in addition to them. In 
  many cases, racial abilities are exchanged on a one-to-one 
  basis; you give up one racial ability from the Core Rulebook 
  to gain one presented in this book. In other cases, you 
  may have to exchange more than one racial trait to take 
  one of these alternate racial traits. For example, a gnome 
  may eschew the militant path and exchange defensive 
  training and hatred for the gift of tongues, while other 
  magic-using gnomes might forgo the traditional gnome 
  specialty of illusion magic to become a magical linguist 
  or even a pyromaniac.
  You can exchange one or several of your character’s 
  normal racial traits, but of course you cannot exchange 
  the same racial trait more than once. If a human 
  exchanges the skilled trait to become either a child of the 
  fields or a child of the street, she cannot exchange it twice 
  to take both new traits. However, she could choose one of 
  those as an alternate racial trait while also exchanging 
  her bonus feat racial trait to gain an eye for talent.
  As with any alternate or optional rule, you must first 
  get the permission of your GM to exchange any of your 
  character’s normal racial traits for those in this chapter.
  Racial FavoRed classes
  The final section for each racial discussion describes 
  alternative benefits for members of that race taking certain 
  classes as a favored class. The normal benefit of having a 
  favored class is simple and effective: your character gains 
  one extra hit point or one extra skill rank each time she 
  gains a level in that class (or in either of two classes, if she 
  is a half-elf). The alternate favored class abilities listed 
  here may not have as broad an appeal as the standard 
  
  9
  Races
  Races 1
  choices. They are designed to reflect flavorful options 
  that might be less useful in general but prove handy in 
  the right situations or for a character with the right focus. 
  Most of them play off racial archetypes, like a half-orc’s 
  toughness and proclivity for breaking things or elven 
  grace and finesse.
  In most cases, these benefits are gained on a level-by-
  level basis—your character gains the specified incremental 
  benefit each time she gains a level. Unless otherwise 
  noted, these benefits always stack with themselves. For 
  example, a human with paladin as a favored class may 
  choose to gain 1 point of energy resistance each time she 
  gains a level; choosing this benefit twice increases this 
  resistance bonus to 2 per level, 10 times raises it to 10 per 
  level, and so on.
  In some cases this benefit may eventually hit a fixed 
  numerical limit, after which selecting that favored class 
  benefit has no effect. Of course, you can still select the 
  bonus hit point or skill rank as your favored class benefit, 
  so there is always a reward for sticking with a favored class.
  Finally, some of these alternate favored class benefits 
  only add +1/2, +1/3, +1/4, or +1/6 to a roll (rather than +1) 
  each time the benefit is selected; when applying this result 
  to the die roll, round down (minimum 0). For example, a 
  dwarf with rogue as his favored class adds +1/2 to his trap 
  sense ability regarding stone traps each time he selects the 
  alternate rogue favored class benefit; though this means 
  the net effect is +0 after selecting it once (because +1/2 
  rounds down to +0), after 20 levels this benefit gives the 
  dwarf a +10 bonus to his trap sense (in addition to the base 
  value from being a 20th-level rogue).
  As in the previous section, what is presented here is a 
  set of alternative benefits that characters of each race may 
  choose instead of the normal benefits for their favored 
  class. Thus, rather than taking an extra hit point or an 
  extra skill rank, players may choose for their characters 
  to gain the benefit listed here. This is not a permanent 
  or irrevocable choice; just as characters could alternate 
  between taking skill ranks and hit points when they gain 
  levels in their favored class, these benefits provide a third 
  option, and characters may freely alternate between them.
  As with any alternate or optional rule, consult with your 
  GM to determine whether exchanging normal favored 
  class benefits for those in this chapter will be allowed. 
  
  1010
  Dwarves
  Known as skilled craftsmen, fierce warriors, and pious 
  clerics, members of the dwarven race prove just as diverse 
  as the human folk who dwell on the surface. Certainly 
  fewer of their number turn to the arcane arts than do elves, 
  but a number of powerful sorcerer and wizard clans are 
  found within the dwarven ranks. Likewise, some dwarves 
  turn to thievery and cunning, taking up the role of rogue 
  or even assassin.
  In addition to this diversity in profession, dwarves are 
  more varied in their backgrounds than they might first 
  appear. Not every dwarf lives so close to the surface and 
  receives training to fight against giants. Similarly, some 
  dwarves did not come of age fighting against goblins and 
  orcs, instead facing other, equally menacing foes. Such 
  dwarves might have different racial traits than those who 
  are raised in a more traditional lifestyle.
  dwaRF adventuReRs
  Dwarves who chose to become adventurers tend to be 
  martial characters, from berserk barbarians to hammer-
  wielding clerics. Regardless of their chosen professions, 
  dwarven adventurers are always ready for a fight.
  Alchemist: While many respected dwarves practice 
  alchemy, few take on the role of alchemist—except in the 
  interest of creating magical beers. Dwarves see alchemists 
  as odd folk, best to be avoided though still respected.
  Barbarian: Although their kin usually call them 
  berserkers, dwarf barbarians are a valuable part of 
  many dwarven armies. Those who strike out on their 
  own to become adventurers do so in search of greater 
  challenges.
  Bard: Dwarves value their long and glorious history 
  above all else. Dwarf bards often receive intense training in 
  their history, reciting tales and ballads that recount their 
  past. Of course, every dwarven bard also knows at least a 
  dozen bawdy drinking songs.
  Cavalier: Dwarf cavaliers are almost unheard of; the few 
  dwarven cavaliers are almost exclusively surface dwellers, 
  riding on ponies or even giant boars. Not surprisingly, 
  many dwarves see cavaliers as odd folk, not to be trusted.
  Cleric: Dwarves have a close connection with their gods 
  and a long tradition of producing powerful and influential 
  clerics. Dwarves selected for a life of devotion are trained 
  from an early age, but after training, they are free to 
  explore the world and spread the faith.
  Druid: The general lack of flora below ground leads few 
  dwarves to take up the druid’s call. Those who find a bond 
  with nature are either drawn to subterranean forms of life 
  or move to the surface to adopt the environments that land 
  has to offer.
  Fighter: Dwarf fighters hold a position of respect and 
  authority in most dwarven cultures. They are a necessity 
  of life in the harsh environments underground, and many 
  dwarves are trained in martial combat from a young age. 
  Inquisitor: Although not unheard of, dwarves rarely 
  commit treason against their own people. As a result, the 
  few dwarves who take up the mantle of inquisitor spend 
  most of their time traveling the world to protect their 
  people from outside threats.
  Monk: While many dwarves possess the discipline to 
  take on the role of monk, most turn to more traditional 
  forms of combat that employ heavy armor and a trusty axe. 
  Most dwarf monks congregate in small enclaves of like-
  minded individuals.
  Oracle: Most dwarf oracles draw their power from the earth 
  around them or the spirits of their ancestors, making them 
  respected members of dwarven society. While they are not 
  venerated like the clergy, dwarf oracles are often consulted 
  in times of crisis and called on for aid in times of war.
  Paladin: Few dwarves aspire to paladinhood. Blending 
  both devotion and martial skill, dwarf paladins are just as 
  likely to be crusaders for dwarven interests as defenders 
  guarding dwarven strongholds.
  Ranger: Dwarves are renowned for holding grudges. It 
  should come as no surprise that a number of dwarves decide 
  to become rangers focused on destroying the enemies of 
  their people.
  Rogue: Dwarves who turn to the art of subterfuge tend 
  to focus on working with traps and surprising enemies 
  rather than pickpocketing and double-talk.
  Sorcerer: Dwarven society prizes those few among them 
  who draw their power from benevolent or noble bloodlines, 
  but shun those tainted by darker influences.
  Summoner: Most dwarves do not understand the 
  powerful bond between a summoner and his eidolon, 
  making this a rare profession for the stout folk. The 
  eidolons of dwarf summoners often look similar to earth 
  elementals or iron golems.
  Witch: Members of dwarven society who form a pact with 
  a familiar and take on the title of witch do so in secrecy. 
  Their kin are distrustful of such agreements, preferring 
  instead to rely upon the power of their deities.
  Wizard: Dwarves have never had a long tradition of 
  arcane magic, and its study is a rare thing, though still 
  more common than natural-born sorcery. Forgoing 
  traditional dwarven training in favor of arcane study 
  marks most wizards as outsiders among their young peers, 
  though aged and learned wizards are well respected.
  alteRnate Racial tRaits
  The following racial traits might be selected instead 
  of existing dwarf racial traits. Consult your GM before 
  selecting any of these new options.
  
  1111
  Races
  Races 1
  Ancient Enmity: Dwarves have long been in conflict with 
  elves, especially the hated drow. Dwarves with this racial 
  trait receive a +1 bonus on attack rolls against humanoid 
  creatures of the elf subtype. This racial trait replaces the 
  hatred racial trait.
  Craftsman: Dwarves are known for their superior 
  craftsmanship when it comes to metal and stone works. 
  Dwarves with this racial trait receive a +2 racial bonus on all 
  Craft or Profession checks that create objects from metal or 
  stone. This racial trait replaces the greed racial trait.
  Deep Warrior: Dwarves with this racial trait grew up 
  facing the abominations that live deep beneath the surface. 
  They receive a +2 dodge bonus to AC against monsters of 
  the aberration type and a +2 racial bonus to their CMB on 
  attempts made to grapple such creatures (or to continue a 
  grapple). This racial trait replaces the defensive training 
  racial trait.
  Lorekeeper: Dwarves keep extensive records about their 
  history and the world around them. Dwarves with this 
  racial trait receive a +2 racial bonus on Knowledge (history) 
  skill checks that pertain to dwarves or their enemies. They 
  can make such skill checks untrained. This racial trait 
  replaces the greed racial trait.
  Magic Resistant: Some of the older dwarven clans are 
  particularly resistant to magic. Dwarves with this racial 
  trait gain spell resistance equal to 5 + their character level. 
  This resistance can be lowered for 1 round as a standard 
  action. Dwarves with this racial trait take a –2 penalty on 
  all concentration checks made in relation to arcane spells. 
  This racial trait replaces the hardy racial trait.
  Relentless: Dwarves are skilled at pushing their way 
  through a battlefield, tossing aside lesser foes with ease. 
  Dwarves with this racial trait receive a +2 bonus on 
  Combat Maneuver checks made to bull rush or overrun an 
  opponent. This bonus only applies while both the dwarf 
  and his opponent are standing on the ground. This racial 
  trait replaces the stability racial trait. 
  Stonesinger: Some dwarves’ affinity with the earth 
  grants them greater powers. Dwarves with this racial trait 
  are treated as 1 level higher when casting spells with the 
  earth descriptor or using granted powers of the Earth 
  domain, the bloodline powers of the earth elemental 
  bloodline, and revelations of the oracle’s stone mystery. 
  This ability does not give the dwarf early access to level-
  based powers; it only affects powers the dwarf could 
  use without this ability. This racial trait replaces the 
  stonecunning racial trait.
  Stubborn: Dwarves are renowned for being stubborn. 
  Dwarves with this racial trait receive a +2 racial bonus on 
  Will saves to resist spells and spell-like abilities of the 
  enchantment (charm) and enchantment 
  (compulsion) schools. In addition, if they 
  fail such a save, they receive another save 
  1 round later to prematurely end the effect (assuming it has 
  a duration greater than 1 round). This second save is made 
  at the same DC as the first. If the dwarf has a similar ability 
  from another source (such as a rogue’s slippery mind), he 
  can only use one of these abilities per round, but can try 
  one on the second round if the first reroll ability fails). This 
  racial trait replaces the hardy racial trait.
  FavoRed class options
  Instead of receiving an additional skill rank or hit point 
  whenever he gains a level in a favored class, a dwarf has 
  the option of choosing from a number of other bonuses, 
  depending upon his favored class. The following options 
  are available to all dwarves who have the listed favored 
  class, and unless otherwise stated, the bonus applies each 
  time you select the listed favored class reward.
  Barbarian: Add 1 to the dwarf’s total number of rage 
  rounds per day.
  Cleric: Select one domain power granted at 1st level that 
  is normally usable for a number of times per day equal to 
  3 + the cleric’s Wisdom modifier. The cleric adds 1/2 to the 
  number of uses per day of that domain power.
  Fighter: Add +1 to the fighter’s CMD when resisting a 
  bull rush or trip.
  Oracle: Reduce the non-proficient penalty for one 
  weapon by 1. When the non-proficient penalty for a weapon 
  becomes 0 because of this ability, the oracle is treated 
  as having the appropriate Martial or Exotic Weapon 
  Proficiency feat with that weapon.
  Paladin: Add a +1 bonus on concentration checks when 
  casting paladin spells.
  Ranger: Add a +1/2 bonus on wild empathy checks 
  to influence animals and magical beasts that live 
  underground.
  Rogue: Add a +1/2 bonus on Disable Device checks 
  regarding stone traps and a +1/2 bonus to trap sense 
  regarding stone traps.
  
  1212
  Elves
  Renowned for their grace, wisdom, and near-immortality, 
  elves are held in high esteem by most other races, especially 
  for their mastery of magic and encyclopedic collections of 
  lore. However, members of this race often find themselves 
  hemmed in and isolated by vastly more numerous and 
  aggressive younger races. Still, while elven enclaves tend 
  to embody the beauty and spirit of their environment, 
  learning and growing from it, elf adventurers carry the 
  strength and glory of elven culture with them into the 
  world, often at the point of a sword or wand.
  The classic vision of elves as wardens of the forest is 
  accurate but incomplete, as elves adapt readily to many 
  environments, from the harshest desert to the deepest 
  sea. Others tap into mysteries and magics outside the 
  realms usually embraced by their kindred. Such elves have 
  different racial traits than those who are raised in a more 
  traditional elven lifestyle.
  elF adventuReRs
  Elves who chose to become adventurers usually follow a 
  martial path, pursue mastery of arcane magic, or seek a 
  career that blends the two. Elves prefer subtlety to outright 
  conflict, but are eager to exhibit their superiority to other 
  races, employing force if finesse and flair are insufficient 
  for the task.
  Alchemist: Elves favor classical arcane disciplines over 
  the experimentation and pseudoscience of alchemy, often 
  deriding it as a crude imitation of traditional magic.  Elf 
  alchemists often seek the adventuring life to escape the 
  scorn of their fellows.
  Barbarian: Elf barbarians typically live deep in deserts 
  or jungles, led by wise and mystical elders. They often 
  venture from their homelands in service of their people or 
  to see the world beyond their homes.
  Bard: Elves love art in all its forms. Their sweeping 
  arias, ancient poetry, and graceful dances are the envy 
  of cultured audiences, just as their finesse with arms 
  garners the envy of common warriors.
  Cavalier: Elf cavaliers have a long tradition in the 
  ancient noble houses, pursuing and protecting honor with 
  elegance. Their sleek mounts show both great resilience 
  and devotion.
  Cleric: Elves follow many faiths, and because of their 
  long lives many elves view themselves as blessed by the 
  gods.  Many stand for naturalistic philosophies or ancient 
  divine patrons who embody the traits of their people.  
  Druid: Elves have an instinctual bond with nature 
  and the mysterious spirits within it, some even revering 
  such powers, binding nature’s forces to themselves and 
  themselves to nature.
  Fighter: Elf fighters are respected for their lightness 
  on their feet, delicate yet deadly precision, and mastery of 
  centuries-old martial traditions.
  Inquisitor: Though as a race elves prize freedom and 
  individuality, they are also great traditionalists and quite 
  suspicious of outsiders. Elf inquisitors are not loved, but 
  their judgments and authority are respected.
  Monk: Elves are contemplative by nature and appreciate 
  those who focus on inward calm and stillness of mind. Elf 
  monks often adopt ageless mantras and examples of balance 
  and finesse in nature as guides.
  Oracle: Elf oracles are quite common and highly 
  respected as keepers of the mysteries of their peoples’ 
  ancestors and secrets that predate the world’s countless 
  younger races.  
  Paladin: Elf paladins adopt and defend the ancient 
  strictures of their deities, defending their people and soil 
  from all who would despoil their sacred homelands.
  Ranger: Elves make masterful hunters and scouts, 
  attuned to the environment, keenly aware of their 
  surroundings, and always ready to protect their homelands 
  or punish those who would intrude upon their dominion.
  Rogue: While thieves, brigands, and their ilk are rare 
  within elven society, elf rogues are common as scouts, 
  infiltrators, and even assassins.
  Sorcerer: Magic sings in the blood of all elves, and all 
  sorcerous bloodlines might be found among them, though 
  sorcerers rarely garner the respect wizards enjoy.
  Summoner: Elves have a long tradition of alliance with 
  magical creatures due to their affinity for the mystic 
  arts. While less numerous than sorcerers or wizards, 
  summoners are well represented in elven armies, their 
  eidolons often gossamer creatures of deceptive strength 
  and power. 
  Witch: Treating with ageless, inscrutable powers of the 
  land, elf witches blend their understanding of nature and 
  mastery of magic into potent hexes and strange arcana. 
  Many develop ties with creatures of their homelands, 
  taking them as familiars to further strengthen their ties 
  to the earth.
  Wizard: Elves cultivate an ancient tradition of magical 
  lore and research in all fields of specialization. For those 
  with the talent to excel, wizardry is one of the surest paths 
  to prestige in elven society.
  alteRnate Racial tRaits
  The following racial traits replace existing elf racial 
  traits. Consult your GM before selecting any of these 
  new options.
  Desert Runner: Some elves thrive in the deepest 
  deserts, forever roaming across burned and parched lands. 
  Elves with this racial trait receive a +4 racial bonus on 
  Constitution checks and Fortitude saves to avoid fatigue, 
  
  1313
  Races
  Races 1
  exhaustion, or ill effects from running, forced marches, 
  starvation, thirst, or hot or cold environments. This racial 
  trait replaces the elven magic racial trait.
  Dreamspeaker: A few elves have the ability to tap into the 
  power of sleep, dreams, and prescient reverie. Elves with 
  this racial trait add +1 to saving throw DCs for spells of the 
  divination school and sleep effects they cast. In addition, 
  elves with a Charisma of 15 or higher may use dream once 
  per day as a spell-like ability (caster level is equal to the 
  elf’s character level). This racial trait replaces the elven 
  immunities racial trait. 
  Eternal Grudge: Elves with this racial trait grew up in 
  secluded, isolationist communities where generations-old 
  slights and quarrels linger as eternal blood feuds. They 
  receive a +1 bonus on attack rolls against humanoids of 
  the dwarf and orc subtypes due to special training against 
  these hated foes. This racial trait replaces the elven magic 
  racial trait.
  Lightbringer: Many elves revere the sun, moon, and 
  stars, but some are literally infused with the radiant power 
  of the heavens. Elves with this racial trait are immune to 
  light-based blindness and dazzle effects, and are treated 
  as one level higher when determining the effects of any 
  light-based spell or effect they cast (including spell-like 
  and supernatural abilities). Elves with Intelligence 10 or 
  higher may use light at will as a spell-like ability. This 
  racial trait replaces the elven immunities and elven magic 
  racial traits.
  Silent Hunter: Elves are renowned for their subtlety and 
  skill. Elves with this racial trait reduce the penalty for using 
  Stealth while moving by 5 and can make Stealth checks 
  while running at a –20 penalty (this number includes the 
  penalty reduction from this racial trait). This racial trait 
  replaces the elven magic racial trait.
  Spirit of the Waters: Some elves have adapted to life in 
  tune with the sea or along the reedy depths of wild rivers 
  and lakes. They gain a +4 racial bonus on Swim checks, can 
  always take 10 while swimming, and may choose Aquan 
  as a bonus language. They are proficient with longspear, 
  trident, and net. This racial trait replaces elven magic 
  and weapon familiarity racial traits.
  Woodcraft: Elves know the deep secrets of 
  the wild like no others, especially those of 
  the forests. Elves with this racial trait gain a 
  +1 bonus on Knowledge (nature) and Survival 
  checks. In forest terrain, these bonuses improve 
  to +2. This racial trait replaces the elven magic 
  racial trait.
  FavoRed class options
  Instead of receiving an additional skill rank or hit point 
  whenever they gain a level in a favored class, elves have 
  the option of choosing from a number of 
  other bonuses, depending upon their favored classes. 
  The following options are available to all elves who have 
  the listed favored class, and unless otherwise stated, the 
  bonus applies each time you select the listed favored 
  class reward.
  Barbarian: Add 1 to the elf’s base speed. In combat this 
  has no effect unless the elf has selected this reward 5 times 
  (or another increment of 5); a speed of 34 feet is effectively 
  the same as a speed of 30 feet, for example. This bonus 
  stacks with a class’s fast movement feature and applies 
  only under the same conditions as that ability.
  Bard: Add +1 to the elf’s CMD when resisting a disarm 
  or sunder attempt.
  Cavalier:  Add +1 hit point to the cavalier’s mount. If the 
  elf ever replaces his mount, the new mount gains these 
  bonus hit points. These bonuses only apply to a single 
  mount gained as part of the cavalier’s class.
  Fighter: Add +1 to the elf’s CMD when resisting a 
  disarm or sunder attempt.
  Ranger: Choose a weapon from the following list: 
  longbow, longsword, rapier, shortbow, short sword, or any 
  weapon with “elven” in its name. Add a +1/2 circumstance 
  bonus on critical hit confirmation rolls with that weapon 
  (maximum bonus of +4). This bonus does not stack with 
  Critical Focus.
  Sorcerer: Select one bloodline power at 1st level that is 
  normally usable a number of times per day equal to 3 + 
  the sorcerer’s Charisma modifier. The sorcerer adds +1/2 
  to the number of uses per day of that bloodline power.
  Wizard: Select one arcane school power at 1st level 
  that is normally usable a number of times per day equal 
  to 3 + the wizard’s Intelligence modifier. The wizard 
  adds +1/2 to the number of uses per day of that arcane 
  school power.
  
  1414
  Gnomes
  Gnomes are a quirky race. They take mistakes in stride, 
  turning derision into mirth and baffling their foes, if only 
  long enough to work a bit of mischief at their expense. 
  Gnomes love magic and music, but also have a love of 
  craft, clockworks, and the work of their hands. Whatever 
  their passion, gnomes throw themselves into it absolutely. 
  Once obsessed and absorbed, a gnome can scarcely think 
  of anything else, regardless of whether his mind bends to 
  new adventures at home or in the great wide world. 
  Given their fey heritage, many gnomes love wild places 
  where their fey cousins congregate. Increasing numbers of 
  gnomes, however, eschew these places for the cities, their 
  natural curiosity and love of creation drawing them to 
  commerce, trade, and manufactories where they can follow 
  and promote the latest discoveries. Such gnomes often have 
  different racial traits than those raised among the rocks 
  and trees. 
  Gnome adventuReRs
  Gnomes ply their intellect and force of personality to 
  overcome challenges. Though generally good-humored 
  and tolerant, gnomes can swiftly turn fierce if backed 
  into a corner.
  Alchemist: Alchemy is one of the most respected 
  careers for a gnome, melding their love of magic with 
  practical applied theory, all wrapped in a field in which 
  discovery is an everyday opportunity.
  Barbarian: Gnome barbarians typically rise among 
  those who have lived long among their wild fey kin or the 
  beasts of the wilderness, going near-feral as incarnate 
  spirits of nature.
  Bard: Many gnomes are obsessive collectors of stories, 
  songs, and jokes, making gnome bards renowned for 
  their vast repertoires, energetic deliveries, and weaving 
  of magic into their performances.
  Cavalier: Although gnome cavaliers are rare, gnomes 
  swear honest oaths, and might master a broad array of 
  tactics to defend the people and the lands they love.
  Cleric: Gnomes often become servants of the gods, 
  especially deities of art, music, exploration, discovery, 
  and merrymaking, blending their fervor for creation 
  with true religious zeal.
  Druid: Many gnomes hew to the earth and forests, 
  taking up the druidic mantle and staying in close 
  communion with animals and the spirits of nature.
  Fighter: Gnome fighters are a tenacious lot, eager to 
  prove that even the smallest combatant can be a titan on 
  the battlefield. 
  Inquisitor: Some gnomes learn the harshness of 
  the world, and especially harder-hearted races, all too 
  personally, donning the mantle of the inquisitor to defend 
  their people and protect their lands from callous souls.
  Monk: Gnomes are colorful, passionate, and flamboyant 
  by nature, adopting such whimsy into their vision of 
  physical and natural perfection. Many gnome martial 
  styles thus prove unpredictable, more akin to improvised 
  dances than long-practiced techniques.
  Oracle: As inheritors of ancient fey spirits, gnomes 
  take quite naturally to oracular devotion, interpreting 
  otherworldly portents and whispers of the natural forces.
  Paladin: Gnomes who find their lives changed by 
  religious zeal or the passion to protect those around 
  them might adopt the paladin’s calling. Most find their 
  ability to speak with animals an especial boon, both in 
  communicating with their mounts and in hunting down 
  evil-doers.
  Ranger: Militant gnomes most often become rangers, 
  playing upon their innate relationship with nature and 
  ability to commune with its creations. 
  Rogue: Gnome rogues typically master a variety of 
  skills, plying others with their charismatic personalities, 
  and even adding a touch of magic to enhance their skills at 
  creating and defeating locks and traps. 
  Sorcerer: The intrinsic arcane power of the fey 
  bloodline is common in many gnome families, though 
  sorcerers of other bloodlines often arise. Most all of 
  these are accepted as normal in gnome society, though 
  those who draw their power from darker sources elicit 
  suspicion and scorn.
  Summoner: Gnomes are inveterate tinkers and 
  endlessly creative, delighting in the design and shaping 
  of eidolons. The servants of gnome summoners often 
  resemble clockwork creations or fairy creatures.
  Witch: Eagerly embracing weird and ancient powers, 
  gnomes 
  make 
  deceptively 
  capable 
  witches. 
  Most 
  adopt strange or exotic familiars well-suited to their 
  personalities.
  Wizard: Gnomes have an expansive magical tradition, 
  specializing in the realms of illusion and elemental magic. 
  They are much respected as historians, researchers, 
  and academics committed to pushing the boundaries of 
  magical possibility, often by unprecedented leaps.
  alteRnate Racial tRaits
  The following racial traits replace existing gnome racial 
  traits. Consult your GM before selecting any of these 
  new options.
  Academician: Some gnomes are more academically 
  inclined than their kin. Gnomes with this racial trait 
  gain a +2 bonus on any one Knowledge skill. This racial 
  trait replaces the obsessive racial trait.
  Eternal Hope: Gnomes rarely lose hope and are always 
  confident that even hopeless situations will work out. 
  
  1515
  Races
  Races 1
  Gnomes with this racial trait receive a +2 racial bonus 
  on saving throws against fear and despair effects. Once 
  per day, after rolling a 1 on a d20, the gnome may reroll 
  and use the second result. This racial trait replaces the 
  defensive training and hatred racial traits.
  Gift of Tongues: Gnomes love languages and learning 
  about those they meet. Gnomes with this racial trait gain 
  a +1 bonus on Bluff and Diplomacy checks, and they learn 
  one additional language every time they put a rank in the 
  Linguistics skill. This racial trait replaces the defensive 
  training and hatred racial traits.
  Magical Linguist: Gnomes study languages in both their 
  mundane and supernatural manifestations. Gnomes with 
  this racial trait add +1 to the DC of spells they cast with the 
  language-dependent descriptor or those that create glyphs, 
  symbols, or other magical writings. They gain a +2 racial 
  bonus on saving throws against such spells. Gnomes with a 
  Charisma of 11 or higher also gain the following spell-like 
  abilities: 1/day—arcane mark, comprehend languages, message, 
  read magic. The caster level for these effects is equal to the 
  gnome’s level. This racial trait replaces the gnome magic 
  and illusion resistance racial traits.
  Master Tinker: Gnomes experiment with all manner of 
  mechanical devices. Gnomes with this racial trait gain a 
  +1 bonus on Disable Device and Knowledge (engineering) 
  checks. They are treated as proficient with any weapon 
  they have personally crafted. This racial trait replaces the 
  defensive training and hatred racial traits.
  Pyromaniac: Gnomes with this racial trait are treated as 
  one level higher when casting spells with the fire descriptor, 
  using granted powers of the Fire domain, using the bloodline 
  powers of the fire elemental bloodline or the revelations of the 
  oracle’s flame mystery, and when determining the damage of 
  alchemist bombs that deal fire damage (this ability does not 
  give gnomes early access to level-based powers, only affecting 
  the powers they could use without this ability). Gnomes with 
  Charisma of 11 or higher also gain the following spell-like 
  abilities:  1/day—dancing lights, flare, prestidigitation, produce 
  flame. The caster level for these effects is equal to the gnome’s 
  level; the DCs are Charisma-based. This racial trait replaces 
  the gnome magic and illusion resistance racial traits.
  Warden of Nature: Gnomes must often protect 
  their homes against unnatural or pestilential 
  infestations. Gnomes with this racial trait get 
  a +2 dodge bonus to AC against aberrations, 
  oozes, and vermin, and a +1 bonus on attack 
  rolls against them because of their special 
  training. This racial trait replaces the defensive 
  training and hatred racial traits.
  FavoRed class options
  Instead of receiving an additional skill rank or hit point 
  whenever she gains a level in a favored class, gnomes have 
  the option of choosing from a number of other bonuses, 
  depending upon their favored class. The following options 
  are available to all gnomes who have the listed favored 
  class, and unless otherwise stated, the bonus applies each 
  time you select the listed favored class reward.
  Alchemist:  Add +1/2 to the number of bombs per day 
  the alchemist can create.
  Bard: Add 1 to the gnome’s total number of bardic 
  performance rounds per day.
  Druid:  Gain energy resistance 1 against acid, cold, 
  electricity, or fire. Each time the druid selects this reward, 
  increase her resistance to one of these energy types by 1 
  (maximum 10 for any one type).
  Oracle: Treat the gnome’s level as +1/2 higher for the 
  purpose of determining the effects of the oracle’s curse 
  ability.
  Ranger: Add DR 1/magic to the ranger’s animal 
  companion. Each time the ranger selects this benefit, the 
  DR/magic increases by +1/2 (maximum DR 10/magic). If 
  the gnome ever replaces his animal companion, the new 
  companion gains this DR. 
  Rogue: Gnome rogues gain a +1 bonus on Disable 
  Device and Use Magic Device checks related to glyphs, 
  symbols, scrolls, and other magical writings each time 
  they gain a level of rogue.
  Summoner: Add +1 hit point to the summoner’s eidolon.
  Wizard: Add +1/2 to the number of uses per day of 
  arcane school powers. This increase only applies to 
  arcane school powers available at 1st level and normally 
  usable a number of times per day equal to 3 + the wizard’s 
  Intelligence modifier.
  
  1616
  Half-Elves
  Half-elves are the idealized orphans of society, at once 
  both charismatic and passionate, but never quite at home 
  anywhere. Many half-elves throw themselves into social 
  careers quite readily, yet often have a hard time sticking 
  to a single path. Others seek fulfillment in spiritual 
  pursuits or in honing inborn magical talents, while still 
  others give up and resign themselves to lives of isolation 
  in the wild or of misanthropy, living day to day at the 
  expense of others. 
  Half-elves vary in appearance as much as their human 
  and elven parents do, encompassing every imaginable 
  hue of hair, eye, and skin, yet also possessing an effortless 
  and graceful allure. Half-elves’ unique talents also vary a 
  great deal depending on their upbringing, the nature of 
  their bloodlines, the strength of their psyches, and their 
  relationship to their dual nature. Some half-elves have 
  different racial traits than normal for their kind.
  Although well represented among the ranks of 
  adventurers and other wanderers, half-elves are rarities 
  in most parts of the world, the fraternization of humans 
  and elves typically leading to feelings of consternation 
  in both races rather than romance. While some half-
  elves find themselves cherished members of unusual 
  but happy families, this rarely proves the norm. More 
  often, they find themselves shunned or embodiments of 
  burdensome shames. Yet while many possess dark pasts, 
  such hardships prepare them for lives full of challenge 
  and adventure like few members of more unified races 
  could ever know.   
  HalF-elF adventuReRs
  Half-elf adventurers often specialize in social classes or 
  choose to multiclass, dabbling in several career paths as 
  they try to find the perfect blend to suit their multifaceted 
  personalities.
  Alchemist: Half-elves are curious dabblers, and many 
  undertake at least a passing study of alchemy, often 
  showing great skill in the blending and apportioning of 
  volatile elements.
  Barbarian: Half-elf barbarians typically hail from the 
  societies of savage parents. While many leave their cultures 
  to escape their differences, others viciously defend their 
  people, ever seeking to prove their worthiness.
  Bard: Many half-elves gravitate to the bard class, as it 
  binds together their natural allure and social adaptability, 
  often to the adulation of others.
  Cavalier: Half-elf cavaliers take the arts of war and 
  gild them with elegance and finesse. The path of the 
  cavalier gives them a code to follow and a master to serve 
  to earn honor and esteem, though elves and humans alike 
  sometimes look at them as pretenders or trespassers 
  within their knightly orders.
  Cleric: Half-elves often feel disconnected from 
  human or elven faiths, but many still choose to follow 
  a divine calling that provides a comfortable context in 
  which to engage with other races in a common faith, or 
  simply for an immanent connection with the divine that 
  renders their uncertainty with other mortals of small 
  consequence.
  Druid: Half-elves uncertain of their place in civilized 
  society frequently abandon it entirely for the implicit 
  harmony of the natural world. Embracing the connection 
  to nature inherent in their elven blood, many find a 
  tranquility in the wilds no society can offer.
  Fighter: Half-elf fighters are relatively common, as the 
  harsh simplicity of the battlefield holds great appeal for 
  those tired of reconciling their divided natures. Half-
  elves’ varied tastes and skills often make them masters of 
  a dazzling array of weapons.
  Inquisitor: Facing their own inner turmoil, half-elf 
  inquisitors possess keen insights into the minds of others 
  and knowledge of the balance between life and death.
  Monk: Half-elves who come to peace with their mixed 
  heritages embody the stillness of mind and meditative 
  enlightenment of the monk’s way. Many learn to adopt 
  both human and elven martial techniques into deadly 
  new schools of combat. 
  Oracle: Half-elves tend to live in the now, drawing 
  oracular insights from whispers in the air, the motion of 
  the stars, and imperceptible eddies in crowded streets, or 
  even the ancient voices within their blood.
  Paladin: Whether devoted to a deity of their human 
  parent, their elven parent, or any other they choose 
  to adopt, half-elf paladins take up the aegis of their 
  god with both zeal and grace. Often, among such holy 
  orders, half-elves find a peace and camaraderie they’re 
  otherwise denied.
  Ranger: Half-elves frustrated by common society 
  often retreat into the wild, developing a close bond with 
  animals and the predictable changes of nature.
  Rogue: Many half-elves excel at the roguish arts, 
  studying people and their habits and by effect learning to 
  take advantage of the proud or careless.
  Sorcerer: Magic runs in the blood of every half-elf, 
  often manifesting as arcane or fey bloodlines, though 
  other fonts of sorcerous power often arise. Regardless 
  of their magic’s sources, half-elves quickly master their 
  inherited boons.
  Summoner: Some half-elves have a curious fascination 
  with the idea of molding and shaping life, mind, body, 
  and soul. Many even seek to create their eidolons as 
  idealized beings, whether as creatures of uncanny beauty 
  or mind-numbing terror.
  
  1717
  Races
  Races 1
  Witch: Whether out of bitterness or lust for greater 
  magical power, half-elves find themselves just as adept 
  at wielding the power of witches as other forms of magic. 
  Many adopt wounded or otherwise distinctive familiars, 
  often creatures considered outcasts in their own rights.
  Wizard: Many half-elves inherit magical talents from 
  their lineage, finding both solace and respect in the 
  mastery of the arcane. While all schools of magic stand 
  open to them, many gravitate toward spells of explosive 
  power, those that cloak them in mystery, or that otherwise 
  aid in manipulating the world around them.
  alteRnate Racial tRaits
  The following racial traits replace existing half-elf 
  racial traits. Consult your GM before selecting any of 
  these new options.
  Ancestral Arms: Some half-elves receive training in an 
  unusual weapon. Half-elves with this racial trait receive 
  Exotic Weapon Proficiency or Martial Weapon Proficiency 
  with one weapon as a bonus feat at 1st level. This racial 
  trait replaces the adaptability racial trait.
  Arcane Training: Half-elves occasionally seek tutoring 
  to help them master the magic in their blood. Half-elves 
  with this racial trait have only one favored class and it must 
  be an arcane spellcasting class. They can use spell trigger 
  and spell completion items for their favored class as if 1 
  level higher (or as a 1st-level character if they have no levels 
  in that class). This racial trait replaces the multitalented 
  racial trait.
  Dual Minded: The mixed ancestry of some half-elves 
  makes them resistant to mental attacks. Half-elves with 
  this racial trait get a +2 bonus on all Will saving throws. 
  This racial trait replaces the adaptability racial trait.
  Integrated: Many half-elves are skilled in the art of 
  ingratiating themselves into a community as if they 
  were natives. Half-elves with this racial trait gain a +1 
  bonus on Bluff, Disguise, and Knowledge (local) checks. 
  This racial trait replaces the adaptability racial trait.
  Sociable: Half-elves are skilled at charming 
  others and recovering from faux pas. If half-
  elves with this racial trait attempt to change 
  a creature’s attitude with a Diplomacy 
  check and fail by 5 or more, they can 
  try to influence the creature a second 
  time even if 24 hours have not passed. 
  This racial trait replaces the adaptability 
  racial trait.
  Water Child: Some half-elves are born of 
  elves adapted to life on or near the water. These 
  half-elves gain a +4 racial bonus on Swim checks, can 
  always take 10 while swimming, and may choose Aquan 
  as a bonus language. This racial trait replaces the half-
  elf’s adaptability and multitalented racial traits.
  FavoRed class options
  Instead of receiving an additional skill rank or hit point 
  whenever she gains a level in a favored class, half-elves 
  have the option of choosing from a number of other 
  bonuses, depending upon their favored class. The 
  following options are available to all half-elves who have 
  the listed favored class, and unless otherwise stated, the 
  bonus applies each time you select the listed favored 
  class reward.
  Bard: Add 1 to the half-elf’s total number of bardic 
  performance rounds per day.
  Druid: Select one cleric domain power at 1st level that 
  is normally usable a number of times per day equal to 
  3 + the druid’s Wisdom modifier. The druid adds 1/2 to 
  the number of uses per day of that domain power. For 
  half-elf druids whose nature bond gives them an animal 
  companion, add +1 skill rank to the animal companion. If 
  the half-elf ever replaces her animal companion, the new 
  companion gains these bonus skill ranks.
  Fighter: Add +1 to the fighter’s CMD when resisting a 
  disarm or overrun.
  Ranger: Add +1 skill rank to the ranger’s animal 
  companion. If the half-elf ever replaces his companion, 
  the new companion gains these bonus skill ranks.
  Rogue: Add a +1/2 bonus on Bluff checks to feint and 
  Diplomacy checks to gather information.
  Summoner:  Add +1/4 to the eidolon’s evolution pool.
  Witch: Add one spell from the witch spell list to the 
  witch’s familiar. This spell must be at least one level 
  below the highest spell level she can cast. If the witch 
  ever replaces her familiar, the new familiar knows these 
  bonus spells.
  
  1818
  Half-Orcs
  Half-orcs often exist at the social margins. Bestial in 
  appearance and traditionally feared by those non-orcs 
  they encounter, half-orcs tend to be tenacious and driven 
  to prove themselves. Some hope to show that they are 
  different from their brutish orc kin, struggling to find the 
  better angels of their nature, while others embrace their 
  monstrous heritage to become terrifying exemplars of 
  ferocity in combat. One way or another, almost all half-
  orcs crave respect—whether it’s given freely or must be 
  taken by force. 
  Derided as mongrels by humans and weaklings by orcs, 
  half-orcs have bitterness beaten into them from birth, as 
  well as the burning will to endure and overcome. With their 
  physical size and strength, half-orcs represent raw and 
  primal power, yet whether that power gets used for good or 
  evil depends entirely on the individual.
  HalF-oRc adventuReRs
  Due to their powerful builds, half-orcs are particularly 
  suited to the martial classes, whether as axe-wielding 
  barbarians, battle-scarred soldiers, or cold-eyed assassins, 
  and even those of the magical classes are generally no 
  stranger to bloodshed.
  Alchemist: While half-orcs raised by their monstrous 
  kin are rarely studious, a surprising number take up the 
  discipline of alchemy, relishing the destructive potential 
  of its bombs, poisons, and mutagens.
  Barbarian: 
  Half-orc 
  barbarians 
  are 
  legendary 
  champions, unstoppable combat engines that cement the 
  fell reputation of their kind throughout the world (for 
  better or worse). Their hunger for battle and ability to tap 
  into the bestial fury of their orc heritage are all that is 
  needed to earn them a place in most adventuring parties.
  Bard: Half-orcs trying to overcome racial prejudice 
  among the civilized races sometimes pursue performance, 
  diplomacy, and learning as a means to uplift not only 
  their own genteel disposition but also the reputation of 
  other half-orcs in the community and society.
  Cavalier: While half-orcs often face prejudice when it 
  comes to being accepted into human noble houses and 
  the knightly orders of cavaliers, their physical stature and 
  aptitude in combat sometimes force those who would deny 
  them entrance to reconsider their views. In orc society, 
  cavaliers frequently act as standard bearers for warlords.
  Cleric: Half-orc clerics are often the spiritual leaders 
  of their communities, bridging the gap between the living 
  and the dead and as ready to mete out divine judgment 
  and conquest as to nurture and heal.
  Druid: Half-orc druids often see the natural world as 
  a source of feral power, tapping into the destructive force 
  of storms and predators. Many of them take up druidism 
  as outcasts from humanoid society, finding peace and 
  acceptance among the beasts of the field.
  Fighter: Many orcs are singled out for martial training 
  because of their intimidating size and appearance. While 
  many other races assume all half-orc combatants employ 
  the barbarian’s howling charge, in fact many prefer the 
  discipline, precision, and versatility of the fighter’s 
  studied warcraft.
  Inquisitor: Already intimidating to many races, half-
  orcs make natural inquisitors, acting as bodyguards, 
  criminal organizers and enforcers, and monster-hunters 
  (sometimes even acting against their orc kin).
  Monk: Most half-orc monks learn their abilities from 
  humans, as such discipline is rare in orc society. Some seek 
  to overcome their bestial natures with perfect balance and 
  control, others merely to break foes with their bare hands.
  Oracle: Creatures of mystery and omen, half-orc oracles 
  are often imposing prophets of doom and destruction, 
  drawing upon the spirits of the dead, the power of war, or 
  the more violent elements of fire and storm.
  Paladin: While some races laugh at the idea of a half-orc 
  paladin, in fact it’s not uncommon for half-orcs devoted 
  to a lawful good deity to become champions of the cause, 
  seeking to redeem themselves in society’s eyes through 
  great personal valor.
  Ranger: Often forced to live on the fringes of society and 
  fend for themselves, half-orcs make excellent hunters and 
  scouts, sometimes protecting the very communities that 
  have rejected them in the hope of finding acceptance.
  Rogue: Marginalized by society, half-orcs are often 
  forced to sneak and steal to survive, and some find that 
  the lifestyle suits them, becoming bandits, burglars, 
  enforcers, and cutthroats. 
  Sorcerer: While wizardry is rare among orc society, 
  sorcery has a brutal simplicity that orcs can understand 
  and appreciate, making half-orc sorcerers prized (and 
  feared) for their abilities in both orc and human society.
  Summoner: Half-orcs are often outcasts, and hence 
  many gravitate toward the summoner class as a chance 
  to construct beings of perfect loyalty and friendship. 
  Especially in orc lands, half-orc summoners tend to create 
  eidolons that are as large and menacing as possible.
  Witch: Orc society is inherently superstitious, and many 
  half-orcs inherit this trait. Half-orc witches in human 
  society sometimes use their bestial features to enhance 
  their air of intimidating otherness. Even more than 
  other witches, half-orc witches find themselves generally 
  regarded with fear and distrust by those who would seek 
  their power, and many take to the road in pursuit of their 
  own mysterious ends.
  Wizard: While wizard are extremely rare in orc society, 
  as their culture has little access to or interest in books 
  
  1919
  Races
  Races 1
  and arcane study, half-orc wizards are sometimes found 
  in human societies, studying hard in a pursuit of power 
  that could help win them the respect and position they so 
  desperately desire.
  alteRnate Racial tRaits
  The following racial traits replace existing half-orc 
  racial traits. Consult your GM before selecting any of 
  these new options.
  Beastmaster: Some half-orcs have a spiritual kinship 
  with fantastical beasts, capturing them for sport or living 
  and hunting with them. A half-orc with this trait treats 
  whip and net as martial weapons and gains a +2 bonus on 
  Handle Animal checks. This racial trait replaces the orc 
  ferocity racial trait.
  Bestial: The orc blood of some half-orcs manifests in the 
  form of particularly prominent orc features, exacerbating 
  their bestial appearances but improving their already keen 
  senses. They gain a +2 racial bonus on Perception checks. 
  This racial trait replaces the orc ferocity racial trait.
  Cavewight: Some half-orcs live far from the surface, 
  seeking solace in winding cave complexes. Half-orcs 
  with this racial trait gain a +1 bonus on Knowledge 
  (dungeoneering) and Survival checks made underground. 
  This racial trait replaces the intimidating racial trait.
  Chain Fighter: Some half-orcs have escaped from 
  slavery and reforged the chains of their imprisonment 
  into deadly weapons. Half-orcs with this racial trait are 
  proficient with flails and heavy flails, and treat dire flails 
  and spiked chains as martial weapons. This trait replaces 
  the weapon familiarity racial trait.
  Gatecrasher: Many half-orcs revel in acts of wanton 
  destruction. Half-orcs with this racial trait gain a +2 bonus 
  on Strength checks to break objects and a +2 bonus on 
  sunder attempts. This racial trait replaces the orc ferocity 
  racial trait.
  Plagueborn: Half-orcs are sometimes forced to live on the 
  rancid and unsanitary margins of society, becoming 
  inured to all manner of sickness. Half-orcs with this 
  racial trait gain a +2 racial bonus on saving throws 
  against disease, ingested poisons, and becoming 
  nauseated or sickened. This racial trait replaces the 
  intimidating and orc ferocity racial traits.
  Rock Climber: Half-orcs from mountainous 
  regions are excellent climbers, and sometimes ambush prey 
  by leaping down from above. Half-orcs with this racial trait 
  gain a +1 bonus on Acrobatics and Climb checks. This 
  racial trait replaces the intimidating trait.
  Sacred Tattoo: Tattoos, piercings, and ritual 
  scarification are sacred markings to many half-orcs. 
  Half-orcs with this racial trait gain a +1 luck bonus on all 
  saving throws. This racial trait replaces the orc ferocity 
  racial trait.
  Scavenger: Some half-orcs eke out a leaving picking 
  over the garbage heaps of society, and must learn to 
  separate rare finds from the inevitable dross. Half-orcs 
  with this racial trait receive a +2 racial bonus on Appraise 
  checks and on Perception checks to find hidden objects 
  (including traps and secret doors), determine if food is 
  spoiled, or identify a potion by taste. This racial trait 
  replaces the intimidating racial trait.
  Toothy: Some half-orcs’ vestigial tusks are massive and 
  sharp, granting a bite attack. This is a primary natural 
  attack that deals 1d4 points of piercing damage. This 
  racial trait replaces the orc ferocity racial trait.
  FavoRed class options
  Instead of receiving an additional skill rank or hit point 
  whenever they gain a level in a favored class, half-orcs 
  have the option of choosing from a number of other 
  bonuses, depending upon their favored class. 
  The following options are available to all half-orcs who 
  have the listed favored class.
  Alchemist: Add +1/2 to bomb damage.
  Barbarian: Add 1 to the half-orc’s total number of rage 
  rounds per day.
  Fighter: Add +2 on rolls to stabilize when dying.
  Inquisitor: Add +1/2 on Intimidate checks and Knowledge 
  checks to identify creatures.
  Ranger: Add +1 hit point to the ranger’s animal 
  companion. If the half-orc ever replaces his animal 
  companion, the new animal companion gains these 
  bonus hit points.
  Sorcerer: Add +1/2 to fire spell damage.
  Witch: Add 1 skill rank to the witch’s familiar. If the 
  half-orc ever replaces her familiar, the new familiar gains 
  these bonus skill ranks.
  
  2020
  Halflings
  Often overlooked due to their diminutive size, halflings 
  have an amazing ability to seamlessly insert themselves 
  into the grand narrative of the world around them. Quick, 
  deft, and strong-willed, they blend into the societies of 
  other races and quickly make themselves indispensable. 
  Though sometimes stereotyped as sneaks and thieves 
  by other races—and with plenty of examples to back up 
  the allegations—halflings as a rule are neither. Rather, 
  most halflings are adaptable and easy-going, and though 
  their curiosity sometimes gets them into trouble, most 
  gnomes meet adversity with a tenacity and courage that 
  belies their small stature.
  Halflings rarely live in segregated communities, but 
  their cultural kinship with other halflings (and to a lesser 
  extent with gnomes) is an unspoken connection between 
  those who know what it is to be so small and ignored in a 
  world full of bigger creatures.
  HalFlinG adventuReRs
  Halflings who choose to become adventurers often 
  favor light armor and weapons that play to their natural 
  dexterity, emphasizing a variety of skills to be ready for 
  any occasion. Though rarely looking for a fight, their 
  insatiable curiosity often leads them to wander far and 
  wide—and sometimes straight into danger.
  Alchemist: Halflings’ natural curiosity leads them to 
  experimentation, and few classes reinforce this tendency 
  so much as that of the alchemist, where new and ever-
  more incendiary (sometimes literally) discoveries are 
  always just around the corner.
  Barbarian: Though larger races may laugh at the idea 
  of a halfling barbarian, few do so to his face. Though 
  weaker than many other barbarians, the sheer fury of a 
  raging halfling can catch many opponents off guard.
  Bard: Halflings love to sing, dance, and celebrate, and 
  their bards are masterful entertainers with the common 
  touch. Though sometimes employed in high halls and 
  grand theaters, halfling bards are even more likely to be 
  found engaging their wanderlust on the road, bringing 
  mirth and merriment to new audiences every day.
  Cavalier: Halflings may be too small to effectively 
  master horsemanship, but astride a pony, riding dog, or 
  more exotic mount, a halfling cavalier can turn the japes 
  of larger rivals on their heads, leading soldiers into battle 
  with complete fearlessness and inspiring great heroics 
  with their skill and dedication.
  Cleric: Halflings have an enduring faithfulness in 
  one another, and this devotion carries over to their gods. 
  Their good humor, curiosity, and ability to blend into new 
  societies with ease make them natural missionaries.
  Druid: Though halflings tend to appreciate the 
  finer points of civilization, some halfling druids find 
  solace and enlightenment in the wilds, and others ally 
  themselves with the animals already present in cities.
  Fighter: Halflings are often less bloodthirsty than 
  other races, yet they still understand and appreciate the 
  value of a trained warrior capable of defending her kin. 
  Inquisitor: With their ability to blend in with the scenery 
  and eavesdrop without being noticed, halflings pick up 
  clandestine information quite easily, and this combined 
  with their curiosity makes them perfect inquisitors, 
  especially suited to investigating other races.
  Monk: Many halflings seek the simple life of devotion 
  and dedication that is the monk’s path. With their placid 
  and seemingly harmless appearance and their dedication 
  to hard work, monks blend seamlessly into halfling 
  communities, though many a raider has learned his error 
  after attacking an unarmed halfling.
  Oracle: Though oracles are rare among most races, 
  in places where halflings are oppressed or enslaved, 
  oracles become more common, acting as the secret 
  spiritual centers of a community when open worship or 
  organization is forbidden. Halfling oracles often venerate 
  the spirits of earth, nature, or even heroes of the past.
  Paladin: Given the high value they place on community, 
  hearth, and home, many halflings aspire to be paladins. 
  Enemies who do not take them seriously soon learn their 
  error as these stout crusaders unleash the fury of heaven 
  upon those of evil motives.
  Ranger: Halflings may not be renowned for hunting, 
  but only because their great skill is overlooked by those 
  unable to overcome their prejudices. Halfling rangers 
  are experts at bringing down game both large and small, 
  blending into the wilds as easily as their brethren blend 
  into the cityscape, or using their tactical acumen in 
  conjunction with their trusted animal companions (who 
  sometimes act as their steeds as well).
  Rogue: Rogues are stereotypical halfling adventurers, 
  making their way as jocular raconteurs, cunning burglars, 
  and daring highwaymen. With their light step and deft 
  hands, halflings make natural thieves and pickpockets, a 
  fact not overlooked by their detractors.
  Sorcerer: Halfling sorcerers often keep their magical 
  abilities concealed until they’re needed, the better to 
  catch their opponents off-guard, and often favor charms 
  to enhance their natural persuasiveness or massive 
  evocations that make their small size seem irrelevant.
  Summoner: Halflings are endlessly curious, and some 
  seek the path of the summoner to explore the myriad 
  possible forms that magical life can take. Their eidolons 
  are generally flamboyant in their color, with appearances 
  as wild as their summoners’ imaginations, and sometimes 
  used as mounts. 
  
  2121
  Races
  Races 1
  Witch: Though halflings have a reputation for wide-eyed 
  naiveté, they also tend to collect secrets, and some follow 
  this route to the superstitious calling of the witch, becoming 
  wise women, herbalists, and crazed knowledge-seekers.
  Wizard: Halfling wizards often seek their arcane 
  secrets out of a combination of curiosity and a desire 
  to rise above their physical size and force other races to 
  take notice of them. As a result, they tend to prefer flashy 
  spells and flagrant displays of power.  
  alteRnate Racial tRaits
  The following racial traits replace existing half ling 
  racial traits. Consult your GM before selecting any of 
  these new options.
  Craven: While most halflings are fearless, some are 
  skittish, making them particularly alert. Halflings with 
  this racial trait gain a +1 bonus on initiative checks and 
  a +1 bonus on attack rolls when flanking. They suffer a 
  –2 penalty on fear saves and gain no benefit from morale 
  bonuses on fear saves. When affected by a fear effect, their 
  base speed increases by 10 feet and they gain a +1 dodge 
  bonus to Armor Class. This racial trait replaces the fearless 
  and halfling luck racial traits. 
  Low Blow: Some halflings train extensively in how to 
  attack larger creatures. Halflings with this racial trait 
  gain a +1 bonus on critical confirmation rolls against 
  opponents larger than themselves. This racial trait 
  replaces the keen senses racial trait.
  Outrider: Some halflings specialize in mounted 
  combat. Halflings with this racial trait gain a +2 bonus 
  on Handle Animal and Ride checks. This racial trait 
  replaces the sure-footed racial trait.
  Practicality: Halflings are grounded in hard work and 
  common sense. Halflings with this racial trait gain a +2 
  bonus on any one Craft or Profession skill, as well as on 
  Sense Motive checks and saves against illusions. This racial 
  trait replaces the fearless and sure-footed racial traits.
  Swift as Shadows: Halflings possess incredible stealth 
  even while moving through obstructed areas. Halflings 
  with this racial trait reduce the penalty for using Stealth 
  while moving by 5, and reduce the Stealth check penalty 
  for sniping by 10. This racial trait replaces the sure-
  footed racial trait.
  Underfoot: Halflings must train hard to effectively 
  fight bigger opponents. Halflings with this racial trait 
  gain a +1 dodge bonus to AC against foes larger than 
  themselves and a +1 bonus on Reflex saving 
  throws to avoid trample attacks. This racial 
  trait replaces the halfling luck racial trait.
  Wanderlust: Halflings love travel and maps. 
  Halflings with this racial trait receive a +2 bonus 
  on Knowledge (geography) and Survival checks. When 
  casting spells or using abilities that provide or enhance 
  movement, halflings treat their caster level as +1 higher 
  than normal. This racial trait replaces the fearless and 
  halfling luck racial traits.
  Warslinger: Halflings are experts at the use of the 
  sling. Halflings with this racial trait can reload a sling as 
  a free action. Reloading a sling still requires two hands 
  and provokes attacks of opportunity. This racial trait 
  replaces the sure-footed racial trait.
  FavoRed class options
  Instead of receiving an additional skill rank or hit point 
  whenever they gain a level in a favored class, halflings 
  have the option of choosing from a number of other 
  bonuses, depending upon their favored class. 
  The following options are available to all halflings 
  who have the listed favored class.
  Bard:  Add +1/2 on Bluff checks to pass secret messages, 
  +1/2 on Diplomacy checks to gather information, and +1/2 
  on Disguise checks to appear as an elven, half-elven, or 
  human child.
  Cleric: Select one domain power granted at 1st level that 
  is normally usable for a number of times per day equal to 3 
  + the cleric’s Wisdom modifier. The cleric adds 1/2 to the 
  number of uses per day of that domain power.
  Fighter: Add +1 to the fighter’s CMD when resisting a 
  grapple or trip.
  Monk: Add +1 to the monk’s CMD when resisting a 
  grapple and +1/2 to the number of stunning attacks he 
  can attempt per day.
  Paladin: Add +1/2 hp to the paladin’s lay on hands 
  ability (whether using it to heal or harm).
  Ranger: Add +1/3 dodge bonus to Armor Class against 
  the halfling’s favored enemies.
  Rogue: Choose a weapon from the following list: sling, 
  dagger, or any weapon with “halfling” in its name. Add 
  a +1/2 circumstance bonus on critical hit confirmation 
  rolls with that weapon (maximum bonus of +4). This 
  bonus does not stack with Critical Focus.
  Summoner: Add +1 skill rank to the summoner’s eidolon.
  
  2222
  Humans
  Humans possess an adaptability and expansionist verve, 
  driven by endless fonts of ambition and imagination. 
  Such traits have allowed them to spread across the face of 
  the world, acclimating to an endless variety of lands and 
  conquering each new frontier.  While often perceived as 
  aggressive and destructive by farther-sighted races, most 
  humans seek merely to use what time they’re given to live 
  their lives to the fullest. Able negotiators and adaptors, 
  even those peoples who fall beneath humanity’s endless 
  march  are often assimilated, becoming new resources 
  fueling the race’s endless cultural adventurism.  
  Humans demonstrate immense diversity in their 
  physical appearance, with skin ranging from dusky hues 
  to milky pallor, and hair running the gamut from flaxen 
  to ebon. Where they might be found also varies widely, 
  settlers and ambitious human explorers finding their 
  ways into the hearts of the most barren deserts, to the 
  frigid coasts of icy seas, even into the sweltering depths 
  of the earth, all seemingly united in an impossible, 
  endless quest to chart what lies over the next horizon. 
  Human diversity extends to every field of study as well, 
  as their curiosity leads them to unlimited opportunities, 
  endlessly striving for mastery.
  Human adventuReRs
  Human adventurers specialize in every career, their 
  talent and ambition driving them not just to succeed but 
  to achieve greatness, founding legacies to endure long 
  past their short lifespans.
  Alchemist: Sometimes dismissed as eccentrics and 
  dabblers in dangerous arts, the practical skills of human 
  alchemists always find them employment, if often at a 
  safe distance from their employers.
  Barbarian: From steaming jungles to the desolate 
  steppes, barbarians shun “civilized” society, winning 
  esteem by their toughness, steely confidence, and 
  indomitable prowess. Even in savagery the race’s 
  inventiveness shines through, leading human barbarians 
  to often create and master a variety of crude but deadly 
  weapons and fighting styles.
  Bard: Human bards show little inhibition but great 
  artistic range. They often prove intensely curious, 
  collecting stories and histories, building their personal 
  legends while they retell the tales of others.
  Cavalier: Humans form the backbone of many cavalier 
  orders, balancing an aristocratic gentility with dedication 
  to serving their liege and the chivalric ideal, earning the 
  esteem of commoners and nobility alike.
  Cleric: Humans readily believe in ideals larger than 
  themselves and flock to religions great and small. 
  Humans often form personal connections with deities, 
  embodying traits and forces they idealize.
  Druid: Druidism is regarded by many humans as an 
  “old faith,” eternal and as all-encompassing as the world 
  itself. Though some dismiss them as backward hermits 
  standing in the way of progress, druids often garner a 
  measure of both wary respect and suspicious fear.
  Fighter: Human fighters run the gamut of professions—
  from wanderers and soldiers to swashbucklers and 
  brawlers—but are never people to be trifled with. 
  Inquisitor: While capable of faith and trust, humans 
  are equally susceptible to paranoia and suspicion, and 
  entire orders of mostly human inquisitors have earned 
  fame (or infamy) through their purges of dangerous 
  creatures and tenacious witch hunts.
  Monk: Craving peace and the discipline of perfection, 
  human monks often stand apart from society. While 
  many admire monks, only the most dedicated possess the 
  clarity and self-control to master their ways.
  Oracle: Human oracles employ a variety of cultic arts to 
  reveal the essence and outlook of the oracle. What agents 
  these seers might employ in their strange arts varies 
  mildly, often reflecting mysterious truths.
  Paladin: Humans aspiring to heroic ideals, seeking 
  noble ways to defend their people, or merely aspiring 
  to lofty ideas of honor and heroism, often gravitate to 
  the paladin class. Though a difficult and often self-
  sacrificing road, human paladins charge to the forefront 
  of nearly any crusade against the forces of evil.
  Ranger: Humans challenge themselves to best every 
  kind of prey, leading many to become skilled hunters 
  and trackers of beasts and even deadlier quarries. Over 
  time, many human rangers come to prefer the company 
  of animals to that of people. 
  Rogue: Ambitious, sometimes to a fault, human rogues 
  defy all barriers to gain what they desire. Whether as 
  unscrupulous assassins or dashing thieves, few can 
  resist the deceptions and charms of such determined 
  scoundrels.
  Sorcerer: With a long history of commingled bloodlines, 
  humans frequently display latent arcane power. Sometimes 
  denounced as freaks or praised as marvels, sorcerers must 
  rely on their inner strength to survive.
  Summoner: Shaping life and commanding terrors with 
  their every word, human summoners embrace the powers 
  of creation. Eidolons under their command might take a 
  vast variety of shapes, typically being manifestations of 
  their masters’ deepest hopes or darkest nightmares.
  Witch: The human lust for mastery over the world 
  sometimes leads down mysterious and potentially 
  dangerous routes, such as that of the reclusive witch. 
  Wizard: Many humans seek power, knowledge, and 
  insights into the secrets of creation, leading human 
  
  2323
  Races
  Races 1
  wizards to seek out ancient mysteries of arcane lore and 
  new magical innovations. Humans excel both at mastering 
  specific schools of magic and in more universal studies.
  alteRnate Racial tRaits
  The following racial traits replace existing human 
  racial traits. Consult your GM before selecting any of 
  these new options.
  Eye for Talent: Humans have great intuition for hidden 
  potential. They gain a +2 bonus on Sense Motive checks. 
  In addition, when they acquire an animal companion, 
  bonded mount, cohort, or familiar, that creature gains 
  a +2 bonus to one ability score of the character’s choice. 
  This racial trait replaces the bonus feat racial trait.
  Heart of the Fields: Humans born in rural areas are 
  used to hard labor. They gain a bonus equal to half their 
  character level to any one Craft or Profession skill, and 
  once per day they may ignore an effect that would cause 
  them to become fatigued or exhausted. This racial trait 
  replaces the skilled racial trait. 
  Heart of the Streets: Humans from bustling cities are 
  skilled with crowds. They gain a +1 bonus on Reflex saves 
  and a +1 dodge bonus to Armor Class when adjacent to at 
  least two other allies. Crowds do not count as difficult 
  terrain for them. This racial trait replaces the skilled 
  racial trait.
  Heart of the Wilderness: Humans raised in the wild 
  learn the hard way that only the strong survive. They gain 
  a bonus equal to half their character level on Survival 
  checks. They also gain a +5 bonus on Constitution checks 
  to stabilize when dying and add half their character 
  level to their Constitution score when determining the 
  negative hit point total necessary to kill them. This 
  racial trait replaces the skilled racial trait.
  FavoRed class options
  Instead of receiving an additional skill rank or hit point 
  whenever they gain a level in a favored class, humans 
  have the option of choosing from a number of other 
  bonuses, depending upon their favored class. The 
  following options are available to all humans who 
  have the listed favored class, and unless otherwise 
  stated, the bonus applies each time you select the 
  listed favored class reward.
  Alchemist: Add one extract formulae from the 
  alchemist’s list to the character’s formulae book. 
  This formulae must be at least one level below the 
  highest formulae level the alchemist can create.
  Barbarian: Add a +1/2 bonus to trap sense or +1/3 to the 
  bonus from the superstitious rage power.
  Bard: Add one spell known from the bard spell 
  list. This spell must be at least one level below 
  the highest spell level the bard can cast.
  Cavalier:  Add +1/4 to the cavalier’s banner bonus. 
  Cleric: Add +1 on caster level checks made to overcome 
  the spell resistance of outsiders.
  Druid: Add a +1/2 bonus on Diplomacy and Intimidate 
  checks to change a creature’s attitude.
  Fighter: Add +1 to the fighter’s CMD when resisting 
  two combat maneuvers of the character’s choice.
  Inquisitor:  Add one spell known from the inquisitor 
  spell list. This spell must be at least one level below the 
  highest spell level the inquisitor can cast.
  Monk:  Add +1/4 to the monk’s ki pool.
  Oracle: Add one spell known from the oracle spell list. 
  This spell must be at least one level below the highest 
  spell level the oracle can cast.
  Paladin: Add +1 to the paladin’s energy resistance to 
  one kind of energy (maximum +10).
  Ranger: Add +1 hit point or +1 skill rank to the ranger’s 
  animal companion. If the ranger ever replaces his 
  companion, the new companion gains these bonus hit 
  points or skill ranks.
  Rogue: The human gains +1/6 of a new rogue talent.
  Sorcerer: Add one spell known from the sorcerer spell 
  list. This spell must be at least one level below the highest 
  spell level the sorcerer can cast.
  Summoner: Add +1 hit point or +1 skill rank to the 
  summoner’s eidolon.
  Witch: Add one spell from the witch spell list to the 
  witch’s familiar. This spell must be at least one level 
  below the highest spell level she can cast. If the witch 
  ever replaces her familiar, the new familiar knows these 
  bonus spells.
  Wizard: Add one spell from the wizard spell list to the 
  wizard’s spellbook. This spell must be at least one level 
  below the highest spell level he can cast.
  
  Classes
  2
  
  G
  ods, the smell!” Alain 
  leapt backward as the 
  troglodytes scrambled toward 
  them over the ancient stones.
  “One would think you’d be 
  used to it by now,” Alahazra 
  observed. Alain waved her 
  away irritably.
  “Not now, crone!” He swept 
  his longsword in a wide arc, 
  forcing back the attackers 
  who suddenly stood tall, 
  brandishing spears and 
  swords. Alain swore.
  “I refuse to die in a cesspit. 
  If one of us could get around 
  behind them, we might have a 
  fighting chance, but I don’t—”
  “That can be arranged,” the 
  oracle said. Then, spreading 
  her arms, she rose into the air.
  
  2626
  Base Classes
  While most common folk have shared ale with a fighter 
  or perhaps even seen a wizard perform an awesome act of 
  magic, these are not the only adventurers known to legends 
  and history. The following character classes present new 
  options for players and greater variety for a Game Master’s 
  cast of nonplayer characters.
  Base Classes
  The six new base classes presented in this book are 
  equivalent in power to the 11 core classes in the Pathfinder 
  RPG Core Rulebook. Game Masters (also called GMs) are 
  encouraged to allow players to choose freely from these 
  classes and the other additional rules and options in this 
  book, but each GM must make a personal decision about 
  what is and isn’t allowed in his campaign, and the relative 
  prevalence of such character classes in his or her world.
  Each new class presents interesting character themes 
  and special abilities as follows.
  Alchemist: The alchemist is the master of alchemy, 
  using extracts to grant him great power, mutagens to 
  enhance his form, and bombs to destroy his enemies.
  Cavalier: Mounted upon his mighty steed, the cavalier is 
  a brave warrior, using his wit, charm, and strength at arms 
  to rally his companions and achieve his goals.
  Inquisitor: Scourge of the unfaithful and hunter of 
  horrors, the inquisitor roots out the enemies of her faith 
  with grim conviction and an array of divine blessings.
  Oracle: Drawing upon divine mysteries, the oracle 
  channels divine power through her body and soul, but at 
  a terrible price.
  Summoner: Bonded to a mysterious creature called 
  an eidolon, the summoner focuses his power on 
  strengthing that connection and enhancing his strange, 
  otherworldy companion.
  Witch: Lurking on the fringe of civilization, the witch 
  makes a powerful connection with a patron that grants her 
  strange and mysterious powers through a special familiar. 
  starting Wealth
  The following table lists the starting gold piece values 
  by class. In addition, each character begins play with an 
  outfit worth 10 gp or less.
  Class 
  Starting Wealth 
  Average
  Alchemist 
  3d6 × 10 gp 
  105 gp
  Cavalier 
  5d6 × 10 gp 
  175 gp
  Inquisitor 
  4d6 × 10 gp 
  140 gp
  Oracle 
  3d6 × 10 gp 
  105 gp
  Summoner 
  2d6 × 10 gp 
  70 gp
  Witch 
  3d6 × 10 gp 
  105 gp
  Alchemist
  Whether secreted away in a smoky basement laboratory 
  or gleefully experimenting in a well-respected school 
  of magic, the alchemist is often regarded as being 
  just as unstable, unpredictable, and dangerous as the 
  concoctions he brews. While some creators of alchemical 
  items content themselves with sedentary lives as 
  merchants, providing tindertwigs and smokesticks, the 
  true alchemist answers a deeper calling. Rather than cast 
  magic like a spellcaster, the alchemist captures his own 
  magic potential within liquids and extracts he creates, 
  infusing his chemicals with virulent power to grant him 
  impressive skill with poisons, explosives, and all manner 
  of self-transformative magic. 
  Role: The alchemist’s reputation is not softened by his 
  exuberance (some would say dangerous recklessness) in 
  perfecting his magical extracts and potion-like creations, 
  infusing these substances with magic siphoned from his 
  aura and using his own body as experimental stock. Nor 
  is it mollified by the alchemist’s almost gleeful passion 
  for building explosive bombs and discovering strange 
  new poisons and methods for their use. These traits, 
  while making him a liability and risk for most civilized 
  organizations and institutions of higher learning, seem to 
  fit quite well with most adventuring groups.
  Alignment: Any.
  Hit Die: d8.
  Class skills
  The alchemist’s class skills are Appraise (Int), Craft (any) 
  (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge 
  (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), 
  Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), 
  Survival (Wis), Use Magic Device (Cha).
  Skill Ranks per Level: 4 + Int modifier.
  Class Features
  The following are class features of the alchemist.
  Weapon and Armor Proficiency: Alchemists are 
  proficient with all simple weapons and bombs. They are 
  also proficient with light armor, but not with shields.
  Alchemy (Su): Alchemists are not only masters of creating 
  mundane alchemical substances such as alchemist’s fire 
  and smokesticks, but also of fashioning magical potion-
  like extracts in which they can store spell effects. In effect, 
  an alchemist prepares his spells by mixing ingredients 
  into a number of extracts, and then “casts” his spells by 
  drinking the extract. When an alchemist creates an extract 
  or bomb, he infuses the concoction with a tiny fraction 
  of his own magical power—this enables the creation of 
  powerful effects, but also binds the effects to the creator.
  
  2727
  Classes
  Classes 2
  When using Craft (alchemy) to create an alchemical 
  item, an alchemist gains a competence bonus equal to his 
  class level on the Craft (alchemy) check. In addition, an 
  alchemist can use Craft (alchemy) to identify potions as if 
  using detect magic. He must hold the potion for 1 round to 
  make such a check.
  An alchemist can create three special types of 
  magical 
  items—extracts, 
  bombs, 
  and 
  mutagens. 
  Bombs are explosive splash weapons, and mutagens 
  are transformative elixirs that the alchemist drinks to 
  enhance his physical abilities—both of these are detailed 
  in their own sections below.
  Extracts are the most varied of the three. In many ways, 
  they behave like spells in potion form, and as such 
  their effects can be dispelled by effects like dispel 
  magic using the alchemist’s level as the caster 
  level. Unlike potions, though, extracts can have 
  powerful effects and duplicate spells that a potion 
  normally could not.
   An alchemist can create only a certain number of 
  extracts of each level per day. His base daily allotment 
  of extracts is given on Table 2–1. In addition, 
  he receives bonus extracts per day if he has 
  a high Intelligence score, in the same way a 
  wizard receives bonus spells per day.
  When an alchemist mixes an extract, he 
  infuses the chemicals and reagents in 
  the extract with magic siphoned from 
  his own magical aura. An extract 
  immediately becomes inert if it 
  leaves the alchemist’s possession, 
  reactivating as soon as it returns 
  to his keeping—an alchemist 
  cannot normally pass out 
  his extracts for allies 
  to use (but see the 
  “infusion” discovery 
  below). An extract, once 
  created, remains potent 
  for 
  1 
  day 
  before 
  becoming inert, so 
  an alchemist must 
  re-prepare his extracts 
  every day. Mixing an extract 
  takes 1 minute of work—most 
  alchemists 
  prepare 
  many 
  extracts at the start of the 
  day or just before going on an 
  adventure, but it’s not uncommon 
  for an alchemist to keep some (or 
  even all) of his daily extract slots open 
  so that he can prepare extracts in the 
  field as needed.
  Although the alchemist doesn’t actually cast spells, he 
  does have a formulae list that determines what extracts 
  he can create (see page 32). An alchemist can utilize 
  spell-trigger items if the spell appears on his formuale 
  list, but not spell-completion items (unless he uses Use 
  Magic Device to do so). An extract is “cast” by drinking 
  it, as if imbibing a potion—the effects of an extract 
  exactly duplicate the spell upon which its formula is 
  based, save that the spell always affects only the drinking 
  alchemist. The alchemist uses his level as the caster level 
  to determine any effect based on caster level.
  Creating extracts consumes raw materials, but the 
  cost of these materials is insignificant—comparable 
  to the valueless material components of 
  most spells. If a spell normally has a 
  costly material component, that 
  component 
  is 
  expended 
  during the consumption 
  of that particular extract. 
  Extracts cannot be made 
  from spells that have focus 
  requirements 
  (alchemist 
  extracts 
  that 
  duplicate 
  divine spells never have a 
  divine focus requirement).
  An alchemist can prepare 
  an extract of any formula 
  he knows. To learn or use 
  an extract, an alchemist 
  must have an Intelligence 
  score equal to at least 10 
  + the extract’s level. The 
  Difficulty Class for a 
  saving throw against an 
  alchemist’s extract is 10 
  + the extract level + the alchemist’s 
  Intelligence modifier.
  An alchemist may know any 
  number of formulae. He stores his 
  formulae in a special tome called 
  a formula book. He must refer to this 
  book whenever he prepares an extract 
  but not when he consumes it. An 
  alchemist begins play with two 1st-
  level formulae of his choice, plus a 
  number of additional forumlae 
  equal 
  to 
  his 
  Intelligence 
  modifier. 
  At 
  each 
  new 
  alchemist level, he gains 
  one new formula of 
  any level that he 
  can create. An  
  alchemist 
  can 
  
  2828
  also add formulae to his book just like a wizard adds spells to 
  his spellbook, using the same costs and time requirements. 
  An alchemist can study a wizard’s spellbook to learn any 
  formula that is equivalent to a spell the spellbook contains. 
  A wizard, however, cannot learn spells from a formula book. 
  An alchemist does not need to decipher arcane writings 
  before copying them.
  Bomb (Su): In addition to magical extracts, alchemists 
  are adept at swiftly mixing various volatile chemicals 
  and infusing them with their magical reserves to create 
  powerful bombs that they can hurl at their enemies. An 
  alchemist can use a number of bombs each day equal 
  to his class level + his Intelligence modifier. Bombs 
  are unstable, and if not used in the round they are 
  created, they degrade and become inert—their method 
  of creation prevents large volumes of explosive material 
  from being created and stored. In order to create a 
  bomb, the alchemist must use a small vial containing 
  an ounce of liquid catalyst—the alchemist can create 
  this liquid catalyst from small amounts of chemicals 
  from an alchemy lab, and these supplies can be readily 
  refilled in the same manner as a spellcaster’s component 
  pouch. Most alchemists create a number of catalyst vials 
  at the start of the day equal to the total number of bombs 
  they can create in that day—once created, a catalyst vial 
  remains usable by the alchemist for years.
  Creating and throwing a bomb requires a standard 
  action that provokes an attack of opportunity. Thrown 
  bombs have a range of 20 feet and use the Throw Splash 
  Weapon special attack (see page 202 of the Pathfinder 
  RPG Core Rulebook). Bombs are considered weapons 
  and can be selected using feats such as Point-Blank 
  Shot and Weapon Focus. On a direct hit, an alchemist’s 
  bomb inf licts 1d6 points of fire damage + additional 
  damage equal to the alchemist’s Intelligence modifier. 
  The damage of an alchemist’s bomb increases by 1d6 
  points at every odd-numbered alchemist level (this 
  bonus damage is not multiplied on a critical hit or by 
  using feats such as Vital Strike). Splash damage from an 
  alchemist bomb is always equal to the bomb’s minimum 
  damage (so if the bomb would deal 2d6+4 points of fire 
  damage on a direct hit, its splash damage would be 6 
  points of fire damage). Those caught in the splash 
  damage can attempt a Ref lex save for half damage. The 
  DC of this save is equal to 10 + 1/2 the alchemist’s level + 
  the alchemist’s Intelligence modifier.
  Alchemists can learn new types of bombs as discoveries 
  (see the Discovery ability) as they level up. An alchemist’s 
  bomb, like an extract, becomes inert if used or carried by 
  anyone else.
  Brew Potion (Ex): At 1st level, alchemists receive Brew 
  Potion as a bonus feat. An alchemist can brew potions of 
  any formulae he knows (up to 3rd level), using his alchemist 
  level as his caster level. The spell must be one that can be 
  made into a potion. The alchemist does not need to meet 
  the prerequisites for this feat.
  Mutagen (Su): At 1st level, an alchemist discovers how to 
  create a mutagen that he can imbibe in order to heighten 
  his physical prowess at the cost of his personality. It 
  takes 1 hour to brew a dose of mutagen, and once brewed, 
  it remains potent until used. An alchemist can only 
  maintain one dose of mutagen at a time—if he brews 
  a second dose, any existing mutagen becomes inert. As 
  with an extract or bomb, a mutagen that is not in an 
  alchemist’s possession becomes inert until an alchemist 
  picks it up again.
  When an alchemist brews a mutagen, he selects one 
  physical ability score—either Strength, Dexterity, or 
  Constitution. It’s a standard action to drink a mutagen. 
  Upon being imbibed, the mutagen causes the alchemist 
  to grow bulkier and more bestial, granting him a +2 
  natural armor bonus and a +4 alchemical bonus to the 
  selected ability score for 10 minutes per alchemist level. 
  In addition, while the mutagen is in effect, the alchemist 
  takes a –2 penalty to one of his mental ability scores. If 
  the mutagen enhances his Strength, it applies a penalty to 
  his Intelligence. If it enhances his Dexterity, it applies a 
  penalty to his Wisdom. If it enhances his Constitution, it 
  applies a penalty to his Charisma.
  A non-alchemist who drinks a mutagen must make 
  a Fortitude save (DC 10 + 1/2 the alchemist’s level + the 
  alchemist’s Intelligence modifier) or become nauseated for 
  1 hour—a non-alchemist can never gain the benefit of a 
  mutagen, but an alchemist can gain the effects of another 
  alchemist’s mutagen if he drinks it. (Although if the other 
  alchemist creates a different mutagen, the effects of the 
  “stolen” mutagen immediately cease.) The effects of a mutagen 
  do not stack. Whenever an alchemist drinks a mutagen, the 
  effects of any previous mutagen immediately end.
  Throw Anything (Ex): All alchemists gain the Throw 
  Anything feat as a bonus feat at 1st level. An alchemist 
  adds his Intelligence modifier to damage done with splash 
  weapons, including the splash damage if any. This bonus 
  damage is already included in the bomb class feature.
  Discovery (Su): At 2nd level, and then again every 2 
  levels thereafter (up to 18th level), an alchemist makes 
  an incredible alchemical discovery. Unless otherwise 
  noted, an alchemist cannot select an individual discovery 
  more than once. Some discoveries can only be made if 
  the alchemist has met certain prerequisites first, such 
  as uncovering other discoveries. Discoveries that modify 
  bombs that are marked with an asterisk (*) do not stack. 
  Only one such discovery can be applied to an individual 
  bomb. The DC of any saving throw called for by a discovery 
  is equal to 10 + 1/2 the alchemist’s level + the alchemist’s 
  Intelligence modifier. 
  
  2929
  Classes
  Classes 2
  Acid bomb*: When the alchemist creates a bomb, he can 
  choose to have it inflict acid damage. Creatures that take a 
  direct hit from an acid bomb take an additional 1d6 points 
  of acid damage 1 round later.
  Combine extracts: When the alchemist creates an extract, 
  he can place two formulae into one extract. When the 
  extract is consumed, both formulae take effect. This 
  extract has a level two levels higher than the highest-level 
  formulae placed in the extract. An alchemist must be at 
  least 8th level before selecting this discovery.
  Concentrate poison: The alchemist can combine two doses 
  of the same poison to increase their effects. This requires 
  two doses of the poison and 1 minute of concentration. 
  When completed, the alchemist has one dose of poison. 
  The poison’s frequency is extended by 50% and the save DC 
  increases by +2. This poison must be used within 1 hour of 
  its creation or it is ruined.
  Concussive bomb*: When the alchemist creates a bomb, 
  he can choose to have it inflict sonic damage. Concussive 
  bombs deal 1d4 points of sonic damage, plus 1d4 points 
  of sonic damage for every odd-numbered level, instead 
  of 1d6. Creatures that take a direct hit from a concussive 
  bomb are deafened for 1 minute unless they succeed at 
  a Fortitude save. An alchemist must be at least 6th level 
  before selecting this discovery.
  Delayed bomb: The alchemist can place a bomb so that 
  it explodes a number of rounds after the alchemist ceases 
  contact with the bomb. This delay can be any number 
  of rounds as chosen by the alchemist, up to a number of 
  rounds equal to his level. If at any point the alchemist 
  reclaims possession of the delayed bomb, he can end the 
  timer and prevent the bomb’s detonation. A delayed bomb 
  detonates immediately if any other creature attempts to 
  touch or move it, or if the bomb’s contents are removed 
  from the vial (such as if the vial breaks). The bomb deals 
  damage as if it scored a direct hit to any creature in the 
  square with the bomb when it detonates, and splash 
  damage to all adjacent creatures as normal. An alchemist 
  cannot have more than one delayed bomb at one time. 
  If he creates another delayed bomb, the previous bomb 
  becomes inert. Dispel magic can neutralize a delayed 
  bomb, as can a successful Disable Device check (DC equals 
  10 + the alchemist’s level + the alchemist’s Intelligence 
  modifier). An alchemist must be at least 8th level before 
  selecting this discovery.
  Dilution: Once per day, the alchemist can dilute any 
  one potion or elixir, creating two doses of the same 
  potion from one. Diluting a potion costs a number of 
  gp equal to one-quarter of the potion’s market value. A 
  potion that has been diluted cannot be diluted again. 
  Table 
  2–1: 
  Alchemist
    
  Base
    
  Attack 
  Fort 
  Ref 
  Will 
    
   
   Extracts per Day
  Level 
  Bonus 
  Save 
  Save 
  Save 
  Special 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th
  1st 
  +0 
  +2 
  +2 
  +0 
  Alchemy, bomb 1d6, Brew Potion, 
  1 
  — 
  — 
  — 
  — 
  —
    
   
   
   
   
  mutagen, Throw Anything
  2nd 
  +1 
  +3 
  +3 
  +0 
  Discovery, poison resistance +2,  
  2 
  — 
  — 
  — 
  — 
  —
    
   
   
   
   
  poison use
  3rd 
  +2 
  +3 
  +3 
  +1 
  Bomb 2d6, swift alchemy 
  3 
  — 
  — 
  — 
  — 
  —
  4th 
  +3 
  +4 
  +4 
  +1 
  Discovery 
  3 
  1 
  — 
  — 
  — 
  —
  5th 
  +3 
  +4 
  +4 
  +1 
  Bomb 3d6, poison resistance +4 
  4 
  2 
  — 
  — 
  — 
  —
  6th 
  +4 
  +5 
  +5 
  +2 
  Discovery, swift poisoning 
  4 
  3 
  — 
  — 
  — 
  —
  7th 
  +5 
  +5 
  +5 
  +2 
  Bomb 4d6 
  4 
  3 
  1 
  — 
  — 
  —
  8th 
  +6/+1 
  +6 
  +6 
  +2 
  Discovery, poison resistance +6 
  4 
  4 
  2 
  — 
  — 
  —
  9th 
  +6/+1 
  +6 
  +6 
  +3 
  Bomb 5d6 
  5 
  4 
  3 
  — 
  — 
  —
  10th 
  +7/+2 
  +7 
  +7 
  +3 
  Discovery, poison immunity 
  5 
  4 
  3 
  1 
  — 
  —
  11th 
  +8/+3 
  +7 
  +7 
  +3 
  Bomb 6d6 
  5 
  4 
  4 
  2 
  — 
  —
  12th 
  +9/+4 
  +8 
  +8 
  +4 
  Discovery 
  5 
  5 
  4 
  3 
  — 
  —
  13th 
  +9/+4 
  +8 
  +8 
  +4 
  Bomb 7d6 
  5 
  5 
  4 
  3 
  1 
  —
  14th 
  +10/+5 
  +9 
  +9 
  +4 
  Discovery, persistent mutagen 
  5 
  5 
  4 
  4 
  2 
  —
  15th 
  +11/+6/+1 
  +9 
  +9 
  +5 
  Bomb 8d6 
  5 
  5 
  5 
  4 
  3 
  —
  16th 
  +12/+7/+2 
  +10 
  +10 
  +5 
  Discovery 
  5 
  5 
  5 
  4 
  3 
  1
  17th 
  +12/+7/+2 
  +10 
  +10 
  +5 
  Bomb 9d6 
  5 
  5 
  5 
  4 
  4 
  2
  18th 
  +13/+8/+3 
  +11 
  +11 
  +6 
  Discovery, instant alchemy 
  5 
  5 
  5 
  5 
  4 
  3
  19th 
  +14/+9/+4 
  +11 
  +11 
  +6 
  Bomb 10d6 
  5 
  5 
  5 
  5 
  5 
  4
  20th 
  +15/+10/+5 
  +12 
  +12 
  +6 
  Grand discovery 
  5 
  5 
  5 
  5 
  5 
  5
  
  3030
  This discovery cannot be used to dilute extracts or 
  mutagens. An alchemist must be at least 12th level 
  before selecting this discovery.
  Dispelling Bomb: When the alchemist creates a bomb, he 
  can choose to have it dispel magic effects instead of deal 
  damage. Creatures that take a direct hit from a dispelling 
  bomb are subject to a targeted dispel magic spell, using the 
  alchemist’s level as the caster level. This cannot be used 
  to target a specific spell effect. The alchemist must be at 
  least 6th level before selecting this discovery.
  Elixir of life: Once per day, the alchemist can brew an 
  elixir of life. This special concoction costs 25,000 gp to 
  create and takes 1 hour of work. An elixir of life, when 
  administered by the alchemist who brewed it, restores 
  life to a dead creature as per the spell true resurrection. 
  Alternatively, the alchemist himself may drink the elixir 
  of life, after which point he is immediately targeted with 
  a resurrection spell the next time he is killed. Used in this 
  manner, the effects of an elixir of life persist only for a 
  number of days equal to the alchemist’s Intelligence 
  modifier; if he does not die before that time expires, the 
  effects of the elixir of life end. An alchemist must be at 
  least 16th level before selecting this discovery.
  Enhance potion: A number of times per day equal to 
  his Intelligence modifier, the alchemist can cause any 
  potion he drinks to function at a caster level equal to 
  his class level.
  Eternal potion: If an alchemist drinks a potion that he 
  extends, the effects of that potion become permanent 
  until he chooses to make another potion effect 
  permanent. An alchemist must be at least 16th level 
  and must possess the extend potion discovery before 
  selecting this discovery.
  Explosive bomb*: The alchemist’s bombs now have 
  a splash radius of 10 feet rather than 5 feet. Creatures 
  that take a direct hit from an explosive bomb catch fire, 
  taking 1d6 points of fire damage each round until the 
  fire is extinguished. Extinguishing the flames is a full-
  round action that requires a Reflex save. Rolling on the 
  ground provides the target with a +2 to the save. Dousing 
  the target with at least 2 gallons of water automatically 
  extinguishes the flames.
  Extend potion: A number of times per day equal to his 
  Intelligence modifier, the alchemist can cause any potion 
  he drinks that does not have an instantaneous duration 
  to function at twice its normal duration. This does not 
  apply to extracts.
  Fast bombs: An alchemist with this discovery can 
  quickly create enough bombs to throw more than one 
  in a single round. The alchemist can prepare and throw 
  additional bombs as a full-round action if his base 
  attack bonus is high enough to grant him additional 
  attacks. This functions just like a full-attack with a 
  ranged weapon. An alchemist must be at least 8th level 
  before selecting this discovery.
  Feral mutagen: Whenever the alchemist imbibes a 
  mutagen, he gains two claw attacks and a bite attack. These 
  are primary attacks and are made using the alchemist’s 
  full base attack bonus. The claw attacks deal 1d6 points of 
  damage (1d4 if the alchemist is Small) and the bite attack 
  deals 1d8 points of damage (1d6 if the alchemist is Small). 
  While the mutagen is in effect, the alchemist gains a +2 
  competence bonus on Intimidate skill checks.
  Force bomb*: When the alchemist creates a bomb, he 
  can choose to have it inf lict force damage. Force bombs 
  deal 1d4 points of force damage, plus 1d4 points of force 
  damage for every odd-numbered level, instead of 1d6. 
  Creatures that take a direct hit from a force bomb are 
  knocked prone unless they succeed on a Ref lex save. 
  An alchemist must be at least 8th level before selecting 
  this discovery.
  Frost bomb*: When the alchemist creates a bomb, he can 
  choose to have it inflict cold damage. Creatures that take 
  a direct hit from a frost bomb are staggered on their next 
  turn unless they succeed on a Fortitude save.
  Grand mutagen: The alchemist’s mutagen now grants a 
  +6 natural armor bonus, a +8 alchemical bonus to one 
  ability score (Strength, Dexterity, or Constitution), a +6 
  alchemical bonus to a second physical ability score, and 
  a +4 alchemical bonus to a third physical ability score. 
  The alchemist takes a –2 penalty to his Intelligence, 
  Wisdom, and Charisma as long as the mutagen persists 
  (see Mutagen). An alchemist must be at least 16th level 
  and must possess the greater mutagen discovery before 
  selecting this discovery.
  Greater mutagen: The alchemist’s mutagen now grants 
  a +4 natural armor bonus, a +6 alchemical bonus to 
  one physical ability score (Strength, Dexterity, or 
  Constitution), and a +4 alchemical bonus to a second 
  physical ability score. The alchemist takes a –2 penalty 
  on both associated mental ability scores as long as the 
  mutagen persists. An alchemist must be at least 12th level 
  before selecting this discovery.
  Infuse mutagen: When the alchemist creates a mutagen, 
  he can infuse it with an extra bit of his own magical 
  power. This inflicts 2 points of Intelligence damage 
  to the alchemist and costs 1,000 gp in rare reagents, 
  but the mutagen created persists on its own and is not 
  rendered inert if the alchemist creates another mutagen. 
  This allows an alchemist to create different types of 
  mutagens and keep them handy for emergencies. This 
  does not allow an alchemist to gain the effects of multiple 
  mutagens—only the most recently imbibed mutagen has 
  any effect.
  Inferno bomb*: The effects of the smoke created by an 
  alchemist’s bomb duplicate the effects of incendiary cloud 
  
  3131
  Classes
  Classes 2
  instead of fog cloud, filling an area equal to twice the 
  bomb’s splash radius for 1 round per level. An alchemist 
  must be at least 16th level and must possess the smoke 
  bomb discovery before selecting this discovery.
  Infusion: When the alchemist creates an extract, he 
  can infuse it with an extra bit of his own magical power. 
  The extract created now persists even after the alchemist 
  sets it down. As long as the extract exists, it continues 
  to occupy one of the alchemist’s daily extract slots. An 
  infused extract can be imbibed by a non-alchemist to 
  gain its effects.
  Madness bomb: The alchemist’s bombs do more than 
  sear f lesh—they sear the mind. A creature that takes a 
  direct hit from a madness bomb takes damage from the 
  bomb plus 1d4 points of Wisdom damage. Reduce the 
  amount of normal damage dealt by the bomb by 2d6 (so a 
  bomb that would normally deal 6d6+4 points of damage 
  deals 4d6+4 points of damage instead). The amount of 
  Wisdom damage dealt by a madness bomb is reduced by 
  1 for each madness bomb that hit the target in the past 
  24 hours, to a minimum of 1 point of Wisdom damage. 
  An alchemist must be at least 12th level before selecting 
  this discovery.
  Poison bomb*: The effects of the smoke created by an 
  alchemist’s bomb duplicates the effects of cloudkill instead 
  of fog cloud, filling an area equal to twice the bomb’s 
  splash radius for 1 round per level. An alchemist must 
  be at least 12th level and must possess the smoke bomb 
  discovery before selecting this discovery.
  Precise bombs: Whenever the alchemist throws a 
  bomb, he can select a number of squares equal to his 
  Intelligence modifier that are not affected by the splash 
  damage from his bombs. If the bomb misses, this 
  discovery has no effect.
  Shock bomb*: When the alchemist creates a bomb, he 
  can choose to have it inflict electricity damage. Creatures 
  that take a direct hit from a shock bomb are dazzled for 
  1d4 rounds.
  Smoke bomb*: When the alchemist creates a bomb, he 
  can choose to have it create a cloud of thick smoke when 
  it detonates. The cloud functions as fog cloud, filling an 
  area equal to twice the bomb’s splash radius for 1 round 
  per level.
  Sticky bomb: The effects of the alchemist’s bombs are 
  persistent and continue to damage creatures for 1 round 
  after the initial damage. Creatures that take a direct 
  hit from a sticky bomb take the splash damage 1 round 
  later. Bombs that have effects that would normally occur 
  1 round later instead have those effects occur 2 rounds 
  later. An alchemist must be at least 10th level before 
  selecting this discovery.
  Sticky poison: Any poison the alchemist creates is 
  sticky—when the alchemist applies it to a weapon, the 
  weapon remains poisoned for a number of strikes equal 
  to the alchemist’s Intelligence modifier. An alchemist 
  must be at least 6th level before selecting this discovery.
  Stink bomb*: The effects of the smoke created by an 
  alchemist’s bomb can duplicate the effects of stinking 
  cloud instead of fog cloud, filling an area equal to twice 
  the bomb’s splash radius for 1 round. An alchemist 
  must possess the smoke bomb discovery before 
  selecting this discovery.
  Poison Resistance (Ex): At 2nd level, an alchemist gains 
  a +2 bonus on all saving throws against poison. This 
  bonus increases to +4 at 5th level, and then again to +6 at 
  8th level. At 10th level, an alchemist becomes completely 
  immune to poison.
  Poison Use (Ex): Alchemists are trained in the use 
  of poison and starting at 2nd level, cannot accidentally 
  poison themselves when applying poison to a weapon.
  Swift Alchemy (Ex): At 3rd level, an alchemist can 
  create alchemical items with astounding speed. It takes 
  an alchemist half the normal amount of time to create 
  alchemical items, and he can apply poison to a weapon as 
  a move action.
  Swift Poisoning (Ex): At 6th level, an alchemist can 
  apply a dose of poison to a weapon as a swift action.
  Persistent Mutagen (Su): At 14th level, the effects of a 
  mutagen last for 1 hour per level.
  Instant Alchemy (Ex): At 18th level, an alchemist can 
  create alchemical items with almost supernatural speed. 
  He can create any alchemical item as a full-round action 
  if he succeeds at the Craft (alchemy) check and has the 
  appropriate resources at hand to fund the creation. He 
  can apply poison to a weapon as an immediate action.
  Grand Discovery (Su): At 20th level, the alchemist 
  makes a grand discovery. He immediately learns two 
  normal discoveries, but also learns a third discovery 
  chosen from the list below, representing a truly 
  astounding alchemical breakthrough of significant 
  import. For many alchemists, the promise of one of 
  these grand discoveries is the primary goal of their 
  experiments and hard work. 
  Awakened Intellect: The alchemist’s constant exposure 
  to strange chemicals has expanded his mind. His 
  Intelligence score permanently increases by 2 points.
  Eternal Youth: The alchemist has discovered a cure for 
  aging, and from this point forward he takes no penalty 
  to his physical ability scores from advanced age. If the 
  alchemist is already taking such penalties, they are 
  removed at this time.
  Fast Healing: The alchemist’s flesh responds to damage 
  with shocking speed—he gains fast healing 5.
  Philosopher’s Stone: The alchemist learns how to create 
  a philosopher’s stone, and can do so once per month at no 
  cost. Creating a philosopher’s stone takes 1 day of work.
  
  3232
  Cavalier
  While many warriors strive to perfect their art, spending 
  all of their time honing their skill at martial arms, others 
  spend as much effort dedicating themselves to a cause. 
  These warriors, known as cavaliers, swear themselves to 
  a purpose, serving it above all else. Cavaliers are skilled 
  at fighting from horseback, and are often found charging 
  across a battlefield, with the symbol of their order trailing 
  on a long, fluttering banner. The cavalier’s true power 
  comes from the conviction of his ideals, the oaths that he 
  swears, and the challenges he makes. 
  Role: Cavaliers tend to marshal forces on the battlefield, 
  using their mounted talents and challenges to control 
  the flow of the fight. Outside of battle, cavaliers can be 
  found advancing their cause through diplomacy and, if 
  needed, subterfuge. The cavalier is no stranger to courtly 
  intrigue and can hold his own in even the most delicate 
  of social situations.
  Alignment: Any.
  Hit Dice: d10.
  Class skills
  The cavalier’s class skills are Bluff (Cha), Climb (Str), Craft 
  (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate 
  (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and 
  Swim (Str). 
  Skill Ranks per Level: 4 + Int modifier.
  Class Features
  The following are the class features of the cavalier.
  Weapon and Armor Proficiency: Cavaliers are proficient 
  with all simple and martial weapons, with all types of 
  armor (heavy, light, and medium) and with shields (except 
  tower shields).
  Challenge (Ex): Once per day, a cavalier can challenge 
  a foe to combat. As a swift action, the cavalier chooses 
  one target within sight to challenge. The cavalier’s melee 
  attacks deal extra damage whenever the attacks are made 
  against the target of his challenge. This extra damage 
  is equal to the cavalier’s level. The cavalier can use this 
  ability once per day at 1st level, plus one additional time 
  per day for every three levels beyond 1st, to a maximum of 
  seven times per day at 19th level. 
  Challenging a foe requires much of the cavalier’s 
  concentration. The cavalier takes a –2 penalty to his 
  Armor Class, except against attacks made by the target 
  of his challenge.
  The challenge remains in effect until the target is dead 
  or unconscious or until the combat ends. Each cavalier’s 
  challenge also includes another effect which is listed in 
  the section describing the cavalier’s order.
  Poison Touch: The alchemist gains a poisonous touch, 
  as if under the effects of a poison spell. He can suppress 
  or activate this ability as a free action. The physical 
  appearance of how the alchemist generates and delivers 
  his poisonous touch varies from alchemist to alchemist.
  True Mutagen: The alchemist’s mutagen now grants 
  a +8 natural armor bonus and a +8 alchemical bonus to 
  Strength, Dexterity, and Constitution. The alchemist takes 
  a –2 penalty to his Intelligence, Wisdom, and Charisma as 
  long as the mutagen persists (see Mutagen). An alchemist 
  must possess the grand mutagen discovery before selecting 
  this discovery.
  alChemist Formulae
  Alchemists gain access to a variety of formulae, allowing 
  them to make extracts of the following spells. While most 
  of these spells are found in the Core Rulebook, those marked 
  with an asterisk (*) appear in Chapter 5 of this book.
  1st-Level Alchemist Formulae—ant haul*, bomber’s eye*, 
  comprehend languages, crafter’s fortune*, cure light wounds, 
  detect secret doors, detect undead, disguise self, endure elements, 
  enlarge person, expeditious retreat, identify, jump, keen senses*, 
  negate aroma*, reduce person, shield, stone fist*, touch of the 
  sea*, true strike.
  2nd-Level 
  Alchemist 
  Formulae—aid, 
  alchemical 
  allocation*, alter self, barkskin, bear’s endurance, blur, bull’s 
  strength, cat’s grace, cure moderate wounds, darkvision, delay 
  poison, detect thoughts, eagle’s splendor, elemental touch*, 
  false life, fire breath*, fox’s cunning, invisibility, levitate, owl’s 
  wisdom, perceive cues*, protection from arrows, resist energy, 
  restoration, see invisibility, spider climb, transmute potion to 
  poison*, undetectable alignment, vomit swarm*.
  3rd-Level 
  Alchemist 
  Formulae—absorbing 
  touch*, 
  amplify elixir*, arcane sight, beast shape I, bloodhound*, cure 
  serious wounds, displacement, draconic reservoir*, elemental 
  aura*, fly, gaseous form, haste, heroism, nondetection, 
  protection from energy, rage, remove blindness/deafness, remove 
  curse, remove disease, seek thoughts*, thorn body*, tongues, 
  water breathing.
  4th-Level Alchemist Formulae—air walk, arcane eye, beast 
  shape II, cure critical wounds, death ward, detonate*, discern 
  lies, dragon’s breath*, elemental body I, fire shield, fluid form*, 
  freedom of movement, invisibility (greater), neutralize poison, 
  restoration, spell immunity, stoneskin, universal formula*.
  5th-Level 
  Alchemist 
  Formulae—beast 
  shape 
  III, 
  contact other plane, delayed consumption*, dream, elemental 
  body II, elude time*, magic jar, nightmare, overland flight, 
  planar adaptation*, plant shape I, polymorph, resurgent 
  transformation*, sending, spell resistance.
  6th-Level Alchemist Formulae—analyze dweomer, beast 
  shape IV, elemental body III, eyebite, form of the dragon I, giant 
  form I, heal, mislead, plant shape II, shadow walk, statue, 
  transformation, true seeing, twin form*, wind walk.
  
  3333
  Classes
  Classes 2
  Mount (Ex): A cavalier gains the service of a loyal and 
  trusty steed to carry him into battle. This mount functions 
  as a druid’s animal companion, using the cavalier’s level as 
  his effective druid level. The creature must be one that he 
  is capable of riding and is suitable as a mount. A Medium 
  cavalier can select a camel or a horse. A Small cavalier can 
  select a pony or wolf, but can also select a boar or a dog if he 
  is at least 4th level. The GM might approve other animals 
  as suitable mounts. 
  A cavalier does not take an armor check penalty on 
  Ride checks while riding his mount. The mount is always 
  considered combat trained and begins play with Light 
  Armor Proficiency as a bonus feat. A cavalier’s mount does 
  not gain the share spells special ability.
  A cavalier’s bond with his mount is strong, with the 
  pair learning to anticipate each other’s moods and moves. 
  Should a cavalier’s mount die, the cavalier may find 
  another mount to serve him after 1 week of mourning. 
  This new mount does not gain the link, evasion, devotion, 
  or improved evasion special abilities until the next time 
  the cavalier gains a level. 
  Order (Ex): At 1st level, a cavalier must pledge himself 
  to a specific order. The order grants the cavalier a number 
  of bonuses, class skills, and special abilities. In 
  addition, each order includes a number of edicts 
  that the cavalier must follow. If he violates any of 
  these edicts, he loses the benefits from his order’s 
  challenge ability for 24 hours. The violation of an 
  edict is subject to GM interpretation.
  A cavalier cannot change his order without 
  undertaking a lengthy process to dedicate himself 
  to a new cause. When this choice is made, he 
  immediately loses all of the benefits from 
  his old order. He must then follow the edicts 
  of his new order for one entire level without gaining 
  any benefits from that order. Once accomplished, he 
  gains all of the bonuses from his new order. Note that 
  the names of these orders might vary depending 
  upon the campaign setting or GM’s preference.
  Tactician (Ex): At 1st level, a cavalier receives 
  a teamwork feat as a bonus feat. He must 
  meet the prerequisites for this feat. As a 
  standard action, the cavalier can grant 
  this feat to all allies within 30 feet who 
  can see and hear him. Allies retain the 
  use of this bonus feat for 3 rounds plus 1 round 
  for every two levels the cavalier possesses. Allies do not 
  need to meet the prerequisites of these bonus feats. 
  The cavalier can use this ability once per day at 
  1st level, plus one additional time per day at 5th 
  level and for every 5 levels thereafter.
  Cavalier’s Charge (Ex): At 3rd level, a 
  cavalier learns to make more accurate 
  charge attacks while mounted. The cavalier receives a +4 
  bonus on melee attack rolls on a charge while mounted 
  (instead of the normal +2). In addition, the cavalier does 
  not suffer any penalty to his AC after making a charge 
  attack while mounted. 
  Expert Trainer (Ex): At 4th level, a cavalier learns to 
  train mounts with speed and unsurpassed expertise. 
  The cavalier receives a bonus equal to 1/2 his cavalier 
  level whenever he uses Handle Animal on an animal that 
  serves as a mount. In addition, he can reduce the time 
  needed to teach a mount a new trick or train a mount for a 
  general purpose to 1 day per 1 week required by increasing 
  the DC by +5. He can also train more than one 
  
  3434
  mount at once, although each mount after the first adds 
  +2 to the DC.
  Banner (Ex): At 5th level, a cavalier’s banner becomes a 
  symbol of inspiration to his allies and companions. As long 
  as the cavalier’s banner is clearly visible, all allies within 
  60 feet receive a +2 morale bonus on saving throws against 
  fear and a +1 morale bonus on attack rolls made as part of a 
  charge. At 10th level, and every five levels thereafter, these 
  bonuses increase by +1. The banner must be at least Small 
  or larger and must be carried or displayed by the cavalier 
  or his mount to function. 
  Bonus Feat: At 6th level, and at every six levels thereafter, 
  a cavalier gains a bonus feat in addition to those gained 
  from normal advancement. These bonus feats must be 
  selected from those listed as combat feats. The cavalier 
  must meet the prerequisites of these bonus feats.
  Greater Tactician (Ex): At 9th level, the cavalier receives an 
  additional teamwork feat as a bonus feat. He must meet the 
  prerequisites for this feat. The cavalier can grant this feat 
  to his allies using the tactician ability. Using the tactician 
  ability is a swift action.
  Mighty Charge (Ex): At 11th level, a cavalier learns to 
  make devastating charge attacks while mounted. Double 
  the threat range of any weapons wielded during a charge 
  while mounted. This increase does not stack with other 
  effects that increase the threat range of the weapon. In 
  addition, the cavalier can make a free bull rush, disarm, 
  sunder, or trip combat maneuver if his charge attack is 
  successful. This free combat maneuver does not provoke 
  an attack of opportunity.
  Demanding Challenge (Ex): At 12th level, whenever a 
  cavalier declares a challenge, his target must pay attention 
  to the threat he poses. As long as the target is within the 
  threatened area of the cavalier, it takes a –2 penalty to its AC 
  from attacks made by anyone other than the cavalier.
  Greater Banner (Ex): At 14th level, the cavalier’s banner 
  becomes a rallying call to his allies. All allies within 60 
  feet receive a +2 morale bonus on saving throws against 
  charm and compulsion spells and effects. In addition, while 
  his banner is displayed, the cavalier can spend a standard 
  action to wave the banner through the air, granting all allies 
  within 60 feet an additional saving throw against any one 
  spell or effect that is targeting them. This save is made at 
  the original DC. Spells and effects that do not allow saving 
  throws are unaffected by this ability. An ally cannot benefit 
  from this ability more than once per day. 
  Master Tactician (Ex): At 17th level, the cavalier receives 
  an additional teamwork feat as a bonus feat. He must meet 
  the prerequisites for this feat. The cavalier can grant this 
  feat to his allies using the tactician ability. Whenever 
  the cavalier uses the tactician ability, he grants any two 
  teamwork feats that he knows. He can select from any of 
  his teamwork feats, not just his bonus feats.
  Supreme Charge (Ex): At 20th level, whenever the cavalier 
  makes a charge attack while mounted, he deals double the 
  normal amount of damage (or triple if using a lance). In 
  addition, if the cavalier confirms a critical hit on a charge 
  attack while mounted, the target is stunned for 1d4 rounds. 
  A Will save reduces this to staggered for 1d4 rounds. The DC 
  is equal to 10 + the cavalier’s base attack bonus. 
  Cavalier orders
  The following orders represent the most common chosen 
  by cavaliers. Members of these orders are not necessarily 
  bound together, but some organizations do exist that are 
  comprised of cavaliers that all belong to one specific order.
  Order of the Cockatrice
  A cavalier who belongs to this order serves only himself, 
  working to further his own aims and increase his own 
  prestige. Cavaliers of this order tend to be selfish and 
  concerned only with personal goals and objectives.
  Edicts: The cavalier must keep his own interests and aims 
  above those of all others. He must always accept payment 
  when it is due, rewards when earned, and an even (or greater) 
  share of loot. The cavalier must take every opportunity to 
  increase his own stature, prestige, and power.
  Challenge: Whenever an order of the cockatrice 
  cavalier issues a challenge, he receives a +1 morale bonus 
  on all melee damage rolls made against the target of his 
  challenge as long as he is the only creature threatening the 
  target. This bonus increases by +1 for every four levels the 
  cavalier possesses.
  Skills: An order of the cockatrice cavalier adds Appraise 
  (Int) and Perform (Cha) to his list of class skills. In addition, 
  an order of the cockatrice cavalier adds his Charisma 
  modifier to the DC on another creature’s attempt to 
  demoralize him through Intimidate (in addition to his 
  Wisdom modifier, as normal).
  Order Abilities: A cavalier that belongs to the order of 
  the cockatrice gains the following abilities as he increases 
  in level. 
  Braggart (Ex): At 2nd level, the cavalier can spend 
  a standard action to extol his own accomplishments 
  and battle prowess. He receives Dazzling Display 
  as a bonus feat. He does not need a weapon in hand 
  to use this ability. The cavalier receives a +2 morale  
  bonus on melee attack rolls made against demoralized 
  targets.
  Steal Glory (Ex): At 8th level, the cavalier can steal the 
  glory from another creature’s successful strike. Whenever 
  a creature other than the cavalier scores a critical hit 
  against a target that the cavalier is threatening, he can 
  make an attack of opportunity against the same target.
  Moment of Triumph (Ex): At 15th level, the cavalier can, 
  as a free action, declare a moment of triumph. For 1 
  
  3535
  Classes
  Classes 2
  round, the cavalier receives a competence bonus equal to 
  his Charisma modifier on all ability checks, attack rolls, 
  damage rolls, saving throws, and skill checks. This bonus 
  is also added to his AC. In addition, any critical threats he 
  makes are automatically confirmed. The cavalier can use 
  this ability once per day. 
  Order of the Dragon
  Cavaliers belonging to the order of the dragon dedicate 
  themselves to a group of like-minded individuals, be it a 
  mercenary company or a small band of adventurers. These 
  cavaliers believe in loyalty and friendship, and are willing 
  to lay down their lives to protect their allies.
  Edicts: The cavalier must remain loyal to his allies and 
  must always work to further the aims of the group. He 
  must protect his allies from harm and defend their honor 
  when called into doubt.
  Challenge: Whenever an order of the dragon cavalier 
  issues a challenge, his allies receive a +1 circumstance 
  bonus on melee attack rolls against the target of his 
  challenge whenever he is threatening the target. This 
  bonus increases by +1 for every four levels the cavalier 
  possesses.
  Skills: An order of the dragon cavalier adds Perception 
  (Wis) and Survival (Wis) to his list of class skills. In addition, 
  whenever an order of the dragon cavalier uses Survival to 
  provide food and water for his allies or to protect his allies 
  from harsh weather, he receives a bonus on the check equal 
  to 1/2 his cavalier level (minimum +1).
  Order Abilities: A cavalier that belongs to the order of the 
  dragon gains the following abilities as he increases in level.
  Aid Allies (Ex): At 2nd level, whenever an order of the 
  dragon cavalier uses the aid another action to assist one of 
  his allies, the ally receives a +3 bonus to his Armor Class, 
  attack roll, saving throw, or skill check. At 8th level, and 
  every six levels thereafter, this bonus increases by an 
  additional +1.
  Strategy (Ex): At 8th level, the cavalier can spend a 
  standard action to grant one of a number of bonuses to all 
  allies within 30 feet (including himself). The allies must 
  be able to see or hear the cavalier to receive this bonus. 
  The cavalier can grant a +2 dodge bonus to AC for 1 round, 
  a +2 morale bonus on all attack rolls for 1 round, or the 
  ability to move up to their speed as an immediate action 
  once. The cavalier can grant a different bonus to each ally 
  within range, but allies can only benefit from this ability 
  once per combat.
  Act as One (Ex): At 15th level, the cavalier can spend a 
  standard action to move up to his speed and make a melee 
  attack. All allies within 30 feet can also move up to their 
  speed and make a melee attack as an immediate action. 
  This movement and attack can be made as a charge 
  Table 
  2–2: 
  Cavalier
   
  Base
   
  Attack 
  Fort 
  Ref 
  Will 
  Level 
  Bonus 
  Save 
  Save 
  Save 
  Special
  1st 
  +1 
  +2 
  +0 
  +0 
  Challenge 1/day, mount, order, tactician
  2nd 
  +2 
  +3 
  +0 
  +0 
  Order ability
  3rd 
  +3 
  +3 
  +1 
  +1 
  Cavalier’s charge
  4th 
  +4 
  +4 
  +1 
  +1 
  Challenge 2/day, expert trainer
  5th 
  +5 
  +4 
  +1 
  +1 
  Banner
  6th 
  +6/+1 
  +5 
  +2 
  +2 
  Bonus feat
  7th 
  +7/+2 
  +5 
  +2 
  +2 
  Challenge 3/day
  8th 
  +8/+3 
  +6 
  +2 
  +2 
  Order ability
  9th 
  +9/+4 
  +6 
  +3 
  +3 
  Greater tactician
  10th 
  +10/+5 
  +7 
  +3 
  +3 
  Challenge 4/day
  11th 
  +11/+6/+1 
  +7 
  +3 
  +3 
  Mighty charge
  12th 
  +12/+7/+2 
  +8 
  +4 
  +4 
  Bonus feat, demanding challenge
  13th 
  +13/+8/+3 
  +8 
  +4 
  +4 
  Challenge 5/day
  14th 
  +14/+9/+4 
  +9 
  +4 
  +4 
  Greater banner
  15th 
  +15/+10/+5 
  +9 
  +5 
  +5 
  Order ability
  16th 
  +16/+11/+6/+1 
  +10 
  +5 
  +5 
  Challenge 6/day
  17th 
  +17/+12/+7/+2 
  +10 
  +5 
  +5 
  Master tactician
  18th 
  +18/+13/+8/+3 
  +11 
  +6 
  +6 
  Bonus feat
  19th 
  +19/+14/+9/+4 
  +11 
  +6 
  +6 
  Challenge 7/day
  20th 
  +20/+15/+10/+5 
  +12 
  +6 
  +6 
  Supreme charge
  
  3636
  if the movement qualifies. All attacks are made at a +2 
  bonus (this stacks with the bonus from a charge) and all 
  participants receive a +2 dodge bonus to their AC for 1 
  round. A cavalier can use this ability once per combat.
  Order of the Lion
  A cavalier who belongs to this order has pledged himself to 
  a sovereign; be it a king, queen, or even the local warlord. 
  Cavaliers of this order are stalwart and dedicated to their 
  cause, willing to go any length to ensure the safety of their 
  lord and his domain.
  Edicts: The cavalier must protect the life and lands of 
  his sovereign at all costs. He must obey the commands of 
  his sovereign without question. He must strive to expand 
  the power and prestige of his realm.
  Challenge: Whenever an order of the lion cavalier issues 
  a challenge, he receives a +1 dodge bonus to his AC against 
  attacks made by the target of his challenge. This bonus 
  increases by +1 for every four levels the cavalier possesses.
  Skills: An order of the lion cavalier adds Knowledge 
  (local) (Int) and Knowledge (nobility) (Int) to his list of class 
  skills. An order of the lion cavalier can make Knowledge 
  (nobility) skill checks untrained. If he has ranks in the 
  skill, he receives a bonus on the check equal to 1/2 his 
  cavalier level (minimum +1) as long as the check involves 
  his sovereign.
  Order Abilities: A cavalier belonging to the order of the 
  lion gains the following abilities as he increases in level.
  Lion’s Call (Ex): At 2nd level, an order of the lion cavalier 
  gains the ability to rally his allies. As a standard action, 
  he can give an encouraging speech which grants all 
  allies within 60 feet a competence bonus on their saving 
  throws against fear equal to his Charisma modifier and 
  a +1 competence bonus on attack rolls for a number of 
  rounds equal to his cavalier level. If an ally within range is 
  under the effect of a spell or ability that causes him to be 
  frightened or panicked, he can immediately make another 
  saving throw to resist the effect (if allowed).
  For the King (Ex): At 8th level, an order of the lion cavalier 
  can call out to his allies, inspiring them to greatness. As 
  a swift action, the cavalier can grant a competence bonus 
  equal to his Charisma modifier on all attack and damage 
  rolls to all allies within 30 feet. This bonus lasts for 1 
  round. This ability can be used once per combat.
  Shield of the Liege (Ex): At 15th level, an order of the lion 
  cavalier can protect those around him. Allies that are 
  adjacent to the cavalier receive a +2 shield bonus to their 
  AC. In addition, as an immediate action, the cavalier can 
  redirect an attack made at a creature adjacent to himself, 
  as long as the creature making the attack is within the 
  cavalier’s reach. This ability must be declared before the 
  attack roll is made. The attack is made against the cavalier’s 
  AC and defenses, even if the creature could not normally 
  reach or attack the cavalier. The cavalier loses any cover or 
  concealment bonuses when subject to the redirected attack.
  Order of the Shield
  Cavaliers who join the order of the shield devote their lives 
  to protecting the common folk, from the simple farmer 
  to the honest craftsman. These cavaliers stand before the 
  tide, protecting the innocent from roving marauders and 
  hungry monsters.
  Edicts: The cavalier must protect the lives and 
  prosperity of the common folk, shielding them from 
  the deprivations of those who would seek to cause them 
  harm or exploit them. He must give charity when it is 
  warranted and aid when needed. He must take no action 
  that would cause harm or hardship to those who cannot 
  defend themselves.
  Challenge: Whenever an order of the shield cavalier 
  issues a challenge, he receives a +1 morale bonus on attack 
  rolls made against the target of his challenge if the target 
  makes an attack against a target other than the cavalier. 
  This bonus lasts for 1 minute. The bonus increases by +1 
  for every four levels the cavalier possesses.
  Skills: An order of the shield cavalier adds Heal (Wis) 
  and Knowledge (local) (Int) to his list of class skills. 
  Whenever an order of the shield cavalier uses the Heal 
  skill on a creature other than himself, he receives 
  a bonus on the check equal to 1/2 his cavalier level 
  (minimum +1).
  Order Abilities: A cavalier belonging to the order of 
  the shield gains the following abilities as he increases 
  in level.
  Resolute (Ex): At 2nd level, whenever the cavalier takes 
  damage from a melee or ranged attack while wearing heavy 
  armor, the cavalier can convert 1 point of lethal damage to 
  1 point of nonlethal damage. He can use this ability once 
  each time he takes damage. This ability cannot be used 
  to convert ability damage, ability drain, or energy damage 
  to nonlethal damage. At 6th level, and every four levels 
  thereafter, the amount of damage the cavalier can convert 
  increases by 1.  
  Stem the Tide (Ex): At 8th level, the cavalier receives 
  Stand Still as a bonus feat, even if he does not meet the 
  prerequisites. Instead of making a combat maneuver 
  check to stop the creature from moving, a cavalier with 
  this ability can elect to make a normal attack instead. If  
  the attack hits and deals damage, the target must stop 
  moving, just as if the cavalier had made a successful 
  combat maneuver check.
  Protect the Meek (Ex): At 15th level, the cavalier can move 
  to intercept foes. As an immediate action, he can move 
  up to his speed (or his mount’s speed, if mounted) and 
  make a single melee attack. This movement provokes 
  attacks of opportunity as normal. The cavalier must end 
  
  3737
  Classes
  Classes 2
  his movement adjacent to an enemy. On his next turn, the 
  cavalier is staggered and cannot use this ability again for 
  1 round.
  Order of the Star
  Cavaliers who join the order of the star dedicate themselves 
  to the protection and service of a faith and its members. 
  Cavaliers belonging to this order tend to follow many of 
  the tenets and guides of the religion that they serve. When 
  a cavalier joins this order, he should select a single religion 
  to serve.
  Edicts: The cavalier must strive to protect the faith 
  and all those who follow its teachings, from priest to 
  common man. He must adhere to the strictures of the 
  faith, promote its cause whenever possible, and serve the 
  agents of the divine.
  Challenge: Whenever an order of the star cavalier 
  issues a challenge, he receives a +1 morale bonus on all his 
  saving throws as long as he is threatening the target of his 
  challenge. This bonus increases by +1 for every four levels 
  the cavalier possesses.
  Skills: An order of the star cavalier adds Heal (Wis) and 
  Knowledge (religion) (Int) to his list of class skills. An order 
  of the star cavalier can make Knowledge (religion) skill 
  checks untrained. If he has ranks in the skill, he receives a 
  bonus on the check equal to 1/2 his cavalier level (minimum 
  +1) as long as the check involves his chosen faith.
  Order Abilities: An order of the star cavalier gains the 
  following abilities as he increases in level.
  Calling (Ex): At 2nd level, the cavalier can make a short 
  prayer as a standard action, filling him with confidence in 
  his abilities. At any point in the next minute, he can receive 
  a competence bonus on an ability check, attack roll, saving 
  throw, or skill check equal to his Charisma modifier. He 
  must declare that he is using this bonus before the roll is 
  made. He can use this ability up to four times per day, once 
  for each type of check or roll. In addition, the cavalier adds 
  1/2 his cavalier level to any levels of paladin or cleric he 
  might possess for the purposes of determining the effects 
  of channel energy or lay on hands.
  For the Faith (Ex): At 8th level, the cavalier can call upon 
  his faith to bolster himself in combat. As a free action, 
  the cavalier can call out the name of his deity, granting 
  him a morale bonus on attack rolls equal to his Charisma 
  modifier for 1 round. In addition, any allies within 30 feet 
  that share his faith also receive half this bonus (minimum 
  +1). The cavalier can use this ability once per day, plus  
  one additional time per day at 12th level and every four 
  levels thereafter.
  Retribution (Ex): At 15th level, the cavalier can take 
  retribution on those who dare to strike an agent of his 
  faith. Whenever an enemy makes a successful melee 
  attack against the cavalier or an adjacent ally devoted 
  to the same faith as the cavalier, the enemy provokes 
  an attack of opportunity from the cavalier. The cavalier 
  receives a +2 morale bonus on the attack of opportunity. 
  If the attack made by the enemy was a critical hit, the 
  cavalier may treat the enemy as the target of his challenge 
  for the attack of opportunity. The cavalier can use this 
  ability once per round.
  Order of the Sword
  Cavaliers who join the order of the sword dedicate their 
  lives to the code of chivalry, living a life of honor, valor, 
  and fairness. Cavaliers of this order tend to swear service 
  to a lord or a lady. Of all the orders, the order of the sword 
  is perhaps the broadest in terms of its focus and ideals.
  Edicts: The cavalier must show courage in the face of 
  danger, mercy to those who have wronged him, and charity 
  to the poor and the meek. He must be just and honorable at 
  all times and in all things. He must defend his honor and, 
  above all else, the honor of those he serves.
  Challenge: Whenever an order of the sword cavalier 
  issues a challenge, he receives a +1 morale bonus on attack 
  rolls against the target of his challenge so long as he is 
  astride his mount. The bonus increases by +1 for every four 
  levels the cavalier possesses.
  Skills: An order of the sword cavalier adds Knowledge 
  (nobility) (Int) and Knowledge (religion) (Int) to his list of 
  class skills. Whenever the cavalier uses Sense Motive to 
  oppose a Bluff check, he receives a competence bonus on 
  the check equal to 1/2 his cavalier level (minimum +1).
  Order Abilities: An order of the sword cavalier receives 
  the following abilities as he increases in level.
  By My Honor (Ex): At 2nd level, the cavalier must select 
  one alignment. As long as he maintains the selected 
  alignment, he receives a +2 morale bonus to one saving 
  throw of his choice.
  Mounted Mastery (Ex): At 8th level, the cavalier ignores the 
  armor check penalty when using the Ride skill, regardless 
  of whether or not the creature he is riding is his mount. 
  Whenever he makes a charge attack while mounted, he 
  receives a +4 dodge bonus to his AC to avoid attacks set 
  against his charge. When making such an attack, he can 
  add his mount’s Strength modifier to the damage roll, in 
  addition to his own. He also receives a bonus feat, chosen 
  from the following list: Mounted Combat, Ride-By Attack, 
  Skill Focus (Ride), Spirited Charge, Trample, or Unseat. He 
  must qualify for the feat selected.
  Knight’s Challenge (Ex): At 15th level, the cavalier can 
  make a knight’s challenge once per day. This functions 
  like a normal challenge, but the cavalier adds his 
  Charisma bonus on all attack rolls and damage roles made 
  against the target of his challenge. In addition, he receives 
  a +4 circumstance bonus on attack rolls made to confirm 
  critical hits against the target of his knight’s challenge.
  
  3838
  Inquisitor
  Grim and determined, the inquisitor roots out enemies of 
  the faith, using trickery and guile when righteousness and 
  purity is not enough. Although inquisitors are dedicated 
  to a deity, they are above many of the normal rules and 
  conventions of the church. They answer to their deity and 
  their own sense of justice alone, and are willing to take 
  extreme measures to meet their goals.
  Role: Inquisitors tend to move from place to place, 
  chasing down enemies and researching emerging 
  threats. As a result, they often travel with others, if for 
  no other reason than to mask their presence. Inquisitors 
  work with members of their faith whenever possible, but 
  even such allies are not above suspicion.
  Alignment: An inquisitor’s alignment must be within 
  one step of her deity’s, along either the law/chaos axis or 
  the good/evil axis.
  Hit Dice: d8.
  Class skills
  The inquisitor’s class skills are Bluff (Cha), Climb 
  (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), 
  Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), 
  Knowledge (dungeoneering) (Int), Knowledge (nature) 
  (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), 
  Perception (Wis), Profession (Wis), Ride (Dex), Sense 
  Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), 
  and Swim (Str). 
  Skill Ranks per Level: 6 + Int modifier.
  Class Features
  The following are class features of the inquisitor.
  Weapon and Armor Proficiency: An inquisitor is 
  proficient with all simple weapons, plus the hand 
  crossbow, longbow, repeating crossbow, shortbow, and 
  the favored weapon of her deity. She is also proficient 
  with light armor, medium armor, and shields (except 
  tower shields).
  Spells: An inquisitor casts divine spells drawn from the 
  inquisitor spell list (see page 42). She can cast any spell 
  she knows at any time without preparing it ahead of time, 
  assuming she has not yet used up her allotment of spells 
  per day for the spell’s level. 
  To learn or cast a spell, an inquisitor must have 
  a Wisdom score equal to at least 10 + the spell level. 
  The Difficulty Class for a saving throw against an 
  inquisitor’s spell is 10 + the spell level + the inquisitor’s 
  Wisdom modifier.
  An inquisitor can cast only a certain number of spells of 
  each spell level each day. Her base daily spell allotment is 
  given on Table 2–3. In addition, she receives bonus spells 
  per day if she has a high Wisdom score (see Table 1–3 of the 
  Pathfinder RPG Core Rulebook).
  An inquisitor’s selection of spells is extremely limited. 
  An inquisitor begins play knowing four 0-level spells 
  and two 1st-level spells of the inquisitor’s choice. At each 
  new inquisitor level, she gains one or more new spells as 
  indicated on Table 2–4. (Unlike spells per day, the number 
  of spells an inquisitor knows is not affected by her Wisdom 
  score. The numbers on Table 2–4 are fixed.) 
  Upon reaching 5th level, and at every third inquisitor 
  level thereafter (8th, 11th, and so on), an inquisitor can 
  choose to learn a new spell in place of one she already 
  knows. In effect, the inquisitor “loses” the old spell in 
  exchange for the new one. The new spell’s level must be the 
  same as that of the spell being exchanged, and it must be at 
  least one level lower than the highest-level inquisitor spell 
  she can cast. The inquisitor may swap out only a single 
  spell at any given level and must choose whether or not to 
  swap the spell at the same time that she gains new spells 
  known for the level.
  Domain: Like a cleric’s deity, an inquisitor’s deity 
  influences her alignment, what magic she can perform, 
  and her values. Although not as tied to the tenets of 
  the deity as a cleric, an inquisitor must still hold such 
  guidelines in high regard, despite that fact she can go 
  against them if it serves the greater good of the faith. 
  An inquisitor can select one domain from among those 
  belonging to her deity. She can select an alignment 
  domain only if her alignment matches that domain. With 
  the GM’s approval, an inquisitor can be devoted to an 
  ideal instead of a deity, selecting one domain to represent 
  her personal inclination and abilities. The restriction on 
  alignment domains still applies.
  Each domain grants a number of domain powers, 
  depending on the level of the inquisitor. An inquisitor 
  does not gain the bonus spells listed for each domain, nor 
  does she gain bonus spell slots. The inquisitor uses her 
  level as her effective cleric level when determining the 
  power and effect of her domain powers. If the inquisitor 
  has cleric levels, one of her two domain selections must 
  be the same domain selected as an inquisitor. Levels of 
  cleric and inquisitor stack for the purpose of determining 
  domain powers and abilities, but not for bonus spells.
  Judgment (Su): Starting at 1st level, an inquisitor can 
  pronounce judgment upon her foes as a swift action. 
  Starting when the judgment is made, the inquisitor 
  receives a bonus or special ability based on the type of 
  judgment made. 
  At 1st level, an inquisitor can use this ability once per 
  day. At 4th level and every three levels thereafter, the 
  inquisitor can use this ability one additional time per 
  day. Once activated, this ability lasts until the combat 
  ends, at which point all of the bonuses immediately end. 
  
  3939
  Classes
  Classes 2
  The inquisitor must participate in the combat to gain 
  these bonuses. If she is frightened, panicked, paralyzed, 
  stunned, unconscious, or otherwise prevented from 
  participating in the combat, the ability does not end, but 
  the bonuses do not resume until she can participate in 
  the combat again.
  When the inquisitor uses this ability, she must select one 
  type of judgment to make. As a swift action, she can change 
  this judgment to another type.  If the inquisitor is evil, she 
  receives profane bonuses instead of sacred, as appropriate. 
  Neutral inquisitors must select profane or sacred bonuses. 
  Once made, this choice cannot be changed.
  Destruction: The inquisitor is filled with divine wrath, 
  gaining a +1 sacred bonus on all weapon damage rolls. 
  This bonus increases by +1 for every three inquisitor levels 
  she possesses.
  Healing: The inquisitor is surrounded by a healing 
  light, gaining fast healing 1. This causes the 
  inquisitor to heal 1 point of damage each round 
  as long as the inquisitor is alive and the judgment 
  lasts. The amount of healing increases by 1 point for 
  every three inquisitor levels she possesses.
  Justice: This judgment spurs the inquisitor to seek 
  justice, granting a +1 sacred bonus on all attack rolls. This 
  bonus increases by +1 for every five inquisitor levels she 
  possesses. At 10th level, this bonus is doubled on all attack 
  rolls made to confirm critical hits.
  Piercing: This judgment gives the inquisitor great focus 
  and makes her spells more potent. This benefit grants a 
  +1 sacred bonus on concentration checks and caster level 
  checks made to overcome a target’s spell resistance. This 
  bonus increases by +1 for every three inquisitor levels 
  she possesses.
  Protection: The inquisitor is surrounded 
  by a protective aura, granting a +1 sacred 
  bonus to Armor Class. This bonus 
  increases by +1 for every five inquisitor 
  levels she possesses. At 10th level, this bonus is 
  doubled against attack rolls made to confirm critical hits 
  against the inquisitor.
  Purity: The inquisitor is protected from the vile taint of 
  her foes, gaining a +1 sacred bonus on all saving throws. 
  This bonus increases by +1 for every five inquisitor levels she 
  possesses. At 10th level, the bonus is doubled against curses, 
  diseases, and poisons.
  Resiliency: This judgment makes the inquisitor resistant 
  to harm, granting DR 1/magic. This DR increases by 1 
  for every five levels she possesses. At 10th level, this DR 
  changes from magic to an alignment (chaotic, evil, good, 
  or lawful) that is opposite the inquisitor’s. If she is neutral, 
  the inquisitor does not receive this increase.
  Resistance: The inquisitor is shielded by a flickering 
  aura, gaining 2 points of energy resistance against one 
  energy type (acid, cold, electricity, fire, or sonic) chosen 
  when the judgment is declared. The protection increases 
  by 2 for every three inquisitor levels she possesses.
  Smiting: This judgment bathes the inquisitor’s weapons 
  in a divine light. The inquisitor’s weapons count as magic 
  for the purposes of bypassing damage reduction. At 6th 
  level, the inquisitor’s weapons also count as one alignment 
  type (chaotic, evil, good, or lawful) for the purpose of 
  bypassing damage reduction. The type selected must 
  match one of the inquisitor’s alignments. If the inquisitor 
  is neutral, she does not receive this bonus. At 10th level, 
  the inquisitor’s weapons also count as adamantine for the 
  
  4040
  purpose of overcoming damage reduction (but not for 
  reducing hardness).
  Monster Lore (Ex): The inquisitor adds her Wisdom 
  modifier on Knowledge skill checks in addition to her 
  Intelligence modifier, when making skill checks to 
  identify the abilities and weaknesses of creatures.
  Orisons: Inquisitors learn a number of orisons, or 
  0-level spells, as noted on Table 2–4 under “Spells Known.” 
  These spells are cast like any other spell, but they are 
  not expended when cast and may be used again. Orisons 
  prepared using other spell slots, such as those due to 
  metamagic feats, are expended normally.
  Stern Gaze (Ex): Inquisitors are skilled at sensing 
  deception and intimidating their foes. An inquisitor 
  receives a morale bonus on all Intimidate and Sense Motive 
  checks equal to 1/2 her inquisitor level (minimum +1).
  Cunning Initiative (Ex): At 2nd level, an inquisitor adds 
  her Wisdom modifier on initiative checks, in addition to 
  her Dexterity modifier.
  Detect Alignment (Sp): At will, an inquisitor can use 
  detect chaos, detect evil, detect good, or detect law. She can 
  only use one of these at any given time.
  Track (Ex): At 2nd level, an inquisitor adds half her level 
  on Survival skill checks made to follow or identify tracks.
  Solo Tactics (Ex): At 3rd level, all of the inquisitor’s allies 
  are treated as if they possessed the same teamwork feats as 
  the inquisitor for the purpose of determining whether the 
  inquisitor receives a bonus from her teamwork feats. Her 
  allies do not receive any bonuses from these feats unless they 
  actually possess the feats themselves. The allies’ positioning 
  and actions must still meet the prerequisites listed in the 
  teamwork feat for the inquisitor to receive the listed bonus.
  Teamwork Feat: At 3rd level, and every three levels 
  thereafter, the inquisitor gains a bonus feat in addition 
  to those gained from normal advancement. These bonus 
  feats must be selected from those listed as teamwork feats. 
  The inquisitor must meet the prerequisites of the selected 
  bonus feat.
  As a standard action, the inquisitor can choose to learn 
  a new bonus teamwork feat in place of the most recent 
  bonus teamwork feat she has already learned. In effect, 
  the inquisitor loses the bonus feat in exchange for the 
  new one. She can only change the most recent teamwork 
  feat gained. Whenever she gains a new teamwork feat, 
  the previous teamwork feat becomes set and cannot be 
  changed again. An inquisitor can change her most recent 
  teamwork feat a number of times per day equal to her 
  Wisdom modifier.
  Bane (Su): At 5th level, an inquisitor can imbue one of 
  her weapons with the bane weapon special ability as a swift 
  action. She must select one creature type when she uses 
  this ability (and a subtype if the creature type selected is 
  Table 
  2–3: 
  Inquisitor
    
  Base
    
  Attack 
  Fort 
  Ref 
  Will 
   
    
   
  Spells per Day
  Level 
  Bonus 
  Save 
  Save 
  Save 
  Special 
  1st 
  2nd 
  3rd  4th 5th 
  6th
  1st 
  +0 
  +2 
  +0 
  +2 
  Domain, judgment 1/day, monster lore, 
  1 
  — 
  — 
   — 
  — 
  — 
    
   
   
   
   
  orisons, stern gaze
  2nd 
  +1 
  +3 
  +0 
  +3 
  Cunning initiative, detect alignment, track 
  2 
  — 
  — 
   — 
  — 
  —
  3rd 
  +2 
  +3 
  +1 
  +3 
  Solo tactics, teamwork feat 
  3 
  — 
  — 
   — 
  — 
  —
  4th 
  +3 
  +4 
  +1 
  +4 
  Judgment 2/day 
  3 
  1 
  — 
   — 
  — 
  —
  5th 
  +3 
  +4 
  +1 
  +4 
  Bane, discern lies 
  4 
  2 
  — 
   — 
  — 
  —
  6th 
  +4 
  +5 
  +2 
  +5 
  Teamwork feat 
  4 
  3 
  — 
   — 
  — 
  —
  7th 
  +5 
  +5 
  +2 
  +5 
  Judgment 3/day 
  4 
  3 
  1 
   — 
  — 
  —
  8th 
  +6/+1 
  +6 
  +2 
  +6 
  Second judgment 
  4 
  4 
  2 
   — 
  — 
  —
  9th 
  +6/+1 
  +6 
  +3 
  +6 
  Teamwork feat 
  5 
  4 
  3 
   — 
  — 
  —
  10th 
  +7/+2 
  +7 
  +3 
  +7 
  Judgment 4/day 
  5 
  4 
  3 
   1 
  — 
  —
  11th 
  +8/+3 
  +7 
  +3 
  +7 
  Stalwart 
  5 
  4 
  4 
   2 
  — 
  —
  12th 
  +9/+4 
  +8 
  +4 
  +8 
  Greater bane, teamwork feat 
  5 
  5 
  4 
   3 
  — 
  —
  13th 
  +9/+4 
  +8 
  +4 
  +8 
  Judgment 5/day 
  5 
  5 
  4 
   3 
  1 
  —
  14th 
  +10/+5 
  +9 
  +4 
  +9 
  Exploit weakness 
  5 
  5 
  4 
   4 
  2 
  —
  15th 
  +11/+6/+1 
  +9 
  +5 
  +9 
  Teamwork feat 
  5 
  5 
  5 
   4 
  3 
  —
  16th 
  +12/+7/+2 
  +10 
  +5 
  +10 
  Judgment 6/day, third judgment 
  5 
  5 
  5 
   4 
  3 
  1
  17th 
  +12/+7/+2 
  +10 
  +5 
  +10 
  Slayer 
  5 
  5 
  5 
   4 
  4 
  2
  18th 
  +13/+8/+3 
  +11 
  +6 
  +11 
  Teamwork feat 
  5 
  5 
  5 
   5 
  4 
  3
  19th 
  +14/+9/+4 
  +11 
  +6 
  +11 
  Judgment 7/day 
  5 
  5 
  5 
   5 
  5 
  4
  20th 
  +15/+10/+5 
  +12 
  +6 
  +12 
  True judgment 
  5 
  5 
  5 
   5 
  5 
  5
  
  4141
  Classes
  Classes 2
  humanoid or outsider). Once selected, the type can be 
  changed as a swift action. This ability only functions while 
  the inquisitor wields the weapon. If dropped or taken, the 
  weapon resumes granting this ability if it is returned to the 
  inquisitor before the duration expires. This ability lasts for 
  a number of rounds per day equal to the inquisitor’s level. 
  These rounds do not need to be consecutive. 
  Discern Lies (Sp): At 5th level, an inquisitor can discern 
  lies, as per the spell, for a number of rounds per day equal 
  to her inquisitor level. These rounds do not need to be 
  consecutive. Activating this ability is an immediate action.
  Second Judgment (Ex): At 8th level, whenever an 
  inquisitor uses her judgment ability, she selects two 
  different judgments, instead of one. This only consumes 
  one use of her judgment ability. As a swift action, she 
  can change one of these judgments to another type.  
  Stalwart (Ex): At 11th level, an inquisitor can use mental 
  and physical resiliency to avoid certain attacks. If she 
  makes a Fortitude or Will saving throw against an attack 
  that has a reduced effect on a successful save, she instead 
  avoids the effect entirely. This ability can only be used if 
  the inquisitor is wearing light armor, medium armor, or 
  no armor. A helpless inquisitor does not gain the benefit 
  of the stalwart ability.
  Greater Bane (Su): At 12th level, whenever an inquisitor 
  uses her bane ability, the amount of bonus damage dealt 
  by the weapon against creatures of the selected type 
  increases to 4d6. 
  Exploit Weakness (Ex): At 14th level, the inquisitor 
  learns to take advantage of any opportunity that presents 
  itself. Whenever the inquisitor scores a critical hit, she 
  ignores any damage reduction the target might have. In 
  addition, if the target has regeneration, the creature loses 
  regeneration on the round following the critical hit and 
  can die normally during that round. Creatures whose 
  regeneration always functions are immune to this ability. 
  Finally, if the inquisitor deals energy damage to a creature 
  with vulnerability to that energy type, she deals +1 point of 
  damage per die rolled.
  Third Judgment (Ex): At 16th level, whenever an inquisitor 
  uses her judgment ability, she selects three different 
  judgments, instead of just two. This only consumes one 
  use of her judgment ability. As a swift action, the inquisitor 
  can change one of these judgments to another type. 
  Slayer (Ex): At 17th level, an inquisitor learns to act 
  quickly in combat. Whenever an inquisitor uses her 
  judgment ability, she can select one of her judgments—
  that judgment grants the maximum bonus from the first 
  round of combat onward. If that judgment is changed 
  during combat, it resets as normal.
  True Judgment (Su): At 20th level, an inquisitor can call 
  true judgment down upon a foe during combat. Whenever 
  an inquisitor uses her judgment ability, the inquisitor 
  can invoke true judgment on a foe as a swift action. Once 
  declared, the inquisitor can make a single melee (or ranged 
  attack, if the foe is within 30 feet) against the target. If the 
  attack hits, it deals damage normally and the target must 
  make a Fortitude save or die. The DC of this save is equal 
  to 10 + 1/2 the inquisitor’s level + the inquisitor’s Wisdom 
  modifier. Once the attack is made, all of the bonuses from 
  the inquisitor’s judgments reset to those granted on the 
  first round (although the slayer judgment remains at the 
  maximum bonus). Regardless of whether or not the save 
  is made, the target creature is immune to the inquisitor’s 
  true judgment ability for 24 hours.
  Chaotic, Evil, Good, and Lawful Spells: An inquisitor 
  can’t cast spells of an alignment opposed to her own or her 
  deity’s (if she has one). Spells associated with particular 
  alignments are indicated by the chaotic, evil, good and 
  lawful descriptors in their spell descriptions. 
  ex-inquisitors
  An inquisitor who slips into corruption or changes to a 
  prohibited alignment loses all spells and the judgment 
  ability. She cannot thereafter gain levels as an inquisitor 
  until she atones (see the atonement spell description).
  inquisitor sPells
  Inquisitors gain access to the following spells. While most 
  of these spells are found in the Core Rulebook, those marked 
  with an asterisk (*) appear in Chapter 5 of this book.
  Table 2–4: Inquisitor Spells Known
   
  Spells Known
  Level 
  0 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th
  1st 
  4 
  2 
  — 
  — 
  — 
  — 
  —
  2nd 
  5 
  3 
  — 
  — 
  — 
  — 
  —
  3rd 
  6 
  4 
  — 
  — 
  — 
  — 
  —
  4th 
  6 
  4 
  2 
  — 
  — 
  — 
  —
  5th 
  6 
  4 
  3 
  — 
  — 
  — 
  —
  6th 
  6 
  4 
  4 
  — 
  — 
  — 
  —
  7th 
  6 
  5 
  4 
  2 
  — 
  — 
  —
  8th 
  6 
  5 
  4 
  3 
  — 
  — 
  —
  9th 
  6 
  5 
  4 
  4 
  — 
  — 
  —
  10th 
  6 
  5 
  5 
  4 
  2 
  — 
  —
  11th 
  6 
  6 
  5 
  4 
  3 
  — 
  —
  12th 
  6 
  6 
  5 
  4 
  4 
  — 
  —
  13th 
  6 
  6 
  5 
  5 
  4 
  2 
  —
  14th 
  6 
  6 
  6 
  5 
  4 
  3 
  —
  15th 
  6 
  6 
  6 
  5 
  4 
  4 
  —
  16th 
  6 
  6 
  6 
  5 
  5 
  4 
  2
  17th 
  6 
  6 
  6 
  6 
  5 
  4 
  3
  18th 
  6 
  6 
  6 
  6 
  5 
  4 
  4
  19th 
  6 
  6 
  6 
  6 
  5 
  5 
  4
  20th 
  6 
  6 
  6 
  6 
  6 
  5 
  5
  
  4242
  Oracle
  Although the gods work through many agents, perhaps 
  none is more mysterious than the oracle. These divine 
  vessels are granted power without their choice, selected 
  by providence to wield powers that even they do not fully 
  understand. Unlike a cleric, who draws her magic through 
  devotion to a deity, oracles garner strength and power from 
  many sources, namely those patron deities who support 
  their ideals. Instead of worshiping a single source, oracles 
  tend to venerate all of the gods that share their beliefs. 
  While some see the powers of the oracle as a gift, others 
  view them as a curse, changing the life of the chosen in 
  unforeseen ways.
  Role: Oracles do not usually associate with any one 
  church or temple, instead preferring to strike out on their 
  own, or with a small group of like-minded individuals. 
  Oracles typically use their spells and revelations to 
  further their understanding of their mystery, be it 
  through fighting mighty battles or tending to the poor 
  and sick.
  Alignment: Any.
  Hit Dice: d8.
  Class skills
  The oracle’s class skills are Craft (Int), Diplomacy (Cha), 
  Heal (Wis), Knowledge (history) (Int), Knowledge (planes) 
  (Int), Knowledge (religion) (Int), Profession (Wis), Sense 
  Motive (Wis), and Spellcraft (Int). In addition, oracles 
  receive additional class skills depending upon their 
  oracle mystery.
  Skill Ranks per Level: 4 + Int modifier.
  Class Features
  The following are the class features of the oracle.
  Weapon and Armor Proficiency: Oracles are proficient 
  with all simple weapons, light armor, medium armor, 
  and shields (except tower shields). Some oracle revelations 
  grant additional proficiencies.
  Spells: An oracle casts divine spells drawn from the 
  cleric spell lists (see pages 226–229 of the Pathfinder RPG 
  Core Rulebook). She can cast any spell she knows without 
  preparing it ahead of time. To learn or cast a spell, an 
  oracle must have a Charisma score equal to at least 10 + 
  the spell level. The Difficulty Class for a saving throw 
  against an oracle’s spell is 10 + the spell’s level + the 
  oracle’s Charisma modifier.
  Like other spellcasters, an oracle can cast only a certain 
  number of spells per day of each spell level. Her base daily 
  spell allotment is given on Table 2–5. In addition, she 
  receives bonus spells per day if she has a high Charisma 
  score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
  0-Level Inquisitor Spells—acid splash, bleed, brand*, 
  create water, daze, detect magic, detect poison, disrupt undead, 
  guidance, light, read magic, resistance, sift*, stabilize, virtue.
  1st-Level Inquisitor Spells—alarm, bane, bless, bless water, 
  burst bonds*, cause fear, command, comprehend languages, cure 
  light wounds, curse water, detect chaos/evil/good/law, detect 
  undead, disguise self, divine favor, doom, expeditious retreat, 
  hide from undead, inflict light wounds, magic weapon, protection 
  from chaos/evil/good/law, remove fear, sanctuary, shield of faith, 
  tireless pursuit*, true strike, wrath*.
  2nd-Level 
  Inquisitor 
  Spells—aid, 
  align 
  weapon, 
  bloodhound*, calm emotions, castigate*, confess*, consecrate, 
  corruption resistance*, cure moderate wounds, darkness, death 
  knell, delay poison, desecrate, detect thoughts, enthrall, find 
  traps, flames of the faithful*, follow aura*, ghostbane dirge*, 
  hold person, honeyed tongue*, inflict moderate wounds, 
  invisibility, knock, perceive cues*, remove paralysis, resist energy, 
  restoration, see invisibility (lesser), sacred bond*, shield other, 
  silence, spiritual weapon, tongues, undetectable alignment, 
  weapon of awe*, whispering wind, zone of truth.
  3rd-Level 
  Inquisitor 
  Spells—arcane 
  sight, 
  banish 
  seeming*, blood biography*, cast out*, continual flame, 
  coordinated effort*, cure serious wounds, daylight, deeper 
  darkness, dimensional anchor, dispel magic, fester*, glyph of 
  warding, halt undead, heroism, hidden speech*, hunter’s eye*, 
  inflict serious wounds, invisibility purge, keen edge, locate object, 
  magic circle vs. chaos/evil/good/law, magic vestment, greater 
  magic weapon, nondetection, obscure object, prayer, protection 
  from energy, remove curse, remove disease, retribution*, 
  righteous vigor*, seek thoughts*, searing light, speak with dead, 
  ward the faithful*.
  4th-Level Inquisitor Spells—brand (greater)*, chaos 
  hammer, coward’s lament*, cure critical wounds, death ward, 
  defile armor*, denounce*, detect scrying, discern lies, dismissal, 
  divination, divine power, fear, freedom of movement, forced 
  repentance*, geas (lesser), hold monster, holy smite, inflict 
  critical wounds, invisibility (greater), neutralize poison, 
  order’s wrath, rebuke*, restoration, sanctify armor*, sending, 
  shared wrath*, sleepwalk*, spell immunity, stoneskin, tireless 
  pursuers*, unholy blight.
  5th-Level Inquisitor Spells—atonement, banishment, 
  break enchantment, castigate (mass)*, command, commune 
  (greater), cure light wounds (mass), dispel chaos/evil/good/law, 
  disrupting weapon, flame strike, geas/quest, ghostbane dirge 
  (mass)*, hallow, inflict light wounds (mass), mark of justice, 
  resounding blow*, righteous might, spell resistance, telepathic 
  bond, true seeing, unhallow, unwilling shield*.
  6th-Level Inquisitor Spells—blade barrier, blasphemy, 
  circle of death, cleanse*, cure moderate wounds (mass), dictum, 
  dispel magic (greater), fester (mass)*, find the path, forbiddance, 
  glyph of warding (greater), harm, heal, heroes’ feast, holy word, 
  inflict moderate wounds (mass), legend lore, repulsion, undeath 
  to death, word of chaos.
  
  4343
  Classes
  Classes 2
  Unlike other divine spellcasters, an oracle’s selection of 
  spells is extremely limited. An oracle begins play knowing 
  four 0-level spells and two 1st-level spells of her choice. At 
  each new oracle level, she gains one or more new spells, as 
  indicated on Table 2–6. Unlike spells per day, the number 
  of spells an oracle knows is not affected by her Charisma 
  score; the numbers on Table 2–6 are fixed.
  In addition to the spells gained by oracles as they gain 
  levels, each oracle also adds all of either the cure spells or 
  the inflict spells to her list of spells known (cure spells 
  include all spells with “cure” in the name, inflict spells 
  include all spells with “inflict” in the name). These spells 
  are added as soon as the oracle is capable of casting them. 
  This choice is made when the oracle gains her first level 
  and cannot be changed.
  Upon reaching 4th level, and at every even-numbered 
  oracle level after that (6th, 8th, and so on), an oracle 
  can choose to learn a new spell in place of one 
  she already knows. In effect, the oracle loses the 
  old spell in exchange for the new one. The new 
  spell’s level must be the same as that of the spell being 
  exchanged. An oracle may swap only a single spell at any 
  given level, and must choose whether or not to swap the 
  spell at the same time that she gains new spells known for 
  the level. She cannot swap any cure or inflict spells, nor 
  can she swap any spells gained from her mystery.
  Unlike a cleric, an oracle need not prepare her spells 
  in advance. She can cast any spell she knows at any time, 
  assuming she has not yet used up her spells per day for 
  that spell level. Oracles do not need to provide a divine 
  focus to cast spells that list divine focus (DF) as part of the 
  components.
  Mystery: Each oracle draws upon a divine mystery to grant 
  her spells and powers. This mystery also grants additional 
  class skills and other special abilities. This mystery can 
  represent a devotion to one ideal, prayers to deities that 
  support the concept, or a natural calling to champion a 
  cause. For example, an oracle with the waves mystery might 
  have been born at sea and found a natural calling to worship 
  the gods of the oceans, rivers, and lakes, be they benign or 
  malevolent. Regardless of its source, the mystery manifests 
  in a number of ways as the oracle gains levels. An oracle 
  must pick one mystery upon taking her first level of oracle. 
  Once made, this choice cannot be changed.
  At 2nd level, and every two levels thereafter, an oracle 
  learns an additional spell derived from her mystery. These 
  spells are in addition to the number of spells given on 
  Table 2–6. They cannot be exchanged for different spells 
  at higher levels.
  Oracle’s Curse (Ex): Each oracle is cursed, but this 
  curse comes with a benefit as well as a hindrance. This 
  choice is made at 1st level, and once made, it cannot 
  be changed. The oracle’s curse cannot be removed or 
  dispelled without the aid of a deity. An oracle’s curse is 
  based on her oracle level plus one for every two levels or 
  Hit Dice other than oracle. Each oracle must choose one 
  of the following curses.
  Clouded Vision: Your eyes are obscured, making it 
  difficult for you to see. You cannot see anything beyond 30 
  feet, but you can see as if you had darkvision. At 5th level, 
  this distance increases to 60 feet. At 10th level, you gain 
  blindsense out to a range of 30 feet. At 15th level, you gain 
  blindsight out to a range of 15 feet.
  
  4444
  Deaf: You cannot hear and suffer all of the usual 
  penalties for being deafened. You cast all of your spells as 
  if they were modified by the Silent Spell feat. This does 
  not increase their level or casting time. At 5th level, you 
  receive a +3 competence bonus on Perception checks that 
  do not rely upon hearing, and the initiative penalty for 
  being deaf is reduced to –2. At 10th level, you gain scent 
  and you do not suffer any penalty on initiative checks due 
  to being deaf. At 15th level, you gain tremorsense out to a 
  range of 30 feet.
  Haunted: Malevolent spirits follow you wherever you go, 
  causing minor mishaps and strange occurrences (such as 
  unexpected breezes, small objects moving on their own, 
  and faint noises). Retrieving any stored item from your 
  gear requires a standard action, unless it would normally 
  take longer. Any item you drop lands 10 feet away from 
  you in a random direction. Add mage hand and ghost sound 
  to your list of spells known. At 5th level, add levitate and 
  minor image to your list of spells known. At 10th level, add 
  telekinesis to your list of spells known. At 15th level, add 
  reverse gravity to your list of spells known.
  Lame: One of your legs is permanently wounded, 
  reducing your base land speed by 10 feet if your base speed 
  is 30 feet or more. If your base speed is less than 30 feet, 
  your speed is reduced by 5 feet. Your speed is never reduced 
  due to encumbrance. At 5th level, you are immune to the 
  fatigued condition (but not exhaustion). At 10th level, your 
  speed is never reduced by armor. At 15th level, you are 
  immune to the exhausted condition.
  Wasting: Your body is slowly rotting away. You take a 
  –4 penalty on Charisma-based skill checks, except for 
  Intimidate. You gain a +4 competence bonus on saves 
  made against disease. At 5th level, you are immune to the 
  sickened condition (but not nauseated). At 10th level, you 
  gain immunity to disease. At 15th level, you are immune 
  to the nauseated condition.
  Tongues: In times of stress or unease, you speak in 
  tongues. Pick one of the following languages: Abyssal, 
  Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or 
  Terran. Whenever you are in combat, you can only speak 
  and understand the selected language. This does not 
  interfere with spellcasting, but it does apply to spells 
  that are language dependent. You gain the selected 
  language as a bonus language. At 5th level, pick an 
  additional language to speak in combat and add it to 
  your list of known languages. At 10th level, you can 
  understand any spoken language, as if under the effects 
  of tongues, even during combat. At 15th level, you can 
  speak and understand any language, but your speech is 
  still restricted during combat.
  Table 
  2–5: 
  Oracle
   
  Base
   
  Attack 
  Fort 
  Ref 
  Will 
   
  Spells per Day
  Level Bonus 
  Save 
  Save 
  Save 
  Special 
  1st 2nd 3rd 
  4th 
  5th 
  6th 
  7th 8th 9th
  1st 
  +0 
  +0 
  +0 
  +2 
  Mystery, oracle’s curse, 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
   
   
   
   
   
  orisons, revelation
  2nd 
  +1 
  +0 
  +0 
  +3 
  Mystery spell 
  4 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  3rd 
  +2 
  +1 
  +1 
  +3 
  Revelation 
  5 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  4th 
  +3 
  +1 
  +1 
  +4 
  Mystery spell 
  6 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  5th 
  +3 
  +1 
  +1 
  +4 
  — 
  6 
  4 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  6th 
  +4 
  +2 
  +2 
  +5 
  Mystery spell 
  6 
  5 
  3 
  — 
  — 
  — 
  — 
  — 
  —
  7th 
  +5 
  +2 
  +2 
  +5 
  Revelation 
  6 
  6 
  4 
  — 
  — 
  — 
  — 
  — 
  —
  8th 
  +6/+1 
  +2 
  +2 
  +6 
  Mystery spell 
  6 
  6 
  5 
  3 
  — 
  — 
  — 
  — 
  —
  9th 
  +6/+1 
  +3 
  +3 
  +6 
  — 
  6 
  6 
  6 
  4 
  — 
  — 
  — 
  — 
  —
  10th +7/+2 
  +3 
  +3 
  +7 
  Mystery spell 
  6 
  6 
  6 
  5 
  3 
  — 
  — 
  — 
  —
  11th 
  +8/+3 
  +3 
  +3 
  +7 
  Revelation 
  6 
  6 
  6 
  6 
  4 
  — 
  — 
  — 
  —
  12th +9/+4 
  +4 
  +4 
  +8 
  Mystery spell 
  6 
  6 
  6 
  6 
  5 
  3 
  — 
  — 
  —
  13th 
  +9/+4 
  +4 
  +4 
  +8 
  — 
  6 
  6 
  6 
  6 
  6 
  4 
  — 
  — 
  —
  14th +10/+5 
  +4 
  +4 
  +9 
  Mystery spell 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  — 
  —
  15th 
  +11/+6/+1 
  +5 
  +5 
  +9 
  Revelation 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  — 
  —
  16th +12/+7/+2 
  +5 
  +5 
  +10 
  Mystery spell 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  —
  17th 
  +12/+7/+2 
  +5 
  +5 
  +10 
  — 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  —
  18th +13/+8/+3 
  +6 
  +6 
  +11 
  Mystery spell 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3
  19th 
  +14/+9/+4 
  +6 
  +6 
  +11 
  Revelation 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4
  20th +15/+10/+5 
  +6 
  +6 
  +12 
  Final revelation 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6
  
  4545
  Classes
  Classes 2
  Orisons: Oracles learn a number of orisons, or 0-level 
  spells, as noted on Table 2–6 under “Spells Known.” These 
  spells are cast like any other spell, but they do not consume 
  any slots and may be used again.
  Revelation: At 1st level, 3rd level, and every four levels 
  thereafter (7th, 11th, and so on), an oracle uncovers a 
  new secret about her mystery that grants her powers and 
  abilities. The oracle must select a revelation from the list 
  of revelations available to her mystery. If a revelation is 
  chosen at a later level, the oracle gains all of the abilities 
  and bonuses granted by that revelation based on her 
  current level. Unless otherwise noted, activating the power 
  of a revelation is a standard action. 
  Final Revelation: At 20th level, an oracle learns the final 
  revelation about her mystery, granting her amazing powers 
  and abilities. The nature of these bonuses depends upon the 
  oracle’s mystery.
  mysteries
  Each oracle must choose from among the following 
  mysteries. Unless otherwise noted, the DC to save against 
  these revelations is equal to 10 + 1/2 the oracle’s level + the 
  oracle’s Charisma modifier. Spells marked with an asterisk 
  (*) appear in Chapter 5 of this book.
  Battle
  Deities: Cayden Cailean, Gorum, Iomedae, Rovagug.
  Class Skills: An oracle with the battle mystery adds 
  Intimidate, Knowledge (engineering), Perception, and 
  Ride to her list of class skills.
  Bonus Spells: enlarge person (2nd), fog cloud (4th), magic 
  vestment (6th), wall of fire (8th), righteous might (10th), mass 
  bull’s strength (12th), control weather (14th), earthquake (16th), 
  storm of vengeance (18th).
  Revelations: An oracle with the battle mystery can 
  choose from any of the following revelations.
  Battlecry (Ex): As a standard action, you can unleash an 
  inspiring battlecry. All allies within 100 feet who hear your 
  cry gain a +1 morale bonus on attack rolls, skill checks, 
  and saving throws for a number of rounds equal to your 
  Charisma modifier. At 10th level, this bonus increases to 
  +2. You can use this ability once per day, plus one additional 
  time per day at 5th level and for every five levels thereafter.
  Battlefield Clarity (Ex): Once per day, as an immediate 
  action, whenever you fail a saving throw that causes you 
  to become blind, deaf, frightened, panicked, paralyzed, 
  shaken, or stunned, you may attempt that saving throw 
  again, with a +4 insight bonus on the roll. You must take 
  the second result, even if it is worse. At 7th and 15th level, 
  you can use this ability one additional time per day.
  Combat Healer (Su): Whenever you cast a cure spell (a spell 
  with “cure” in its name), you can cast it as a swift action, 
  as if using the Quicken Spell feat, by expending two spell 
  slots. This does not increase the level of the spell. You can 
  use this ability once per day at 7th level and one additional 
  time per day for every four levels beyond 7th. You must be 
  at least 7th level to select this revelation.
  Iron Skin (Su): Once per day, your skin hardens and takes 
  on the appearance of iron, granting you DR 10/adamantine. 
  This functions as stoneskin, using your oracle level as the 
  caster level. At 15th level, you can use this ability twice per 
  day. You must be at least 11th level to select this revelation.
  Maneuver Mastery (Ex): Select one type of combat maneuver 
  (see pages 320–322 of this book and pages 198–201 of the 
  Pathfinder RPG Core Rulebook). When performing the 
  selected maneuver, you treat your oracle level as your base 
  attack bonus when determining your CMB. At 7th level, you 
  gain the Improved feat (such as Improved Trip) that grants 
  you a bonus when performing that maneuver. At 11th level, 
  you gain the Greater feat (such as Greater Trip) that grants 
  you a bonus when performing that maneuver. You do not 
  need to meet the prerequisites to receive these feats.
  Resiliency (Ex): You are not disabled and you do not gain 
  the staggered condition if you are reduced to exactly 0 
  hit points. At 7th level, you gain Diehard as a bonus feat. 
  At 11th level, you do not lose a hit point when you take a 
  standard action while disabled. You do not need to meet 
  the prerequisite to receive the Diehard feat.
  Skill at Arms (Ex): You gain proficiency in all martial 
  weapons and heavy armor. 
  Table 2–6: Oracle Spells Known
   
   
   
   
   
   Spells Known
  Level 
  0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
  1st 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  2nd 
  5 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  3rd 
  5 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  4th 
  6 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  5th 
  6 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  6th 
  7 
  4 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  —
  7th 
  7 
  5 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  —
  8th 
  8 
  5 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  —
  9th 
  8 
  5 
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  —
  10th 
  9 
  5 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  —
  11th 
  9 
  5 
  5 
  4 
  3 
  2 
  — 
  — 
  — 
  —
  12th 
  9 
  5 
  5 
  4 
  3 
  2 
  1 
  — 
  — 
  —
  13th 
  9 
  5 
  5 
  4 
  4 
  3 
  2 
  — 
  — 
  —
  14th 
  9 
  5 
  5 
  4 
  4 
  3 
  2 
  1 
  — 
  —
  15th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  2 
  — 
  —
  16th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  2 
  1 
  —
  17th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  2 
  —
  18th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  2 
  1
  19th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  3 
  2
  20th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  3 
  3
  
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  Surprising Charge (Ex): Once per day, you can move up to 
  your speed as an immediate action. You can use this ability 
  one additional time per day at 7th level and 15th level.
  War Sight (Su): Whenever you roll for initiative, you 
  can roll twice and take either result. At 7th level, you can 
  always act in the surprise round, but if you fail to notice 
  the ambush, you act last, regardless of your initiative result 
  (you act in the normal order in following rounds). At 11th 
  level, you can roll for initiative three times and take any 
  one of the results.
  Weapon Mastery (Ex): Select one weapon with which you 
  are proficient. You gain Weapon Focus with that weapon. 
  At 8th level, you gain Improved Critical with that weapon. 
  At 12th level, you gain Greater Weapon Focus with that 
  weapon. You do not need to meet the prerequisites to 
  receive these feats.
  Final Revelation: Upon reaching 20th level, you become 
  an avatar of battle. You can take a full-attack action and 
  move up to your speed as a full-round action (you can move 
  before or after the attacks). Whenever you score a critical 
  hit, you can ignore any DR the target might possess. You 
  gain a +4 insight bonus to your AC for the purpose of 
  confirming critical hits against you. When you are below 
  0 hit points, you do not die until your negative total is in 
  excess of twice your Constitution score. 
  Bones
  Deities: Norgorber, Pharasma, Urgathoa.
  Class Skills: An oracle with a bones mystery adds Bluff, 
  Disguise, Intimidate, and Stealth to her list of class skills.
  Bonus Spells: cause fear (2nd), false life (4th), animate dead 
  (6th), fear (8th), slay living (10th), circle of death (12th), control 
  undead (14th), horrid wilting (16th), wail of the banshee (18th).
  Revelations: An oracle with the bones mystery can 
  choose from any of the following revelations.
  Armor of Bones (Su): You can conjure armor made of 
  bones that grants you a +4 armor bonus. At 7th level, and 
  every four levels thereafter, this bonus increases by +2. At 
  13th level, this armor grants you DR 5/bludgeoning. You 
  can use this armor for 1 hour per day per oracle level. This 
  duration does not need to be consecutive, but it must be 
  spent in 1-hour increments. 
  Bleeding Wounds (Su): Whenever a creature takes damage 
  from one of your spells or effects that causes negative energy 
  damage (such as inflict light wounds or the death’s touch 
  revelation), it begins to bleed, taking 1 point of damage 
  each round. At 5th level, and every five levels thereafter, this 
  damage increases by 1. The bleeding can be stopped by a DC 
  15 Heal check or any effect that heals damage.
  Death’s Touch (Su): You can cause terrible wounds to 
  appear on a creature with a melee touch attack. This attack 
  deals 1d6 points of negative energy damage +1 point for 
  every two oracle levels you possess. If used against an 
  undead creature, it heals damage and grants a +2 channel 
  resistance for 1 minute. You can use this ability a number 
  of times per day equal to 3 + your Charisma modifier.
  Near Death (Su): You gain a +2 insight bonus on saves 
  against diseases, mind-affecting effects, and poisons. At 
  7th level, this bonus also applies on saves against death 
  effects, sleep effects, and stunning. At 11th level, the bonus 
  increases to +4. 
  Raise the Dead (Su): As a standard action, you can 
  summon a single skeleton or zombie to serve you. The 
  undead creature has a number of Hit Dice equal to your 
  oracle level. It remains for a number of rounds equal to 
  your Charisma modifier. At 7th level, you can summon 
  a bloody skeleton or fast zombie. At 15th level, you can 
  summon an advanced skeleton or zombie. You can use 
  this ability once per day plus one additional time per day 
  at 10th level.
  Resist Life (Su): You are treated as an undead creature 
  when you are targeted by positive or negative energy. You 
  are not subject to Turn Undead or Command Undead (or 
  any other effect that specifically targets undead), unless 
  you are actually an undead creature. At 7th level, you 
  receive channel resistance +2. This bonus increases by +2 
  at 11th and 15th level.
  Soul Siphon (Su): As a ranged touch attack, you can 
  unleash a ray that causes a target to gain one negative level. 
  The ray has a range of 30 feet. This negative level lasts for 
  a number of minutes equal to your Charisma modifier. 
  Whenever this ability gives a target a negative level, you 
  heal a number of hit points equal to your oracle level. You 
  can use this ability once per day, plus one additional time 
  at 11th level and every four levels thereafter. You must be at 
  least 7th level to select this revelation.
  Spirit Walk (Su): As a standard action, you can become 
  incorporeal and invisible. While in this form, you can move 
  in any direction and through any object (except for those 
  made of force). You can take no action other than to move 
  while in this form. You remain in this form for a number of 
  rounds equal to your oracle level, but you can end this effect 
  prematurely with a standard action. You can use this ability 
  once per day at 11th level, and twice per day at 15th level. You 
  must be at least 11th level to select this revelation.
  Undead Servitude (Su): You gain Command Undead as a 
  bonus feat. You can channel negative energy a number of 
  times per day equal to 3 + your Charisma modifier, but 
  only to use Command Undead. You can take other feats to 
  add to this ability, such as Improved Channeling, but not 
  feats that alter this ability, such as Alignment Channel.
  Voice of the Grave (Su): You can speak with dead, as per the 
  spell, for a number of rounds per day equal to your oracle 
  level. These rounds do not need to be consecutive. At 5th 
  level, and every five levels thereafter, the dead creature takes 
  a cumulative –2 penalty on its Will save to resist this effect.
  
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  Classes
  Classes 2
  Final Revelation: Upon reaching 20th level, you become 
  a master of death. Once per round, you can cast bleed or 
  stabilize as a free action. If you are brought to below 0 hit 
  points, you automatically stabilize. You can cast animate 
  dead at will without paying a material component cost 
  (although you are still subject to the usual Hit Die control 
  limit). Once per day, you can cast power word kill, but the 
  spell can target a creature with 150 hit points or less.
  Flame
  Deities: Asmodeus, Sarenrae.
  Class Skills: An oracle with the flame mystery adds 
  Acrobatics, Climb, Intimidate, and Perform to her list of 
  class skills.
  Bonus Spells: burning hands (2nd), resist energy (4th), fireball 
  (6th), wall of fire (8th), summon monster V (fire elementals 
  only, 10th), fire seeds (12th), fire storm (14th), incendiary cloud 
  (16th), fiery body* (18th).
  Revelations: An oracle with a flame mystery can choose 
  from any of the following revelations.
  Burning Magic (Su): Whenever a creature fails a saving throw 
  and takes fire damage from one of your spells, it catches on 
  fire. This fire deals 1 point of fire damage per spell level at 
  the beginning of the burning creature’s turn. The fire lasts 
  for 1d4 rounds, but it can be extinguished as a move action if 
  the creature succeeds at a Reflex save (using the spell’s DC). 
  Dousing the creature with water as a standard action grants 
  a +2 bonus on this save, while immersing the creature in 
  water automatically extinguishes the fire. Spells that do not 
  grant a save do not cause a creature to catch on fire.
  Cinder Dance (Ex): Your base speed increases by 10 feet. At 
  5th level, you receive Nimble Moves as a bonus feat. At 10th 
  level, you receive Acrobatic Steps as a bonus feat. You do 
  not need to meet the prerequisites to receive these feats.
  Fire Breath (Su): As a standard action, you can unleash a 
  15-foot cone of flame from your mouth. This flame deals 
  1d4 points of fire damage per level. A Reflex save halves 
  this damage. You can use this ability once per day, plus 
  one additional time per day at 5th level and every five levels 
  thereafter. The save DC is Charisma-based.
  Firestorm (Su): As a standard action, you can cause fire to 
  erupt around you. You can create one 10-foot cube of fire 
  per oracle level. These cubes can be arranged in any pattern 
  you desire, but each cube must be adjacent to another and 
  one must be adjacent to you. Any creature caught in these 
  flames takes 1d6 points of fire damage per oracle level, 
  with a Reflex save resulting in half damage. This fire lasts 
  for a number of rounds equal to your Charisma modifier. 
  You can use this ability once per day. You must be at least 
  11th level to select this revelation.
  Form of Flame (Su): As a standard action, you can assume 
  the form of a Small fire elemental, as elemental body I. 
  At 9th level, you can assume the form of a Medium fire 
  elemental, as elemental body II. At 11th level, you can 
  assume the form of a Large fire elemental, as elemental 
  body III. At 13th level, you can assume the form of a Huge 
  fire elemental, as elemental body IV. You can use this ability 
  once per day, but the duration is 1 hour/level. You must be 
  at least 7th level to select this revelation.
  Gaze of Flames (Su): You can see through fire, fog, and 
  smoke without penalty as long as the light is sufficient 
  to allow you to see normally. At 7th level, you can gaze 
  through any source of flame within 10 feet per oracle 
  level, as if using clairvoyance. You can use this ability for a 
  number of rounds per day equal to your oracle level, but 
  these rounds do not need to be consecutive.
  Heat Aura (Su): As a swift action, you can cause waves of 
  heat to radiate from your body. This heat deals 1d4 points 
  of fire damage per two oracle levels (minimum 1d4) to all 
  creatures within 10 feet. A Reflex save halves the damage. 
  In addition, your form wavers and blurs, granting you 20% 
  concealment until your next turn. You can use this ability 
  once per day, plus one additional time per day at 5th level 
  and every five levels thereafter.
  Molten Skin (Ex): You gain resist fire 5. This resistance 
  increases to 10 at 5th level and 20 at 11th level. At 17th level, 
  you gain immunity to fire.
  Touch of Flame (Su): As a standard action, you can 
  perform a melee touch attack that deals 1d6 points of fire 
  damage +1 point for every two oracle levels you possess. 
  You can use this ability a number of times per day equal 
  to 3 + your Charisma modifier. At 11th level, any weapon 
  that you wield is treated as a flaming weapon.
  Wings of Fire (Su): As a swift action, you can manifest a 
  pair of fiery wings that grant you a fly speed of 60 feet 
  with average maneuverability. You can use these wings for 
  1 minute per day per oracle level. This duration does not 
  need to be consecutive, but it must be spent in 1 minute 
  increments. You must be at least 7th level before selecting 
  this revelation.
  Final Revelation: Upon reaching 20th level, you become 
  a master of fire. You can apply any one of the following 
  feats to any fire spell you cast without increasing the level 
  or casting time: Enlarge Spell, Extend Spell, Silent Spell, 
  or Still Spell. You do not need to possess these feats to use 
  this ability.
  Heavens
  Deities: Desna, Gozreh, Pharasma, Sarenrae.
  Class Skills: An oracle with the heavens mystery adds 
  Fly, Knowledge (arcana), Perception, and Survival to her 
  list of class skills.
  Bonus Spells: color spray (2nd), hypnotic pattern (4th), 
  daylight (6th), rainbow pattern (8th), overland flight (10th), 
  chain lightning (12th), prismatic spray (14th), sunburst (16th), 
  meteor swarm (18th).
  
  4848
  Revelations: An oracle with the heavens mystery can 
  choose from any of the following revelations.
  Awesome Display (Su): Your phantasmagoric displays 
  accurately model the mysteries of the night sky, 
  dumbfounding all who behold them. Each creature 
  affected by your illusion (pattern) spells is treated as if its 
  total number of Hit Dice were equal to its number of Hit 
  Dice minus your Charisma modifier (if positive).
  Coat of Many Stars (Su): You conjure a coat of starry 
  radiance that grants you a +4 armor bonus. At 7th level, 
  and every four levels thereafter, this bonus increases by 
  +2. At 13th level, this armor grants you DR 5/slashing. You 
  can use this coat for 1 hour per day per oracle level. The 
  duration does not need to be consecutive; it can instead be 
  spent in 1-hour increments.
  Dweller in Darkness (Sp): Once per day, you cast your psyche 
  into the void of space to attract the attention of a terrible 
  otherworldly being. The dweller in darkness behaves in 
  all ways as if you had cast phantasmal killer. At 17th level, 
  the dweller in darkness can be perceived by more than one 
  creature, as if you had cast weird. You must be at least 11th 
  level to choose this revelation.
  Guiding Star (Su): Whenever you can see the open sky at 
  night, you can determine your precise location. When the 
  night sky is visible to you, you may also add your Charisma 
  modifier to your Wisdom modifier on all Wisdom-based 
  checks. In addition, once per night while outdoors, you 
  can cast one spell as if it were modified by the Empower 
  Spell, Extend Spell, Silent Spell, or Still spell feat without 
  increasing the spell’s casting time or level.
  Interstellar Void (Su): You call upon the frigid depths of 
  outer space to bring a terrible chill to your enemies. As 
  a standard action, one target within 30 feet is cloaked in 
  the void and takes 1d6 points of cold damage per level. A 
  successful Fortitude save halves this damage. At 10th level, 
  the interstellar void is so extreme that enemies who fail 
  their saving throw are fatigued. At 15th level, creatures 
  who fail their save are exhausted and stunned for 1 round. 
  You can use this ability once per day plus one additional 
  time per day at 10th level.
  Lure of the Heavens (Su): Your connection to the skies 
  above is so strong that your feet barely touch the ground. 
  At 1st level, you no longer leave tracks. At 5th level, you can 
  hover up to 6 inches above the ground or even above liquid 
  surfaces, as if levitating. At 10th level, you gain the ability 
  to fly, as per the spell, for a number of minutes per day 
  equal to your oracle level. This duration does not need to be 
  consecutive, but it must be spent in 1-minute increments.
  Mantle of Moonlight (Su): Your innate understanding 
  of the moon renders you immune to lycanthropy. 
  Additionally, you may disrupt a lycanthrope’s connection 
  to the moon with a successful touch attack. This action 
  automatically forces the lycanthrope into its humanoid 
  form, which it must remain in for a number of rounds 
  equal to your oracle level. Upon reaching 5th level, you can 
  use this ability to force others into a rage, as per the spell. 
  Using this ability is a melee touch attack. You can use this 
  ability once per day at 5th level plus one additional time 
  per day for every 5 levels above 5th.
  Moonlight Bridge (Su): You summon a bridge of 
  shimmering moonlight. The 10-foot-wide span touches 
  the ground at a point adjacent to your position. From 
  this point it can extend in any direction for 10 feet per 
  oracle level. The path persists until you have crossed 
  over the bridge or for 24 hours, whichever is shorter. You 
  may summon a moonlight bridge a number of times per 
  day equal to your Charisma bonus. Should the bridge be 
  attacked, treat it as a wall of force.
  Spray of Shooting Stars (Ex): As a standard action, you 
  can unleash a ball of energy that explodes in a 5-foot-
  radius burst dealing 1d4 points of fire damage per level. A 
  successful Reflex save halves this damage. This attack has 
  a range of 60 feet. You can fire one explosive ball per day, 
  plus one additional ball per day at 5th level and for every 5 
  levels thereafter. You can fire more than one ball at a time, 
  but creatures caught inside more than one simultaneous 
  explosions only take damage once.
  Star Chart (Ex): Your copious notes contain a working 
  model of the night sky expressed in artistic scribbles and 
  arcane mathematical formulae. Once per day, you may 
  spend 10 minutes contemplating your star chart to gain 
  the benefit of the spell commune. You must be at least 7th 
  level to select this revelation. 
  Final Revelation: Upon achieving 20th level, your 
  rapport with the heavens grants you perfect harmony with 
  the universe. You receive a bonus on all saving throws 
  equal to your Charisma modifier. You automatically 
  stabilize if you are below 0 hit points, are immune to fear 
  effects, and automatically confirm all critical hits. Should 
  you die, you are reborn 3 days later in the form of a star 
  child, who matures over the course of 7 days (treat as the 
  reincarnate spell). 
  Life
  Deities: Gozreh, Pharasma, Sarenrae.
  Class Skills: An oracle with the life mystery adds Handle 
  Animal, Knowledge (nature), and Survival to her list of 
  class skills.
  Bonus Spells: detect undead (3rd), lesser restoration (5th), 
  neutralize poison (7th), restoration (9th), breath of life (11th), 
  heal (13th), greater restoration (15th), mass cure critical wounds 
  (17th), mass heal (19th).
  Revelations: An oracle with the life mystery can choose 
  from any of the following revelations.
  Channel (Su): You can channel positive energy like a cleric, 
  using your oracle level as your effective cleric level when 
  
  4949
  Classes
  Classes 2
  determining the amount of damage healed (or caused to 
  undead) and the DC. You can use this ability a number of 
  times per day equal to 1 + your Charisma modifier.
  Combat Healer (Su): As the battle mystery revelation.
  Delay Affliction (Su): Once per day as an immediate 
  action, whenever you fail a saving throw against a disease 
  or poison, you may ignore its effects for 1 hour per level. At 
  7th and 15th level, you can use this ability one additional 
  time per day.
  Energy Body (Su): As a standard action, you can transform 
  your body into pure life energy, resembling a golden-white 
  fire elemental. In this form, you gain the elemental subtype 
  and give off a warm, welcoming light that increases the 
  light level within 10 feet by one step, up to normal light. Any 
  undead creature striking you with its body or a handheld 
  weapon deals normal damage, but at the same time the 
  attacker takes 1d6 points of positive energy damage + 1 
  point per oracle level. Creatures wielding melee weapons 
  with reach are not subject to this damage if they attack you. 
  If you grapple or attack an undead creature using unarmed 
  strikes or natural weapons, you may deal this damage in 
  place of the normal damage for the attack. Once per round, 
  if you pass through a living allied creature’s square or the 
  ally passes through your square, it heals 1d6 hit points + 1 
  per oracle level. You may use this ability to heal yourself as 
  a move action. You choose whether or not to heal a creature 
  when it passes through your space. You may return to your 
  normal form as a free action. You may remain in energy 
  body form for a number of rounds per day equal to your 
  oracle level.
  Enhanced Cures (Su): Whenever you cast a cure spell, the 
  maximum number of hit points healed is based on your 
  oracle level, not the limit based on the spell. For example, 
  an 11th-level oracle of life with this revelation may cast 
  cure light wounds to heal 1d8+11 hit points instead of the 
  normal 1d8+5 maximum.
  Healing Hands (Ex): You gain a +4 bonus on Heal checks. 
  You may provide first aid to two people or treat two 
  people for poison as a standard action (make a separate 
  Heal check for each creature). When using the Heal skill 
  to treat wounds from caltrops (and so on), treat deadly 
  wounds, treat poison, treat disease, or treat long-term 
  care, you may treat double the normal number of people 
  you may treat at the same time. You may provide long-
  term care for yourself.
  Life Link (Su): As a standard action, you may create a bond 
  between yourself and another creature. Each round at the 
  start of your turn, if the bonded creature is wounded for 5 
  or more hit points below its maximum hit points, it heals 5 
  hit points and you take 5 hit points of damage. You may have 
  one bond active per oracle level. This bond continues until 
  the bonded creature dies, you die, the distance between 
  you and the other creature exceeds medium range, or you 
  end it as an immediate action (if you have multiple bonds 
  active, you may end as many as you want as part of the same 
  immediate action).
  Lifesense (Su): You notice and locate living creatures within 
  30 feet, just as if you possessed the blindsight ability. You 
  must be at least 11th level to select this revelation.
  Safe Curing (Su): Whenever you cast a spell that cures the 
  target of hit point damage, you do not provoke attacks of 
  opportunity for spellcasting.
  Spirit Boost (Su): Whenever your healing spells heal a 
  target up to its maximum hit points, any excess points 
  persist for 1 round per level as temporary hit points (up to 
  a maximum number of temporary hit points equal to your 
  oracle level).
  Final Revelation: Upon reaching 20th level, you become 
  a perfect channel for life energy. You become immune to 
  bleed, death attacks, exhaustion, fatigue, nausea effects, 
  negative levels, and sickened effects. Ability damage and 
  drain cannot reduce you below 1 in any ability score. You 
  automatically make saving throws against massive damage. 
  When you are below 0 hit points, you do not die until your 
  negative total is in excess of twice your Constitution score.
  Lore
  Deities: Abadar, Irori, Nethys.
  Class Skills: An oracle with the lore mystery adds 
  Appraise, Spellcraft, and all Knowledge skills to her list 
  of class skills.
  Bonus Spells: identify (2nd), tongues (4th), locate object 
  (6th), legend lore (8th), contact other plane (10th), mass owl’s 
  wisdom (12th), vision (14th), moment of prescience (16th), time 
  stop (18th). 
  Revelations: An oracle with the lore mystery can choose 
  from any of the following revelations.
  Arcane Archivist (Su): Your experience with lore-filled 
  tomes has granted you the ability to cast arcane spells as 
  if they were on your spell list. Once per day, you can cast 
  a spell from the sorcerer/wizard spell list as if it were on 
  your list of spells known. The spell consumes a spell slot 
  one level higher than the level of the spell. You must have 
  a spellbook containing the spell to cast it in this way, and 
  the spell is erased when you complete the casting. You 
  must be at least 11th level to select this revelation.
  Automatic Writing (Su): Once per day, you can spend a full 
  hour in uninterrupted meditation. During this period, 
  your hands produce mysterious writing that pertains to the 
  future. At 1st level, the prophetic writing manifests as an 
  augury spell with 90% effectiveness. At 5th level, the writing 
  takes the form of a divination with 90% effectiveness. At 8th 
  level, the writing manifests as a casting of commune with 
  no material component required.
  Brain Drain (Su): You can take a standard action to 
  violently probe the mind of a single intelligent enemy 
  
  5050
  within 100 feet. The target receives a Will save to negate the 
  effect and immediately knows the source of this harmful 
  mental prying. Those who fail this save are wracked with 
  pain, taking 1d4 points of damage per oracle level. After 
  successfully attacking with this ability, you may use a full-
  round action to sort through the jumble of stolen thoughts 
  and memories to make a single Knowledge check using 
  the victim’s skill bonus. The randomly stolen thoughts 
  remain in your mind for a number of rounds equal to your 
  Charisma modifier. Treat the knowledge gained as if you 
  used detect thoughts. This is a mind-affecting effect. You can 
  use this ability once per day at 1st level, plus one additional 
  time per day at 5th level and for every 5 levels beyond 5th.
  Focused Trance (Ex): You can enter a deep meditation, 
  blocking out visual and auditory stimuli and allowing you 
  to concentrate on a single problem, philosophical issue, or 
  memory. This trance lasts 1d6 rounds, during which time 
  you can only take move actions. During this period, you gain 
  a bonus equal to your level on all saves against sonic effects 
  and gaze attacks. When you come out of your trance, you 
  may make a single Intelligence-based skill check with a +20 
  circumstance bonus. You may enter your focused trance a 
  number of times per day equal to your Charisma modifier.
  Lore Keeper (Ex): Instead of encyclopedic knowledge, you 
  learn most of your information through tales, songs, and 
  poems. You may use your Charisma modifier instead of 
  your Intelligence modifier on all Knowledge checks.
  Mental Acuity (Ex): Your explorations into the secret 
  mysteries of the world have granted you a preternatural 
  understanding of all things—and you just keep getting 
  smarter. You gain a +1 inherent bonus to Intelligence upon 
  taking this revelation and another at every third oracle 
  level gained thereafter. You must be at least 7th level to 
  select this revelation.
  Sidestep Secret (Su): Your innate understanding of the 
  universe has granted you preternatural reflexes and 
  the uncanny ability to step out of danger at the very last 
  second. Add your Charisma modifier (instead of your 
  Dexterity modifier) to your Armor Class and all Reflex 
  saving throws. Your armor’s maximum Dexterity bonus 
  applies to your Charisma instead of your Dexterity.
  Spontaneous Symbology (Sp): Your knowledge of the secret 
  history of the world has unveiled the mysterious symbols 
  that govern reality. You can cast any “symbol” spell using a 
  spell slot of the appropriate level, even if the spell is not on 
  your list of spell’s known. A symbol spell is any spell with 
  the word “symbol” in its name. You must be at least 11th 
  level to select this revelation.
  Think On It (Ex): Once per day, the oracle of lore can re-
  attempt any previously failed Knowledge check. On this 
  attempt, add a +10 competence bonus on the check.
  Whirlwind Lesson (Ex): You can quickly browse through a 
  magical tome or manual, gaining its benefits with only a 
  single 8-hour study session (rather than the usual 48 hours 
  over a period of 6 days). At 7th level, you may allow another 
  character to join in your study; both of you gain the full 
  benefit of having read the book. At 15th level, you may share 
  your whirlwind lesson with a number of characters equal 
  to your oracle level. The benefits to you are permanent, 
  whereas your students gain the tome or manual’s benefits 
  for a number of days equal to your Charisma modifier but 
  then forget what they have learned.
  Final Revelation: You gain the ability to take 20 on 
  all Knowledge skill checks. Your understanding of the 
  fundamental underpinnings of reality has also become 
  so advanced that once per day, you can cast wish. This 
  ability does not require a material component, but the 
  wish cannot be used to grant ability score bonuses, 
  nor can it be used to replicate spells with expensive 
  material components. 
  Nature
  Deities: Erastil, Gozreh.
  Class Skills: An oracle with the nature mystery adds 
  Climb, Fly, Knowledge (nature), Ride, Survival, and Swim 
  to her list of class skills.
  Bonus Spells: charm animal (2nd), barkskin (4th), speak 
  with plants (6th), grove of respite* (8th), awaken (10th), stone 
  tell (12th), creeping doom (14th), animal shapes (16th), world 
  wave* (18th).
  Revelations: An oracle with the nature mystery can 
  choose from any of the following revelations.
  Bonded Mount (Su): You gain the service of an unusually 
  intelligent, strong, and loyal mount. The creature must be 
  one that you are capable of riding and is suitable as a mount. 
  A Medium oracle can select a camel or a horse. A Small 
  oracle can select a pony or wolf, but can also select a boar or 
  a dog if she is at least 4th level. This mount functions as a 
  druid’s animal companion, using your oracle level as your 
  effective druid level. Bonded mounts have an Intelligence 
  score of at least 6.
  Erosion Touch (Su): As a melee touch attack, you can deal 
  1d6 points of damage per level to objects or constructs. If 
  used against an object in another creature’s possession, 
  treat this attack as a sunder combat maneuver. You can use 
  this ability once per day, plus one time per day for every 
  three levels you possess.
  Friend to the Animals (Ex): Add all summon nature’s ally 
  spells to your spell list. You must still select these spells 
  using your allotment of spells known. Animals within 30 
  feet of you receive a bonus on all saving throws equal to 
  your Charisma modifier.
  Life Leach (Su): You can draw life force from the bodies 
  of enemies and channel it into yourself. As a standard 
  action, you can drain the life essence from one living 
  target within 30 feet. The target takes 1d6 points of 
  
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  damage per two levels you possess (maximum 10d6). You 
  gain temporary hit points equal to the damage you deal. 
  You can’t gain more than the target’s current hit points + 
  the target’s Constitution score (which is enough to kill the 
  subject). The temporary hit points last a number of hours 
  equal to your Charisma modifier. The target receives a 
  Fortitude save to halve the damage (and the temporary 
  hit points you gain). You may use this ability once per day 
  at 7th level, plus one additional time per day for every 4 
  levels you possess beyond 7th. You must be at least 7th 
  level before selecting this revelation.
  Natural Divination (Ex): You can read the entrails of a 
  freshly killed animal or humanoid to gain an insight 
  bonus equal to your Charisma modifier on one saving 
  throw. Alternatively, by observing and interpreting the 
  flights of birds, you may apply a +10 competence bonus 
  on any one skill check. Finally, by charting marks in 
  dirt or stone, or observing the behavior of sand when 
  thrown into the wind, you gain a +4 insight bonus on 
  one initiative check. These bonuses must be used during 
  the next 24 hours and you must declare you are using 
  the bonus before the check or save is made. Making a 
  natural divination takes 10 minutes. You may use natural 
  divination (in any combination) once per day plus one 
  additional time per day for every four oracle levels you 
  have attained.
  Nature’s Whispers (Ex): You have become so attuned to the 
  whispers of the natural world, from the croaking of frogs 
  to the groaning of great boulders, that your surroundings 
  constantly keep you preternaturally aware of danger. You 
  may add your Charisma modifier, instead of your Dexterity 
  modifier, to your Armor Class. Any condition that would 
  cause you to lose your Dexterity modifier to your Armor 
  Class instead causes you to lose your Charisma modifier 
  to your Armor Class.
  Speak with Animals (Ex): Choose a specific kind of animal 
  (eagle, fox, dog, and so on). You gain the ability to converse 
  with that type of animal as if you were under the effects 
  of speak with animal. You gain the ability to communicate 
  with an additional kind of animal for every 3 oracle levels 
  you have attained.
  Spirit of Nature (Su): When in a natural setting, whenever 
  you are reduced to negative hit points, you automatically 
  stabilize. At 5th level, you gain fast healing 1 for 1d4 rounds 
  whenever you are reduced to negative hit points. At 10th 
  level, the ability works everywhere, even in civilized or 
  wholly artificial realms. At 15th level, you gain fast healing 
  3 for 1d4 rounds when reduced to negative hit points.
  Transcendental Bond  (Su): You become so attuned to the 
  common spirit shared by all living things that you can use 
  it to communicate with allies. You may communicate with 
  your allies for a number of rounds per day equal to your 
  oracle level as if using telepathic bond. You may designate a 
  number of creatures as your ally equal to your Charisma 
  modifier. Designating a creature is a standard action that 
  requires a touch. At 10th level, you may use this bond to 
  cast a touch spell on a designated ally once per day. 
  Undo Artifice (Sp): At 11th-level, you gain the ability to 
  reduce a nonliving item to its component parts, essentially 
  erasing the hand of artifice and rendering the item into 
  a pile of raw natural materials. This effect acts as the 
  spell polymorph any object, working on both magical and 
  nonmagical nonliving objects. The duration is always 
  permanent. Unlike polymorph any object, it cannot be used 
  to mimic the effects of other spells. Items subject to this 
  effect receive a Fortitude saving throw to negate the effect. 
  Magic items receive a circumstance bonus on this save 
  equal to +1 for every 5,000 gp in the item’s value. You may 
  use undo artifice a number of times per day equal to your 
  Charisma modifier.
  Final Revelation: At 20th level, you have discovered 
  the intrinsic secrets of life itself, granting you incredible 
  control over your own body. Once per day, you can 
  surround yourself with an organic cocoon as a full-round 
  action. While enclosed in the cocoon, you are considered 
  helpless. Eight hours later, you emerge having changed 
  your type to plant, animal, or humanoid, gaining 
  superficial physical characteristics as appropriate (see 
  the Pathfinder RPG Bestiary). This change does not alter 
  your Hit Dice, hit points, saving throws, skill points, class 
  skills, or proficiencies. Each time the transformation is 
  made, you are cleansed of all poisons or diseases, are 
  restored to full hit points, and heal all ability damage. 
  You must select a new type every time the transformation 
  is made. 
  Stone
  Deities: Abadar, Gorum, Torag.
  Class Skills: An oracle with the stone mystery adds 
  Appraise, Climb, Intimidate, and Survival to her list of 
  class skills.
  Bonus Spells: magic stone (2nd), stone call* (4th), meld 
  into stone (6th), wall of stone (8th), stoneskin (10th), stone 
  tell (12th), statue (14th), repel metal or stone (16th), clashing 
  rocks* (18th).
  Revelations: An oracle with the stone mystery can choose 
  from any of the following revelations.
  Acid Skin (Ex): You gain resist acid 5. This resistance 
  increases to 10 at 5th level and 20 at 11th level. At 17th level, 
  you gain immunity to acid.
  Clobbering Strike (Ex): Whenever you score a critical hit 
  against an opponent with a spell that requires an attack 
  roll, you may immediately attempt to trip your opponent as 
  a swift action. You do not provoke an attack of opportunity 
  as normal for this trip attempt. You cannot be tripped in 
  return when using this ability.
  
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  Crystal Sight (Ex): You can see through stone, earth, or 
  sand as easily as if it were transparent crystal. Your gaze 
  can penetrate a number of feet equal to your oracle level, 
  or 1/12th this thickness of metal. You can use this ability 
  a number of rounds per day equal to your oracle level, but 
  these rounds do not need to be consecutive.
  Earth Glide (Su): You can pass through stone, dirt, or almost 
  any other sort of earth except worked stone and metal as 
  easily as a fish swims through water. If protected against fire 
  damage, you can even glide through lava. You glide at your 
  base land speed. While gliding, you breathe stone as if it were 
  air (you do not need to hold your breath). Your burrowing 
  leaves behind no tunnel or hole, nor does it create any ripple 
  or sign of your presence. A move earth spell cast on an area 
  where you are flings you back 30 feet, stunning you for 1 round 
  unless you succeed on a DC 15 Fortitude save. Activating this 
  ability is a free action. You can glide for 1 minute per day per 
  oracle level. This duration does not need to be consecutive, 
  but it must be spent in 1-minute increments. You must be at 
  least 7th level to select this revelation. You can bring other 
  creatures with you when you glide, but each passenger costs 
  an additional minute per minute of travel.
  Mighty Pebble (Su): As a standard action, you can charge 
  and throw a pebble (or other stone of similar size) that 
  detonates when it strikes a target as a ranged attack. 
  The pebble has a range increment of 20 feet and has a 
  +1 enhancement bonus to attack and damage for every 
  four oracle levels you possess. Any creature struck by 
  the pebble takes 1d6 points of bludgeoning damage per 
  two oracle levels you possess (minimum 1d6). Creatures 
  in squares adjacent to the target take half damage, or no 
  damage if they make a Reflex saving throw. If the attack 
  roll misses, treat the pebble as a thrown splash weapon to 
  determine where it lands. You can use this ability once 
  per day, plus one additional time per day at 5th level and 
  every five levels thereafter.
  Rock Throwing (Ex): You are an accomplished rock thrower 
  and have a +1 racial bonus on attack rolls with thrown 
  rocks. You can hurl rocks up to two categories smaller than 
  your own size. The range increment for a rock is 20 feet, 
  and you can hurl it up to 5 range increments. Damage for a 
  hurled rock is 2d4 for a Medium creature or 2d3 for a Small 
  creature, plus 1-1/2 your Strength bonus.
  Shard Explosion (Su): As a swift action, you can cause jagged 
  pieces of stone to explode outward from your body. These 
  shards deal 1d6 points of piercing damage per two oracle 
  levels (minimum 1d6) to all creatures within a 10-foot burst. 
  A Reflex save halves this damage. In addition, the broken 
  shards make the area difficult terrain until your next turn. 
  You can use this ability once per day, plus one additional 
  time per day at 5th level and every five levels thereafter.
  Steelbreaker Skin (Su): As a standard action, you can harden 
  your flesh so that weapons that strike you are damaged 
  or destroyed. Anytime a melee or ranged weapon strikes 
  you, the weapon takes an amount of damage equal to your 
  oracle level. This ability does not prevent the weapon from 
  harming you unless the damage destroys the weapon 
  attacking you. You can use this ability once per day, but the 
  duration is 1 minute/level. You must be at least 7th level to 
  select this revelation. At 15th level, the damage from this 
  ability ignores up to 10 points of hardness. 
  Stone Stability (Ex): You receive a +4 bonus to your Combat 
  Maneuver Defense when resisting a bull rush or trip 
  attempt while standing on the ground. At 5th level, you 
  gain Improved Trip as a bonus feat. At 10th level, you gain 
  Greater Trip as a bonus feat. You do not need to meet the 
  prerequisites to gain these feats.
  Touch of Acid (Su): As a standard action, you can perform 
  a melee touch attack that deals 1d6 points of acid damage 
  +1 point for every two oracle levels you possess. You can 
  use this ability a number of times per day equal to 3 + your 
  Charisma modifier. At 11th level, any weapon that you 
  wield deals +1d6 points of acid damage, similar to how a 
  flaming weapon operates.
  Final Revelation: Upon reaching 20th level, you become 
  a master of acid and earth. You can apply any one of the 
  following feats to any acid or earth spell without increasing 
  the level or casting time: Enlarge Spell, Extend Spell, Silent 
  Spell, or Still Spell.
  Waves
  Deities: Gozreh, Pharasma.
  Class Skills: An oracle with the waves mystery adds 
  Acrobatics, Escape Artist, Knowledge (nature), and Swim 
  to her list of class skills.
  Bonus Spells: touch of the sea* (2nd), slipstream* (4th), water 
  breathing (6th), wall of ice (8th), geyser* (10th), fluid form* 
  (12th), vortex* (14th), seamantle* (16th), tsunami* (18th).
  Revelations: An oracle with the waves mystery can 
  choose from any of the following revelations.
  Blizzard (Su): As a standard action, you can create a 
  blizzard of snow and ice. You can create one 10-foot-cube 
  of storm per oracle level. These cubes can be arranged in 
  any pattern you desire, but each cube must be adjacent to 
  another and one must be adjacent to you. Any creature 
  caught in the blizzard takes 1d4 points of cold damage 
  per oracle level, with a Reflex save resulting in half 
  damage. The storm lasts for a number of rounds equal 
  to your Charisma modifier; the ground remains icy (+5 
  to Acrobatics DCs) as long as local conditions permit. 
  The blizzard obscures sight beyond 5 feet, providing total 
  concealment. A creature within 5 feet has concealment. 
  You can use this ability once per day. You must be 11th level 
  to select this revelation.
  Fluid Nature (Ex): You receive a +4 bonus to your 
  Combat Maneuver Defense against bull rush, drag, 
  
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  grapple, reposition, and trip attempts. A creature trying 
  to confirm a critical hit against you has a –4 penalty on 
  its confirmation roll. At 5th level, you gain Dodge as a 
  bonus feat. You do not need to meet the prerequisite to 
  gain this feat.
  Fluid Travel (Su): You can walk on liquid as if it were a 
  solid surface. Walking on the liquid does not harm you; 
  you can walk on acid or even lava (as if walking on a solid 
  temporary crust), though you would still take fire damage 
  from being near the lava. You can move across this surface 
  at your normal land speed. At 7th level, while this ability is 
  in effect, you can instead go underwater, gaining a swim 
  speed of 60 feet and the ability to breathe water. You can 
  use this ability for 1 hour per day per oracle level. This 
  duration does not need to be consecutive, but it must be 
  spent in 1-hour increments.
  Freezing Spells (Su): Whenever a creature fails a saving 
  throw and takes cold damage from one of your spells, 
  it is slowed (as the slow spell) for 1 round. Spells that do 
  not allow a save do not slow creatures. At 11th level, the 
  duration increases to 1d4 rounds.
  Ice Armor (Su): You can conjure armor of ice that grants 
  you a +4 armor bonus. At 7th level, and every four levels 
  thereafter, this bonus increases by +2. At 13th level, this 
  armor grants you DR 5/piercing. In cold conditions, the 
  armor bonus (and DR bonus) increases by 2; in very hot 
  conditions it decreases by 2. You can use this armor for 1 
  hour per day per oracle level. This duration does not need to 
  be consecutive, but it must be spent in 1-hour increments.
  Icy Skin (Ex): You gain resist cold 5. This resistance 
  increases to 10 at 5th level and 20 at 11th level. At 17th level, 
  you gain immunity to cold.
  Punitive Transformation (Su): You can transform an opponent 
  into a harmless animal as if using baleful polymorph. This 
  transformation lasts 1 round per oracle level. Transforming 
  another creature causes the first to immediately revert to 
  normal. You may use this ability a number of times per day 
  equal to your Charisma modifier.  You must be at least 7th 
  level before selecting this revelation.
  Water Form (Su): As a standard action, you can assume 
  the form of a Small water elemental, as elemental body I. 
  At 9th level, you can assume the form of a Medium water 
  elemental, as elemental body II. At 11th level, you can assume 
  the form of a Large water elemental, as elemental body III. 
  At 13th level, you can assume the form of a Huge water 
  elemental, as elemental body IV. You can use this ability 
  once per day, but the duration is 1 hour/level. You must be 
  at least 7th level to select this revelation.
  Water Sight (Su): You can see through fog and mist without 
  penalty as long as there is enough light to allow you to see 
  normal. At 7th level, you can use any calm pool of water at 
  least 1 foot in diameter as a scrying device, as if using the 
  scry spell. At 15th level, this functions like greater scrying. 
  You can use the scrying abilities for a number of rounds 
  per day equal to your oracle level, but these rounds do not 
  need to be consecutive.
  Wintry Touch (Su): As a standard action, you can perform 
  a melee touch attack that deals 1d6 points of cold damage + 
  1 point for every two oracle levels you possess. You can use 
  the wintry touch ability a number of times per day equal to 
  3 + your Charisma modifier. At 11th level, any weapon that 
  you wield is treated as a frost weapon.
  Final Revelation: Upon reaching 20th level, you 
  become a master of cold and water. You can apply any one 
  of the following feats to any cold or water spell without 
  increasing the level or casting time: Enlarge Spell, Extend 
  Spell, Silent Spell, or Still Spell.
  Wind
  Deities: Gozreh, Shelyn.
  Class Skills: An oracle with the wind mystery adds 
  Acrobatics, Escape Artist, Fly, and Stealth to her list of 
  class skills.
  Bonus Spells: alter winds* (2nd), gust of wind (4th), cloak 
  of winds* (6th), river of wind* (8th), control winds (10th), 
  sirocco* (12th), control weather (14th), whirlwind (16th), winds 
  of vengeance* (18th).
  Revelations: An oracle with the wind mystery can choose 
  from any of the following revelations.
  Air Barrier (Ex): You can create an invisible shell of air 
  that grants you a +4 armor bonus. At 7th level, and every 
  four levels thereafter, this bonus increases by +2. At 13th 
  level, this barrier causes incoming arrows, rays, and other 
  ranged attacks requiring an attack roll against you to have 
  a 50% miss chance. You can use this barrier for 10 minutes 
  per day per oracle level. This duration does not need to be 
  consecutive, but it must be spent in 10-minute increments.
  Gaseous Form (Su): As a standard action, you can assume 
  gaseous form (as the spell). You can remain gaseous for 1 
  minute per day per oracle level. This duration does not 
  need to be consecutive, but it must be spent in 1-minute 
  increments. You must be at least 7th level to select this 
  revelation. You can bring other creatures with you in 
  gaseous form, but each passenger costs an additional 
  minute per minute of travel.
  Invisibility (Su): As a standard action, you can become 
  invisible (as per the invisibility spell). You can remain 
  invisible for 1 minute per day per oracle level. This duration 
  does not need to be consecutive, but it must be spent in 
  1-minute increments. Starting at 9th level, each time you 
  activate this ability you can treat it as greater invisibility, 
  though each round spent this way counts as 1 minute of 
  your normal invisibility duration. You must be at least 3rd 
  level to select this revelation.
  Lightning Breath (Su): As a standard action, you can 
  breathe a 30-foot line of electricity. This line deals 1d4 
  
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  Summoner
  While many who dabble in the arcane become adept at 
  beckoning monsters from the farthest reaches of the 
  planes, none are more skilled at it than the summoner. 
  This practitioner of the arcane arts forms a close bond 
  with one particular outsider, known as an eidolon, who 
  gains power as the summoner becomes more proficient 
  at his summoning. Over time, the two become linked, 
  eventually even sharing a shard of the same soul. But 
  this power comes with a price: the summoner’s spells and 
  abilities are limited due to his time spent enhancing the 
  power and exploring the nature of his eidolon.
  Role: Summoners spend much of their time exploring 
  the arcane arts alongside their eidolons. While their power 
  comes from within, they rely heavily on their eidolon 
  companions in dangerous situations. While a summoner 
  and his eidolon function as individuals, their true power 
  lies in what they can accomplish together.
  Alignment: Any.
  Hit Die: d8.
  Class skills
  The summoner’s class skills are Craft (Int), Fly (Dex), 
  Handle Animal (Cha), Knowledge (all) (Int), Linguistics 
  (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Use 
  Magic Device (Cha). 
  Skill Ranks per Level: 2 + Int modifier.
  Class Features
  The following are the class features of the summoner.
  Weapon and Armor Proficiency: Summoners are 
  proficient with all simple weapons. Summoners are also 
  proficient with light armor. A summoner can cast summoner 
  spells while wearing light armor without incurring the 
  normal arcane spell failure chance. Like any other arcane 
  spellcaster, a summoner wearing medium or heavy armor, 
  or using a shield, incurs a chance of arcane spell failure if 
  the spell in question has a somatic component. A multiclass 
  summoner still incurs the normal arcane spell failure 
  chance for arcane spells received from other classes.
  Spells: A summoner casts arcane spells drawn from the 
  summoner spell list (see page 64). He can cast any spell he 
  knows without preparing it ahead of time, assuming he 
  has not yet used up his allotment of spells per day for the 
  spell’s level. 
  To learn or cast a spell, a summoner must have a Charisma 
  score equal to at least 10 + the spell level. The Difficulty 
  Class for a saving throw against a summoner’s spell is 10 + 
  the spell level + the summoner’s Charisma modifier.
  A summoner can cast only a certain number of spells of 
  each spell level each day. His base daily spell allotment is 
  points of electricity damage per oracle level. A Reflex save 
  halves this damage. You can use this ability once per day, 
  plus one additional time per day at 5th level and every five 
  levels thereafter.
  Spark Skin (Ex): You gain resist electricity 5. This 
  resistance increases to 10 at 5th level and 20 at 11th level. At 
  17th level, you gain immunity to electricity.
  Thunderburst (Ex): As a standard action, you can create a 
  blast of air accompanied by a loud peal of thunder. The blast 
  has a range of 100 feet and has a 20-foot radius, increasing 
  by 5 feet for every 4 oracle levels after 7th. Creatures in the 
  area take 1d6 points of bludgeoning damage per oracle level 
  and are deafened for 1 hour, with a Fortitude save resulting 
  in half damage and no deafness. You must be at least 7th 
  level to select this revelation. You can use this ability once 
  per day, plus one additional time per day at 11th level and 
  every four levels thereafter. 
  Touch of Electricity (Su): As a standard action, you can 
  perform a melee touch attack that deals 1d6 points of 
  electricity damage +1 point for every two oracle levels 
  you possess. You can use this ability a number of 
  times per day equal to 3 + your Charisma modifier. At  
  11th level, any weapon that you wield is treated as a  
  shock weapon.
  Vortex Spells (Ex): Whenever you score a critical hit 
  against an opponent with an attack spell, the target is 
  staggered for 1 round. At 11th level, the duration increases 
  to 1d4 rounds.
  Wind Sight (Ex): You ignore penalties on Perception 
  checks based on wind and the first 100 feet of distance. 
  At 7th level, as a standard action, you can see and hear 
  into any area (as if using clairaudience and clairvoyance) 
  within range as long as there is an unobstructed path for 
  air to travel between you and the target area (this does 
  not require line of effect, meaning the path can turn 
  corners and go through spaces no smaller than 1 inch in 
  diameter). You can use this ability a number of rounds 
  per day equal to your oracle level, but these rounds do not 
  need to be consecutive.
  Wings of Air (Su): As a swift action, you can manifest 
  a pair of translucent, cloud-like wings that grant you 
  a f ly speed of 60 feet with good maneuverability. At 
  10th level, your speed increases to 90 feet and your 
  maneuverability increases to perfect. You can use these 
  wings for 1 minute per day per oracle level. This duration 
  does not need to be consecutive, but it must be spent in 
  1-minute increments. You must be at least 7th level to 
  select this revelation.
  Final Revelation: Upon reaching 20th level, you become 
  a master of air and electricity. You can apply any one of 
  the following feats to any air or electricity spell without 
  increasing the level or casting time: Enlarge Spell, Extend 
  Spell, Silent Spell, or Still Spell.
  
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  given on Table 2–7. In addition, he receives bonus spells 
  per day if he has a high Charisma score (see Table 1–3 of the 
  Pathfinder RPG Core Rulebook).
  A summoner’s selection of spells is extremely limited. 
  A summoner begins play knowing four 0-level spells and 
  two 1st-level spells of the summoner’s choice. At each 
  new summoner level, he gains one or more new spells 
  as indicated on Table 2–8. (Unlike spells per day, the 
  number of spells a summoner knows is not affected by his 
  Charisma score. The numbers on Table 2–8 are fixed.) 
  Upon reaching 5th level, and at every third summoner 
  level thereafter (8th, 11th, and so on), a summoner can 
  choose to learn a new spell in place of one he already 
  knows. In effect, the summoner “loses” the old spell in 
  exchange for the new one. The new spell’s level must be the 
  same as that of the spell being exchanged, and it must be 
  at least one level lower than the highest-level summoner 
  spell he can cast. A summoner may swap out only a single 
  spell at any given level and must choose 
  whether or not to swap the spell at the 
  same time that he gains new spells 
  known for the level.
  Cantrips: A summoner learns a number of 
  cantrips, or 0-level spells, as noted on 
  Table 2–8 under “Spells Known.” These 
  spells are cast like any other spell, but 
  they may be cast any number of times 
  per day. Cantrips prepared using 
  other spell slots, due to metamagic 
  feats, for example, consume spell slots 
  as normally.
  Eidolon: A summoner begins 
  play with the ability to summon to 
  his side a powerful outsider called 
  an eidolon. The eidolon forms a link 
  with the summoner, who, forever after, 
  summons an aspect of the same creature. 
  An eidolon has the same alignment 
  as the summoner that calls it and can 
  speak all of his languages. Eidolons 
  are treated as summoned creatures, except that they 
  are not sent back to their home plane until reduced to 
  a number of negative hit points equal to or greater than 
  their Constitution score. In addition, due to its tie to its 
  summoner, an eidolon can touch and attack creatures 
  warded by protection from evil and similar effects that 
  prevent contact with summoned creatures. 
  A summoner can summon his eidolon in a ritual that 
  takes 1 minute to perform. When summoned in this way, 
  the eidolon hit points are unchanged from the last time it 
  was summoned. The only exception to this is if the eidolon 
  was slain, in which case it returns with half its normal hit 
  points. The eidolon does not heal naturally. The eidolon 
  remains until dismissed by the summoner (a standard 
  action). If the eidolon is sent back to its home plane due to 
  death, it cannot be summoned again until the following 
  day. The eidolon cannot be sent back to its home plane 
  by means of dispel magic, but spells such as dismissal and 
  banishment work normally. If the summoner is unconscious, 
  asleep, or killed, his eidolon is immediately banished.
  The eidolon takes a form shaped by the summoner’s 
  desires. The eidolon’s Hit Dice, saving throws, skills, feats, 
  and abilities are tied to the summoner’s class level and 
  increase as the summoner gains levels. In addition, each 
  eidolon receives a pool of evolution points, based on the 
  
  5656
  summoner’s class level, that can be used to give the eidolon 
  different abilities and powers. Whenever the summoner 
  gains a level, he must decide how these points are spent, and 
  they are set until he gains another level of summoner.
  The eidolon’s physical appearance is up to the summoner, 
  but it always appears as some sort of fantastical creature. 
  This control is not fine enough to make the eidolon 
  appear like a specific creature. The eidolon also bears a 
  glowing rune that is identical to a rune that appears on the 
  summoner’s forehead as long as the eidolon is summoned. 
  While this rune can be hidden through mundane means, 
  it cannot be concealed through magic that changes 
  appearance, such as alter self or polymorph (although 
  invisibility does conceal it as long as the spell lasts). 
  Life Link (Su): Starting at 1st level, a summoner forms 
  a close bond with his eidolon. Whenever the eidolon takes 
  enough damage to send it back to its home plane, the 
  summoner can, as a free action, sacrifice any number of 
  hit points. Each hit point sacrificed in this way prevents 1 
  point of damage done to the eidolon. This can prevent the 
  eidolon from being sent back to its home plane.
  In addition, the eidolon and the summoner must remain 
  within 100 feet of one another for the eidolon to remain at 
  full strength. If the eidolon is beyond 100 feet but closer 
  than 1,000 feet, its current and maximum hit point totals 
  are reduced by 50%. If the eidolon is more than 1,000 feet 
  away but closer than 10,000 feet, its current and maximum 
  hit point totals are reduced by 75%. If the eidolon is more 
  than 10,000 feet away, it is immediately returned to its 
  home plane. Current hit points lost in this way are not 
  restored when the eidolon gets closer to its summoner, but 
  its maximum hit point total does return to normal.
  Summon Monster I (Sp): Starting at 1st level, a summoner 
  can cast summon monster I as a spell-like ability a number of 
  times per day equal to 3 + his Charisma modifier. Drawing 
  upon this ability uses up the same power as the summoner 
  uses to call his eidolon. As a result, he can only use this 
  ability when his eidolon is not summoned. He can cast 
  this spell as a standard action and the creatures remain 
  for 1 minute per level (instead of 1 round per level). At 3rd 
  level, and every 2 levels thereafter, the power of this ability 
  increases by one spell level, allowing him to summon more 
  powerful creatures (to a maximum of summon monster IX at 
  17th level). At 19th level, this ability can be used as gate or 
  summon monster IX. If used as gate, the summoner must pay 
  any required material components. A summoner cannot 
  have more than one summon monster or gate spell active 
  in this way at one time. If this ability is used again, any 
  existing summon monster or gate immediately ends. These 
  summon spells are considered to be part of his spell list for 
  the purposes of spell trigger and spell completion items. 
  In addition, he can expend uses of this ability to fufill the 
  Table 
  2–7: 
  Summoner
   
  Base
   
  Attack 
  Fort 
  Ref 
  Will 
   
   
          Spells per Day
  Level 
  Bonus 
  Save 
  Save 
  Save 
  Special 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th
  1st 
  +0 
  +0 
  +0 
  +2 
  Cantrips, eidolon, life link,  
  1 
  — 
  — 
  — 
  — 
  —
   
   
   
   
   
  summon monster I
  2nd 
  +1 
  +0 
  +0 
  +3 
  Bond senses 
  2 
  — 
  — 
  — 
  — 
  —
  3rd 
  +2 
  +1 
  +1 
  +3 
  Summon monster II 
  3 
  — 
  — 
  — 
  — 
  —
  4th 
  +3 
  +1 
  +1 
  +4 
  Shield ally 
  3 
  1 
  — 
  — 
  — 
  —
  5th 
  +3 
  +1 
  +1 
  +4 
  Summon monster III 
  4 
  2 
  — 
  — 
  — 
  —
  6th 
  +4 
  +2 
  +2 
  +5 
  Maker’s call 
  4 
  3 
  — 
  — 
  — 
  —
  7th 
  +5 
  +2 
  +2 
  +5 
  Summon monster IV 
  4 
  3 
  1 
  — 
  — 
  —
  8th 
  +6/+1 
  +2 
  +2 
  +6 
  Transposition 
  4 
  4 
  2 
  — 
  — 
  —
  9th 
  +6/+1 
  +3 
  +3 
  +6 
  Summon monster V 
  5 
  4 
  3 
  — 
  — 
  —
  10th 
  +7/+2 
  +3 
  +3 
  +7 
  Aspect 
  5 
  4 
  3 
  1 
  — 
  —
  11th 
  +8/+3 
  +3 
  +3 
  +7 
  Summon monster VI 
  5 
  4 
  4 
  2 
  — 
  —
  12th 
  +9/+4 
  +4 
  +4 
  +8 
  Greater shield ally 
  5 
  5 
  4 
  3 
  — 
  —
  13th 
  +9/+4 
  +4 
  +4 
  +8 
  Summon monster VII 
  5 
  5 
  4 
  3 
  1 
  —
  14th 
  +10/+5 
  +4 
  +4 
  +9 
  Life bond 
  5 
  5 
  4 
  4 
  2 
  —
  15th 
  +11/+6/+1 
  +5 
  +5 
  +9 
  Summon monster VIII 
  5 
  5 
  5 
  4 
  3 
  —
  16th 
  +12/+7/+2 
  +5 
  +5 
  +10 
  Merge forms 
  5 
  5 
  5 
  4 
  3 
  1
  17th 
  +12/+7/+2 
  +5 
  +5 
  +10 
  Summon monster IX 
  5 
  5 
  5 
  4 
  4 
  2
  18th 
  +13/+8/+3 
  +6 
  +6 
  +11 
  Greater aspect 
  5 
  5 
  5 
  5 
  4 
  3
  19th 
  +14/+9/+4 
  +6 
  +6 
  +11 
  Gate 
  5 
  5 
  5 
  5 
  5 
  4
  20th +15/+10/+5 
  +6 
  +6 
  +12 
  Twin eidolon 
  5 
  5 
  5 
  5 
  5 
  5
  
  5757
  Classes
  Classes 2
  construction requirements of any magic item he creates, so 
  long as he can use this ability to cast the required spell.
  Bond Senses (Su): Starting at 2nd level, a summoner 
  can, as a standard action, share the senses of his eidolon, 
  hearing, seeing, smelling, tasting, and touching everything 
  the eidolon does. He can use this ability a number of 
  rounds per day equal to his summoner level. There is no 
  range to this effect, but the eidolon and the summoner 
  must be on the same plane. The summoner can end this 
  effect as a free action.
  Shield Ally (Ex): At 4th level, whenever a summoner is 
  within his eidolon’s reach, the summoner receives a +2 shield 
  bonus to his Armor Class and a +2 circumstance bonus on 
  his saving throws. This bonus does not apply if the eidolon 
  is grappled, helpless, paralyzed, stunned, or unconscious. 
  Maker’s Call (Su): At 6th level, as a standard action, a 
  summoner can call his eidolon to his side. This functions 
  as dimension door, using the summoner’s caster level. When 
  used, the eidolon appears adjacent to the summoner (or as 
  close as possible if all adjacent spaces are occupied). If the 
  eidolon is out of range, the ability is wasted. The summoner 
  can use this ability once per day at 6th level, plus one 
  additional time per day for every four levels beyond 6th. 
  Transposition (Su): At 8th level, a summoner can use his 
  maker’s call ability to swap locations with his eidolon. If it 
  is larger than him, he can appear in any square occupied by 
  the eidolon. The eidolon must occupy the square that was 
  occupied by the summoner if able, or as close as possible if 
  it is not able.
  Aspect (Su): At 10th level, a summoner can divert up to 2 
  points from his eidolon’s evolution pool to add evolutions 
  to himself. He cannot select any evolution that the 
  eidolon could not possess, and he must be able to meet the 
  requirements as well. He cannot select the ability increase 
  evolution through this ability. Any points spent in this way 
  are taken from the eidolon’s evolution pool (reducing the 
  total number available to the eidolon). The summoner can 
  change the evolutions he receives from these points any 
  time he can change the eidolon’s evolutions.
  Greater Shield Ally (Su): At 12th level, whenever an ally is 
  within an eidolon’s reach, the ally receives a +2 shield bonus 
  to its Armor Class and a +2 circumstance bonus on its saving 
  throws. If this ally is the summoner, these bonuses increase 
  to +4. This bonus does not apply if the eidolon is grappled, 
  helpless, paralyzed, stunned, or unconscious.
  Life Bond (Su): At 14th level, a summoner’s life becomes 
  linked to his eidolon’s. As long as the eidolon has 1 or more hit 
  points, the summoner cannot be killed. Damage in excess of 
  that which would kill the summoner is instead transferred 
  to the eidolon. This damage is transferred 1 point at a time, 
  meaning that as soon as the eidolon is reduced to a number 
  of negative hit points equal to its Constitution score, all 
  excess damage remains with the summoner, killing him. 
  Effects that cause death but not damage are unaffected by 
  this ability. This ability does not affect spells like baleful 
  polymorph, flesh to stone, or imprisonment, or other spells that 
  do not cause actual damage. 
  Merge Forms (Su): At 16th level, as a full-round action, 
  a summoner can touch his eidolon and the two can merge 
  forms. This transformation includes all of the summoner’s 
  gear. While merged in this way, the summoner is protected 
  from harm and cannot be the target of spells or effects. All 
  effects and spells currently targeting the summoner are 
  suspended until the summoner emerges from the eidolon 
  (although durations continue to expire). 
  The summoner can cast spells while inside the eidolon 
  by taking control of the eidolon for the duration of the 
  casting. Any material components used for these spells 
  are taken from the summoner’s gear, even though they are 
  otherwise inaccessible. The summoner can direct all of 
  the eidolon’s actions while merged, can perceive through 
  its senses, and can speak through its voice.
  The summoner can use this ability for a number of 
  rounds per day equal to his summoner level. He can end 
  this effect at any time as a swift action. The summoner 
  emerges in a square adjacent to the eidolon if able. If the 
  eidolon is returned to its home plane while the summoner 
  is merged with it, the summoner is immediately ejected, 
  taking 4d6 points of damage, and is stunned for 1 round.
  Greater Aspect (Su): At 18th level, a summoner can divert 
  more of his eidolon’s evolutions to himself. This ability 
  Table 2-8: Summoner Spells Known
   
   
                      Spells Known
  Level 
  0 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th
  1st 
  4 
  2 
  — 
  — 
  — 
  — 
  —
  2nd 
  5 
  3 
  — 
  — 
  — 
  — 
  —
  3rd 
  6 
  4 
  — 
  — 
  — 
  — 
  —
  4th 
  6 
  4 
  2 
  — 
  — 
  — 
  —
  5th 
  6 
  4 
  3 
  — 
  — 
  — 
  —
  6th 
  6 
  4 
  4 
  — 
  — 
  — 
  —
  7th 
  6 
  5 
  4 
  2 
  — 
  — 
  —
  8th 
  6 
  5 
  4 
  3 
  — 
  — 
  —
  9th 
  6 
  5 
  4 
  4 
  — 
  — 
  —
  10th 
  6 
  5 
  5 
  4 
  2 
  — 
  —
  11th 
  6 
  6 
  5 
  4 
  3 
  — 
  —
  12th 
  6 
  6 
  5 
  4 
  4 
  — 
  —
  13th 
  6 
  6 
  5 
  5 
  4 
  2 
  —
  14th 
  6 
  6 
  6 
  5 
  4 
  3 
  —
  15th 
  6 
  6 
  6 
  5 
  4 
  4 
  —
  16th 
  6 
  6 
  6 
  5 
  5 
  4 
  2
  17th 
  6 
  6 
  6 
  6 
  5 
  4 
  3
  18th 
  6 
  6 
  6 
  6 
  5 
  4 
  4
  19th 
  6 
  6 
  6 
  6 
  5 
  5 
  4
  20th 
  6 
  6 
  6 
  6 
  6 
  5 
  5
  
  5858
  functions as the aspect ability, but up to 6 evolution points 
  can be taken. Unlike the aspect ability, the eidolon loses 1 
  point from its evolution pool for every 2 points (or fraction 
  thereof) diverted to the summoner. 
  Twin Eidolon (Su): At 20th level, a summoner and his 
  eidolon share a true connection. As a standard action, the 
  summoner can assume the shape of his eidolon, copying 
  all of its evolutions, form, and abilities. His Strength, 
  Dexterity, and Constitution  scores change to match the 
  base scores of his eidolon. He can choose to have any 
  gear that he carries become absorbed by his new form, as 
  with spells from the polymorph subschool. Items with 
  continuous effects continue to function while absorbed in 
  this way. The summoner loses his natural attacks and all 
  racial traits (except bonus feats, skills, and languages) in 
  favor of the abilities granted by his eidolon’s evolutions. The 
  summoner retains all of his class features. The summoner 
  can keep this form for a number of minutes per day equal 
  to his summoner level. This duration does not need to be 
  consecutive, but it must be spent in 1-minute increments. 
  The summoner can end this effect as a free action.
  eidolons
  An eidolon’s abilities are determined by the summoner’s 
  level and by the choices made using its evolution pool. Table 
  2–9: Eidolon Base Statistics determines many of the base 
  statistics of the eidolon. Each eidolon possesses a base form 
  that modifies these base statistics. Eidolons are outsiders 
  for the purpose of determining which spells affect them.
  Class Level: This is the character’s summoner level.
  HD: This is the total number of 10-sided (d10) Hit Dice 
  the eidolon possesses, each of which gains a Constitution 
  modifier, as normal.
  BAB: This is the eidolon’s base attack bonus. An eidolon’s 
  base attack bonus is equal to its Hit Dice. Eidolons do not 
  gain additional attacks using their natural weapons for a 
  high base attack bonus.
  Good/Bad Saves: These are the eidolon’s base saving 
  throw bonuses. An eidolon possesses two good saving 
  throws and one bad saving throw, determined by the 
  creature’s base form.
  Skills: This lists the eidolon’s total skill ranks. An eidolon 
  can assign skill ranks to any skill, but it must possess the 
  appropriate appendages to use some skills. Eidolons with 
  Intelligence scores above the base value modify these 
  totals as normal (an eidolon receives a number of skill 
  ranks equal to 6 + its Intelligence modifier per HD). An 
  eidolon cannot have more ranks in a skill than it has Hit 
  Dice. Eidolon skill ranks are set once chosen, even if the 
  creature changes when the summoner gains a new level.
  Feats: This is the total number of feats possessed by an 
  eidolon. Eidolons can select any feat that they qualify for, 
  but they must possess the appropriate appendages to use 
  some feats. Eidolon feats are set once chosen, even if the 
  creature changes when the summoner gains a new level. If, 
  due to changes, the eidolon no longer qualifies for a feat, 
  the feat has no effect until the eidolon once again qualifies 
  for the feat.
  Armor Bonus: The number noted here is the eidolon’s 
  base total armor bonus. This bonus may be split between an 
  armor bonus and a natural armor bonus, as decided by the 
  summoner. This number is modified by the eidolon’s base 
  form and some options available through its evolution pool. 
  An eidolon cannot wear armor of any kind, as the armor 
  interferes with the summoner’s connection to the eidolon.
  Str/Dex Bonus: Add this modifier to the eidolon’s 
  Strength and Dexterity scores, as determined by its 
  base form. Some options available through the eidolon’s 
  evolution pool might modify these scores.
  Evolution Pool: The value given in this column is the total 
  number of points in the eidolon’s evolution pool. Points from 
  this pool can be spent on a wide variety of modifications and 
  upgrades that add new abilities, attacks, and powers to the 
  eidolon. Whenever the summoner gains a level, the number 
  in this pool increases and the summoner can spend these 
  points to change the abilities of the eidolon. These choices 
  are not set. The summoner can change them whenever he 
  gains a level (and through the transmogrify spell).
  Max. Attacks: This indicates the maximum number of 
  natural attacks that the eidolon is allowed to possess at the 
  given level. If the eidolon is at its maximum, it cannot take 
  evolutions that grant additional natural attacks. This does 
  not include attacks made with weapons.
  Special: This includes a number of abilities gained by all 
  eidolons as they increase in power. Each of these bonuses 
  is described below.
  Darkvision (Ex): The eidolon has darkvision out to a 
  range of 60 feet.
  Link (Ex): A summoner and his eidolon share a mental 
  link allows for communication across any distance (as 
  long as they are on the same plane). This communication 
  is a free action, allowing the summoner to give orders to 
  his eidolon at any time. In addition, magic items interfere 
  with the summoner’s connection to his eidolon. As a result, 
  the summoner and his eidolon share magic item slots. For 
  example, if the summoner is wearing a ring, his eidolon 
  can wear no more than one ring. In case of a conflict, the 
  items worn by the summoner remain active, and those used 
  by the eidolon become dormant. The eidolon must possess 
  the appropriate appendages to utilize a magic item.
  Share Spells (Ex): The summoner may cast a spell with 
  a target of “you” on his eidolon (as a spell with a range 
  of touch) instead of on himself. A summoner may cast 
  spells on his eidolon even if the spells normally do not 
  affect creatures of the eidolon’s type (outsider). Spells 
  cast in this way must come from the summoner spell list.  
  
  5959
  Classes
  Classes 2
  This ability does not allow the eidolon to share abilities 
  that are not spells, even if they function like spells.
  Evasion (Ex): If an eidolon is subjected to an attack that 
  normally allows a Reflex save for half damage, it takes no 
  damage if it makes a successful saving throw.
  Ability Score Increase (Ex): The eidolon adds +1 to one of 
  its ability scores.
  Devotion (Ex): An eidolon gains a +4 morale bonus on 
  Will saves against enchantment spells and effects.
  Multiattack: An eidolon gains Multiattack as a bonus 
  feat if it has 3 or more natural attacks and does not 
  already have that feat. If it does not have the requisite 
  3 or more natural attacks (or it is reduced to less than 3 
  attacks), the eidolon instead gains a second attack with 
  one of its natural weapons, albeit at a –5 penalty. If the 
  eidolon later gains 3 or more natural attacks, it loses this 
  additional attack and instead gains Multiattack. 
  Improved Evasion (Ex): When subjected to an attack that 
  allows a Reflex saving throw for half damage, an eidolon 
  takes no damage if it makes a successful saving throw and 
  only half damage if the saving throw fails.
  eidolon skills
  The following skills are class skills for eidolons: Bluff (Cha), 
  Craft (Int), Knowledge (planes) (Int), Perception (Wis), Sense 
  Motive (Wis), and Stealth (Dex). In addition, at 1st level, the 
  summoner can choose 4 additional skills to be class skills for 
  his eidolon. Note that eidolons with a fly speed receive Fly 
  (Dex) as a free class skill, even if they do not gain a fly speed 
  until a later level.
  Base Forms
  Each eidolon has one of three base forms that determines 
  its starting size, speed, AC, attacks, and ability scores. 
  All natural attacks are made using the eidolon’s full base 
  attack bonus unless otherwise noted (such as in the case 
  of secondary attacks). Eidolon attacks add the eidolon’s 
  Strength modifier to the damage roll, unless it is its 
  only attack, in which case it adds 1-1/2 times its Strength 
  modifier. These base forms also note any free evolutions 
  that base form possesses. The bonuses from these free 
  evolutions are already factored into the starting statistics.
  Alternatively, any one of these base forms can be used 
  to make a Small eidolon. If the eidolon is Small, it gains 
  a +2 bonus to its Dexterity score. It also takes a –4 penalty 
  to its Strength and a –2 penalty to its Constitution. It also 
  gains a +1 size bonus to its AC and attack rolls, a –1 penalty 
  to its CMB and CMD scores, a +2 bonus on its Fly skill 
  checks, and a +4 bonus on its Stealth skill checks. Reduce 
  the damage of all of its attacks by one step (1d6 becomes 
  1d4, 1d4 becomes 1d3). If this choice is made, the eidolon 
  can be made Medium whenever the summoner can change 
  the eidolon’s evolution pool (which causes it to lose these 
  modifiers for being Small).
  Table 
  2–9: 
  Eidolon 
  Base 
  Statistics
    
   
   
   
   
   
  Class 
   
   
  Good Bad 
   
   
  Armor Str/Dex Evolution Max.
  Level 
  HD 
  BAB 
  Saves Save 
  Skills 
  Feats Bonus 
  Bonus 
  Pool 
  Attacks Special
  1st 
  1 
  +1 
  +2 
  +0 
  4 
  1 
  +0 
  +0 
  3 
  3 
  Darkvision, link, share spells
  2nd 
  2 
  +2 
  +3 
  +0 
  8 
  1 
  +2 
  +1 
  4 
  3 
  Evasion
  3rd 
  3 
  +3 
  +3 
  +1 
  12 
  2 
  +2 
  +1 
  5 
  3 
  —
  4th 
  3 
  +3 
  +3 
  +1 
  12 
  2 
  +2 
  +1 
  7 
  4 
  —
  5th 
  4 
  +4 
  +4 
  +1 
  16 
  2 
  +4 
  +2 
  8 
  4 
  Ability score increase
  6th 
  5 
  +5 
  +4 
  +1 
  20 
  3 
  +4 
  +2 
  9 
  4 
  Devotion
  7th 
  6 
  +6 
  +5 
  +2 
  24 
  3 
  +6 
  +3 
  10 
  4 
  —
  8th 
  6 
  +6 
  +5 
  +2 
  24 
  3 
  +6 
  +3 
  11 
  4 
  —
  9th 
  7 
  +7 
  +5 
  +2 
  28 
  4 
  +6 
  +3 
  13 
  5 
  Multiattack
  10th 
  8 
  +8 
  +6 
  +2 
  32 
  4 
  +8 
  +4 
  14 
  5 
  Ability score increase
  11th 
  9 
  +9 
  +6 
  +3 
  36 
  5 
  +8 
  +4 
  15 
  5 
  —
  12th 
  9 
  +9 
  +6 
  +3 
  36 
  5 
  +10 
  +5 
  16 
  5 
  —
  13th 
  10 
  +10 
  +7 
  +3 
  40 
  5 
  +10 
  +5 
  17 
  5 
  —
  14th 
  11 
  +11 
  +7 
  +3 
  44 
  6 
  +10 
  +5 
  19 
  6 
  Improved evasion
  15th 
  12 
  +12 
  +8 
  +4 
  48 
  6 
  +12 
  +6 
  20 
  6 
  Ability score increase
  16th 
  12 
  +12 
  +8 
  +4 
  48 
  6 
  +12 
  +6 
  21 
  6 
  —
  17th 
  13 
  +13 
  +8 
  +4 
  52 
  7 
  +14 
  +7 
  22 
  6 
  —
  18th 
  14 
  +14 
  +9 
  +4 
  56 
  7 
  +14 
  +7 
  23 
  6 
  —
  19th 
  15 
  +15 
  +9 
  +5 
  60 
  8 
  +14 
  +7 
  25 
  7 
  —
  20th 
  15 
  +15 
  +9 
  +5 
  60 
  8 
  +16 
  +8 
  26 
  7 
  —
  
  6060
  Quadruped
  Starting Statistics: Size Medium; Speed 40 ft.; AC +2 
  natural armor; Saves Fort (good), Ref (good), Will (bad); 
  Attack bite (1d6); Ability Scores Str 14, Dex 14, Con 13, Int 7, 
  Wis 10, Cha 11; Free Evolutions bite, limbs (legs) (2).
  Biped
  Starting Statistics: Size Medium; Speed 30 ft.; AC +2 
  natural armor; Saves Fort (good), Ref (bad), Will (good); 
  Attack 2 claws (1d4); Ability Scores Str 16, Dex 12, Con 13, 
  Int 7, Wis 10, Cha 11; Free Evolutions claws, limbs (arms), 
  limbs (legs).
  Serpentine
  Starting Statistics: Size Medium; Speed 20 ft., climb 20 
  ft.; AC +2 natural armor; Saves Fort (bad), Ref (good), Will 
  (good); Attack bite (1d6), tail slap (1d6); Ability Scores Str 12, 
  Dex 16, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions bite, 
  climb, reach (bite), tail, tail slap.
  evolutions
  Each eidolon receives a number of evolution points that 
  can be spent to give the eidolon new abilities, powers, and 
  other upgrades. These abilities, called evolutions, can be 
  changed whenever the summoner gains a new level, but 
  they are otherwise set. Some evolutions require that the 
  eidolon have a specific base form or the summoner be of 
  a specific level before they can be chosen. A number of 
  evolutions grant the eidolon additional natural attacks. 
  Natural attacks listed as primary are made using the 
  eidolon’s full base attack bonus and add the eidolon’s 
  Strength modifier on damage rolls. Natural attacks listed 
  as secondary are made using the eidolon’s base attack 
  bonus – 5 and add 1/2 the eidolon’s Strength modifier on 
  damage rolls (if positive). If the eidolon only has a single 
  natural attack, the attack is made using its full base 
  attack bonus and it adds 1-1/2 times its Strength modifier 
  on damage rolls made with that attack, regardless of the 
  attack’s type.
  Evolutions are grouped by their cost in evolution points. 
  Evolution points cannot be saved. All of the points must 
  be spent whenever the summoner gains a level. Unless 
  otherwise noted, each evolution can only be selected once.
  1-Point Evolutions
  The following evolutions cost 1 point from the eidolon’s 
  evolution pool.
  Bite (Ex): An eidolon’s maw is full of razor-sharp teeth, 
  giving it a bite attack. This attack is a primary attack. The 
  bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). 
  If the eidolon already has a bite attack, this evolution allows 
  it to deal 1-1/2 times its Strength modifier on damage rolls 
  made with its bite.
  Claws (Ex): An eidolon has a pair of vicious claws at the 
  end of its limbs, giving it two claw attacks. These attacks 
  are primary attacks. The claws deal 1d4 points of damage 
  (1d6 if Large, 1d8 if Huge). The eidolon must have the 
  limbs evolution to take this evolution. This evolution can 
  only be applied to the limbs (legs) evolution once This 
  evolution can be selected more than once, but the eidolon 
  must possess an equal number of the limbs evolution.
  Climb (Ex): An eidolon becomes a skilled climber, gaining 
  a climb speed equal to its base speed. This evolution can 
  be selected more than once. Each additional time it is 
  selected, increase the eidolon’s climb speed by 20 feet.
  Gills (Ex): An eidolon has gills and can breathe 
  underwater indefinitely.
  Improved Damage (Ex): One of the eidolon’s natural 
  attacks is particularly deadly. Select one natural attack 
  form and increase the damage die type by one step. This 
  evolution can be selected more than once. Its effects do 
  not stack. Each time an eidolon selects this evolution, it 
  applies to a different natural attack.
  Improved Natural Armor (Ex): An eidolon’s hide grows 
  thick fur, rigid scales, or bony plates, giving it a +2 bonus 
  to its natural armor. This evolution can be taken once for 
  every five levels the summoner possesses.
  Magic Attacks (Su): An eidolon is infused with magic, 
  allowing it to treat all of its natural attacks as if they were 
  magic for the purpose of overcoming damage reduction. If 
  the summoner is 10th level or higher, all of the eidolon’s 
  weapons are treated as the alignment of the eidolon for the 
  purpose of overcoming damage reduction.
  Mount (Ex): An eidolon is properly skilled and formed 
  to serve as a combat-trained mount. The eidolon must 
  be at least one size category larger than its rider. This 
  evolution is only available to eidolons of the quadruped 
  and serpentine base forms.
  Pincers (Ex): An eidolon grows a large pincers at the end 
  of one pair of its limbs, giving it two pincer attacks. These 
  attacks are secondary attacks. The pincers deal 1d6 points 
  of damage (1d8 if Large, 2d6 if Huge). Eidolons with the 
  grab evolution linked to pincers gain a +2 bonus on CMB 
  checks made to grapple. The eidolon must have the limbs 
  (arms) evolution to take this evolution. Alternatively, the 
  eidolon can replace the claws from its base form with 
  pincers (this still costs 1 evolution point). This evolution 
  can be selected more than once, but the eidolon must 
  possess an equal number of the limbs evolution. 
  Pounce (Ex): An eidolon gains quick reflexes, allowing it 
  to make a full attack after a charge. This evolution is only 
  available to eidolons of the quadruped base form.
  Pull (Ex): An eidolon gains the ability to pull creatures 
  closer with a successful attack. Select one type of natural 
  attack. Whenever the eidolon makes a successful attack of 
  the selected type, it can attempt a free combat maneuver 
  
  6161
  Classes
  Classes 2
  check. If successful, the target of the attack is pulled 5 feet 
  closer to the eidolon. This ability only works on creatures 
  of a size equal to or smaller than the eidolon. Creatures 
  pulled in this way do not provoke attacks of opportunity. 
  The eidolon must have a reach of 10 feet or more to select 
  this evolution. This evolution can be selected more than 
  once. Its effects do not stack. Each time an eidolon selects 
  this evolution, it applies to a different natural attack.
  Push (Ex): An eidolon gains the ability to push creatures 
  away with a successful attack. Select one type of natural 
  attack. Whenever the eidolon makes a successful attack of 
  the selected type, it can attempt a free combat maneuver 
  check. If successful, the target of the attack is pushed 5 feet 
  directly away from the eidolon. This ability only works on 
  creatures of a size equal to or smaller than the eidolon. 
  Creatures pushed in this way do not provoke attacks of 
  opportunity. This evolution can be selected more than 
  once. Its effects do not stack. Each time an eidolon selects 
  this evolution, it applies to a different natural attack.
  Reach (Ex): One of an eidolon’s attacks is capable of 
  striking at foes at a distance. Pick one attack. The eidolon’s 
  reach with that attack increases by 5 feet.
  Resistance (Ex): An eidolon’s form takes on a resiliency to 
  one particular energy type, which is usually reflected in 
  its physical body (ashen hide for fire, icy breath for cold, 
  and so on). Pick one energy type (acid, cold, electricity, fire, 
  or sonic). The eidolon gains resist 5 against that energy 
  type. This resistance increases by 5 for every 5 levels the 
  summoner possesses, to a maximum of 15 at 10th level. 
  This evolution can be selected more than once. Its effects 
  do not stack. Each time an eidolon selects this evolution, it 
  applies to a different energy type.
  Scent (Ex): An eidolon’s sense of smell becomes quite 
  acute. The eidolon gains the scent special quality, allowing 
  it to detect opponents within 30 feet by sense of smell. If 
  the opponent is upwind, the range increases to 60 feet; if 
  downwind, it drops to 15 feet. Strong scents can be detected 
  at twice the normal range. Scent does not allow the eidolon 
  to precisely locate the creature, only to detect its presence. 
  It can detect the direction with a move action. The eidolon 
  can pinpoint the creature’s location if it is within 5 feet. 
  The eidolon can use scent to track creatures (see page 304 
  of the Bestiary for details).
  Skilled (Ex): An eidolon becomes especially adept at a 
  specific skill, gaining a +8 racial bonus on that skill. This 
  evolution can be selected more than once. Its effects do 
  not stack. Each time an eidolon selects this evolution, it 
  applies to a different skill.
  Slam (Ex): An eidolon can deliver a devastating slam 
  attack. This attack is a primary attack. The slam deals 
  1d8 points of damage (2d6 if Large, 2d8 if Huge). The 
  eidolon must have the limbs (arms) evolution to take this 
  evolution. Alternatively, the eidolon can replace the claws 
  from its base form with this slam attack (this still costs 
  1 evolution point). This evolution can be selected more 
  than once, but the eidolon must possess an equal number 
  of the limbs evolution.
  Sting (Ex): An eidolon possesses a long, barbed stinger 
  at the end of its tail, granting it a sting attack. This attack 
  is a primary attack. The sting deals 1d4 points of damage 
  (1d6 if Large, 1d8 if Huge). The eidolon must possess the 
  tail evolution to take this evolution. This evolution can be 
  selected more than once, but the eidolon must possess an 
  equal number of the tail evolution.
  Swim (Ex): An eidolon gains webbed hands, feet, or 
  powerful flippers, giving it a swim speed equal to its base 
  speed. This evolution does not give the eidolon the ability 
  to breathe underwater. This evolution can be selected more 
  than once. Each additional time it is selected, increase the 
  eidolon’s swim speed by 20 feet.
  Tail (Ex): An eidolon grows a long, powerful tail. This 
  grants it a +2 racial bonus on Acrobatics checks made to 
  balance on a surface. This evolution can be selected more 
  than once.
  Tail Slap (Ex): An eidolon can use its tail to bash 
  nearby foes, granting it a tail slap attack. This attack is a 
  secondary attack. The tail slap deals 1d6 points of damage 
  (1d8 if Large, 2d6 if Huge). The eidolon must possess the 
  tail evolution to take this evolution. This evolution can be 
  selected more than once, but the eidolon must possess an 
  equal number of the tail evolution.
  Tentacle (Ex): An eidolon possesses a long, sinuous 
  tentacle, granting it a tentacle attack. This attack is a 
  secondary attack. The tentacle attack deals 1d4 points of 
  damage (1d6 if Large, 1d8 if Huge). This evolution can be 
  selected more than once.
  Wing Buffet (Ex): An eidolon learns to use its wings to 
  batter foes, granting it two wing buffet attacks. These 
  attacks are secondary attacks. The wing buffets deal 1d4 
  points of damage (1d6 if Large, 1d8 if Huge). The eidolon 
  must possess the flight evolution, with wings, to select 
  this evolution.
  2-Point Evolutions
  The following evolutions cost 2 points from the eidolon’s 
  evolution pool.
  Ability Increase (Ex): An eidolon grows larger muscles, 
  gains faster reflexes, achieves greater intelligence, or 
  acquires another increase to one of its abilities. Increase 
  one of the eidolon’s ability scores by +2. This evolution can 
  be selected more than once. It can only be applied once to 
  an individual ability score, plus 1 additional time for every 
  6 levels the summoner possesses.
  Constrict (Ex): An eidolon gains powerful muscles that 
  allow it to crush those it grapples. Whenever the eidolon 
  successfully grapples a foe using the grab evolution, it 
  
  6262
  deals additional damage equal to the amount of damage 
  dealt by the attack used by the grab evolution. This 
  evolution is only available to eidolons of the serpentine 
  base form.
  Energy Attacks (Su): An eidolon’s attacks become charged 
  with energy. Pick one energy type: acid, cold, electricity, 
  or fire. All of the eidolon’s natural attacks deal 1d6 points 
  of energy damage of the chosen type on a successful hit. 
  The summoner must be at least 5th level before selecting 
  this evolution.
  Flight (Ex or Su): An eidolon grows large wings, like those 
  of a bat, bird, insect, or dragon, gaining the ability to fly. 
  The eidolon gains a fly speed equal to its base speed. The 
  eidolon’s maneuverability depends on it size. Medium or 
  smaller eidolons have good maneuverability. Large eidolons 
  have average maneuverability, while Huge eidolons have 
  poor maneuverability. For 2 additional evolution points, 
  the eidolon flies by means of magic. It loses its wings, but 
  its maneuverability increases to perfect. Flying via magic 
  means makes this a supernatural ability. The eidolon’s fly 
  speed can be increased by spending additional evolution 
  points, gaining a 20-foot increase to fly speed for each 
  additional point spent. The summoner must be at least 5th 
  level before selecting this evolution.
  Gore (Ex): An eidolon grows a number of horns on its 
  head, giving it a gore attack. This attack is a primary 
  attack. The gore deals 1d6 points of damage (1d8 if Large, 
  2d6 if Huge).
  Grab (Ex): An eidolon becomes adept at grappling foes, 
  gaining the grab ability. Pick bite, claw, slam, tail slap, or 
  tentacle attacks. Whenever the eidolon makes a successful 
  attack of the selected type, it can attempt a free combat 
  maneuver check. If successful, the eidolon grapples the 
  target. This ability only works on creatures of a size one 
  category smaller than the eidolon or smaller. Eidolons 
  with this evolution receive a +4 bonus on CMB checks 
  made to grapple.
  Immunity (Su): An eidolon’s body becomes extremely 
  resilient to one energy type, gaining immunity to that 
  type. Pick one energy type: acid, cold, electricity, fire, or 
  sonic. The eidolon gains immunity to that energy type. 
  This evolution can be selected more than once. Its effects 
  do not stack. Each time it applies to a different energy type. 
  The summoner must be at least 7th level before selecting 
  this evolution.
  Limbs (Ex): An eidolon grows an additional pair of 
  limbs. These limbs can take one of two forms. They can 
  be made into legs, complete with feet. Each pair of legs 
  increases the eidolon’s base speed by 10 feet. Alternatively, 
  they can be made into arms, complete with hands. The 
  eidolon does not gain any additional natural attacks for 
  an additional pair of arms, but it can take other evolutions 
  that add additional attacks (such as claws or a slam). 
  Arms that have hands can be used to wield weapons, if 
  the eidolon is proficient. This evolution can be selected 
  more than once.
  Poison (Ex): An eidolon secretes toxic venom, gaining 
  a poison attack. Pick one bite or sting attack. Whenever 
  the selected attack hits, the target is poisoned. Eidolon 
  poison—type poison (injury); save Fort negates; frequency 
  1/round for 4 rounds; effect 1d4 Str damage; cure 1 save. 
  The save DC is equal to 10 + 1/2 the eidolon’s HD + 
  the eidolon’s Constitution modifier. For 2 additional 
  evolution points, this poison deals Constitution damage 
  instead. This poison can be used no more than once per 
  round. The summoner must be at least 7th level before 
  selecting this evolution.
  Rake (Ex): An eidolon grows dangerous claws on its feet, 
  allowing it to make 2 rake attacks on foes it is grappling. 
  These attacks are primary attacks. The eidolon receives 
  these additional attacks each time it succeeds on a 
  grapple check against the target. These rake attacks deal 
  1d4 points of damage (1d6 if Large, 1d8 if Huge). This 
  evolution is only available to eidolons of the quadruped 
  base form. The summoner must be at least 4th level 
  before selecting this evolution.
  Rend (Ex): An eidolon learns to rip and tear the flesh of 
  those it attacks with its claws, gaining the rend ability. 
  Whenever the eidolon makes two successful claw attacks 
  against the same target in 1 round, its claws latch onto 
  the flesh and deal extra damage. This damage is equal to 
  the damage dealt by one claw attack plus 1-1/2 times the 
  eidolon’s Strength modifier. The eidolon must possess the 
  claws evolution to select this evolution. The summoner 
  must be at least 6th level before selecting this evolution.
  Trample (Ex): An eidolon gains the ability to crush its 
  foes underfoot, gaining the trample ability. As a full-round 
  action, the eidolon can overrun any creature that is at least 
  one size smaller than itself. This works like the overrun 
  combat maneuver, but the eidolon does not need to make 
  a check, it merely has to move over opponents in its path. 
  The creatures take 1d6 points of damage (1d8 if Large, 2d6 
  if Huge), plus 1-1/2 times the eidolon’s Strength modifier. 
  Targets of the trample can make attacks of opportunity at a 
  –4 penalty. If a target forgoes the attack of opportunity, it can 
  make a Reflex save for half damage. The DC of this save is 
  10 + 1/2 the eidolon’s HD + the eidolon’s Strength modifier. 
  A trampling eidolon can only deal trampling damage to a 
  creature once per round. This evolution is only available to 
  eidolons of the biped or quadruped base forms.
  Tremorsense (Ex): An eidolon becomes attuned to vibrations 
  in the ground, gaining tremorsense out to a range of 30 
  feet. This works like the blindsense evolution, but only if 
  both the eidolon and the creature to be pinpointed are in 
  contact with the ground. The summoner must be at least 
  7th level before selecting this evolution.
  
  6363
  Classes
  Classes 2
  Trip (Ex): An eidolon becomes adept at knocking foes 
  to the ground with its bite, granting it a trip attack. 
  Whenever the eidolon makes a successful bite attack of 
  the selected type, it can attempt a free combat maneuver 
  check. If successful, the target is knocked prone. If the 
  check fails, the eidolon is not tripped in return. This 
  ability only works on creatures of a size equal to or 
  smaller than the eidolon. The eidolon must possess the 
  bite evolution to select this evolution.
  Weapon Training (Ex): An eidolon learns to use a weapon, 
  gaining Simple Weapon Proficiency as a bonus feat. If 2 
  additional evolution points are spent, it gains proficiency 
  with all martial weapons as well.
  3-Point Evolutions
  The following evolutions cost 3 points from the eidolon’s 
  evolution pool.
  Blindsense (Ex): An eidolon’s senses become incredibly 
  acute, giving it blindsense out to a range of 30 feet. This 
  ability allows the eidolon to pinpoint the location of 
  creatures that it cannot see without having to make a 
  Perception check, but such creatures still have total 
  concealment from the eidolon. Visibility still affects the 
  eidolon’s movement and it is still denied its Dexterity 
  bonus to Armor Class against attacks from creatures it 
  cannot see. The summoner must be at least 9th level before 
  selecting this evolution.
  Burrow (Ex): An eidolon grows thick and gnarled claws, 
  allowing it to move through the earth. The eidolon gains 
  a burrow speed equal to 1/2 its base speed. It can use this 
  speed to move through dirt, clay, sand, and earth. It does 
  not leave a hole behind, nor is its passage marked on the 
  surface. The summoner must be at least 9th level before 
  selecting this evolution.
  Damage Reduction (Su): An eidolon’s body becomes 
  resistant to harm, granting it damage reduction. Choose 
  one alignment: chaotic, evil, good, or lawful. The eidolon 
  gains DR 5 that can be bypassed by weapons that possess 
  the chosen alignment. The alignment must be opposite to 
  one of the alignments possessed by the eidolon. At 12th 
  level, this protection can be increased to DR 10 by spending 
  2 additional evolution points. The summoner must be at 
  least 9th level before selecting this evolution. 
  Frightful Presence (Ex): An eidolon becomes unsettling 
  to its foes, gaining the frightful presence ability. The 
  eidolon can activate this ability as part of an offensive 
  action, such as a charge or attack. Opponents within 
  30 feet of the eidolon must make a Will save or become 
  shaken for 3d6 rounds. The DC of this save is equal to 10 + 
  1/2 the eidolon’s HD + the eidolon’s Charisma modifier. If 
  the eidolon has at least 4 more Hit Dice than an opponent, 
  that opponent becomes frightened instead. Foes with 
  more HD than the eidolon are immune to this effect.  
  The summoner must be at least 11th level before selecting 
  this evolution.
  Swallow Whole (Ex): An eidolon gains the swallow whole 
  ability, giving it the ability to consume its foes. If the eidolon 
  begins its turn with a creature grappled using its bite attack 
  (see the grab evolution), it can attempt a combat maneuver 
  check to swallow the creature. The creature can be up to one 
  size category smaller than the eidolon. Swallowed creatures 
  take damage equal to the eidolon’s bite damage each round 
  plus 1d6 points of bludgeoning damage. A swallowed creature 
  keeps the grappled condition, but can attempt to cut its way 
  free with a light slashing or piercing weapon. The amount of 
  damage needed to cut free is equal to 1/10 the eidolon’s total 
  hit points. The eidolon’s AC against these attacks is equal to 
  10 + 1/2 its natural armor bonus. If a swallowed creature cuts 
  its way out, the eidolon loses this ability until it heals this 
  damage. Alternatively, the swallowed creature can attempt 
  to escape the grapple as normal. Success indicates that it 
  has returned to the eidolon’s mouth, where it can attempt to 
  escape or be swallowed again. The eidolon must possess the 
  grab evolution, tied to a bite attack, to take this evolution. 
  The summoner must be at least 9th level before selecting 
  this evolution.
  Web (Ex): An eidolon gains a pair of spinnerets, giving 
  it the ability to spin webs. The eidolon can use these 
  webs to support itself plus up to one creature of the same 
  size. It can throw webbing as a ranged touch attack up 
  to 8 times per day, entangling a creature up to one size 
  larger than the eidolon. The webbing has a range of 50 
  feet and a 10-foot range increment. Creatures entangled 
  by the web can escape with an Escape Artist check or a 
  Strength check (at a –4 penalty). The DC of these checks 
  is equal to 10 + 1/2 the eidolon’s HD + the eidolon’s 
  Con modifier. The webs have a Hardness of 0 and a 
  number of hits points equal to the eidolon’s total Hit 
  Dice. The eidolon can climb its own webs at its climb 
  speed and can pinpoint any creature touching its webs. 
  The eidolon must possess the climb evolution to take 
  this evolution. The summoner must be at least 7th level 
  before selecting this evolution.
  4-Point Evolutions
  The following evolutions cost 4 points from the eidolon’s 
  evolution pool.
  Blindsight (Ex): An eidolon’s senses sharpen even further, 
  granting it blindsight out to a range of 30 feet. The eidolon 
  can maneuver and attack as normal, ignoring darkness, 
  invisibility, and most forms of concealment as long as it 
  has line of effect to the target. The eidolon must possess the 
  blindsense evolution to take this evolution. The summoner 
  must be at least 11th level before selecting this evolution.
  Breath Weapon (Su): An eidolon learns to exhale a cone 
  or line of magical energy, gaining a breath weapon.  
  
  6464
  Select either acid, cold, electricity, or fire. The eidolon can 
  breathe a 30-foot cone (or 60-foot line) that deals 1d6 points 
  of damage of the selected type per HD it possesses. Those 
  caught in the breath weapon can attempt a Reflex save 
  for half damage. The DC is equal to 10 + 1/2 the eidolon’s 
  HD + the eidolon’s Constitution modifier. The eidolon 
  can use this ability once per day. The eidolon can use this 
  ability 1 additional time per day by spending an additional 
  1 evolution point (maximum 3/day). The summoner must 
  be at least 9th level before selecting this evolution.
  Fast Healing (Su): An eidolon’s body gains the ability to 
  heal wounds very quickly, giving it fast healing 1. The 
  eidolon heals 1 point of damage each round, just like 
  natural healing. Fast healing does not restore hit points lost 
  due to starvation, thirst, or suffocation, nor does it allow 
  the eidolon to regrow lost body parts (or to reattach severed 
  parts). Fast healing functions as long as the eidolon is alive. 
  This fast healing does not function when the eidolon is 
  not on the same plane as its summoner. This healing can 
  be increased by 1 per round for every 2 additional evolution 
  points spent (maximum 5). The summoner must be at least 
  11th level before selecting this evolution.
  Large (Ex): An eidolon grows in size, becoming Large. 
  The eidolon gains a +8 bonus to Strength, a +4 bonus 
  to Constitution, and a +2 bonus to its natural armor. It 
  takes a –2 penalty to its Dexterity. This size change also 
  gives the creature a –1 size penalty to its AC and on attack 
  rolls, a +1 bonus to its CMB and CMD, a –2 penalty on 
  Fly skill checks, and a –4 penalty on Stealth skill checks. 
  If the eidolon has the biped base form, it also gains 10-
  foot reach. Any reach evolutions the eidolon possesses are 
  added to this total. The eidolon must be Medium to take 
  this evolution. The summoner must be at least 8th level 
  before selecting this evolution.
  If 6 additional evolution points are spent, the eidolon 
  instead becomes Huge. The eidolon gains a +16 bonus to 
  Strength, a +8 bonus to Constitution, and a +5 bonus to its 
  natural armor. It takes a –4 penalty to its Dexterity. This 
  size change also give the creature a –2 size penalty to its 
  AC and attack rolls, a +2 bonus to its CMB and CMD, 10-
  foot reach, a –4 penalty on Fly skill checks, and a –8 penalty 
  on Stealth skill checks. If the eidolon has the biped base 
  form, its reach increases to 15 feet. Any reach evolutions the 
  eidolon possesses are added to this total. These bonuses and 
  penalties replace, and do not stack with, those gained from 
  becoming Large. The summoner must be at least 13th level 
  before selecting this option.
  The ability increase evolution costs twice as much 
  (4 evolution points) when adding to the Strength or 
  Constitution scores of a Large or Huge eidolon.
  Spell Resistance (Ex): An eidolon is protected against 
  magic, gaining spell resistance. The eidolon’s spell 
  resistance is equal to 11 + the summoner’s level. This spell 
  resistance does not apply to spells cast by the summoner. 
  The summoner must be at least 9th level before selecting 
  this evolution.
  summoner sPells
  Summoners gain access to the following spells. While 
  most of these spells are found in the Core Rulebook, all 
  spells marked with an asterisk (*) appear in Chapter 5 of 
  this book.
  0-Level Summoner Spells—acid splash, arcane mark, 
  daze, detect magic, guidance, light, mage hand, mending, 
  message, open/close, read magic, resistance.
  1st-Level Summoner Spells—alarm, ant haul*, daze 
  monster, endure elements, enlarge person, expeditious retreat, 
  feather fall, grease, identify, jump, mage armor, magic fang, 
  magic mouth, mount, protection from chaos/evil/good/law, 
  reduce person, rejuvenate eidolon (lesser)*, shield, summon 
  monster I, unfetter*, unseen servant, ventriloquism.
  2nd-Level Summoner Spells—alter self, barkskin, bear’s 
  endurance, blur, bull’s strength, cat’s grace, create pit*, detect 
  thoughts, eagle’s splendor, evolution surge (lesser)*, fox’s cunning, 
  glide*, glitterdust, haste, invisibility, levitate, misdirection, 
  owl’s wisdom, phantom steed, protection from arrows, resist 
  energy, see invisibility, slow, spider climb, summon eidolon*, 
  summon monster II, summon swarm, wind wall.
  3rd-Level Summoner Spells—aqueous orb*, black 
  tentacles, charm monster, devolution*, dimension door, 
  dimensional anchor, dispel magic, displacement, enlarge person 
  (mass), evolution surge*, fire shield, fly, heroism, invisibility 
  (greater), locate creature, magic circle against chaos/evil/
  good/law, magic fang (greater), minor creation, nondetection, 
  protection from energy, rage, reduce person (mass), rejuvenate 
  eidolon*, seek thoughts*, spiked pit*, stoneskin, summon 
  monster IV, tongues, wall of fire, wall of ice, water breathing.
  4th-Level 
  Summoner 
  Spells—acid 
  pit*, 
  baleful 
  polymorph, bear’s endurance (mass), bull’s strength (mass), cat’s 
  grace (mass), contact other plane, dismissal, eagle’s splendor 
  (mass), evolution surge (greater)*, fox’s cunning (mass), hold 
  monster, insect plague, mage’s faithful hound, magic jar, major 
  creation, overland flight, owl’s wisdom (mass), planar binding 
  (lesser), purified calling*, sending, summon monster V, teleport, 
  transmogrify*, wall of stone.
  5th-Level Summoner Spells—banishment, creeping 
  doom, dispel magic (greater) ethereal jaunt, heroism (greater), 
  hungry pit*, invisibility (mass), planar adaptation*, planar 
  binding, plane shift, repulsion, rejuvenate eidolon (greater)*, 
  sequester, simulacrum, spell turning, summon monster VII, 
  teleport (greater), true seeing, wall of iron.
  6th-Level Summoner Spells—antipathy, binding, charm 
  monster (mass), dimensional lock, discern location, dominate 
  monster, incendiary cloud, maze, planar adaptation (mass)*, 
  planar binding (greater), protection from spells, summon 
  monster IV, sympathy, teleportation circle.
  
  6565
  Classes
  Classes 2
  Witch
  Some gain power through study, some through devotion, 
  others through blood, but the witch gains power from her 
  communion with the unknown. Generally feared and 
  misunderstood, the witch draws her magic from a pact made 
  with an otherworldly power. Communing with that source, 
  using her familiar as a conduit, the witch gains not only a 
  host of spells, but a number of strange abilities known as 
  hexes. As a witch grows in power, she might learn about the 
  source of her magic, but some remain blissfully unaware. 
  Some are even afraid of that source, fearful of what it might 
  be or where its true purposes lie.
  Role: While many witches are recluses, living on the edge 
  of civilization, some live within society, openly or in hiding. 
  The blend of witches’ spells makes them adept at filling 
  a number of different roles, from seer to healer, and their 
  hexes grant them a number of abilities that are useful in a 
  fight. Some witches travel about, seeking greater knowledge 
  and better understanding of the mysterious powers that 
  guide them.
  Alignment: Any.
  Hit Die: d6.
  Class skills
  The witch’s class skills are Craft (Int), Fly (Dex), Heal (Wis), 
  Intimidate (Cha), Knowledge (arcana) (Int), Knowledge 
  (history) (Int), Knowledge (nature) (Int), Knowledge (planes) 
  (Int), Profession (Wis), Spellcraft (Int), and Use Magic 
  Device (Cha). 
  Skill Ranks per Level: 2 + Int modifier.
  Class Features
  The following are the class features of the witch.
  Weapon and Armor Proficiency: Witches are proficient 
  with all simple weapons. They are not proficient 
  with any type of armor or shield. Armor 
  interferes with a witch’s gestures, 
  which can cause her spells with 
  somatic components to fail (see 
  Arcane Spells and Armor on 
  page 83 of the Pathfinder RPG 
  Core Rulebook).
  Spells: A witch casts arcane spells 
  drawn from the witch spell list (see 
  pages 70–71). A witch must choose and 
  prepare her spells ahead of time.
  To learn or cast a spell, a witch must have an 
  Intelligence score equal to at least 10 + the spell level. 
  The Difficulty Class for a saving throw against 
  a witch’s spell is 10 + the spell level + the witch’s 
  Intelligence modifier.
  A witch can cast only a certain number of spells of each 
  spell level per day. Her base daily spell allotment is given 
  on Table 2–10. In addition, she receives bonus spells per 
  day if she has a high Intelligence score (see Table 1–3 of the 
  Pathfinder RPG Core Rulebook).
  A witch may know any number of spells. She must choose 
  and prepare her spells ahead of time by getting 8 hours of sleep 
  and spending 1 hour communing with her familiar. While 
  communing, the witch decides which spells to prepare.
  Cantrips: Witches can prepare a number of cantrips, or 
  0-level spells, each day, as noted on Table 2–10 under “Spells 
  per Day.” These spells are cast like any other spell, but 
  they are not expended when cast and may be used again.  
  
  6666
  Cantrips prepared using other spell slots, due to metamagic 
  feats for example, are expended normally.
  Hex: Witches learn a number of magic tricks, called 
  hexes, that grant them powers or weaken foes. At 1st 
  level, a witch gains one hex of her choice. She gains an 
  additional hex at 2nd level and for every 2 levels attained 
  after 2nd level, as noted on Table 2–10. A witch cannot 
  select an individual hex more than once. 
  Unless otherwise noted, using a hex is a standard action 
  that does not provoke an attack of opportunity. The save 
  to resist a hex is equal to 10 + 1/2 the witch’s level + the 
  witch’s Intelligence modifier.
  Blight (Su): The witch can curse an animal, plant 
  creature, or plot of land, causing it to wither and die. 
  Blighting an area takes 1 round, during which time the 
  witch and her familiar must be in contact with the target. 
  If it’s used on a plot of land, the land begins to wither the 
  following day, and over the next week all plants in the area 
  die. Nothing will grow in that area so long as the curse 
  persists. A witch can affect an area with a radius equal to 
  her class level × 10 feet. Blighting a creature is a standard 
  action that requires a melee touch attack. If used on a 
  creature of the animal or plant type, the creature gains 
  the following curse: Blight Hex—type curse; save Will 
  negates; frequency 1/day; effect 1 Con damage. Both types 
  of curse can be removed with a remove curse or similar 
  magic, using the save DC as the DC to remove the curse. 
  A witch can only have one blight in effect at a time. If 
  another blight hex is made, the first immediately ends.
  Cackle (Su): A witch can cackle madly as a move action. 
  Any creature that is within 30 feet that is under the effects 
  of an agony hex, charm hex, evil eye hex, fortune hex, or 
  misfortune hex caused by the witch has the duration of 
  that hex extended by 1 round. 
  Cauldron (Ex): The witch receives Brew Potion as a 
  bonus feat and a +4 insight bonus on Craft (alchemy) 
  skill checks.
  Charm (Su): A witch can charm an animal or humanoid 
  creature within 30 feet by beckoning and speaking 
  soothing words. This improves the attitude of an animal 
  or humanoid creature by 1 step, as if the witch had 
  successfully used the Diplomacy skill. The effect lasts 
  for a number of rounds equal to the Witch’s Intelligence 
  modifier. A Will save negates this effect. Whether or not 
  the save is successful, a creature cannot be the target of 
  this hex again for 1 day. At 8th level, this effect improves 
  the attitude of the target creature by 2 steps. This is a 
  mind-affecting charm effect.
  Coven (Ex): The witch counts as a hag for the purpose 
  of joining a hag’s coven. The coven must contain at least 
  one hag. In addition, whenever the witch with this hex is 
  within 30 feet of another witch with this hex, she can use 
  the aid another action to grant a +1 bonus to the other 
  witch’s caster level for 1 round. This bonus applies to the 
  witch’s spells and all of her hexes.
  Disguise (Su): A witch can change her appearance for 
  a number of hours equal to her class level, as if using 
  disguise self. These hours do not need to be consecutive, 
  but they must be spent in 1-hour increments.
  Evil Eye (Su): The witch can cause doubt to creep into 
  the mind of a foe within 30 feet that she can see. The 
  target takes a –2 penalty on one of the following (witch’s 
  choice): AC, ability checks, attack rolls, saving throws, 
  or skill checks. This hex lasts for a number of rounds 
  equal to 3 + the witch’s Intelligence modifier. A Will save 
  reduces this to just 1 round. This is a mind-affecting 
  effect. At 8th level the penalty increases to –4.
  Flight (Su): The witch grows lighter as she gains power, 
  eventually gaining the ability to fly. At 1st level, the witch 
  can use feather fall at will and gains a +4 racial bonus on 
  Swim checks. At 3rd level, she can cast levitate once per 
  day. At 5th level, she can fly, as per the spell, for a number 
  of minutes per day equal to her level. These minutes do 
  not need to be consecutive, but they must be spent in 
  1-minute increments.
  Fortune (Su): The witch can grant a creature within 30 
  feet a bit of good luck for 1 round. The target can call 
  upon this good luck once per round, allowing him to 
  reroll any ability check, attack roll, saving throw, or skill 
  check, taking the better result. He must decide to use 
  this ability before the first roll is made. At 8th level and 
  16th level, the duration of this hex is extended by 1 round. 
  Once a creature has benefited from the fortune hex, it 
  cannot benefit from it again for 24 hours.
  Healing (Su): A witch can soothe the wounds of those 
  she touches. This acts as a cure light wounds spell, using 
  the witch’s caster level. Once a creature has benefited 
  from the healing hex, it cannot benefit from it again 
  for 24 hours. At 5th level, this hex acts like cure moderate 
  wounds.
  Misfortune (Su): The witch can cause a creature within 
  30 feet to suffer grave misfortune for 1 round. Anytime 
  the creature makes an ability check, attack roll, saving 
  throw, or skill check, it must roll twice and take the worse 
  result. A Will save negates this hex. At 8th level and 16th 
  level, the duration of this hex is extended by 1 round. This 
  hex affects all rolls the target must make while it lasts. 
  Whether or not the save is successful, a creature cannot 
  be the target of this hex again for 1 day.
  Slumber (Su): A witch can cause a creature within 30 feet 
  to fall into a deep, magical sleep, as per the spell sleep. The 
  creature receives a Will save to negate the effect. If the 
  save fails, the creature falls asleep for a number of rounds 
  equal to the witch’s level. This hex can affect a creature 
  of any HD. The creature will not wake due to noise or 
  light, but others can rouse it with a standard action.  
  
  6767
  Classes
  Classes 2
  This hex ends immediately if the creature takes damage. 
  Whether or not the save is successful, a creature cannot 
  be the target of this hex again for 1 day.
  Tongues (Su): A witch with this hex can understand any 
  spoken language for a number of minutes per day equal to 
  her level, as comprehend languages. This duration does not 
  need to be consecutive, but it must be spent in 1-minute 
  increments. At 5th level, a witch can use this ability to 
  speak any language, as per tongues.
  Ward (Su): A witch can use this hex to place a protective 
  ward over one creature. The warded creature receives a 
  +2 deflection bonus to AC and a +2 resistance bonus on 
  saving throws. This ward lasts until the warded creature 
  is hit or fails a saving throw. A witch knows when a warded 
  creature is no longer protected. A witch can have only one 
  ward active at a time. If the witch uses this ability again, 
  the previous ward immediately ends. A witch cannot use 
  this ability on herself. At 8th level and 16th level, the 
  bonuses provided by this ward increase by +1.
  Witch’s Familiar (Ex): At 1st level, a witch forms a close 
  bond with a familiar, a creature that teaches her magic 
  and helps to guide her along her path. Familiars also aid 
  a witch by granting her skill bonuses, additional spells, 
  and help with some types of magic. This functions like 
  the wizard’s arcane bond class feature, except as noted in 
  the Witch’s Familiar section.
  A witch must commune with her familiar each day to 
  prepare her spells. Familiars store all of the spells that 
  a witch knows, and a witch cannot prepare a spell that 
  is not stored by her familiar. A witch’s familiar begins 
  play storing all of the 0-level witch spells plus three 1st-
  level spells of the witch’s choice. The witch also selects 
  a number of additional 1st-level spells equal to her 
  Intelligence modifier to store in her familiar. At each 
  new witch level, she adds two new spells of any spell level 
  or levels that she can cast (based on her new witch level) to 
  her familiar. A witch can also add additional spells to her 
  familiar through a special ritual (see sidebar).
  Major Hex: Starting at 10th level, and every two levels 
  thereafter, a witch can choose one of the following major 
  hexes whenever she could select a new hex.
  Agony (Su): With a quick incantation, a witch can place 
  this hex on one creature within 60 feet, causing them 
  to suffer intense pain. The target is nauseated for a 
  number of rounds equal to the witch’s level. A Fortitude 
  save negates this effect. If the saving throw is failed, the 
  target can attempt a new save each round to end the 
  effect. Whether or not the save is successful, a creature 
  cannot be the target of this hex again for 1 day.
  Hag’s Eye (Su): A witch with this hex can create a magic 
  sensor that she can see through. This functions as per the 
  spell arcane eye. If the witch has the coven hex, all other 
  Table 
  2–10: 
  Witch
   
  Base
   
  Attack 
  Fort 
  Ref 
  Will 
    
   
   
   
   Spells per Day
  Level Bonus 
  Save 
  Save 
  Save 
  Special 
  0 
  1st 
  2nd 3rd 
  4th 
  5th 
  6th 
  7th 
  8th 9th
  1st 
  +0 
  +0 
  +0 
  +2 
  Cantrips, hex, 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
    
   
   
   
   
  witch’s familiar 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Hex 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  3rd 
  +1 
  +1 
  +1 
  +3 
   
   
  4 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  4th 
  +2 
  +1 
  +1 
  +4 
  Hex 
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  5th 
  +2 
  +1 
  +1 
  +4 
   
   
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  —
  6th 
  +3 
  +2 
  +2 
  +5 
  Hex 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  —
  7th 
  +3 
  +2 
  +2 
  +5 
   
   
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  —
  8th 
  +4 
  +2 
  +2 
  +6 
  Hex 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  —
  9th 
  +4 
  +3 
  +3 
  +6 
   
   
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  —
  10th 
  +5 
  +3 
  +3 
  +7 
  Hex, major hex 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  —
  11th 
  +5 
  +3 
  +3 
  +7 
   
   
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  —
  12th 
  +6/+1 
  +4 
  +4 
  +8 
  Hex 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  —
  13th 
  +6/+1 
  +4 
  +4 
  +8 
   
   
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  —
  14th 
  +7/+2 
  +4 
  +4 
  +9 
  Hex 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  —
  15th 
  +7/+2 
  +5 
  +5 
  +9 
   
   
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  —
  16th 
  +8/+3 
  +5 
  +5 
  +10 
  Hex 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  —
  17th 
  +8/+3 
  +5 
  +5 
  +10 
   
   
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1
  18th 
  +9/+4 
  +6 
  +6 
  +11 
  Hex, grand hex 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2
  19th 
  +9/+4 
  +6 
  +6 
  +11 
   
   
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3
  20th 
  +10/+5 
  +6 
  +6 
  +12 
  Hex 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4
  
  6868
  witches within 10 feet who also have the coven hex can 
  see through this sensor as well, although the witch that 
  created it still controls it. The witch can use this eye for 
  a number of minutes per day equal to her level. These 
  minutes do not need to be consecutive, but they must be 
  spent in 1-minute increments.
  Major Healing (Su): By calling upon eerie powers, the 
  witch’s touch can mend even the most terrible wounds of 
  those she touches. This acts as cure serious wounds, using 
  the witch’s caster level. Once a creature has benefited 
  from the major healing hex, it cannot benefit from it 
  again for 24 hours. At 15th level, this hex acts like cure 
  critical wounds.
  Nightmares (Su): Calling upon fell powers, a witch 
  can place a hex on a creature within 60 feet that causes 
  its sleep to be tormented by terrible nightmares.  
  This functions as the spell nightmare each time the 
  affected creature attempts to rest. A Will save negates this 
  effect. If the save is failed, the target must make a new 
  save each night or be unable to rest. 
  Retribution (Su): A witch can place a retribution hex 
  on a creature within 60 feet, causing terrible wounds 
  to open across the target’s f lesh whenever it deals 
  damage to another creature in melee. Immediately 
  after the hexed creature deals damage in melee, it takes 
  half that damage (round down). This damage bypasses 
  any resistances, immunities, or damage reduction the 
  creature possesses. This effect lasts for a number of 
  rounds equal to the witch’s Intelligence modifier. A Will 
  save negates this effect.
  Vision (Su): A witch with the vision hex can grant a 
  glimpse of the future to a creature touched. Granting a 
  vision takes 1 minute, during which time the witch and 
  the target must remain in contact with one another. At the 
  end of this time, the subject receives a brief image of the 
  future, usually no more than 1 year from the time of the 
  vision, subject to GM discretion. This is only one possible 
  version of the future, making such visions unreliable at 
  best. Most visions are slanted toward the alignment of 
  the witch that granted them. For example, the visions 
  granted by a chaotic evil witch often show scenes of death 
  and destruction, while those of a neutral good witch tend 
  to be of joyous events or occasions. A creature cannot be 
  subject to another vision until the current vision has 
  either come to pass or been prevented. A witch cannot use 
  this ability on herself. Unwilling creatures receive a Will 
  save to negate the vision. 
  Waxen Image (Su): The witch can spend a full-round 
  action to create a crude and unnerving wax duplicate 
  of a creature she can see within 30 feet. Once the 
  image is complete, the subject must make a Will save. 
  If the subject fails, the witch gains a small measure 
  of control over the creature. Whenever she exercises 
  this control, the creature receives a new Will save to 
  end the effect. This effect occurs on the witch’s turn 
  and does not impede the creature’s actions on its turn. 
  The witch can use the waxen image a number of times 
  equal to her Intelligence modifier before it melts. As 
  a standard action, the witch can cause the subject to 
  do any one of the following things: move up to the 
  creature’s speed in any direction, attack itself once 
  with any weapon in hand (this attack automatically 
  hits), lay down on the ground, or drop anything 
  held. Alternatively, she can spend one of her uses to 
  simply torture the image, causing the creature to be 
  both sickened and staggered on its turn. As soon as 
  the creature has succeeded on a saving throw against 
  this effect, it is immune to it for 24 hours. The is an 
  enchantment (compulsion) effect. 
  Adding Spells 
  to 
  a 
  Witch’s 
  Familiar
  Witches can add new spells to their familiars through 
  several methods. A witch can only add spells to her familiar 
  if those spells belong to the witch’s spell list.
  Spells Gained at a New Level: A witch’s familiar learns a 
  certain amount of lore and magic as the witch adventures. 
  Whenever a witch gains a level, she may add two spells 
  from the witch spell list to her familiar. The two free spells 
  must be of spell levels she can cast.
  Familiar Teaching Familiar: A witch’s familiar can learn 
  spells from another witch’s familiar. To accomplish this, 
  the familiars must spend one hour per level of the spell 
  being taught in communion with one another. At the end 
  of this time, the witch whose familiar is learning a spell 
  must make a Spellcraft check (DC 15 + spell level). If the 
  check succeeds, the familiar has learned the spell and the 
  witch may utilize it the next time she prepares spells. If 
  the check fails, the familiar has failed to learn the spell 
  and cannot try to learn that spell again until the witch has 
  gained another rank in Spellcraft. Most witches require a 
  spell of equal or greater level in return for this service. If 
  a familiar belongs to a witch that has died, it only retains 
  its knowledge of spells for 24 hours, during which time it 
  is possible to coerce or bribe the familiar into teaching its 
  spells to another, subject to GM discretion.
  Learn from a Scroll: A witch can use a scroll to teach 
  her familiar a new spell. This process takes 1 hour per level 
  of the spell to be learned, during which time the scroll 
  is burned and its ashes used to create a special brew or 
  powder that is consumed by the familiar. This process 
  destroys the scroll. At the end of this time, the witch must 
  make a Spellcraft check (DC 15 + spell level). If the check 
  fails, the process went awry in some way and the spell is 
  not learned, although the scroll is still consumed.
  
  6969
  Classes
  Classes 2
  Weather Control (Su): A witch with this hex can use 
  control weather once per day, but creating the weather 
  takes 1 full hour of chanting, dancing, and communing 
  with her familiar.
  Grand Hex: Starting at 18th level, and every two levels 
  thereafter, a witch can choose one of the following grand 
  hexes whenever she could select a new hex.
  Death Curse (Su): This powerful hex seizes a creature’s 
  heart, causing death within just a few moments. This hex 
  has a range of 30 feet. The hexed creature receives a Will 
  save to negate the effect. If this save is failed, the creature 
  becomes fatigued the first round of the hex. On the 
  second round of the hex, the creature becomes exhausted. 
  On the third round, the creature dies unless it succeeds at 
  a Fort save. Creatures that fail the first save but succeed 
  at the second remain exhausted and take 4d6 points of 
  damage + 1 point of damage per level of the witch. Slaying 
  the witch that hexed the creature ends the effect, but any 
  fatigue or exhaustion remains. Whether or not the saves 
  are successful, a creature cannot be the target of this hex 
  again for 1 day.
  Eternal Slumber (Su): The witch can touch a creature, 
  causing it to drift off into a permanent slumber. The 
  creature receives a Will save to negate this effect. If the 
  save fails, the creature falls asleep and cannot be woken. 
  The effect can only be removed with a wish or similar 
  magic, although slaying the witch ends the effect. 
  The witch can use this ability to poison food or drink, 
  causing those who ingest it to make a save or fall into 
  an eternal slumber. She can only have one such dose 
  of poison at any one time, and it loses its potency after 
  1 minute if not consumed. Whether or not the save is 
  successful, a creature cannot be the target of this hex 
  again for 1 day. 
  Forced Reincarnation (Su): The witch causes a creature 
  within 30 feet to die and be immediately reincarnated 
  into a new body. A Will save negates this effect. Those 
  that fail are slain and immediately brought back to life 
  with the spell reincarnate. Whether or not the save is 
  successful, a creature cannot be the target of this hex 
  again for 1 day.
  Life Giver (Su): Once per day the witch can, as a full 
  round action, touch a dead creature and bring it back to 
  life. This functions as resurrection, but it does not require 
  a material component.
  Natural Disaster (Su): A witch using this hex calls 
  down the forces of nature to wreak havoc on an area. 
  This functions as a storm of vengeance combined with 
  an earthquake that occurs on the second round of the 
  effect (while acid is raining from the sky). A witch must 
  concentrate for the duration of this effect. If disrupted, 
  the effect immediately ends. A witch can only use this 
  ability once per day.
  WitCh’s Familiar
  By forging strange bonds with unnameable beings, 
  witches gain the service of a mystical advisor, a familiar 
  to both serve her and reveal to her secrets unknown to 
  most mortals. A familiar is an animal chosen by a witch 
  to aid her in her spellcasting and grant her special 
  powers. This uses the same rules as the wizard’s arcane 
  bond class feature (see pages 78 and 82 of the Pathfinder 
  RPG Core Rulebook), except as noted below. A witch uses 
  her level as her effective wizard level when determining 
  the abilities of her familiar. A witch can choose any of 
  the familiars available to a wizard in addition to the new 
  familiars presented here.  
  Levels of different classes that are entitled to familiars 
  stack for the purpose of determining any familiar 
  abilities that depend on the witch’s level. If a witch 
  possesses such levels, her familiar always uses the witch 
  rules for familiars, not those provided by other classes, 
  such as wizards or sorcerers with the arcane bloodline. A 
  witch’s familiar only stores witch spells. All other spells 
  are stored normally, as noted in their class features.
  If a familiar is lost or dies, it can be replaced 1 day 
  later through a special ritual that costs 500 gp per witch 
  level. The ritual takes 8 hours to complete. A new familiar 
  begins knowing all of the 0-level spells plus two spells of 
  every level the witch is able to cast. These are in addition 
  to any bonus spells known by the familiar based on the 
  witch’s level and her patron (see patron spells).
  Store Spells: Starting at 1st level, a witch’s familiar stores 
  all of the spells that the witch knows. This does not allow 
  the familiar to cast these spells or use spell-trigger or 
  spell completion magic items. Starting at 2nd level, and 
  every two levels thereafter, a witch’s familiar adds new 
  bonus spells to the witch’s spell list based on her patron. 
  These spells are automatically stored by the familiar and 
  can be prepared as normal once they are gained.
  Deliver Touch Spells (Su): If a witch is 3rd level or higher, 
  her familiar can deliver touch spells or hexes for her. If 
  the witch and the familiar are in contact at the time the 
  witch casts a touch spell, she can designate her familiar 
  as the “toucher.” The familiar can then deliver the touch 
  spell just as the witch would. As usual, if the witch casts 
  another spell before the touch is delivered, the touch 
  spell dissipates. If the witch activates a hex, her familiar 
  can be used to make the touch. She does not have to be in 
  contact with the familiar to use this ability.
  neW Familiars
  In addition to the familiars presented in the Pathfinder 
  RPG Core Rulebook, witches might select any of the 
  following animals as their familiar. Sorcerers and 
  wizards might also adopt these new familiars, utilizing 
  the same rules as for any other familiar. 
  
  7070
  These familiars make use of statistics presented in the 
  Pathfinder RPG Bestiary (on the noted pages), specifically 
  the house centipede (43), king crab (50), greensting 
  scorpion (242), fox (dog with the young template, 87), 
  octopus (octopus with the young template, 219), and 
  scarlet spider (258).
  Familiar 
  Special Ability
  Centipede Master gains a +3 bonus on Stealth checks
  Crab 
  Master gains a +2 bonus on grapple checks
  Fox 
  Master gains a +2 bonus on Reflex saves
  Octopus 
  Master gains a +3 bonus on Swim checks
  Scorpion 
  Master gains a +2 bonus on initiative rolls
  Spider 
  Master gains a +3 bonus on Climb checks
  Patron sPells
  At 1st level, when a witch gains her familiar, she must also 
  select a patron. This patron is a vague and mysterious force, 
  granting the witch power for reasons that she might not 
  entirely understand. While these forces need not be named, 
  they typically hold influence over one of the following forces. 
  At 2nd level, and every two levels thereafter, a witch’s patron 
  adds new spells to a witch’s list of spells known. These spells 
  are also automatically added to the list of spells stored by 
  the familiar. Spells marked with an asterisk (*) appear in 
  Chapter 5 of this book. The spells gained depend upon the 
  patron chosen. Each patron is listed by its theme. Its actual 
  name is up to the GM and the witch to decide.
  Agility: 
  2nd—jump, 
  4th—cat’s 
  grace, 
  6th—haste, 
  8th—freedom of movement, 10th—polymorph, 12th—cat’s 
  grace (mass), 14th—ethereal jaunt, 16th—animal shapes, 
  18th—shapechange.
  Animals: 2nd—charm animals, 4th—speak with animals, 
  6th—dominate animal, 8th—summon nature’s ally IV, 
  10th—animal growth, 12th—antilife shell, 14th—beast shape 
  IV, 16th—animal shapes, 18th—summon nature’s ally IX.
  Deception: 2nd—ventriloquism, 4th—invisibility, 6th—
  blink, 8th—confusion, 10th—passwall, 12th—programmed 
  image, 14th—invisibility (mass), 16th—scintillating pattern, 
  18th—time stop.
  Elements: 2nd—shocking grasp, 4th—flaming sphere, 
  6th—fireball, 8th—wall of ice, 10th—flame strike, 12th—
  freezing sphere, 14th—vortex*, 16th—fire storm, 18th—
  meteor swarm.
  Endurance: 2nd—endure elements, 4th—bear’s endurance, 
  6th—protection from energy, 8th—spell immunity, 10th—spell 
  resistance, 12th—bear’s endurance (mass), 14th—restoration 
  (greater), 16th—iron body, 18th—miracle.
  Plague: 2nd—detect undead, 4th—command undead, 
  6th—contagion, 8th—animate dead, 10th—giant vermin, 
  12th—create undead, 14th—control undead, 16th—create 
  greater undead, 18th—energy drain.
  Shadow: 2nd—silent image, 4th—darkness, 6th—deeper 
  darkness, 8th—shadow conjuration, 10th—shadow evocation, 
  12th—shadow walk, 14th—shadow conjuration (greater), 
  16th—shadow evocation (greater), 18th—shades.
  Strength: 2nd—divine favor, 4th—bull’s strength, 6th—
  greater magic weapon, 8th—divine power, 10th—righteous 
  might, 12th—bull’s strength (mass), 14th—giant form I, 16th—
  giant form II, 18th—shapechange.
  Transformation: 2nd—jump, 4th—bear’s endurance, 
  6th—beast shape I, 8th—beast shape II, 10th—beast shape 
  III, 12th—form of the dragon I, 14th—form of the dragon II, 
  16th—form of the dragon III, 18th—shapechange.
  Trickery: 2nd—animate rope, 4th—mirror image, 6th—major 
  image, 8th—phantasmal killer, 10th—mirage arcana, 12th—
  mislead, 14th—reverse gravity, 16th—screen, 18th—time stop.
  Water: 2nd—bless water/curse water, 4th—slipstream*, 
  6th—water breathing, 8th—control water, 10th—geyser*, 
  12th—elemental body III (water only), 14th—elemental body 
  IV (water only), 16th—seamantle*, 18th—tsunami*.
  Wisdom: 2nd—shield of faith, 4th—owl’s wisdom, 6th—
  magic vestment, 8th—globe of invulnerability (lesser), 10th—
  dream, 12th—globe of invulnerability (greater), 14th—spell 
  turning, 16th—protection from spells, 18th—mage’s disjunction.
  WitCh sPells
  Witches gain access to the following spells. While most of 
  these spells are found in the Core Rulebook, those marked 
  with an asterisk (*) appear in Chapter 5 of this book.
  0-Level Witch Spells—bleed, dancing lights, daze, detect 
  magic, detect poison, guidance, light, mending, message, putrefy 
  food and drink*, read magic, resistance, spark*, stabilize, touch 
  of fatigue.
  1st-Level Witch Spells—beguiling gift*, burning hands, 
  cause fear, charm person, chill touch, command, comprehend 
  languages, cure light wounds, dancing lantern*, detect secret 
  doors, enlarge person, hypnotism, identify, ill omen*, inflict 
  light wounds, mage armor, mask dweomer*, mount, obscuring 
  mist, ray of enfeeblement, reduce person, sleep, summon monster 
  I, unseen servant.
  2nd-Level Witch Spells—alter self, augury, blindness/
  deafness, burning gaze*, cure moderate wounds, daze monster, 
  death knell, delay poison, detect thoughts, enthrall, false life, 
  feast of ashes*, fester*, find traps, fog cloud, gentle repose, 
  glide*, glitterdust, hidden speech*, hold person, inflict moderate 
  wounds, levitate, perceive cues*, pox pustules*, scare, see 
  invisibility, spectral hand, status, summon monster II, summon 
  swarm, touch of idiocy, vomit swarm*, web, zone of truth.
  3rd-Level Witch Spells—arcane sight, bestow curse, 
  clairaudience/clairvoyance, cup of dust*, deep slumber, 
  dispel magic, fly, glyph of warding, guiding star*, heroism, 
  lightning bolt, locate object, nature’s exile*, pain strike*, rage, 
  ray of exhaustion, remove blindness/deafness, remove curse, 
  remove disease, screech*, seek thoughts*, sepia snake sigil, 
  
  7171
  Classes
  Classes 2
  share senses*, sleet storm, speak with dead, stinking cloud, 
  suggestion, summon monster III, tongues, twilight knife*, 
  vampiric touch, water walk.
  4th-Level Witch Spells—arcane eye, black tentacles, 
  charm monster, confusion, crushing despair, cure serious 
  wounds, death ward, detect scrying, dimension door, discern 
  lies, divination, enervation, fear, geas (lesser), ice storm, inflict 
  serious wounds, locate creature, minor creation, moonstruck*, 
  neutralize poison, phantasmal killer, poison, scrying, secure 
  shelter, sleepwalk*, solid fog, spite*, summon monster IV, 
  threefold aspect*, wandering star motes*.
  5th-Level Witch Spells—baleful polymorph, banish 
  seeming*, blight, break enchantment, cloudkill, contact other 
  plane, cure critical wounds, dominate person, feeblemind, hold 
  monster, inflict critical wounds, magic jar, major creation, 
  mark of justice, mind fog, overland flight, pain strike (mass)*, 
  prying eyes, reincarnate, rest eternal*, secret chest, suffocation*, 
  summon monster V, symbol of pain, symbol of sleep, telepathic 
  bond, teleport, waves of fatigue.
  6th-Level Witch Spells—analyze dweomer, animate 
  objects, cloak of dreams*, cone of cold, cure light wounds (mass), 
  dispel magic (greater), eyebite, fester (mass)*, find the path, flesh 
  to stone, geas/quest, guards and wards, heroism (greater), inflict 
  light wounds (mass), legend lore, raise dead, slay living, stone 
  to flesh, suggestion (mass), summon monster VI, swarm skin*, 
  symbol of fear, symbol of persuasion, transformation, true 
  seeing, unwilling shield*.
  7th-Level Witch Spells—arcane sight (greater), chain 
  lightning, control weather, cure moderate wounds (mass), 
  harm, heal, hold person (mass), inflict moderate wounds (mass), 
  insanity, instant summons, phase door, plane shift, power word 
  blind, regenerate, scrying (greater), summon monster VII, 
  symbol of stunning, symbol of weakness, teleport (greater), 
  teleport object, vision, waves of exhaustion.
  8th-Level Witch Spells—antipathy, charm monster 
  (mass), clone, cure serious wounds (mass), demand, destruction, 
  discern location, horrid wilting, inflict serious wounds (mass), 
  irresistible dance, maze, mind blank, moment of prescience, 
  power word stun, prying eyes (greater), resurrection, stormbolts*, 
  summon monster VIII, symbol of death, symbol of insanity, 
  sympathy, trap the soul.
  9th-Level Witch Spells—astral projection, cure critical 
  wounds (mass), dominate monster, elemental swarm, foresight, 
  hold monster (mass), inflict critical wounds (mass), power word 
  kill, refuge, soul bind, storm of vengeance, suffocation (mass)*, 
  summon monster IX, teleportation circle, wail of the banshee.
  
  7272
  Core Classes
  From the noble paladin to the skillful rogue, each core 
  class in the Pathfinder Roleplaying Game draws upon a 
  central archetype. Yet, beyond that basic concept exists 
  the potential for innumerable interpretations, details, and 
  refinements. The fighter class, for example, might easily 
  be sculpted into a dead-eye archer, a fleet-footed duelist, a 
  stealthy jungle hunter, or countless other types of martial 
  masters, all refined by a player’s choice of details, class 
  options, and specific rules. Yet some archetypes prove 
  pervasive and exciting enough to see use in play time 
  and time again. To help players interested in creating 
  iconic fantasy characters, the following pages explore 
  new rules, options, and alternate class features for each 
  core class. So while most druids wander the woods, some 
  track through the vast desert, reveling in what the wastes 
  have to offer. Such optional features represent a unique 
  view of what a class deliberately designed to capture a 
  specific character archetype might become. While the 
  types of options presented for each core class differ, each 
  subsystem is customized to best serve that class, emulate 
  the abilities and talents of classic fantasy archetypes, and 
  expand players’ freedom to design exactly the characters 
  they desire. 
  alternate Class Features
  Most of the options presented on the following pages 
  include a host of alternate class features. When a character 
  selects a class, he must choose to use the standard class 
  features found in the Core Rulebook or those listed in one of 
  the archetypes presented here. Each alternate class feature 
  replaces a specific class feature from its parent class. For 
  example, the elemental fist class feature of the monk of the 
  four winds replaces the stunning fist class feature of the 
  monk. When an archetype includes multiple class features, 
  a character must take all of them—often blocking the 
  character from ever gaining certain familiar class features, 
  but replacing them with equally powerful options. All of 
  the other class features found in the core class and not 
  mentioned among the alternate class features remain 
  unchanged and are acquired normally when the character 
  reaches the appropriate level (unless noted otherwise). A 
  character who takes an alternate class feature does not 
  count as having the class feature that was replaced when 
  meeting any requirements or prerequisites.
  A character can take more than one archetype and 
  garner additional alternate class features, but none of 
  the alternate class features can replace or alter the same 
  class feature from the core class as another alternate 
  class feature. For example, a paladin could not be both 
  a hospitaler and an undead scourge since they both 
  modify the smite evil class feature and both replace the 
  aura of justice class feature. A paladin could, however, 
  be both an undead scourge and a warrior of the holy 
  light, since none of their new class features replace the 
  same core class feature.
  adaPting existing CharaCters
  Players with existing characters should talk with their 
  GM about whether on not these alternate class features 
  are available in her game, and if so, whether they can 
  recreate their characters to adopt them. As alternate class 
  features are designed to be balanced when compared to 
  those in the core class, players who revise their characters 
  shouldn’t be gaining any special advantage over other 
  party members. As long as the GM is comfortable with 
  retroactively adjusting character specifics, there should 
  be no disruption to future adventures. Typically, the 
  best time for a player to adopt alternate class features 
  and significantly revise his character is when leveling 
  up between adventures, though he should always check 
  with the GM before doing so, as she may wish to work 
  significant changes to a character into the campaign.
  While the GM might want to make concessions for 
  players who didn’t have these alternate class features 
  available to them when creating their characters, PCs 
  should be one of the most constant elements of a campaign. 
  Constantly changing and recreating characters can prove 
  problematic to a campaign. While the GM should be 
  willing to adapt and may allow players who grow bored 
  with their characters to redefine them, alternate class 
  abilities shouldn’t feel like exploitable options allowing 
  PCs to build and rebuild their characters in whatever ways 
  seem most advantageous at a given moment. Allowing 
  players to remake characters in light of newly adopted 
  rules may be desirable on occasion, but GMs shouldn’t 
  feel like they’re being unfair or breaking any rule by not 
  allowing players to rebuild characters or by disallowing 
  certain options. While the GM should always strive to help 
  players run the characters they want, ultimately she knows 
  what’s best for the campaign.
  Core Class arChetyPes
  The core class archetypes that follow are included in this 
  chapter. Characters may take more than one archetype if 
  they meet the requirements.
  Barbarian: Breaker, Brutal Pugilist, Drunken Brute, 
  Elemental Kin, Hurler, Invulnerable Rager, Mounted 
  Fury, Savage Barbarian, Superstitious, and Totem 
  Warrior. This section also includes a host of new rage 
  powers that any barbarian can take.
  Bard: Arcane Duelist, Archivist, Court Bard, Detective, 
  Magician, Sandman, Savage Skald, Sea Singer, and 
  Street Performer.
  
  7373
  Classes
  Classes 2
  Cleric: Instead of specific archetypes, each cleric can 
  choose from a host of subdomains that focus on one 
  aspect of their deity’s power. Two or more subdomains 
  are presented for each domain.
  Druid: Aquatic Druid, Arctic Druid, Blight Druid, 
  Cave Druid, Desert Druid, Jungle Druid, Mountain 
  Druid, Plains Druid, Swamp Druid, and Urban Druid. 
  Alternatively, druid can choose to be an animal shaman, 
  such as a Bear Shaman, Eagle Shaman, Lion Shaman, 
  Serpent Shaman, or Wolf Shaman.
   Fighter: Archer, Crossbowman, Free Hand Fighter, 
  Mobile Fighter, Phalanx Soldier, Polearm Master, 
  Roughrider, Savage Warrior, Shielded Fighter, Two-
  Handed Fighter, Two-Weapon Warrior, and Weapon 
  Master.
  Monk: Drunken Master, Hungry Ghost Monk, Ki Mystic, 
  Monk of the Empty Hand, Monk of the Four Winds, Monk 
  of the Healing Hand, Monk of the Lotus, Monk of the 
  Sacred Mountain, Weapon Adept, Zen Archer.
  Paladin: Divine Defender, Hospitaler, Sacred Servant, 
  Shining Knight, Undead Scourge, and Warrior of the 
  Holy Light. This section also includes rules for an 
  alternate version of the paladin class, the antipaladin.
  Ranger: Beast Master, Guide, Horse Lord, Infiltrator, 
  Shapeshifter, Skirmisher, Spirit Ranger, and Urban 
  Ranger. This section also includes new combat style 
  choices that any ranger can take.
  Rogue: Acrobat, Burglar, Cutpurse, Investigator, 
  Poisoner, Rake, Scout, Sniper, Spy, Swashbuckler, Thug, 
  and Trapsmith. This section also includes a number of 
  rogue talents and advanced rogue talents that any rogue 
  can take.
  Sorcerer: 
  Aquatic 
  Bloodline, 
  Boreal 
  Bloodline, 
  Deepearth Bloodline, Dreamspun Bloodline, Protean 
  Bloodline, Serpentine Bloodline, Shadow Bloodline, 
  Starsoul Bloodline, Stormborn Bloodline, and Verdant 
  Bloodline. Unlike other alternate class features, a sorcerer 
  may never have more than one bloodline.
  Wizard: This section includes four elemental wizard 
  schools, air, earth, fire, and water. It also includes focused 
  arcane schools, which allow wizards of one school to focus 
  on one element of that school’s power.  
  
  7474
  Barbarian
  The true barbarian is a creature of bestial, savage fury. 
  Whether a stoic tribal champion who whips herself into 
  a berserker frenzy for the good of her sword-sisters, or a 
  chaotic warrior who revels in carnage for its own sake, all 
  barbarians share a similar approach to combat. Once the 
  red haze of bloodlust descends, there is only a burning rage 
  that carries them through the screaming fray, heedless of 
  wounds and leaving scattered corpses in their wake.
  Presented below are a number of new rage powers to 
  help you customize your barbarian, as well as several 
  classic barbarian archetypes to help you in building your 
  character, each one including a number of suggested rage 
  powers that, while not mandatory, work to flesh out the 
  character concept. Rage powers marked with an asterisk (*) 
  can be found in the Pathfinder RPG Core Rulebook.
  Rage Powers (Ex): The following new rage powers can be 
  taken by any barbarian that meets the prerequisites. Totem 
  rage powers grant powers in a theme. A barbarian cannot 
  select from more than one group of totem rage powers. 
  For example, a barbarian that selects a beast totem rage 
  power cannot later chose to gain any of the spirit totem 
  rage powers.
  Beast Totem (Su): While raging, the barbarian gains a +1 
  natural armor bonus. This bonus increases by +1 for every 
  four levels the barbarian has attained. A barbarian must 
  have the lesser beast totem rage power to select this rage 
  power. A barbarian must be at least 6th level to select this 
  rage power.
  Beast Totem, Greater (Su): While raging, the barbarian 
  gains the pounce special ability, allowing her to make a full 
  attack at the end of a charge. In addition, the damage from 
  her claws increases to 1d8 (1d6 if Small) and the claws deal 
  �3 damage on a critical hit. A barbarian must have the beast 
  totem rage power to select this rage power. A barbarian must 
  be at least 10th level to select this rage power.
  Beast Totem, Lesser (Su): While raging, the barbarian gains 
  two claw attacks. These attacks are considered primary 
  attacks and are made at the barbarian’s full base attack 
  bonus. The claws deal 1d6 points of slashing damage (1d4 
  if Small) plus the barbarian’s Strength modifier.
  Boasting Taunt (Ex): While raging, the barbarian can 
  incite a creature to attack her by making an Intimidate 
  check to demoralize. If the check succeeds, the target is 
  also shaken as long as the barbarian is visible and raging 
  or until it makes a melee attack against the barbarian. The 
  barbarian receives a +2 circumstance bonus on this check 
  for every alcoholic drink she has consumed during this 
  rage. This is a language-dependent mind-affecting effect, 
  and it relies on audible components. The barbarian must 
  be at least 6th level to select this power.
  Brawler: While raging, the barbarian is treated as if she 
  has Improved Unarmed Strike. If she already has the feat, 
  her unarmed strikes deal 1d6 points of damage (1d4 if she 
  is Small).
  Brawler, Greater: While raging, the barbarian is treated as 
  if she has Two-Weapon Fighting when making unarmed 
  strike attacks. A barbarian must have the brawler rage 
  power to select this rage power.
  Chaos Totem (Su): While raging, the barbarian’s form 
  becomes infused with chaos. She gains a +4 bonus on 
  Escape Artist checks and has a 25% chance to ignore extra 
  damage from critical hits and sneak attacks. A barbarian 
  must have the lesser chaos totem rage power to select this 
  rage power. A barbarian must be at least 6th level to select 
  this rage power.
  Chaos Totem, Greater (Su): While raging, the barbarian gains 
  DR/lawful equal to 1/2 her barbarian level. Her weapons and 
  natural weapons are considered chaotic for the purpose of 
  overcoming damage reduction. A barbarian must have the 
  chaos totem rage power to select this rage power. A barbarian 
  must be at least 10th level to select this rage power. 
  Chaos Totem, Lesser (Su): While raging, the barbarian 
  gains a +1 deflection bonus to AC against the attacks of 
  lawful creatures and a +1 resistance bonus on saving throws 
  against confusion, insanity, polymorph, and effects with 
  the lawful descriptor. This bonus increases by +1 for each 
  chaos totem rage power she possesses.
  Come and Get Me (Ex): While raging, as a free action the 
  barbarian may leave herself open to attack while preparing 
  devastating counterattacks. Enemies gain a +4 bonus on 
  attack and damage rolls against the barbarian until the 
  beginning of her next turn, but every attack against the 
  barbarian provokes an attack of opportunity from her, which 
  is resolved prior to resolving each enemy attack. A barbarian 
  must be at least 12th level to select this rage power.
  Disruptive: When raging, the barbarian gains Disruptive 
  as a bonus feat. The barbarian must have the superstition* 
  rage power to select this rage power. A barbarian must be 
  at least 8th level to select this rage power.
  Elemental Rage (Su): While raging, all of the barbarian’s 
  melee attacks deal an additional 1d6 points of energy 
  damage (acid, cold, electricity, or fire). The type is chosen 
  when the barbarian begins her rage. A barbarian must 
  have the lesser elemental rage power to select this rage 
  power. A barbarian must be at least 8th level to select this 
  rage power. Note that the barbarian can still use her lesser 
  elemental rage power while using this rage power, but she 
  must select a different energy type.
  Elemental Rage, Greater (Su): While raging, all of the 
  barbarian’s critical hits made with melee weapons deal 
  an additional 1d10 points of energy damage (2d10 if the 
  weapon deals ×3 damage on a critical hit, 3d10 if the weapon 
  deals ×4 on a critical hit). The type of this damage is the 
  
  7575
  Classes
  Classes 2
  same as the type chosen for the elemental rage power. A 
  barbarian must have the elemental rage power to select 
  this rage power. A barbarian must be at least 12th level to 
  select this rage power.
  Elemental Rage, Lesser (Su): As a swift action, the barbarian 
  can cause her melee attacks to deal an additional 1d6 
  points of energy damage (acid, cold, electricity, or fire) for 
  1 round. A barbarian must be at least 4th level to select this 
  rage power. This power can only be used once per rage.
  Energy Absorption (Su): While raging, the barbarian can 
  absorb energy from a single attack of her chosen energy 
  type once per rage. She does not make a saving throw 
  against the effect but takes no damage from it, instead 
  gaining 1 temporary hit point per 3 points of damage the 
  attack would have inflicted. These temporary hit points 
  last until the end of the barbarian’s rage. A barbarian must 
  have the greater energy resistance rage power to select this 
  rage power. A barbarian must be at least 12th level to select 
  this rage power.
  Energy Eruption (Su): While raging, the barbarian can 
  absorb energy from a single attack and unleash it upon her 
  enemies once per rage. She does not make a saving throw 
  against the effect but takes no damage from it. At any point 
  during the remainder of her rage she can unleash the 
  stored energy as a breath weapon in either a 60-foot line 
  or 30-foot cone. The breath weapon inflicts damage equal 
  to the damage from the attack absorbed by the barbarian, 
  but creatures within the area may make a Reflex save (DC 
  10 + 1/2 the barbarian’s level + the barbarian’s Constitution 
  modifier) for half damage even if the original effect did not 
  allow a save. A barbarian must have the energy absorption 
  rage power to select this rage power. A barbarian must be 
  at least 16th level to select this rage power.
  Energy Resistance (Ex): While raging, the barbarian gains 
  resistance to one energy type (acid, cold, electricity, fire, or 
  sonic) equal to 1/2 her barbarian level (minimum 1). The 
  energy type is chosen when this rage power is selected and 
  it cannot be changed. This rage power can be selected more 
  than once. Its effects do not stack. Each time is applies to a 
  different energy type.
  Energy Resistance, Greater (Ex): Once per rage, a barbarian 
  can reduce damage by half from a single attack against which 
  she has energy resistance (halve the damage, then apply 
  resistance). A barbarian must have the energy resistance rage 
  power to select this rage power. A barbarian must be at least 
  8th level to select this rage power. 
  Ferocious Mount (Ex): While raging and mounted, the 
  barbarian’s mount also gains the benefits of rage (including 
  greater rage and mighty rage) as long as the barbarian is 
  mounted or adjacent to it. While her mount is raging in 
  this way, she must spend one additional round of rage per 
  round. She can elect not to pay this cost, in which case her 
  mount does not rage.
  Ferocious Mount, Greater (Ex): While raging and mounted, 
  the barbarian’s mount gains the benefits of any rage 
  powers that are constant in effect when the barbarian is 
  raging. It does not gain the benefit of any rage powers that 
  require actions to activate, even if they are free actions. A 
  barbarian must have the ferocious mount rage power to 
  select this rage power. A barbarian must be at least 8th 
  level to select this rage power.
  Ferocious Trample (Ex): While raging and mounted, 
  the barbarian’s mount gains the trample special attack 
  (Pathfinder RPG Bestiary 305). This attack inflicts 1d8 points 
  of damage for a Medium mount, 2d6 for a Large mount, 
  or 2d8 for a Huge mount, plus 1–1/2 times the mount’s 
  Strength modifier. A successful Reflex save (DC 10 + 1/2 
  the barbarian’s level + the mount’s Strength modifier) 
  halves this damage. Creatures in the mount’s path or that 
  threaten squares it passes through may make attacks of 
  opportunity against either the barbarian or the mount, 
  but not both. A barbarian must have the ferocious mount 
  rage power to select this rage power. A barbarian must be 
  at least 8th level to select this rage power.
  Ferocious Trample, Greater (Ex): A barbarian’s mount can 
  affect creatures up to its own size with its ferocious trample. 
  In addition, it can make an overrun combat maneuver check 
  as a free action against a creature that fails its Reflex save (or 
  chooses not to save in order to take an attack of opportunity) 
  against its trample. A barbarian must have the ferocious 
  trample rage power to select this rage power. A barbarian 
  must be at least 12th level to select this rage power.
  Fiend Totem (Su): While raging, the barbarian sprouts 
  dozens of wicked barbs from her body. Anyone striking 
  the barbarian with a melee weapon, an unarmed strike, 
  or a natural weapon takes 1d6 points of piercing damage. 
  A barbarian must have the lesser fiend totem rage power 
  to select this rage power. A barbarian must be at least 6th 
  level to select this rage power.
  Fiend Totem, Greater (Su): While raging, the barbarian is 
  surrounded by an aura of menace. Good creatures adjacent 
  to the barbarian are shaken and take 2d6 points of slashing 
  damage at the beginning of the barbarian’s turn as dozens 
  of small cuts open across their flesh. Neutral creatures that 
  are adjacent to the barbarian are shaken, but do not take any 
  damage. Evil creatures are unaffected. A barbarian must 
  have the fiend totem rage power to select this rage power. A 
  barbarian must be at least 10th level to select this rage power.
  Fiend Totem, Lesser (Su): While raging, the barbarian grows 
  a pair of large horns, gaining a gore attack. This attack is a 
  primary attack (unless she is also attacking with weapons, 
  in which case it is a secondary attack) and is made at the 
  barbarian’s full base attack bonus (–5 if it is a secondary 
  attack). The gore attack deals 1d8 points of piercing damage 
  (1d6 if Small) plus the barbarian’s Strength modifier (1/2 if it 
  is a secondary attack).
  
  7676
  Flesh Wound (Ex): Once per rage, the barbarian can try 
  to avoid serious harm from an attack. The barbarian must 
  make a Fortitude save with a DC equal to the damage that 
  would be dealt by the attack. The barbarian’s armor check 
  penalty applies on this saving throw. If the save succeeds, 
  the barbarian takes half damage from the attack and the 
  damage is nonlethal. The barbarian must elect to use this 
  ability after the attack roll is made, but before the damage 
  is rolled. A barbarian must be at least 10th level to select 
  this rage power. 
  Good for What Ails You (Ex): While raging, the barbarian 
  who takes a drink of alcohol may attempt a new saving 
  throw against one of the following conditions that may 
  be affecting her: blinded, confused, dazzled, deafened, 
  exhausted, fatigued, frightened, nauseated, panicked, 
  shaken, or sickened. If she succeeds at the save, the effect 
  is suppressed for the duration of the rage. She also may 
  attempt a new saving throw if poisoned; a successful save 
  counts against those required for a cure, but a failed save 
  has no ill effect. 
  Ground Breaker (Ex): Once per rage, the barbarian can 
  attack the floor around her as a standard action. This attack 
  automatically hits and deals damage normally. If the barbarian 
  manages to deal more damage than the floor’s hardness, 
  the space she occupies and all of the squares adjacent to her 
  become difficult terrain. Creatures in these squares, except the 
  barbarian, must make a DC 15 Reflex save or be knocked prone. 
  A barbarian must be at least 6th level to select this rage power.
  Guarded Life (Ex): While raging, if the barbarian is 
  reduced below 0 hit points, 1 hit point of lethal damage per 
  barbarian level is converted to nonlethal damage. If the 
  barbarian is at negative hit points due to lethal damage, 
  she immediately stabilizes. 
  Hurling (Ex): As lesser hurling, but the barbarian can 
  increase the range increment to 20 feet or increase the size 
  of a hurled object by one size category. A barbarian must have 
  the lesser hurling rage power to select this rage power. A 
  barbarian must be at least 8th level to select this rage power.
  Hurling, Greater (Ex): As hurling, but the barbarian can 
  increase the range increment to 30 feet or increase the size of 
  a hurled object by two size categories. A barbarian must have 
  the hurling rage power to select this rage power. A barbarian 
  must be at least 12th level to select this rage power.
  Hurling, Lesser (Ex): As a full-round action while raging, the 
  barbarian can lift and hurl an object up to one size category 
  smaller than herself with both hands or two size categories 
  smaller with one hand as an improvised weapon with a range 
  increment of 10 feet. This inflicts damage as a falling object 
  (Core Rulebook 443) plus the barbarian’s Strength bonus. This 
  damage is halved if the object is not made of stone, metal, or 
  similar material. This is a ranged touch attack, and the target 
  may attempt a Reflex save (DC 10 + 1/2 the barbarian’s level + the 
  barbarian’s Strength modifier) for half damage. The barbarian 
  may apply Power Attack to this attack as a one- or two-handed 
  weapon, as appropriate.
  Hurling Charge (Ex): While raging and making a charge 
  attack, the barbarian may draw and throw a hurled weapon 
  during her charge, gaining the normal +2 attack roll bonus 
  on the thrown weapon attack as well as on the melee attack 
  at the end of the charge. The barbarian must move at least 10 
  feet before using a thrown weapon and at least 10 additional 
  feet before making a melee attack at the end of her charge. The 
  barbarian must have a thrown weapon in hand or have one 
  hand free at the beginning of her charge. A barbarian must 
  have the lesser hurling rage power to select this rage power. A 
  barbarian must be at least 6th level to select this rage power.
  Inspire Ferocity (Ex): While raging, the barbarian can use a 
  move action to impart her reckless abandon modifier to all 
  willing allies within 30 feet for a number of rounds equal to 
  her Charisma modifier (minimum 1). A barbarian must have 
  the reckless abandon rage power to select this rage power.
  Knockdown (Ex): Once per rage, the barbarian can make 
  a trip attack against one target in place of a melee attack. If 
  successful, the target takes damage equal to the barbarian’s 
  Strength modifier and is knocked prone. This does not 
  provoke an attack of opportunity.
  Liquid Courage (Ex): While raging, the barbarian increases 
  her morale bonus on saving throws against mind-affecting 
  effects by +1 for each alcoholic drink she consumes during her 
  rage, to a maximum of +1 increase per four barbarian levels. 
  Overbearing Advance (Ex): While raging, the barbarian 
  inflicts damage equal to her Strength bonus whenever she 
  succeeds at an overrun combat maneuver. 
  Overbearing Onslaught (Ex): While raging, the barbarian 
  may overrun more than one target per round, with a –2 
  penalty on her CMB for each overrun check after the first. 
  A barbarian must have the overbearing advance rage power 
  to select this rage power. A barbarian must be at least 6th 
  level to select this rage power. 
  Reckless Abandon (Ex): While raging, the barbarian can take 
  a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC 
  penalty increases by –1 and the attack roll bonus increases 
  by +1 at 4th level and every four levels thereafter. 
  Roaring Drunk (Ex): While raging, the barbarian gains a 
  +1 morale bonus on Intimidate checks and to the save DC 
  of any fear effects she creates for each alcoholic drink she 
  has consumed during her rage, to a maximum of +1 per 
  four barbarian levels.
  Smasher (Ex): Once per rage, whenever the barbarian 
  makes an attack against an unattended object or a sunder 
  combat maneuver, she can ignore the object’s hardness. 
  This ability must be used before the attack roll or sunder 
  check is made. 
  Spellbreaker: When raging, the barbarian gains Spellbreaker 
  as a bonus feat. A barbarian must have the disruptive rage 
  power and be at least 12th level to select this rage power.
  
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  Spirit Steed (Su): While raging and mounted, the 
  barbarian’s mount gains DR/magic equal to 1/2 the 
  barbarian’s level. The mount’s natural weapons count as 
  magical for the purpose of overcoming damage reduction. 
  A barbarian must have the ferocious mount rage power 
  to select this rage power. A barbarian must be at least 6th 
  level to select this rage power.
  Spirit Totem (Su): While raging, the spirits that surround 
  the barbarian make it difficult for her enemies to see her. 
  The spirits grant the barbarian a 20% miss chance against 
  ranged attacks and melee attacks made by creatures that 
  are not adjacent to the barbarian (typically due to reach). 
  A barbarian must have the lesser spirit totem rage power 
  to select this rage power. A barbarian must be at least 6th 
  level to select this rage power.
  Spirit Totem, Greater (Su): While raging, the spirits that 
  surround the barbarian become dangerous to any enemy 
  adjacent to the barbarian. Living enemies adjacent to the 
  barbarian at the start of her turn take 1d8 points of negative 
  energy damage. In addition, the spirit wisps can now attack 
  foes that are up to 15 feet away from the barbarian and the 
  slam attack deals 1d6 points of negative energy damage. A 
  barbarian must have the spirit totem rage power and be at 
  least 10th level to select this rage power.
  Spirit Totem, Lesser (Su): While raging, the barbarian is 
  surrounded by spirit wisps that harass her foes. These spirits 
  make one slam attack each round against a living foe that 
  is adjacent to the barbarian. This slam attack is made using 
  the barbarian’s full base attack bonus, plus the barbarian’s 
  Charisma modifier. The slam deals 1d4 points of negative 
  energy damage, plus the barbarian’s Charisma modifier.
  Staggering Drunk (Ex): While raging, a barbarian gains 
  a +1 dodge bonus to AC against attacks of opportunity for 
  each alcoholic drink she has consumed during her rage, to 
  a maximum of +1 per four barbarian levels.
  Witch Hunter (Ex): While raging, the barbarian gains a +1 
  bonus on damage rolls against creatures possessing spells 
  or spell-like abilities. This damage bonus increases by +1 for 
  every four levels the barbarian has obtained. A barbarian must 
  have the superstition* rage power to select this rage power.
  
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  Breaker
  While most barbarians are skilled at breaking things, some 
  find the need to destroy their surroundings an almost 
  uncontrollable urge when in the middle of a rage. These 
  barbarians are a danger not only to their foes, but also to 
  the very environment around them. A breaker barbarian 
  has the following class features.
  Destructive (Ex): Whenever the breaker barbarian makes 
  a melee attack that targets an unattended object or makes a 
  sunder combat maneuver, she adds half her barbarian level 
  (minimum +1) on the damage roll. This ability replaces 
  fast movement.
  Battle Scavenger (Ex): At 3rd level, the breaker barbarian 
  suffers no penalty on attack rolls when using an improvised 
  weapon or a weapon with the broken condition. In addition, 
  she gains a +1 bonus on damage rolls with improvised or 
  broken weapons for every three levels beyond 3rd. This 
  ability replaces trap sense.
  Rage Powers: The following rage powers complement 
  the breaker archetype: ground breaker, smasher, and 
  strength surge*.
  Brutal Pugilist
  Some barbarians focus on using their bare hands to tear 
  their opponents limb from limb. These brutal pugilists 
  also learn a great deal about various combat maneuvers, 
  using them to cripple or crush their foes. A brutal pugilist 
  has the following class features.
  Savage Grapple (Ex): At 2nd level, the brutal pugilist takes 
  only half the normal penalties to Dexterity, attack rolls, 
  and combat maneuver checks when she has the grappled 
  condition. She can make an attack of opportunity against 
  creatures trying to grapple her even if they possess the 
  Improved Grapple feat or the grab special attack. If she hits 
  with this attack of opportunity, she gains a +2 circumstance 
  bonus to her CMD against the grapple attempt. She cannot 
  make these attacks of opportunity once a grapple has 
  succeeded. This ability replaces uncanny dodge.
  Pit Fighter (Ex): At 3rd level, the brutal pugilist has learned 
  combat tricks from fighting in pit brawls and gladiatorial 
  arenas. She selects one combat maneuver and gains a +1 
  insight bonus on her CMB or to her CMD in that maneuver. 
  This bonus increases to +2 if the barbarian is wearing no 
  armor (shields are allowed). At every three levels after 3rd, 
  the barbarian may select another combat maneuver and add 
  this bonus on her CMB or to her CMD. This bonus can be 
  applied to each maneuver no more than twice, once on CMB 
  and once to CMD. This ability replaces trap sense.
  Improved Savage Grapple (Ex): At 5th level, the brutal 
  pugilist takes no penalties to Dexterity, attack rolls, and 
  combat maneuver checks when she has the grappled 
  condition. She also is treated as one size larger than her 
  actual size when determining whether she can grapple 
  or be grappled by another creature. This ability replaces 
  improved uncanny dodge.
  Rage Powers: The following rage powers complement 
  the brutal pugilist archetype: animal fury*, brawler, 
  greater brawler, knockback*, knockdown, overbearing 
  advance, overbearing onslaught, and strength surge*.
  drunken Brute
  Barbarians are known for their ability to consume potent 
  drink, but drunken brutes turn drinking into a combat 
  tactic, using the potent liquor to fuel their rage and grant 
  them additional powers. A drunken brute has the following 
  class feature.
  Raging Drunk (Ex): While raging, the drunken brute 
  can drink a potion, or a tankard of ale or similar quantity 
  of alcohol, as a move action that does not provoke attacks 
  of opportunity. A potion has its normal effect, while an 
  alcoholic drink allows the barbarian to maintain her rage 
  that round without expending a round of rage for the day 
  (instead of the alcohol’s normal effects). For each alcoholic 
  drink consumed while raging, the barbarian is nauseated 
  for 1 round when her rage expires, in addition the normal 
  fatigue that follows a rage. Tireless rage does not negate 
  this nauseated condition but the internal fortitude rage 
  power does. This ability replaces fast movement.
  Rage Powers: The following rage powers complement 
  the drunken brute archetype: boasting taunt, good for 
  what ails you, internal fortitude*, liquid courage, moment 
  of clarity*, roaring drunk, and staggering drunk.
  elemental kin
  Some barbarian tribes have strong ties to the elemental 
  forces of nature. Their shamans anoint the warriors at 
  birth, tying them to the patron element of the tribe and 
  granting them lasting boons against such forces. An 
  elemental kin has the following class feature. 
  Elemental Fury (Ex): At 3rd level, whenever the elemental 
  kin takes an amount of energy damage equal to or greater 
  than her barbarian level while raging, she adds 1 to the total 
  number of rounds that she can rage that day. At 6th level, and 
  every three levels thereafter, the number of extra rounds per 
  energy attack increases by +1, to a maximum of +6 rounds per 
  energy attack at at 18th level. This ability replaces trap sense.
  Rage Powers: The following rage powers complement the 
  elemental kin archetype: elemental rage, energy absorption, 
  energy eruption, energy resistance, greater elemental rage, 
  greater energy resistance, and lesser elemental rage.
  hurler
  A raging barbarian is frightening enough in melee, but 
  some become skilled at throwing objects at their foes 
  before closing in for the kill. A hurler has the following 
  class feature.
  
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  Skilled Thrower (Ex): The hurler is skilled at throwing 
  objects in combat. Increase the range increment of any 
  thrown weapon or object by 10 feet. This ability replaces 
  fast movement.
  Rage Powers: The following rage powers complement the 
  hurler archetype: hurling, greater hurling, hurling charge, 
  lesser hurling, strength surge*, and surprise accuracy*.
  invulneraBle rager
  Some barbarians learn to take whatever comes their way, 
  shrugging off mortal wounds with ease. These barbarians 
  invite their enemies to attack them, and use pain to fuel their 
  rage. An invulnerable rager has the following class features.
  Invulnerability (Ex): At 2nd level, the invulnerable 
  rager gains DR/— equal to half her barbarian level. This 
  damage reduction is doubled against nonlethal damage. 
  This ability replaces uncanny dodge, improved uncanny 
  dodge, and damage reduction.
  Extreme Endurance (Ex): At 3rd level, the invulnerable 
  rager is inured to either hot or cold climate effects (choose 
  one) as if using endure elements. In addition, the barbarian 
  gains 1 point of fire or cold resistance for every three levels 
  beyond 3rd. This ability replaces trap sense.
  Rage Powers: The following rage powers complement 
  the invulnerable rager archetype: come and get me, 
  guarded life, increased damage reduction*, inspire 
  ferocity, reckless abandon, and renewed vigor*.
  mounted Fury
  Many barbarian tribes are masters of the horse, teaching 
  their members how to ride from a young age. As a result, 
  barbarians from such tribes are even more terrifying 
  when mounted, using their steeds’ speed and strength 
  to great advantage. A mounted fury has the following 
  class features.
  Fast Rider (Ex): The speed of any mount the barbarian rides 
  is increased by 10 feet. This ability replaces fast movement.
  Bestial Mount (Ex): At 5th level, the mounted fury 
  gains the service of a feral mount. This ability functions 
  as a druid’s animal companion, using the barbarian’s 
  level –4 as her effective druid level. This companion 
  must be one that she is capable of riding and is suitable 
  as a mount. A Medium barbarian can select a camel or 
  a horse. A Small barbarian can select a pony or a wolf, 
  but can also select a boar or a dog if she is at least 8th 
  level. Whenever a barbarian is raging while mounted on 
  her bestial mount, the mount gains a +2 morale bonus 
  to its Strength. This ability replaces uncanny dodge and 
  improved uncanny dodge.
  Rage Powers: The following rage powers complement 
  the mounted fury archetype: ferocious mount, ferocious 
  trample, greater ferocious mount, greater ferocious 
  trample, and spirit steed.
  savage BarBarian
  Some barbarians are truly savage, having little training in 
  modern arms. These savage barbarians learn to avoid blows 
  and toughen up their skin. A savage barbarian has the 
  following class features.
  Naked Courage (Ex): At 3rd level, the savage barbarian 
  gains a +1 dodge bonus to AC and a +1 morale bonus on 
  saving throws against fear when wearing no armor (shields 
  are allowed). This bonus increases by +1 for every six levels 
  after 3rd. This ability replaces trap sense.
  Natural Toughness (Ex): At 7th level, the savage 
  barbarian gains a +1 natural armor bonus to AC when 
  wearing no armor (shields are allowed). This bonus 
  increases by +1 for every three levels beyond 7th. This 
  ability replaces damage reduction.
  Rage Powers: The following rage powers complement the 
  savage barbarian archetype: flesh wound, guarded stance*, 
  increased damage reduction*, intimidating glare*, rolling 
  dodge*, superstition*, and terrifying howl*.
  suPerstitious
  Many barbarians distrust magic. While most just shy 
  away from magic, others focus their rage on users of such 
  foul arts. These barbarians are naturally distrusting, 
  and develop keen senses to protect them from harm. A 
  superstitious barbarian has the following class features.
  Sixth Sense (Ex): At 3rd level, the superstitious barbarian 
  gains a +1 bonus on initiative and a +1 insight bonus to AC 
  during surprise rounds. This bonus increases by +1 for every 
  three levels after 3rd. This ability replaces trap sense. 
  Keen Senses (Ex): At 7th level, the superstitious 
  barbarian gains low-light vision (triple normal vision 
  range in dim light if she already has low-light vision). At 
  10th level, she gains darkvision 60 feet (or adds 60 feet 
  to the range of any darkvision already possessed). At 13th 
  level, she gains scent. At 16th level, she gains blindsense 
  30 feet. At 19th level, she gains blindsight 30 feet. This 
  ability replaces damage reduction.
  Rage Powers: The following rage powers complement the 
  superstitious archetype: clear mind*, disruptive, roused 
  anger*, spellbreaker, superstition*, and witch hunter.
  totem Warrior
  A barbarian often has a special totem that is the patron of her 
  tribe. While individual totems vary, those in the tribe that 
  call upon a totem receive similar abilities. Totem warrior 
  barbarians can select from the following rage powers.
  Rage Powers: The totem warrior is based entirely upon 
  his totem rage powers. In addition to the totem powers 
  themselves, the following rage powers complement the 
  totem warrior archtype (depending on the totem chosen): 
  animal fury*, low-light vision*, night vision*, raging 
  climber*, raging leaper*, raging swimmer*, and swift foot*.
  
  8080
  Bard
  A good bard can sing the birds from the trees or talk a king 
  into abdicating his throne. A jack of all trades, the bard sees 
  little need to restrict himself to a single talent, picking up a 
  little of this and a little of that, but always with a keen eye for 
  other people and how they might be manipulated, whether 
  through artistic performances or more mundane avenues. 
  Presented below are several classic bardic themes.
  arCane duelist
  A master of the martial applications of steel and spell, the 
  spellsword blends both into a lethal combination. 
  Arcane Strike: Arcane duelists gain Arcane Strike as a bonus 
  feat at 1st level. This ability replaces bardic knowledge.
  Bardic Performance: A spellsword gains the following 
  types of bardic performance.
  Rallying Cry (Su): At 1st level, an arcane duelist can use 
  performance to rally dispirited allies. Each round he 
  makes an Intimidate check. Any ally (including the bard) 
  within 30 feet may use this check in place of his own saving 
  throw against fear and despair effects. Those already 
  under a fear or despair effect can attempt a new save each 
  round using the bard’s Intimidate check. Rallying cry 
  does not work on effects that don’t allow saves. This is 
  a mind-affecting ability that uses audible components. 
  This performance replaces countersong.
  Bladethirst (Su): An arcane duelist of 6th level or higher may 
  use performance to grant one weapon, one natural weapon, 
  one end of a double weapon, or 50 items of ammunition 
  of the same type within 30 feet a +1 enhancement bonus. 
  This enhancement bonus increases by +1 for every three 
  levels after 6th (maximum +5 at 18th level). These bonuses 
  stack with existing bonuses and may be used to increase 
  the item’s enhancement bonus up to +5 or to add any of the 
  following weapon properties: defending, distance, ghost touch, 
  keen, mighty cleaving, returning, shock, shocking burst, seeking, 
  speed, or wounding (Pathfinder RPG Core Rulebook page 469). 
  If the weapon is not magical, at least a +1 enhancement 
  bonus must be added before adding special abilities. This 
  performance replaces suggestion.
  Mass Bladethirst (Su): An arcane duelist of 18th level or 
  higher can use his bladethirst performance to enhance 
  the weapons of as many allies as desired within 30 feet. 
  The bonus provided by this power is +4 if conferred on 
  two allies, +3 for three allies, +2 for four allies, and +1 for 
  five or more allies. The power granted to each weapon 
  must be identical. This ability replaces mass suggestion.
  Bonus Feats: An arcane duelist weaves might and 
  magic in his combat style, gaining the following bonus 
  feats at 2nd level and every four levels thereafter: 2nd 
  level—Combat Casting, 6th level—Disruptive, 10th 
  level—Spellbreaker, 14th level—Penetrating Strike, 18th 
  level—Greater Penetrating Strike. This ability replaces 
  versatile performance and well-versed.
  Arcane Bond (Ex): At 5th level, an arcane duelist gains the 
  arcane bond ability as a wizard, using a weapon as his bonded 
  item. He may not choose a familiar or other type of bonded 
  item. He may use the hand holding his bonded weapon for 
  somatic components. This ability replaces lore master.
  Arcane Armor (Ex): At 10th level, an arcane duelist gains 
  Medium Armor Proficiency and can cast bard spells in 
  medium armor with no chance of arcane spell failure. At 
  16th level, he gains Heavy Armor Proficiency and can cast 
  bard spells in heavy armor with no arcane spell failure. 
  This ability replaces jack of all trades.
  arChivist
  Some bards greatly prefer academic pursuits to the drama 
  (and sometimes melodrama) of their artistic brethren. 
  Bardic Performance: An archivist gains the following 
  types of bardic performance.
  Naturalist (Ex): An archivist who has identified a 
  creature with a Knowledge check appropriate to its type 
  can use performance to share strategies for defeating it 
  with allies in combat. The archivist and any allies within 
  30 feet gain a +1 insight bonus to AC and on attack rolls 
  and saving throws against exceptional, supernatural, 
  and spell-like abilities used by creatures of that specific 
  kind of monster (e.g., frost giants, not all giants or all 
  humanoids). This bonus increases by +1 at 5th level and 
  every six levels thereafter. This language-dependent 
  ability requires visual and audible components. This 
  ability replaces inspire courage. 
  Lamentable Belabourment (Ex): At 6th level, an archivist 
  can bewilder a creature already fascinated by his 
  performance. Using this ability does not disrupt the 
  fascinate effect, but it does require a standard action to 
  activate (in addition to the free action to continue the 
  fascinate effect). The target must make a Will save (DC 10 
  + 1/2 the bard’s level + the bard’s Cha modifier). Success 
  renders the target immune to this power for 24 hours, 
  but failure leaves the target either dazed or confused 
  (archivist’s choice) for as long as the performance 
  continues. If the target takes damage, this effect ends 
  immediately. This mind-affecting ability relies on audible 
  components. This ability replaces inspire greatness. 
  Pedantic Lecture (Su): At 18th level, an archivist can 
  affect as many creatures with lamentable belaborment as 
  he currently has fascinated. In addition, he may choose 
  to cause targets to fall asleep rather than be dazed or 
  confused. This ability replaces mass suggestion.
  Lore Master (Ex): At 2nd level, an archivist may take 20 
  on Knowledge checks once per day, plus once per six levels 
  beyond 2nd. This ability replaces versatile performance. 
  
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  Magic Lore (Ex): At 2nd level, an archivist gains a bonus 
  on Spellcraft checks to identify magic items or decipher 
  scrolls and may take 10 on such checks. An archivist 
  can use Disable Device to disarm magical traps as per a 
  rogue’s trapfinding ability and gains a +4 bonus on saves 
  against magical traps, language-dependent effects, and 
  symbols, glyphs, and magical writings of any kind. This 
  ability replaces well-versed.
  Jack of All Trades (Ex): At 5th level, an archivist can 
  use any skill, even if the skill normally requires him to be 
  trained. At 11th level, he considers all skills to be class skills, 
  and at 17th level he can take 10 on any skill check, even if it is 
  not normally allowed. This ability replaces lore master. 
  Probable Path (Ex): At 10th level, an archivist can calculate 
  the action likely to bring success with the least risk. Once 
  per day, he can take 10 on any d20 roll. He may use this 
  ability one additional time per day for every three levels 
  after 10th. This ability replaces jack of all trades. 
  Court Bard
  Spending years studying all of the finer points of 
  erudition and etiquette, the court bard takes up the role 
  of resplendent proclaimer and artist-in-residence at the 
  hand of nobility, royalty, and the well-moneyed elite who 
  aspire to join their ranks. 
  Bardic Performance: A court bard gains the following 
  types of bardic performance.
  Satire (Su): A court bard can use performance to 
  undermine the confidence of enemies who hear it, causing 
  them to take a –1 penalty on attack and damage rolls 
  (minimum 1) and a –1 penalty on saves against fear and 
  charm effects as long as the bard continues performing. 
  This penalty increases by –1 at 5th level and every six levels 
  thereafter. Satire is a language-dependent, mind-affecting 
  ability that uses audible components. This performance 
  replaces inspire courage.
  Mockery (Su): A court bard of 3rd level or higher can 
  subtly ridicule and defame a specific individual. The 
  bard selects one target who can hear his performance. 
  That individual takes a –2 penalty on Charisma checks 
  and Charisma-related skill checks as long as the bard 
  continues performing. This penalty increases by –1 every 
  four levels after 3rd. Mockery is a language-dependent, 
  mind-affecting ability that relies on audible components. 
  This performance replaces inspire competence.
  Glorious Epic (Su): A court bard of 8th level or higher can 
  weave captivating tales that engross those who hear them. 
  Enemies within 30 feet become flat-footed unless they 
  succeed at a Will save (DC 10 + 1/2 the bard’s level + the 
  bard’s Cha modifier). A save renders them immune to this 
  ability for 24 hours. Glorious epic is a language-dependent, 
  mind-affecting ability that uses audible components. This 
  performance replaces dirge of doom. 
  Scandal (Su): A court bard of 14th level or higher can 
  combine salacious gossip and biting calumny to incite a riot. 
  Each enemy within 30 feet is affected as if by a song of discord 
  for as long as it can hear the performance. A successful 
  Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha 
  modifier) negates the effect, and that creature is immune to 
  this ability for 24 hours. Scandal is a language-dependent, 
  mind-affecting ability that uses audible components. This 
  performance replaces frightening tune.
  Heraldic Expertise (Ex): A court bard gains a bonus equal 
  to half his bard level on Diplomacy, Knowledge (history), 
  Knowledge (local), and Knowledge (nobility) checks 
  (minimum +1). Once per day, the court bard can also reroll 
  a check against one of these skills, though he must take the 
  result of the second roll even if it is worse. He can reroll 
  one additional time per day at 5th level and every five levels 
  thereafter. This ability replaces bardic knowledge. 
  Wide Audience (Su): At 5th level, a court bard  can 
  choose to affect a 60-foot cone instead of a 30-foot radius 
  with bardic performances that affect an area. In addition, 
  for every five levels beyond 5th, the area of such powers is 
  increased by 10 feet (radius) or 20 feet (cone). If the power 
  instead affects multiple creatures, it affects one additional 
  creature than normal for every five levels beyond 5th. This 
  does not affect powers that affect only a single creature. 
  This ability replaces lore master and jack of all trades.
  deteCtive
  Piecing together clues and catching the guilty with sheer 
  cleverness, the detective is skilled at divining the truth.
  Bardic Performance: A detective gains the following 
  types of bardic performance.
  Careful Teamwork (Su): A detective uses performance 
  to keep allies coordinated, alert, and ready for action. All 
  allies within 30 feet gain a +1 bonus on Initiative checks, 
  Perception, and Disable Device checks for 1 hour. They also 
  gain a +1 insight bonus on Reflex saves and to AC against 
  traps and when they are flat-footed. These bonuses increase 
  by +1 at 5th level and every six levels thereafter. Using this 
  ability requires 3 rounds of continuous performance, 
  and the targets must be able to see and hear the bard 
  throughout the performance. This ability is language-
  dependent and requires visual and audible components. 
  This performance replaces inspire courage.
  True Confession (Su): At 9th level, a detective can use 
  performance to trick a creature into revealing its secrets. 
  Using this ability requires a successful Sense Motive check 
  to see through a Bluff or notice mental compulsion. After 3 
  continuous rounds of performance, the target must make 
  a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha 
  modifier). Success renders the target immune to this power 
  for 24 hours. On a failed save, a liar inadvertently reveals 
  the lie and the truth behind it. A creature under a charm or 
  
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  compulsion reveals the nature of its enchantment and who 
  placed it (if the creature knows) and gains a new saving throw 
  to break free from the enchantment. This ability is language-
  dependent and requires audible components. Using this 
  power requires only 2 rounds of performance at 15th level, 
  and 1 round of performance at 20th level. This performance 
  replaces inspire greatness. 
  Show Yourselves (Ex): At 15th level, a detective can use 
  performance to compel creatures to reveal themselves when 
  hiding. All enemies within 30 feet must make a Will save (DC 
  10 + 1/2 the bard’s level + the bard’s Cha modifier). If they 
  fail, they must cease using Stealth, unlock and open doors 
  between themselves and the detective, and dismiss, suppress, 
  or dispel if necessary magical effects that grant invisibility 
  or any other form of concealment from the detective. As long 
  as they can hear the performance, affected creatures may not 
  attack or flee until they have eliminated every such effect, 
  though they are freed from this compulsion immediately 
  if attacked. Creatures in the area must make this save each 
  round the bard continues his performance. This ability is 
  language-dependent and requires audible components. This 
  performance replaces inspire heroics. 
  Eye for Detail (Ex): A detective gains a bonus equal to half 
  his level on Knowledge (local), Perception, and Sense Motive 
  checks, as well as Diplomacy checks to gather information 
  (minimum +1). This ability replaces bardic knowledge. 
  Arcane Insight (Ex): At 2nd level, a detective can find and 
  disable magical traps, like a rogue’s trapfinding ability. In 
  addition, he gains a +4 bonus on saving throws made against 
  illusions and a +4 bonus on caster level checks and saving 
  throws to see through disguises and protections against 
  divination (such as magic aura, misdirection, and nondetection). 
  This ability replaces well-versed. 
  Arcane Investigation: In addition, a detective’s class 
  spell list includes the following: 1st—detect chaos/evil/law/
  good; 2nd—zone of truth; 3rd—arcane eye, speak with dead, 
  speak with plants; 4th—discern lies; 5th—prying eyes, stone tell; 
  6th—discern location, find the path, greater prying eyes, moment 
  of prescience. A detective may add one of these spells or any 
  divination spell on the bard spell list to his list of spells 
  known at 2nd level and every four levels thereafter. This 
  ability replaces versatile performance.
  magiCian
  A magician dabbles in performance, but sees it as a means 
  to tap into universal energies and channel them. 
  Bardic Performance: A magician gains the following 
  types of bardic performance.
  Dweomercraft (Su): A magician can use performance to 
  manipulate magical energies. Allies of the magician gain a 
  +1 bonus on caster level checks, concentration checks, and 
  attack rolls with spells and spell-like abilities. This bonus 
  increases by +1 at 5th level and every six levels thereafter. 
  This ability relies on visual and audible components. It 
  replaces inspire courage. 
  Spell Suppression (Su): A 8th level, a magician can use 
  performance to counter the spells of his foes. Once the 
  bard begins using this performance, he tracks the number 
  of rounds it has been in use. While performing, as an 
  immediate action, he can attempt to counter any spell that 
  he can identify using Spellcraft, so long as that spell’s level 
  is equal or less than the total number of rounds he has been 
  performing spell suppression. The attempt to counter the 
  spell is made as if using dispel magic, using the bard’s level 
  as the caster level. If successful, the bardic performance 
  immediately ends. This ability requires audible components. 
  This performance replaces dirge of doom.
  Metamagic Mastery (Ex): At 14th level, a magician can 
  use performance to apply a metamagic feat to a spell he is 
  about to cast without increasing the casting time. The bard 
  must still expend a higher-level slot to cast this spell. This 
  causes the performance to immediately end. This ability 
  requires audible components. This performance replaces 
  frightening tune.
  Magical Talent (Ex): A magician gains a bonus equal to half 
  his level on Knowledge (arcana), Spellcraft, and Use Magic 
  Device checks. This ability replaces bardic knowledge. 
  Improved Counterspell: A magician gains Improved 
  Counterspell as a bonus feat. This ability replaces 
  countersong. 
  Extended Performance (Su): At 2nd level, a magician can 
  extend the duration of bardic performance after he stops 
  concentrating by sacrificing a spell slot as a swift action. 
  The performance effect lingers for 1 extra round per level of 
  the spell. Only one spell may be sacrificed per performance, 
  and performance types that take affect after a specific 
  number of rounds cannot be extended. This ability replaces 
  well-versed.
  Expanded Repertoire (Ex): At 2nd level and every four 
  levels thereafter, a magician can add one spell to his 
  spells known from the spell list of any arcane spellcasting 
  class. The spell must be of a level he can cast. This ability 
  replaces versatile performance. 
  Arcane Bond (Ex): At 5th level, a magician gains the 
  arcane bond ability as a wizard. He may not choose 
  a familiar or a weapon as a bonded item. This ability 
  replaces lore master.
  Wand Mastery (Ex): At 10th level, when a magician uses 
  a wand containing a spell on his spell list, he uses his 
  Charisma bonus to set the wand’s save DC. At 16th level, 
  when using such a wand, he uses his caster level in place of 
  the wand’s caster level. This ability replaces jack of all trades.
  sandman
  Combining performance with stealth, trickery, and guile, 
  the sandman uses cleverness to keep others off-balance.
  
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  Bardic Performance: A sandman gains the following 
  types of bardic performance.
  Stealspell (Su): A sandman can use performance to steal 
  spells from his foes and add them to his list of spells 
  known. Once the performance is started, the bard can steal 
  a prepared spell or a spell known from another creature 
  with a touch attack as a standard action. The target receives 
  a Will save (DC 10 + the bard’s level + the bard’s Cha bonus) 
  to negate the effect. The sandman may choose a spell to 
  steal, but if the target does not possess the spell, the bardic 
  performance immediately ends. Otherwise the spell stolen 
  is random, but it is always of the highest level that the bard 
  can cast, if possible. The target loses the prepared spell or 
  spell known and the sandman adds it to his list of spells 
  known for as long as the performance continues, after which 
  it reverts to the original recipient. While stolen, the bard 
  can cast the spell using his available spell slots. This use 
  does not consume the stolen spell. If the bard steals another 
  spell while a spell is stolen, the previous spell immediately 
  reverts to its original owner. This ability requires visual 
  components. This performance replaces inspire courage.
  Slumber Song (Sp): At 6th level, a sandman can use his 
  performance to cause a creature he has already fascinated 
  to fall asleep (as deep slumber, but with no HD limit). 
  Otherwise, this ability functions like suggestion. This 
  performance replaces suggestion.
  Dramatic Subtext (Su): At 9th level, a sandman can use bardic 
  performance to cast spells without obvious visual or audible 
  components while retaining the spell’s normal effects. 
  Observers must succeed at a Perception check opposed by a 
  sandman’s Sleight of Hand check to notice that the sandman 
  is the source of the spellcasting (though spellcasting still 
  provokes attacks of opportunity). The bard must use this 
  performance for at least 2 rounds before casting a spell; 
  otherwise he is automatically detected and the performance 
  ends. This ability replaces inspire greatness.
  Greater Stealspell (Su): A sandman’s stealspell power 
  improves at 15th level. When a target fails a save against 
  his stealspell performance, the sandman discovers its spell 
  resistance (if any) and all spells it has prepared or knows. 
  He can then choose which spell to steal. The sandman may 
  forgo stealing a spell and instead reduce the target’s SR by 
  
  8484
  an amount equal to half his bard level and gain that amount 
  of spell resistance for as long as he continues performing. If 
  he steals additional spell resistance, it stacks with previously 
  stolen SR. If he steals a spell or ceases performing, the spell 
  resistance immediately reverts back to its owner. This 
  performance replaces inspire heroics.
  Mass Slumber Song (Sp): At 18th level, a sandman can use 
  slumber song to affect any number of fascinated creatures 
  within 30 feet. Otherwise, this ability functions like mass 
  suggestion. This performance replaces mass suggestion.
  Spell Catching (Su): At 20th level, a sandman who saves 
  against a spell or spell-like ability that targets only him 
  (not including area spells) may use bardic performance as 
  an immediate action. He must attempt a caster level check 
  (DC 10 + the spell’s original caster level). If it succeeds, the 
  sandman can absorb the spell effect without harm and 
  immediately recast that spell (using the original caster’s 
  level and save DC) or any spell he knows of that level or lower. 
  Using this ability consumes a number of rounds of bardic 
  performance equal to the spell’s level, even if the check fails. 
  This performance replaces deadly performance. 
  Master of Deception (Ex): A sandman gains a bonus 
  equal to half his level on Bluff, Sleight of Hand, and 
  Stealth checks. He may also disarm magical traps with 
  Disable Device as a rogue’s trapfinding ability. This ability 
  replaces bardic knowledge.
  Sneakspell (Ex): At 2nd level, a sandman adds +1 to the 
  save DC of spells and bardic performance against opponents 
  who are denied their Dex bonus. This increases to +2 at 10th 
  level and +3 at 18th level. In addition, at 6th level he gains a 
  +2 bonus on caster level checks to overcome spell resistance 
  against such foes, and this bonus increases to +4 at 14th level. 
  This ability replaces versatile performance. 
  Trap Sense (Ex): At 3rd level, a sandman gains a +1 bonus 
  on Reflex saves against traps and a +1 dodge bonus to AC 
  against traps. These bonuses increase by +1 every three 
  levels after 3rd. This ability replaces inspire competence. 
  Sneak Attack (Ex): At 5th level, a sandman inflicts +1d6 
  points of damage against targets within 30 feet that he 
  flanks or that are denied their Dex bonus to AC against 
  him. This damage increases by +1d6 every five levels after 
  5th. This ability replaces lore master.
  savage skald
  Far from civilization, furious tribes have their own 
  war-singers, work-chanters, and lore-keepers, savaging 
  enemies with song and sword alike.
  Bardic Performance: A savage skald gains the following 
  types of bardic performance.
  Inspiring Blow (Su): A savage skald roars his war-cries 
  with each telling blow. When he confirms a critical hit, 
  he can start this performance as an immediate action 
  (ending any other performances). He gains temporary 
  hit points equal to his Charisma modifier (if positive), 
  and all allies within 30 feet gain a +1 morale bonus on 
  their next attack roll prior to the start of his next turn. 
  These temporary hit points remain until the bard ends 
  his performance. This performance replaces fascinate. 
  Incite Rage (Su): At 6th level, a savage skald can induce 
  a furious rage in one creature within 30 feet. This effect 
  functions as a rage spell that lasts as long as the target can 
  hear the bard’s performance; however, unwilling creatures 
  can be affected if they fail a Will save (DC 10 + 1/2 the bard’s 
  level + the bard’s Cha modifier). Success renders the target 
  immune to this power for 24 hours. The bard cannot target 
  himself with this ability. If the target has the rage class 
  feature, it can instead immediately rage and stay in this 
  rage without consuming rounds of rage per day as long 
  as the bard continues performing. This mind-affecting 
  effect requires audible components. This performance 
  replaces suggestion.
  Song of the Fallen (Sp): At 10th level, a savage skald can 
  duplicate the effect of a horn of Valhalla. This effect requires 
  10 continuous rounds of performance and summons 
  barbarians as a silver horn at 10th level, as a brass horn at 
  13th level, as a bronze horn at 16th level, and as an iron horn 
  at 19th level. The warriors remain only as long as the bard 
  continues his performance. This ability requires audible 
  components. This performance replaces jack of all trades.
  Berserkergang (Ex): At 12th level, a savage skald can inspire a 
  rapturous battle trance that suppresses pain, stunning, and 
  fear effects for one creature, plus one additional creature 
  per three levels after 12th. Affected creatures also gain DR 
  5/— (DR 10/— against nonlethal damage); this benefit stacks 
  with the damage reduction class ability of barbarians. This 
  mind-affecting ability requires audible components. This 
  performance replaces soothing performance. 
  Battle Song (Su): At 18th level, a savage skald can affect 
  all allies within 30 feet when using performance to incite 
  rage. This performance replaces mass suggestion.
  sea singer
  The sea singer calls the blue waters his home, and is much 
  in demand among sea captains wishing good fortune for 
  their crew and hull as they ply the tradewinds far and wide.
  Bardic Performance: A sea singer gains the following 
  types of bardic performance.
  Sea Shanty (Su): A sea singer learns to counter seasickness 
  and exhaustion during long sea voyages. Each round of a 
  sea shanty, he makes a Perform skill check. Allies within 30 
  feet (including the sea singer) may use his Perform check 
  in place of a saving throw against becoming exhausted, 
  fatigued, nauseated, or sickened; if already under such an 
  effect, a new save is allowed each round of the sea shanty, 
  using the bard’s Perform check for the save. A sea shanty 
  has no effect on instantaneous effects or effects that do 
  
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  not allow saves. This ability requires audible components. 
  This performance replaces countersong.
  Still Water (Su): At 3rd level, a sea singer can use 
  performance to calm rough waters within 30 feet, 
  reducing the DC for Profession (sailor) and Swim checks, 
  as well as for Acrobatics and Climb checks aboard ship, 
  by an amount equal to the bard’s level (to a minimum of 
  DC 10) for as long he continues to perform. He can extend 
  this duration to 1 hour by playing for 10 consecutive 
  rounds. This ability requires audible components. This 
  performance replaces inspire competence.
  Whistle the Wind (Su): A sea singer of 6th level or higher 
  can use performance to create a gust of wind. This wind lasts 
  for as long as he continues his performance. He can extend 
  this duration to 1 minute by playing for 5 consecutive 
  rounds. This performance replaces suggestion. 
  Call the Storm (Su): At 18th level, a sea singer can use 
  performance to duplicate control water, control weather, control 
  winds, or storm of vengeance, using his bard level as the caster 
  level. Using this ability requires 1 round of continuous 
  performance per level of the spell (as if he were a druid). 
  These effects continue for as long as the bard continues 
  performing, but not longer than the spell’s normal duration. 
  This performance replaces mass suggestion.
  World Traveler (Ex): A sea singer gains a bonus equal to 
  half his bard level on Knowledge (geography), Knowledge 
  (local), Knowledge (nature), and Linguistics checks. He can 
  reroll a check against one of these skills, but must take the 
  result of the second roll even if it is worse. He can reroll 
  one additional time per day at 5th level and every five levels 
  thereafter. This ability replaces bardic knowledge. 
  Familiar: At 2nd level, a sea singer acquires an exotic 
  pet—a monkey or parrot (treat as raven)—that gains abilities 
  as a wizard’s familiar, using the sea singer’s bard level as his 
  wizard level. This ability replaces versatile performance. 
  Sea Legs (Ex): At 2nd level, a sea singer gains a +4 bonus 
  on saving throws against air and water effects and effects 
  that would cause the sea singer to slip, trip, or otherwise be 
  knocked prone. He gains a +2 bonus to CMD against grapple, 
  overrun, and trip. This ability replaces well-versed. 
  street PerFormer
  Whether acrobat, troubadour, or thespian, the street 
  performer mixes with the masses, singing for his supper.
  Bardic Performance: A street performer gains the 
  following types of bardic performance.
  Disappearing Act (Su): A street performer can use 
  performance to divert attention from an ally. All creatures 
  within 30 feet that fail a Will save (DC 10 + 1/2 the bard’s 
  level + the bard’s Cha modifier) treat one creature chosen 
  by the bard as if it were invisible. This performance affects 
  one additional creature at 5th level and every 6 levels 
  thereafter. If the targets take any action that would cause 
  them to become visible, they become visible to everyone. 
  The bard cannot use this ability on himself. This ability is 
  a mind-affecting effect that requires visual components. 
  This performance replaces inspire courage.
  Harmless Performer (Su): At 3rd level, a street performer 
  can use performance to appear meek and unworthy of being 
  attacked. While using this performance, whenever an enemy 
  targets the street performer, the enemy must succeed at a 
  Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha bonus) 
  or be unable to attack the bard this round, as per sanctuary. 
  The enemy loses the attack that targeted the bard, but may 
  spend additional attacks targeting other creatures. If the 
  opponent was targeting the street performer with a spell, 
  it must succeed at a concentration check at the same DC or 
  lose the spell. If this check succeeds, it may target another 
  creature with the spell instead. This mind-affecting ability 
  requires audible or visual components. This performance 
  replaces inspire competence. 
  Madcap Prank (Su): At 9th level, a street performer can use 
  performance to discomfit a target within 30 feet, causing its 
  clothing to become tangled, its headgear to fall down over 
  its eyes, or even causing it to slip and fall or otherwise be 
  made to appear a fool. The target must make a Reflex save 
  (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) each 
  round that it hears or sees the performance, or it takes one 
  of the following random effects each round: 1—blinded, 
  2—dazzled, 3—deafened, 4—entangled, 5—fall prone, 
  6—nauseated. Each effect lasts 1 round. This performance 
  replaces inspire greatness. 
  Slip through the Crowd (Su): At 15th level, a street 
  performer’s disappearing act enables affected creatures 
  to move through crowd squares and enemy-occupied 
  squares without impediment. Affected creatures are 
  treated as if having greater invisibility, but enemies gain 
  a new saving throw to notice them each time they are 
  attacked. This performance replaces inspire heroics.
  Gladhanding: A street performer earns double the 
  normal amount of money from Perform checks. As a 
  standard action, he may use a Bluff check in place of a 
  Diplomacy check to improve a creature’s attitude for 1 
  minute, after which its attitude becomes one step worse 
  than originally. This ability replaces countersong.
  Streetwise: A street performer gains a bonus equal to 
  half his level on Bluff, Disguise, Knowledge (local), and 
  Sleight of Hand checks, Diplomacy or Intimidate checks 
  made to influence crowds, and Diplomacy checks to gather 
  information (minimum +1). This replaces bardic knowledge. 
  Quick Change (Ex): At 5th level, a street performer can don 
  a disguise as a standard action by taking a –5 penalty on his 
  check. He can take 10 on Bluff and Disguise checks and use 
  Bluff to create a diversion to hide as a swift action. He can take 
  20 on a Bluff or Disguise check once per day, plus one time 
  per six levels beyond 5th. This ability replaces lore master. 
  
  8686
  Cleric
  Clerics are messengers and servants of the gods, venturing 
  forth into the world to spread their patrons’ gospel 
  through compassion, reason, bargaining, or righteous 
  conquest. They are the bearers of divine guidance—and 
  divine wrath. From gentle and penitent village priests to 
  holy warriors and church heads whose decrees can rock 
  nations and foment upheaval across entire worlds, clerics 
  are everywhere, their callings and methods as varied as the 
  gods they serve. They are living proof of the gods’ power 
  and interest in the world of mortals, and to deny them is to 
  invite destruction, both in this world and the next.
  suBdomains
  Presented in the section below are new rules for 
  subdomains—more 
  specific 
  focuses 
  for 
  clerical 
  worship and power that allow players greater f lexibility 
  in customizing their characters. Every domain has 
  a number of subdomains associated with it (see Table 
  2-11 for a complete list). Each subdomain replaces a 
  granted power and a number of spells in the domain’s 
  granted spell list. Spells marked with an asterisk (*) 
  are detailed in Chapter 5 of this book. A cleric who 
  chooses a subdomain must have access to both the 
  domain and its subdomain from her deity (see Table 
  2-12). If a cleric selects a subdomain, she cannot select 
  its associated domain as her other domain choice (in 
  effect, the subdomain replaces its associated domain). 
  Subdomains are treated as equivalent to their associated 
  domain for any effect or prerequisite based on domains. 
  If a subdomain has two associated domains, the cleric 
  can only select the subdomain for one of her domains.
  If a subdomain ability calls for a saving throw, the DC 
  of the save is equal to 10 + 1/2 the character’s cleric level 
  + her Wisdom modifier.
  Agathion Subdomain
  Associated Domain: Good.
  Replacement Power: The following granted power 
  replaces the holy lance power of the Good domain. 
  Agathions are a race of neutral good outsiders (see 
  Pathfinder Bestiary II).
  Protective Aura (Su): At 8th level, you can emit a 30-foot 
  protective aura as a standard action. Allies in this aura 
  receive a +2 deflection bonus to AC and a +2 resistance 
  bonus on all saving throws. In addition, allies in the area 
  gain the benefits of protection from evil (although the AC 
  bonus and saving throw bonus do not stack with those 
  granted by this effect). You can use this ability for a number 
  of rounds per day equal to your cleric level. These rounds 
  do not have to be consecutive.
  Replacement Domain Spells: 1st—shield of faith, 3rd—
  tongues, 6th—planar ally (agathions only).
  Ancestors Subdomain
  Associated Domain: Repose.
  Replacement Power: The following granted power replaces 
  the ward against death power of the Repose domain.
  Speak With Dead (Su): At 8th level, as a standard action, 
  you can ask one question of a dead creature as if using speak 
  with dead. The dead creature you are questioning does not 
  gain a Will saving throw if your alignments are different. 
  You can use this ability for a number of times per day equal 
  to your cleric level.
  Replacement 
  Domain 
  Spells: 
  4th—rest 
  eternal*, 
  6th—geas/quest.
  Arcane Subdomain
  Associated Domain: Magic.
  Replacement Power: The following granted power replaces 
  the hand of the acolyte power of the Magic domain.
  Arcane Beacon (Su): As a standard action you can become a 
  beacon of arcane energy until the end of your next turn. The 
  aura emanates 15 feet from you. All arcane spells cast within 
  the aura either gain a +1 bonus to their caster level or increase 
  their saving throw DC by +1. The caster chooses the benefit 
  when she casts the spell. You can use this ability for a number 
  of times per day equal to 3 + your Wisdom modifier. 
  Replacement Domain Spells: 1st level—magic aura, 
  4th—arcane eye, 6th—analyze dweomer.
  Archon Subdomain
  Associated Domains: Good, Law.
  Replacement Power: The following granted power 
  replaces the holy lance power of the Good domain or the 
  staff of order power of the Law domain. Archons are a race 
  of lawful good outsiders (Bestiary, 18).
  Aura of Menace (Su): At 8th level, you can emit a 30-foot 
  aura of menace as a standard action. Enemies in this aura 
  take a –2 penalty to AC and on attacks and saves as long as 
  they remain inside the aura. You can use this ability for a 
  number of rounds per day equal to your cleric level. These 
  rounds do not need to be consecutive.
  Replacement Domain Spells: 1st—divine favor, 3rd—
  prayer, 6th—planar ally (archon only).
  Ash Subdomain
  Associated Domain: Fire.
  Replacement Power: The following granted power 
  replaces the fire resistance power of the Fire domain.
  Wall of Ashes (Su): At 8th level, you can create a wall of 
  swirling ashes anywhere within 100 feet. This wall is 
  up to 20 feet high and up to 10 feet long per cleric level 
  you possess. The wall of ash blocks line of sight, and any 
  
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  creature passing through it must make a Fortitude save or 
  be blinded for 1d4 rounds. The wall of ash reveals invisible 
  creatures that are inside it or adjacent to it, although they 
  become invisible again if they move away from the wall. 
  You can use this ability for a number of minutes per day 
  equal to your cleric level, but these minutes do not need to 
  be consecutive.
  Replacement Domain Spells: 7th—disintegrate, 9th—
  fiery body*.
  Azata Subdomain
  Associated Domains: Chaos, Good.
  Replacement Power: The following granted power 
  replaces the touch of chaos power of the Chaos domain or 
  the touch of good power of the Good domain. Azatas are a 
  race of lawful good outsiders (Bestiary 23).
  Elysium’s Call (Su): With a touch, you can imbue 
  creatures with the spirit of Elysium, lifting their spirits 
  and freeing them from bonds. The creatures touched 
  can immediately reroll any failed saving throws against 
  spells and spell-like abilities of the enchantment (charm) 
  and enchantment (compulsion) subschools. In addition, 
  targets receive a +2 sacred bonus on such saving throws 
  and a +2 sacred bonus on CMB checks to escape a grapple. 
  Finally, targets can ignore up to 5 feet of difficult terrain 
  each round, as if they had the Nimble Moves feat. These 
  bonuses last for a number of rounds equal to 1/2 your 
  cleric level (minimum 1), although the saving throw 
  reroll only applies when the creature is touched. You can 
  use this ability for a number of rounds per day equal to 3 
  + your Wisdom modifier. 
  Replacement Domain Spells: 1st—expeditious retreat, 
  3rd—fly, 6th—planar ally (azata only).
  Blood Subdomain
  Associated Domain: War.
  Replacement Power: The following granted power 
  replaces the weapon master power of the War domain.
  Wounding Blade (Su): At 8th level, you can give a weapon 
  that you touch the wounding special weapon quality for a 
  number of rounds equal to 1/2 your cleric level. You can 
  use this ability once per day at 8th level, and an additional 
  time per day for every four levels beyond 8th.
  Replacement Domain Spells: 3rd—vampiric touch, 5th—
  wall of thorns, 7th—inflict serious wounds (mass).
  Catastrophe Subdomain
  Associated Domain: Destruction.
  Replacement Power: The following granted power replaces 
  the destructive aura power of the Destruction domain.
  Deadly Weather (Su): At 8th level, you can unleash a 
  furious call to the heavens, summoning forth an ever-
  changing storm of destruction for a number of rounds 
  per day equal to your cleric level. This storm has a radius 
  of 5 feet per cleric level. Each round, the storm has one of 
  the following effects: driving rain (–4 on all Perception 
  checks and ranged attack rolls), howling winds (–8 on 
  Fly skill checks and ranged attack rolls), heavy snow 
  (all terrain is considered difficult), or lightning bolt (as 
  call lightning). Other effects depending on the weather 
  might also apply (at the GM’s discretion). You choose 
  which effect takes place each round, but no effect may 
  be repeated on the following round. These rounds do not 
  need to be consecutive.
  Replacement Domain Spells: 2nd—gust of wind, 3rd—
  call lightning, 7th—control weather.
  Caves Subdomain
  Associated Domain: Earth.
  Table 2-11: Subdomains
  Domain 
  Subdomains
  Air 
  Cloud, Wind
  Animal 
  Feather, Fur
  Artifice 
  Construct, Toil
  Chaos 
  Azata, Demon, Protean
  Charm 
  Love, Lust
  Community 
  Family, Home
  Darkness 
  Loss, Night
  Death 
  Murder, Undead
  Destruction 
  Catastrophe, Rage
  Earth 
  Caves, Metal
  Evil 
  Daemon, Demon, Devil
  Fire 
  Ash, Smoke
  Glory 
  Heroism, Honor
  Good 
  Angel, Archon, Azata
  Healing 
  Restoration, Resurrection
  Knowledge 
  Memory, Thought
  Law 
  Archon, Devil, Inevitable
  Liberation 
  Freedom, Revolution
  Luck 
  Curse, Fate
  Madness 
  Insanity, Nightmare
  Magic 
  Arcane, Divine
  Nobility 
  Leadership, Martyr
  Plant 
  Decay, Growth
  Protection 
  Defense, Purity
  Repose 
  Ancestors, Souls
  Rune 
  Language, Wards
  Strength 
  Ferocity, Resolve
  Sun 
  Day, Light
  Travel 
  Exploration, Trade
  Trickery 
  Deception, Thievery
  War 
  Blood, Tactics
  Water 
  Ice, Oceans
  Weather 
  Seasons, Storms
  
  8888
  Replacement Power: The following granted power 
  replaces the acid resistance power of the Earth domain.
  Tunnel Runner (Su): At 8th level, you can move through 
  tunnels and caves with ease. Activating this ability is a 
  standard action. You can move across any stone surface 
  as if under the effects of spider climb. You can also see very 
  well in darkness, gaining darkvision out to a range of 60 
  feet. If you already possess darkvision, extend the range 
  by 60 feet. While underground, you also gain an insight 
  bonus equal to your cleric level on Stealth skill checks 
  and an insight bonus equal to your Wisdom modifier on 
  initiative checks. You can use this ability for 1 minute 
  per day per cleric level you possess. These minutes do 
  not need to be consecutive, but they must be spent in 
  1-minute increments.
  Replacement Domain Spells: 2nd—create pit*, 3rd—
  spiked pit*, 6th—hungry pit*. 
  Cloud Subdomain
  Associated Domain: Air.
  Replacement Power: The following granted power 
  replaces the electricity resistance power of the Air domain.
  Thundercloud (Su): At 8th level, you can, as a standard 
  action, summon a storm cloud. This power functions as 
  fog cloud except that creatures inside the cloud are deafened 
  and take 2d6 points of electricity damage each round from 
  the flashes of thunder and lightning. Once created, you 
  can concentrate on the cloud to move it up to 30 feet each 
  round. You can use this ability for a number of rounds per 
  day equal to your cleric level. These rounds do not need to 
  be consecutive.
  Replacement Domain Spells: 4th—solid fog, 9th—storm 
  of vengeance.
  Construct Subdomain
  Associated Domain: Artifice.
  Replacement Power: The following granted power 
  replaces the dancing weapon power of the Artifice domain.
  Animate Servant (Su): At 8th level, as a standard action, you 
  can give life to inanimate objects. This ability functions 
  as animate objects using your cleric level as the caster level. 
  You can use this ability once per day at 8th level, and one 
  additional time per day for every four levels beyond 8th.
  Replacement Domain Spells: 7th—limited wish, 8th—
  polymorph any object. 
  Curse Subdomain
  Associated Domain: Luck.
  Replacement Power: The following granted power 
  replaces the bit of luck power of the Luck domain.
  Malign Eye (Su): As a standard action, you can afflict one 
  target within 30 feet with your malign eye, causing it to 
  take a –2 penalty on all saving throws against your spells. 
  The effect lasts for 1 minute or until the target hits you 
  with an attack. You can use this ability for a number of 
  times per day equal to 3 + your Wisdom modifier.
  Replacement Domain Spells: 1st level—bane, 3rd—bestow 
  curse, 6th—eyebite.
  Daemon Subdomain
  Associated Domain: Evil.
  Replacement Power: The following granted power 
  replaces the scythe of evil power of the Evil domain. 
  Daemons are a race of neutral evil outsiders (see Pathfinder 
  Bestiary II).
  Whispering Evil (Su): At 8th level, as a standard action, you 
  can whisper a hypnotizing litany of empty promises. Each 
  enemy within a 30-foot emanation that can hear you must 
  succeed on a Will saving throw or become fascinated for 
  as long as you continue the litany. You can use this power 
  a number of rounds per day equal to your cleric level, but 
  these rounds do not need to be consecutive. This is a mind-
  affecting effect. 
  Replacement Domain Spells: 1st—cause fear, 3rd—
  vampiric touch, 6th—planar binding (daemons only).
  Day Subdomain
  Associated Domain: Sun.
  Replacement Power: The following granted power 
  replaces the nimbus of light power of the Sun domain.
  Day’s Resurgence (Su): At 8th level, you can restore a 
  single creature as if it had just completed 8 hours of rest. 
  It takes 10 minutes to use this power. If the use of this 
  power is disrupted, it must be restarted, but it is not lost. 
  At the end of the 10 minutes, a single willing creature 
  that you have touched regains hit points as if it had rested 
  for the night and may make new saving throws against 
  effects that require a save once per day. The target does 
  not suffer any negative effects if such saving throws are 
  failed, but success counts toward removing the affliction 
  (if possible). This ability does not allow a target to prepare 
  spells an additional time per day. You can use this ability 
  once per day at 8th level, plus one additional time per day 
  for every 2 levels beyond 8th. 
  Replacement Domain Spells: 2nd level—continual flame, 
  3rd—daylight.
  Decay Subdomain
  Associated Domain: Plant.
  Replacement Power: The following granted power 
  replaces the bramble armor power of the Plant domain.
  Aura of Decay (Su): At 8th level, you can emit a 30-foot 
  aura of decay as a standard action. Living creatures 
  in this aura (except you) take 1d6 points of damage per 
  round as their flesh rots. They also take a cumulative –1 
  penalty to Strength each round they remain in the aura. 
  
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  Once outside the aura, the penalty fades at the rate of –1 
  per round, but it begins building again if they reenter 
  the aura. Plant creatures take 2d6 points of damage per 
  round. You can use this ability for a number of rounds 
  per day equal to your cleric level. These rounds do not 
  need to be consecutive.
  Replacement Domain Spells: 3rd—contagion, 4th—poison, 
  6th—harm.
  Deception Subdomain
  Associated Domain: Trickery.
  Replacement Power: The following granted power 
  replaces the copycat power of the Trickery domain.
  Sudden Shift (Sp): In the blink of an eye, you can appear 
  somewhere else. As an immediate action, after you are 
  missed by a melee attack, you can teleport up to 10 feet 
  to a space that you can see. This space must be inside 
  the reach of the creature that attacked you. You can use 
  this power a number of times each day equal to 3 + your 
  Wisdom modifier.
  Replacement Domain Spells: 2nd—mirror image, 7th—
  project image. 
  Defense Subdomain
  Associated Domain: Protection.
  Replacement Power: The following granted power replaces 
  the resilient touch power of the Protection domain.
  Deflection Aura (Su): Once each day, you can emit a 20-
  foot aura for a number of rounds equal to your cleric level. 
  Allies within the aura gain a +2 deflection bonus to AC and 
  combat maneuver defense. 
  Replacement Domain Spells: 1st—shield, 2nd—barkskin, 
  7th—deflection*.
  Demon Subdomain
  Associated Domains: Chaos, Evil.
  Replacement Power: The following granted power 
  replaces the touch of chaos power of the Chaos domain or 
  the touch of evil power of the Evil domain. Demons are a 
  race of chaotic evil outsiders (see Bestiary, page 56).
  Fury of the Abyss (Su): As a swift action, you can give 
  yourself an enhancement bonus equal to 1/2 your cleric 
  level (minimum +1) on melee attacks, melee damage 
  rolls, and combat maneuver checks. This bonus lasts for 
  1 round. During this round, you take a –2 penalty to AC. 
  
  9090
  You can use this ability for a number of times per day 
  equal to 3 + your Wisdom modifier.
  Replacement Domain Spells: 1st—doom, 3rd—rage, 
  6th—planar binding (demons only).
  Devil Subdomain
  Associated Domains: Evil, Law.
  Replacement Power: The following granted power 
  replaces the touch of evil power of the Evil domain or the 
  touch of law power of the Law domain. Devils are a race of 
  lawful evil outsiders (see Bestiary, page 71).
  Hell’s Corruption (Su): You can cause a creature to become 
  more susceptible to corruption as a melee touch attack. 
  Creatures touched take a –2 penalty on all saving throws 
  and must roll all opposed skill checks twice, taking the 
  worse result. This effect lasts for a number of rounds 
  equal to 1/2 your cleric level (minimum 1). You can use 
  this ability for a number of times per day equal to 3 + your 
  Wisdom modifier.
  Replacement Domain Spells: 1st—command, 3rd—
  suggestion, 6th—planar binding (devils only). 
  Divine Subdomain
  Associated Domain: Magic.
  Replacement Power: The following granted power 
  replaces the hand of the acolyte power of the Magic 
  domain.
  Divine Vessel (Su): Whenever you are the target of a 
  divine spell, you can, as a swift action, grant each ally 
  within 15 feet of you a divine boon. This boon grants a 
  +2 bonus on the next attack roll, skill check, or ability 
  check made before the end of their next turn. You can 
  use this ability a number of times per day equal to 3 + 
  your Wisdom modifier.
  Replacement Domain Spells: 2nd level—bless water, 
  5th—cleanse*, 7th—resurrection, 9th—miracle.
  Exploration Subdomain
  Associated Domain: Travel.
  Replacement Power: The following granted power 
  replaces the agile feet power of the Travel domain.
  Door Sight (Su): You can lay your hand upon any surface 
  and see what is on the other side, as if using clairvoyance. 
  Using this power takes 1 minute, during which time you 
  must be touching the surface you want to see through. You 
  can keep looking for as long as 10 minutes with each use of 
  this power, but must touch the surface and take no other 
  action the entire time. The surface cannot be thicker than 
  6 inches plus 1 inch per cleric level you possess. You can 
  use this power a number of times per day equal to 3 + your 
  Wisdom modifier.
  Replacement Domain Spells: 1st—expeditious retreat, 
  4th—locate creature, 6th—find the path, 9th—world wave*.
  Family Subdomain
  Associated Domain: Community.
  Replacement Power: The following power replaces the 
  calming touch power of the Family domain.
  Binding Ties (Su): As a standard action, you can touch 
  an ally and remove one condition affecting the ally by 
  transferring it to yourself. This transfer lasts a number 
  of rounds equal to your cleric level, but you can end it as 
  a free action on your turn. At the end of this effect, the 
  condition reverts to the original creature, unless it has 
  ended or is removed by another effect. While this power is 
  in use, the target is immune to the transferred condition. 
  You can use this ability a number of times per day equal to 
  3 + your Wisdom modifier.
  Replacement Domain Spells: 2nd—calm emotions, 3rd—
  create food and water. 
  Fate Subdomain
  Associated Domain: Luck.
  Replacement Power: The following granted power 
  replaces the good fortune power of the Luck domain.
  Tugging Strands (Su): At 8th level, you can force a creature 
  within line of sight to reroll any one roll that it has just 
  made before the result of the roll is revealed. The result 
  of the reroll must be taken, even if it is worse than the 
  original roll. You can use this ability once per day at 8th 
  level, and one additional time per day for every 6 levels 
  beyond 8th.
  Replacement Domain Spells: 2nd—augury, 3rd—borrow 
  fortune*, 9th—miracle.
  Feather Subdomain
  Associated Domain: Animal.
  Add Fly to your list of class skills. In addition, 
  whenever you cast a spell that grants you a fly speed, your 
  maneuverability increases by one step (up to perfect).
  Replacement Power: The following granted power 
  replaces the speak with animals power of the Animal 
  domain.
  Eyes of the Hawk (Ex): You gain a racial bonus on 
  Perception checks equal to 1/2 your cleric level (minimum 
  +1). In addition, if you can act during a surprise round, you 
  receive a +2 racial bonus on your Initiative check.
  Replacement Domain Spells: 2nd—feather fall, 3rd—fly, 
  6th—fly (mass)*.
  Ferocity Subdomain
  Associated Domain: Strength.
  Replacement Power: The following granted power 
  replaces the strength surge power of the Strength domain.
  Ferocious Strike (Su): Whenever you make a melee 
  attack, you can designate that attack as a ferocious strike.  
  If the attack hits, it deals additional damage equal to 1/2 your 
  
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  cleric level (minimum +1). You can use this ability a number 
  of times per day equal to 3 + your Wisdom modifier. 
  Replacement Domain Spells: 3rd—rage, 6th—bull’s 
  strength (mass).
  Freedom Subdomain
  Associated Domain: Liberation.
  Replacement Power: The following granted power 
  replaces the liberation power of the Liberation domain.
  Liberty’s Blessing (Sp): You touch a willing creature as a 
  standard action, granting it a boon. A creature with this 
  boon can, as a swift action, make a saving throw against 
  a single spell or effect it is suffering from that grants a 
  save. The DC of the saving throw is equal to the original 
  DC of the spell or effect. If the saving throw is successful, 
  the effect ends. This boon lasts for 1 minute or until 
  successfully used to remove a spell or effect, whichever 
  duration is shorter. You can use this ability for a number 
  of times equal to 3 + your Wisdom modifier.
  Replacement Domain Spells: 1st—sanctuary, 5th—
  plane shift.
  Fur Subdomain
  Associated Domain: Animal.
  Replacement Power: The following granted power 
  replaces the speak with animals power of the Animal 
  domain.
  Predator’s Grace (Su): You can, as a swift action, grant 
  yourself a +10-foot bonus to your base speed for 1 round. 
  This bonus increases by 5 feet for every 5 cleric levels you 
  possess. In addition, you gain low-light vision for 1 round. 
  If you already possess low-light vision, the range of your 
  sight becomes three times that of a human in dim light for 
  1 round. You can use this ability a number of times per day 
  equal to 3 + your Wisdom modifier.
  Replacement Domain Spells: 1st—magic fang, 3rd—beast 
  shape I (animals only). 
  Growth Subdomain
  Associated Domain: Plant.
  Replacement Power: The following granted power 
  replaces the wooden fist power of the Plant domain.
  Enlarge (Su): As a swift action you can enlarge yourself, 
  as if you were the target of the enlarge person spell. You can 
  use this ability a number of times per day equal to 3 + your 
  Wisdom modifier.
  Replacement Domain Spells: 1st—enlarge person, 5th—
  righteous might.
  Heroism Subdomain
  Associated Domain: Glory.
  Replacement Power: The following granted power 
  replaces the divine presence power of the Glory domain.
  Aura of Heroism (Su): At 8th level, you can emit a 30-foot 
  aura of heroism for a number of rounds per day equal to 
  your cleric level. Using this ability is a swift action. Allies 
  in the area are treated as if they were under the effects of 
  heroism. These rounds do not need to be consecutive.
  Table 
  2-12: Deities 
  of 
  the 
  Pathfinder Campaign Setting
  Deity 
  Domains 
  Subdomains
  Abadar 
  Earth, Law, Nobility, Protection, Travel 
  Defense, Inevitable, Leadership, Martyr, Metal, Trade
  Asmodeus 
  Evil, Fire, Law, Magic, Trickery 
  Arcane, Ash, Deception, Devil, Divine, Smoke
  Calistria 
  Chaos, Charm, Knowledge, Luck, Trickery 
  Azata, Curse, Deception, Lust, Memory, Thievery
  Cayden Cailean 
  Chaos, Charm, Good, Strength, Travel 
  Azata, Exploration, Ferocity, Love, Lust, Resolve
  Desna 
  Chaos, Good, Liberation, Luck, Travel 
  Azata, Curse, Exploration, Fate, Freedom, Revolution
  Erastil 
  Animal, Community, Good, Law, Plant 
  Archon, Family, Feather, Fur, Growth, Home
  Gorum 
  Chaos, Destruction, Glory, Strength, War 
  Blood, Ferocity, Protean, Rage, Resolve, Tactics
  Gozreh 
  Air, Animal, Plant, Water, Weather 
  Cloud, Decay, Growth, Oceans, Seasons, Wind,
  Iomedae 
  Glory, Good, Law, Sun, War 
  Archon, Day, Heroism, Honor, Light, Tactics
  Irori  
  Healing, Knowledge, Law, Rune, Strength 
  Inevitable, Language, Memory, Restoration, Resolve, Thought
  Lamashtu 
  Chaos, Evil, Madness, Strength, Trickery 
  Deception, Demon, Ferocity, Insanity, Nightmare, Thievery
  Nethys 
  Destruction, Knowledge, Magic, Protection, Rune 
  Arcane, Catastrophe, Divine, Defense, Thought, Wards
  Norgorber 
  Charm, Death, Evil, Knowledge, Trickery 
  Daemon, Deception, Memory, Murder, Thievery, Thought
  Pharasma 
  Death, Healing, Knowledge, Repose, Water 
  Ancestors, Ice, Memory, Resurrection, Souls, Thought
  Rovagug 
  Chaos, Destruction, Evil, War, Weather 
  Blood, Catastrophe, Demon, Protean, Rage, Storms
  Sarenrae 
  Fire, Glory, Good, Healing, Sun 
  Agathion, Day, Heroism, Light, Restoration, Resurrection
  Shelyn 
  Air, Charm, Good, Luck, Protection 
  Agathion, Cloud, Defense, Fate, Love, Purity
  Torag 
  Artifice, Earth, Good, Law, Protection 
  Archon, Caves, Construct, Defense, Metal, Toil
  Urgathoa 
  Death, Evil, Magic, Strength, War 
  Blood, Daemon, Divine, Ferocity, Murder, Undead
  Zon-Kuthon 
  Darkness, Death, Destruction, Evil, Law 
  Catastrophe, Devil, Loss, Murder, Night, Undead
  
  9292
  Replacement Domain Spells: 3rd—heroism, 6th—
  heroism (greater).
  Home Subdomain
  Associated Domain: Community.
  Replacement Power: The following granted power 
  replaces the unity power of the Community domain.
  Guarded Hearth (Su): At 8th level, you can create a ward 
  that protects a specified area. Creating this ward takes 10 
  minutes of uninterrupted work. This ward has a maximum 
  radius of 5 feet per 2 cleric levels you possess. When the 
  ward is completed, you designate any number of creatures 
  inside its area. Should any other creature enter the warded 
  area, all of the selected creatures are immediately alerted 
  (and awoken if they were asleep). The designated creatures 
  also receive a sacred bonus equal to your Wisdom modifier 
  on all saving throws and attack rolls while inside the 
  warded area. This ward immediately ends if you leave the 
  area. The ward lasts for 1 hour per cleric level. You can use 
  this ability once per day.
  Replacement Domain Spells: 1st—alarm, 3rd—glyph of 
  warding, 7th—guards and wards.
  Honor Subdomain
  Associated Domain: Glory.
  Replacement Power: The following granted power 
  replaces the touch of glory power of the Glory domain.
  Honor Bound (Su): With a touch, you can remind a 
  creature of its duties and responsibilities, granting it a 
  new saving throw against each enchantment (charm) or 
  enchantment (compulsion) effect that currently affects 
  it. If the saving throw is successful, the enchantment 
  effect is ended. This power only affects effects that 
  allow a save. If you fail a save against such an effect, 
  you can use this ability as an immediate action to grant 
  yourself an additional save. Once the target (either you 
  or a touched creature) has made one additional save per 
  effect, this ability has no further effect on that particular 
  enchantment effect. You can use this ability a number of 
  times per day equal to 3 + your Wisdom modifier.
  Replacement Domain Spells: 2nd—zone of truth, 
  6th—geas/quest.
  Ice Subdomain
  Associated Domain: Water.
  Replacement Power: The following granted power 
  replaces the cold resistance power of the Water domain.
  Body of Ice (Su): At 8th level, you can transmute your 
  body and equipment to ice for a period of time. It takes a 
  standard action to take on the form of ice, and you can end 
  the transmutation with a free action on your turn. When 
  you take on the form of ice, you are immune to cold and 
  have DR 5/—, but you take twice the normal amount of 
  damage from fire. You can take on the form of ice for a 
  number of rounds per day equal to your cleric level. The 
  rounds need not be consecutive.
  Replacement Domain Spells: 7th—freezing sphere, 9th—
  polar ray.
  Inevitable Subdomain
  Associated Domain: Law.
  Replacement Power: The following granted power 
  replaces the touch of law power of the Law domain. 
  Inevitables are a race of lawful neutral outsiders (see 
  Pathfinder Bestiary II).
  Command (Su): As a standard action, you can give a 
  creature an emotionless yet undeniable order, as per the 
  spell command. A Will save negates this effect. You cannot 
  target a creature more than once per day with this ability. 
  You can use this ability a number of times per day equal to 
  3 + your Wisdom modifier. 
  Replacement Domain Spells: 3rd—command undead, 5th—
  command (greater), 6th—planar binding (inevitables only).
  Insanity Subdomain
  Associated Domain: Madness.
  Replacement Power: The following granted power replaces 
  the visions of madness power of the Madness domain.
  Insane Focus (Su): You can touch a willing creature as 
  a standard action, granting it a +4 bonus on all saving 
  throws made against mind-affecting effects and 
  immunity to confusion. This bonus lasts for 1 minute. 
  If the creature fails a saving throw against a mind-
  affecting effect during this period, it loses its immunity 
  to confusion and is immediately confused for one round. 
  You can use this ability a number of times per day equal 
  to 3 + your Wisdom modifier.
  Replacement Domain Spells: 4th—moonstruck*, 6th—
  phantasmal web*.
  Language Subdomain
  Associated Domain: Rune.
  Replacement Power: The following granted power 
  replaces the spell rune power of the Rune domain.
  Rune Shift (Su): At 6th level, as a swift action, you can 
  change the location of one of your blast runes. The rune 
  must be within 30 feet. You can place the blast rune in 
  any square adjacent to you, including one occupied by 
  another creature. 
  Replacement Domain Spells: 1st—comprehend languages, 
  2nd—share language*, 3rd—tongues, 5th—telepathic bond.
  Leadership Subdomain
  Associated Domain: Nobility.
  Replacement Power: The following granted power 
  replaces the inspiring word power of the Nobility domain.
  
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  Inspiring Command (Su): As a standard action, you 
  can issue an inspiring command to your allies. The 
  inspiring command affects one ally plus one additional 
  ally for every three cleric levels you possess, who must all 
  be within 30 feet of you. Affected allies gain a +2 insight 
  bonus on attack rolls, AC, combat maneuver defense, and 
  skill checks for 1 round. This is a language-dependant 
  mind-affecting effect.
  Replacement Domain Spells: 1st level—bless, 3rd—
  prayer, 6th—brilliant inspiration*.
  Light Subdomain
  Associated Domain: Sun.
  Replacement Power: The following granted power 
  replaces the sun’s blessing power of the Sun domain.
  Blinding Flash (Su): As a standard action, you can emit 
  a flash of light from your holy symbol or divine focus. 
  The most powerful light emanates out 20 feet from you. 
  Creatures with fewer Hit Dice than your cleric level within 
  this area are blinded for 1d4 rounds unless they succeed at 
  a Fortitude save. All creatures in this area are dazzled for a 
  number of rounds equal to 1/2 your cleric level (minimum 
  1). You can use this ability a number of times per day equal 
  to 3 + your Wisdom modifier
  Replacement 
  Domain 
  Spells: 
  1st—faerie 
  fire, 
  3rd—daylight.
  Loss Subdomain
  Associated Domain: Darkness.
  Replacement Power: The following granted power replaces 
  the eyes of darkness power of the Darkness domain.
  Aura of Forgetfulness (Su): At 8th level, you can emit a 30-
  foot aura of forgetfulness for a number of rounds per day 
  equal to your cleric level. Creatures you target in this area 
  must make a Will save or have no memory of any time 
  spent inside the area. In addition, spellcasters in the area 
  lose one prepared spell or available spell slot per round 
  spent in the area, starting with 1st-level spells and going 
  up through higher-level spells. Spellcasters are allowed a 
  save each round to negate this loss (this save is separate 
  from the memory loss save). These rounds do not need to 
  be consecutive.
  Replacement Domain Spells: 5th—enervation, 6th—
  modify memory, 9th—energy drain.
  Love Subdomain
  Associated Domain: Charm.
  Replacement Power: The following granted power 
  replaces the dazing touch power of the Charm domain.
  Adoration (Su): As an immediate action, you can 
  attempt to thwart a melee or ranged attack that targets 
  you. This ability functions as sanctuary, but only against 
  one individual attack. You must use the ability after the 
  attack is declared but before the roll is made. The creature 
  attacking you receives a Will save to negate this effect. If a 
  creature has more than one attack, this ability only affects 
  one of the attacks. You can use the ability a number of 
  times per day equal to 3 + your Wisdom modifier. This is a 
  mind-affecting effect.
  Replacement Domain Spells: 2nd—enthrall, 8th—
  euphoric tranquility*. 
  Lust Subdomain
  Associated Domain: Charm.
  Replacement Power: The following granted power 
  replaces the charming smile power of the Charm domain.
  Anything to Please (Su): At 8th level, you can compel a 
  creature within 30 feet to attempt to please you as a 
  standard action. The creature receives a Will save to 
  negate this affect. If the save fails, the creature attacks 
  your enemies for 1 round, gives you its most valuable item, 
  or drops prone at your feet and grovels for 1d4 rounds 
  (GM’s choice). You can use this ability once per day at 8th 
  level and one additional time per day for every four levels 
  beyond 8th. This is a mind-affecting effect.
  Replacement Domain Spells: 2nd—touch of idiocy, 
  4th—confusion. 
  Martyr Subdomain
  Associated Domain: Nobility.
  Replacement Power: The following granted power 
  replaces the leadership power of the Nobility domain.
  Sacrificial Bond (Su): At 8th level, when an ally within 
  30 feet takes damage from an attack, you can, as an 
  immediate action, transfer this damage to yourself. 
  This power also transfers any effects that accompany 
  the damage. The damage done to you cannot be reduced 
  in any way. You can use this ability once per day at 8th 
  level, plus on additional time per day at 14th level and 
  20th level.
  Replacement Domain Spells: 2nd—shield other, 6th—
  sacrificial oath*.
  Memory Subdomain
  Associated Domain: Knowledge.
  Replacement Power: The following granted power 
  replaces the lore keeper power of the Knowledge domain.
  Recall (Su): With a touch, you can cause a creature to 
  recall some bit of forgotten lore or information. The 
  creature can retry any Knowledge skill check it has 
  made within the past minute, gaining a insight bonus 
  on the check equal to your Wisdom modifier. You can 
  use this ability a number times per day equal to 3 + your 
  Wisdom modifier.
  Replacement Domain Spells: 2nd—memory lapse*, 6th—
  modify memory, 8th—moment of prescience.
  
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  Metal Subdomain
  Associated Domain: Earth.
  Replacement Power: The following granted power 
  replaces the acid dart power of the Earth domain.
  Metal Fist (Su): As a swift action, you can turn your fists 
  into metal for 1 round, allowing you to make unarmed 
  strikes that deal 1d6 points of bludgeoning damage 
  plus your Strength modifier. These unarmed strikes do 
  not provoke attacks of opportunity, but attacking with 
  both uses the two-weapon fighting rules as normal. In 
  addition, these unarmed strikes ignore the hardness 
  of items with a hardness of 10 or less. You can use this 
  ability a number of times per day equal to 3 + your 
  Wisdom modifier.
  Replacement Domain Spells: 2nd—heat metal, 6th—wall 
  of iron, 8th—iron body.
  Murder Subdomain
  Associated Domain: Death.
  Replacement Power: The following granted power 
  replaces the death’s embrace power of the Death domain.
  Killing Blow (Su): At 8th level, weapons you use become 
  infused with the power of death. Whenever you confirm 
  a critical hit with a melee or ranged weapon, your attack 
  deals an additional amount of bleed damage equal to half 
  your cleric level. You can use this ability once per day at 
  8th level, plus one additional time per day for every four 
  levels beyond 8th.
  Replacement Domain Spells: 3rd—keen edge, 5th—
  suffocation*, 9th—suffocation (mass)*. 
  Night Subdomain
  Associated Domain: Darkness.
  Replacement Power: The following granted power replaces 
  the touch of darkness power of the Darkness domain.
  Night Hunter (Su): As a standard action, you can blend 
  into the shadows of the night, becoming nearly invisible. 
  As long as you are in an area of dim light or darkness, 
  you are invisible (as per invisibility) to creatures without 
  darkvision. This ability lasts for a number of rounds 
  equal to 1/2 your cleric level (minimum 1). You can use 
  this ability for a number of times per day equal to 3 + your 
  Wisdom modifier.
  Replacement Domain Spells: 1st—sleep, 6th—nightmare.
  Nightmare Subdomain
  Associated Domain: Madness.
  Replacement Power: The following granted power replaces 
  the vision of madness power of the Madness domain.
  Fearful Touch (Su): As a standard action, you can make 
  a melee touch attack against a creature, causing it to 
  experience terrible hallucinations for 1 round. During 
  this time, the creature loses any immunity to fear effects 
  it might possess and takes a –2 penalty on attack rolls 
  made against you. In addition, the creature takes a 
  penalty on Will saves made against fear effects equal to 
  1/2 your cleric level (minimum –1). This power is a mind-
  affecting effect. You can use this ability for a number of 
  times per day equal to 3 + your Wisdom modifier.
  Replacement Domain Spells: 4th—phantasmal killer, 
  6th—nightmare, 9th—weird.
  Oceans Subdomain
  Associated Domain: Water.
  Replacement Power: The following granted power 
  replaces the icicle power of the Water domain.
  Surge (Su): As a standard action, you can cause a mighty 
  wave to appear that pushes or pulls a single creature. 
  Make a combat maneuver check against the target, using 
  your cleric level + your Wisdom modifier as your CMB. If 
  successful, you may pull or push the creature as if using 
  the bull rush or drag combat maneuver. You can use 
  this ability a number of times per day equal to 3 + your 
  Wisdom modifier.
  Replacement Domain Spells: 2nd—slipstream*, 3rd—
  water walk, 9th—tsunami*.
  Protean Subdomain
  Associated Domain: Chaos.
  Replacement Power: The following granted power 
  replaces the chaos blade power of the Chaos domain. 
  Proteans are a race of chaotic neutral outsiders (see 
  Pathfinder Bestiary II).
  Aura of Chaos (Su): At 8th level, you can surround yourself 
  with a field wild energies. Thee energies manifest as a 30-
  foot aura of chaos for a number of rounds per day equal to 
  your cleric level. All enemies within this aura must declare 
  one type of action at the start of their turn (attack, cast a 
  spell, move, use an item, or activate a special ability) and 
  make a Will save. Creatures that fail the Will save must take 
  an action other than their declared action. If they succeed, 
  they must take the declared action. Creatures cannot select 
  actions that they cannot perform.
  Replacement Domain Spells: 1st—confusion (lesser), 
  3rd—displacement, 6th—planar binding (proteans only). 
  Purity Subdomain
  Associated Domain: Protection.
  Replacement Power: The following granted power replaces 
  the aura of protection power of the Protection domain.
  Purifying Touch (Su): At 8th level, you can touch a 
  willing creature with divine power, giving it a saving 
  throw against each effect currently affecting it, using the 
  original saving throw DC of the effect. Each successful 
  saving throw ends the related effect. The creature can 
  choose not to make a save against an effect. You can use 
  
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  this ability once per day at 8th level, plus one additional 
  time per day at 14th and 20th level. 
  Replacement Domain Spells: 1st—protection from chaos/
  evil/good/law, 3rd—remove blindness/deafness, 5th—atonement.
  Rage Subdomain
  Associated Domain: Destruction.
  Replacement Power: The following granted power replaces 
  the destructive aura power of the Destruction domain.
  Rage (Su): At 8th level, you can enter a fearsome rage, 
  like a barbarian, for a number of rounds per day equal 
  to your cleric level. At 12th and 16th level, you can 
  select one rage power. You cannot select any rage power 
  that possesses a level requirement, but otherwise your 
  barbarian level is equal to 1/2 your cleric level. These 
  rounds of rage stack with any rounds of rage you might 
  have from levels of barbarian.
  Replacement Domain Spells: 2nd—bull’s strength, 
  6th—moonstruck*.
  Resolve Subdomain
  Associated Domain: Strength.
  Replacement Power: The following granted power replaces 
  the might of the gods power of the Strength domain.
  Bestow Resolve (Su): At 8th level, you can bless creatures 
  with the boldness of your deity. You can bestow a number 
  of temporary hit points equal to your level + your Wisdom 
  modifier to all allies within 20 feet. The temporary hit 
  points remain for 1 minute. You can use this ability once 
  per day at 8th level, plus one additional time per day for 
  every 4 levels you possess beyond 8th. 
  Replacement Domain Spells: 1st—bless, 6th—heroes’ feast.
  Restoration Subdomain
  Associated Domain: Healing.
  Replacement Power: The following granted power 
  replaces the rebuke death power of the Healing domain.
  Restorative Touch (Su): You can touch a creature, letting 
  the healing power of your deity flow through you to 
  relieve the creature of a minor condition. Your touch 
  can remove the dazed, fatigued, shaken, sickened, or 
  staggered condition. You choose which condition is 
  removed. You can use this ability a number of times per 
  day equal to 3 + your Wisdom modifier.
  
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  Replacement Domain Spells: 2nd—remove disease, 4th—
  neutralize poison, 5th—break enchantment. 
  Resurrection Subdomain
  Associated Domain: Healing.
  Replacement Power: The following granted power replaces 
  the healer’s blessing power of the Healing domain.
  Gift of Life (Su): At 8th level, you can touch a creature 
  that has died within the past minute to grant it a 
  few moments of life. The dead creature returns to 
  life for a number of rounds equal to your cleric level. 
  Creatures returned to life in this way have a number of 
  hit points equal to half your cleric level, and continue 
  to be affected by any still-active spells, conditions, or 
  aff lictions present at the time of their death. At the end 
  of this time, the creature dies again. The creature is free 
  to act as it sees fit during this time. You are granted no 
  control over it. You can use this power once per day at 
  8th level, plus one additional time per day for every four 
  levels beyond 8th.
  Replacement Domain Spells: 5th—raise dead, 7th—
  resurrection, 9th—true resurrection.
  Revolution Subdomain
  Associated Domain: Liberation.
  Replacement Power: The following granted power 
  replaces the freedom’s call power of the Liberation domain.
  Powerful Persuader (Su): At 8th level, when you make a 
  Diplomacy or Intimidate check, you can roll twice and 
  take the higher result. Using this ability is a free action. 
  You can use this ability once per day at 8th level, plus one 
  additional time per day for every 2 levels beyond 8th.
  Replacement Domain Spells: 2nd—enthrall, 6th—symbol 
  of persuasion.
  Seasons Subdomain
  Associated Domain: Weather.
  Replacement Power: The following granted power 
  replaces the storm burst power of the Weather domain.
  Untouched by the Seasons (Su): By touching a creature, you 
  can grant it the benefits of endure elements, which last for 1 
  hour per cleric level. You can use this ability a number of 
  times per day equal to 3 + your Wisdom modifier.
  Replacement Domain Spells: 1st—goodberry, 4th—blight, 
  8th—sunburst.
  Smoke Subdomain
  Associated Domain: Fire.
  Replacement Power: The following granted power 
  replaces the fire bolt power of the Fire domain.
  Cloud of Smoke (Su): As a standard action, you can create 
  a 5-foot-radius cloud of smoke. This power has a range 
  of 30 feet. Creatures inside the cloud take a –2 penalty 
  on attack rolls and Perception skill checks for as long 
  as they remain inside and for 1 round after exiting the 
  cloud. Creatures inside the cloud gain concealment from 
  attacks made by opponents that are not adjacent to them. 
  You can use this ability a number of times per day equal 
  to 3 + your Wisdom modifier.
  Replacement Domain Spells: 2nd—pyrotechnics, 3rd—
  stinking cloud.
  Souls Subdomain
  Associated Domain: Repose.
  Replacement Power: The following granted power 
  replaces the gentle rest power of the Repose domain.
  Touch the Spirit World (Su): With a touch, you can empower 
  a weapon to affect incorporeal creatures. The weapon 
  touched deals half damage to incorporeal creatures, or 
  full damage if it is a magic weapon. This benefit lasts for 
  a number of rounds equal to your cleric level. You can use 
  this ability a number of times per day equal to 3 + your 
  Wisdom modifier. 
  Replacement Domain Spells: 3rd—animate dead, 6th—
  antilife shield, 9th—trap the soul.
  Storms Subdomain
  Associated Domain: Weather.
  Replacement Power: The following granted power 
  replaces the lightning lord power of the Weather domain.
  Gale Aura (Su): At 6th level, as a standard action, you 
  can create a 30-foot aura of gale-like winds that slows the 
  progress of enemies. Creatures in the aura cannot take 
  a 5-foot step. Enemies in the aura treat each square that 
  brings them closer to you as difficult terrain. They can 
  move normally in any other direction. You can use this 
  ability for a number of rounds per day equal to your cleric 
  level. The rounds do not need to be consecutive. 
  Replacement Domain Spells: 5th—call lightning storm, 
  6th—sirocco*.
  Tactics Subdomain
  Associated Domain: War.
  Replacement Power: The following granted power 
  replaces the battle rage power of the War domain.
  Seize the Initiative (Su): Whenever you and your allies 
  roll for initiative, you can grant one ally within 30 feet 
  the ability to roll twice and take either result. This 
  decision is made before results are revealed. You can use 
  this ability a number of times per day equal to 3 + your 
  Wisdom modifier. 
  Replacement Domain Spells: 2nd—aid, 5th—command 
  (greater), 8th—planar ally (greater).
  Thievery Subdomain
  Associated Domain: Trickery.
  
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  Replacement Power: The following granted power 
  replaces the master’s illusions power of the Trickery 
  domain.
  Thief of the Gods (Su): At 8th level, when you make a Disable 
  Device or Sleight of Hand check, you can roll twice and 
  take the higher result. Using this ability is a free action. 
  You can use this ability once per day at 8th level, plus one 
  additional time per day for every 2 levels beyond 8th. 
  Replacement Domain Spells: 3rd—locate object, 7th—
  ethereal jaunt.
  Thought Subdomain
  Associated Domain: Knowledge.
  Replacement Power: The following granted power replaces 
  the remote viewing power of the Knowledge domain.
  Read Minds (Su): At 8th level, you can broaden your 
  mental spectrum to encompass those around you. Doing 
  so allows you to read the mind of every creature within 
  30 feet as if you had cast detect thoughts. This ability allows 
  you to read the surface thoughts of any creature that you 
  are aware of after only 1 round of concentration. Creatures 
  in this area are allowed a Will save to negate the effect. 
  The DC of this Will save is 10 + 1/2 your cleric level + your 
  Wisdom modifier. You can use this ability for a number of 
  rounds per day equal to your cleric level. These rounds do 
  not need to be consecutive.
  Replacement Domain Spells: 3rd—seek thoughts*, 5th—
  telepathic bond, 8th—mind blank.
  Toil Subdomain
  Associated Domain: Artifice.
  Replacement Power: The following granted power 
  replaces the dancing weapon power of the Artifice domain.
  Aura of Repetition (Su): At 8th level, you can emit a 30-
  foot aura of repetition for a number of rounds per day 
  equal to your cleric level. All enemies within this aura 
  must make a Will save each round or repeat their action 
  from the previous round (if possible). Creatures that 
  attacked on the previous round attack again on the 
  following round, although they may change their target. 
  Creatures that moved the previous round must take the 
  same move action again, although they may change their 
  route. Creatures that drank a potion must do so again, 
  even they can only drink from an empty bottle. Actions 
  that cannot be repeated are wasted. These rounds do not 
  need to be consecutive.
  Replacement Domain Spells: 1st—command, 5th—waves 
  of fatigue, 7th—waves of exhaustion. 
  Trade Subdomain
  Associated Domain: Travel.
  Replacement Power: The following granted power 
  replaces the agile feet power of the Travel domain.
  Silver-Tongued Haggler (Su): Whenever you make a Bluff, 
  Diplomacy, or Sense Motive check, you can, as a free action, 
  grant yourself a bonus on the roll equal to 1/2 your cleric 
  level (minimum +1). You can use this ability a number of 
  times per day equal to 3 + your Wisdom modifier.
  Replacement Domain Spells: 1st—floating disk, 5th—
  overland flight, 9th—gate.
  Undead Subdomain
  Associated Domain: Death.
  Replacement Power: The following granted power 
  replaces the bleeding touch power of the Death domain.
  Death’s Kiss (Su): You can cause a creature to take on 
  some of the traits of the undead with a melee touch attack. 
  Touched creatures are treated as undead for the purposes 
  of effects that heal or cause damage based on positive and 
  negative energy. This effect lasts for a number of rounds 
  equal to 1/2 your cleric level (minimum 1). It does not 
  apply to the Turn Undead or Command Undead feats. You 
  can use this ability a number of times per day equal to 3 + 
  your Wisdom modifier.
  Replacement Domain Spells: 2nd—ghoul touch, 4th—
  enervation, 9th—energy drain.
  Wards Subdomain
  Associated Domain: Rune.
  Replacement Power: The following granted power 
  replaces the spell rune power of the Rune domain.
  Warding Rune (Su): At 6th level, when a creature is damaged 
  by your blast rune, it cannot attack you for a number of 
  rounds equal to 1/2 your cleric level unless it succeeds at 
  a Will save, as per the spell sanctuary. Using this ability is 
  an immediate action when a creature triggers one of your 
  blast runes. The ability does not prevent you from being 
  attacked or affected by area of effect spells or abilities. 
  You can use this ability once per day at 8th level, plus one 
  additional time per day at 14th level and 20th level.
  Replacement Domain Spells: 1st level—arcane lock, 
  4th—dimensional anchor, 6th—guards and wards.
  Wind Subdomain
  Associated Domain: Air.
  Replacement Power: The following granted power 
  replaces the lightning arc power of the Air domain.
  Wind Blast (Su): As a standard action, you can unleash 
  a blast of air in a 30-foot line. Make a combat maneuver 
  check against each creature in the line, using your caster 
  level as your base attack bonus and your Wisdom modifier 
  in place of your Strength modifier. Treat the results as a 
  bull rush attempt. You can use this ability a number of 
  times per day equal to 3 + your Wisdom modifier.
  Replacement Domain Spells: 1st—whispering wind, 
  6th—wind walk, 9th—winds of vengeance*.
  
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  Druid
  Druids are the keepers of the wildlands, the guardians 
  watching at nature’s border to ensure that hubristic 
  civilization does not overreach its bounds. From the 
  highest mountain peaks to the steaming jungles and seas, 
  druids learn and draw their power from their surrounding 
  environment and the creatures that live there. Like nature 
  itself, druids can be gentle and succoring or red in tooth 
  and claw, and need answer only to the wind and the rain.
  Presented below are new variant class rules to help 
  you customize your druid for specific terrain types, as 
  well as rules for druidic shamans who worship specific 
  totem animals.
  aquatiC druid
  Shepherds of the lakes and seas, aquatic druids guard 
  ecosystems ranging from shallows streams to deep ocean 
  trenches, ministering to their residents and communing 
  with the tides.
  Wild Empathy (Ex): An aquatic druid’s wild empathy 
  functions only on creatures that have a swim speed or the 
  aquatic or water subtype; however, she can improve the 
  attitude of any such creature with Intelligence 2 or less 
  regardless of type, including mindless creatures.
  Aquatic Adaptation (Ex): At 2nd level, an aquatic 
  druid gains an insight bonus on Initiative checks and 
  Knowledge (geography), Perception, Stealth, Survival, and 
  Swim checks equal to 1/2 her druid level in aquatic terrain, 
  and she cannot be tracked such environments. This ability 
  replaces woodland stride. 
  Natural Swimmer (Ex): At 3rd level, an aquatic druid 
  gains a swim speed equal to half her land speed. This 
  ability replaces trackless step.
  Resist Ocean’s Fury (Ex): At 4th level, an aquatic druid 
  gains a +4 bonus on saving throws against spells of the 
  water type or the exceptional or supernatural abilities of 
  creatures with the aquatic or water subtype. This ability 
  replaces resist nature’s lure.
  Wild Shape (Su): An aquatic druid gains this ability at 
  6th level, except that her effective druid level for the ability 
  is equal to her druid level – 2.
  Seaborn (Ex): At 9th level, an aquatic druid gains the 
  aquatic subtype, the amphibious trait, and a swim speed 
  equal to her land speed. She also can endure cold climate 
  effects as if using endure elements. This ability replaces 
  venom immunity.
  Deep Diver (Ex): At 13th level, an aquatic druid 
  gains DR/slashing or piercing equal to 1/2 her level. 
  This damage reduction also applies against spells and 
  spell-like abilities that inflict damage by grappling or 
  crushing (e.g., black tentacles, crushing hand). She never 
  takes pressure damage from deep water. This ability 
  replaces a thousand faces. 
  arCtiC druid
  An arctic druid watches over the stark landscape of the far 
  frozen reaches of the world, tending the stunted and rugged 
  life that ekes out its survival in the least habitable climes.
  Arctic Native (Ex): At 2nd level, an arctic druid gains a 
  bonus on Initiative checks and Knowledge (geography), 
  Perception, Stealth, and Survival checks equal to 1/2 her 
  druid level in cold or icy terrain, and she cannot be tracked 
  in cold or icy terrain. This ability replaces woodland stride. 
  Icewalking (Ex): At 3rd level, an arctic druid suffers no 
  penalty to speed or on Acrobatics, Climb, or Stealth checks 
  in snowy or icy terrain or weather conditions and can walk 
  across snow crusts or thin ice without breaking through. 
  This ability replaces trackless step.
  Arctic Endurance (Ex): At 4th level, an arctic druid 
  ignores the effects of a cold climate as if using endure 
  elements. She is also immune to being dazzled. This ability 
  replaces resist nature’s lure.
  Wild Shape (Su): An arctic druid gains this ability at 6th 
  level, except that her effective druid level for this ability is 
  equal to her druid level – 2.
  Snowcaster (Su): At 9th level, an arctic druid can 
  see normally in ice storm, sleet storm, or similar natural 
  snowstorms. In addition, she can prepare any druid spell 
  with the fire subtype as a cold spell, with an identical 
  effect but inflicting cold damage instead of fire damage. 
  This ability replaces venom immunity. 
  Flurry Form (Ex): At 13th level, an arctic druid can assume 
  the form of a swirling column of snow equivalent to gaseous 
  form at will. While in this form, she gains a circumstance 
  bonus on Stealth checks made in cold terrain equal to her 
  druid level. This ability replaces a thousand faces.  
  Blight druid
  The devoted servants of nature corrupted, ruined, and 
  destroyed, blight druids are the caretakers of lands 
  ravaged by natural disaster. While some are devoted to 
  reforming and reclaiming lands despoiled by the ravages 
  of civilization, others seek out the more rapacious violence 
  inherent in nature and feed the creeping rot and decay that 
  brings an end to all things.
  Nature Bond (Ex): A blight druid may not bond with 
  an animal companion, but may either call a familiar as 
  a wizard of her druid level or select from the Darkness, 
  Death, and Destruction domains in addition to those 
  normally available. 
  Vermin Empathy (Su): A blight druid can improve the 
  attitude of vermin as a normal druid can with animals. 
  Vermin have a starting attitude of unfriendly. The blight 
  druid can also improve the attitude of animals and mindless 
  
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  undead creatures that were formerly animals, but she takes 
  a –4 penalty on the check unless the animal or undead has a 
  disease special attack. This ability replaces wild empathy.
  Miasma (Ex): Starting at 5th level, if a blight druid is 
  adjacent to a creature at the beginning of its turn, the 
  creature must succeed at a Fortitude save with a DC of 10 
  + 1/2 the druid’s level + the druid’s Wisdom modifier or 
  become sickened for 1 round. A creature of the animal, 
  fey, or plant type that fails its save is nauseated for 1 round 
  and sickened for 1 minute thereafter. If the creature 
  makes its save, it is immune to this effect for 24 hours, 
  as are creatures immune to disease. This ability replaces 
  trackless step and resist nature’s lure.
  Blightblooded (Ex): At 9th level, a blight druid 
  gains immunity to all diseases, including natural and 
  supernatural diseases. She also becomes immune to effects 
  that would cause her to become sickened or nauseated. 
  This ability replaces venom immunity.
  Plaguebearer (Su): Starting at 13th level, any creature 
  that strikes a blight druid with a touch attack, unarmed 
  strike, or natural weapon must succeed at a Fortitude save 
  with a DC of 10 + 1/2 the druid’s level + the druid’s Wisdom 
  modifier or contract a disease, as the contagion spell. If the 
  creature makes its save, it is immune to this effect for 24 
  hours. This ability replaces a thousand faces.
  Cave druid
  Far from the green fields of the world above lies a lightless 
  expanse beneath the surface. This darkling fairyland is 
  not without beauty and natural wonders of its own, and a 
  few druids seek to preserve this hidden realm and purge 
  it of the fell horrors that creep up from below. 
  Cavesense (Ex): A underground druid adds Knowledge 
  (dungeoneering) rather than Knowledge (geography) 
  as a class skill and gains a +2 bonus on Knowledge 
  (dungeoneering) and Survival skill checks. This ability 
  replaces the nature sense ability. 
  Nature Bond: A cave druid may select the Darkness 
  domain in addition to the choices normally allowed, but 
  may not select the Air or Weather domains.
  Wild Empathy (Ex): A cave druid can influence oozes, 
  rather than magical beasts, with a –4 penalty on her wild 
  empathy check. 
  Tunnelrunner (Ex): At 2nd level, a cave druid can move 
  through areas of rubble or narrow passages that require 
  squeezing at her normal movement rate and without penalty. 
  This ability replaces woodland stride. 
  Lightfoot (Ex): At 3rd level, a cave druid cannot be detected 
  with tremorsense. This ability replaces trackless step. 
  Resist Subterranean Corruption (Ex): At 4th level, a 
  cave druid gains a +2 bonus on saves against exceptional, 
  supernatural, and spell-like abilities of oozes and 
  aberrations. This ability replaces resist nature’s lure. 
  Wild Shape (Su): A cave druid gains this ability at 6th 
  level, except that her effective druid level for this ability is 
  equal to her druid level – 2. She cannot use wild shape to 
  adopt a plant form. At 10th level, the cave druid can assume 
  the form of a Small or Medium ooze as if using beast shape 
  III, and at 12th level that of a Tiny or Large ooze as if using 
  beast shape IV (treating the ooze as if it were a magical beast 
  without a natural armor bonus). When in ooze form, the 
  cave druid has no discernible anatomy and is immune to 
  poison, sneak attacks, and critical hits.
  desert druid
  Not all climates are verdant paradises, but even in the sere 
  deserts there is life—though often hidden from the sun 
  and rarely friendly—and raw, desolate beauty. Here desert 
  druids come to pay homage, protect and maintain the few 
  habitable locales, and witness nature’s majesty in all its 
  burning, merciless glory. 
  Desert Native (Ex): At 2nd level, a desert druid gains a 
  bonus on Initiative checks and Knowledge (geography), 
  Perception, Stealth, and Survival checks equal to 1/2 her 
  druid level in desert terrain, and she cannot be tracked in 
  such environments. This ability replaces woodland stride.
  Sandwalker (Ex): At 3rd level, a desert druid suffers no 
  penalty to speed or on Acrobatics or Stealth checks when 
  moving through sandy or desert terrain. This ability 
  replaces trackless step.
  Desert Endurance (Ex): At 4th level, a desert druid 
  ignores the effects of a hot climate as if using endure 
  elements. She also has a reduced need to eat and drink, as 
  if wearing a ring of sustenance (though normal sleep is still 
  required). This ability replaces resist nature’s lure.
  Wild Shape (Su): A desert druid gains this ability at 6th 
  level, except that her effective druid level for the ability is 
  equal to her druid level – 2. A desert druid cannot use wild 
  shape to adopt a plant form. At 10th level she can assume 
  the form of a Small or Medium vermin, at 12th level a Tiny 
  or Large vermin, and at 14th level a Diminutive or Huge 
  vermin. This effect functions as beast shape IV (treating the 
  vermin as an animal to determine its ability and natural 
  armor modifiers).
  Shaded Vision (Ex): At 9th level, a desert druid becomes 
  immune to blinding and dazzling effects and gains a +2 
  bonus on saving throws against gaze attacks and illusions of 
  the figment and pattern subschools. This ability replaces 
  venom immunity. 
  Dunemeld (Ex): At 13th level, a desert druid can 
  assume the form of a swirling mass of sand at will. This 
  is equivalent to gaseous form, but the druid gains a land 
  and burrow speed of 10 feet rather than a fly speed. While 
  in this form, the druid gains a circumstance bonus on 
  Stealth checks made in desert terrain equal to her druid 
  level. This ability replaces a thousand faces. 
  
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  Jungle druid
  The fecund jungles of the equatorial regions are rich in life 
  and ancient tradition; druidical guardians of sacred pools, 
  elder trees, and trembling volcanoes watch over crumbling 
  temples and the inevitable reclamation of lost civilizations 
  by the beating heart of nature untamed. 
  Jungle Guardian (Ex): At 2nd level, a jungle druid 
  gains a bonus on Initiative checks and Climb, Knowledge 
  (geography), Perception, Stealth, and Survival checks equal 
  to 1/2 her druid level in jungle terrain, and she cannot 
  be tracked in such environments. This ability replaces 
  woodland stride. 
  Woodland Stride (Ex): A jungle druid gains this ability 
  at 3rd level. This ability replaces trackless step.
  Torrid Endurance (Ex): At 4th level, a jungle druid 
  ignores the effects of a hot climate as if under the effects of 
  endure elements. She also gains a +4 bonus on saves against 
  disease and the exceptional abilities of animals and 
  magical beasts. This ability replaces resist nature’s lure. 
  Wild Shape (Su): A jungle druid gains this ability at 6th 
  level, except that her effective druid level for the ability is 
  equal to her druid level – 2.
  Verdant Sentinel (Ex): At 13th level, a jungle druid can 
  cast tree shape at will. This ability replaces a thousand faces. 
  mountain druid
  As more and more of the soft, easy lands become cultivated 
  and civilized, many druids look for refuge and solitude 
  among the eternal peaks of the highest mountains.
  Mountaineer (Ex): At 2nd level, a mountain druid 
  gains a bonus on Initiative checks and Climb, Knowledge 
  (geography), Perception, Stealth, and Survival checks equal 
  to half her druid level in mountainous terrain, and she 
  cannot be tracked in such an environment. This ability 
  replaces woodland stride. 
  Sure-Footed (Ex): At 3rd level, a mountain druid suffers 
  no penalty to speed or on Acrobatics or Stealth checks 
  when walking across steep slopes, rubble, or scree. This 
  ability replaces trackless step.
  Spire Walker (Ex): At 4th level, a mountain druid does 
  not lose her Dexterity bonus when climbing. A mountain 
  druid is immune to altitude sickness and ignores the 
  effects of a cold climate as if under the effects of endure 
  elements. This ability replaces resist nature’s lure. 
  Wild Shape (Su): A mountain druid gains this ability at 
  6th level, except that her effective druid level for the ability 
  is equal to her druid level – 2. A mountain druid cannot 
  use wild shape to adopt a plant form. However, at 12th level 
  she can assume the form of a Large giant as if using giant 
  form I. At 16th level, she may assume the form of a Huge 
  giant as if using giant form II.
  Mountain Stance (Ex): At 9th level, a mountain druid 
  gains immunity to petrification and receives a +4 bonus 
  on saving throws or to CMD to resist any attempt to push, 
  pull, bull rush, or drag her, or to resist any other effect 
  that would physically move her from her position (e.g., repel 
  wood, reverse gravity, or being blown away by high winds). 
  This does not protect her against being tripped, grappled, 
  or overrun. This ability replaces venom immunity. 
  Mountain Stone (Ex): At 13th level, a mountain druid can 
  transform her body into a weathered stone outcrop and 
  back at will. This effect functions as statue. This ability 
  replaces a thousand faces. 
  Plains druid
  Out upon the wide and rolling prairies and savannahs, 
  plains druids stand guard over the grasslands. These 
  druids range far and wide, watching over nomadic tribes 
  and wandering herds and preserving the sometimes 
  fragile ecosystem of the wide open spaces. 
  Plains Traveler (Ex): At 2nd level, a plains druid gains a 
  bonus on initiative checks and Knowledge (geography), 
  Perception, Stealth, and Survival checks equal to 1/2 her druid 
  level in plains terrain, and she cannot be tracked in such an 
  environment. This ability replaces woodland stride. 
  Run Like the Wind (Ex): At 3rd level, a plains druid gains 
  +10 feet to her land speed when wearing light or no armor 
  and carrying a light load, and once per hour, she may run 
  or charge at double the normal speed for 1 round. If riding 
  her animal companion, it gains this ability instead. This 
  ability replaces trackless step.
  Savanna Ambush (Ex): At 4th level, a plains druid gains 
  concealment whenever she is prone in natural surroundings, 
  and can make Stealth checks at no penalty when prone and 
  not moving or at –5 when crawling. A plains druid can stand 
  up from prone as an immediate action during a surprise 
  round. This ability replaces resist nature’s lure. 
  Wild Shape (Su): A plains druid gains this ability at 6th 
  level, except that her effective druid level for the ability is 
  equal to her druid level – 2.
  Canny Charger (Ex): At 9th level, a plains druid can 
  charge through allies’ squares without difficulty (whether 
  mounted or afoot) and can turn up to 90 degrees once 
  during a charge, provided the last 10 feet toward the target 
  are in a straight line. She also gains a +4 dodge bonus to 
  AC against enemy charge attacks and a +4 bonus to damage 
  with a readied action against a charging foe. This ability 
  replaces venom immunity.
  Evasion (Ex): At 13th level, a plains druid gains evasion 
  when wearing light or no armor and carrying a light load. 
  This functions as the rogue ability of the same name. This 
  ability replaces a thousand faces. 
  sWamP druid
  Some druids eschew pleasant glades and groves and 
  instead seek out dank marshes, misty bogs and heaths, 
  
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  and trackless swamps as the place they call home and 
  watch over with care, finding beauty and life in abundance 
  in places few others would willingly enter. 
  Marshwight (Ex): At 2nd level, a swamp druid gains a 
  bonus on Initiative checks and Knowledge (geography), 
  Perception, Stealth, Swim, and Survival checks equal to 
  1/2 her druid level in swamp terrain, and she cannot be 
  tracked in such an environment. This ability replaces 
  woodland stride.
  Swamp Strider (Ex): At 3rd level, a swamp druid 
  suffers no penalty to speed or on Acrobatics or Stealth 
  checks in bogs and undergrowth. This ability replaces 
  trackless step.
  Pond Scum (Ex): At 4th level, a swamp druid gains a 
  +4 bonus on saves against disease and the exceptional, 
  supernatural, and spell-like abilities of monstrous 
  humanoids. A swamp druid also gains DR/— equal to half 
  her druid level against attacks by swarms. If this damage 
  resistance prevents damage, the druid is unaffected by 
  distraction or other special attacks of the swarm. This 
  ability replaces resist nature’s lure.
  Wild Shape (Su): A swamp druid gains this ability at 6th 
  level, except that her effective druid level for the ability is 
  equal to her druid level – 2.
  Slippery (Ex): At 13th level, a swamp druid gains 
  continuous freedom of movement. This ability replaces a 
  thousand faces.
  urBan druid
  While many druids keep to the wilderness, some make 
  their way within settlements, communing with the 
  animals and vermin who live there and speaking for the 
  nature that runs rampant in civilization’s very cradle. 
  Spontaneous Casting: An urban druid can channel 
  stored spell energy into domain spells that she has not 
  prepared ahead of time. She can “lose” a prepared spell in 
  order to cast any domain spell of the same level or lower. 
  This ability replaces the ability to spontaneously cast 
  summon nature’s ally spells.
  Nature Bond (Ex): An urban druid may not select an 
  animal companion. Instead, she must choose from the 
  following domains, rather than those usually available 
  
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  to druids: Charm, Community, Knowledge, Nobility, 
  Protection, Repose, Rune, or Weather. 
  Lorekeeper (Ex): At 2nd level, an urban druid adds 
  Diplomacy, Knowledge (history), Knowledge (local), and 
  Knowledge (nobility) skills. She also receives a +2 bonus on 
  these skill checks. This ability replaces a druid’s woodland 
  stride and trackless step abilities.
  Resist Temptation (Ex): At 4th level, an urban druid gains 
  a +2 bonus on saves vs. divinations and enchantments. 
  This replaces the resist nature’s lure ability. 
  A Thousand Faces (Su): An urban druid gains this ability 
  at 6th level. 
  Wild Shape (Su): An urban druid gains this ability at 8th 
  level, except that her effective druid level for the ability is 
  equal to her druid level – 4. 
  Mental Strength (Ex): At 9th level, an urban druid gains 
  immunity to charm and compulsion effects. This ability 
  replaces venom immunity. 
  animal shamans
  Some druids form a close bond with one type of animal. 
  The following animal shamans represent just some of the 
  possibilities, exploring the unique bond between a druid 
  and her totem. These shamans all possess similar powers, 
  which are explained fully in the bear shaman description.
  Bear Shaman
  A shaman with this focus calls upon the mighty bear, 
  titan of the woodlands and mountains, a paragon of 
  strength and ferocity, and yet also a quiet protector rich 
  in wisdom.
  Nature Bond: A bear shaman who chooses an animal 
  companion must select a bear. If choosing a domain, 
  the bear shaman must choose from the Animal, Earth, 
  Protection, and Strength domains.
  Wild Empathy (Ex): A bear shaman can use wild 
  empathy with bears and wolverines as a full-round action 
  with a +4 bonus. 
  Totem Transformation (Su): At 2nd level, a bear shaman 
  may adopt an aspect of the bear while retaining her normal 
  form. She gains one of the following bonuses: movement 
  (+10 enhancement bonus to land speed, +4 racial bonus on 
  Swim checks), senses (low-light vision, scent), toughness 
  (+2 natural armor bonus to AC, Endurance feat), or 
  natural weapons (bite [1d6] and 2 claws [1d4] for a Medium 
  shaman, +2 to CMB on grapple checks). While using totem 
  transformation, the bear shaman may speak normally and 
  can cast speak with animals (mammals only) at will. Using 
  this ability is a standard action at 2nd level, a move action at 
  7th level, and a swift action at 12th level. The bear shaman can 
  use this ability for a number of minutes per day equal to her 
  druid level. These minutes do not need to be consecutive, 
  but they must be used in 1-minute increments. This is a 
  polymorph effect and cannot be used while the druid is 
  using another polymorph effect, such as wild shape.
  Totemic Summons (Su): At 5th level, a bear shaman 
  may cast summon nature’s ally as a standard action when 
  summoning bears, and summoned bears gain temporary 
  hit points equal to her druid level. She can apply the young 
  template to any bear to reduce the level of the summoning 
  spell required by one. She can also increase the level of 
  summoning required by one in order to apply either the 
  advanced or the giant template, or increase it by two to 
  apply both the advanced and giant templates. This ability 
  replaces a thousand faces.
  Wild Shape (Su): At 6th level, a bear shaman’s wild shape 
  ability functions at her druid level – 2. If she takes on the 
  form of a bear, she instead uses her druid level + 2.
  Bonus Feat: At 9th level and every 4 levels thereafter, 
  a bear shaman gains one of the following bonus feats: 
  Diehard, Endurance, Great Fortitude, Improved Great 
  Fortitude, Toughness. She must meet the prerequisites for 
  these bonus feats. This ability replaces venom immunity. 
  Eagle Shaman
  A shaman with this totem calls upon the noble eagle, stern 
  and proud, soaring high above the world with keen and 
  pitiless eyes that miss nothing. 
  Nature Bond: An eagle shaman who chooses an animal 
  companion must select a bird (eagle). If choosing a domain, 
  the eagle shaman must choose from the Air, Animal, 
  Nobility, and Weather domains.
  Wild Empathy (Ex): An eagle shaman can use wild 
  empathy with birds as a full-round action with a +4 bonus. 
  Totem Transformation (Su): At 2nd level, an eagle shaman 
  may adopt an aspect of the eagle while retaining her normal 
  form. This ability functions as the bear shaman ability, but 
  the druid may select from the following bonuses: movement 
  (fly speed 30 feet [average], the druid must be 5th level to 
  select this bonus), senses (low-light vision, +4 racial bonus 
  to Perception), or natural weapons (bite [1d4], 2 talons [1d4] 
  for a Medium shaman). While using totem transformation, 
  the eagle shaman may speak normally and can cast speak 
  with animals (birds only) at will.
  Totemic Summons (Su): At 5th level, an eagle shaman 
  may cast summon nature’s ally as a standard action when 
  summoning eagles, rocs, and giant eagles (added to the 4th-
  level list), and these summoned creatures gain temporary 
  hit points equal to her druid level. This ability otherwise 
  functions as the bear shaman ability.
  Wild Shape (Su): At 6th level, an eagle shaman’s wild shape 
  ability functions at her druid level – 2. If she takes on the 
  form of an eagle or roc, she instead uses her druid level + 2.
  Bonus Feat: At 9th level and every 4 levels thereafter, an 
  eagle shaman gains one of the following bonus feats: Flyby 
  Attack, Improved Lightning Reflexes, Lightning Reflexes, 
  
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  Skill Focus (Perception), or Wind Stance. She must meet 
  the prerequisites for these bonus feats. This ability replaces 
  venom immunity. 
  Lion Shaman
  A shaman with this totem calls upon the proud lion, 
  imposing and majestic, the mighty leader of deadly hunters.
  Nature Bond: A lion shaman who chooses an animal 
  companion must select a lion. If choosing a domain, 
  the lion shaman must choose from the Animal, Glory, 
  Nobility, and Sun domains.
  Wild Empathy (Ex): A lion shaman can use wild empathy 
  with felines as a full-round action with a +4 bonus. 
  Totem Transformation (Su): At 2nd level, a lion shaman 
  may adopt an aspect of the lion while retaining her normal 
  form. This ability functions as the bear shaman ability, but 
  the druid may select from the following bonuses: movement 
  (+20 enhancement bonus to land speed), senses (low-light 
  vision, scent), or natural weapons (bite [1d4], 2 claws [1d4] 
  for a Medium druid, rake, +2 CMB to grapple). While using 
  totem transformation, the lion shaman may speak normally 
  and can cast speak with animals (felines only) at will.
  Totemic Summons (Su): At 5th level, a lion shaman 
  may cast summon nature’s ally as a standard action when 
  summoning felines, and these summoned creatures gain 
  temporary hit points equal to her druid level. This ability 
  otherwise functions as the bear shaman ability. 
  Wild Shape (Su): At 6th level, a lion shaman’s wild shape 
  ability functions at her druid level – 2. If she takes on the 
  form of a feline, she instead uses her druid level + 2.
  Bonus Feat: At 9th level and every 4 levels thereafter, 
  a lion shaman gains one of the following bonus feats: 
  Dodge, Lunge, Improved Iron Will, Iron Will, or Skill 
  Focus (Acrobatics). She must meet the prerequisites for 
  these bonus feats. This ability replaces venom immunity. 
  Serpent Shaman
  A shaman with this totem calls upon the cunning serpent, 
  the stealthy deceiver who draws the weak minded in and 
  strikes while they are unaware. Some hate its treacherous 
  nature, while others praise its thoughtful pragmatism.
  Nature Bond: A serpent shaman who chooses an animal 
  companion must select a snake. If choosing a domain, the 
  serpent shaman must choose from the Animal, Charm, 
  Trickery, and Water domains.
  Wild Empathy (Ex): A serpent shaman can use wild 
  empathy with reptiles as a full-round action with a +4 
  bonus. 
  Totem Transformation (Su): At 2nd level, a serpent 
  shaman may adopt an aspect of the snake while retaining 
  her normal form. This ability functions as the bear shaman 
  ability, but the druid may select from the following bonuses: 
  movement (climb speed 20 feet, swim speed 20 feet), scales 
  (+2 natural armor bonus to AC), senses (low-light vision, 
  scent), or natural weapons (bite [1d4], poison [frequency 1 
  round (6), effect 1 Con damage, Cure 1 save, Con-based DC] 
  for a Medium druid, +2 CMB to grapple). While using totem 
  transformation, the serpent shaman may speak normally and 
  can cast speak with animals (reptiles only) at will.
  Totemic Summons (Su): At 5th level, a serpent shaman 
  may cast summon nature’s ally as a standard action when 
  summoning snakes, and these summoned creatures gain 
  temporary hit points equal to her druid level. This ability 
  otherwise functions as the bear shaman ability. 
  Wild Shape (Su): At 6th level, a serpent shaman’s wild 
  shape ability functions at her druid level – 2. If she takes on 
  the form of a snake, she instead uses her druid level + 2. 
  Bonus Feat: At 9th level and every 4 levels thereafter, a 
  serpent shaman gains one of the following bonus feats: 
  Combat Expertise, Improved Feint, Skill Focus (Bluff), 
  Stealthy, or Strike Back. She must meet the prerequisites for 
  these bonus feats. This ability replaces venom immunity.
  Wolf Shaman
  A shaman with this totem calls upon the clever wolf, capable 
  of roaming alone yet wise enough to run with a pack 
  when facing dangers too great for one alone.
  Nature Bond: A wolf shaman who chooses an animal 
  companion must select a wolf. If choosing a domain, the 
  wolf shaman must choose from the Animal, Community, 
  Liberation, and Travel domains.
  Wild Empathy (Ex): A wolf shaman can use wild empathy 
  with canines as a full-round action with a +4 bonus. 
  Totem Transformation (Su): At 2nd level, a wolf shaman 
  may adopt an aspect of the wolf while retaining her normal 
  form. This ability functions as the bear shaman ability, 
  but the druid may select from the following bonuses: 
  movement (+20 enhancement bonus to land speed), senses 
  (low-light vision, scent, +4 racial bonus to Survival when 
  tracking by scent), or natural weapons (bite [1d4 plus trip] 
  for a Medium druid, +2 CMB to trip). While using totem 
  transformation, the wolf shaman may speak normally and 
  can cast speak with animals (canines only) at will.
  Totemic Summons (Su): At 5th level, a wolf shaman 
  may cast summon nature’s ally as a standard action when 
  summoning canines, and these summoned creatures gain 
  temporary hit points equal to her druid level. This ability 
  otherwise functions as the bear shaman ability.
  Wild Shape (Su): At 6th level, a wolf shaman’s wild shape 
  ability functions at her druid level – 2. If she takes on the 
  form of a canine, she instead uses her druid level + 2.
  Bonus Feat: At 9th level and every 4 levels thereafter, a 
  wolf shaman gains one of the following bonus feats: Greater 
  Trip, Improved Trip, Mobility, Skill Focus (Stealth), or 
  Spring Attack. She must meet the prerequisites for these 
  bonus feats. This ability replaces venom immunity. 
  
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  Fighter
  From dockside brawlers to legendary champions, poor 
  foot soldiers to the greatest duelists of the nobility, 
  fighters are those who devote themselves wholeheartedly 
  to the art of combat. While barbarians tap into raw fury in 
  battle, fighters know that the mind is the keenest weapon, 
  and they use theirs to great effect, mastering numerous 
  armaments and fighting styles in a never-ending quest to 
  be the last warrior standing. 
  Presented below are a number of common martial 
  themes, complete with variant class abilities to help 
  customize characters to their chosen fighting style.
  arCher
  The archer is dedicated to the careful mastery of the bow, 
  perfecting his skills with years of practice honed day 
  after day on ranges and hunting for game, or else on the 
  battlefield, raining destruction down on the enemy lines.
  Hawkeye (Ex): At 2nd level, an archer gains a +1 bonus 
  on Perception checks, and the range increment for any 
  bow he uses increases by 5 feet. These bonuses increase by 
  +1 and 5 additional feet for every 4 levels beyond 2nd. This 
  ability replaces bravery.
  Trick Shot (Ex): At 3rd level, an archer can choose one of 
  the following combat maneuvers or actions: disarm, feint, or 
  sunder. He can perform this action with a bow against any 
  target within 30 feet, with a –4 penalty to his CMB. Every 
  four levels beyond 3rd, he may choose an additional trick 
  shot to learn. These maneuvers use up arrows as normal.
  At 11th level, he may also choose from the following 
  combat maneuvers: bull rush, grapple, trip. A target grappled 
  by an arrow can break free by destroying the archer’s arrow 
  (hardness 5, hit points 1, break DC 13) or with an Escape 
  Artist or CMB check (against the archer’s CMD –4). This 
  ability replaces armor training 1, 2, 3, and 4.
  Expert Archer (Ex): At 5th level, an archer gains a +1 
  bonus on attack and damage rolls with bows. This bonus 
  increases by +1 for every four levels beyond 5th. This ability 
  replaces weapon training 1.
  Safe Shot (Ex): At 9th level, an archer does not provoke 
  attacks of opportunity when making ranged attacks with a 
  bow. This ability replaces weapon training 2. 
  Evasive Archer (Ex): At 13th level, an archer gains a +2 
  dodge bonus to AC against ranged attacks. This bonus 
  increases to +4 at 17th level. This ability replaces weapon 
  training 3. 
  Volley (Ex): At 17th level, as a full-round action, an 
  archer can make a single bow attack at his highest base 
  attack bonus against any number of creatures in a 15-foot- 
  radius burst, making separate attack and damage rolls for 
  each creature. This ability replaces weapon training 4.
  Ranged Defense (Ex): At 19th level, an archer gains DR 
  5/— against ranged attacks. In addition, as an immediate 
  action, he can catch an arrow fired at him and shoot it any 
  target he chooses, as if he had the Snatch Arrows feat. This 
  ability replaces armor mastery.
  Weapon Mastery (Ex): An archer must choose a type 
  of bow. 
  CrossBoWman
  The crossbowman has perfected the deadly use of the 
  crossbow, a simple but cruelly efficient weapon, as a 
  craftsman mastering a lethal tool. 
  Deadshot (Ex): At 3rd level, when a crossbowman attacks 
  with a crossbow as a readied action, he may add 1/2 his 
  Dexterity bonus (minimum +1) on his damage roll. This 
  ability replaces armor training 1.
  Crossbow Expert (Ex): At 5th level, a crossbowman gains 
  a +1 bonus on attack and damage rolls with crossbows. 
  This bonus increases by +1 per four levels after 5th. This 
  ability replaces weapon training 1.
  Improved Deadshot (Ex): At 7th level, when a 
  crossbowman attacks with a crossbow as a readied action, 
  his target is denied its Dexterity bonus to its AC. This 
  ability replaces armor training 2.
  Quick Sniper (Ex): At 9th level, a crossbowman gains a 
  bonus equal to 1/2 his fighter level on Stealth checks when 
  sniping. When he is hit with a ranged attack, he can shoot 
  his crossbow at his attacker as an immediate action if it is 
  loaded. This ability replaces weapon training 2.
  Greater Deadshot (Ex): At 11th level, when a crossbowman 
  attacks with a crossbow as a readied action, he may add his 
  Dexterity bonus (minimum +1) on his damage roll. This 
  ability replaces armor training 3.
  Safe Shot (Ex): At 13th level, a crossbowman does not 
  provoke attacks of opportunity when making ranged attacks 
  with a crossbow. This ability replaces weapon training 3. 
  Pinpoint Targeting: At 15th level, a crossbowman gains 
  Pinpoint Targeting as a bonus feat. This ability replaces 
  armor training 4.
  Meteor Shot (Ex): At 17th level, as a standard action, a 
  crossbowman can make one attack with a crossbow at a –4 
  penalty. If the attack hits, it inflicts damage normally and the 
  target is subject to a bull rush or a trip maneuver using the 
  attack roll as the combat maneuver check. The crossbowman 
  must decide which maneuver to attempt before making his 
  attack roll. This ability replaces weapon training 4.
  Penetrating Shot (Ex): At 19th level, when a crossbowman 
  confirms a critical hit with a crossbow, the bolt pierces 
  the target and can strike another creature in line behind 
  it. The crossbowman must be able to trace a line starting 
  at his space and passing through both targets to make 
  this additional attack. The secondary attack is made at a 
  –4 penalty, in addition to any modifiers for added range. 
  
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  If this attack is also a critical hit, the bolt can continue 
  to hit another target, but the penalties stack. This ability 
  replaces armor mastery.
  Weapon Mastery (Ex): A crossbowman must choose a 
  type of crossbow. 
  Free hand Fighter
  The free hand fighter specializes in the delicate art 
  of handling a single weapon in one hand while using 
  his free hand to balance, block, tip, and distract his 
  opponents. While not a brawler, his open hand is as 
  much a weapon as a bow or blade. His fighting school 
  benefits only apply when he is using a one-handed 
  weapon and carrying nothing in his other hand.
  Deceptive Strike (Ex): At 2nd level, a free hand fighter 
  gains a +1 bonus to CMB and CMD on disarm checks and 
  on Bluff checks to feint or create a diversion to hide. This 
  bonus increases by +1 for every four levels after 2nd. This 
  ability replaces bravery.
  Elusive (Ex): At 3rd level, a free hand fighter gains a +1 
  dodge bonus to AC. This bonus increases by +1 for every four 
  levels after 2nd. This bonus does not apply when wearing 
  medium or heavy armor or carrying a medium or heavier 
  load. This ability replaces armor training 1, 2, 3, and 4.
  Singleton (Ex): At 5th level, a free hand fighter gains a +1 
  bonus on attack and damage rolls when wielding a melee 
  weapon in one hand and leaving his other hand free. This 
  ability replaces weapon training 1.
  Timely Tip (Ex): At 9th level, a free hand fighter can 
  make a disarm combat maneuver against a target he 
  threatens as a move action to push aside the target’s shield. 
  If successful, the target loses its shield bonus to AC against 
  the free hand fighter’s next attack. This ability replaces 
  weapon training 2.
  Interference (Ex): At 13th level, a free hand fighter can 
  make a disarm or trip combat maneuver against a target 
  he threatens as a move action to push his opponent off 
  balance. If successful, the target becomes flat-footed. 
  This condition lasts until the target takes damage from 
  a melee or ranged attack or until the beginning of the 
  free hand fighter’s next turn, whichever comes first. This 
  ability replaces weapon training 3.
  Reversal (Ex): At 19th level, a free hand fighter can make 
  a disarm combat maneuver against a creature he threatens 
  as an immediate action when he is the target of a melee 
  attack from another creature. If successful, the attack 
  changes to target the target of the free hand fighter’s 
  maneuver instead of the free hand fighter himself. This 
  ability replaces armor mastery. 
  moBile Fighter
  Where some fighters focus on strength and raw power, the 
  mobile fighter relies on swiftness and mobility, gliding 
  across the battlefield like a steel whirlwind and leaving 
  destruction in his wake. 
  Agility (Ex): At 2nd level, a mobile fighter gains a +1 
  bonus on saving throws made against effects that cause 
  him to become paralyzed, slowed, or entangled. This 
  bonus increases by +1 for every four levels beyond 2nd. 
  This ability replaces bravery.
  Leaping Attack (Ex): At 5th level, when a mobile fighter 
  moves at least 5 feet prior to attacking, he gains a +1 bonus 
  on attack and damage rolls. This bonus increases by +1 for 
  every four levels beyond 5th. This ability replaces weapon 
  training 1.
  Rapid Attack (Ex): At 11th level, a mobile fighter can 
  combine a full attack action with a single move. He must 
  forgo the attack at his highest bonus but may take the 
  remaining attacks at any point during his movement. This 
  movement provokes attacks of opportunity as normal. 
  This ability replaces armor training 3.
  Fleet Footed (Ex): At 15th level, the mobile fighter’s 
  speed increases by 10 feet. He can take 10 on Acrobatics 
  checks even while distracted or threatened, and can take 
  20 on an Acrobatics check once per day for every five 
  fighter levels he possesses. This ability replaces armor 
  training 4.
  Whirlwind Blitz (Ex): At 20th level, a mobile fighter can 
  make a full-attack action as a standard action. He may also 
  use the Whirlwind Attack feat as a standard action. This 
  ability replaces weapon mastery.
  Phalanx soldier
  The phalanx soldier specializes in defensive tactics, using 
  his shield to guard himself and his allies and forming a 
  shield wall like an unbreakable anvil against which his 
  enemies break.
  Stand Firm (Ex): At 2nd level, a phalanx soldier gains a 
  +1 bonus to CMD against bull rush, overrun, pull, push, 
  and trip attempts. This bonus also applies on saves against 
  trample attacks. The bonus increases by +1 for every four 
  levels beyond 2nd. This ability replaces bravery.
  Phalanx Fighting (Ex): At 3rd level, when a phalanx 
  soldier wields a shield, he can use any polearm or spear 
  of his size as a one-handed weapon. This ability replaces 
  armor training 1. 
  Ready Pike (Ex): At 5th level, a phalanx soldier can, 
  once per day, ready a weapon with the brace property as 
  an immediate action, gaining a +1 bonus on attack and 
  damage rolls. For every four levels beyond 5th, this bonus 
  increases by +1, and he can use the ability one additional 
  time per day. He cannot use this ability when flat-footed. 
  This ability replaces weapon training 1.
  Deft Shield (Ex): At 7th level, the armor check penalty 
  from a shield and the attack roll penalty are reduced by 
  –1 for a phalanx soldier using a tower shield. At 11th level, 
  
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  these penalties are reduced by –2. This ability replaces 
  armor training 2 and 3.
  Shield Ally (Ex): At 9th level, when a phalanx fighter is 
  using a heavy or tower shield, he can, as a move action, 
  provide partial cover (+2 cover bonus to AC, +1 bonus on 
  Reflex saves) to himself and all adjacent allies until the 
  beginning of his next turn.
  At 13th level, he can instead provide cover (+4 cover bonus 
  to AC, +2 bonus on Reflex saves) and evasion (as a rogue) to 
  one adjacent ally until the beginning of his next turn. This 
  cover does not allow Stealth checks. 
  At 17th level, he can provide cover to himself and all 
  adjacent allies, or he can provide improved cover (+8 cover 
  bonus to AC, +4 bonus on Reflex saves, improved evasion) 
  to a single adjacent ally. This ability replaces weapon 
  training 2, 3, and 4.
  Irresistible Advance (Ex): At 15th level, a phalanx fighter 
  gains a bonus on bull rush and overrun CMB checks. This 
  bonus depends on the type of shield used: +1 with a buckler, 
  +2 with a light shield, +3 with a heavy shield, or +4 with a 
  tower shield. This ability replaces armor training 4.
  Shielded Fortress (Ex): At 20th level, a phalanx fighter’s 
  shield cannot be disarmed or sundered. He gains evasion 
  (as a rogue) when using a shield (improved evasion 
  when using a tower shield). As a move action, a phalanx 
  fighter can provide evasion to all adjacent allies until the 
  beginning of his next turn. As an immediate action, he 
  can provide improved evasion to an adjacent ally against 
  one attack. This ability replaces weapon mastery.
  Polearm master
  The polearm master is schooled in the ancient wisdom 
  that enemies are best faced at the end of long striking pole, 
  lashing like a serpent before clumsy swords and axes can 
  even be brought to bear.
  Pole Fighting (Ex): At 2nd level, as an immediate action, 
  a polearm master can shorten the grip on his spear or 
  polearm with reach and use it against adjacent targets. 
  This action results in a –4 penalty on attack rolls with that 
  weapon until he spends another immediate action to return 
  to the normal grip. The penalty is reduced by –1 for every 
  four levels beyond 2nd. This ability replaces bravery.
  Steadfast Pike (Ex): At 3rd level, a polearm master gains 
  a +1 bonus on attack rolls with readied attacks and attacks 
  of opportunity made with a spear or polearm. The bonus 
  increases by +1 for every four levels beyond 3rd. This ability 
  replaces armor training 1, 2, 3, and 4.
  Polearm Training (Ex): A polearm master gains a 
  +1 bonus on attack and damage rolls with spears and 
  polearms. The bonus increases by +1 for every four levels 
  beyond 5th. This ability replaces weapon training 1.
  Flexible Flanker (Ex): At 9th level, a polearm master may 
  choose any square adjacent to him and treat that square 
  as his location for determining who he is flanking, even 
  if that square is occupied by a creature, object, or solid 
  barrier. This ability replaces weapon training 2.
  Sweeping Fend (Ex): At 13th level, a polearm master 
  can use any spear or pole arm to make a bull rush or trip 
  maneuver, though he takes a –4 penalty to his CMB when 
  making such attempts. Weapons with the trip property 
  do not incur this penalty on trip maneuvers. This ability 
  replaces weapon training 3.
  Step Aside (Ex): At 17th level, when a creature threatened 
  by a polearm master takes a 5-foot step into a square adjacent 
  to him, he can take a 5-foot step as an immediate action. 
  This 5-foot step must be subtracted from his movement 
  on the next turn. He also gains a +2 dodge bonus to his AC 
  against that opponent until the end of his next turn. This 
  ability replaces weapon training 4.
  Polearm Parry (Ex): At 19th level, when an opponent 
  threatened by a polearm master makes a melee attack 
  against an ally, he may take an immediate action to grant 
  his ally a +2 shield bonus to AC and DR 5/— against that 
  attack. He may use this ability to protect himself, but only 
  if the attacking creature is not adjacent to him. This ability 
  replaces armor mastery.
  Weapon Mastery (Ex): A polearm master must choose a 
  spear or polearm.
  roughrider
  Roughriders study and practice the fine points of 
  mounted combat, drilling endlessly with warbeasts—
  from noble thoroughbreds to trained monsters—to form 
  a perfect synergy between rider and steed.
  Steadfast Mount (Ex): At 2nd level, after a roughrider 
  has spent 1 hour practicing with a mount, the mount 
  gains a +1 dodge bonus to AC and a +1 morale bonus on 
  saves, but only while the roughrider is mounted on it or 
  adjacent to it. This bonus increases by +1 for every four 
  levels after 2nd. This ability replaces bravery.
  Armored Charger (Ex): At 3rd level, a roughrider no 
  longer suffers armor check penalties on Ride skill checks. 
  His mount’s speed is not reduced when carrying a medium 
  load or wearing medium barding. This ability replaces 
  armor training 1.
  Mounted Mettle (Ex): At 5th level, a roughrider and his 
  mount gain a +1 bonus on attack and damage rolls when he 
  is mounted or adjacent to his mount. This bonus increases 
  by +1 for every four levels after 5th. This ability replaces 
  weapon training 1, 2, 3, and 4.
  Leap from the Saddle (Ex): At 7th level, after a roughrider’s 
  mount takes a single move, he may attempt a fast dismount 
  (DC 20 Ride check). If he succeeds, he can take a full attack 
  action. This ability replaces armor training 2.
  Relentless Steed (Ex): At 11th level, a roughrider’s mount 
  does not reduce its speed when wearing heavy barding or 
  
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  carrying a heavy load. The roughrider may also reroll a Ride 
  skill check or a saving throw made by the mount once per day, 
  but must use the second roll even if it is worse. This ability 
  may be used one additional time per day for every four levels 
  beyond 11th. This ability replaces armor training 3.
  Ride Them Down (Ex): At 15th level, can spur his 
  mount on while readying an attack. If a roughrider’s 
  mount takes a single move, the roughrider can make a 
  full attack, taking his attacks at any point during his 
  mount’s movement. If he has the Trample feat, he may 
  substitute an overrun combat maneuver for each of his 
  attacks. This movement provokes attacks of opportunity 
  against the roughrider but not his mount. This ability 
  replaces armor training 4.
  Unavoidable Onslaught (Ex): At 15th level, a roughrider’s 
  mounted charge is not blocked by friendly creatures or 
  difficult terrain. This ability replaces armor training 4.
  Indomitable Steed (Ex): At 19th level, a roughrider and 
  his steed gain DR 5/— when mounted. This ability replaces 
  armor mastery.
  savage Warrior
  Warriors’ might is not measured only by their skill with 
  steel, but also by their ability to inflict death with fang 
  and claw, horn and hoof, and every exotic appendage the 
  natural and unnatural world has to offer.
  Spark of Life (Ex): At 2nd level, a savage warrior gains 
  a +1 bonus on saving throws made against energy drain 
  and death effects. This bonus increases by +1 for every four 
  levels beyond 2nd. This ability replaces bravery.
  Natural Savagery (Ex): At 5th level, a savage warrior 
  gains a +1 bonus on attack and damage rolls with natural 
  weapons. This bonus also applies to CMB and CMD for 
  grappling. This bonus increases by +1 for every four levels 
  beyond 5th. This ability replaces weapon training 1.
  Savage Charge (Ex): At 9th level, when a savage warrior 
  attacks with a natural weapon at the end of a charge, he 
  gains a bonus on his natural weapon attack rolls equal to 
  half his fighter level, while suffering a penalty to his AC 
  equal to half his fighter level. These replace the normal 
  attack roll bonus and AC penalty for charging. This bonus 
  
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  also applies to his CMB for a bull rush or overrun combat 
  maneuvers made when charging. This ability replaces 
  weapon training 2.
  Careful Claw (Ex): At 13th level, when using a natural 
  weapon to attack a creature using fire shield or a similar 
  effect that damages creatures attacking it (such as a barbed 
  devil’s barbed defense), a savage warrior reduces the 
  damage from such effects by an amount equal to 1/2 his 
  fighter level. This ability replaces weapon training 3.
  Greater Savage Charge (Ex): At 17th level, when using 
  savage charge, the AC penalty is reduced to 1/4 his fighter 
  level instead of 1/2 his fighter level. In addition, a savage 
  warrior can charge through friendly creatures and difficult 
  terrain. This ability replaces weapon training 4.
  Natural Weapon Mastery (Ex): At 20th level, a savage 
  warrior must choose one natural weapon. This ability 
  replaces weapon mastery.
  shielded Fighter
  A shielded fighter focuses on both offense and defense, 
  blending weapon and shield in perfect balance to impede 
  his enemies while delivering deadly blows, and even 
  turning the shield itself into a formidable weapon. These 
  fighting school benefits apply when wielding a weapon 
  and a shield simultaneously.
  Active Defense (Ex): At 3rd level, a shielded fighter gains 
  a +1 dodge bonus to AC when wielding a shield and fighting 
  defensively, using Combat Expertise, or using total 
  defense. This bonus increases by +1 for every four levels 
  beyond 3rd. As a swift action, he may share this bonus with 
  one adjacent ally, or half of the bonus (minimum +0) with 
  all adjacent allies, until the beginning of his next turn. 
  This ability replaces armor training 1, 2, 3, and 4.
  Shield Fighter (Ex): At 5th level, a shielded fighter gains 
  a +1 bonus on attack and damage rolls when making a 
  shield bash. These bonuses increase by +1 every four levels 
  beyond 5th. With a full attack action, a shielded fighter 
  may alternate between using his weapon or his shield for 
  each attack. This action does not grant additional attacks 
  or incur penalties as two-weapon fighting does. This 
  ability replaces weapon training 1.
  Shield Buffet (Ex): At 9th level, as a move action, a 
  shielded fighter may make a combat maneuver check to 
  use his shield to impede an adjacent enemy. If successful, 
  the target suffers a –2 penalty on its attack rolls against 
  the shielded fighter and a –2 penalty to AC on attacks 
  made by the shielded fighter until the beginning of his 
  next turn.
  At 13th level, a shielded fighter may use this ability 
  as a swift action. This ability replaces weapon training 
  2 and 3.
  Shield Guard (Ex): At 17th level, as a swift action, 
  a shielded fighter may designate one square adjacent 
  to him. He may designate two squares if using a heavy 
  shield or three squares if using a tower shield, but these 
  squares must be contiguous. Enemies in these squares 
  cannot flank the shielded fighter and do not count for 
  flanking with other creatures. This effect lasts until he 
  moves from his position or uses another swift action to 
  change the affected squares. This ability replaces weapon 
  training 4.
  Shield Mastery (Ex): At 19th level, a shielded fighter 
  gains DR 5/— when wielding a shield. This ability replaces 
  armor mastery.
  Shield Ward (Ex): At 20th level, a shielded fighter gains 
  evasion (as a rogue) while wielding a shield, and adds 
  his shield bonus to his AC (not including enhancement 
  bonuses) on Reflex saves and to his touch AC. In addition, 
  his shield cannot be disarmed or sundered. This ability 
  replaces weapon mastery.
  tWo-handed Fighter
  Some fighters focus their efforts on finding the biggest, 
  heaviest, most imposing weapon they can find and training 
  to manage and harness the weight of their massive weapons 
  for maximum impact. These fighting school benefits only 
  apply when using two-handed weapons.
  Shattering Strike (Ex): At 2nd level, a two-handed fighter 
  gains a +1 bonus to CMB and CMD on sunder attempts 
  and on damage rolls made against objects. These bonuses 
  increase by +1 for every four levels beyond 2nd. This ability 
  replaces bravery.
  Overhand Chop (Ex): At 3rd level, when a two-handed 
  fighter makes a single attack (with the attack action or a 
  charge) with a two-handed weapon, he adds double his 
  Strength bonus on damage rolls. This ability replaces 
  armor training 1.
  Weapon Training (Ex): As the fighter class feature, 
  but the bonuses only apply when wielding two-handed 
  melee weapons. 
  Backswing (Ex): At 7th level, when a two-handed 
  fighter makes a full attack with a two-handed weapon, 
  he adds double his Strength bonus on damage rolls for 
  all attacks after the first. This ability replaces armor 
  training 2.
  Piledriver (Ex): At 11th level, as a standard action, a 
  two-handed fighter can make a single melee attack with 
  a two-handed weapon. If the attack hits, he may make a 
  bull rush or trip combat maneuver against the target of 
  his attack as a free action that does not provoke an attack of 
  opportunity. This ability replaces armor training 3.
  Greater Power Attack (Ex): At 15th level, when using 
  Power Attack with a two-handed melee weapon, the bonus 
  damage from Power Attack is doubled (+100%) instead 
  of increased by half (+50%). This ability replaces armor 
  training 4. 
  
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  Devastating Blow (Ex): At 19th level, as a standard action, 
  a two-handed fighter may make a single melee attack with 
  a two-handed weapon at a –5 penalty. If the attack hits, it 
  is treated as a critical threat. Special weapon abilities that 
  activate only on a critical hit do not activate if this critical 
  hit is confirmed. This ability replaces armor mastery.
  tWo-WeaPon Warrior
  Trained under great masters who preached the simple 
  truth that two are better than one when it comes to 
  weapons, the two-weapon warrior is a terror when his 
  hands are full. From paired daggers to exotic double 
  weapons, all combinations come equally alive in his 
  skilled hands.
  Defensive Flurry (Ex): At 3rd level, when a two-weapon 
  warrior makes a full attack with both weapons, he gains 
  a +1 dodge bonus to AC against melee attacks until the 
  beginning of his next turn. This bonus increases by +1 
  every four levels after 3rd. This ability replaces armor 
  training 1 and 2.
  Twin Blades (Ex): At 5th level, a two-weapon warrior 
  gains a +1 bonus on attack and damage rolls when making 
  a full attack with two weapons or a double weapon. This 
  bonus increases by +1 for every four levels after 5th. This 
  ability replaces weapon training 1.
  Doublestrike (Ex): At 9th level, a two-weapon warrior 
  may, as a standard action, make one attack with both 
  his primary and secondary weapons. The penalties for 
  attacking with two weapons apply normally. This ability 
  replaces weapon training 2.
  Improved Balance (Ex): At 11th level, the attack penalties 
  for fighting with two weapons are reduced by –1 for a two-
  weapon warrior. Alternatively, he may use a one-handed 
  weapon in his off-hand, treating it as if it were a light 
  weapon with the normal light weapon penalties. This 
  ability replaces armor training 3.
  Equal Opportunity (Ex): At 13th level, when a two-weapon 
  warrior makes an attack of opportunity, he may attack 
  once with both his primary and secondary weapons. The 
  penalties for attacking with two weapons apply normally. 
  This ability replaces weapon training 3. 
  Perfect Balance (Ex): At 15th level, the penalties for 
  fighting with two weapons are reduced by an additional –1 
  for a two-weapon warrior. This benefit stacks with improved 
  balance. If he is using a one-handed weapon in his off hand, 
  treating it as a light weapon, he uses the normal light 
  weapon penalties. This ability replaces armor training 4.
  Deft Doublestrike (Ex): At 17th level, when a two-weapon 
  warrior hits an opponent with both weapons, he can make 
  a disarm or sunder attempt (or trip, if one or both weapons 
  can be used to trip) against that opponent as an immediate 
  action that does not provoke attacks of opportunity. This 
  ability replaces weapon training 4.
  Deadly Defense (Ex): At 19th level, when a two-
  weapon warrior makes a full attack with both weapons, 
  every creature that hits him with a melee attack before 
  the beginning of his next turn provokes an attack of 
  opportunity from the warrior. This ability replaces 
  armor mastery.
  WeaPon master
  Devoted to the perfection of a single weapon, the weapon 
  master’s meditations upon his favored weapon border on 
  the obsessive, but none can deny his consummate skill. 
  The weapon master must select a single type of weapon 
  (such as longsword or shortbow). All of his abilities apply 
  to that weapon type.
  Weapon Guard (Ex): At 2nd level, a weapon master gains 
  a +1 bonus to CMD against disarm and sunder attempts 
  while wielding his chosen weapon. This bonus also 
  applies on saves against any effect that targets his chosen 
  weapon (for example, grease, heat metal, shatter, warp wood). 
  The bonus increases by +1 for every four levels beyond 2nd. 
  This ability replaces bravery.
  Weapon Training (Ex): At 3rd level, a weapon master 
  gains a +1 bonus on attack and damage rolls with his 
  chosen weapon. The bonus improves by +1 for every four 
  levels beyond 3rd. This ability replaces armor training 1, 
  2, 3, and 4.
  Reliable Strike (Ex): At 5th level, a weapon master may 
  reroll an attack roll, critical hit confirmation roll, miss 
  chance check, or damage roll as an immediate action. He 
  must accept the second roll even if it is worse. He can use 
  this ability once per day at 5th level, plus one additional 
  time per day for every five levels beyond 5th. This ability 
  replaces weapon training 1.
  Mirror Move (Ex): At 9th level, a weapon master gains 
  his weapon training bonus as an insight bonus to AC 
  when attacked by his chosen weapon. This ability replaces 
  weapon training 2.
  Deadly Critical (Ex): At 13th level, when a weapon 
  master confirms a critical hit with his chosen weapon, 
  he can increase the weapon’s damage multiplier by +1 
  as an immediate action. He can use this ability once 
  per day at 13th level, plus one additional time per day 
  for every three levels above 13th. This ability replaces 
  weapon training 3.
  Critical Specialist (Ex): At 17th level, the save DCs of 
  any effects caused by a critical hit with a weapon master’s 
  chosen weapon increase by +4. This ability replaces weapon 
  training 4.
  Unstoppable Strike (Ex): At 19th level, a weapon master 
  can take a standard action to make one attack with his 
  chosen weapon as a touch attack that ignores damage 
  reduction (or hardness, if attacking an object). This ability 
  replaces armor mastery.
  
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  Monk
  Monks are martial mystics. Through mediation and 
  discipline, and sometimes by way of secrets passed down 
  for generations within a monastery, a monk progresses 
  toward his perfect self—along the way turning his body 
  into an astonishing fighting machine. But though some 
  masters would lead their students to think otherwise, 
  the path toward the perfect self isn’t set. Different monks 
  confront the road to enlightenment in different ways, and 
  sometimes even with different goals, from harmony with 
  the universe to physical perfection and immortality.
  The themes and alternate class features presented below 
  introduce not only variations in fighting techniques, but 
  alternate philosophies for monks seeking perfection. 
  Bonus feats marked with asterisks (*) are found in the feat 
  section of this book.
  drunken master
  Most monks lead lives of moderation and quiet 
  contemplation. But the drunken master finds perfection 
  through excess. Powered by strong wine, he uses his 
  intoxication to reach a state where his ki is more potent, if 
  somewhat fleeting. A drunken master has the following 
  class features.
  Drunken Ki (Su): At 3rd level, a drunken master can 
  drink a tankard of ale or strong alcohol and gain one 
  temporary ki point. The act of drinking is a standard 
  action that does not provoke attacks of opportunity. The 
  monk can have a maximum number of drunken ki points 
  equal to 1 plus one additional point for every two levels 
  thereafter (5th, 7th, and so on). The monk can gain this 
  temporary ki even before he gains a ki pool at 4th level. 
  These drunken ki points last for 1 hour or until spent, 
  whichever is shorter. As long as he has at least 1 drunken 
  ki point, the monk can spend 1 ki point as a move action 
  to move 5 feet without provoking attacks of opportunity. 
  This ability replaces still mind.
  Drunken Strength (Su): At 5th level, a drunken master 
  can spend 1 point of ki as a swift action to inflict 1d6 extra 
  points of damage on a single successful melee attack. The 
  monk can choose to apply the damage after the attack roll 
  is made. At 10th level, the monk may spend 2 drunken ki 
  points to increase the extra damage to 2d6. At 15th level, 
  the monk may spend 3 drunken ki points to increase the 
  extra damage to 3d6. At 20th level, the monk may spend 
  4 drunken ki points to increase the extra damage to 4d6. 
  The monk must have at least 1 drunken ki point to use 
  this ability. This ability replaces purity of body.
  Drunken Courage (Su): At 11th level, a drunken master 
  is immune to fear as long as he has at least 1 point of 
  drunken ki. This ability replaces diamond body.
  Drunken Resilience (Ex): At 13th level, a drunken 
  master gains DR 1/— as long as he has at least 1 point 
  of drunken ki. At 16th level, the DR increases to 2/—. 
  At 19th level, it increases to 3/—. This ability replaces 
  diamond soul.
  Firewater Breath (Su): At 19th level, a drunken master 
  can take a drink and expel a gout of alcohol-fueled fire 
  in a 30-foot cone. Creatures within the cone take 20d6 
  points of fire damage. A successful Reflex saving throw 
  (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier) 
  halves the damage. Using this ability is a standard action 
  that consumes 4 ki points from the monk’s ki pool. The 
  monk must have at least 1 drunken ki point to use this 
  ability. This ability replaces empty body.
  hungry ghost monk
  The hungry ghost monk looks to spirits that prey upon the 
  living as models of perfection. He sees the life energy of 
  the universe as a resource to be manipulated, even stealing 
  it from other creatures. It is through this constant influx 
  of energy that the hungry ghost monk reaches his ultimate 
  goal: power—personal, pure, and simple. A hungry ghost 
  monk has the following class features.
  Punishing Kick (Ex): At 1st level, a hungry ghost monk 
  gains Punishing Kick as a bonus feat, even if he does not 
  meet the prerequisites. At 10th level, and every five levels 
  thereafter, the monk can push the target of his Punishing 
  Kick an additional 5 feet (10 feet at 10th level, 15 feet at 
  15th level, and 20 feet at 20th level). At 15th level, he can 
  instead choose to push the target 5 feet and knock the 
  target prone with the same attack. The target still gets a 
  saving throw to avoid being knocked prone. This ability 
  replaces Stunning Fist.
  Steal Ki (Ex): At 5th level, a hungry ghost monk can 
  steal ki from other creatures, though this ability is 
  controversial in some circles of monks, who see it as 
  nothing less than a form of vampirism. If the monk scores 
  a confirmed critical hit against a living enemy or reduces 
  a living enemy to 0 or fewer hit points, he can steal some 
  of that creature’s ki. This ability replenishes 1 spent ki 
  point to the monk’s ki pool, as long as the monk has at 
  least 1 ki point in his pool. He cannot exceed his ki pool’s 
  maximum. At 11th level, each time the monk successfully 
  steals ki, he can make an immediate saving throw against 
  one disease he is suffering from. There is no penalty for 
  failing this saving throw. The monk gains a bonus equal 
  to his Wisdom modifier on the saving throw. This ability 
  replaces purity of body.
  Life Funnel (Su): At 7th level, a hungry ghost monk can 
  steal a creature’s life force to replenish his own. If the monk 
  has at least 1 ki point in his ki pool and scores a confirmed 
  critical hit against a living enemy or reduces a living enemy 
  to 0 or fewer hit points, he heals a number of hit points 
  
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  equal to his monk level. As with steal ki, some monks believe 
  that life funnel is an unsavory act, no better than what the 
  undead do to the living. A monk with this ability cannot 
  steal both ki and hit points at the same time. This ability 
  replaces wholeness of body.
  Life from a Stone (Su): At 11th level, a hungry ghost 
  monk can steal ki or life force from any creature, not just 
  living creatures. If the monk has at least 1 ki point in his 
  pool, he gains the benefit of life funnel and steal ki when 
  he confirms a critical hit against any creature or reduces 
  any creature to 0 or fewer hit points. This ability replaces 
  diamond body.
  Sipping Demon (Su): A 13th level, a hungry ghost 
  monk gains 1 temporary hit point each time he hits an 
  enemy with a melee attack. The monk gains a number 
  of temporary hit points equal to his Wisdom modifier 
  when he scores a critical hit. The maximum number of 
  temporary hit points the monk can have is equal to his 
  monk level. The temporary hit points disappear 1 hour 
  later. The monk can only use this ability when he has at 
  least 1 ki point in his ki pool. This ability is a proscribed 
  manipulation of ki considered by many good monks to be 
  a corruption. The ability replaces diamond soul.
  ki mystiC
  The ki mystic believes that violence is sometimes 
  necessary, but knowing and understanding is the true 
  root of perfection. Through meditation and spiritual 
  visions, a ki mystic can see beyond the veil of reality to 
  the underlying truth of all existence. A ki mystic has the 
  following class features.
  Ki Mystic (Su): At 3rd level, a ki mystic gains a pool of ki 
  points equal to his Wisdom modifier. The pool increases 
  to 1/2 his monk level + his Wisdom modifier + 2 at level 4. 
  If the monk has at least 1 point of ki in his ki pool, he gains 
  a +2 bonus on all Knowledge skill checks. As a swift action, 
  the monk can spend 1 ki point immediately before making 
  an ability, or skill check to gain a +4 insight bonus on the 
  check. This ability replaces still mind.
  Mystic Insight (Su): At 5th level, a ki mystic becomes 
  apt at giving just the right word of advice in just the nick 
  of time. As an immediate action, the monk can spend 2 ki 
  points to grant an ally within 30 feet the ability to reroll 
  a single attack roll or saving throw. The ally must be able 
  to hear the monk to gain the reroll benefit. This ability 
  replaces purity of body.
  Mystic Visions (Su): At 11th level, a ki mystic may receive 
  mystic visions when he rests. These visions can come as a 
  dream, an epiphany, or even as the voice of an old friend 
  whispering in the monk’s mind. The effect is similar to 
  a divination spell with a caster level equal to the monk’s 
  level. The divination has no casting time; it is just part 
  of the normal dreams or visions that occur every night. 
  Using this ability costs 2 ki points that are removed from 
  the next day’s total. This ability replaces diamond body.
  Mystic Prescience (Su): At 13th level, a ki mystic gains a 
  +2 insight bonus to AC and CMD. At 20th level, the bonus 
  increases to +4. This ability replaces diamond soul.
  Mystic Persistence (Su): At 19th level, a ki mystic can 
  create an aura once per day as a swift action at the cost of 
  at least 2 points of ki. The aura emanates out to a 20-foot 
  radius. The monk and all allies within the aura can roll 
  two dice when making an attack roll or a saving throw and 
  take the better result. The aura lasts for 1 round, plus an 
  additional round for every 2 ki points spent when the monk 
  created the aura. The monk can dismiss the aura at any 
  time as a free action, but the ki points for the full duration 
  of the aura are lost. This ability replaces empty body.
  monk oF the emPty hand
  The monk of the empty hand eschews normal weapons 
  in favor of whatever is lying around—rocks, chair legs, 
  flagons of ale, even a simple quill pen all become deadly 
  weapons in the hands of such a monk. A monk of the 
  empty hand draws on his own ki to infuse his improvised 
  weapons with power, and can transform a broken bottle 
  into a magical weapon.
  Weapon and Armor Proficiency: Monks of the empty 
  hand are proficient with the shuriken only. A monk of the 
  empty hand treats normal weapons as improvised weapons 
  with the following equivalencies (substituting all of their 
  statistics for the listed weapon): a light weapon functions as 
  a light hammer, a one-handed weapon functions as a club, 
  and a two-handed weapon functions as a quarterstaff. This 
  replaces the normal monk weapon proficiencies.
  Flurry of Blows (Ex): Starting at 1st level, a monk of 
  the empty hand can make a flurry of blows using any 
  combination of unarmed strikes or attacks with an 
  improvised weapon. He may not make a flurry of blows 
  with any other weapons, including special monk weapons. 
  A monk of the empty hand’s flurry of blows otherwise 
  functions as normal for a monk of his level.
  Bonus Feat: A monk of the empty hand adds the following 
  feats to his list of bonus feats at 6th level: Improved Dirty 
  Trick*, Improved Steal*, and Improvised Weapon Mastery.
  Versatile Improvisation (Ex): At 3rd level, as a 
  swift action, a monk of the empty hand may use an 
  improvised weapon to deal damage as if it were another 
  type (bludgeoning, piercing, or slashing) for 1 round, 
  regardless of the weapon’s normal damage type. This 
  ability replaces still mind.
  Ki Pool (Su): At 4th level, in addition to the normal 
  abilities of his ki pool, a monk of the empty hand may 
  spend 1 point from his ki pool to increase the range 
  increment for an improvised thrown weapon or shuriken 
  by 20 feet for 1 round.
  
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  Ki Weapons (Su): At 5th level, a monk of the empty hand 
  may spend 1 point from his ki pool as a swift action to 
  deal damage equal to his unarmed strike damage with an 
  improvised weapon for 1 round. At 11th level, the monk 
  may spend ki to grant an enhancement bonus or magical 
  weapon abilities to an improvised weapon for 1 round, at 
  the rate of 1 point of ki per +1 bonus or its equivalent. The 
  monk may not spend more than 3 points of ki at one time 
  for this purpose. For example, a monk can spend 2 points of 
  ki to give his improvised weapon a +1 enhancement bonus 
  and the ki focus quality, or just the flaming burst quality. At 
  15th level, the limit increases to 5 ki per round. The monk 
  may use this ability to add magical weapon qualities to 
  improvised weapons that could not normally have such a 
  quality, such as adding the disruption quality to a slashing 
  weapon, or the vorpal quality to a bludgeoning weapon. 
  This ability replaces purity of body and diamond body.
  monk oF the Four Winds
  The monk of the four winds is connected to the natural 
  world in a way few other creatures—even other monks—
  can hope to match. He can call upon the elements and the 
  spirits of the world in times of need, and as he nears his 
  goal of perfection, he gains the ability to slow down time 
  and even defeat death itself. A monk of the four winds has 
  the following class features.
  Elemental Fist (Su): At 1st level, a monk of the four 
  winds gains Elemental Fist as a bonus feat, even if he does 
  not meet the prerequisites. At 5th level, and every five 
  levels thereafter, the monk increases the damage of his 
  Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, 
  and so on). This ability replaces Stunning Fist.
  Slow Time (Su): At 12th level, a monk of the four winds 
  can use his ki to slow time or quicken his movements, 
  depending on the observer. As a swift action, the monk 
  can expend 6 ki points to gain three standard actions 
  during his turn instead of just one. The monk can use 
  these actions to do the following: take a melee attack 
  action, use a skill, use an extraordinary ability, or take a 
  move action. The monk cannot use these actions to cast 
  spells or use spell-like abilities, and cannot combine them 
  to take full-attack actions. Any move actions the monk 
  makes this turn do not provoke attacks of opportunity. 
  This ability replaces abundant step.
  Aspect Master (Su): At 17th level, a monk of the four 
  winds must choose an aspect of one of the great spirits of 
  the world. Once made, this choice cannot be changed. This 
  spirit grants the monk a new appearance and new abilities, 
  as well as changing or augmenting the monk’s personality 
  in some way. Once this choice is made, it cannot be changed. 
  The monk must abide by the alignment restrictions of 
  the aspect. If the monk ever changes his alignment to 
  something outside the aspect’s alignment restrictions, he 
  loses this ability and cannot regain it unless his alignment 
  later changes again to match that of the aspect. This ability 
  replaces timeless body.
  Aspect of the Carp: The monk’s skin becomes a coat of 
  golden, iridescent fish scales, his neck grows gills, and 
  his fingers become webbed. He can breathe water and 
  gains a swim speed equal to his land speed. The carp is 
  heroic and adventurous—a monk must be nonevil to take 
  on the aspect of the carp.
  Aspect of the Ki-Rin: The monk’s skin takes on a golden 
  luminescence, and a silvery mane that cannot be bound 
  grows atop his head. He gains a fly speed equal to his 
  land speed, but he must end each turn on the ground. 
  If the monk does not land by the end of his turn, he 
  falls from whatever height he has attained. The ki-rin is 
  honorable, honest, and self-sacrificing—a monk must be 
  lawful good to take on the aspect of the ki-rin. 
  Aspect of the Monkey: The monk’s face becomes that 
  of a monkey, and he grows a prehensile tail. The monk 
  can pick up objects and make unarmed attacks with his 
  tail (though the tail does not grant additional unarmed 
  attacks or natural attacks). In addition, the monk gains 
  a climb speed equal to his land speed. The monkey is a 
  creature of whimsy and a lover of pranks—a monk of any 
  alignment can take on the aspect of the monkey.
  Aspect of the Oni: The monk’s skin becomes pitch black, 
  and his hair turns white, black, red, or violet. He can 
  assume gaseous form (as the spell) as a standard action for 
  1 minute per day per monk level. This duration does not 
  need to be consecutive, but it must be spent in 1-minute 
  increments. The oni is treacherous and deceitful, and 
  it hungers for the pain and death of living creatures—a 
  monk must be evil to take on the aspect of the oni.
  Aspect of the Owl: The monk grows feathers, and his 
  head becomes avian, with wide, unblinking eyes. He 
  gains a fly speed of 30 feet. The owl is a sage creature, 
  deeply serious, and driven toward a single goal—a monk 
  of any alignment can take on the aspect of the owl.
  Aspect of the Tiger: Dark stripes appear on the monk’s 
  skin, and his face becomes more feline. His eyes become 
  catlike, with vertical pupils, and his canines enlarge. Once 
  per hour, the monk can move at 10 times his normal land 
  speed when he makes a charge and is treated as if he had 
  the pounce ability. The tiger is swift, fierce, and deadly—a 
  monk of any alignment can take on the aspect of the tiger.
  Immortality (Su): At 20th level, a monk of the four 
  winds no longer ages. He remains in his current age 
  category forever. Even if the monk comes to a violent 
  end, he spontaneously reincarnates (as the spell) 24 hours 
  later in a place of his choosing within 20 miles of the 
  place he died. The monk must have visited the place in 
  which he returns back to life at least once. This ability 
  replaces perfect self.
  
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  Classes
  Classes 2
  monk oF the healing hand
  Monks of the healing hand seek perfection through 
  helping others. By focusing their meditations on the 
  flow of life within themselves and all creation they gain 
  an understanding of how to share their ki with others, 
  healing wounds and even bringing the dead back to life. 
  For such a monk, sacrificing himself to save another is 
  the surest way to achieve transcendence. A monk of the 
  healing hand has the following class features.
  Ancient Healing Hand (Su): At 7th level, a monk of the 
  healing hand can heal another creature’s wounds with a 
  touch. As a full-round action, the monk can spend 2 ki 
  points to heal a number of hit points equal to the monk’s 
  level. He needs at least one hand free to use this ability, 
  and cannot heal himself. If the action is interrupted, the 
  subject heals no hit points, and the ki points are lost. This 
  ability replaces wholeness of body.
  Ki Sacrifice (Su): At 11th level, a monk of the healing hand 
  can use his entire ki pool to bring a person back to life. It 
  takes 1 hour to perform this ritual. At the end of the ritual, 
  the monk sacrifices all of his ki in order to cast raise dead (as 
  the spell) with a caster level equal to his monk level. The 
  ritual uses all of the ki in the monk’s ki pool; the monk must 
  have at least 6 points of ki in his ki pool to use this ability. At 
  15th level, the monk may sacrifice his ki to cast resurrection. 
  The monk must have at least 8 points of ki in his ki pool 
  to use this ability. These rituals do not require material 
  components. When this ability is used, the monk’s ki pool 
  is not replenished until 24 hours have passed. This ability 
  replaces both diamond body and quivering palm.
  True Sacrifice (Su): At 20th level, in a final selfless act, a 
  monk of the healing hand can draw in his entire ki, which 
  then explodes outward in a 50-foot-radius emanation. All 
  dead allies within the emanation are brought back to life, 
  as if they were the subject of a true resurrection spell with a 
  caster level equal to the monk’s level. When the monk does 
  this, he is truly and utterly destroyed. A monk destroyed in 
  this way can never come back to life, not even by way of a 
  wish or miracle spell or by the power of a deity. Furthermore, 
  the monk’s name can never be spoken or written down 
  again. All written mentions of his name become nothing 
  more than a blank space. This ability replaces perfect self.
  
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  monk oF the lotus
  Monks are warriors who hone their bodies into deadly 
  weapons, but some monks eschew violence in favor of 
  a more peaceful philosophy. While a monk of the lotus 
  realizes that combat cannot always be avoided—and is 
  more than capable in a fight—he understands that all 
  creatures are connected, and to harm another is to harm 
  the self. Instead, he strives to find peaceful resolutions to 
  conflicts, and in doing so, hopes to achieve inner peace. A 
  monk of the lotus has the following class features.
  Touch of Serenity (Su): At 1st level, a monk of the lotus 
  gains Touch of Serenity as a bonus feat, even if he does not 
  meet the prerequisites. At 6th level, and every six levels 
  thereafter, the duration of Touch of Serenity increases by 
  1 round. Each round on its turn, the target may attempt 
  a new Will save to end the effect. This duration does not 
  stack; only the longest remaining duration applies. This 
  ability replaces Stunning Fist.
  Touch of Surrender (Su): At 12th level, a monk of the 
  lotus makes a foe into a friend with a single show of mercy. 
  As an immediate action, when one of his melee attacks 
  would reduce a creature to 0 or fewer hit points, the monk 
  can spend 6 ki points to make the target of that attack 
  surrender. When the target surrenders, it is reduced to 
  0 hit points, becomes disabled, and is charmed, as if the 
  monk had cast charm monster with a caster level equal to 
  the monk’s level. The target does not get a saving throw 
  against this effect. This charm lasts until its duration 
  expires, until the monk dismisses it or uses it on another 
  creature, or until the target is again reduced to 0 or fewer 
  hit points, whichever happens first. The monk can only 
  have one creature charmed with touch of surrender at a 
  time. This is a mind-affecting charm effect. This ability 
  replaces abundant step.
  Touch of Peace (Su): At 15th level, a monk of the lotus 
  can set up vibrations within the body of another creature 
  to win over the creature’s mind. The monk can use touch 
  of peace once per day, and must announce his intent 
  before making his attack roll. On a successful hit, the 
  attack deals no damage, but the target is charmed as if 
  the monk had cast charm monster with a caster level equal 
  to the monk’s level. The target does not get a saving 
  throw against this effect. The creature is charmed for 1 
  day per level. If the monk or his allies attack the charmed 
  creature, or if the monk asks or commands the charmed 
  creature to take hostile actions, the effect ends. This is 
  a mind-affecting charm effect. This ability replaces 
  quivering palm.
  Learned Master (Ex): At 17th level, a monk of the 
  lotus gains all Knowledge skills and the Linguistics 
  skill as class skills. The monk uses Wisdom instead of 
  Intelligence as the key ability for these skills. This ability 
  replaces tongue of the sun and the moon.
  monk oF the saCred mountain
  The monk of the sacred mountain finds strength and 
  power in the earth beneath his feet. Rather than spinning 
  though the battlefield with the fluid motion of the 
  river, he roots himself to the ground, as immovable and 
  unshakable as the stones of the mountain. A monk of the 
  sacred mountain has the following class features.
  Iron Monk (Ex): At 2nd level, a monk of the sacred 
  mountain gains Toughness as a bonus feat. In addition, 
  the monk gains a +1 natural armor bonus. This ability 
  replaces evasion.
  Bastion Stance (Ex): At 4th level, a monk of the sacred 
  mountain becomes like stone, nearly impossible to move 
  when he stands his ground. If the monk starts and ends 
  his turn in the same space, he cannot be knocked prone 
  or forcibly moved until the start of his next turn, except 
  by mind-affecting or teleportation effects. At 16th level, 
  he is immune to any attempts to force him to move, even 
  mind-affecting and teleportation effects. This ability 
  replaces slow fall.
  Iron Limb Defense (Ex): At 5th level, a monk of the 
  sacred mountain can deflect blows with an active defense 
  that complements his bastion stance. If the monk starts 
  and ends his turn in the same space, he gains a +2 shield 
  bonus to AC and CMD until the start of his next turn. 
  As a swift action, he can spend 1 ki point to increase this 
  bonus to +4. This ability replaces high jump.
  Adamantine Monk (Ex): At 9th level, a monk of the 
  sacred mountain has muscles so strong and skin so 
  resilient that he gains DR 1/—. This DR increases by 1 for 
  every three levels thereafter. As a swift action, the monk 
  can spend 1 ki point to double his DR until the beginning 
  of his next turn. This ability replaces improved evasion.
  Vow of Silence (Su): At 17th level, a monk of the sacred 
  mountain becomes as impassive as stone, making a vow of 
  silence in exchange for greater abilities. The monk gains a 
  +2 insight bonus to AC and CMD and a +4 bonus on Sense 
  Motive, Stealth, and Perception checks. The monk does 
  not lose the capacity for speech, but if he ever speaks, he 
  loses this feature for 24 hours. This ability replaces tongue 
  of the sun and the moon.
  WeaPon adePt
  While all monks train in both unarmed combat and with 
  weapons, the weapon adept seeks to become one with his 
  weapons, transforming them into perfect extensions of his 
  own body. Through such training, a weapon adept seeks to 
  attain perfection by becoming a living weapon himself. A 
  weapon adept has the following class features.
  Perfect Strike (Ex): At 1st level, a weapon adept gains 
  Perfect Strike as a bonus feat, even if he does not meet 
  the prerequisites. At 10th level, the monk can roll his 
  attack roll three times and take the higher result. If one 
  
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  Classes
  Classes 2
  of these rolls is a critical threat, he can choose which one 
  of his other two rolls to use as his confirmation roll. This 
  ability replaces Stunning Fist.
  Way of the Weapon Master (Ex): At 2nd level, a weapon 
  adept gains Weapon Focus as a bonus feat with one of 
  his monk weapons. At 6th level, the monk gains Weapon 
  Specialization with the same weapon as a bonus feat, 
  even if he does not meet the prerequisites. This ability 
  replaces evasion.
  Evasion (Ex): At 9th level, the monk gains evasion. This 
  ability replaces improved evasion.
  Uncanny Initiative (Ex): At 17th level, a weapon adept 
  does not need to roll for initiative. He always treats his initiative 
  roll as if it resulted in any number of his choosing (from 1 to 
  20). This ability replaces timeless body.
  Pure Power: At 20th level, a weapon adept forsakes 
  the ideals of the perfect self to become a bastion of the 
  physical and mental virtues monks hold dear. The monk 
  gains a +2 bonus to Strength, Dexterity, and Wisdom. 
  This ability replaces perfect self.
  Zen arCher
  Some monks seek to become one with another weapon 
  entirely—the bow. The zen archer takes a weapon most 
  other monks eschew and seeks perfection in the pull of a 
  taut bowstring, the flex of a bow’s limbs, and the flight of 
  an arrow fired true. 
  Weapon and Armor Proficiency: Zen archers are 
  proficient with longbows, shortbows, composite longbows, 
  and composite shortbows in addition to their normal 
  weapon proficiencies.
  Flurry of Blows (Ex): Starting at 1st level, a zen archer 
  can make a flurry of blows as a full-attack action, but only 
  when using a bow (even though it is a ranged weapon). 
  He may not make a flurry of blows with his unarmed 
  attacks or any other weapons. A zen archer does not apply 
  his Strength bonus on damage rolls made with flurry of 
  blows unless he is using a composite bow with a Strength 
  rating. A zen archer’s flurry of blows otherwise functions 
  as normal for a monk of his level.
  A zen archer cannot use Rapid Shot or Manyshot when 
  making a flurry of blows with his bow.
  Bonus Feats: A zen archer’s bonus feats must be taken 
  from the following list: Combat Reflexes, Deflect Arrows, 
  Dodge, Far Shot, Point-Blank Shot, Precise Shot, and 
  Rapid Shot. At 6th level, the following feats are added to 
  the list: Focused Shot*, Improved Precise Shot, Manyshot, 
  Mobility, and Parting Shot*. At 10th level, the following 
  feats are added to the list: Improved Critical, Pinpoint 
  Targeting, Shot on the Run, and Snatch Arrows. A monk 
  need not have any of the prerequisites normally required 
  for these feats to select them. These feats replace the 
  monk’s normal bonus feats.
  Perfect Strike (Ex): At 1st level, a zen archer gains 
  Perfect Strike as a bonus feat, even if he does not meet 
  the prerequisites. A zen archer can use Perfect Strike with 
  any bow. At 10th level, the monk can roll his attack roll 
  three times and take the highest result. If one of these 
  rolls is a critical threat, the monk must choose one of 
  his other two rolls to use as his confirmation roll. This 
  ability replaces Stunning Fist.
  Way of the Bow (Ex): At 2nd level, a zen archer gains 
  Weapon Focus as a bonus feat with one type of bow. At 
  6th level, the monk gains Weapon Specialization with the 
  same weapon as a bonus feat, even if he does not meet the 
  prerequisites. This ability replaces evasion.
  Zen Archery (Ex): At 3rd level, a zen archer may use 
  his Wisdom modifier instead of his Dexterity modifier 
  on ranged attack rolls when using a bow. This ability 
  replaces maneuver training.
  Point Blank Master (Ex): At 3rd level, a zen archer gains 
  Point Blank Master* as a bonus feat, even if he does not 
  meet the prerequisites. This ability replaces still mind.
  Ki Pool (Su): At 4th level, in addition to the normal 
  abilities of his ki pool, a zen archer may spend 1 point 
  from his ki pool to increase the range increment for his 
  bow by 50 feet for 1 round.
  Ki Arrows (Su): At 5th level, a zen archer may spend 1 point 
  from his ki pool as a swift action to change the damage dice 
  of arrows he shoots to that of his unarmed strikes. This lasts 
  until the start of his next turn. For example, a Medium zen 
  archer’s short bow normally deals 1d6 damage; using this 
  ability, his arrows deal 1d8 damage until the start of his next 
  turn. This ability replaces purity of body.
  Reflexive Shot (Ex): At 9th level, a zen archer can make 
  attacks of opportunity with arrows from his bow. The monk 
  still threatens squares he could reach with unarmed strikes, 
  and can still only make one attack of opportunity per round 
  (unless he has Combat Reflexes). This ability replaces 
  improved evasion.
  Trick Shot (Su): At 11th level, a zen archer may hit targets 
  that he might otherwise miss. By spending 1 point from 
  his ki pool as a swift action, the zen archer can ignore 
  concealment. By spending 2 points, he can ignore total 
  concealment or cover. By spending 3 points, he can ignore 
  total cover, even firing arrows around corners. The arrow 
  must still be able to reach the target; a target inside a 
  closed building with no open doors or windows cannot 
  be attacked. These effects last for 1 round. This ability 
  replaces diamond body.
  Ki Focus Bow (Su): At 17th level, as long as he has at 
  least 1 point of ki in his ki pool, a zen archer may treat 
  arrows fired from his bow as if they were ki focus weapons, 
  allowing him to use his special ki attacks as if his arrows 
  were unarmed attacks. This ability replaces tongue of the 
  sun and moon.
  
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  Paladin
  Holy warriors and defenders of the faith, paladins know 
  that the only thing more abhorrent than an evil creature is 
  a fundamentally good creature too timid to strive against 
  the forces of darkness. Paladins are divine champions, 
  gladly giving their lives in the service of light and justice, 
  asking only that they may protect the innocent and 
  cleanse the world to the best of their ability. Theirs is a 
  hard path, requiring great sacrifice and ultimate devotion 
  to a moral code, yet with her last breath a paladin can take 
  comfort in a life of absolute righteousness.
  Presented below are several variant class features to 
  help flesh out common paladin archetypes, the better to 
  customize characters for fighting the good fight.
  divine deFender
  Some paladins see themselves as the last line of defense 
  between the teeming hordes of evil and the innocent folk 
  trying to make a living in a harsh, unforgiving world. 
  These defenders spend their lives protecting others and 
  taking on foes that the common man should not even know 
  exist. To aid them in their holy mission, they have special 
  powers to protect themselves and those around them. The 
  divine defender has the following class features.
  Shared Defense (Su): At 3rd level, a divine defender can 
  spend one use of her lay on hands ability as a standard 
  action to grant all adjacent allies (including paladins) a 
  bonus. At 3rd level, adjacent allies receive a +1 sacred bonus 
  to their AC and CMD and on their saving throws. These 
  bonuses last for a number of rounds equal to the divine 
  defender’s Charisma modifier. At 9th level and 15th level, 
  this bonus increases by +1. At 6th level, these bonuses are 
  granted to all allies within 10 feet, and allies that are at 
  fewer than 0 hit points within this area are automatically 
  stabilized. At 12th level, these bonuses are granted to all 
  allies within 15 feet, and allies within this area are immune 
  to bleed damage. At 18th level, these bonuses are granted to 
  all allies within 20 feet, and allies within this area gain a 
  25% chance to negate any sneak attack or critical hit scored 
  against them. This ability does not stack with the chance 
  provided from the light, medium, or heavy fortification 
  armor special abilities. These bonuses are cumulative with 
  each other. Allies only benefit from these bonuses while in 
  the listed area. This ability replaces mercy.
  Divine Bond (Su): At 5th level, instead of forming a divine 
  bond with her weapon or a mount, a divine defender can form 
  a bond with her armor. As a standard action, a divine defender 
  can enhance her armor by calling upon the aid of a celestial 
  spirit. This bond lasts for 1 minute per paladin level. When 
  called, the spirit causes the armor to shed light like a torch. 
  At 5th level, the spirit grants the armor a +1 enhancement 
  bonus. For every three levels beyond 5th, the armor gains 
  another +1 enhancement bonus, to a maximum of +6 at 20th 
  level. These bonuses can be added to the armor, stacking with 
  existing armor bonuses to a maximum of +3, or they can be 
  used to add any of the following armor properties (asterisks 
  note new armor properties found in Chapter 7): champion*, 
  ghost touch, heavy fortification, invulnerability, light fortification, 
  moderate fortification, spell resistance (13, 15, 17, or 19). Adding 
  these properties consumes an amount of bonus equal to the 
  property’s cost (see Table 15–4 of the Core Rulebook). In addition, 
  the bonuses can be consumed at the listed amount to add 
  any of the following armor properties: energy resistance for 
  +3 bonus, improved energy resistance for +5 bonus, or righteous* 
  for +4 bonus. These bonuses are added to any properties the 
  armor already has, but duplicate abilities do not stack. If the 
  armor is not magical, at least a +1 enhancement bonus must 
  be added before any other properties can be added. The bonus 
  and properties granted by the spirit are determined when the 
  spirit is called and cannot be changed until the spirit is called 
  again. The celestial spirit imparts no bonuses if the armor is 
  worn by anyone other than the divine defender, but it resumes 
  giving bonuses if the divine defender dons the armor again. 
  A divine defender can use this ability once per day at 5th level, 
  and one additional time per day for every four levels beyond 
  5th, to a total of four times per day at 17th level.
  If a suit of armor with a celestial spirit is destroyed, the 
  divine defender loses the use of this ability for 30 days, or 
  until she gains a level, whichever comes first. During this 
  30-day period, the divine defender takes a –1 penalty on 
  attack and weapon damage rolls.
  hosPitaler
  Paladins are known for their charity and for tending to 
  the sick. The hospitaler takes to this calling above all 
  others, spending much of her time healing the poor, and 
  giving aid and succor to those in need. The hospitaler has 
  the following class features.
  Smite Evil (Su): This functions as the paladin ability, 
  but the hospitaler can smite evil one additional time per 
  day at 7th level, and every six levels thereafter (instead of 
  4th level and every three levels thereafter).
  Channel Positive Energy (Su): When a hospitaler reaches 
  4th level, she gains the ability to channel positive energy 
  as a cleric equal to her paladin level –3. She can use this 
  ability a number of times per day equal to 3 + her Charisma 
  modifier. Using this ability does not expend uses of lay 
  on hands, as it does with other paladins. This replaces the 
  standard paladin’s channel positive energy ability.
  Aura of Healing (Su): At 11th level, a hospitaler can 
  expend one use of her channel positive energy ability to 
  emit a 30-foot aura of healing for a number of rounds 
  equal to her paladin level. Allies in this aura (including the 
  hospitaler) automatically stabilize if below 0 hit points and 
  
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  are immune to bleed damage. In addition, allies (including 
  the paladin) that spend at least 1 full round inside the 
  aura are healed an amount of damage equal to their total 
  number of Hit Dice and may make a saving throw against 
  any afflictions they are suffering from, such as a curse, 
  disease, or poison. This saving throw only counts toward 
  curing the affliction and does not impose any penalty on 
  a failed save. Allies can only be healed once by a use of this 
  ability and they can only attempt additional saving throws 
  once per day, even if they are exposed to this aura multiple 
  times. This ability replaces aura of justice.
  saCred servant
  Paladins as a general rule, venerate the gods of good 
  and purity, but some take this a step further, dedicating 
  themselves to a specific deity and furthering the cause of the 
  faith. These sacred servants are rewarded for their devotion 
  with additional spells and powerful allies. A sacred servant 
  must select one deity to worship. This deity’s alignment 
  must be lawful good, lawful neutral, or neutral good. A 
  sacred servant has the following class features.
  Smite Evil (Su): This functions as the paladin ability, but 
  the sacred servant can smite evil one additional time per day 
  at 7th level, and every six levels thereafter (instead of 4th level 
  and every three levels thereafter). This replaces smite evil.
  Spells: At 4th level, when a sacred servant gains the ability 
  to cast spells, she also chooses one domain associated with 
  her deity. Her effective cleric level for this domain is equal 
  to her paladin level –3. In addition, she also gains one 
  domain spell slot for each level of paladin spells she can 
  cast. Every day she must prepare the domain spell from 
  her chosen domain in that spell slot.
  Divine Bond (Su): At 5th level, instead of forming 
  a divine bond with her weapon or a mount, a sacred 
  servant forms a bond with her holy symbol. As a standard 
  action, a sacred servant can bind a celestial spirit to her 
  holy symbol for 1 minute per paladin level. When called, 
  the spirit causes the sacred servant’s holy symbol to 
  shed light like a torch. At 5th level, the spirit grants one 
  bonus. For every three levels beyond 5th, the spirit grants 
  one additional bonus. These bonuses can be spent in a 
  number of ways to grant the paladin enhanced abilities 
  to channel positive energy and to cast spells. Each bonus 
  can be used to grant one of the following enhancements: 
  +1 caster level to any paladin spell cast, +1 to the DC to 
  halve the damage of channel positive energy when used 
  to harm undead, +1d6 to channel positive energy, +1 use/
  day of lay on hands. These enhancements stack and can 
  be selected multiple times. The enhancements granted 
  by the spirit are determined when the spirit is called 
  and cannot be changed until the spirit is called again. 
  If the sacred servant increases her number of uses of lay 
  on hands per day in this way, that choice is set for the 
  rest of the day, and once used, these additional uses are 
  not restored (even if the spirit is called again that day). 
  The celestial spirit imparts no enhancements if the holy 
  symbol is held by anyone other than the sacred servant, 
  but resumes giving enhancements if returned to the 
  sacred servant. A sacred servant can use this ability once 
  per day at 5th level, and one additional time per day for 
  every four levels beyond 5th, to a total of four times per 
  day at 17th level.
  If a holy symbol with a celestial spirit is destroyed, the 
  sacred servant loses the use of this ability for 30 days, or 
  until she gains a level, whichever comes first. During this 
  30-day period, the sacred servant takes a –1 penalty on 
  attack and weapon damage rolls.
  Call Celestial Ally (Sp): At 8th level, a sacred servant 
  can call upon her deity for aid, in the form of a powerful 
  servant. This allows the sacred servant to cast lesser planar 
  ally once per week as a spell-like ability without having 
  to pay the material component cost or the servant (for 
  reasonable tasks). At 12th level, this improves to planar 
  ally and at 16th level, this improves to greater planar ally. 
  The sacred servant’s caster level for this effect is equal to 
  her paladin level. This ability replaces aura of resolve.
  shining knight
  While paladins often are seen mounted atop a loyal steed, 
  the shining knight is the true symbol of mounted bravery. 
  They are never far from their steeds and are always clad 
  in brightly polished armor. The shining knight has the 
  following class features.
  Skilled Rider (Ex and Su): At 3rd level, a shining knight 
  does not take any penalty to her Ride skill due to her armor 
  check penalty. In addition, any mount she is riding gains 
  the benefit of her divine grace class feature, adding her 
  Charisma bonus (if any) to its saving throws. This ability 
  replaces divine health.
  Divine Bond (Su): Upon reaching 5th level, a shining 
  knight must form a bond with a mount. This ability 
  otherwise functions as the paladin ability.
  Knight’s Charge (Su): At 11th level, whenever a mounted 
  shining knight charges a foe, her movement does not 
  provoke attacks of opportunity, for either her or her 
  mount. In addition, if her target is also the target of her 
  smite evil ability and the charge attack hits, the target 
  must make a Will save or be panicked for a number of 
  rounds equal to 1/2 the shining knight’s level. The DC 
  of this save is equal to 10 + 1/2 the shining knight’s level 
  + the shining knight’s Charisma modifier. This ability 
  replaces aura of justice.
  undead sCourge
  Undead are an abomination in the eyes of the just and 
  righteous. It is no surprise then that there are some 
  
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  paladins that dedicate themselves to wiping these unholy 
  terrors from the world. The following are the class 
  features of the undead scourge.
  Smite Evil (Su): This functions as the paladin ability 
  of the same name, but the undead scourge does not 
  deal 2 points of damage per level on the first successful 
  attack against evil dragons and evil outsiders. She does 
  deal 2 points of damage per level on all smite attacks 
  made against evil undead creatures.
  Aura of Life (Su): At 8th level, an undead scourge emits 
  a 10-foot aura of life around her that weakens undead 
  creatures. Undead in this aura take a –4 penalty on Will 
  saves made to resist positive energy. In addition, undead 
  in this aura do not regain hit points from channeled 
  negative energy. This ability replaces aura of resolve.
  Undead Annihilation (Su): At 11th level, an undead 
  scourge can expend one use of her smite evil ability as a 
  standard action and make a single melee attack against an 
  undead creature. If this attack hits, the undead creature 
  must make a Will save or be destroyed. The save DC is 
  equal to 10 + 1/2 the undead scourge’s level + the undead 
  scourge’s Charisma modifier. Undead with twice as 
  many Hit Dice as the undead scourge are unaffected by 
  this ability. If the attack misses, the smite evil is wasted 
  without effect. This ability replaces aura of justice.
  Warrior oF the holy light
  Some paladins use their gifts to focus on the holy light 
  that shines within their souls. With the gifts of purity 
  and redemption, these paladins spend much of their lives 
  helping others find the true path. Unleashing this power 
  takes patience and comes at a steep price. Warriors of the 
  holy light have the following class features.
  Power of Faith (Su): At 4th level, a warrior of the holy 
  light learns to use the power of her faith to bolster her 
  defenses and aid her allies. This class feature replaces the 
  paladin’s spells class feature. A warrior of the holy light 
  does not gain any spells or spellcasting abilities, does not 
  have a caster level, and cannot use spell trigger or spell 
  completion magic items.
  At 4th level, the warrior of the holy light gains one 
  additional use of her lay on hands ability per day. She gains 
  one additional use of lay on hands per day for every four 
  levels she attains beyond 4th. She can call upon the power 
  of her faith as a standard action. This causes a nimbus of 
  light to emanate from the warrior of the holy light in a 
  30-foot radius. All allies in this area (including the warrior 
  of the holy light) receive a +1 morale bonus to AC and on 
  attack rolls, damage rolls, and saving throws against fear 
  as long as they remain in the area of light. This power lasts 
  for 1 minute.
  At 8th level, the nimbus of light heals the paladin and 
  her allies, curing of them of 1d4 points of ability damage, 
  as per the spell lesser restoration. A creature can only be 
  healed in this way once per day.
  At 12th level, the nimbus of light is treated as daylight 
  for the purposes of affecting creatures with sensitivity to 
  light. In addition, the nimbus grants allies in the area 
  resistance 10 to one type of energy, selected by the warrior 
  of the holy light when this power is activated.
  At 16th level, the nimbus of light grants the warrior of 
  the holy light and her allies protection from critical hits. 
  There is a 25% chance that critical hits made against 
  the warrior of the holy light and her allies in the area 
  are instead treated as normal hits. This does not stack 
  with other abilities that grant similar protection (such 
  as light fortification).
  At 20th level, the nimbus of light increases in size out to 
  a range of 60 feet. In addition, all of its bonuses increase. 
  The morale bonus to AC and on attack rolls, damage 
  rolls, and saving throws against fear increases to +2. The 
  amount of ability damage healed increases to 2d4. The 
  energy resistance increases to 20 against one energy type. 
  Finally, protection against critical hits increases to 50%.
  Shining Light (Su): At 14th level, a warrior of the holy 
  light can unleash a 30-foot burst of pure, white light as 
  a standard action. Evil creatures within this burst take 
  1d6 points of damage for every two paladin levels and 
  are blinded for 1 round. Evil dragons, evil outsiders, 
  and evil undead are blinded for 1d4 rounds on a failed 
  save. A Ref lex save halves this damage and negates the 
  blindness. The DC of this save is equal to 10 + 1/2 the 
  warrior of the holy light’s level + the warrior of the holy 
  light’s Charisma modifier. Good creatures within this 
  burst are healed 1d6 points of damage per two paladin 
  levels and receive a +2 sacred bonus on ability checks, 
  attack rolls, saving throws, and skill checks for 1 round. 
  A warrior of the holy light can use this ability once per 
  day at 14th level plus one additional time per day at 17th 
  and 20th levels. This ability replaces aura of faith.
  antiPaladin (alternate Class) 
  Although it is a rare occurrence, paladins do sometimes 
  stray from the path of righteousness. Most of these 
  wayward holy warriors seek out redemption and 
  forgiveness for their misdeeds, regaining their powers 
  through piety, charity, and powerful magic. Yet there are 
  others, the dark and disturbed few, who turn actively to 
  evil, courting the dark powers they once railed against 
  in order to take vengeance on their former brothers. It’s 
  said that those who climb the farthest have the farthest 
  to fall, and antipaladins are living proof of this fact, 
  their pride and hatred blinding them to the glory of 
  their forsaken patrons.
  Antipaladins become the antithesis of their former 
  selves. They make pacts with fiends, take the lives of 
  
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  the innocent, and put nothing ahead of their personal 
  power and wealth. Champions of evil, they often lead 
  armies of evil creatures and work with other villains 
  to bring ruin to the holy and tyranny to the weak. Not 
  surprisingly, paladins stop at nothing to put an end to 
  such nefarious antiheroes.
  The antipaladin is an alternate class. Making use of 
  and altering numerous facets of the paladin core class, 
  this villainous warrior can’t truly be considered a new 
  character class by its own right. By the changes made 
  here, though, the details and tones of the paladin class are 
  shifted in a completely opposite direction and captures 
  an entirely different fantasy theme, without needlessly 
  designing an entire new class. While a redesign of sorts, 
  this alternate class can be used just as any of the other 
  base classes found in the first part of this chapter. 
  Role: Antipaladins are villains at their most dangerous. 
  They care nothing for the lives of others and actively seek 
  to bring death and destruction to ordered society. They 
  rarely travel with those that they do not subjugate, unless 
  as part of a ruse to bring ruin from within.
  As an alternate paladin class, the antipaladin uses 
  Table 2-13 to determine its base attack bonus, saving 
  throw bonuses, and spells per day. These details, along 
  with the class’s new special abilities, can be found on 
  Table 2–13.
  Alignment: Chaotic evil.
  Hit Die: d10.
  Class skills
  The antipaladin’s class skills are Bluff (Cha), Craft (Int), 
  Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), 
  Knowledge (religion) (Int), Profession (Wis), Ride (Dex), 
  Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex).
  Skill Ranks per Level: 2 + Int modifier.
  Class Features
  All of the following are class features of the antipaladin.
  Weapon and Armor Proficiency: Antipaladins are 
  proficient with all simple and martial weapons, with 
  all types of armor (heavy, medium, and light), and with 
  shields (except tower shields).
  
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  Aura of Evil (Ex): The power of an antipaladin’s aura 
  of evil (see the detect evil spell) is equal to his antipaladin 
  level. A paladin who uses smite evil on an antipaladin 
  deals 2 points of damage per paladin level on his first 
  successful attack.
  Detect Good (Sp): At will, an antipaladin can use 
  detect good, as the spell. An antipaladin can, as a move 
  action, concentrate on a single item or individual within 
  60 feet and determine if it is good, learning the strength 
  of its aura as if having studied it for 3 rounds. While 
  focusing on one individual or object, the antipaladin 
  does not detect good in any other object or individual 
  within range.
  Smite Good (Su): Once per day, an antipaladin 
  can call out to the dark powers to crush the forces of 
  good. As a swift action, the antipaladin chooses one 
  target within sight to smite. If this target is good, the 
  antipaladin adds his Charisma bonus (if any) on his 
  attack rolls and adds his antipaladin level on all damage 
  rolls made against the target of his smite. If the target of 
  smite good is an outsider with the good subtype, a good-
  aligned dragon, or a good creature with levels of cleric 
  or paladin, the bonus to damage on the first successful 
  attack increases to 2 points of damage per level the 
  antipaladin possesses. Regardless of the target, smite 
  good attacks automatically bypass any DR the creature 
  might possess.
  In addition, while smite good is in effect, the antipaladin 
  gains a deflection bonus equal to his Charisma modifier 
  (if any) to his AC against attacks made by the target of 
  the smite. If the antipaladin targets a creature that is not 
  good, the smite is wasted with no effect.
  The smite good effect remains until the target of the 
  smite is dead or the next time the antipaladin rests and 
  regains his uses of this ability. At 4th level, and at every 
  three levels thereafter, the antipaladin may smite good 
  one additional time per day, as indicated on Table 2–13, to 
  a maximum of seven times per day at 19th level.
  Unholy Resilience (Su): At 2nd level, an antipaladin 
  gains a bonus equal to his Charisma bonus (if any) on all 
  saving throws.
  Touch of Corruption (Su): Beginning at 2nd level, an 
  antipaladin surrounds his hand with a fiendish f lame, 
  causing terrible wounds to open on those he touches. 
  Each day he can use this ability a number of times equal 
  to 1/2 his antipaladin level + his Charisma modifier. As 
  a touch attack, an antipaladin can cause 1d6 points of 
  damage for every two antipaladin levels he possesses. 
  Using this ability is a standard action that does not 
  provoke attacks of opportunity.
  Alternatively, an antipaladin can use this power to heal 
  undead creatures, restoring 1d6 hit points for every two 
  levels the antipaladin possesses. This ability is modified 
  by any feat, spell, or effect that specifically works with the 
  lay on hands paladin class feature. For example, the Extra 
  Lay On Hands feat grants an antipaladin 2 additional 
  uses of the touch of corruption class feature.
  Aura of Cowardice (Su): At 3rd level, an antipaladin 
  radiates a palpably daunting aura that causes all 
  enemies within 10 feet to take a –4 penalty on saving 
  throws against fear effects. Creatures that are normally 
  immune to fear lose that immunity while within 10 feet 
  of an antipaladin with this ability. This ability functions 
  only while the antipaladin remains conscious, not if he 
  is unconscious or dead.
  Plague Bringer (Ex): At 3rd level, the powers of darkness 
  make an antipaladin a beacon of corruption and disease. 
  An antipaladin does not take any damage or take any 
  penalty from diseases. He can still contract diseases and 
  spread them to others, but he is otherwise immune to 
  their effects.
  Cruelty (Su): At 3rd level, and every three levels 
  thereafter, an antipaladin can select one cruelty. Each 
  cruelty adds an effect to the antipaladin’s touch of 
  corruption ability. Whenever the antipaladin uses touch 
  of corruption to deal damage to one target, the target also 
  receives the additional effect from one of the cruelties 
  possessed by the antipaladin. This choice is made 
  when the touch is used. The target receives a Fortitude 
  save to avoid this cruelty. If the save is successful, the 
  target takes the damage as normal, but not the effects 
  of the cruelty. The DC of this save is equal to 10 + 1/2 
  the antipaladin’s level + the antipaladin’s Charisma 
  modifier. At 3rd level, the antipaladin can select from 
  the following initial cruelties.
  •  Fatigued: The target is fatigued.
  •  Shaken: The target is shaken for 1 round per level of 
  the antipaladin.
  •  Sickened: The target is sickened for 1 round per level of 
  the antipaladin.
  At 6th level, an antipaladin adds the following cruelties 
  to the list of those that can be selected.
  •  Dazed: The target is dazed for 1 round.
  • Diseased: The target contracts a disease, as if the 
  antipaladin had cast contagion, using his antipaladin 
  level as his caster level.
  •  Staggered: The target is staggered for 1 round per two 
  levels of the antipaladin.
  At 9th level, an antipaladin adds the following cruelties 
  to the list of those that can be selected.
  •  Cursed: The target is cursed, as if the antipaladin had 
  cast bestow curse, using his antipaladin level as his 
  caster level.
  •  Exhausted: The target is exhausted. The antipaladin 
  must have the fatigue cruelty before selecting this 
  cruelty.
  
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  • Frightened: The target is frightened for 1 round per two 
  levels of the antipaladin. The antipaladin must have 
  the shaken cruelty before selecting this cruelty.
  • Nauseated: The target is nauseated for 1 round per three 
  levels of the antipaladin. The antipaladin must have 
  the sickened cruelty before selecting this cruelty.
  • Poisoned: The target is poisoned, as if the antipaladin 
  had cast poison, using the antipaladin’s level as the 
  caster level.
  At 12th level, an antipaladin adds the following 
  cruelties to the list of those that can be selected.
  •  Blinded: The target is blinded for 1 round per level of 
  the antipaladin.
  •  Deafened: The target is deafened for 1 round per level 
  of the antipaladin.
  •  Paralyzed: The target is paralyzed for 1 round.
  •  Stunned: The target is stunned for 1 round per four 
  levels of the antipaladin.
  These abilities are not cumulative. For example, a 
  12th-level antipaladin’s touch of corruption ability deals 
  6d6 points of damage and might also cause the target to 
  become fatigued, dazed, poisoned, or diseased. Once a 
  cruelty is chosen, it can’t be changed.
  Channel Negative Energy (Su): When an antipaladin 
  reaches 4th level, he gains the supernatural ability to 
  channel negative energy like a cleric. Using this ability 
  consumes two uses of his touch of corruption ability. 
  An antipaladin uses his level as his effective cleric level 
  when channeling negative energy. This is a Charisma-
  based ability.
  Spells: Beginning at 4th level, an antipaladin gains the 
  ability to cast a small number of divine spells which are 
  drawn from the antipaladin spell list presented in Chapter 
  5. An antipaladin must choose and prepare his spells in 
  advance. To prepare or cast a spell, an antipaladin must have 
  a Charisma score equal to at least 10 + the spell level. The 
  Difficulty Class for a saving throw against an antipaladin’s 
  spell is 10 + the spell level + the antipaladin’s Charisma 
  modifier. Like other spellcasters, an antipaladin can cast 
  only a certain number of spells of each spell level per 
  day. His base daily spell allotment is the same as that of a 
  paladin and is given on Table 2–13. In addition, he receives 
  bonus spells per day if he has a high Charisma score (see 
  Table 1–3 in the Core Rulebook). When Table 2–13 indicates 
  that the antipaladin gets 0 spells per day of a given spell 
  level, he gains only the bonus spells he would be entitled to 
  based on his Charisma score for that spell level.
  An antipaladin must spend 1 hour each day in quiet 
  prayer and meditation to regain his daily allotment of 
  spells. An antipaladin may prepare and cast any spell 
  on the antipaladin spell list, provided that he can cast 
  spells of that level, but he must choose which spells to 
  prepare during his daily meditation.
  Through 3rd level, an antipaladin has no caster level. 
  At 4th level and higher, his caster level is equal to his 
  antipaladin level –3.
  Fiendish Boon (Sp): Upon reaching 5th level, an 
  antipaladin receives a boon from his dark patrons. This 
  boon can take one of two forms. Once the form is chosen, 
  it cannot be changed.
  The first type of bond allows the antipaladin to enhance 
  his weapon as a standard action by calling upon the aid of 
  a fiendish spirit for 1 minute per antipaladin level. When 
  called, the spirit causes the weapon to shed unholy light 
  as a torch. At 5th level, this spirit grants the weapon a +1 
  enhancement bonus. For every three levels beyond 5th, 
  the weapon gains another +1 enhancement bonus, to a 
  maximum of +6 at 20th level. These bonuses can be added 
  to the weapon, stacking with existing weapon bonuses to 
  a maximum of +5, or they can be used to add any of the 
  following weapon properties: anarchic, flaming, flaming 
  burst, keen, speed, unholy, vicious, vorpal, and wounding. 
  Adding these properties consumes an amount of bonus 
  equal to the property’s cost (see Table 15–9 in the Core 
  Rulebook). These bonuses are added to any properties the 
  weapon already has, but duplicate abilities do not stack. 
  If the weapon is not magical, at least a +1 enhancement 
  bonus must be added before any other properties can be 
  added. The bonus and properties granted by the spirit 
  Fall From Grace
  Not all paladins that fall become antipaladins. In fact, 
  the transformation is quite rare. Most paladins spend 
  months or even years regaining their paladinhood, 
  but they never stray so far from the path as to become 
  irredeemable. Rarely, a paladin turns from the light 
  and seeks instead to make a pact with the dark powers. 
  Often this is through temptation or some sort of ruse, 
  but once the deal is struck, the paladin finds himself on 
  the path to damnation. 
  When such a fall occurs, the transformation can be 
  swift. The paladin trades in all of his paladin levels for 
  antipaladin levels on a 1-for-1 basis. This is usually a 
  traumatic experience, involving a complex ritual that 
  involves a living sacrifice and dark oaths made to foul 
  powers (who sometimes send minions to bear witness). 
  Once complete, the anitpaladin emerges, ready to bring 
  ruin to the world.
  It should be noted that not all antipaladins are fallen 
  heroes. Some warriors are trained from a young age to 
  assume the mantle of antipaladin, forged through pain 
  and trauma into exemplars of evil. These cruel warriors 
  know nothing of compassion or loyalty, but they can teach 
  a great deal about pain and suffering.
  
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  are determined when the spirit is called and cannot be 
  changed until the spirit is called again. The fiendish 
  spirit imparts no bonuses if the weapon is held by anyone 
  other than the antipaladin but resumes giving bonuses if 
  returned to the antipaladin. These bonuses apply to only 
  one end of a double weapon. An antipaladin can use this 
  ability once per day at 5th level, and one additional time 
  per day for every four levels beyond 5th, to a total of four 
  times per day at 17th level.
  If a weapon bonded with a fiendish spirit is destroyed, 
  the antipaladin loses the use of this ability for 30 days, 
  or until he gains a level, whichever comes first. During 
  this 30-day period, the antipaladin takes a –1 penalty on 
  attack and weapon damage rolls.
  The second type of bond allows an antipaladin to 
  gain the service of a fiendish servant. This functions as 
  summon monster III, except the duration is permanent 
  and the antipaladin can only gain the service of a single 
  creature and that creature must either have the chaotic 
  and evil subtypes or it must be a fiendish animal. Once 
  selected, the choice is set, but it may be changed whenever 
  the antipaladin gains a level. Upon reaching 7th level, 
  and every two levels thereafter, the level of the summon 
  monster spell increases by one, to a maximum of summon 
  monster IX at 17th level. 
  Once per day, as a full-round action, an antipaladin 
  may magically call his servant to his side. This ability 
  is the equivalent of a spell of a level equal to one-third 
  the antipaladin’s level. The servant immediately appears 
  adjacent to the antipaladin. An antipaladin can use this 
  ability once per day at 5th level, and one additional time 
  per day for every four levels thereafter, for a total of four 
  times per day at 17th level.
  At 11th level, the servant gains the advanced template 
  (see the Pathfinder RPG Bestiary). At 15th level, an 
  antipaladin’s servant gains spell resistance equal to the 
  antipaladin’s level + 11.
  Should the antipaladin’s fiendish servant die or be 
  banished, the antipaladin may not summon another 
  servant for 30 days or until he gains an antipaladin level, 
  whichever comes first. During this 30-day period, the 
  antipaladin takes a –1 penalty on attack and weapon 
  damage rolls.
  Aura of Despair (Su): At 8th level, enemies within 10 feet 
  of an antipaladin take a –2 penalty on all saving throws. 
  This penalty does not stack with the penalty from aura 
  of cowardice.
  This ability functions only while the antipaladin is 
  conscious, not if he is unconscious or dead.
  Aura of Vengeance (Su): At 11th level, an antipaladin 
  can expend two uses of his smite good ability to grant 
  the ability to smite good to all allies within 10 feet, using 
  his bonuses. Allies must use this smite good ability by 
  the start of the antipaladin’s next turn and the bonuses 
  Table 
  2–13: 
  Antipaladin
    
  Base Attack 
  Fort 
  Ref 
  Will 
   
   
  Spells per Day
  Level Bonus 
  Save 
  Save 
  Save Special 
  1st 
  2nd 
  3rd 
  4th
  1st 
  +1 
  +2 
  +0 
  +2 
  Aura of evil, detect good, smite good 1/day 
   — 
  — 
  — 
  —
  2nd 
  +2 
  +3 
  +0 
  +3 
  Touch of corruption, unholy resilience 
   — 
  — 
  — 
  —
  3rd 
  +3 
  +3 
  +1 
  +3 
  Aura of cowardice, cruelty, plague bringer 
   — 
  — 
  — 
  —
  4th 
  +4 
  +4 
  +1 
  +4 
  Channel negative energy, smite good 2/day 
   0 
  — 
  — 
  —
  5th 
  +5 
  +4 
  +1 
  +4 
  Fiendish boon 
   1 
  — 
  — 
  —
  6th 
  +6/+1 
  +5 
  +2 
  +5 
  Cruelty 
   1 
  — 
  — 
  —
  7th 
  +7/+2 
  +5 
  +2 
  +5 
  Smite good 3/day 
  1 
  0 
  — 
  —
  8th 
  +8/+3 
  +6 
  +2 
  +6 
  Aura of despair 
   1 
  1 
  — 
  —
  9th 
  +9/+4 
  +6 
  +3 
  +6 
  Cruelty 
   2 
  1 
  — 
  —
  10th 
  +10/+5 
  +7 
  +3 
  +7 
  Smite good 4/day 
   2 
  1 
  0 
  —
  11th 
  +11/+6/+1 
  +7 
  +3 
  +7 
  Aura of vengeance 
   2 
  1 
  1 
  —
  12th 
  +12/+7/+2 
  +8 
  +4 
  +8 
  Cruelty 
   2 
  2 
  1 
  —
  13th 
  +13/+8/+3 
  +8 
  +4 
  +8 
  Smite good 5/day 
  3 
  2 
  1 
  0
  14th 
  +14/+9/+4 
  +9 
  +4 
  +9 
  Aura of sin 
  3 
  2 
  1 
  1
  15th 
  +15/+10/+5 
  +9 
  +5 
  +9 
  Cruelty 
  3 
  2 
  2 
  1
  16th 
  +16/+11/+6/+1 
  +10 
  +5 
  +10 
  Smite good 6/day 
  3 
  3 
  2 
  1
  17th 
  +17/+12/+7/+2 
  +10 
  +5 
  +10 
  Aura of depravity 
  4 
  3 
  2 
  1
  18th 
  +18/+13/+8/+3 
  +11 
  +6 
  +11 
  Cruelty 
  4 
  3 
  2 
  2
  19th 
  +19/+14/+9/+4 
  +11 
  +6 
  +11 
  Smite good 7/day 
  4 
  3 
  3 
  2
  20th 
  +20/+15/+10/+5 
  +12 
  +6 
  +12 
  Unholy champion 
  4 
  4 
  3 
  3
  
  123
  123
  Classes
  Classes 2
  last for 1 minute. Using this ability is a free action. Good 
  creatures gain no benefit from this ability.
  Aura of Sin (Su): At 14th level, an antipaladin’s weapons 
  are treated as evil-aligned for the purposes of overcoming 
  damage reduction. Any attack made against an enemy 
  within 10 feet of him is treated as evil-aligned for the 
  purposes of overcoming damage reduction. This ability 
  functions only while the antipaladin is conscious, not if 
  he is unconscious or dead.
  Aura of Depravity (Su): At 17th level, an antipaladin 
  gains DR 5/good. Each enemy within 10 feet takes a –4 
  penalty on saving throws against compulsion effects. 
  This ability functions only while the antipaladin is 
  conscious, not if he is unconscious or dead.
  Unholy Champion (Su): At 20th level, an antipaladin 
  becomes a conduit for the might of the dark powers. His 
  DR increases to 10/good. Whenever he uses smite good 
  and successfully strikes an good outsider, the outsider 
  is also subject to a banishment, using his antipaladin 
  level as the caster level (his weapon and unholy symbol 
  automatically count as objects that the subject hates). 
  After the banishment effect and the damage from the attack 
  is resolved, the smite immediately ends. In addition, 
  whenever he channels negative energy or uses touch of 
  corruption to damage a creature, he deals the maximum 
  possible amount.
  Code of Conduct: An antipaladin must be of chaotic 
  evil alignment and loses all class features except 
  proficiencies if he willingly and altruistically 
  commits good acts. This does not mean that an 
  antipaladin cannot take actions someone else 
  might qualify as good, only that such actions 
  must always be in service of his own dark 
  ends. An antipaladin’s code requires that 
  he place his own interests and desires above 
  all else, as well as impose tyranny, take 
  advantage whenever possible, and 
  punish the good and just, 
  provided such actions 
  don’t interfere with 
  his goals.
  Associates: 
  While 
  he may adventure with 
  evil or neutral allies, an 
  antipaladin avoids working with 
  good characters or with anyone who 
  consistently attempts to do good deeds. 
  Under 
  exceptional 
  circumstances, 
  an antipaladin can ally with good 
  associates, but only to defeat them 
  from within and bring ruin to 
  their ranks. An antipaladin does 
  not need an atonement spell during 
  such an unusual alliance as long as his nefarious goals 
  are met in the end—evil cares only about results. An 
  antipaladin may accept only henchmen, followers, or 
  cohorts who are chaotic evil.
  ex-antiPaladins
  A antipaladin who ceases to be chaotic evil, who willfully 
  commits an good act, or who violates the code of conduct 
  loses all antipaladin spells and class features (including 
  the fiendish boon, but not weapon, armor, and shield 
  proficiencies). He may not progress any further in levels as 
  an antipaladin. He regains his abilities and advancement 
  potential if he atones for his violations (see the atonement 
  spell), as appropriate.
  
  124
  124
  Ranger
  Where the average druid eschews settlements entirely, 
  seeking solace in the wilds, rangers are the border riders, 
  living on civilization’s tattered edge. They are the scouts 
  and the bounty hunters, the trackers and woodsmen, 
  and in their chosen environments they are unmatchable. 
  Self-sufficient and keenly aware of their surroundings, 
  rangers surive through strength, wit, and adaptability, 
  stalking their prey and melting into the woods or wastes 
  without a trace. It is this very adapabtibility and staunch, 
  pioneering sense of independence that leads rangers out 
  of more formal society or schooling and into a number 
  of different specializations and combat styles, from two-
  handed fighting and breathtaking feats of archery to 
  mastery of particular terrains or communication with 
  the beasts around them.
  Presented below are a number of alternate class features 
  and archetypes to help customize your ranger, whether 
  he’s a bold master of beasts or a shifty forest scout adept 
  at tracking the enemy and picking off the unwary.
  neW ComBat styles
  At 2nd level, a ranger must select one of the two combat 
  styles on page 65 of the Core Rulebook or one of the following 
  new combat styles: crossbow, mounted combat, natural 
  weapon, two-handed weapon, or weapon and shield style. 
  The ranger can choose feats from his selected combat 
  style even if he does not have the normal prerequisites.
  Crossbow: If the ranger selects crossbow style, he can 
  choose from the following list whenever he gains a combat 
  style feat: Deadly Aim, Focused Shot, Precise Shot, and 
  Rapid Reload. At 6th level, he adds Crossbow Mastery and 
  Improved Precise Shot to the list. At 10th level, he adds 
  Pinpoint Targeting and Shot on the Run to the list.
  Mounted Combat: If the ranger selects mounted combat, 
  he can choose from the following list whenever he gains a 
  combat style feat: Mounted Combat, Mounted Archery, Ride-
  By Attack, and Trick Riding*. At 6th level, he adds Mounted 
  Shield* and Spirited Charge to the list. At 10th level, he adds 
  Mounted Skirmisher* and Unseat to the list.
  Natural Weapon: If the ranger selects natural weapon 
  style, he can choose from the following list whenever he 
  gains a combat style feat: Aspect of the Beast*, Improved 
  Natural Weapon**, Rending Claws*, and Weapon Focus. At 
  6th level, he adds Eldritch Fangs* and Vital Strike to the 
  list. At 10th level, he adds Multiattack** and Improved Vital 
  Strike to the list.
  Two-Handed Weapon: If the ranger selects two-handed 
  weapon style, he can choose from the following list whenever 
  he gains a combat style feat: Cleave, Power Attack, Pushing 
  Assault*, and Shield of Swings*. At 6th level, he adds Furious 
  Focus* and Great Cleave to the list. At 10th level, he adds 
  Dreadful Carnage* and Improved Sunder to the list.
  Weapon and Shield: If the ranger selects weapon and 
  shield style, he can choose from the following list whenever 
  he gains a combat style feat: Improved Shield Bash, Shield 
  Focus, Shield Proficiency, and Shield Slam. At 6th level, he 
  adds Saving Shield* and Shield Master to the list. At 10th 
  level, he adds Bashing Finish* and Greater Shield Focus 
  to the list.
  * These feats are found in the feat section of this book.
  ** These feats are found in the Pathfinder RPG Bestiary.
  Beast master
  Some rangers, particularly those in primitive lands or 
  who were raised by animals, have unusually strong bonds 
  with animals. Unique among rangers, they can bond with 
  multiple animals of any kind, creating a menagerie of wild 
  yet loyal creatures, like a strange family. A beast master 
  has the following class features.
  Class Skills: A beast master’s class skills are Acrobatics 
  (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle 
  Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge 
  (nature) (Int), Perception (Wis), Ride (Dex), Stealth (Dex), 
  Survival (Wis), and Swim (Wis). These replace the standard 
  ranger class skills.
  Animal Companion (Ex): A beast master forms a close 
  bond with an animal companion. This ability functions 
  like the druid animal companion ability except that the 
  ranger’s effective druid level is equal to his ranger level – 3. 
  The ranger gains a +2 bonus on wild empathy and Handle 
  Animal checks made regarding his animal companion. 
  Unlike a normal ranger, a beast master’s choice of animal 
  companion is not limited to a subset of all possibile 
  animal companion choices—he may choose freely among 
  all animal companion choices, just as a druid can.
  The beast master may have more than one animal 
  companion, but he must divide up his effective druid level 
  between his companions to determine the abilities of each 
  companion. For example, a beast master with an effective 
  druid level of 4 can have one 4th-level companion, two 
  2nd-level companions, or one 1st-level and one 3rd-level 
  companion. Each time a beast master’s effective druid 
  level increases, he must decide how to allocate the increase 
  among his animal companions (including the option 
  of adding a new 1st-level companion). Once an effective 
  druid level is allocated to a particular companion, it 
  cannot be redistributed while that companion is in the 
  ranger’s service (he must release a companion or wait 
  until a companion dies to allocate its levels to another 
  companion). The share spells animal companion ability 
  does not give the ranger the ability to cast a single spell so 
  that it affects all of his animal companions. This ability 
  replaces hunter’s bond.
  
  125
  125
  Classes
  Classes 2
  Improved Empathic Link (Su): The beast master gains 
  an empathic link with all of his animal companions. This 
  functions like an empathic link with a familiar, except the 
  ranger can also see through a companion’s eyes as a swift 
  action, maintaining this connection as long as he likes (as 
  long as the companion is within 1 mile) and ending it as a 
  free action. The ranger can only see through the eyes of one 
  companion at a time, and is blinded while maintaining this 
  connection. This replaces the 6th-level combat style feat.
  Strong Bond (Ex): At 12th level, the ranger strengthens 
  his bond with his animal companions. The ranger’s 
  effective druid level for his animal companions is now 
  equal to his ranger level; he may immediately allocate 
  these additional levels to his companions as he sees fit. 
  This ability replaces camouflage.
  guide
  Many rangers are loners, but some choose to use their 
  familiarity with the land to guide others safely through the 
  wilderness. The guide forgoes a favored enemy to focus on 
  the task or foe at hand, and can pass his knowledge and luck 
  on to his charges. A guide has the following class features.
  Ranger’s Focus (Ex): At 1st level, once per day, the guide 
  can focus on a single enemy within line of sight as a swift 
  action. That creature remains the ranger’s focus until it 
  is reduced to 0 or fewer hit points or surrenders, or until 
  the ranger designates a new focus, whichever occurs first. 
  The ranger gains a +2 bonus on attack and damage rolls 
  against the target of his focus. At 5th level, and every five 
  levels thereafter, this bonus increases by +2.
  At 4th level, and every 3 levels thereafter, the ranger can 
  use this ability one additional time per day. This ability 
  replaces favored enemy.
  Terrain Bond (Ex): At 4th level, the guide forms a bond 
  with the land itself, enabling him to direct others in such 
  terrain. When in his favored terrain, the ranger grants 
  all allies within line of sight and that can hear him a +2 
  bonus on initiative checks and Perception, Stealth, and 
  Survival skill checks. Also, as long as they travel with 
  him, the ranger’s allies leave no trail and can’t be tracked. 
  The ranger can choose for the group to leave a trail, or 
  even specific members of the group to leave a trail if he 
  so desires. This ability replaces hunter’s bond.
  Ranger’s Luck (Ex): Upon reaching 9th level, once per 
  day the guide can either reroll one of his attack rolls or force 
  an enemy who just hit him with an attack to reroll the attack 
  roll. The ranger must take the result of the second roll even 
  if it is worse. A ranger can use this ability once per day at 
  9th level, plus one additional time per day at 14th and 19th 
  levels. This ability replaces evasion.
  Inspired Moment (Ex): At 11th level, the guide can have an 
  inspired moment once per day as a free action. The ranger 
  gains the following benefits until the end of his next turn. 
  His speed increases by 10 feet. He can take an extra move 
  or swift action on his turn. He gains a +4 bonus to AC and 
  on attack rolls, skill checks, or ability checks. Finally, he 
  automatically confirms any critical threat he scores. He 
  can use this ability one additional time per day at 19th 
  level. This ability replaces quarry and improved quarry.
  Improved Ranger’s Luck (Ex): Upon reaching 16th level, 
  the ranger’s luck increases. He gains a +4 bonus on his rerolls 
  made with the ranger’s luck ability, or if he forces an enemy 
  to reroll an attack, that enemy takes a –4 penalty on the roll. 
  This bonus or penalty is also applied on any roll to confirm 
  critical hits. This ability replaces improved evasion.
  horse lord
  Rangers of the plains use horses or other riding beasts 
  to hunt their lands, forging a near-mystical relationship 
  with their mounts. Horse lords are unparalleled mounted 
  combatants, the envy of even the most dedicated cavalier. 
  Though called “horse lords” as a generic term, these rangers 
  are not restricted to horses for their animal companions—
  any creature the ranger can ride is included in these 
  abilities. A horse lord has the following class features.
  Combat Style Feat (Ex): At 2nd level, a horse lord must 
  choose the mounted combat style. 
  Mounted Bond (Ex): At 4th level, the horse lord forms 
  a bond with an animal he can use as a mount, which 
  becomes his animal companion. A Medium ranger can 
  select a camel or a horse. A small ranger can select a pony 
  or wolf, but can also select a boar or dog if he is at least 
  7th level. This ability functions like the druid animal 
  companion ability except that the ranger’s effective druid 
  level is equal to his ranger level – 3. The ranger gains a +2 
  bonus on Handle Animal and Ride checks with his animal 
  companion mount. This ability replaces hunter’s bond.
  Strong Bond (Ex): At 12th level, the horse lord 
  strengthens his bond with his mount. The ranger’s 
  effective druid level for his mount is now equal to his 
  ranger level. This ability replaces camouflage.
  Spiritual Bond (Su): At 17th level, the horse lord can 
  grant his animal companion temporary hit points equal 
  to his ranger level once per day. While these temporary 
  hit points last, when his mount is within 30 feet of the 
  him, he can choose to share the damage taken by his 
  mount as if using shield other. This ability replaces hide 
  in plain sight.
  inFiltrator
  Some rangers study their favored enemies and learn their 
  ways, applying this knowledge to their own abilities and 
  using their foes’ strengths against them. Infiltrators are 
  willing to walk a mile in an enemy’s shoes so as to learn 
  eveything there is to know about their foes in order to 
  more effectively hunt and kill them.
  
  126
  126
  Adaptation (Ex): At 3rd level, an infiltrator learns how 
  to copy the unusual abilities of his prey. He chooses 
  one type of creature he has selected as a favored enemy, 
  such as “aberrations.” The ranger selects one ability or 
  feat from the adaptation list for that type (see below). A 
  ranger can use adaptations for 10 minutes per day per 
  ranger level he possesses. This duration does not need 
  to be consecutive, but it must be used in 10-minute 
  increments. If the adaptation requires the ranger to 
  make a more specific choice (such as what skill to use 
  with Skill Focus), this choice is permanent and cannot 
  be changed.
  At 8th, 13th, and 15th-level, the ranger chooses another 
  one of his favored enemy types and selects one adaptation 
  from that type’s list, as well as an additional adaptation 
  from any one list of a creature type he’s selected (including 
  the one just chosen, if so desired). The infiltrator can only 
  use one adaptation at a time. This class ability replaces 
  favored terrain.
  Aberration: amphibious, darkvision 60 ft., Iron Will, 
  natural armor +2.
  Animal: climb 15 ft., darkvision 60 ft., Great Fortitude, 
  Lightning Reflexes, low-light vision, natural armor (+2), 
  swim 15 ft.
  Construct: darkvision 60 ft., Great Fortitude, Lightning 
  Reflexes, low-light vision.
  Dragon: darkvision 60 ft., Great Fortitude, Iron Will, 
  Lightning Reflexes, low-light vision, Lunge.
  Fey: Iron Will, Lightning Reflexes, low-light vision.
  Humanoid (aquatic): low-light vision, natural armor +2, 
  darkvision, sahuagin blood frenzy, swim 15 ft.
  Humanoid 
  (dwarf): 
  darkvision 
  60 
  ft., 
  defensive 
  training, greed, hatred, hardy, slow and steady, stability, 
  stonecunning, weapon familiarity.
  Humanoid (elf): elf blood, low-light vision, elven 
  immunities, elven magic, keen senses, Skill Focus (choose 
  one skill), weapon familiarity.
  Humanoid (giant): low-light vision, Lunge, natural 
  armor +2, resist energy 10 (choose cold, electricity, or 
  fire), Throw Anything.
  Humanoid (gnoll): darkvision 60 ft., Exotic Weapon 
  Proficiency (dire flail), natural armor +2.
  Humanoid (gnome): defensive training, gnome magic, 
  hatred, illusion resistance, keen senses, low-light vision, 
  obsessive, weapon familiarity.
  Humanoid (goblinoid): darkvision 60 ft., goblin fast, 
  Skill Focus (Stealth), natural armor (+2).
  Humanoid (halfling): fearless, halfling luck, keen senses, 
  sure-footed, weapon familiarity.
  Humanoid (human): Great Fortitude, Iron Will, 
  Lightning Reflexes, Skill Focus (choose one skill).
  Humanoid (orc): darkvision 60 ft., ferocity, intimidating, 
  orc blood, weapon familiarity.
  Humanoid (reptilian): darkvision 60 ft., kobold fast (as 
  goblin fast), lizardfolk hold breath, natural armor +2, 
  Skill Focus (choose Acrobatics, Perception, or Stealth).
  Magical Beast: darkvision 60 ft., Great Fortitude, low-
  light vision, natural armor +2.
  Monstrous Humanoid: darkvision 60 ft., Lightning 
  Reflexes, low-light vision, natural armor +2.
  Ooze: acid resistance 10, Great Fortitude, Iron Will, 
  Skill Focus (choose Climb, Escape Artist, or Perception).
  Outsider: darkvision 60 ft., energy resistance 5 (choose 
  one type of energy from acid, cold, electricity, or fire), 
  Great Fortitude, Iron Will, Lightning Reflexes.
  Plant: low-light vision, Great Fortitude, Iron Will.
  Undead: darkvision 60 ft., Great Fortitude, Iron Will, 
  natural armor (+2). Skill Focus (Stealth).
  Vermin: climb 15 ft., darkvision 60 ft., Great Fortitude, 
  Iron Will, swim 15 ft.
  shaPeshiFter
  Most rangers venture into the wilderness, but there are some 
  who let the wilderness seep into them. Whether by curse, 
  disease, ancient rite, a slight lycanthropic influence in 
  the blood, or the corrupting influence of chaos, these 
  rangers embrace the wild to transform themselves into 
  something untamed and feral. Shapeshifters are often held in 
  awe, but are even more often feared. A shapeshifter has the 
  following class features. 
  Combat Style Feat (Ex): At 2nd level, a shapeshifter 
  ranger must choose the natural weapon combat style.
  Shifter’s Blessing (Su): At 3rd level, the shapeshifter 
  can take on the aspects of a wild creature once per day as a 
  swift action. He can remain in this form for a number of 
  rounds equal to his ranger level + his Wisdom modifier. 
  While in one of his shifter’s blessing forms, the ranger 
  gains the shapeshifter subtype. 
  The shapeshifter must choose one of the following forms. 
  Once this choice is made, it cannot be changed.
  Form of the Bear: The ranger’s muscles enlarge and 
  tighten, and his facial features become more ursine. 
  While in this form, the ranger gains a +4 enhancement 
  bonus to Strength, but his base speed becomes 20 feet.
  Form of the Cat: The ranger’s muscles become lean and 
  defined, and his gait more deliberate and graceful. While 
  in this form, the ranger increases his base speed by 10 feet, 
  and he gains a +4 bonus on Acrobatics and Climb checks.
  Form of the Dragon: The ranger’s skin becomes rough 
  and scaly. While in this form, the ranger gains a +2 
  natural armor bonus to AC. 
  Form of the Eagle: The ranger’s skin stretches, his nose 
  becomes hooked, and his eyes enlarge. While in this form, 
  the ranger gains a +10 bonus on Perception checks.
  Form of the Jackal: The ranger becomes thin and hyperactive, 
  his movements taking on a nervous spryness. While in 
  
  127127
  Classes
  Classes 2
  this form, the ranger can spend a move action to move up to 
  1/2 his speed without provoking attacks of opportunity. 
  Form of the Otter: The ranger’s hands and feet grow webs, 
  and his body grows an oily fur that is water resistant. 
  While in this form, the ranger gains a swim speed of 30 
  feet and a +8 bonus on Swim checks. 
  At 8th level and again every five levels thereafter, the 
  ranger may select an additional form for his shifter’s 
  blessing and may use this ability one additional time 
  per day. This is not a polymorph ability; a ranger with 
  shifter’s blessing in one of his shifted forms can be 
  affected by a polymorph ability and retain his bonus and 
  traits gained by the class feature. This ability replaces 
  favored terrain.
  Dual Form Shifter (Ex): At 12th level, when the 
  shapeshifter takes on a shifter’s blessing form, he can 
  take on a hybrid of two of his forms. He gains the bonuses 
  for both forms. This ability replaces camouflage.
  Master Shifter (Su): At 20th level, the ranger’s shifter’s 
  blessing forms improve, and he can take on true forms 
  of beasts. The ranger can use dual form shifter with 
  this ability, although he cannot use more than one 
  polymorph effect at any one time. This ability replaces 
  master hunter. The ranger’s forms from shifter’s 
  blessing improve to the following:
  Form of the Bear: The ranger’s muscles enlarge and 
  tighten, and his facial features become more ursine. 
  While in this form, the ranger gains a +8 enhancement 
  bonus to Strength and he does not suffer any reduction of 
  speed. Alternatively, the ranger can polymorph into the 
  form of a bear as if the caster of beast shape IV.
  Form of the Cat: The ranger’s muscles become lean and 
  defined, and his gait more deliberate and graceful. While 
  in this form, the ranger increases his base speed by 20 
  feet and he gains a +10 bonus on Acrobatics and Climb 
  checks. Alternatively, the ranger can polymorph into the 
  form of a cat of any size as if the caster of beast shape IV.
  Form of the Dragon: The ranger’s skin becomes rough 
  and scaly. While in this form, the ranger gains a +4 natural 
  armor bonus to AC and a fly speed of 30 feet with average 
  maneuverability. Alternately, the ranger can polymorph into 
  the form of a dragon as if the caster of form of the dragon I.
  Form of the Eagle: The ranger’s skin stretches, his nose 
  becomes hooked, and his eyes enlarge. While in this 
  form, the ranger gains a +10 bonus on Perception checks 
  and a fly speed of 40 feet with good maneuverability.  
  
  128
  128
  Alternatively, the ranger can polymorph into the form of an 
  eagle or similar raptor as if the caster of beast shape IV.
  Form of the Jackal: The ranger becomes thin and 
  hyperactive, his movements taking on a nervous spryness. 
  While in this form, the ranger does not provoke attacks of 
  opportunity due to movement. Alternatively, the ranger 
  can polymorph into the form of a jackal or other canine 
  creature as if the caster of beast shape IV.
  Form of the Otter: The ranger’s hands and feet grow webs, 
  and his body grows an oily fur that is water resistant. 
  While in this form, the ranger gains a swim speed of 60 
  feet and a +5 bonus on Swim checks. Alternatively, the 
  ranger can polymorph into the form of an otter or similar 
  river mammal as if the caster of beast shape IV. 
  skirmisher
  Many rangers rely on spells, but there are some who eschew 
  aid from divine powers for their own reasons. Skirmishers 
  rely on their wits, their wisdom, and sometimes even 
  instinct to aid in their quests. A skirmisher has the 
  following class features.
  Hunter’s Tricks: At 5th level, a skirmisher ranger 
  learns the use of hunter’s tricks, which typically grant 
  a boon or bonus to the ranger or a nearby ally. At 5th 
  level, the ranger learns one trick, selected from the list 
  below. At 7th level, and every two levels thereafter, he 
  learns another trick. A ranger can use these tricks a total 
  number of times per day equal to 1/2 his ranger level + his 
  Wisdom modifier. Tricks are usually swift actions, but 
  sometimes move or free actions that modify a standard 
  action, usually an attack action. Once a trick is chosen, it 
  can’t be retrained. A ranger cannot select an individual 
  trick more than once. This ability replaces the ranger’s 
  spells class feature. Skirmishers do not gain any spells or 
  spellcasting ability, do not have a caster level, and cannot 
  use spell trigger and spell completion magic items.
  The following is a list of hunter tricks and their effects.
  Aiding Attack (Ex): The ranger can use this trick as a 
  free action when he hits a creature with an attack. The 
  next ally who makes an attack against the target creature 
  before the start of the ranger’s next turn gains a +2 
  circumstance bonus on that attack roll. 
  Bolster Companion (Ex): The ranger can use this trick as 
  an immediate action when his animal companion is hit 
  with an attack or a combat maneuver. The companion’s 
  AC and combat maneuver defense increase by +4 for the 
  purposes of that attack. If the attack still hits, the animal 
  companion only takes half damage (if any). The animal 
  companion must be able to see and hear the ranger to 
  benefit from this trick. 
  Catfall (Ex): The ranger can use this trick as an immediate 
  action when he falls 20 or more feet, ignoring the first 
  20 feet of the fall when calculating the falling damage.  
  If the ranger takes no damage from the fall, he does not 
  fall prone.
  Chameleon Step (Ex): The ranger can move up to twice 
  his speed as a move action. The ranger does not take any 
  penalty on Stealth checks for movement during this move. 
  This move provokes attacks of opportunity as normal.
  Cunning Pantomime (Ex): As a standard action, the ranger 
  can communicate with a single creature as if using the 
  tongues spell for 10 minutes. Because the communication 
  is slow and lacks subtlety, the ranger suffers a –4 penalty 
  on all Bluff and Diplomacy checks relating to the creature 
  he is communicating with when using this trick. 
  Defensive Bow Stance (Ex): The ranger can use this trick 
  as a swift action. Until the start of his next turn, his 
  ranged attacks do not provoke attacks of opportunity.
  Deft Stand (Ex): The ranger can spend a move action to 
  stand up without provoking attacks of opportunity.
  Distracting Attack (Ex): The ranger can use this trick as a 
  free action before he makes an attack. If the attack hits, the 
  target takes a –2 penalty on all attack rolls for 1 round.
  Hateful Attack (Ex): The ranger can use this trick as a 
  free action when he makes an attack against one of his 
  favored enemies. The ranger doubles the threat range of 
  his weapon for this attack. This does not stack with other 
  abilities that increase a weapon’s threat range.
  Heel (Ex): The ranger can use this trick as an immediate 
  action when his animal companion moves. When the 
  companion moves, the square it starts out in is not 
  considered threatened by any opponent it can see, 
  and therefore visible enemies do not get attacks of 
  opportunity against it when it moves from that square. 
  The companion must end this movement in a square 
  adjacent to the ranger. The animal companion must be 
  able to see and hear the ranger to take this movement. 
  Hobbling Attack (Ex): The ranger can use this trick as a 
  free action when he hits with an attack. The target of the 
  attack’s land speed is reduced by 1/2 for 1d4 rounds.
  Quick Climb (Ex): The ranger can climb at his full speed 
  as a move action without penalty.
  Quick Healing (Ex): As a swift action, the ranger can 
  make a Heal check to administer first aid on an adjacent 
  dying character. Alternatively, the ranger can administer 
  a potion to an unconscious character as a move action. 
  Quick Swim (Ex): The ranger can swim at his full speed 
  as a move action without penalty.
  Ranger’s Counsel (Ex): As a swift action, the ranger can 
  grant all allies within 30 feet that are within line of sight 
  and can hear him a +2 bonus on skill checks with a single 
  skill of his choice. The ranger must have at least one rank 
  in the chosen skill. This bonus lasts for 1 round.
  Rattling Strike (Ex): The ranger can use this trick as a 
  free action before he makes a melee attack. If the attack 
  hits, the target is shaken for 1d4 rounds. 
  
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  Classes
  Classes 2
  Second Chance Strike (Ex): When he misses with a melee 
  attack, the ranger may reroll his attack at a –5 penalty. 
  Using this ability is an immediate action.
  Sic 'Em (Ex): The ranger can use this trick as a swift 
  action. His animal companion makes one melee attack 
  against an adjacent creature. The animal companion must 
  be able to see and hear the ranger to make this attack.
  Skill Sage (Ex): As a free action, the ranger can roll twice 
  on any one skill check and take the better result. He must 
  have at least 1 rank in that skill to use this ability. 
  Stag’s Leap (Ex): As a free action, the ranger can attempt 
  a running jump without moving 10 feet before the jump.
  Surprise Shift (Ex): The ranger can move 5 feet as a 
  move action. This movement does not provoke attacks of 
  opportunity and does not count as a 5-foot step.
  Tangling Attack (Ex): The ranger can use this attack as a 
  free action when he makes an attack. If the attack hits, the 
  target is entangled for 1 round.
  Trick Shot (Ex): As a standard action, the ranger can 
  make a ranged attack that ignores concealment (but not 
  total concealment), soft cover, and partial cover.
  Uncanny Senses (Ex): As an immediate action, the ranger 
  gains a +10 insight bonus on Perception checks for 1 round.
  Upending Strike (Ex): The ranger can use this trick as a free 
  action just before he makes a melee attack. If the attack hits, 
  he may make a free trip combat maneuver against the target.
  Vengeance Strike (Ex): The ranger can use this trick as an 
  immediate action when an enemy adjacent to him hits an 
  ally with a melee or ranged attack. The ranger can make 
  a single melee attack at his highest base attack bonus 
  against the creature who attacked his ally.
  sPirit ranger
  Some rangers nurture a connection with the spirits that 
  reside in all things. By communing with these spirits, 
  the spirit ranger can gain glimpses of things to come. A 
  spirit ranger has the following class features.
  Spirit Bond (Ex): At 4th level, instead of forming a bond 
  with his hunting companions or an animal companion, 
  the spirit ranger forms a bond with the spirits of nature 
  themselves. Each day, as long as he is within one of his 
  favored terrains, the ranger can cast augury (Pathfinder 
  RPG Core Rulebook 245) as a spell-like ability with a caster 
  level equal to his ranger level. In addition, he can call 
  upon these spirits to cast any one ranger spell that he is 
  capable of casting, without having to prepare the spell. At 
  8th level, and every four levels thereafter, he can cast an 
  additional spell in this way. This replaces hunter’s bond.
  Wisdom of the Spirits (Sp): At 12th level, the spirit 
  ranger can use his augury spell-like ability even when he is 
  not in one of his favored terrains. If he is within one of his 
  favored terrains, the ranger can cast divination (Pathfinder 
  RPG Core Rulebook 273) instead. Like augury, the caster level 
  of the divination is equal to the ranger’s level. This ability 
  replaces camouflage.
  urBan ranger
  For the urban ranger, the streets and sewers of the city are 
  just as dangerous as the barren wastelands or the deep 
  forests. An urban ranger has the following class features.
  Urban Ranger: At 1st level, an urban ranger adds Disable 
  Device and Knowledge (local) to his list of class skills and 
  removes Handle Animal and Knowledge (nature) from 
  his list of class skills.
  Favored Community (Ex): At 3rd level, the urban ranger 
  forms a bond with a community. While inside the limits 
  of this community, he gains a +2 bonus on initiative 
  checks and Knowledge (local), Perception, Stealth, and 
  Survival skill checks. An urban ranger traveling through 
  his favored community leaves no trail and cannot be 
  tracked (although he may leave a trail if he so desires).
  At 8th level, and every five levels thereafter, an urban 
  ranger may select an additional favored community. 
  In addition, at each such interval, the skill bonus and 
  initiative bonus in any one favored community (including 
  the one just selected, if so desired) increases by +2. 
  For the purposes of this ability, a community is any 
  settlement consisting of 100 or more individuals. The 
  community may be larger than this minimum. Outlying 
  farms, fields, and houses are not considered part of a 
  community. This ability replaces favored terrain.
  Trapfinding (Ex): At 3rd level, an urban ranger can 
  find and disable traps, as the rogue class feature of the 
  same name. This ability replaces endurance.
  Push Through (Ex): At 7th level, an urban ranger is never 
  slowed by difficult terrain in his favored communities. 
  In addition, he can move through the space occupied by 
  local citizens as if they were allies. This does not apply to 
  creatures intent on harming the ranger. Areas that are 
  enchanted or magically manipulated to impede motion, 
  however, still affect him.
  Blend In (Ex): An urban ranger of 12th level or higher 
  can use his Stealth bonus in place of a Disguise skill 
  check in any of his favored communities. This disguise 
  does not take an action to don. He must make a check 
  whenever someone attempts to pick him out from the 
  local citizens. If his check is successful, he blends into 
  the crowd. While not invisible, enemies do not notice his 
  presence and take no actions against him unless they are 
  taking actions against the local citizens in general.
  Invisibility Trick (Sp): At 17th level, the urban ranger 
  can cast improved invisibility on himself as a wizard of his 
  ranger level as a swift action. He can use this spell-like 
  ability a number of times per day equal to his Wisdom 
  modifier (minimum 1). This ability replaces hide in 
  plain sight.
  
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  Rogue
  By their nature, rogues are varied and versatile. There 
  are rogues who haunt the city, those who stalk the forest, 
  and those who serve as agents of law. Wherever there is 
  space for someone to make her mark with agility and 
  wit, the rogue is there, using her wide range of skills 
  and abilities to make a place for herself, whether openly 
  or through cunning and subterfuge. And where a rogue’s 
  natural cunning and quick thinking aren’t enough to 
  win the day, well—there’s always the option of a knife 
  in the back.
  The following rogue themes represent some of the 
  most popular and effective roguish archetypes. Each 
  archetype comes with one or more class features that 
  must be taken. In addition, each archetype includes a 
  number of new rogue talent suggestions that, while not 
  mandatory, help to flesh out the character. Rogue talents 
  and advanced rogue talents marked with an asterisk (*) 
  in the archetype sections can be found in the Pathfinder 
  RPG Core Rulebook.
  Rogue Talents: The following new rogue talents can 
  be taken by any rogue who meets the prerequisites. Note 
  that rogue talents marked with a double asterisk (**) in 
  this list add effects to a rogue’s sneak attack. Only one of 
  these talents can be applied to an individual attack, and 
  the decision must be made before the attack roll is made.
  Assault Leader (Ex): Once per day, when the rogue misses 
  with an attack on a flanked opponent, she can designate a 
  single ally who is also flanking the target that her attack 
  missed. That ally can make a single melee attack against 
  the opponent as an immediate action.
  Befuddling Strike** (Ex): When the rogue deals sneak 
  attack damage against an opponent, that opponent 
  takes a –2 penalty on attack rolls against the rogue for 
  1d4 rounds. 
  Camouflage (Ex): Once per day, a rogue with this talent 
  can craft simple but effective camouflage from the 
  surrounding foliage. The rogue needs 1 minute to prepare 
  the camouflage, but once she does, it is good for the rest 
  of the day or until the rogue fails a saving throw against 
  an area effect spell that deals fire, cold, or acid damage, 
  whichever comes first. The rogue gains a +4 bonus on 
  Stealth checks while within terrain that matches the 
  foliage used to make the camouflage. This ability cannot 
  be used in areas without natural foliage.
  Canny Observer (Ex): When a rogue with this talent makes 
  a Perception check to hear the details of a conversation or 
  to find concealed or secret objects (including doors and 
  traps), she gains a +4 bonus.
  Charmer (Ex): Once per day, the rogue can roll two dice 
  while making a Diplomacy check, and take the better 
  result. She must choose to use this talent before making the 
  Diplomacy check. A rogue can use this ability one additional 
  time per day for every 5 rogue levels she possesses.
  Coax Information (Ex): A rogue with this talent can use 
  Bluff or Diplomacy in place of Intimidate to force an 
  opponent to act friendly toward her. 
  Combat Swipe: A rogue who selects this talent gains 
  Improved Steal as a bonus feat.
  Cunning Trigger (Ex): A rogue with this talent can use a swift 
  action to set off any trap within 30 feet that she constructed. 
  Distracting Attack** (Ex): A rogue with this talent can 
  make sneak attacks with subtle flourishes that disorient 
  and distract her enemy. When she hits a creature with 
  a melee attack that deals sneak attack damage, she can 
  forgo the additional damage to cause the creature to 
  become flat-footed against one target of her choosing 
  until the beginning of her next turn. The rogue cannot 
  designate herself as the creature gaining the benefit of 
  this talent. Creatures with uncanny dodge are immune 
  to distracting attack.
  Expert Leaper (Ex): When making jump checks, the 
  rogue is always considered to have a running start. Also, 
  when the rogue deliberately falls, a DC 15 Acrobatics 
  check allows her to ignore the first 20 feet fallen, instead 
  of the first 10 feet. 
  Fast Fingers (Ex): Once per day, a rogue with this talent 
  can roll two dice while making a Sleight of Hand check 
  and take the better result. She must choose to use this 
  talent before making the Sleight of Hand check. A rogue 
  can use this ability one additional time per day for every 
  5 rogue levels she possesses.
  Fast Getaway (Ex): After successfully making a sneak 
  attack or Sleight of Hand check, a rogue with this talent 
  can spend a move action to take the withdraw action. She 
  can move no more than her speed during this movement. 
  Fast Picks (Ex): A rogue with this talent can use the Disable 
  Device skill to attempt to open a lock as a standard action 
  instead of a full-round action. 
  Follow Clues (Ex): A rogue with this talent can use 
  Perception to follow tracks as per the Survival skill.
  Guileful Polyglot (Ex): A rogue with this talent who has 
  at least one rank in Linguistics gains four additional 
  languages. A rogue with this talent who does not have any 
  ranks in Linguistics gains two additional languages. If 
  the rogue later gains ranks in Linguistics, she gains two 
  additional languages, to a total of four additional languages 
  above those granted by the Linguistics skill itself.
  Hard to Fool (Ex): Once per day, a rogue with this talent 
  can roll two dice while making a Sense Motive check, and 
  take the better result. She must choose to use this talent 
  before making the Sense Motive check. A rogue can use 
  this ability one additional time per day for every 5 rogue 
  levels she possesses. 
  
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  Classes
  Classes 2
  Honeyed Words (Ex): Once per day, a rogue with this 
  talent  can gain a +10 bonus on a single Bluff check. 
  Lasting Poison (Ex): A rogue with this talent can apply 
  poison to a weapon in such a way that it is effective for 
  two successful attacks instead of one. The poison has 
  a reduced effect, however, and saves made against the 
  poison receive a +2 circumstance bonus. Applying poison 
  in this way requires a full-round action, or a standard 
  action if the rogue has the swift poison talent.
  Nimble Climber (Ex): When a rogue with this talent fails 
  a Climb check by 5 or more, she can immediately make 
  another Climb check at the surface’s base DC +10. If 
  successful, she stops her fall by clinging onto the surface. 
  The rogue does not take falling damage when she stops 
  her fall in this manner.
  Offensive Defense** (Ex): When a rogue with this talent 
  hits a creature with a melee attack that deals sneak attack 
  damage, the rogue gains a +1 circumstance bonus to AC 
  against that creature for 1 round. 
  Peerless Maneuver (Ex): Once per day, a rogue with this 
  talent can roll two dice while making an Acrobatics 
  check, and take the better result. She must choose to use 
  this talent before making the Acrobatics check. A rogue 
  can use this ability one additional time per day for every 
  5 rogue levels she possesses.
  Positioning Attack (Ex): Once per day, when a rogue 
  with this talent hits a creature with a melee attack, she 
  can move up to 30 feet without provoking attacks of 
  opportunity. The movement must end in a space adjacent 
  to the creature hit with the melee attack. 
  Powerful Sneak** (Ex): Whenever a rogue with this 
  talent takes a full attack action, she can elect to take a 
  –2 penalty on all attack rolls until the start of her next 
  turn. If an attack during this time is a sneak attack, she 
  treats all 1s on the sneak attack damage dice as 2s. 
  Quick Disguise (Ex): A rogue with this talent can use the 
  items at hand and seemingly innocuous material hidden 
  on her person to create startlingly effective disguises, 
  reducing the amount of time it takes to create a disguise 
  using the Disguise skill. 
  The time needed for the rogue to alter her appearance 
  in this manner is based on the complexity of the disguise, 
  as noted on the following table. The times are cumulative, 
  so if a female rogue wants to disguise herself as a male of 
  a different race, that takes 2 minutes.
  Disguise 
  Time
  Minor details only 
  1 full-round action
  Disguise as a different gender 
  1 minute
  Disguise as a different race 
  1 minute
  Disguise as a different age category 1 minute
  Disguise as a different size category  1 minute
   Quick Trapsmith (Ex): As a full-round action, a rogue 
  with this talent can set a simple trap with a CR no greater 
  than 1/2 her rogue level. To do this, she must purchase 
  the components, spend the required time constructing 
  the trap in advance, and have its components at hand. 
  The type of trap that can be constructed in this way is 
  subject to GM discretion.
  Snap Shot (Ex): A rogue with this talent may treat her 
  intitiative roll as a 20 for a surprise round, regardless of 
  her initiative, but she may only take an attack action with 
  a ranged weapon. Her normal initiative roll is used in 
  subsequent rounds. If two or more rogues possess this talent, 
  their initiative determines the order in which they act, but 
  they all go before any other creature. If a rogue is prevented 
  from acting in the surprise round, this talent has no effect. 
  Sniper’s Eye (Ex): A rogue with this talent can apply her 
  sneak attack damage on ranged attacks targeting foes 
  within 30 feet that benefit from concealment. Foes with 
  total concealment are still immune. 
  Strong Impression: A rogue who selects this talent gains 
  Intimidating Prowess as a bonus feat. 
  Survivalist: A rogue with this talent adds Heal and 
  Survival to her list of class skills.
  Swift Poison (Ex): A rogue with this talent can apply poison 
  to a weapon as a move action, instead of a standard action.
  Advanced Rogue Talents: The following new advanced 
  rogue talents can be selected by any rogue of 10th level or 
  higher who meets the prerequisites.
  Another Day (Ex): Once per day, when the rogue would 
  be reduced to 0 or fewer hit points by a melee attack, 
  she can take a 5-foot step as an immediate action. If the 
  movement takes her out of the reach of the attack, she 
  takes no damage from the attack. The rogue is staggered 
  for 1 round on her next turn.
  Deadly Cocktail (Ex): A rogue with this talent can apply 
  two doses of poison to a weapon at once. These can be 
  separate poisons, in which case they both affect the target 
  individually, or two doses of the same toxin, in which 
  case the poisons’ frequency is extended by 50% and the 
  save DC increases by +2. This talent is an exception to the 
  rule that injury poisons can only be delivered one dose 
  at a time.
  Deadly Sneak** (Ex): Whenever a rogue with this talent 
  uses the powerful sneak rogue talent, she treats all 1s and 
  2s on the sneak attack damage dice as 3s. A rogue must 
  have the powerful sneak rogue talent before choosing 
  this talent.
  Entanglement of Blades** (Ex): When a rogue with this 
  talent hits a creature with a melee attack that deals sneak 
  attack damage, the target cannot take a 5-foot step until 
  the beginning of the rogue’s next turn. 
  Fast Tumble (Ex): When a rogue with this talent uses 
  Acrobatics to move at full speed through a threatened 
  
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  square without provoking an attack of opportunity, the 
  DC of the Acrobatics check does not increase by 10. 
  Frugal Trapsmith (Ex): When a rogue with this talent 
  constructs a mechanical trap, she only pays 75% of the 
  normal cost. 
  Hunter’s Surprise (Ex): Once per day, a rogue with this 
  talent can designate a single enemy she is adjacent to as 
  her prey. Until the end of her next turn, she can add her 
  sneak attack damage to all attacks made against her prey, 
  even if she is not flanking it or it is not flat-footed.
  Knock-Out Blow (Ex): Once per day, the rogue can forgo 
  her sneak attack damage to attempt to knock out an 
  opponent. She must declare the use of knock-out blow 
  before she makes the attack. If the attack hits, it does 
  normal damage, but instead of dealing sneak attack 
  damage (and instead of any effect that triggers when 
  the rogue deals sneak attack damage), the target falls 
  unconscious for 1d4 rounds. A successful Fortitude save 
  reduces this effect to staggered for 1 round. The DC of 
  this save is equal to 10 + 1/2 the rogue’s level + the rogue’s 
  Intelligence modifier.
  Master of Disguise (Ex): Once per day, a rogue with this 
  talent gains a +10 bonus on a single Disguise check. 
  Redirect Attack (Ex): Once per day, when a rogue with 
  this talent is hit with a melee attack, she can redirect the 
  attack to strike at an adjacent creature with a free action. 
  The creature targeted must be within melee reach of the 
  attack that hit the rogue, and the creature that made the 
  attack against the rogue must make a new attack roll 
  against the new target. 
  Stealthy Sniper (Ex): When a rogue with this talent uses 
  the Stealth skill to snipe, she only suffers a –10 penalty on 
  the Stealth check, instead of –20. 
  Thoughtful Reexamining (Ex): Once per day, a rogue 
  with this talent can reroll a Knowledge, Sense Motive, 
  or Perception skill check to try to gain new or better 
  information from the roll. This reroll can be made any 
  time during the same day as the original check. 
  aCroBat
  Agility and daring are both excellent rogue traits, and 
  their confluence can create spectacular feats of acrobatics. 
  Whether they are daring thieves, infiltrating assassins, or 
  intrepid spies, proper training in acrobatics is a valuable 
  boon for rogues.
  Expert Acrobat (Ex): At 1st level, an acrobat does not 
  suffer any armor check penalties on Acrobatics, Climb, 
  Fly, Sleight of Hand, or Stealth skill checks while wearing 
  light armor. When she is not wearing armor, she gains a 
  +2 competency bonus on Acrobatics and Fly skill checks. 
  This ability replaces trapfinding.
  Second Chance (Ex): At 3rd level, an acrobat can reroll 
  any Acrobatics, Climb, or Fly skill check she has just made.  
  This reroll is made at a –5 penalty. She must take the 
  second result, even if it is worse. An acrobat can use this 
  ability only once on any given skill check. She can use 
  this ability once per day at 3rd level, plus one additional 
  time per day for every 3 levels beyond 3rd. This ability 
  replaces trap sense.
  Rogue 
  Talents: 
  The 
  following 
  rogue 
  talents 
  complement the acrobat archetype: expert leaper, ledge 
  walker*, nimble climber, peerless maneuver, rogue 
  crawl*, and stand up*. 
  Advanced Talents: The following advanced rogue talents 
  complement the acrobat archetype: defensive roll*, fast 
  getaway, fast tumble, and improved evasion*. 
  Burglar
  Adept at infiltration, trap removal, and lock picking, 
  burglars prey on the homes of the wealthy and forgotten 
  tombs alike. Such riches are guarded with vicious traps 
  and hazards, but the devious mind of the burglar allows 
  her to find such dangers and avoid them.
  Careful Disarm (Ex): At 4th level, whenever a burglar 
  attempts to disarm a trap using Disable Device, she does 
  not spring the trap unless she fails by 10 or more. If she 
  does set off a trap she was attempting to disarm, she adds 
  double her trap sense bonus to avoid the trap. This ability 
  replaces uncanny dodge.
  Distraction (Ex): At 8th level, whenever a burglar is 
  detected while using Stealth, she can immediately attempt 
  a Bluff skill check opposed by the Sense Motive skill of 
  the creature that spotted her. If this check succeeds, the 
  target assumes that the noise was something innocent 
  and disregards the detection. This only functions if the 
  creature cannot see the rogue. This ability can only be used 
  once during a given Stealth attempt. If the same creature 
  detects the rogue’s presence again, the ability has no effect. 
  This ability replaces improved uncanny dodge.
  Rogue Talents: The following rogue talents complement 
  the burglar archetype: fast picks, fast stealth*, nimble 
  climber, quick disable*, and trap spotter*.
  Advanced Talents: The following advanced rogue 
  talents complement the burglar archetype: knock-out 
  blow, skill mastery*, and thoughtful reexamining.
  CutPurse
  Everyone who lives in the city understands that a wealthy 
  man stays wealthy by guarding his purse while wandering 
  the streets and markets. Cutpurses are often trained by 
  guilds to collect the guild’s tax from local businesses on a 
  daily basis, whether through intimidation or pickpocketing. 
  Some find themselves taking up the mantle of adventurer, 
  and their talents are generally appreciated in this role, but 
  the cutpurse is still the first person her companions look to 
  when an item goes missing. 
  
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  Measure the Mark (Ex): When a cutpurse makes a 
  Sleight of Hand check to take something from a creature, 
  the target makes its Perception check before the rogue 
  makes her Sleight of Hand check, and the rogue knows 
  the Perception check result. She can decide whether or 
  not to make the check based on the results of the target’s 
  Perception check. If the rogue elects not to make the 
  check, she can make a Bluff check, opposed by the target’s 
  Sense Motive, to prevent the target from noticing the 
  attempt. This ability replaces trapfinding.
  Stab and Grab (Ex): At 3rd level, as a full-round action, 
  a cutpurse can make an attack and also make a Sleight 
  of Hand check to steal something from the target of the 
  attack. If the attack deals sneak attack damage, the rogue 
  can use Sleight of Hand to take an item from the creature 
  during combat; otherwise this ability can only be used in a 
  surprise round before the target has acted. If the attack is 
  successful, the target takes a –5 penalty on the Perception 
  check to notice the theft. This ability replaces trap sense.
  Rogue Talents: The following rogue talents complement 
  the cutpurse archetype: combat swipe, fast fingers, fast 
  getaway, hard to fool, minor magic*, slow reactions*, and 
  surprise attack*.
  Advanced Talents: The following advanced rogue 
  talents complement the cutpurse archetype: crippling 
  strike*, fast tumble, and skill mastery*.
  investigator
  Not all rogues work against the law. Investigators use 
  their skills to serve the law, often in the employ of nobles 
  or in the pursuit of noble causes. In some cities cabals of 
  investigators work for rulers or bureaucracies, but often 
  an investigator is a free agent who pursues whatever 
  mysteries come across her path. Of course, not all 
  investigators serve the law. Crime lords and guildmasters 
  often have squads of investigators serving their own 
  nefarious purposes.
  Follow Up (Ex): An investigator can roll twice on 
  any Diplomacy check made to gather information, and 
  receives the information for both results. This takes the 
  same amount of time as one check. If the lesser of the two 
  checks reveals false information, the rogue is aware of it.  
  
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  False information is not revealed in this way if the people 
  she questioned do not know it to be false. This ability 
  replaces trapfinding.
  Rogue Talents: The following rogue talents complement 
  the investigator archetype: coax information, fast picks, 
  follow clues, hard to fool, and minor magic*.
  Advanced Talents: The following advanced rogue 
  talents complement the investigator archetype: hunter’s 
  surprise, slippery mind*, and thought reexamining.
  Poisoner
  Some consider poisoning an evil act. The poisoner knows 
  poison is just a tool toward an end, and is no different 
  than any other weapon. Some poisoners see themselves as 
  great equalizers, as they are able to craft weapons that the 
  weakest of creatures can wield to devastating effect, but 
  most have no lofty delusions about their work.  
  Poison Use (Ex): At 1st level, a poisoner is trained in 
  the use of poison and cannot accidentally poison herself 
  when applying poison to a blade. This ability replaces 
  trapfinding.
  Master Poisoner (Ex): At 3rd level, a poisoner can use 
  Craft (alchemy) to change the type of a poison. This 
  requires 1 hour of work with an alchemist’s lab and a 
  Craft (alchemy) skill check with a DC equal to the poison’s 
  DC. If successful, the poison’s type changes to contact, 
  ingested, inhaled, or injury. If the check fails, the poison 
  is ruined. The poisoner also receives a bonus on Craft 
  (alchemy) skill checks when working with poison equal to 
  1/2 her rogue level. This ability replaces trap sense.
  Rogue 
  Talents: 
  The 
  following 
  rogue 
  talents 
  complement the poisoner archetype: distracting attack, 
  lasting poison, surprise attack*, swift poison, and 
  weapon training*.
  Advanced Talents: The following advanced rogue 
  talents complement the poisoner archetype: deadly 
  cocktail, hunter’s surprise, and opportunist*.
  rake
  The rake is a rogue who is open about her skills and 
  talents, often to the point of being boastful. Usually 
  she has the protection of an important figure who 
  finds her services useful, but sometimes her bravado 
  is enough to keep enemies away. She is often used as a 
  face for the group for diplomacy, gathering information, 
  negotiations, or to gain the most lucrative contracts and 
  quests from local authorities.
  Bravado’s Blade (Ex): When a rake hits an opponent and 
  deals sneak attack damage, she can forgo 1d6 points of that 
  damage and make a free Intimidate check to demoralize 
  the foe. For every additional 1d6 points of sneak attack 
  damage she forgoes, she receives a +5 circumstance bonus 
  on this check. This ability replaces trapfinding.
  Rake’s Smile (Ex): At 3rd level, a rake gains a +1 morale 
  bonus on Bluff and Diplomacy checks. This bonus 
  increases by +1 for every 3 levels beyond 3rd. This ability 
  replaces trap sense.
  Rogue Talents: The following rogue talents complement 
  the rake archetype: befuddling strike, charmer, honeyed 
  words, and surprise attack*.
  Advanced Talents: The following advanced rogue 
  talents complement the rake archetype: another day, 
  redirect attack, and skill mastery*.
  sCout
  Not all rogues live in the city. Scouts frequently roam 
  the wilderness, often banding together as bandits, 
  but sometimes serving as guides, as trailblazers, or as 
  companions to a ranger or barbarian warrior. More 
  comfortable with sneaking and hiding outdoors, the 
  scout is still effective in the city and the dungeon.
  Scout’s Charge (Ex): At 4th level, whenever a scout 
  makes a charge, her attack deals sneak attack damage 
  as if the target were f lat-footed. Foes with uncanny 
  dodge are immune to this ability. This ability replaces 
  uncanny dodge.
  Skirmisher (Ex): At 8th level, whenever a scout moves 
  more than 10 feet in a round and makes an attack action, 
  the attack deals sneak attack damage as if the target was 
  flat-footed. If the scout makes more than one attack this 
  turn, this ability only applies to the first attack. Foes with 
  uncanny dodge are immune to this ability. This ability 
  replaces improved uncanny dodge.
  Rogue Talents: The following rogue talents complement 
  the scout archetype: assault leader, camouflage, cunning 
  trigger, survivalist, and trap spotter*.
  Advanced Talents: The following advanced rogue 
  talents complement the scout archetype: hunter’s 
  surprise, skill mastery*, and stealthy sniper.
  sniPer
  Some say that the sniper is the worst kind of assassin: a 
  killer who waits silently in the shadows and then strikes 
  from a distance without remorse. Snipers, of course, 
  understand that such protestations about “cowardice” 
  and “honor” regarding their profession are in fact merely 
  the bleatings of sheep fearing the slaughter and pay them 
  no heed. Most snipers take pride in their formidable 
  abilities, which allow them to take life quickly, quietly, 
  and efficiently, then disappear into their surroundings 
  without a trace.
  Accuracy (Ex): At 1st level, a sniper halves all range 
  increment penalties when making ranged attacks with a 
  bow or crossbow. This ability replaces trapfinding.
  Deadly Range (Ex): At 3rd level, a sniper increases the range 
  at which she can apply her sneak attack damage by 10 feet.  
  
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  This range increases by 10 feet for every 3 levels after 3rd. 
  This ability replaces trap sense.
  Rogue Talents: The following rogue talents complement 
  the sniper archetype: camouflage, snap shot, sniper’s eye, 
  and weapon training*.
  Advanced Talents: The following advanced rogue talents 
  complement the sniper archetype: defensive roll*, master of 
  disguise, and stealthy sniper.
  sPy
  The best spies are like chameleons, but not only can they 
  change their appearances to fit the situation, they can also 
  change their personalities, allegiances, and even loves 
  if that’s what it takes to achieve their clandestine goals. 
  Spies are the ultimate manipulators, and even those who 
  commission their services sometimes find that they’ve 
  merely served the spies’ own interests.  
  Skilled Liar (Ex): Whenever a spy uses Bluff to attempt 
  to deceive someone, she gains a bonus on the opposed roll 
  equal to 1/2 her rogue level (minimum +1). This bonus 
  does not apply to feint attempts or attempts to pass secret 
  messages. This ability replaces trapfinding.
  Poison Use (Ex): A 3rd level, a spy is trained in the use 
  of poison and cannot accidentally poison herself when 
  applying poison to a blade. This ability replaces trap sense.
  Rogue 
  Talents: 
  The 
  following 
  rogue 
  talents 
  complement the spy archetype: canny observer, guileful 
  polyglot, honeyed words, major magic*, minor magic*, 
  and quick disguise.
  Advanced Talents: The following advanced rogue talents 
  complement the spy archetype: crippling strike*, master 
  of disguise, and stealthy sniper.
  sWashBuCkler
  A paragon of mobile swordplay, the swashbuckler is a 
  rogue who focuses almost exclusively on honing her 
  skill at arms and perfecting daring acrobatic moves and 
  elaborate flourishes that border on performance.
  Martial Training (Ex): At 1st level, the swashbuckler 
  may select one martial weapon to add to her list of 
  weapon proficiencies. In addition, she may take the 
  combat trick rogue talent up to two times. This ability 
  replaces trapfinding.
  Daring (Ex): At 3rd level, a swashbuckler gains a +1 
  morale bonus on Acrobatics checks and saving throws 
  against fear. This bonus increases by +1 for every 3 levels 
  beyond 3rd. This ability replaces trap sense.
  Rogue Talents: The following rogue talents complement 
  the swashbuckler archetype: offensive defense, positioning 
  attack, powerful sneak, and weapon training*.
  Advanced Talents: The following advanced rogue talents 
  complement the swashbuckler archetype: crippling strike*, 
  entanglement of blades, and redirect attack.
  thug
  Some criminals steal with finesse, their victims only 
  discovering the crime when the rogue is long gone and 
  the coin already spent. A thug, on the other hand, cares 
  nothing for finesse. Through both threat and violence, 
  the thug gets what she wants by the promise of force, and 
  has no problem making good on that promise as needed. 
  Frightening (Ex): Whenever a thug successfully uses 
  Intimidate to demoralize a creature, the duration of the 
  shaken condition is increased by 1 round. In addition, if 
  the target is shaken for 4 or more rounds, the thug can 
  instead decide to make the target frightened for 1 round. 
  This ability replaces trapfinding.
  Brutal Beating (Ex): At 3rd level, whenever a thug deals 
  sneak attack damage, she can choose to forgo 1d6 points 
  of sneak attack damage to make the target sickened for 
  a number of rounds equal to 1/2 her rogue level. This 
  ability does not stack with itself—only the most recent 
  duration applies. This ability replaces trap sense. 
  Rogue Talents: The following rogue talents complement 
  the thug archetype: offensive defense, powerful sneak, 
  strong impression, and weapon training*.
  Advanced Talents: The following advanced rogue 
  talents complement the thug archetype: crippling strike*, 
  deadly sneak, and knock-out blow.
  traPsmith
  Some rogues are not content with just disabling traps—
  they love to build them, finding a captivating beauty in 
  the turning of gears and the slither of ropes over pulleys. 
  The trapsmith may have started out putting together traps 
  in order to better understand how to disable them, but for 
  most, it’s long since gone beyond that—they now relish the 
  challenge of creating the perfect combat machine.
  Careful Disarm (Ex): At 4th level, whenever a trapsmith 
  attempts to disarm a trap using Disable Device, she does 
  not spring the trap unless she fails by 10 or more. If she 
  does set off a trap she was attempting to disarm, she adds 
  double her trap sense bonus to avoid the trap. This ability 
  replaces uncanny dodge.
  Trap Master (Ex): At 8th level, whenever a trapsmith 
  disarms a trap using Disable Device, she can bypass it 
  even if her check did not exceed the DC by 10 or more. If 
  it is a magic trap that allows specific creatures to pass it 
  without danger, she can modify which creatures it allows 
  to pass, adding her allies and restricting enemies if she 
  desires. This ability replaces improved uncanny dodge.
  Rogue Talents: The following rogue talents complement 
  the trapsmith archetype: befuddling strike, cunning 
  trigger, quick disable*, and quick trapsmith.
  Advanced Talents: The following advanced rogue 
  talents complement the trapsmith archetype: another 
  day, frugal trapsmith, and skill mastery*.
  
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  Sorcerer
  Filled with magical power that screams for release, sorcery 
  is not so much a calling as a blessing—or a curse. For some 
  sorcerers, this arcane birthright manifests in subtle and 
  carefully controlled ways, assisting in their manipulation 
  of others or the pursuit of lofty goals. For others, it is wild 
  and unpredictable, the primal and explosive lashing out 
  of a power greater than themselves. Presented below are 
  a number of new bloodlines representing the mysterious 
  origin of your sorcerer’s abilities. 
  New spells presented in Chapter 5 are marked here 
  with asterisks (*).
  aquatiC
  Your family traces its heritage back to the ocean depths, 
  whether scions of undersea empires left in the wake of 
  nomadic sea-tribes, or the spawn of creeping ichthyic 
  infiltrators into remote seaside villages. The song of the 
  sea hums in your blood, calling the waves and all those 
  within to your command.
  Class Skill: Swim.
  Bonus Spells: hydraulic push* (3rd), slipstream* (5th), 
  aqueous orb* (7th), geyser* (9th), control water (11th), beast 
  shape IV (13th), summon monster VII (15th), seamantle* (17th), 
  world wave* (19th). 
  Bonus Feats: Athletic, Brew Potion, Defensive Combat 
  Training, Dodge, Mobility, Silent Spell, Skill Focus 
  (Swim), Toughness.
  Bloodline Arcana: Whenever you cast a spell of the 
  water type, your effective caster level is increased by 
  one, and summoned creatures with a swim speed or the 
  aquatic or water type gain a +1 morale bonus on attack 
  and damage rolls. 
  Bloodline Powers: Your seaborn magical talents 
  awaken changes in you, both mystical and physical, as 
  you develop your powers.
  Dehydrating Touch (Sp): Starting at 1st level, you can 
  make a melee touch attack as a standard action that 
  inflicts 1d6 points of nonlethal damage + 1 for every two 
  sorcerer levels you possess and sickens the target for 1 
  round. Oozes, plants, and creatures with the aquatic or 
  water subtypes suffer lethal damage instead. You can use 
  this ability a number of times per day equal to 3 + your 
  Charisma modifier.
  Aquatic Adaptation (Ex): At 3rd level, you gain a swim 
  speed of 30 feet. At 9th level, you gain the amphibious 
  special quality and develop a fat layer that grants a +1 
  natural armor bonus and resist cold 5. When immersed 
  in water, you gain blindsense 30 feet. At 15th level, you 
  gain a swim speed of 60 feet and blindsense of 60 feet 
  in water.
  Aquatic Telepathy (Su): At 9th level, you gain telepathy 
  (100 feet) and can communicate with creatures with a 
  swim speed or the aquatic or water types regardless of 
  intelligence. You may cast suggestion on such creatures 
  a number of times per day equal to your Charisma 
  modifier. This ability is telepathic and does not require 
  audible or visual components. At 15th level, once per day 
  you can telepathically call and request a service from an 
  aquatic, water, or swimming creature as if using demand 
  or greater planar ally. 
  Raise the Deep (Sp): At 15th level, you raise water as per 
  control water, but no water need be present. This created 
  water is stationary and does not f low out of the area 
  where you create it; it lasts 1 round per sorcerer level 
  and then disappears. At 20th level, the dimensions of 
  the effect are doubled. You may use this ability once 
  per day.
  Deep One (Ex): At 20th level, you gain blindsense 60 
  feet and your body is covered with fine, slippery scales 
  granting DR 10/piercing, resist cold 20, and continuous 
  freedom of movement. Underwater, you gain evasion and 
  blindsight 120 feet, and you are immune to pressure 
  damage from deep water.
  Boreal
  Descended from inhabitants of the lands of ice and snow, 
  you count among your ancestors giant-kin, troll-born, and 
  frost-rimed spirits. Their savage and raw energies flow 
  down through generations to infuse you to the marrow 
  with the chill of the polar wind, crackling auroras, and 
  the long winter’s night. 
  Class Skill: Survival.
  Bonus Spells: enlarge person (3rd), rage (5th), elemental 
  aura* (cold only) (7th), wall of ice (9th), cone of cold (11th), 
  transformation (13th), giant form I (15th), polar ray (17th), 
  meteor swarm (dealing cold damage) (19th).
  Bonus Feats: Arcane Strike, Diehard, Empower Spell, 
  Endurance, Exotic Weapon Proficiency, Power Attack, 
  Skill Focus (Intimidate), Toughness.
  Bloodline Arcana: Whenever you cast a spell with the 
  cold descriptor, increase the spell’s save DC by 1.
  Bloodline Powers: Your connection to primeval winters 
  grants you a mastery of cold magic that few can match, 
  and a savagery that fewer still can withstand.
  Cold Steel (Sp): At 1st level, you can touch a weapon or up 
  to 50 pieces of ammunition as a standard action, giving 
  it the frost property for a number of rounds equal to 1/2 
  your sorcerer level (minimum 1). At 9th level, you can 
  confer the icy burst property instead, but the duration of 
  the power is halved. You can use this ability a number of 
  times per day equal to 3 + your Charisma modifier.
  Icewalker (Ex): At 3rd level, you gain resist cold 5 and can 
  move across snow and icy surfaces without penalty and 
  
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  without leaving tracks. At 9th level, you gain resist cold 10 
  and can climb icy surfaces as if using spider climb.
  Snow Shroud (Su): At 9th level, you ignore concealment 
  and Perception penalties in natural or magical snow, ice, 
  fog, and similar weather conditions. In addition, you can 
  surround yourself with a cloak of swirling snow for a 
  number of rounds per day equal to your sorcerer level. This 
  power acts and deals damage as a fire shield (chill shield) that 
  sheds no light. It provides a 20% miss chance on attacks 
  made against you and grants a bonus on Stealth checks 
  equal to 1/2 your sorcerer level in snowy or icy areas. You 
  can use this ability once per day at 9th level, twice per day 
  at 17th, and three times per day at 20th.
  Blizzard (Sp): At 15th level, you can create a savage winter 
  storm centered on you. This power acts as control winds, 
  but in addition the entire area (not including the “eye” at 
  the center of the storm) is affected as a sleet storm and all 
  in the area are exposed to extreme cold (Pathfinder RPG 
  Core Rulebook 442).
  Child of Ancient Winters (Su): You gain the cold subtype 
  and you become immune to fatigue and exhaustion. In 
  addition, you gain immunity to sneak attacks and critical 
  hits. This power causes you to gain vulnerability to fire. 
  deeP earth
  The echoing cave-songs and the rumble and creak of 
  primal spirits deep below the ground thrum in your soul 
  and in all your family line. You are likely slow, steady, and 
  stable in your thinking, little prone to wandering and 
  preferring to instead find depth in contemplation.
  Class Skill: Knowledge (dungeoneering).
  Bonus Spells: expeditious excavation* (3rd), darkvision 
  (5th), shifting sand* (7th), stoneskin (9th), spike stones (11th), 
  stone tell (13th), repel metal or stone (15th), earthquake (17th), 
  clashing rocks* (19th).
  Bonus Feats: Acrobatic Steps, Alertness, Blind-Fight, 
  Forge Ring, Nimble Moves, Skill Focus (Perception), 
  Stealthy, Still Spell.
  Bloodline Arcana: Whenever you and the target of 
  your spell are both underground, increase the spell’s 
  save DC by +1.
  Bloodline Powers: The powers of the living rock are 
  within you, and your communion with the strength of 
  stone is refined and enhanced as your power grows.
  Tremor (Sp): At 1st level, as a standard action, you can 
  cause the ground to shake beneath a single creature 
  within 30 feet, functioning as a trip maneuver using your 
  sorcerer level plus your Charisma modifier in place of 
  your CMB. You can use this ability a number of times per 
  day equal to 3 + your Charisma modifier.
  Rockseer (Su): At 3rd level, you gain the stonecunning 
  trait as a dwarf; if already a dwarf, your bonus improves 
  to +4. At 9th level, you gain tremorsense 30 feet. At 15th 
  level, you can see through solid objects as if using a 
  ring of x-ray vision for a number of rounds per day equal 
  to your sorcerer level. These rounds do not need to be 
  consecutive.
  Crystal Shard (Sp): At 9th level, you can touch a metal 
  or stone weapon (or up to 50 pieces of ammunition) as a 
  standard action, giving it the bane property against any 
  creature with the earth subtype, oozes, or constructs 
  made of stone or metal, for 1 minute. You can use this 
  ability once per day at 9th level, twice per day at 17th, and 
  three times per day at 20th.
  Earth Glide (Ex): At 15th level, you can glide through any 
  sort of natural earth or stone as easily as a fish swims 
  through water, with a burrow speed equal to half your 
  normal speed. You do not leave a tunnel or trace of your 
  passage. You can use this ability for 1 minute per sorcerer 
  level each day. The duration need not be continuous, but 
  it must be used in 1-minute increments.
  Strength of Stone (Su): At 20th level, your flesh becomes 
  as hard as stone, giving you DR 10/adamantine, and you 
  become immune to petrification. You suffer no penalties 
  while squeezing through tight spaces and are immune to 
  bull rush, drag, grapple, reposition, and trip maneuvers, 
  and to push and pull effects as long as you are standing 
  on the ground.
  dreamsPun
  Your family is a long line of dreamers, who dream not 
  as ordinary mortals do but rather as those who reach 
  through and touch the supernal realm of dreams and the 
  farthest shores of night. Whether it is a gift or curse is not 
  always clear, but your visions of the past and future call 
  you ineluctably to a life of adventure. 
  Class Skill: Sense Motive.
  Bonus Spells: sleep (3rd), augury (5th), deep slumber (7th), 
  divination (9th), dream (11th), shadow walk (13th), vision 
  (15th), moment of prescience (17th), astral projection (19th).
  Bonus Feats: Alertness, Blind-Fight, Combat Expertise, 
  Deceitful, Heighten Spell, Improved Feint, Persuasive, 
  Skill Focus (Sense Motive).
  Bloodline Arcana: Whenever you target a single 
  creature with a spell, you gain an insight bonus equal to 
  half the spell’s level (minimum +1) for 1 round to your 
  AC and saving throws against any spell or attack made by 
  that creature.
  Bloodline Powers: You reach out into and through 
  the world of dreams to touch the minds and destinies of 
  those around you.
  Lullaby (Sp): At 1st level, you can use lullaby as a spell-
  like ability a number of times per day equal to 3 + your 
  Charisma modifier. This effect lasts for 1 minute and 
  does not require concentration. The penalty on saves 
  versus sleep effects increases to –4.
  
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  Combat Precognition (Su): Your insight into the future 
  grants you an advantage in combat. At 3rd level and 
  every 4 levels thereafter, you gain a +1 insight bonus on 
  initiative checks.
  Dreamshaper (Sp): At 9th level, you can manipulate 
  the dreamscape of others, drawing forth or tampering 
  with their subconscious minds. This power allows you 
  to tamper with the target’s memories as if using modify 
  memory, or you may ask questions as if using speak with 
  dead upon a corpse. A successful Will save negates the 
  effect. The DC of this save is equal to 10 + 1/2 your sorcerer 
  level + your Charisma modifier, with further modifiers 
  as the nightmare spell. You can use this ability once per 
  day at 9th level. At 17th level you can use this ability twice 
  per day, and at 20th, three times per day. 
  Eye of Somnus (Sp): At 15th level, you can project your 
  consciousness as if using arcane eye. In addition, at any 
  point you can cause the arcane eye to become visible. The 
  eye can no longer be moved, but it acts as a symbol of sleep 
  to all who see it. You may use this power once per day.
  Solipsism (Ex): At 20th level, you can drift into the 
  dream world, fading from the world around you. You can 
  become incorporeal for 1 minute per sorcerer level. You 
  gain the incorporeal subtype and take only half damage 
  from corporeal magical attacks (you take no damage 
  from nonmagical weapons and objects). Your spells deal 
  only half damage to corporeal creatures, but spells and 
  abilities that do not deal damage function normally. The 
  duration need not be continuous, but it must be used in 
  1-minute increments.
  Protean
  You have in your veins the ever-changing wildness of 
  primal chaos, the raw essence of unbound creation. Your 
  mind and spirit burst with the constant inspiration 
  of consummate freedom, though you have difficulty 
  following through on a task when another, new and 
  exciting, catches your interest. 
  Class Skill: Knowledge (planes).
  Bonus Spells: entropic shield (3rd), blur (5th), gaseous 
  form (7th), confusion (9th), major creation (11th), disintegrate 
  (13th), greater polymorph (15th), polymorph any object (17th), 
  shapechange (19th).
  Bonus Feats: Agile Maneuvers, Defensive Combat 
  Training, Enlarge Spell, Great Fortitude, Improved 
  Great Fortitude, Skill Focus (Craft [any]), Spell Focus, 
  Toughness.
  Bloodline Arcana: Your magic of creation and changing 
  is hard to unravel. The DC to dispel transmutation or 
  conjuration (creation) spells that you cast is increased by +4. 
  Bloodline Powers: Your ancestral immersion in 
  primordial chaos begets your curiously warped magical 
  talents.
  Protoplasm (Sp): At 1st level, you can create a ball of 
  entropic protoplasm and hurl it at targets within 30 feet. 
  This protoplasm acts as a tanglefoot bag that also inflicts 
  1 point of acid damage per round to a creature entangled 
  by it. The protoplasm dissolves within 1d3 rounds. You 
  may use this ability a number of times per day equal to 3 
  + your Charisma modifier. 
  Protean Resistances (Ex): At 3rd level, you gain resist acid 
  5 and a +2 bonus on saving throws against polymorph, 
  petrification, and transmutation spells or effects. At 9th 
  level, you gain resist acid 10 and your save bonus increases 
  to +4.
  Reality Wrinkle (Sp): At 9th level, you can surround 
  yourself with a mobile, 10-foot-radius emanation of 
  mutable reality. This rippling distortion is similar to 
  solid fog but does not provide concealment or block line of 
  sight. Your movement is not slowed by this aura. Attacks 
  from outside the aura suffer a 20% miss chance against 
  targets inside the aura. You may use this ability a number 
  of rounds per day equal to your sorcerer level, though this 
  duration need not be continuous.
  Spatial Tear (Sp): At 15th level, once per day, you can 
  unravel the fibers of reality and ride along them as they 
  snap back into place. This power functions as dimension 
  door, while also creating a mass of black tentacles centered 
  on your former location. Both of these effects use your 
  sorcerer level as the caster level. At 20th level, you can use 
  this ability twice per day.
  Avatar of Chaos (Ex): At 20th level, you are infused with 
  the essence of raw chaos. You gain immunity to acid, 
  petrification, and polymorph, as well as a +2 bonus to 
  save DCs and on checks to overcome spell penetration 
  against creatures with the lawful subtype.
  serPentine
  Your bloodline carries the lingering stain of ancient 
  serpent races that ruled when the world was young; your 
  forebears were likely favored slaves anointed by their 
  reptilian masters and gifted with their cold cunning and 
  subtle manipulation. While deception and a mesmeric 
  charm are your birthright, you may struggle for truth in 
  spite of your heritage.
  Class Skill: Diplomacy.
  Bonus Spells: hypnotism (3rd), delay poison (5th), 
  summon monster III (reptiles only) (7th), poison (9th), hold 
  monster (11th), mass suggestion (13th), summon monster VII 
  (reptiles only) (15th), irresistible dance (17th), dominate 
  monster (19th).
  Bonus Feats: Combat Casting, Combat Reflexes, 
  Deceitful, Deft Hands, Persuasive, Silent Spell, Skill 
  Focus (Bluff), Stealthy.
  Bloodline Arcana: Your powers of compulsion can affect 
  even bestial creatures. Whenever you cast a mind-affecting 
  
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  or language-dependent spell, it affects animals, magical 
  beasts, and monstrous humanoids as if they were humanoids 
  who understood your language.
  Bloodline Powers: The treacherous and yet hypnotic 
  serpent’s blood that flows through you taints your magic 
  with a sinuous and seductive grace.
  Serpent’s Fang (Ex): At 1st level, you can grow fangs as a 
  free action. These fangs are treated as a natural weapon 
  inf licting 1d4 points of damage plus your Strength 
  modifier (1d3 if you are Small) plus poison (Bite—
  injury; save Fort DC 10 + 1/2 your sorcerer level + your 
  Constitution modifier; frequency 1/round for 6 rounds; 
  effect 1 Con damage; cure 1 save). At 5th level, these fangs 
  are considered magical for the purpose of overcoming 
  DR and the poison damage increases to 1d2 Con. At 7th 
  level, your poison requires 2 successful saves to cure. At 
  11th level, your poison damage increases to 1d4 Con. You 
  can use your fangs for a number of rounds per day equal 
  to 3 + your Charisma modifier.
  Serpentfriend (Ex): At 3rd level, you can use speak with 
  animals at will with reptilian animals (including various 
  forms of dinosaurs, lizards, and other cold-blooded 
  creatures), and you gain a viper familiar using your 
  sorcerer level –2 as your effective wizard level.
  Snakeskin (Ex): At 9th level, you gain a +1 bonus to 
  natural armor, a +2 racial bonus on saves against poison, 
  and a +2 bonus on Escape Artist checks. At 13th level and 
  17th level, these bonuses increase by +1.
  Den of Vipers (Sp): At 15th level, you may summon a host 
  of writhing serpents. This power acts as creeping doom, 
  but the swarms’ poison inf licts Con damage and any 
  creature other than you sharing a space with a swarm 
  is entangled.
  Scaled Soul (Su): At 20th level, you gain the shapechanger 
  subtype, and you can assume the form of a reptilian 
  humanoid (as alter self ) or snake of Diminutive to Huge 
  size (as beast shape III) at will. You retain the power of 
  speech and the ability to use somatic spell components 
  when transformed. You also become immune to poison 
  and paralysis. You may use serpent’s fang as often as 
  desired, and you may choose to inf lict damage to any 
  ability score.
  
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  shadoW
  Spirits from the shadow plane dally at times in the world 
  of light, and such as these lay with your ancestors once 
  upon a time, imparting the mystery of shadow-stuff 
  into your lineage. You are often sullen and withdrawn, 
  preferring to skulk at the fringes of social circles and 
  keep to yourself, cultivating an air of mystery and majesty 
  that is all your own.
  Class Skill: Stealth.
  Bonus Spells: ray of enfeeblement (3rd), darkvision (5th), 
  deeper darkness (7th), shadow conjuration (9th), shadow 
  evocation (11th), shadow walk (13th), power word blind (15th), 
  greater shadow evocation (17th), shades (19th).
  Bonus Feats: Acrobatic, Blind-Fight, Dodge, Quick Draw, 
  Silent Spell, Skill Focus (Stealth), Stealthy, Weapon Finesse.
  Bloodline Arcana: Whenever you cast a spell with the 
  darkness descriptor or the shadow subschool, you gain a 
  circumstance bonus on Stealth checks equal to the spell’s 
  level for 1d4 rounds.
  Bloodline Powers: Your benighted heritage infuses 
  your mastery of magic with the essence of shadowstuff.
  Shadowstrike (Sp): At 1st level, you can make a melee 
  touch attack as a standard action that inflicts 1d4 points 
  of nonlethal damage + 1 for every two sorcerer levels you 
  possess. In addition, the target is dazzled for 1 minute. 
  Creatures with low-light vision or darkvision are not 
  dazzled by this ability. You can use this ability a number 
  of times per day equal to 3 + your Charisma modifier. 
  Nighteye (Ex): At 3rd level, you gain darkvision 30 feet. At 
  9th level, you gain darkvision 60 feet. If you already possess 
  darkvision, its range is increased by these amounts. 
  Shadow Well (Sp): At 9th level, you can use the Stealth 
  skill even while being observed and without cover or 
  concealment, as long as you are within 10 feet of a shadow 
  other than your own. In addition, when within an area of 
  darkness or dim light, as a standard action you may choose 
  to switch places with a willing ally within 60 feet, who 
  must also be in darkness or dim light. At 13th level, you 
  can instead switch the positions of two willing allies, each 
  of whom must be within 60 feet of you. Unless otherwise 
  noted, this travel is identical to dimension door. You may use 
  the ability to switch places once per day at 9th level, plus 
  one additional time per day at 17th level and 20th level.
  Enveloping Darkness (Sp): At 15th level, you may create an 
  area of deeper darkness that you can see through without 
  penalty. All creatures except you are entangled within 
  this darkness unless using freedom of movement or a 
  similar effect. 
  Shadow Master (Su): At 20th level, you can see perfectly 
  in natural or magical darkness. When you use shadow 
  conjuration or shadow evocation spells, your creations are 
  20% more real, and any creatures you create gain the 
  benefits of the Augment Summoning feat. 
  starsoul
  You come from a line of stargazers and explorers who 
  delved deeply into the darkness beyond the stars. In 
  touching the void, the void touched them, and your mind, 
  spirit, and body yearn to span the gulf between worlds.
  Class Skill: Knowledge (nature).
  Bonus Spells: unseen servant (3rd), glitterdust (5th), blink 
  (7th), call lightning storm (9th; dealing fire damage, damage 
  increased outdoors at night), overland flight (11th), repulsion 
  (13th), reverse gravity (15th), greater prying eyes (17th), meteor 
  swarm (19th).
  Bonus Feats: Blind-Fight, Craft Rod, Dodge, Endurance, 
  Improved Counterspell, Improved Iron Will, Iron Will, 
  Quicken Spell, Skill Focus (Perception), Toughness.
  Bloodline Arcana: Whenever you cast an evocation 
  spell, targets that fail their saves are dazzled by tiny 
  sparkling starlights for 1 round per level of the spell. 
  Bloodline Powers: Your skyward gaze and communion 
  with the heavens focus and enhance your magical talents.
  Minute Meteors (Sp): At 1st level, you can summon a rain 
  of tiny meteorites as a standard action to fall in a 5-foot 
  column, 30 feet high. The meteors inflict 1d4 points of fire 
  damage + 1 per 2 sorcerer levels. A Reflex save negates this 
  damage. The save DC is equal to 10 + 1/2 your sorcerer level + 
  your Charisma modifier. You may use this ability a number 
  of times per day equal to 3 + your Charisma modifier.
  Voidwalker (Ex): At 3rd level, you gain low-light vision 
  and resist cold and fire 5. At 9th level, you no longer need 
  to breathe, as if wearing a necklace of adaptation. 
  Aurora Borealis (Sp): At 9th level, you can create a sheet 
  of cascading colors. This power acts as a wall of fire, but it 
  inflicts cold damage and does not radiate heat. However, 
  one side of the aurora designated by you fascinates creatures 
  within 10 feet, up to a maximum of 2 HD of creatures per 
  sorcerer level. A Will save negates this fascinate effect. 
  The save DC is equal to 10 + 1/2 your sorcerer level + your 
  Charisma modifier. You may use this ability for a number 
  of rounds per day equal to your sorcerer level. These 
  rounds do not need to be consecutive. 
  Breaching the Gulf (Sp): At 15th level, your caster level is 
  increased by 3 when casting spells of the teleportation 
  subschool. In addition, once per day you can teleport a 
  single creature within 30 feet into the void of space if it 
  fails a Will save. The save DC is equal to 10 + 1/2 your 
  sorcerer level + your Charisma modifier. The target can 
  attempt a new saving throw as a full-round action each 
  round to return. While trapped in the airless void, the 
  target suffers 6d6 points of cold damage per round and 
  immediately begins to suffocate.
  Starborn (Ex): At 20th level, you gain immunity to cold 
  and blindness, and you can see perfectly in natural or 
  magical darkness. In addition, you gain fast healing 1 
  when you are outdoors at night.
  
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  Classes
  Classes 2
  stormBorn
  You trace your heritage to fierce and proud spirits of 
  storm and sky, and living lightning sings in your veins. 
  Class Skill: Knowledge (nature).
  Bonus Spells: shocking grasp (3rd), gust of wind (5th), 
  lightning bolt (7th), shout (9th), overland flight (11th), chain 
  lightning (13th), control weather (15th), whirlwind (17th), storm 
  of vengeance (19th).
  Bonus Feats: Deadly Aim, Dodge, Enlarge Spell, Far 
  Shot, Great Fortitude, Point Blank Shot, Skill Focus (Fly), 
  Wind Stance.
  Bloodline Arcana: Whenever you cast a spell with the 
  electricity or sonic descriptor, increase the save DC by 1.
  Bloodline Powers: Your mastery of the storm is reflected 
  in the unique panoply of powers you manifest.
  Thunderstaff (Sp): At 1st level, you can touch a weapon as a 
  standard action, giving it the shock property for a number 
  of rounds equal to 1/2 your sorcerer level (minimum 1). 
  At 9th level, you can confer the shocking burst property 
  instead, but the duration of the power is halved. You can 
  use this ability a number of times per day equal to 3 + your 
  Charisma modifier.
  Stormchild (Ex): At 3rd level, you gain resist electricity 5 and 
  resist sonic 5, and treat wind effects as being one step less 
  severe. At 9th level, you treat wind effects as being two steps 
  less severe and gain blindsense 60 feet against concealment 
  from natural or magical fog, mist, or weather effects.
  Thunderbolt (Sp): At 9th level, you can command a stroke of 
  lightning to strike from above in a 5-foot-radius cylinder 60 
  feet high. The thunderbolt inflicts 1d6 points of damage per 
  sorcerer level; half of this damage is electricity and half is 
  sonic. A Reflex save (DC 10 + 1/2 your sorcerer level + your 
  Charisma modifier) halves this damage. Creatures failing 
  their saves are deafened for 1 round. At 9th level, you can use 
  this ability once per day, at 17th twice per day, and at 20th 
  three times per day. This power has a range of 120 feet.
  Ride the Lightning (Sp): At 15th level, as a full-round action 
  you can become a living lightning bolt and move in a 
  straight line up to 10 times your speed. You do not provoke 
  attacks of opportunity while moving in this way. Creatures 
  or objects in your path are affected as by your thunderbolt 
  power. Creatures do not block your movement but solid 
  barriers do unless they are reduced to 0 hit points. You can 
  use this power once per day for a number of rounds equal 
  to your sorcerer level.
  Storm Lord (Ex): At 20th level, you are one with the storm. 
  You gain immunity to deafness, stunning, and wind effects 
  and gain blindsight 120 feet against concealment from 
  natural or magical fog, mist, or weather. Once per day, when 
  attacked with an electricity or sonic effect, you may forgo 
  your saving throw and absorb the energies of the attack, 
  healing 1 point of damage for every 3 points of damage the 
  attack would otherwise have dealt.
  verdant
  Your progenitors infused themselves with raw plant life, 
  binding it into their own tissue and passing it down to their 
  literal seed, giving you innate communion with nature.
  Class Skill: Knowledge (nature).
  Bonus Spells: entangle (3rd), barkskin (5th), speak with plants 
  (7th), command plants (9th), wall of thorns (11th), transport 
  via plants (13th), plant shape III (15th), animate plants (17th), 
  shambler (19th).
  Bonus Feats: Acrobatic Moves, Craft Staff, Endurance, 
  Extend Spell, Fleet, Nimble Moves, Skill Focus (Knowledge 
  [nature]), Toughness.
  Bloodline Arcana: Whenever you cast a spell with a 
  range of personal, your skin toughens, granting you 
  a natural armor bonus equal to the spell’s level for 1d4 
  rounds. This bonus does not stack with any other natural 
  armor bonuses you might have.
  Bloodline Powers: The power of living things infuses 
  every aspect of your magic, as you draw power from 
  nature and its life energies flow through you. 
  Tanglevine (Sp): At 1st level, as a standard action, you can 
  create a 15-foot-long, animated vine that springs from your 
  hand. This vine lasts for 1 round and can be used to make 
  a single disarm, steal, or trip combat maneuver, using 
  your sorcerer level plus your Charisma modifier in place 
  of your normal CMB. You can use this power a number of 
  times per day equal to 3 + your Charisma modifier.
  Photosynthesis (Ex): At 3rd level, you feed upon nature’s 
  raw essence. Your need to eat and sleep is reduced as if 
  wearing a ring of sustenance, and you gain a +2 racial bonus 
  on saving throws made against poison and sleep effects. 
  At 9th level, these bonuses increase to +4.
  Massmorph (Sp): At 9th level, as a full-round action, you 
  can alter the size and health of plant life, as if using plant 
  growth or diminish plants. Alternatively, you can transform 
  one willing non-plant creature per sorcerer level (no two 
  of which can be more than 30 feet apart) as tree shape. You 
  may transform creatures as plant shape I at 15th level, or 
  plant shape II at 20th level. You can transform non-plant 
  creatures using this power once per day.
  Rooting (Ex): At 15th level, as a move action, you can extend 
  roots into the ground. Your speed is reduced to 5 feet, but you 
  gain a +4 bonus to natural armor and a +10 bonus to CMD 
  against bull rush, overrun, reposition, and trip maneuvers. 
  You also gain tremorsense 30 feet and fast healing 1. You 
  can use this power for a number of minutes per day equal to 
  your sorcerer level. This duration need not be consecutive, 
  but it must be used in 1-minute increments.
  Shepherd of the Trees (Su): At 20th level, your verdant 
  heritage fully manifests. You gain a +4 natural armor 
  bonus. You gain immunity to paralysis, poison, polymorph, 
  sleep, and stunning, and you gain tremorsense 30 feet 
  even when not rooted.
  
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  Wizard
  Bending reality to their will through careful study, wizards 
  are the embodiment of the phrase “mind over matter,” 
  changing whole worlds with nothing but their keen 
  intellects and ancient lore. In their quest to unravel and 
  repurpose the fundamental laws of existence, many wizards 
  come to appreciate the benefits of narrowly focusing their 
  study. Presented below are several new schools of magic to 
  help you customize your wizard’s arcane pursuits.
  elemental arCane sChools
  Instead of specializing in one of the standard eight schools 
  of magic, a wizard can choose to specialize in one of the 
  four elemental schools of magic. Like a normal arcane 
  school, an elemental school grants a number of school 
  powers and one bonus spell slot of each level the wizard 
  can cast, from 1st on up. This bonus spell slot must be used 
  to prepare a spell from the elemental school’s spell list (see 
  Chapter 5). Unlike a normal arcane school, each elemental 
  school requires the wizard to select his opposed element 
  as his opposition school (air opposes earth, fire opposes 
  water). He does not need to select a second opposition 
  school. He must expend two spell slots to prepare a spell 
  from his opposed elemental school as normal.
  Air School
  The air elementalist uses the forces of the wind, sky, 
  clouds, and lightning to confuse and destroy his foes, all 
  while flying through the air with ease.
  Air Supremacy (Su): You gain a +2 enhancement bonus on 
  Fly skill checks. This bonus increases by +1 for every five 
  wizard levels you possess. In addition, you can cast feather 
  fall on yourself at will. At 5th level, you can cast levitate on 
  yourself at will. At 10th level, you can cast fly on yourself 
  at will. At 20th level, whenever you make a Fly skill check, 
  assume the roll resulted in a natural 20.
  Lightning Flash (Su): As a standard action, you can 
  unleash a flash of electricity. This flash deals 1d6 points 
  of electricity damage + 1 point for every two wizard levels 
  you possess to all creatures within 5 feet of you and dazzles 
  them for 1d4 rounds. A successful Reflex save negates the 
  dazzled effect and halves the damage. The DC of this save 
  is equal to 10 + 1/2 your wizard level + your Intelligence 
  modifier. You can use this ability a number of times per 
  day equal to 3 + your Intelligence modifier.
  Cyclone (Su): At 8th level, you can create a vortex of 
  turbulent wind around yourself as a standard action. This 
  vortex has a radius of up to 10 feet and a maximum height of 
  10 feet per wizard level you possess. Any ranged attack passing 
  through this vortex automatically misses. Any flying 
  creature moving through the vortex must make a Fly skill 
  check or immediately fall from the sky, taking falling 
  damage (the creature cannot make a Fly check to reduce 
  or negate this damage). Creatures on the ground cannot 
  pass through the vortex without first making a Strength 
  check. The DC of this check is equal to 10 + your caster 
  level. The vortex is faintly visible and can be spotted with 
  a DC 15 Perception skill check. You can use this ability 
  for a number of rounds per day equal to your wizard level. 
  These rounds do not need to be consecutive.
  Earth School
  The earth elementalist draws power from the stone 
  around him, shaping it, shattering it, and bending it to 
  his will. He can use it to defend himself or cause it to rise 
  up and crush his foes.
  Earth Supremacy (Su): You gain a +2 enhancement bonus 
  to your CMD to resist bull rush, pull, push, reposition, 
  trip, and overrun attempts as long as you are touching the 
  ground. This bonus increases by +1 for every five wizard 
  levels you possess. In addition, you gain a +1 insight 
  bonus on melee attack and damage rolls whenever both 
  you and your foe are touching the ground. At 20th level, 
  earth and stone do not block the line of effect of your 
  spells, although they do still block your line of sight.
  Acid Cloud (Su): As a standard action, you can create a 
  5-foot-radius cloud of acid vapor within 30 feet that lasts 
  for 1 round. This cloud deals 1d6 points of acid damage 
  + 1 point for every two wizard levels you possess to all 
  creatures in the cloud and sickens them for 1 round. A 
  successful Fortitude save negates the sickened effect and 
  halves the damage. The DC of this save is equal to 10 + 1/2 
  your wizard level + your Intelligence modifier. Creatures 
  that begin their turn inside the cloud can move out that 
  turn without penalty, but those that enter the cloud are 
  affected. You can use this ability a number of times per 
  day equal to 3 + your Intelligence modifier.
  Earth Glide (Su): At 8th level, you gain the ability to move 
  through earth, dirt, and stone for a number of rounds per 
  day equal to your wizard level. You cannot move through 
  worked earth or stone; only natural substances can be 
  traversed. If your total duration expires before you exit the 
  earth, you are flung back to the point where you entered 
  the stone, take 4d6 points of damage, and are stunned 
  for 1 round. Your burrowing does not leave a hole, nor 
  does it give any sign of your presence (although you can 
  be detected by creatures with tremorsense). These rounds 
  do not need to be consecutive.
  Fire School
  The fire elementalist sees a world around him that is 
  made to burn, and he can bring that fire to consume his 
  foes. He has also learned that fire can purify and protect, 
  if properly controlled.
  
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  Classes
  Classes 2
  Fire Supremacy (Su): You gain resistance 5 to fire. At 10th 
  level, this resistance increases to 10. At 20th level, you gain 
  immunity to fire damage. In addition, whenever you are 
  within 5 feet of a source of flame at least as large as a 
  campfire, you can draw the fire around you for 1 round as 
  a swift action. Anyone striking you with a melee weapon 
  or unarmed strike takes an amount of fire damage equal 
  to 1/2 your wizard level (minimum 1). Weapons with reach 
  avoid this damage.
  Fire Jet (Su): As a standard action, you can send forth a 
  20-foot line of fire. Anyone in this line takes 1d6 points 
  of fire damage + 1 point for every two wizard levels you 
  possess. A successful Reflex save halves this damage. 
  The DC of this save is equal to 10 + 1/2 your wizard 
  level + your Intelligence modifier. Creatures that fail 
  their saving throw catch fire and take 1d6 points of fire 
  damage on the following round. Creatures that catch fire 
  can avoid this damage by taking a full-round action to 
  extinguish the flames by making a DC 15 Reflex save. 
  Rolling on the ground gives a +2 circumstance bonus on 
  the save. Dousing the creature with water automatically 
  extinguishes the flame. You can use this ability a number 
  of times per day equal to 3 + your Intelligence modifier.
  Dancing Flame (Su): At 8th level, as a standard action, 
  you can sculpt fire to suit your desires. With one use of 
  this ability you can move any nonmagical fire up to 30 
  feet. Alternatively you can use this ability to alter any fire 
  spell that you cast with a duration of instantaneous by 
  removing any number of squares from its area of affect. 
  If the fire spell has a duration, you can use this ability 
  to reposition the spell, within its original range (treat 
  this as if you had just cast the spell, even though the 
  duration is unchanged). You cannot use this ability on a 
  fire spell that you did not cast. If you move a nonmagical 
  flame, it must have a new source of fuel. If it does not, it 
  is extinguished in one round. You can use this ability a 
  number of times per day equal to 1/2 your wizard level.
  Water School
  The water elementalist draws magic from the ocean depths. 
  His power is fluid as well, crushing foes in mighty waves 
  or wearing them down through timeless erosion.
  Water Supremacy (Su): You gain a +2 enhancement bonus 
  on Swim skill checks. This bonus increases by +1 for every 
  five wizard levels you possess. In addition, you can hold 
  your breath for a number of rounds equal to four times your 
  Constitution score before you must start making checks to 
  avoid drowning. At 10th level, you gain a swim speed equal 
  to your base speed. At 20th level, whenever you make a Swim 
  skill check, assume the roll resulted in a natural 20.
  Cold Blast (Su): As a standard action, you can unleash a 
  blast of freezing cold. This blast deals 1d6 points of cold 
  damage + 1 point for every two wizard levels you possess 
  to all creatures within 5 feet of you and staggers them for 
  1 round. A successful Reflex save negates the staggered 
  effect and halves the damage. The DC of this save is equal 
  to 10 + 1/2 your wizard level + your Intelligence modifier. 
  You can use this ability a number of times per day equal 
  to 3 + your Intelligence modifier.
  Wave (Su): At 8th level, you can create a wave of water that 
  starts at your location and moves 30 feet per round away from 
  you in a direction of your choosing. Creatures struck by 
  the wave might be knocked down and pushed away. Make a 
  caster level check against the CMD of each creature struck. 
  If you succeed, the creature is knocked prone. If your check 
  exceeds the CMD of the creature by 5 or more, it is carried 
  with the wave during the wave’s movement this round. You 
  receive a +5 bonus on this check if the creature shares its 
  space with the wave at the start of your turn (when the wave 
  moves). Creatures carried in this way can move out of the 
  wave on their turn if they succeed on a Strength check (DC 
  = 10 + 1/2 your caster level + your Intelligence modifier), 
  but they cannot breathe while sharing space with the wave. 
  The wave is up to 20 feet high and up to 5 feet long for 
  each wizard level you possess. Nonmagical fires hit by the 
  wave are automatically extinguished. Magical fire effects 
  are unaffected. You can use this ability for a number of 
  rounds per day equal to 1/2 your wizard level.
  FoCused arCane sChools 
  Wizards that specialize in one of the schools of magic can 
  instead chose to focus their studies still further. Wizards 
  who choose a focused arcane school retain the bonus 
  spells from their school and must select two prohibited 
  schools as normal, but the focused school changes one 
  or more of the powers granted by their arcane school. A 
  wizard must take all of the replacement powers associated 
  with his focused arcane school. Once a focused arcane 
  school is chosen, it cannot be changed.
  Admixture School
  Associated School: Evocation.
  Replacement Powers: The following school powers 
  replace the force missile and elemental wall powers of 
  the evocation school.
  Versatile Evocation (Su): When you cast an evocation 
  spell that does acid, cold, electricity, or fire damage, you 
  may change the damage dealt to one of the other four 
  energy types. This changes the descriptor of the spell to 
  match the new energy type. Any non-damaging effects 
  remain unchanged unless the new energy type invalidates 
  them (an ice storm that deals fire damage might still provide 
  a penalty on Perception checks due to smoke, but it would 
  not create difficult terrain). Such effects are subject to GM 
  discretion. You can use this ability a number of times per 
  day equal to 3 + your Intelligence modifier.
  
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  Elemental Manipulation (Su): At 8th level, you can emit 
  a 30-foot aura that transforms magical energy. Choose an 
  energy type from acid, cold, electricity, and fire, and a 
  second type to transform it into. Any magical source of 
  energy of this type with a caster level equal to or less than 
  your wizard level is altered to the chosen energy type. 
  This includes supernatural effects from creatures with 
  Hit Dice no greater than your caster level. For example, 
  you could transform a white dragon’s frigid breath 
  weapon (a supernatural ability), but not a fire elemental’s 
  fiery touch (an extraordinary ability). If an effect lies 
  only partially within your aura, only the portions within 
  the aura are transformed. You can use this ability for a 
  number of rounds per day equal to your wizard level. The 
  rounds do not need to be consecutive. 
  Banishment School
  Associated School: Abjuration.
  Replacement Powers: The following school powers 
  replace the energy absorption power and the protective ward 
  power of the abjuration school.
  Unstable Bonds (Su): At 1st level, your touch can disrupt 
  the bonds that hold a summoned or called creature 
  on this plane. As a melee touch attack, you can cause a 
  summoned or called creature to become shaken and 
  staggered for a number of rounds equal to 1/2 your wizard 
  level (minimum 1). You can use this ability a number of 
  times per day equal to 3 + your Intelligence modifier.
  Aura of Banishment (Su): At 8th level, you can emit a 
  30-foot aura of banishment for a number of rounds per 
  day equal to your wizard level. Any summoned or called 
  creature in the area must make a Will save each round. 
  Once the creature fails a Will saving throw, it is staggered 
  as long as it remains inside the aura. If it fails a second 
  Will saving throw, it is immediately sent back to its home 
  plane and the spell that summoned it immediately ends. 
  If that spell summoned more than one creature, only the 
  creature that failed its saving throws is affected. These 
  rounds do not need to be consecutive.
  Controller School
  Associated School: Enchantment.
  Replacement Powers: The following school powers 
  replace the enchanting smile and aura of despair powers 
  of the enchantment school.
  Force of Will (Su): You can send thoughts and instructions 
  telepathically to any creature within 60 feet that you have 
  charmed or dominated as though you shared a common 
  language. At 11th level, affected creatures can communicate 
  back to you via the telepathic link as well. At 20th level, 
  any creature that succeeds at a saving throw against an 
  enchantment spell you have just cast is still affected for 1 
  round if the spell has a duration greater than 1 round.
  Irresistible Demand (Sp): At 8th level, you can force 
  others to do your bidding. As a standard action, you 
  attempt to dominate a creature as though using the 
  dominate monster spell, except that the creature must have 
  a number of Hit Dice equal to or less than your wizard 
  level. The targeted creature receives a Will saving throw 
  each round to negate the effect. The DC is equal to 10 + 
  1/2 your wizard level + your Intelligence modifier. You 
  can dominate creatures for a number of rounds per day 
  equal to your wizard level. These rounds do not need to 
  be consecutive. You must concentrate as a standard action 
  to maintain control over a dominated creature.
  Counterspell School
  Associated School: Abjuration.
  Replacement Powers: The following school powers 
  replace the protective ward power and the energy 
  absorption power of the abjuration school.
  Disruption (Su): At 1st level, you gain the ability to 
  disrupt spellcasting with a touch. As a melee touch attack, 
  you can place a disruptive field around the target. While 
  the field is in place, the target must make a concentration 
  check to cast any spell or to use a spell-like ability in 
  addition to any other required concentration checks. The 
  DC of this check is equal to 15 + twice the spell’s level. If 
  the check is failed, the target’s spell is wasted. This field 
  lasts for a number of rounds equal to 1/2 your wizard level 
  (minimum 1). You can use this ability a number of times 
  per day equal to 3 + your Intelligence modifier.
  Counterspell Mastery (Su): At 6th level, you gain 
  Improved Counterspell as a bonus feat. You may attempt 
  to counterspell an opponent’s spell once per day as an 
  immediate action (instead of a readied action). You must 
  use a spell at least one level higher than the spell being 
  countered to use this ability. You can use this ability once 
  per day at 6th level, plus one additional time per day for 
  every 4 levels beyond 6th. 
  Creation School
  Associated School: Conjuration.
  Replacement Powers: The following school powers 
  replace the acid dart power and the dimensional steps 
  power of the conjuration school.
  Create Gear (Su): At 1st level, you can create any object 
  that weighs no more than 1 pound per wizard level you 
  possess. Creating an object in this way is a standard 
  action. The item remains for 1 minute before fading away, 
  although it disappears after one round if it leaves your 
  possession. Creating an item to an exact specification 
  might require a Craft skill check, subject to GM 
  discretion. The object must be made of simple materials, 
  such as wood, stone, glass, or metal, and cannot contain 
  any moving parts. You could use this ability to create 
  
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  Classes
  Classes 2
  a dagger, but not a vial of alchemist’s fire. You can use 
  this ability a number of times per day equal to 3 + your 
  Intelligence modifier.
  Creator’s Will (Sp): At 8th level, you can cast minor 
  creation as a spell-like ability. You can have no more than 
  one minor creation active at a time. If you cast the spell 
  again, the previous casting immediately ends. At 12th 
  level, this ability improves to major creation. You can use 
  this ability a number of times per day equal to 1/2 your 
  wizard level.
  Enhancement School
  Associated School: Transmutation.
  Replacement Powers: The following school powers 
  replace the telekinetic fist and change shape powers of 
  the transmutation school.
  Augment (Sp): As a standard action, you can touch a 
  creature and grant it either a +2 enhancement bonus to a 
  single ability score of your choice or a +1 bonus to natural 
  armor that stacks with any natural armor the creature 
  might possess. At 10th level, the enhancement bonus to 
  one ability score increases to +4. The natural armor bonus 
  increases by +1 for every five wizard levels you possess, 
  to a maximum of +5 at 20th level. This augmentation 
  lasts a number of rounds equal to 1/2 your wizard level 
  (minimum 1 round). You can use this ability a number of 
  times per day equal to 3 + your Intelligence modifier.
  Perfection of Self (Su): At 8th level, as a swift action 
  you can grant yourself an enhancement bonus to a single 
  ability score equal to 1/2 your wizard level (maximum +10) 
  for one round. You may use this ability for a number of 
  times per day equal to your wizard level.
  Foresight School
  Associated School: Divination.
  Replacement Powers: The following school powers 
  replace the diviner’s fortune and scrying adept powers of 
  the divination school.
  Prescience (Su): At the beginning of your turn, you 
  may, as a free action, roll a single d20. At any point before 
  your next turn, you may use the result of this roll as the 
  result of any d20 roll you are required to make. If you do 
  
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  not use the d20 result before your next turn, it is lost. You 
  can use this ability a number of times per day equal to 3 + 
  your Intelligence modifier.
   Foretell (Su): At 8th level, you can utter a prediction of 
  the immediate future. While your foretelling is in effect, 
  you emit a 30-foot aura of fortune that aids your allies 
  or hinders your enemies, as chosen by you at the time of 
  prediction. If you choose to aid, you and your allies gain 
  a +2 luck bonus on ability checks, attack rolls, caster level 
  checks, saving throws, and skill checks. If you choose 
  to hinder, your enemies take a –2 penalty on those rolls 
  instead. You can use this ability for a number of rounds 
  per day equal to your wizard level. These rounds do not 
  need to be consecutive.
  Generation School
  Associated School: Evocation.
  Replacement Powers: The following school powers 
  replace the intense spells and force missile powers of the 
  evocation school.
  Lingering Evocations (Su): Any evocation spell you 
  cast with a duration greater than instantaneous lasts an 
  additional number of rounds equal to 1/2 your wizard 
  level (minimum +1). At 20th level, any dispel checks made 
  against your evocation spells must be rolled twice, and 
  your opponent must use the less favorable result.
  Wind Servant (Sp): As a standard action, you can generate 
  a blast of air that hurls an unattended object (or objects) in 
  your possession up to 30 feet in a straight line. If you have 
  a free hand, you can catch an object hurled toward yourself. 
  You can move objects weighing up to 1 pound per wizard 
  level. Objects are not thrown with enough force to cause 
  damage, although fragile objects like alchemical weapons 
  shatter on contact with a creature or hard surface. To hit 
  a creature with an object, you must succeed at a ranged 
  touch attack. You can use this ability a number of times 
  per day equal to 3 + your Intelligence modifier.
  Life School
  Associated School: Necromancy.
  Replacement Powers: The following school powers 
  replace the power over undead and grave touch powers of 
  the necromancy school.
  Healing Grace (Su): Whenever you cast a spell that has 
  targets, affects creatures in an area, or requires an attack 
  roll, you may heal creatures affected by the spell a total of 
  1 point of damage per level of the spell. This healing may 
  be spread out between the targets of the spell in any way 
  you choose. If you assign any of the healing to an undead 
  creature, it instead takes 1 point of damage for each point 
  assigned. At 11th level, the amount of damage cured 
  increases to 2 points of damage per level of the spell. This 
  healing occurs when the spell is cast and has no effect 
  on creatures that enter its area after the spell is in place. 
  At 20th level, the amount of damage cured increases to 3 
  points of damage per level of the spell.
  Share Essence (Sp): As a standard action, you can share 
  your vital energy with a living creature that you touch. 
  You take 1d6 points of nonlethal damage + 1 for every two 
  wizard levels you possess. You cannot take an amount of 
  nonlethal damage equal to or greater than your current 
  hit point total; any excess is prevented. The recipient gains 
  a number of temporary hit points equal to the amount of 
  damage you received (prevented damage is not counted). 
  These temporary hit points disappear 1 hour later. You 
  may not use this ability to grant yourself temporary hit 
  points. You can use this ability a number of times per day 
  equal to 3 + your Intelligence modifier. This ability has 
  no effect if you are immune to nonlethal damage. 
  Manipulator School
  Associated School: Enchantment.
  Replacement Powers: The following school powers 
  replace the dazing touch and aura of despair powers of 
  the enchantment school.
  Beguiling Touch (Sp): You can charm a living creature by 
  touching it. Creatures with more Hit Dice than your wizard 
  level are unaffected, as are creatures in combat and those 
  with an attitude of hostile toward you. Creatures receive a 
  Will saving throw to negate the effect. The DC of this save 
  is equal to 10 + 1/2 your wizard level + your Intelligence 
  modifier. Creatures that fail their save are affected by charm 
  monster for a number of rounds equal to 1/2 your wizard 
  level (minimum 1). This is a mind-affecting effect. You can 
  use this ability a number of times per day equal to 3 + your 
  Intelligence modifier.
  Shape Emotions (Su): At 8th level, you can emit a 30-foot 
  aura to either ward off or welcome emotional influence for a 
  number of rounds per day equal to your wizard level. If you 
  choose to ward, you and your allies within this aura receive a 
  +4 morale bonus on saves against mind-affecting spells and 
  effects, and any fear effects targeting you or your allies are 
  reduced by one step (shaken has no effect, frightened becomes 
  shaken, and panicked becomes frightened). If you chose to 
  enhance emotional influence, enemies within the aura 
  receive a –2 penalty on saves against mind-affecting spells 
  and effects. These rounds do not need to be consecutive.
  Phantasm School
  Associated School: Illusion.
  Replacement Powers: The following school powers 
  replace the blinding ray and invisibility field powers of 
  the illusion school.
  Terror (Su): As a standard action, you can make a 
  melee touch attack that causes a creature to be assailed 
  by nightmares only it can see. The creature provokes an 
  
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  attack of opportunity from you or an ally of your choice. 
  Creatures with more Hit Dice than your wizard level are 
  unaffected. This is a mind-affecting fear effect. You can 
  use this ability a number of times per day equal to 3 + 
  your Intelligence modifier.
  Bedeviling Aura (Su): At 8th level, you can emit a 30-
  foot aura that bedevils your enemies with phantasmal 
  assailants. Enemies within this aura move at half speed, are 
  unable to take attacks of opportunity, and are considered 
  to be flanked. This is a mind-affecting effect. You can use 
  this ability for a number of rounds per day equal to your 
  wizard level. These rounds do not need to be consecutive.
  Scryer School
  Associated School: Divination.
  Replacement Power: The following school power replaces 
  the diviner’s fortune power of the divination school.
  Send Senses (Sp): As a standard action, you place a 
  scrying sensor at a point within medium range (100 feet 
  + 10 feet/wizard level) that you can see and have line of 
  effect to. You can see or hear (not both) through this 
  sensor for number of rounds equal to 1/2 your wizard 
  level (minimum 1). The sensor otherwise functions as a 
  clairaudience/clairovoyance spell with a caster level equal to 
  your wizard level. You can use this ability a number of 
  times per day equal to 3 + your Intelligence modifier.
  Shadow School
  Associated School: Illusion.
  Replacement Powers: The following school powers 
  replace the blinding ray and invisibility field powers of 
  the illusion school.
  Binding Darkness (Sp): As a standard action, you cast 
  a weave of shadows at any foe within 30 feet as a ranged 
  touch attack. The shadows entangle your foe for 1 round 
  plus 1 additional round for every five wizard levels you 
  possess. In conditions of bright light, this duration is 
  halved (minimum 1 round). A creature entangled by your 
  shadows has concealment from those without darkvision 
  or the ability to see in darkness, and other creatures 
  likewise have concealment relative to it. You can use 
  this ability a number of times per day equal to 3 + your 
  Intelligence modifier.
  Shadow Step (Sp): At 8th level, you can use this ability 
  to walk through the Shadow Plane and reappear as a 
  standard action. You can travel up to 30 feet per wizard 
  level per day in this fashion, either in a single round or 
  broken up across multiple shadow steps. This movement 
  must be used in 5-foot increments and does not provoke 
  an attack of opportunity. Travel through the Shadow 
  Plane is imprecise; when you arrive, you re-enter 1 square 
  off target, as per the rules for thrown splash weapons 
  (see page 202 of the Pathfinder RPG Core Rulebook). If this 
  would place you in an occupied square, you instead arrive 
  in the nearest safe location. When you arrive, you are 
  cloaked in shadow and gain concealment as the blur spell 
  for 1 round. You may bring other willing creatures with 
  you, but you must expend an equal amount of distance for 
  each additional creature brought with you. They likewise 
  re-enter off target (roll location for each creature) and are 
  cloaked in shadow for 1 round.
  Shapechange School
  Associated School: Transmutation.
  Replacement Power: The following school power replaces 
  the telekinetic fist power of the transmutation school.
  Battleshaping (Su): As a swift action, you grow a single 
  natural weapon. The natural weapon lasts for 1 round and 
  has a +1 enhancement bonus on attack and damage rolls 
  for every four wizard levels you possess. You can grow a 
  claw, a bite, or a gore attack. These attacks deal the normal 
  damage for a creature of your size (see page 302 of the 
  Pathfinder RPG Bestiary). At 11th level, you can shape two 
  natural weapons. You may not grow additional limbs or 
  a tail with this ability. You can use this ability a number of 
  times per day equal to 3 + your Intelligence modifier.
  Teleportation School
  Associated School: Conjuration.
  Replacement Power: The following school power 
  replaces the acid dart power of the conjuration school.
  Shift (Su): At 1st level, you can teleport to a nearby space 
  as a swift action as if using dimension door. This movement 
  does not provoke an attack of opportunity. You must be 
  able to see the space that you are moving into. You cannot 
  take other creatures with you when you use this ability 
  (except for familiars). You can move 5 feet for every two 
  wizard levels you possess (minimum 5 feet). You can use 
  this ability a number of times per day equal to 3 + your 
  Intelligence modifier.
  Undead School
  Associated School: Necromancy.
  Replacement Power: The following school power 
  replaces the grave touch power of the necromancy school.
  Bolster (Sp): As a standard action, you can touch an 
  undead creature and infuse it with negative energy. It gains 
  a +1 profane bonus on all attack rolls and saving throws, as 
  well as 1 temporary hit point per Hit Die and a +2 bonus to its 
  turn resistance. The bonus on attack rolls and saving throws 
  increases by +1 for every 5 wizard levels you possess. These 
  bonuses last for a number of rounds equal to 1/2 your wizard 
  level (minimum 1 round). The bonuses and temporary hit 
  points are immediately dispelled if the creature is within the 
  area of a consecrate spell. You can use this ability a number 
  of times per day equal to 3 + your Intelligence modifier.
  
  Feats
  3
  
  T
  hey notched my 
  sword!” Valeros cried. 
  His second swing sheared 
  the gargoyle’s head from its 
  shoulders with a sound like a 
  church bell hitting pavement.
  “They’re going to notch 
  your hide if you don’t get 
  moving,” Seoni replied. 
  Falling back up the steps, she 
  sent blue lightning sizzling 
  through their attackers’ 
  ranks, peppering them both 
  with shards of stone. Instead 
  of retreating, the gargoyles 
  screamed with laughter, 
  falling on their wounded 
  comrades and pulling them 
  apart. Still fighting, Seoni and 
  Valeros climbed backward 
  toward the strange green light.
  
  150
  150
  Feats
  Feats represent a special trick or ability a character has 
  acquired through training, luck, or as a quirk of his or 
  her birth. They grant characters abilities others lack, 
  giving them an edge in the right situation. While some 
  specifically interact with a PC’s race or class, most can be 
  taken by anyone who meets the prerequisites. The feats in 
  this book expand upon those in the Pathfinder Roleplaying 
  Game Core Rulebook, including a host of new combat 
  feats and metamagic feats. In addition, this chapter also 
  introduces teamwork feats, which function only when two 
  characters with the same feat work together.
  Types of feaTs
  While most of the feats presented here are general, and 
  have no special rules governing them, some feats have a 
  category associated with them that involves special rules. 
  This category is listed after the feat name. The following 
  types of feats can be found in this chapter.
  Combat Feats
  Any feat designated as a combat feat can be selected as a 
  fighter’s bonus feat. This designation does not restrict 
  characters of other classes from selecting these feats, 
  assuming they meet the prerequisites.
  Metamagic Feats
  Metamagic feats allow spellcasters to modify and change 
  their spells, granting them new powers and effects. Such 
  spells generally take up a higher-level spell slot than the 
  normal spell. For complete rules on how to apply metamagic 
  feats to spells, see page 112 of the Core Rulebook.
  Teamwork Feats
  Teamwork feats grant large bonuses, but they only function 
  under specific circumstances. In most cases, these feats 
  require an ally who also possesses the feat to be positioned 
  carefully on the battlefield. Teamwork feats provide no 
  bonus if the listed conditions are not met. Note that allies 
  who are paralyzed, stunned, unconscious, or otherwise 
  unable to act do not count for the purposes of these feats.
  feaT DescripTions
  Feats are summarized on Table 3–1 on the following pages. 
  Note that the prerequisites and benefits of the feats listed 
  in this table are abbreviated for ease of reference. See the 
  feats’ description for full details.
  The following format is used for all feat descriptions.
  Feat Name: The feat’s name also indicates what 
  subcategory, if any, the feat belongs to, and is followed by 
  a basic description of what the feat does.
  Prerequisite: A minimum ability score, another feat or 
  feats, a minimum base attack bonus, a minimum number 
  of ranks in one or more skills, or anything else required in 
  order to take the feat. This entry is absent if a feat has no 
  prerequisites. A feat may have more than one prerequisite.
  Benefit: What a feat enables the character (“you” in the 
  feat description) to do. If a character has the same feat 
  more than once, its benefits do not stack unless indicated 
  otherwise in the description.
  Normal: What a character who does not have this feat is 
  limited to or restricted from doing. If not having the feat 
  causes no particular drawback, this entry is absent.
  Special: Additional unusual facts about the feat.
  Additional Traits
  You have more traits than normal.
  Benefit: You gain two character traits of your choice (see 
  Chapter 8).  These traits must be chosen from different lists, 
  and cannot be chosen from lists from which you have already 
  selected a character trait. You must meet any additional 
  qualifications for the character traits you choose.
  Allied Spellcaster (Teamwork)
  With the aid of an ally, you are skilled at piercing the 
  protections of other creatures with your spells.
  Prerequisite: Caster level 1st.
  Benefit: Whenever you are adjacent to an ally who also 
  has this feat, you receive a +2 competence bonus on level 
  checks made to overcome spell resistance. If your ally has 
  the same spell prepared (or known with a slot available if 
  they are spontaneous spellcasters), this bonus increases to 
  +4 and you receive a +1 bonus to the caster level for all level-
  dependent variables, such as duration, range, and effect.
  Arcane Blast
  You can convert any spell into an attack. 
  Prerequisites: Arcane spellcaster, caster level 10th.
  Benefit: As a standard action, you can sacrifice a 
  prepared spell or unused spell slot of 1st level or higher 
  and transform it into a ray, targeting any foe within 30 
  feet as a ranged touch attack. This attack deals 2d6 points 
  of damage plus an additional 1d6 points of damage for 
  every level of the spell or spell slot you sacrificed.  0-level 
  spells may not be sacrificed in this manner.
  Arcane Shield
  You can convert any spell into a defense. 
  Prerequisites: Arcane spellcaster, caster level 10th.
  Benefit: As a immediate action, you can sacrifice a 
  prepared spell or unused spell slot of 1st level or higher 
  and gain a deflection bonus to AC equal to the level of the 
  spell or spell slot you sacrificed for 1 round. 0-level spells 
  may not be sacrificed in this manner.
  
  151151
  Feats
  Feats 3
  Arcane Talent
  Magic is in your blood, and at your fingertips.
  Prerequisites: Cha 10; elf, half-elf, or gnome.
  Benefit: Choose a 0-level spell from the sorcerer/wizard 
  spell list. You can cast this spell three times per day as a 
  spell-like ability. The caster level is equal to your character 
  level. The save DC is 10 + your Charisma modifier.
  Aspect of the Beast
  Whether by magic or a curse of your blood, some part of 
  you is more beast than man. 
  Prerequisite: wild shape class feature, see Special.
  Benefit: Your bestial nature manifests itself in one of 
  the following ways. You choose the manifestation when 
  you choose the feat, and then you cannot change it. 
  Night Senses (Ex): If your base race has normal vision, 
  you gain low-light vision. If your base race has low-light 
  vision, you gain darkvision out to a range of 30 feet. If your 
  base race has darkvision, the range of your darkvision 
  increases by 30 feet. 
  Claws of the Beast (Ex): You grow a pair of claws. These 
  claws are primary attacks that deal 1d4 points of damage 
  (1d3 if you are Small). 
  Predator’s Leap (Ex): You can make a running jump 
  without needing to run 10 feet before you jump.
  Wild Instinct (Ex): You gain a +2 bonus on initiative 
  checks and a +2 bonus on Survival skill checks.
  Special: A character that has contracted lycanthropy can 
  take this feat without having to meet the prerequisites. A 
  ranger who selects the natural weapon combat style can take 
  this feat without having to meet the prerequisites (even if he 
  does not select Aspect of the Beast as a bonus feat).
  Bashing Finish (Combat)
  You follow a powerful blow from your weapon with an 
  opportunistic bash from your shield.
  Prerequisites: Improved Shield Bash, Shield Master, 
  Two-Weapon Fighting, base attack bonus +11.
  Benefit: Whenever you score a critical hit with a melee 
  weapon, you can make a shield bash attack against the 
  same target using the same bonus as a free action.
  Bloody Assault (Combat)
  Sacrificing accuracy, you can inflict bloody wounds that 
  are slow to heal.
  Prerequisites: Str 13, Power Attack, base attack bonus +6.
  Benefit: You can choose to take a –5 penalty on all melee 
  attack rolls and combat maneuver checks to inflict 1d4 
  points of bleed damage with your weapon melee attacks, 
  in addition to the normal damage dealt by the weapon. 
  A creature continues to take bleed damage every round 
  at the start of its turn. Bleed damage can be stopped by a 
  DC 15 Heal check or through any magical healing. Bleed 
  damage from this feat does not stack with itself. You must 
  choose to use this feat before making the attack roll, and 
  its effects last until your next turn (although the bleeding 
  lasts until healed, as normal).
  Bodyguard (Combat)
  Your swift strikes ward off enemies attacking nearby allies.
  Prerequisite: Combat Reflexes.
  Benefit: When an adjacent ally is attacked, you may use 
  an attack of opportunity to attempt the aid another action 
  to improve your ally’s AC. You may not use the aid another 
  action to improve your ally’s attack roll with this attack.
  Normal: Aid another is a standard action.
  Bouncing Spell (Metamagic)
  You can direct a failed spell against a different target.
  Benefit: Whenever a bouncing spell targeting a single 
  creature has no effect on its intended target (whether due 
  to spell resistance or a successful saving throw) you may, 
  as a swift action, redirect it to target another eligible 
  creature within range. The redirected spell behaves in 
  all ways as if its new target were the original target for 
  the spell. Spells that affect a target in any way (including 
  a lesser effect from a successful saving throw) may not 
  be redirected in this manner. A bouncing spell uses up a 
  spell slot one level higher than the spell’s actual level.
  Breadth of Experience
  Although still young for your kind, you have a lifetime of 
  knowledge and training.
  Prerequisites: Dwarf, elf, or gnome; 100+ years old.
  Benefit: You get a +2 bonus on all Knowledge and 
  Profession skill checks, and can make checks with those 
  skills untrained.
  Bull Rush Strike (Combat)
  Your critical hits can push back your foes.
  Prerequisites: Str 13, Improved Bull Rush, Power 
  Attack, base attack bonus +9.
  Benefit: Whenever you score a critical hit with a melee 
  attack, you can push your opponent back, in addition to the 
  normal damage dealt by the attack. If your confirmation 
  roll exceeds your opponent’s CMD, you may push your 
  opponent back as if from the bull rush combat maneuver. 
  You do not need to move with the target if successful. 
  This does not provoke an attack of opportunity.
  Normal: You must perform a bull rush combat 
  maneuver to bull rush an opponent.
  Special: You can only apply the effects of one of the 
  following feats to a given critical hit: Bull Rush Strike, 
  Disarming Strike, Repositioning Strike, Sundering 
  Strike, or Tripping Strike. You may choose to use this feat 
  after you make your confirmation roll.
  
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  Table 
  3–1: 
  Feats
  Feats 
  Prerequisites 
  Benefits 
  Additional Traits 
  — 
  Gain two additional character traits
  Arcane Blast 
  Arcane spellcaster, caster level 10th 
  Sacrifice a spell to make ray attack
  Arcane Shield 
  Arcane spellcaster, caster level 10th 
  Sacrifice a spell to gain deflection bonus to AC
  Arcane Talent 
  Cha 10; elf, half-elf, or gnome 
  Cast a 0-level spell 3 times per day as a spell-like ability
  Aspect of the Beast 
  Wild shape class feature 
  Gain one of four bestial advantages
  Bashing Finish* 
  Shield Master, Two-Weapon Fighting, 
  Make a free shield bash after a critical hit
   
   
  base attack bonus +11
  Bloody Assault* 
  Power Attack, base attack bonus +6 
  Trade melee attack bonus for bleed damage
  Bodyguard* 
  Combat Reflexes 
  Use attack of opportunity to add a bonus to  
   
   
   
  adjacent ally’s AC
  In Harm’s Way* 
  Bodyguard 
  Take the damage of a successful attack upon an  
    
   
  adjacent ally
  Breadth of Experience 
  Dwarf, elf, or gnome; 100+ years old 
  +2 bonus on all Knowledge and Profession checks
  Bull Rush Strike* 
  Improved Bull Rush, base attack bonus +9 
  Attempt a bull rush on a successful critical hit
  Charge Through* 
  Improved Overrun, base attack bonus +1 
  Make overrun as free action while charging
  Childlike 
  Cha 13, halfling 
  +2 on Disguise checks to look like human child,  
   
   
   
  take 10 on Bluff checks
  Cockatrice Strike* 
  Medusa’s Wrath, base attack bonus +16 
  Turn a target to stone with a critical hit
  Combat Patrol* 
  Combat Reflexes, Mobility,  
  Increase threatened area for attack of opportunity
   
   
  base attack bonus +5
  Cooperative Crafting 
  1 rank in any Craft skill, any item  
  +2 bonus on Craft or Spellcraft checks while working  
   
   
  creation feat 
  together
  Cosmopolitan 
  — 
  Read and speak two additional languages
  Covering Defense* 
  Shield Focus, base attack bonus +6 
  Provide cover to an ally with total defense
  Crippling Critical* 
  Critical Focus, base attack bonus +13 
  Whenever you score a critical hit, the target’s 
   
   
   
  speed is halved
  Crossbow Mastery* 
  Dex 15, Rapid Reload, Rapid Shot 
  Reload crossbow as free action and make full attacks
  Dastardly Finish* 
  Sneak attack +5d6 
  Deliver coup de grace to cowering or stunned target
  Dazing Assault * 
  Power Attack, base attack bonus +11 
  Trade melee attack bonus to daze opponents
  Deep Drinker 
  Con 13, monk level 11, drunken ki 
  Gain 2 temporary ki from drunken ki
   
   
  class feature
  Deepsight 
  Darkvision 60 feet 
  Your darkvision has a range of 120 feet
  Disarming Strike* 
  Improved Disarm, base attack bonus +9 
  Attempt a disarm on a successful critical hit
  Disrupting Shot* 
  Dex 13, Point-Blank Shot, 6th-level fighter 
  Ranged attacks increase enemy’s DC to cast spells
  Diviner’s Delving 
  Spell Focus (divination) 
  +2 bonus on caster level checks with divinations
  Eagle Eyes 
  Wis 13, keen senses racial trait 
  Ignore up to –5 due to distance on visual Perception checks
  Eclectic 
  Human 
  Gain an additional favored class
  Eldritch Claws 
  Str 15, natural weapons, base attack 
  Natural weapons treated as magic and silver
   
   
  bonus +6
  Elemental Fist* 
  Con 13, Wis 13, Improved Unarmed Strike,  
  Deal 1d6 energy damage with an unarmed strike
   
   
  base attack bonus +8
  Elemental Focus 
  — 
  +1 bonus on save DCs for one energy type
  Greater Elemental Focus Elemental Focus 
  +1 bonus on save DCs for one energy type
  Elven Accuracy* 
  Elf 
  Reroll miss chance due to concealment when  
   
   
   
  using a bow
  Enforcer* 
  Intimidate 1 rank 
  Demoralize opponent as free action when you  
   
   
   
  inflict nonlethal damage
  Expanded Arcana 
  Caster level 1st, see feat 
  Add one or two spells to list of spells known
  Extra Bombs 
  Bomb class feature 
  Throw two additional bombs per day
  Extra Discovery 
  Discovery class feature 
  Gain one additional discovery
  Extra Hex 
  Hex class feature 
  Gain one additional hex
  
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  153
  Feats
  Feats 3
  Feats 
  Prerequisites 
  Benefits
  Extra Rage Power 
  Rage power class feature 
  Gain one additional rage power
  Extra Revelation 
  Revelation class feature 
  Gain one additional revelation
  Extra Rogue Talent 
  Rogue talent class feature 
  Gain one additional rogue talent
  Fast Drinker 
  Con 18, drunken ki class feature 
  Drink as a swift action
  Fast Healer 
  Con 13, Diehard, Endurance 
  Regain additional hit points when healing
  Favored Defense 
  Favored enemy class feature 
  Bonus to CMD and AC when attacked by favored enemy
  Fight On 
  Con 13; dwarf, half-orc, or orc 
  Gain temporary hit points when reduced to 0
  Focused Shot* 
  Int 13, Precise Shot 
  Add Int modifier on damage rolls with bows or  
   
   
   
  crossbows
  Following Step* 
  Dex 13, Step Up 
  Move up to 10 feet as an immediate action
  Step Up and Strike* 
  Following Step, base attack bonus +6 
  Follow adjacent creature and attack as an immediate action
  Furious Focus* 
  Str 13, Power Attack, base attack bonus +1 
  Do not take the Power Attack penalty on the first  
   
   
   
  attack each round
  Dreadful Carnage* 
  Str 15, Furious Focus, base attack bonus +11 
  Make a free Intimidate check when you knock  
    
   
  down a foe
  Gang Up* 
  Combat Expertise 
  Flank an opponent if at least two allies are  
   
   
   
  adjacent to it
  Team Up* 
  Gang-Up, base attack bonus +6 
  Aid another as a move action with two adjacent allies 
  Gnome Trickster 
  Cha 13, gnome, gnome magic racial trait 
  Use mage hand and prestidigitation once per day
  Go Unnoticed 
  Dex 13, Small size or smaller 
  Make Stealth check against flat-footed  
   
   
   
  opponents during first round of combat
  Groundling 
  Cha 13, gnome, gnome magic racial trait 
  Speak with burrowing animals as spell-like ability
  Heroic Defiance 
  Diehard, base Fortitude save +8 
  Once per day, delay onset of harmful condition  
   
   
   
  for 1 round
  Heroic Recovery 
  Diehard, base Fortitude save +4 
  Once per day, gain new saving throw against  
   
   
   
  harmful condition requiring Fort save
  Improved Blind-Fight* 
  Perception 10 ranks, Blind-Fight 
  Ignore miss chance for less than total concealment
  Greater Blind-Fight* 
  Perception 15 ranks, Improved Blind-Fight 
  Total concealment is considered normal concealment
  Improved Dirty Trick* 
  Combat Expertise 
  +2 bonus on dirty trick attempts, no attack of opportunity
  Greater Dirty Trick* 
  Improved Dirty Trick, base attack bonus +6 
  Dirty trick penalty lasts 1d4 rounds
  Improved Drag* 
  Power Attack 
  +2 bonus on drag attempts, no attack of opportunity
  Greater Drag* 
  Improved Drag, base attack bonus +6 
  Enemies you drag provoke attacks of opportunity
  Improved Reposition* 
  Combat Expertise 
  +2 bonus on reposition attempts, no attack of opportunity
  Greater Reposition* 
  Improved Reposition, base attack bonus +6 
  Enemies you reposition provoke attacks of opportunity
  Improved Share Spells 
  Spellcraft 10 ranks, see feat 
  Spells affect both you and your bonded creature
  Improved Steal* 
  Combat Expertise 
  +2 bonus on steal attempts, no attack of opportunity
  Greater Steal* 
  Improved Steal, base attack bonus +6 
  Enemies don’t notice theft until after combat
  Improved Stonecunning 
  Wis 13, dwarf, stonecunning racial trait 
  +4 bonus on Perception checks to notice unusual  
   
    
  stonework
  Stone Sense 
  Perception 10 ranks, Improved 
  Gain tremorsense 10 ft.
   
   
  Stonecunning
  Ironguts 
  Con 13; dwarf, half-orc, or orc 
  +2 on saves against nausea, sickening, and ingested poisons
  Ironhide 
  Con 13; dwarf, half-orc, or orc 
  +1 natural armor bonus to AC
  Keen Scent 
  Wis 13, half-orc or orc 
  Gain the scent special ability
  Smell Fear 
  Keen Scent, half-orc or orc 
  +4 on Perception checks to detect frightened creatures
  Ki Throw* 
  Improved Trip, Improved Unarmed Strike 
  Throw opponent into adjacent square with a trip attack
  Improved Ki Throw* 
  Improved Bull Rush, Ki Throw 
  Throw opponent into occupied square as a bull rush
  Leaf Singer 
  Cha 13, bardic performance, elf or half-elf 
  Gain benefits to bardic performance in forests and  
   
    
  against fey
  Light Step 
  Acrobatic Steps, Nimble Moves, elf 
  Move normal speed in difficult terrain
  Lingering Performance 
  Bardic performance class ability 
  Bardic performance continues for 2 rounds after you 
    
   
  stop performing
  
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  Feats 
  Prerequisites 
  Benefits
  Low Profile* 
  Dex 13, Small size or smaller 
  +1 dodge bonus to AC against ranged attacks
  Lucky Halfling 
  Halfling 
  You may roll saving throw for an ally once per day
  Master Alchemist 
  Craft (alchemy) 5 ranks 
  +2 on Craft (alchemy) checks, and you can create 
   
   
   
  alchemical items and poisons faster
  Minor Spell Expertise 
  Cast 4th-level spells 
  Cast 1st-level spell as spell-like ability 2/day
  Major Spell Expertise 
  Minor Spell Expertise, cast 9th-level spells 
  Cast 5th-level or lower spell as spell-like ability 2/day
  Missile Shield* 
  Dex 13, Shield Focus 
  Deflect one ranged attack per round with shield
  Ray Shield* 
  Dex 15, Missile Shield, Spellbreaker 
  Deflect one ranged touch attack per round with shield
  Mounted Shield* 
  Mounted Combat, Shield Focus 
  Apply shield bonus to mount’s AC
  Parry Spell 
  Spellcraft 15 ranks, Improved Counterspell 
  Reflect a counterspelled spell back on its caster
  Parting Shot* 
  Shot on the Run, base attack bonus +6 
  Make a ranged attack when withdrawing
  Pass for Human 
  Half-elf, half-orc, or halfling 
  +10 on Disguise checks to look like a human
  Perfect Strike* 
  Dex 13, Wis 13, Improved Unarmed Strike,  
  Roll twice for unarmed strikes and take the better roll
   
   
  base attack bonus +8 
  Point-Blank Master* 
  Weapon Specialization with a ranged weapon Do not provoke attacks of opportunity while firing one 
   
   
   
  ranged weapon
  Practiced Tactician 
  Tactician class feature 
  Use tactician ability one additional time per day
  Preferred Spell 
  Spellcraft 5 ranks, Heighten Spell 
  Spontaneously cast a specific spell
  Punishing Kick* 
  Con 13, Wis 13, Improved Unarmed Strike,  
  Knock down or push back foes with unarmed strikes
   
   
  base attack bonus +8
  Pushing Assault* 
  Str 15, Power Attack, base attack bonus +1 
  Push a foe back with a two-handed weapon
  Racial Heritage 
  Human 
  Affected as though both human and another race
  Raging Vitality 
  Con 15, rage class feature 
  +2 bonus to Con when raging, and continue raging if
    
   
   
  unconscious
  Razortusk 
  Half-orc 
  Gain bite attack
  Rending Claws* 
  Str 13, two claw attacks, base attack bonus +6 Deal 1d6 extra damage if both claws hit
  Repositioning Strike* 
  Improved Trip, base attack bonus +9 
  Attempt a reposition attack on a successful critical hit
  Saving Shield* 
  Shield Proficiency 
  Grant shield bonus to an adjacent ally
  Second Chance* 
  Combat Expertise, base attack bonus +6 
  Exchange later attacks to reroll missed first attack
  Improved Second Chance* Second Chance, base attack bonus +11 
  Take a –5 penalty on later attacks to reroll missed attack
  Shadow Strike* 
  Base attack bonus +1 
  Deal precision damage against targets with concealment
  Shared Insight 
  Wis 13, half-elf 
  Grant friendly creatures a +2 bonus on Perception checks
  Sharp Senses 
  Keen senses racial trait 
  +4 racial bonus on Perception checks
  Shield of Swings* 
  Str 13, Power Attack, base attack bonus +1 
  Reduce damage with a two handed weapon to gain a +4 
   
   
   
  shield bonus
  Shield Specialization* 
  Shield Focus, 4th-level fighter 
  +2 bonus to AC against criticals with one type of shield
  Greater Shield  
  Greater Shield Focus, Shield Specialization,  
  +2 bonus to AC against criticals, and negate critical hit 
  Specialization* 
  12th-level fighter  
  once per day
  Sidestep* 
  Dex 13, Dodge, Mobility 
  Make 5-foot step immediately after an opponent misses
  Improved Sidestep* 
  Dex 15, Sidestep 
  Sidestep without using your 5-foot step on your next turn
  Smash* 
  Power Attack, half-orc 
  Ignore 5 points of hardness when breaking an object
  Sociable 
  Cha 13, half-elf 
  Grant friendly creatures a +2 bonus on Diplomacy checks
  Spell Perfection 
  Spellcraft 15 ranks, 3 metamagic feats 
  Apply any metamagic feat to one spell without penalty, 
    
   
  up to 9th level
  Spider Step 
  Acrobatics 6 ranks, Climb 6 ranks,  
  Walk on walls or ceilings for half your slow fall distance
   
   
  6th-level monk
  Cloud Step 
  Spider Step, 12th-level monk 
  Air walk for half your slow fall distance
  Stabbing Shot* 
  Rapid Shot, elf 
  Use arrow as a melee attack to push enemies back
  Steel Soul 
  Dwarf, hardy racial trait 
  +4 racial bonus on saves against spells and spell-like abilities
  Stone-Faced 
  Dwarf 
  +4 bonus on Bluff checks to lie or conceal motives
  Stone Singer 
  Cha 13, bardic performance, dwarf 
  Gain benefits to bardic performance underground and 
    
   
  against earth creatures
  
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  Feats
  Feats 3
  Feats 
  Prerequisites 
  Benefits
  Stunning Assault* 
  Power Attack, base attack bonus +16 
  Trade melee attack bonus to stun opponents
  Summoner’s Call 
  Eidolon class feature 
  Your eidolon gets a bonus when summoned
  Sundering Strike* 
  Improved Sunder, base attack bonus +9 
  Attempt a sunder attack on a successful critical hit
  Swift Aid* 
  Combat Expertise, base attack bonus +6 
  Attempt to aid another as a swift action
  Taunt 
  Cha 13, Small size or smaller 
  Demoralize opponents with Bluff instead of Intimidate
  Teleport Tactician* 
  Combat Reflexes, Disruptive, Spellbreaker 
  Teleporting creatures provoke attacks of opportunity
  Tenacious Transmutation 
  Spell Focus (transmutation) 
  +2 to DC to dispel your transmutations
  Touch of Serenity* 
  Wis 18, Improved Unarmed Strike,  
  Foes hit by unarmed strikes cannot attack or cast spells
   
   
  base attack bonus +8
  Trick Riding* 
  Ride rank 9, Mounted Combat 
  Automatically pass simple Ride skill checks
  Mounted Skirmisher* 
  Ride rank 14, Trick Riding 
  Make a full attack if mount moves its speed or less
  Tripping Strike* 
  Improved Trip, base attack bonus +9 
  Attempt a trip attack on a successful critical hit
  Under and Over* 
  Agile Maneuvers, Small size or smaller 
  Failed grapples against you cause attacker to fall prone
  Underfoot* 
  Dodge, Mobility, Small size or smaller 
  +4 on Acrobatics checks to move past larger opponents
  Vermin Heart 
  Wild empathy class feature 
  Target vermin with spells as if they were animals
  War Singer 
  Cha 13, bardic performance, half-orc or orc 
  Gain benefits to bardic performance on battlefields and 
   
   
   
  against orcs
  Well-Prepared 
  Halfling 
  Retrieve a specific mundane item from your person
  Metamagic Feats 
  Prerequisites 
  Benefits
  Bouncing Spell 
  — 
  Redirect a spell that had no effect on initial target
  Dazing Spell 
  — 
  Daze creature with spell damage
  Disruptive Spell 
  — 
  Target of spell must make concentration check to cast a spell  
   
   
   
  in the next round
  Ectoplasmic Spell 
  — 
  Spell fully affects incorporeal and ethereal creatures
  Elemental Spell 
  — 
  Inflict energy damage instead of regular spell damage
  Focused Spell 
  — 
  Increase save DC of spell for one target in a group
  Intensified Spell 
  — 
  Increase maximum damage dice by 5 levels
  Lingering Spell 
  — 
  Instantaneous area effect spell lasts for 1 round
  Merciful Spell 
  — 
  Spell inflicts nonlethal damage instead of lethal
  Persistent Spell 
  — 
  Creatures who saved against a spell must save again
  Reach Spell 
  — 
  Increase spell range to higher range category
  Selective Spell 
  Spellcraft 10 ranks 
  Exclude targets from an area effect spell
  Sickening Spell 
  — 
  Sicken creature with spell damage
  Thundering Spell 
  — 
  Deafen creature with spell damage
  Teamwork Feats 
  Prerequisites 
  Benefits
  Allied Spellcaster 
  Caster level 1st 
  +2 bonus on level checks to overcome spell resistance
  Coordinated Defense* 
  — 
  +2 bonus to CMD
  Coordinated Maneuvers* 
  — 
  +2 bonus on combat maneuver checks
  Duck and Cover 
  — 
  Take ally’s result on Reflex saving throw
  Lookout* 
  — 
  Act in surprise round if ally can act
  Outflank* 
  Base attack bonus +4 
  Gain +4 bonus on attack rolls when flanking
  Paired Opportunists* 
  — 
  +4 bonus on attacks of opportunity
  Precise Strike* 
  Dex 13, base attack bonus +1 
  Deal +1d6 points of precision damage with melee attacks
  Shield Wall* 
  Shield Proficiency 
  Increase your shield bonus to AC
  Shielded Caster 
  — 
  +4 bonus on concentration checks
  Swap Places* 
  — 
  Switch places with an adjacent ally
  * This is a combat feat and can be selected as a fighter bonus feat.
  
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  Charge Through (Combat)
  You can overrun enemies when charging.
  Prerequisites: Str 13, Improved Overrun, Power Attack, 
  base attack bonus +1.
  Benefit: When making a charge, you can attempt to 
  overrun one creature in the path of the charge as a free 
  action. If you successfully overrun that creature, you can 
  complete the charge. If the overrun is unsuccessful, the 
  charge ends in the space directly in front of that creature. 
  Normal: You must have a clear path toward the target 
  of your charge.
  Childlike
  Your resemblance to a human child tends to make others 
  trust you, perhaps more than they should.
  Prerequisites: Cha 13, halfling.
  Benefit: You can take 10 on Bluff checks to convince 
  others you are telling the truth, so long as your story 
  makes you appear innocent. You gain a +2 bonus on 
  Disguise skill checks to pose as a human child, and 
  ignore the check penalties for disguising yourself as a 
  different race and age category while doing so.
  Cloud Step
  Your tread is of unearthly lightness.
  Prerequisites: Spider Step, monk level 12th.
  Benefit: As a move action, you can air walk (as the spell) 
  up to half your slow fall distance. You must reach a solid, 
  level surface by the end of your turn or you will fall.
  Cockatrice Strike (Combat) 
  With a single strike, you transmute flesh to stone.
  Prerequisites: Improved Unarmed Strike, Gorgon’s 
  Fist, Medusa’s Wrath, base attack bonus +16.
  Benefit: As a full-round action, you can make a single 
  unarmed strike against a dazed, flat-footed, paralyzed, 
  staggered, stunned, or unconscious foe. If that attack is a 
  critical hit, the target is petrified unless it succeeds on a 
  Fortitude saving throw with a DC of 10 + 1/2 your character 
  level + your Wisdom modifier. This is a supernatural 
  polymorph effect.
  Combat Patrol (Combat)
  You range across the battlefield, dealing with threats 
  wherever they arise.
  Prerequisites: Combat Reflexes, Mobility, base attack 
  bonus +5.
  Benefit: As a full-round action, you may set up a combat 
  patrol, increasing your threatened area by 5 feet for every 
  5 points of your base attack bonus. Until the beginning 
  of your next turn, you may make attacks of opportunity 
  against any opponent in this threatened area that 
  provokes attacks of opportunity. You may move as part of 
  these attacks, provided your total movement before your 
  next turn does not exceed your speed. Any movement you 
  make provokes attacks of opportunity as normal.
  Cooperative Crafting
  Your assistance makes item crafting far more efficient.
  Prerequisites: 1 rank in any Craft skill, any item 
  creation feat.
  Benefit: You can assist another character in crafting 
  mundane and magical items. You must both possess the 
  relevant Craft skill or item creation feat, but either one 
  of you can fulfill any other prerequisites for crafting the 
  item. You provide a +2 circumstance bonus on any Craft 
  or Spellcraft checks related to making an item, and your 
  assistance doubles the gp value of items that can be crafted 
  each day.
  Coordinated Defense (Combat, Teamwork)
  You are adept at working with allies to avoid being 
  tripped, grappled, and subjected to other maneuvers.
  Benefit: Whenever you are adjacent to an ally who also 
  has this feat, you receive a +2 competence bonus to your 
  Combat Maneuver Defense. This bonus increases to +4 if 
  the creature attempting the maneuver is larger than both 
  you and your ally.
  Coordinated Maneuvers (Combat, Teamwork)
  You are skilled at working with your allies to perform 
  dangerous combat maneuvers.
  Benefit: Whenever you are adjacent to an ally who also 
  has this feat, you receive a +2 competence bonus on all 
  combat maneuver checks. This bonus increases to +4 
  when attempting to break free from a grapple.
  Cosmopolitan 
  Living in large, exotic cities has put you in touch with 
  many diverse civilizations, cultures, and races.
  Benefit: You can speak and read two additional 
  languages of your choice. In addition, choose two 
  Intelligence-, Wisdom-, or Charisma-based skills. Those 
  skills always count as class skills for you.
  Covering Defense (Combat)
  You are skilled at protecting yourself and your allies with 
  your shield.
  Prerequisites: Shield Focus, base attack bonus +6.
  Benefit: When you use the total defense action while 
  using a light, heavy, or tower shield, you can provide a 
  cover bonus to AC against all attacks to an adjacent ally 
  your size or smaller. This cover bonus is equal to your 
  shield’s shield bonus and lasts until the beginning of 
  your next turn. Your shield does not provide a cover 
  bonus to Reflex saves.
  
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  Feats
  Feats 3
  they become dazed for a number of rounds equal to the 
  original level of the spell. If the spell allows a saving throw, 
  a successful save negates the daze effect. If the spell does not 
  allow a save, the target can make a Will save to negate the daze 
  effect. If the spell effect also causes the creature to become 
  dazed, the duration of this metamagic effect is added to the 
  duration of the spell. A dazing spell uses up a spell slot three 
  levels higher than the spell’s actual level. Spells that do not 
  inflict damage do not benefit from this feat.
  Deep Drinker 
  You draw greater amounts of ki from your libations.
  Prerequisites: Con 13, monk level 11, drunken ki class 
  feature.
  Benefit: When you gain temporary ki from drunken ki, 
  you gain 2 temporary ki rather than just 1. 
  Deepsight
  Your senses are especially keen in the utter darkness.
  Prerequisite: Darkvision 60 feet.
  Benefit: Your darkvision has a range of 120 feet.
  Normal: Darkvision normally extends 60 or 90 feet.
  Disarming Strike (Combat)
  Your critical hits can disarm your foes.
  Prerequisites: Int 13, Combat Expertise, Improved 
  Disarm, base attack bonus +9.
  Benefit: Whenever you score a critical hit with a melee 
  attack, you can disarm your opponent, in addition to the 
  normal damage dealt by the attack. If your confirmation 
  roll exceeds your opponent’s CMD, you may disarm your 
  opponent as if from the disarm combat maneuver. This 
  does not provoke an attack of opportunity. 
  Normal: You must perform a disarm combat maneuver 
  to disarm an opponent.
  Special: You can only apply the effects of one of the 
  following feats to a given critical hit: Bull Rush Strike, 
  Disarming Strike, Repositioning Strike, Sundering Strike, 
  or Tripping Strike. You may choose to use this feat after 
  you make your confirmation roll.
  Disrupting Shot (Combat)
  With a well-placed shot, you make it harder for a nearby 
  opponent to cast spells. 
  Prerequisites: Dex 13, Point-Blank Shot, fighter level 6th. 
  Benefit: If you ready an action to shoot an opponent 
  casting a spell within 30 feet and successfully hit that 
  opponent with a ranged attack, the concentration DC to 
  successfully cast the spell is increased by +4.
  Disruptive Spell (Metamagic)
  Your magical energies cling to enemies, interfering with 
  their spellcasting.
  Crippling Critical (Combat)
  You are able to maim a target and hinder its movement. 
  Prerequisites: Critical Focus, base attack bonus +13.
  Benefit: Whenever you score a critical hit against an 
  opponent, its speed is halved for 1 minute. A successful 
  Fortitude save reduces this duration to 1d4 rounds.  The DC 
  of this save is equal to 10 + your base attack bonus. Against 
  creatures with multiple types of movement, you must choose 
  which movement type to affect. A flying creature hit by this 
  attack must make a DC 10 Fly check to remain airborne, and 
  has its maneuverability reduced by one step.
  Special: You can only apply the effects of one critical feat 
  to a given critical hit unless you possess Critical Mastery.
  Crossbow Mastery (Combat)
  You can load crossbows with blinding speed and even fire 
  them in melee with little fear of reprisal.
  Prerequisites: Dex 15, Point-Blank Shot, Rapid Reload, 
  Rapid Shot.
  Benefit: The time required for you to reload any type 
  of crossbow is reduced to a free action, regardless of the 
  type of crossbow used. You can fire a crossbow as many 
  times in a full attack action as you could attack if you 
  were using a bow. Reloading a crossbow for the type 
  of crossbow you chose when you took Rapid Reload no 
  longer provokes attacks of opportunity.  
  Special: Starting at 6th level, a ranger with the archery 
  combat style may select Crossbow Mastery as a combat 
  style feat.
  Dastardly Finish (Combat)
  You can take advantage of an enemy’s debilitated state to 
  attempt a coup de grace.
  Prerequisite: Sneak attack +5d6.
  Benefit: You can deliver a coup de grace to cowering or 
  stunned targets. 
  Normal: You can only coup de grace helpless targets.
  Dazing Assault (Combat)
  You can daze foes with wild attacks.
  Prerequisites: Str 13, Power Attack, base attack bonus +11. 
  Benefit: You can choose to take a –5 penalty on all melee 
  attack rolls and combat maneuver checks to daze opponents 
  you hit with your melee attacks for 1 round, in addition to 
  the normal damage dealt by the attack. A successful Fortitude 
  save negates the effect. The DC of this save is 10 + your base 
  attack bonus. You must choose to use this feat before making 
  the attack roll, and its effects last until your next turn.
  Dazing Spell (Metamagic)
  You can daze creatures with the power of your spells.
  Benefit: You can modify a spell to daze a creature damaged 
  by the spell. When a creature takes damage from this spell, 
  
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  Benefit: Targets affected by a disruptive spell must make 
  concentration checks when using spells or spell-like abilities 
  (DC equals the save DC of the disruptive spell plus the level of 
  the spell being cast) for 1 round. Targets that avoid the spell’s 
  effects avoid this feat’s effect as well. A disruptive spell uses 
  up a spell slot one level higher than the spell’s actual level.
  Diviner’s Delving
  Your keen magical intuition makes reading signs, 
  portents, and mystical clues quick and easy.
  Prerequisite: Spell Focus (divination).
  Benefit: You gain a +2 bonus on caster level checks with 
  divinations to overcome spell resistance or effects that 
  impede divination (for example, nondetection). When using 
  a divination spell that requires concentration, you gain 
  information from the spell 1 round sooner than normal 
  (so you gain information from the first 2 rounds with 1 
  round of concentration, and information from the third 
  round in the second round of concentration).
  Dreadful Carnage (Combat)
  Slaying an enemy demoralizes your other nearby foes.
  Prerequisites: Str 15, Power Attack, Furious Focus, base 
  attack bonus +11. 
  Benefit: Whenever you reduce an enemy to 0 or fewer hit 
  points, you can make an Intimidate check to demoralize 
  all enemies within 30 feet as a free action. Enemies that 
  cannot see both you and the enemy you reduced to 0 or 
  fewer hit points are unaffected. 
  Duck and Cover (Teamwork)
  Your allies assist you in avoiding certain attacks.
  Benefit: Whenever you are adjacent to an ally who also 
  has this feat, and both of you are required to make a Reflex 
  saving throw against a spell or effect, you may take the 
  result of your die roll or that of your ally (your modifiers 
  still apply to the roll, regardless of which result you take). 
  If you take your ally’s result, you are knocked prone (or 
  staggered on your next turn, if you are already prone or 
  cannot be knocked prone). In addition, you receive a +2 
  cover bonus to your AC against ranged attacks as long as 
  your ally is wielding a shield.
  Eagle Eyes
  Your vision is especially keen.
  Prerequisites: Wis 13, keen senses racial trait.
  Benefit: You ignore up to –5 in penalties due to 
  distance on visual Perception checks, allowing you to see 
  accurately at much greater distances than most.
  Eclectic
  You have a talent for picking up different vocations. 
  Prerequisite: Human.
  Benefit: Choose an additional favored class and gain 
  either +1 hit point or +1 skill point whenever you take a 
  level in that class. If you choose a class in which you already 
  have levels, the benefits of this feat are retroactive.
  Ectoplasmic Spell (Metamagic)
  Your spells breach the gulf between dimensions, sending 
  ghostly emanations into the ether.
  Benefit: An ectoplasmic spell has full effect against 
  incorporeal or ethereal creatures.  An ectoplasmic spell uses 
  up a spell slot one level higher than the spell’s actual level.
  Eldritch Claws (Combat)
  Who needs magic weapons? Eldritch tricks are no match 
  for your bestial ferocity.
  Prerequisites: Str 15, natural weapons, base attack 
  bonus +6.
  Benefit: You natural weapons are considered both magic 
  and silver for purpose of overcoming damage reduction.
  Elemental Fist (Combat)
  You empower your strike with elemental energy
  Prerequisites: Con 13, Wis 13, Improved Unarmed 
  Strike, base attack bonus +8.
  Benefit:  When you use Elemental Strike pick one of the 
  following energy types: acid, cold, electricity, or fire. On a 
  successful hit, the attack deals damage normally plus 1d6 
  points of damage of the chosen type. You must declare that 
  you are using this feat before you make your attack roll (thus 
  a failed attack roll ruins the attempt). You may attempt an 
  elemental fist attack once per day for every four levels you have 
  attained (see Special), and no more than once per round.
  Special: A monk of the four winds receives Elemental 
  Fist as a bonus feat at 1st level, even if he does not meet the 
  prerequisites. A monk may attempt an Elemental Fist attack 
  a number of times per day equal to his monk level, plus one 
  more time per day for every four levels he has in classes 
  other than monk.
  Elemental Focus
  Your spells of a certain element are more difficult to resist.
  Benefit: Choose one energy type (acid, cold, electricity, 
  or fire). Add +1 to the Difficulty Class for all saving throws 
  against spells that deal damage of the energy type you select.
  Special: You can gain this feat multiple times. Its effects 
  do not stack. Each time you take this feat, it applies to a new 
  energy type. 
  Elemental Spell (Metamagic)
  You can manipulate the elemental nature of your spells.
  Benefit: Choose one energy type: acid, cold, electricity, or 
  fire. You may replace a spell’s normal damage with that energy 
  type or split the spell’s damage, so that half is of that energy 
  
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  type and half is of its normal type. An elemental spell uses up 
  a spell slot one level higher than the spell’s actual level. 
  Special: You can gain this feat multiple times. Each 
  time you must choose a different energy type.
  Elven Accuracy (Combat)
  Your sharp eyesight makes difficult shots easier.
  Prerequisite: Elf.
  Benefit: If you miss due to concealment when making 
  a ranged attack with a longbow or shortbow (including 
  composite bows), you can reroll your miss chance roll one 
  time to see if you actually hit.
  Enforcer (Combat)
  You are skilled at causing fear in those you brutalize.
  Prerequisite:  Intimidate 1 rank.
  Benefit: Whenever you deal nonlethal damage with 
  a melee weapon, you can make an Intimidate check to 
  demoralize your target as a free action. If you are successful, 
  the target is shaken for a number of rounds equal to the 
  damage dealt. If your attack was a critical hit, your target is 
  frightened for 1 round with a successful Intimidate check, 
  as well as being shaken for a number of rounds equal to 
  the damage dealt.
  Expanded Arcana
  Your research has revealed new spells.
  Prerequisites: Caster level 1st, see Special.
  Benefit: Add one spell from your class’s spell list to your 
  list of spells known. This is in addition to the number 
  of spells normally gained at each new level in your class. 
  You may instead add two spells from your class’s spell list 
  to your list of spells known, but both of these spells must 
  be at least one level lower than the highest level spell you 
  can cast in that class. Once made, these choices cannot 
  be changed.
  Special: You can only take this feat if you possess levels 
  in a class whose spellcasting relies on a limited list of 
  spells known, such as the bard, oracle, and sorcerer.
  You can gain Expanded Arcana multiple times.
  Extra Bombs
  You can throw more bombs per day.
  Prerequisite: Bomb class feature.
  
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  Benefit: You can throw two additional bombs per day.
  Special: You can gain Extra Bombs multiple times. Its 
  effects stack.
  Extra Discovery
  You have made a new alchemical discovery.
  Prerequisite: Discovery class feature.
  Benefit: You gain one additional discovery. You must 
  meet all of the prerequisites for this discovery.
  Special: You can gain Extra Discovery multiple times. 
  Extra Hex
  You have learned the secrets of a new hex.
  Prerequisite: Hex class feature.
  Benefit: You gain one additional hex. You must meet 
  all of the prerequisites for this hex.
  Special: You can gain Extra Hex multiple times. 
  Extra Rage Power
  You have unlocked a new ability to use while raging.
  Prerequisite: Rage power class feature.
  Benefit: You gain one additional rage power. You must 
  meet all of the prerequisites for this rage power.
  Special: You can gain Extra Rage Power multiple times.
  Extra Revelation
  You have discovered a new aspect of your mystery.
  Prerequisite: Revelation class feature.
  Benefit: You gain one additional revelation. You must 
  meet all of the prerequisites for this revelation.
  Special: You can gain Extra Revelation multiple times. 
  Extra Rogue Talent
  Through constant practice, you have learned how to 
  perform a special trick.
  Prerequisite: Rogue talent class feature.
  Benefit: You gain one additional rogue talent. You 
  must meet all of the prerequisites for this rogue talent.
  Special: You can gain Extra Rogue Talent multiple times.
  Fast Drinker 
  You swiftly guzzle spirits to draw forth ki.
  Prerequisites: Con 18, drunken ki class feature.
  Benefit: Drinking strong alcohol to gain temporary ki, 
  takes a swift action rather than a standard action.
  Fast Healer
  You benefit greatly from your healing, be it from spells 
  or natural healing.
  Prerequisites: Con 13, Diehard, Endurance.
  Benefit: When you regain hit points by resting or 
  through magical healing, you recover additional hit points 
  equal to half your Constitution modifier (minimum +1).
  Favored Defense
  Your cunning is your shield against your quarry’s attacks.
  Prerequisite: Favored enemy class feature.
  Benefit: Choose one of your favored enemy types. You 
  add half your favored enemy bonus to your CMD and as a 
  dodge bonus to AC when attacked by a favored enemy.
  Special: You can gain this feat multiple times. Its effects 
  do not stack. Each time you take this feat, it applies to a 
  new favored enemy type.
  Fight On
  You can keep fighting even after you should be dead.
  Prerequisites: Con 13; dwarf, half-orc, or orc.
  Benefit: Once per day, you can gain a number of temporary 
  hit points equal to your Constitution modifier. You can 
  activate this feat as an immediate action when reduced to 0 or 
  fewer hit points.  You can use this feat to prevent yourself from 
  dying. These temporary hit points last for 1 minute. If your 
  hit points drop below 0 due to the loss of these temporary hit 
  points, you fall unconscious and are dying as normal. If you 
  also have the ferocity racial trait, you can use that once you 
  have lost the temporary hit points from this feat.
  Focused Shot (Combat)
  Your anatomical insight adds deadliness to your shots.
  Prerequisites: Int 13, Point Blank Shot, Precise Shot.
  Benefit: As a standard action, you may make an attack 
  with a bow or crossbow and add your Intelligence modifier 
  on the damage roll. You must be within 30 feet of your target 
  to deal this extra damage. Creatures immune to critical hits 
  and sneak attacks are immune to this extra damage.
  Special: Starting at 2nd level, a ranger with the archery 
  combat style may select Focused Shot as a combat style feat.
  Focused Spell (Metamagic)
  When you cast a spell that affects more than one creature, 
  one opponent finds it more difficult to resist. 
  Benefit: When casting a spell that affects or targets 
  more than one creature, you can choose one target or 
  creature within the spell effect. That creature’s saving 
  throw DC to resist the spell is increased by +2. You must 
  choose which target to focus the spell on before casting the 
  spell. A focused spell uses up a spell slot one level higher 
  than the spell’s actual level.
  Spells that do not require a saving throw to resist or 
  lessen the spell’s effect do not benefit from this feat.
  Following Step (Combat)
  You can repeatedly close the distance when foes try to 
  move away, without impeding your normal movement.
  Prerequisites: Dex 13, Step Up. 
  Benefit: When using the Step Up feat to follow an 
  adjacent foe, you may move up to 10 feet. You may still take 
  
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  a 5-foot step during your next turn, and any movement 
  you make using this feat does not subtract any distance 
  from your movement during your next turn.
  Normal: You can only take a 5-foot step to follow an 
  opponent using Step Up.
  Furious Focus (Combat)
  Even in the midst of fierce and furious blows, you can 
  find focus in the carnage and your seemingly wild blows 
  strike home.
  Prerequisites: Str 13, Power Attack, base attack bonus +1.
  Benefit: When you are wielding a two-handed weapon 
  or a one-handed weapon with two hands, and using 
  the Power Attack feat, you do not suffer Power Attack’s 
  penalty on melee attack rolls on the first attack you make 
  each turn. You still suffer the penalty on any additional 
  attacks, including attacks of opportunity.
  Gang Up (Combat)
  You are adept at using greater numbers against foes.
  Prerequisites: Int 13, Combat Expertise.
  Benefit: You are considered to be flanking an opponent 
  if at least two of your allies are threatening that opponent, 
  regardless of your actual positioning. 
  Normal: You must be positioned opposite an ally to 
  flank an opponent.
  Gnome Trickster
  Your arcane talents go beyond the illusory.
  Prerequisites: Cha 13, gnome, gnome magic racial trait.
  Benefit: In addition to your normal gnome spell-like 
  abilities, you also gain the following spell-like abilities: 
  1/day—mage hand and prestidigitation.
  Go Unnoticed
  Your small size lets you quickly duck out of sight.
  Prerequisites: Dex 13, Small size or smaller.
  Benefit: During the first round of combat, flat-footed 
  opponents are considered not to have noticed you yet for 
  the purposes of Stealth skill checks, allowing you to make 
  a Stealth check that round to hide from them.
  Greater Blind-Fight (Combat)
  Your enemies cannot hide from you.
  Prerequisites: Perception 15 ranks, Improved Blind-
  Fight.
  Benefit: Your melee attacks ignore the miss chance 
  for less than total concealment, and you treat opponents 
  with total concealment as if they had normal concealment 
  (20% miss chance instead of 50%). You may still reroll a 
  miss chance percentile roll as normal.
  If you successfully pinpoint an invisible or hidden 
  attacker, that attacker gets no advantages related to hitting 
  you with ranged attacks, regardless of the range. That is, 
  you don’t lose your Dexterity bonus to Armor Class, and the 
  attacker doesn’t get the usual +2 bonus for being invisible.
  Special: The Greater Blind-Fight feat is of no use 
  against a character who is the subject of a blink spell.
  Greater Dirty Trick (Combat)
  When you pull a dirty trick, your foe is truly hindered.
  Prerequisites: Int 13, Combat Expertise, Improved 
  Dirty Trick, base attack bonus +6.
  Benefit: You receive a +2 bonus on checks made 
  to attempt a dirty trick. This bonus stacks with the 
  bonus granted by Improved Dirty Trick. Whenever you 
  successfully perform a dirty trick, the penalty lasts for 
  1d4 rounds, plus 1 round for every 5 by which your attack 
  exceeds the target’s CMD. In addition, removing the 
  condition requires the target to spend a standard action.
  Normal: The condition imposed by a dirty trick lasts 
  for 1 round plus 1 round for every 5 by which your attack 
  exceeds the target’s CMD. Removing the condition 
  requires the target to spend a move action.
  Greater Drag (Combat)
  Foes that you drag are thrown out of balance.
  Prerequisites: Str 13, Improved Drag, Power Attack, 
  base attack bonus +6.
  Benefit: You receive a +2 bonus on checks made to 
  drag a foe. This bonus stacks with the bonus granted by 
  Improved Drag. Whenever you drag a foe, his movement 
  provokes attacks of opportunity from all of your allies 
  (but not you).
  Normal: Creatures moved by drag do not provoke 
  attacks of opportunity.
  Greater Elemental Focus
  Choose an energy type to which you have already applied 
  the Elemental Focus feat. Any spells you cast of this 
  energy type are very hard to resist.
  Prerequisite: Elemental Focus. 
  Benefit: Add +1 to the Difficulty Class for all saving 
  throws against spells that deal damage of the energy 
  type you select. This bonus stacks with the bonus from 
  Elemental Focus.
  Special: You can gain this feat multiple times. Its effects 
  do not stack. Each time you take this feat, it applies to a 
  new energy type to which you have already applied the 
  Elemental Focus feat.
  Greater Reposition (Combat)
  When you reposition foes, they are left vulnerable to the 
  attacks of your allies.
  Prerequisites: Int 13, Combat Expertise, Improved 
  Reposition, base attack bonus +6.
  
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  Benefit: You receive a +2 bonus on checks made to 
  reposition a foe. This bonus stacks with the bonus granted 
  by Improved Reposition. Whenever you reposition a foe, 
  his movement provokes attacks of opportunity from all of 
  your allies (but not you).
  Normal: Creatures moved by reposition do not provoke 
  attacks of opportunity.
  Greater Shield Specialization (Combat)
  Your masterful shieldwork provides even greater 
  protection to your vital areas.
  Prerequisites: Proficiency with selected shield, Greater 
  Shield Focus, Shield Focus, Shield Specialization with 
  selected shield, fighter level 12th.
  Benefit: Choose one type of shield (buckler, light, 
  heavy, or tower shield) for which you possess the Shield 
  Specialization feat. With the selected shield, you gain 
  a +2 bonus to your Armor Class against critical hit 
  confirmation rolls (this bonus stacks with that from Shield 
  Specialization). In addition, once per day you may negate a 
  critical hit, and damage is instead rolled normally.
  Special: You can gain this feat multiple times. Its 
  effects do not stack. Each time you take the feat, it applies 
  to a new type of shield. 
  Greater Steal (Combat)
  You have a knack for snatching items from your opponents 
  in combat.
  Prerequisites: Int 13, Combat Expertise, Improved 
  Steal, base attack bonus +6.
  Benefit: You receive a +2 bonus on checks made to steal an 
  item from a foe. This bonus stacks with the bonus granted 
  by Improved Steal. If you successfully steal an item from a 
  foe during combat, it does not notice the theft until after 
  combat is over or if it attempts to use the missing item.
  Normal: Creatures automatically notice items taken 
  from them through the steal combat maneuver.
  Groundling
  You can speak with burrowing animals.
  Prerequisites: Cha 13, gnome, gnome magic racial trait. 
  Benefit: You can use speak with animals as a spell-like 
  ability at will, but only to communicate with burrowing 
  animals like gophers, moles, and the like. You can still 
  use your gnome speak with animals ability once per day to 
  speak with any animal, as usual.
  Heroic Defiance
  You struggle on when others would fall.
  Prerequisites: Diehard, Endurance, base Fortitude save +8.
  Benefit: Once per day as an immediate action you can 
  delay the onset of one harmful condition or affliction 
  (such as panicked, paralyzed, stunned, and so on), 
  including permanent and instantaneous conditions. 
  Activating this feat delays the onset of the condition until 
  the end of your next turn, after which time the condition 
  takes its normal effect. This feat has no effect on hit point 
  damage or ability damage.
  Heroic Recovery
  You can throw off the effects of crippling conditions. 
  Prerequisites: Diehard, Endurance, base Fortitude save +4.
  Benefit: Once per day as a standard action you may 
  attempt a new saving throw against a harmful condition 
  or affliction requiring a Fortitude save that is affecting 
  you. If this save against the affliction fails, there is no 
  additional effect, but a successful save counts toward 
  curing an affliction such as poison or disease. You cannot 
  use this feat to recover from instantaneous effects, effects 
  that do not allow a saving throw, or effects that do not 
  require a Fortitude save. 
  Improved Blind-Fight (Combat)
  Your keen senses guide your hand against hidden foes.
  Prerequisites: Perception 10 ranks, Blind-Fight.
  Benefit: Your melee attacks ignore the miss chance 
  for less than total concealment. You may still reroll your 
  miss chance percentile roll for total concealment. 
  If you successfully pinpoint an invisible or hidden 
  attacker within 30 feet, that attacker gets no advantages 
  related to hitting you with ranged attacks. That is, you 
  don’t lose your Dexterity bonus to Armor Class, and the 
  attacker doesn’t get the usual +2 bonus for being invisible.
  Special: The Improved Blind-Fight feat is of no use 
  against a character who is the subject of a blink spell.
  Improved Dirty Trick (Combat)
  You are skilled at pulling dirty tricks on your foes.
  Prerequisites: Int 13, Combat Expertise.
  Benefit: You do not provoke an attack of opportunity 
  when performing a dirty trick combat maneuver. In 
  addition, you receive a +2 bonus on checks made to 
  attempt a dirty trick. You also receive a +2 bonus to your 
  Combat Maneuver Defense when an opponent tries a 
  dirty trick on you.
  Normal: You provoke an attack of opportunity when 
  performing a dirty trick combat maneuver.
  Improved Drag (Combat)
  You are skilled at dragging foes around the battlefield.
  Prerequisites: Str 13, Power Attack, base attack bonus +1.
  Benefit: You do not provoke an attack of opportunity 
  when performing a drag combat maneuver. In addition, 
  you receive a +2 bonus on checks made to drag a foe. You 
  also receive a +2 bonus to your Combat Maneuver Defense 
  when an opponent tries to drag you.
  
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  Normal: You provoke an attack of opportunity when 
  performing a drag combat maneuver.
  Improved Ki Throw (Combat)
  Your enemies are living weapons in your hands.
  Prerequisites: Improved Bull Rush, Ki Throw.
  Benefit: When using the Ki Throw feat, you may throw 
  your target into any square you threaten that is occupied by 
  another creature. Make a bull rush combat maneuver check 
  with a –4 penalty against the secondary target. If this check 
  succeeds, the thrown creature lands prone in the secondary 
  target’s square, while the secondary target is pushed back 
  and knocked prone in an adjacent square. If the check fails, 
  the thrown creature lands prone in the nearest square you 
  threaten adjacent to the secondary target. 
  If you throw a Large or larger creature into an area 
  containing multiple secondary targets, you take an 
  additional penalty of –4 on your combat maneuver check for 
  each target after the first.
  Special: A monk may take this as a bonus feat at 14th level.
  Improved Reposition (Combat)
  You have learned how to force your enemies to move 
  around the battlefield.
  Prerequisites: Int 13, Combat Expertise.
  Benefit: You do not provoke an attack of opportunity when 
  performing a reposition combat maneuver. In addition, you 
  receive a +2 bonus on checks made to reposition a foe. You 
  also receive a +2 bonus to your Combat Maneuver Defense 
  when an opponent tries to reposition you.
  Normal: You provoke an attack of opportunity when 
  performing a reposition combat maneuver.
  Improved Second Chance (Combat)
  You can turn a missed strike into a second chance without 
  sacrificing later attacks.
  Prerequisites: Int 13, Combat Expertise, Second Chance, 
  base attack bonus +11.
  Benefit: When you reroll a missed attack using the 
  Second Chance feat, you can still make the rest of your 
  attacks that turn, albeit at a –5 penalty to each attack.
  Normal: When using the Second Chance feat, you must 
  normally forgo the rest of your attacks that turn.
  Improved Share Spells
  You can share spells with those you have a magical 
  connection with. 
  Prerequisites: Spellcraft 10 ranks, ability to acquire an 
  animal companion, eidolon, familiar, or special mount. 
  Benefit: Any non-instantaneous spell (but not any 
  spell-like ability) you cast on yourself can also affect a 
  creature bonded to you (such as an animal companion, 
  eidolon, familiar, or special mount). The creature must 
  be within 5 feet of you at the time of casting to receive 
  the benefit. The spell’s duration is halved between you 
  and your bonded creature (for example, a spell with a 
  duration of 1 hour has a duration of 30 minutes for both 
  you and your bonded creature).
  If the spell or effect has a duration other than 
  instantaneous, it stops affecting the creature if it moves 
  farther than 5 feet away from you. It does not affect the 
  creature again if it returns before the duration expires. 
  You may share spells in this fashion even if the spells 
  normally do not affect creatures of that type. 
  This feat only applies to animal companions, eidolons, 
  familiars, or special mounts gained through a class feature.
  Improved Sidestep (Combat)
  You are adept at sidestepping your opponent’s melee 
  attacks without compromising your mobility.
  Prerequisites: Dex 15, Dodge, Mobility, Sidestep.
  Benefit: After sidestepping an opponent’s missed attack 
  using the Sidestep feat, you may still take a 5-foot step 
  during your next turn, or you may move up to your full 
  speed if you take an action to move during your next turn.
  Normal: If you use the Sidestep feat, you cannot take a 
  5-foot step during your next turn.
  Improved Steal (Combat)
  You have a knack for snatching items from your opponents.
  Prerequisites: Int 13, Combat Expertise.
  Benefit: You do not provoke an attack of opportunity 
  when performing a steal combat maneuver. In addition, you 
  receive a +2 bonus on checks made to steal an item from a 
  foe. You also receive a +2 bonus to your Combat Maneuver 
  Defense when an opponent tries to steal an item from you.
  Normal: You provoke an attack of opportunity when 
  performing a steal combat maneuver.
  Improved Stonecunning 
  Your sense for stonework is uncanny.
  Prerequisites: Wis 13, dwarf, stonecunning racial trait.
  Benefit: You receive a +4 bonus on Perception checks 
  to notice unusual stonework. This bonus replaces the 
  stonecunning ability’s normal bonus on Perception checks.
  Intensified Spell (Metamagic) 
  Your spells can go beyond several normal limitations. 
  Benefit: An intensified spell increases the maximum 
  number of damage dice by 5 levels. You must actually 
  have sufficient caster levels to surpass the maximum in 
  order to benefit from this feat. No other variables of the 
  spell are affected, and spells that inflict damage that is 
  not modified by caster level are not affected by this feat.  
  An intensified spell uses up a spell slot one level higher 
  than the spell’s actual level.
  
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  In Harm’s Way (Combat)
  You put yourself in danger’s path to save your allies.
  Prerequisite: Bodyguard.
  Benefit: While using the aid another action to improve 
  an adjacent ally’s AC, you can intercept a successful 
  attack against that ally as an immediate action, taking 
  full damage from that attack and any associated effects 
  (bleed, poison, etc.). A creature cannot benefit from this 
  feat more than once per attack.
  Ironguts
  You have an especially strong stomach.
  Prerequisites: Con 13; dwarf, half-orc, or orc.
  Benefit: You gain a +2 racial bonus on saving throws 
  against any effect causing the nauseated or sickened 
  conditions and against all ingested poisons (but not 
  other  poisons). In addition, you receive a +2 bonus on 
  Survival skill checks to find food for yourself (and only 
  yourself).
  Ironhide
  Your skin is thicker and more resilient than that of most 
  of your people.
  Prerequisites: Con 13; dwarf, half-orc, or orc.
  Benefit: You gain a +1 natural armor bonus due to your 
  unusually tough hide.
  Keen Scent
  Your nose is as sensitive as that of a wild predator.
  Prerequisites: Wis 13, half-orc or orc.
  Benefit: You gain the scent special ability.
  Ki Throw (Combat)
  Your physical control and mastery of momentum allows 
  you to throw enemies.
  Prerequisites: Improved Trip, Improved Unarmed Strike.
  Benefit: On a successful unarmed trip attack against a 
  target your size or smaller, you may throw the target prone 
  in any square you threaten rather than its own square. 
  This movement does not provoke attacks of opportunity, 
  and you cannot throw the creature into a space occupied 
  by other creatures.
  Special: A monk may gain Ki Throw as a bonus feat 
  at 10th level. A monk with this feat can affect creatures 
  larger than his own size by spending 1 ki point per size 
  category difference.
  Leaf Singer
  Your songs recount the ways and mysteries of your people.
  Prerequisites: Cha 13, bardic performance class feature, 
  elf or half-elf.
  Benefit: When you use bardic performance with audible 
  components in a forest, the range or area of your chosen 
  performance is doubled. In addition, the DC for saving 
  throws against your bardic performance is increased by 
  +2 for creatures of the fey type, regardless of where the 
  performance occurs.
  Light Step
  You pick your way nimbly through even the most 
  dangerous and uneven terrain.
  Prerequisites: Acrobatic Steps, Nimble Moves, elf.
  Benefit: You can ignore the effects of difficult terrain 
  in natural environments, as if it were normal terrain.
  Lingering Performance
  The effects of your bardic performance carry on, even 
  after you have stopped performing.
  Prerequisite: Bardic performance class feature.
  Benefit: The bonuses and penalties from your bardic 
  performance continue for 2 rounds after you cease 
  performing. Any other requirement, such as range or 
  specific conditions, must still be met for the effect to 
  continue. If you begin a new bardic performance during 
  this time, the effects of the previous performance 
  immediately cease.
  Lingering Spell (Metamagic)
  You spell clings to existence, slowly fading from the world.
  Benefit: You may cause an instantaneous spell that 
  affects an area to persist until the beginning of your next 
  turn. Those already in the area suffer no additional harm, 
  but other creatures or objects entering the area are subject 
  to its effects. A lingering spell with a visual manifestation 
  obscures vision, providing concealment (20% miss chance) 
  beyond 5 feet and total concealment (50% miss chance) 
  beyond 20 feet.
  A lingering spell uses up a spell slot one level higher than 
  the spell’s actual level.
  Lookout (Combat, Teamwork)
  Your allies help you avoid being surprised.
  Benefit: Whenever you are adjacent to an ally who also 
  has this feat, you may act in the surprise round as long 
  as your ally would normally be able to act in the surprise 
  round. If you would normally be denied the ability to 
  act in the surprise round, your initiative is equal to your 
  initiative roll or the roll of your ally –1, whichever is 
  lower. If both you and your ally would be able to act in the 
  surprise round without the aid of this feat, you may take 
  both a standard and a move action (or a full-round action) 
  during the surprise round.
  Low Profile (Combat)
  Yours small stature helps you avoid ranged attacks.
  Prerequisites: Dex 13, Small size or smaller.
  
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  Benefit: You gain a +1 dodge bonus to AC against ranged 
  attacks. In addition, you do not provide soft cover to 
  creatures when ranged attacks pass through your square. 
  Lucky Halfling
  You bring luck to those with whom you travel.
  Prerequisite: Halfling.
  Benefit: Once per day, when one of your allies within 30 
  feet makes a saving throw, you may roll the same saving 
  throw as if you were the one subject to the effect requiring it. 
  You may use this ability after your ally has rolled, but before 
  the GM declares if the roll was a success or failure. Your ally 
  may choose to use your saving throw in place of his own.
  Major Spell Expertise
  You can cast a single low-level spell as a spell-like ability.
  Prerequisites: Minor Spell Expertise, ability to cast 
  9th-level spells.
  Benefit: Choose one spell that you know of 5th level 
  or lower. You may cast that spell twice per day as a spell-
  like ability. The caster level for this spell-like ability is 
  equal to your caster level in the class from whose spell 
  list the spell is taken. The spell-like ability’s save DC is 
  Charisma-based. If the spell has an expensive focus or 
  material component, it may not be chosen for this feat. 
  You cannot apply metamagic feats to this spell.
  Special: You can gain this feat multiple times. Its 
  effects do not stack. Each time you take the feat, it applies 
  to a new spell.
  Master Alchemist
  Your mastery of alchemy is nearly supernatural.
  Prerequisite: Craft (alchemy) 5 ranks.
  Benefit: You receive a +2 bonus on Craft (alchemy) 
  checks, and you may create mundane alchemical 
  items much more quickly than normal. When making 
  poisons, you can create a number of doses equal to your 
  Intelligence modifier (minimum 1) at one time. These 
  additional doses do not increase the time required, but 
  they do increase the raw material cost.
  In addition, whenever you make alchemical items or 
  poisons using Craft (alchemy), use the item’s gp value as its 
  sp value when determining your progress (do not multiply 
  the item’s gp cost by 10 to determine its sp cost).
  Merciful Spell (Metamagic)
  Your damaging spells subdue rather than kill.
  Benefit: You can alter spells that inf lict damage to 
  inf lict nonlethal damage instead. Spells that inf lict 
  damage of a particular type (such as fire) inf lict 
  nonlethal damage of that same type. A merciful spell 
  does not use up a higher-level spell slot than the spell’s 
  actual level.
  Minor Spell Expertise
  You are able to cast a 1st-level spell as a spell-like ability.
  Prerequisite: Ability to cast 4th-level spells.
  Benefit: Choose one 1st-level spell that you know. You 
  may cast that spell twice per day as a spell-like ability. The 
  caster level for this spell-like ability is equal to your caster 
  level in the class from whose spell list the spell is taken. 
  The spell-like ability’s save DC is Charisma-based. If the 
  spell has an expensive focus or material component, it may 
  not be chosen for this feat. You cannot apply metamagic 
  feats to this spell.
  Special: You can gain this feat multiple times. Its effects 
  do not stack. Each time you take the feat, it applies to a 
  new spell.
  Missile Shield (Combat)
  You are skilled at deflecting ranged attacks with your shield.
  Prerequisites: Dex 13, Shield Focus.
  Benefit: You must be using a light, heavy, or tower shield 
  to use this feat. Once per round when you would normally 
  be hit with an attack from a ranged weapon (not including 
  spell effects, natural attacks, or massive ranged weapons), 
  you may deflect it so that you take no damage, as if you had 
  the Deflect Arrows feat. You must be aware of the attack and 
  not flat-footed.
  Mounted Shield (Combat)
  Your defensive tactics defend both you and your mount.
  Prerequisites: Mounted Combat, Shield Focus.
  Benefit: You may add your base shield bonus 
  (including the bonus from Shield Focus but not including 
  enhancement bonuses) to your mount’s AC. In addition, 
  you may add this bonus when making a Ride check to 
  negate a hit against your mount using the Mounted 
  Combat feat.
  Mounted Skirmisher (Combat)
  You are adept at attacking from upon a swift moving steed.
  Prerequisites: Ride rank 14, Mounted Combat, Trick 
  Riding.
  Benefit: If your mount moves its speed or less, you can 
  still take a full-attack action.
  Normal: If your mount moves more than 5 feet, you can 
  only take an attack action.
  Outflank (Combat, Teamwork)
  You look for every edge when flanking an enemy.
  Prerequisite: Base attack bonus +4.
  Benefit: Whenever you and an ally who also has this 
  feat are flanking the same creature, your flanking bonus 
  on attack rolls increases to +4. In addition, whenever 
  you score a critical hit against the flanked creature, it 
  provokes an attack of opportunity from your ally.
  
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  Paired Opportunists (Combat, Teamwork)
  You know how to make an enemy pay for lax defenses.
  Benefit: Whenever you are adjacent to an ally who also 
  has this feat, you receive a +4 circumstance bonus on attacks 
  of opportunity against creatures that you both threaten. 
  Enemies that provoke attacks of opportunity from your 
  ally also provoke attacks of opportunity from you so long as 
  you threaten them (even if the situation or an ability would 
  normally deny you the attack of opportunity). This does 
  not allow you to take more than one attack of opportunity 
  against a creature for a given action.
  Parry Spell
  You can throw an enemy spell back at its caster.
  Prerequisites: Spellcraft 15 ranks, Improved Counterspell .
  Benefit: Whenever you successfully counter a spell, it 
  returns back to its caster. This works exactly like the spell 
  turning spell (Pathfinder RPG Core Rulebook page 347).
  Parting Shot (Combat)
  You are an expert skirmisher, able to rain missiles upon 
  your enemies whether advancing or retreating.
  Prerequisites: Dex 13, Dodge, Mobility, Point Blank 
  Shot, Shot on the Run, base attack bonus +6. 
  Benefit: Once per encounter, when using the withdraw 
  action, you can make a single ranged attack at any point 
  during your movement.
  Normal: You cannot attack when using the withdraw 
  action.
  Special: Starting at 6th level, a ranger with the archery 
  combat style may select Parting Shot as a combat style feat.
  Pass For Human
  You’re easily mistaken for a human rather than a member 
  of your own race.
  Prerequisite: Half-elf, half-orc, or halfling (see 
  Special).
  Benefit: You receive a +10 bonus on Disguise checks 
  to disguise yourself as a human, and do not receive the 
  penalty for disguising yourself as a member of another 
  race when you do so. In areas largely populated or 
  settled by humans, you can take 10 on your 
  Disguise check, meaning most people tend 
  to assume you are human unless given a 
  reason to think otherwise.
  Special: A halfling may take this feat, 
  but must have the Childlike feat as a 
  prerequisite. The benefits of the two feats stack.
  Perfect Strike (Combat)
  When wielding a monk weapon, your attacks can be 
  extremely precise. 
  Prerequisites: Dex 13, Wis 13, Improved 
  Unarmed Strike, base attack bonus +8.
  Benefit: You must declare that you are using 
  this feat before you make your attack roll (thus a 
  failed attack roll ruins the attempt). You must use one of 
  the following weapons to make the attack: kama, nunchaku, 
  quarterstaff, sai, and siangham. You can roll your attack roll 
  twice and take the higher result. If one of these rolls is a 
  critical threat, the other roll is used as your confirmation 
  roll (your choice if they are both critical threats). You may 
  attempt a perfect attack once per day for every four levels 
  you have attained (but see Special), and no more than once 
  per round.
  Special: A weapon master monk or zen archer monk 
  receives Perfect Strike as a bonus feat at 1st level, even if he 
  does not meet the prerequisites. A monk may attempt an 
  
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  perfect strike attack a number of times per day equal to his 
  monk level, plus one more time per day for every four levels 
  he has in classes other than monk.
  Persistent Spell (Metamagic)
  You can modify a spell to become more tenacious when 
  its targets resist its effect. 
  Benefit: Whenever a creature targeted by a persistent 
  spell or within its area succeeds on its saving throw 
  against the spell, it must make another saving throw 
  against the effect. If a creature fails this second saving 
  throw, it suffers the full effects of the spell, as if it had 
  failed its first saving throw. A persistent spell uses up a 
  spell slot two levels higher than the spell’s actual level.
  Spells that do not require a saving throw to resist or 
  lessen the spell’s effect do not benefit from this feat.
  Point Blank Master (Combat)
  You are adept at firing ranged weapons in close quarters. 
  Prerequisite: Weapon Specialization with selected 
  ranged weapon.
  Benefit: Choose one type of ranged weapon. You do not 
  provoke attacks of opportunity when firing the selected 
  weapon while threatened.
  Normal: Using a ranged weapon while you are 
  threatened provokes attacks of opportunity.
  Special: Starting at 6th level, a ranger with the archery 
  combat style may select Point Blank Master as a combat 
  style feat, but he must have Weapon Focus instead of 
  Weapon Specialization in the selected weapon.
  Practiced Tactician
  With only a few quick gestures and commands, you can 
  direct others in combat.
  Prerequisite: Tactician class feature.
  Benefit: You can use your tactician ability to grant 
  allies a teamwork feat one additional time per day. 
  Special: You can gain Practiced Tactician multiple 
  times. Its effects stack.
  Precise Strike (Combat, Teamwork)
  You are skilled at striking where it counts, as long as an 
  ally distracts your foe.
  Prerequisites: Dex 13, base attack bonus +1.
  Benefit: Whenever you and an ally who also has this 
  feat are flanking the same the creature, you deal an 
  additional 1d6 points of precision damage with each 
  successful melee attack. This bonus damage stacks with 
  other sources of precision damage, such as sneak attack. 
  This bonus damage is not multiplied on a critical hit.
  Preferred Spell
  You find it very easy to cast one particular spell.
  Prerequisites: Spellcraft 5 ranks, Heighten Spell.
  Benefit: Choose one spell which you have the ability to 
  cast. You can cast that spell spontaneously by sacrificing 
  a prepared spell or spell slot of equal or higher level. You 
  can apply any metamagic feats you possess to this spell 
  when you cast it. This increases the minimum level of the 
  prepared spell or spell slot you must sacrifice in order to 
  cast it but does not affect the casting time.
  Special: You can gain this feat multiple times. Its 
  effects do not stack. Each time you take the feat, it applies 
  to a different spell.
  Punishing Kick (Combat)
  Your kicks are so powerful you use them to push or knock 
  back your foes.
  Prerequisites: Con 13, Wis 13, Improved Unarmed 
  Strike, base attack bonus +8.
  Benefit: You must declare that you are using this feat 
  before you make your attack roll (thus a failed attack roll 
  ruins the attempt). On a successful hit, the attack deals 
  damage normally and you can choose to push your target 5 
  feet or attempt to knock them prone. If you decide to push 
  the target, it is moved 5 feet directly away from you. This 
  movement does not provoke attacks of opportunity, and 
  the target must end this move in a safe space it can stand 
  in. If you decide to attempt to knock the target prone, the 
  target receives a Fortitude saving throw with a DC of 10 + 
  1/2 your character level + your Wisdom modifier to avoid 
  the effect. You may attempt a punishing kick attack once 
  per day for every four levels you have attained (but see 
  Special), and no more than once per round.
  Special: A hungry ghost monk receives Punishing Kick 
  as a bonus feat at 1st level, even if he does not meet the 
  prerequisites. A monk may attempt a punishing kick 
  attack a number of times per day equal to his monk level, 
  plus one more time per day for every four levels he has in 
  classes other than monk.
  Pushing Assault (Combat)
  A strike made with a two-handed weapon can push a 
  similar sized opponent backward.
  Prerequisites: Str 15, Power Attack, base attack bonus +1.
  Benefit: When you hit a creature your size or smaller 
  with a two-handed weapon attack modified by the 
  Power Attack feat, you can choose to push the target 5 
  feet directly away from you instead of dealing the extra 
  damage from Power Attack. If you score a critical hit, 
  you can instead push the target 10 feet directly away 
  from you. This movement does not provoke attacks of 
  opportunities, and the target must end this move in a 
  safe space it can stand in. You choose which effect to 
  apply after the attack roll has been made, but before the 
  damage is rolled.
  
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  Racial Heritage
  The blood of a non-human ancestor flows in your veins.
  Prerequisite: Human.
  Benefit: Choose another humanoid race. You count as 
  both human and that race for any effects related to race. 
  For example, if you choose dwarf, you are considered both 
  a human and a dwarf for the purpose of taking traits, feats, 
  how spells and magic items affect you, and so on.
  Raging Vitality
  While raging, you are full of vigor and health.
  Prerequisites: Con 15, rage class feature.
  Benefit: Whenever you are raging, the morale bonus to 
  your Constitution increases by +2. Your rage does not end 
  if you become unconscious. While unconscious you must 
  still expend rounds of rage per day each round.
  Ray Shield (Combat)
  You can even deflect rays with your shield.
  Prerequisites: Dex 15, Missile Shield, Spellbreaker.
  Benefit: You must be using a light, heavy, or tower 
  shield to use this feat. Once per round when you would 
  normally be hit with a ranged touch attack (including rays 
  and similar magical effects), you may deflect it so that you 
  take no damage from it. Your shield suffers the full effects 
  of the spell or effect, if applicable. 
  Razortusk
  Your powerful jaws and steely teeth are deadly enough to 
  give you a bite attack.
  Prerequisite: Half-orc.
  Benefit: You can make a bite attack for 1d4 points of 
  damage, plus your Strength modifier. You’re considered 
  proficient in this attack and can apply feats or effects 
  appropriate to natural attacks to it. If used as part of a full 
  attack action, the bite is considered a secondary attack 
  and is made at your full base attack bonus –5, and adds 
  half your Strength modifier to damage.
  Reach Spell (Metamagic)
  Your spells go farther than normal.
  Benefit: You can alter a spell with a range of touch, 
  close, or medium to increase its range to a higher 
  range category, using the following order: touch, close, 
  medium, and long. A reach spell uses up a spell slot 
  one level higher than the spell’s actual level for each 
  increase in range category. For example, a spell with a 
  range of touch increased to long range uses up a spell 
  slot three levels higher. Spells modified by this feat 
  that require melee touch attacks instead require ranged 
  touch attacks.
  Spells that do not have a range of touch, close, or 
  medium do not benefit from this feat.
  Rending Claws (Combat)
  Your claw attacks do greater harm to your enemy.
  Prerequisites: Str 13, two claw natural weapon attacks, 
  base attack bonus +6.
  Benefit: If you hit a creature with two claw attacks in 
  the same turn, the second claw attack deals an additional 
  1d6 points of damage. This damage is precision damage 
  and is not multiplied on a critical hit. You can use this 
  feat once per round.
  Repositioning Strike (Combat)
  Your critical hits can move your foes where you wish.
  Prerequisites: Int 13, Combat Expertise, Improved Trip, 
  base attack bonus +9.
  Benefit: Whenever you score a critical hit with a melee 
  attack, you can move your opponent, in addition to the 
  normal damage dealt by the attack. If your confirmation 
  roll exceeds your opponent’s CMD, you may move your 
  opponent as if from the reposition combat maneuver. 
  This does not provoke an attack of opportunity.
  Normal: You must perform a reposition combat 
  maneuver to reposition an opponent.
  Special: You can only apply the effects of one of the 
  following feats to a given critical hit: Bull Rush Strike, 
  Disarming Strike, Repositioning Strike, Sundering 
  Strike, or Tripping Strike. You may choose to use this feat 
  after you make your confirmation roll.
  Saving Shield (Combat)
  You deflect attacks that could mean your ally’s death. 
  Prerequisite: Shield Proficiency.
  Benefits: Whenever an adjacent ally is the target of an 
  attack, you can, as an immediate action, grant that adjacent 
  ally a +2 shield bonus to AC. You must be wielding a light 
  shield, heavy shield, or tower shield to use this feat.
  Second Chance (Combat)
  Quick reflexes turn missed strikes into second chances.
  Prerequisites: Int 13, Combat Expertise, base attack 
  bonus +6.
  Benefit: When making a full attack, if you miss on your 
  first attack, you can forgo making any other attacks for 
  the rest of your turn to reroll that attack at your highest 
  base attack bonus.
  Selective Spell (Metamagic)
  Your allies need not fear friendly fire.
  Prerequisite: Spellcraft 10 ranks.
  Benefit: When casting a selective spell with an area effect, 
  you can choose a number of targets in the area equal to the 
  ability score modifier used to determine bonus spells of the 
  same type (Charisma for bards, oracles, paladins, sorcerers, 
  and summoners; Intelligence for witches and wizards; 
  
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  Wisdom for clerics, druids, inquisitors, and rangers). These 
  targets are excluded from the effects of your spell. A selective 
  spell uses up a spell slot one level higher than the spell’s 
  actual level.
  Spells that do not have an area of effect do not benefit 
  from this feat.
  Shadow Strike (Combat)
  You accurately strike even those you cannot clearly see.
  Prerequisite: Base attack bonus +1.
  Benefit: You can deal precision damage, such as sneak 
  attack damage, against targets with concealment (but not 
  total concealment).
  Shared Insight
  You deftly direct others’ attentions where you wish.
  Prerequisites: Wis 13, half-elf.
  Benefit: As a move action, you can grant all friendly 
  creatures within 30 feet who can see or hear you a +2 
  bonus on Perception checks for a number of rounds equal 
  to your Wisdom modifier (minimum 1 round).
  Sharp Senses
  Your senses are especially sharp, even for your kind.
  Prerequisite: Keen senses racial trait.
  Benefit: You receive a +4 racial bonus on Perception 
  skill checks. This replaces the normal bonus from the 
  keen senses racial trait.
  Normal: The keen senses trait normally grants a +2 
  racial bonus on Perception skill checks.
  Shield of Swings (Combat)
  A wild frenzy of attacks serves to bolster your defenses.
  Prerequisites: Str 13, Power Attack, base attack bonus +1.
  Benefit: When you take a full-attack action while 
  wielding a two-handed weapon, you can choose to reduce 
  the damage by 1/2 to gain a +4 shield bonus to AC and CMD 
  until the beginning of your next turn. The reduction in 
  damage applies until the beginning of your next turn.
  Shield Specialization (Combat)
  You have mastered the use of one type of shield. 
  Prerequisites: Proficiency with selected shield, Shield 
  Focus, fighter level 4th.
  Benefit: Choose one type of shield (buckler, light, 
  heavy, or tower shield). With the selected shield, you 
  gain a +2 bonus to your Armor Class against critical hit 
  confirmation rolls. In addition, you may add your base 
  shield bonus (including the bonus from Shield Focus but 
  not including enhancement bonuses) to your CMD.
  Special: You can gain this feat multiple times. Its 
  effects do not stack. Each time you take the feat, it applies 
  to a new type of shield.
  Shield Wall (Combat, Teamwork)
  You form a unified defense with those around you.
  Prerequisite: Shield Proficiency.
  Benefit: Whenever you are wielding a shield and are 
  adjacent to an ally wielding a shield who also has this 
  feat, the AC bonus from your shield increases, depending 
  on the shield wielded by your ally. If your ally is wielding 
  a buckler or a light shield, your shield bonus increases by 
  +1. If your ally is wielding a heavy shield or a tower shield, 
  your shield bonus increases by +2. You keep these bonuses 
  even if your ally loses his shield bonus due to making a 
  shield bash attack. If an adjacent ally with this feat uses 
  a tower shield to grant total cover, you also benefit if an 
  attack targeting you passes through the edge of the shield 
  (Core Rulebook 153).
  Shielded Caster (Teamwork)
  Your allies cover you while you cast complicated spells.
  Benefit: Whenever you are adjacent to an ally who also has 
  this feat, you receive a +4 competence bonus on concentration 
  checks. If your ally is wielding a buckler or a light shield, this 
  bonus increases by +1. If your ally is wielding a heavy shield 
  or a tower shield, this bonus increases by +2. Finally, if an 
  enemy threatening you and your ally has the Disruptive feat, 
  or another ability that increases the DC of concentration 
  checks, the amount of the increase is halved.
  Sickening Spell (Metamagic)
  You can sicken creatures with your spells.
  Benefit: You can modify a spell to sicken a creature 
  damaged by the spell. When a creature takes damage from 
  this spell, they become sickened for a number of rounds equal 
  to the original level of the spell. If the spell allows a saving 
  throw, a successful save negates the sickening effect. If the 
  spell does not allow a save, the target can make a Fortitude 
  save to negate the sickening effect. If the spell effect also 
  causes the creature to become sickened, the duration of this 
  metamagic effect is added on to the duration of the spell. A 
  sickening spell uses up a spell slot two levels higher than 
  the spell’s actual level.
  Spells that do not inflict damage do not benefit from 
  this feat.
  Sidestep (Combat)
  You can reposition yourself after a foe’s missed swing.
  Prerequisites: Dex 13, Dodge, Mobility.
  Benefit: Whenever an opponent misses you with a melee 
  attack, you may move 5 feet as an immediate action so long 
  as you remain within that opponent’s threatened area. 
  This movement does not provoke attacks of opportunity. 
  If you take this step, you cannot take a 5-foot step during 
  your next turn. If you take an action to move during your 
  next turn, subtract 5 feet from your total movement.
  
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  Smash (Combat)
  You overcome obstacles by breaking them.
  Prerequisites: Power Attack, half-orc.
  Benefit: When you attack an inanimate, unattended 
  object, you ignore the first 5 points of its hardness. You 
  also receive a +5 bonus on Strength checks made to knock 
  down or break open doors.
  Special: The benefits of this feat do not apply to sunder 
  attempts or attacks against constructs, only attacks on 
  inanimate, unattended objects.
  Smell Fear
  You can catch the sour scent of fear on the wind.
  Prerequisites: Keen Scent, half-orc or orc.
  Benefit: You receive a +4 bonus on Perception checks to 
  detect creatures with the shaken, frightened, or panicked 
  conditions using scent. You can substitute your Perception 
  skill for Sense Motive skill checks if the subject has one 
  of the previous conditions or is attempting to cover up 
  their fear in some way.
  Sociable
  You have a way of helping others to get along.
  Prerequisites: Cha 13, half-elf.
  Benefit: As a move action, you grant all friendly creatures 
  within 30 feet who can see or hear you (including yourself) a 
  +2 bonus on Diplomacy checks for a number of rounds equal 
  to your Charisma modifier (minimum 1 round).
  Spell Perfection
  You are unequaled at the casting of one particular spell.
  Prerequisites: Spellcraft 15 ranks, at least three 
  metamagic feats.
  Benefit: Pick one spell which you have the ability to 
  cast. Whenever you cast that spell you may apply any one 
  metamagic feat you have to that spell without affecting its 
  level or casting time, as long as the total modified level 
  of the spell does not use a spell slot above 9th level. In 
  addition, if you have other feats which allow you to apply 
  a set numerical bonus to any aspect of this spell (such as 
  Spell Focus, Spell Penetration, Weapon Focus [ray], and so 
  on), double the bonus granted by that feat when applied to 
  this spell.
  Spider Step
  Your physical mastery grants you an impossible stride.
  Prerequisites: Acrobatics 6 ranks, Climb 6 ranks, monk 
  level 6th.
  Benefit: As a move action, you can move up to half your 
  slow fall distance across a wall or ceiling or across ropes, 
  branches, or even water or other surfaces that cannot 
  support your weight. You must reach a solid, level surface 
  by the end of your turn or you will fall.
  Stabbing Shot (Combat)
  You can clear the way to continue using your bow.
  Prerequisites: Rapid Shot, elf.
  Benefit: When adjacent to an opponent and making a 
  full-attack action with a longbow or shortbow (including 
  composite bows), you may choose to make a melee 
  attack against that opponent with a drawn arrow rather 
  than firing it. If the attack hits—whether or not it does 
  damage—your target is pushed back 5 feet away from you. 
  You can then fire arrows from your bow normally, at the 
  original target, or at another target within range. This 
  melee attack replaces the extra attack from Rapid Shot, and 
  all of your attack rolls for the round (the melee attack and 
  the ranged attacks) take a –2 penalty. If your initial attack 
  leaves you with no enemies threatening you, you can make 
  the subsequent ranged attack or attacks without provoking 
  attacks of opportunity.
  Steel Soul
  You are especially resistant to magic.
  Prerequisites: Dwarf, hardy racial trait.
  Benefit: You receive a +4 racial bonus on saving throws 
  against spells and spell-like abilities. This replaces the 
  normal bonus from the dwarf’s hardy racial trait.
  Normal: Dwarves normally receive a +2 racial bonus on 
  saving throws against spells and spell-like abilities.
  Step Up and Strike (Combat)
  When a foe tries to move away, you can follow and make 
  an attack.
  Prerequisites: Dex 13, Following Step, Step Up, base 
  attack bonus +6.
  Benefit: When using the Step Up or Following Step feats 
  to follow an adjacent foe, you may also make a single melee 
  attack against that foe at your highest base attack bonus. 
  This attack counts as one of your attacks of opportunity 
  for the round. Using this feat does not count toward the 
  number of actions you can usually take each round.
  Normal: You can usually only take one standard action 
  and one 5-foot step each round.
  Stone-Faced
  Rocks show more expression than you.
  Prerequisite: Dwarf.
  Benefit: You receive a +4 bonus on Bluff checks to lie or 
  conceal your feelings or true motives, but not to feint in 
  combat or deliver secret messages. In addition, the DC for 
  Sense Motive checks to get a hunch about you is 25 rather 
  than 20.
  Stone Sense
  You can feel movement in the very earth and stones 
  around you.
  
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  Prerequisites: Improved Stonecunning, Perception 10 
  ranks.
  Benefit: You gain tremorsense to a range of 10 feet.
  Stone Singer
  Your songs are in accordance with the ways and lands of 
  your people.
  Prerequisites: Cha 13, bardic performance class feature, 
  dwarf.
  Benefit: When you use bardic performance with audible 
  components underground, the range or area of your chosen 
  performance is doubled, and you can affect deaf creatures 
  if they possess tremorsense and are in your new range. In 
  addition, the DC for saving throws against your bardic 
  performance is increased by +2 for creatures of the earth 
  subtype, regardless of where the performance occurs.
  Stunning Assault (Combat)
  You powerful but imprecise attacks can stun your enemies.
  Prerequisites: Str 13, Power Attack, base attack bonus +16.
  Benefit: You can choose to take a –5 penalty on all melee 
  attack rolls and combat maneuver checks to stun targets 
  you hit with your melee attacks for 1 round. A successful 
  Fortitude save negates the effect. The DC of this save is 10 
  + your base attack bonus. You must choose to use this feat 
  before making the attack roll, and its effects last until your 
  next turn.
  Summoner’s Call
  You have the power to call your eidolon one additional 
  time per day.
  Prerequisite: Eidolon class feature.
  Benefit: Whenever you summon your eidolon, you may 
  give it a +2 enhancement bonus to its Strength, Dexterity, 
  or Constitution. This bonus lasts 10 minutes after the 
  summoning ritual is complete.
  Sundering Strike (Combat)
  Your critical hits can sunder your foes’ weapons.
  Prerequisites: Str 13, Improved Sunder, Power Attack, 
  base attack bonus +9.
  Benefit: Whenever you score a critical hit with a melee 
  attack, you can sunder your opponent’s weapon, in addition to 
  the normal damage dealt by the attack. If your confirmation 
  
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  roll exceeds your opponent’s CMD, you may deal damage 
  to your opponent’s weapon as if from the sunder combat 
  maneuver (roll normal damage to the weapon separately). 
  This does not provoke an attack of opportunity.
  Normal: You must perform a sunder combat maneuver 
  to sunder an opponent’s weapon.
  Special: You can only apply the effects of one of the 
  following feats to a given critical hit: Bull Rush Strike, 
  Disarming Strike, Repositioning Strike, Sundering 
  Strike, or Tripping Strike. You may choose to use this feat 
  after you make your confirmation roll.
  Swap Places (Combat, Teamwork)
  You are skilled at changing places with your ally during 
  a chaotic melee.
  Benefit: Whenever you are adjacent to an ally who also 
  has this feat, you can move into your ally’s square as part 
  of normal movement. At the same time, your ally moves 
  into your previous space as an immediate action. Both 
  you and your ally must be willing and able to move to 
  take advantage of this feat. Your ally must be the same 
  size as you to utilize this feat. Your ally does not provoke 
  an attack of opportunity from this movement, but you 
  provoke as normal. This movement does not count 
  against your ally’s movement on his next turn.
  Swift Aid (Combat)
  With a quick but harmless swipe, you can aid an ally’s 
  assault.
  Prerequisites: Int 13, Combat Expertise, base attack 
  bonus +6.
  Benefit: As a swift action, you can attempt the aid 
  another action, granting your ally either a +1 bonus on 
  his next attack roll or a +1 bonus to his AC.
  Normal: Aid another is a standard action.
  Taunt
  You may be small, but your remarks cut others down to size.
  Prerequisites: Cha 13, Small size or smaller.
  Benefit: 
  You 
  can 
  demoralize 
  opponents 
  using 
  Bluff rather than Intimidate (see the Intimidate skill 
  description for details) and take no skill check penalty 
  for being smaller than your target.
  Team Up (Combat)
  When you are ganging up against an enemy, you can aid 
  an ally with a quick feint.
  Prerequisites: Int 13, Combat Expertise, Gang Up, base 
  attack bonus +6.
  Benefit: When you and at least two of your allies are 
  adjacent to an opponent, you can attempt the aid another 
  action as a move action.
  Normal: Aid another is a standard action.
  Teleport Tactician (Combat)
  You are highly alert for enemies using teleportation to 
  approach you or flee from you.
  Prerequisites: Combat Reflexes, Disruptive, Spellbreaker.
  Benefit: Any creature using a teleportation effect to 
  enter or leave a square threatened by you provokes an 
  attack of opportunity, even if casting defensively or using 
  a supernatural ability. 
  Tenacious Transmutation
  Your mastery of the magic of changing makes your 
  transmutations more durable.
  Prerequisite: Spell Focus (transmutation).
  Benefit: The DC of caster level checks to dispel or 
  remove your transmutations increases by 2; even if the 
  spell is negated, its effects persist for 1 additional round 
  before dissipating.
  Thundering Spell (Metamagic)
  You can conjure your spells into existence with blaring 
  thunder or fearful shrieks, deafening creatures damaged 
  by their effects.
  Benefit: You can modify a spell to deafen a creature 
  damaged by the spell. When a creature takes damage 
  from this spell, it becomes deafened for a number of 
  rounds equal to the original level of the spell. If the 
  spell allows a saving throw, a successful save negates the 
  deafening effect. If the spell does not allow a save, the 
  target can make a Fortitude save to negate the deafening 
  effect. If the spell effect also causes the creature to 
  become deafened, the duration of this metamagic effect 
  is added to the duration of the spell. A thundering spell 
  uses up a spell slot two levels higher than the spell’s 
  actual level.
  Spells that do not inflict damage do not benefit from 
  this feat.
  Touch of Serenity (Combat)
  With a single touch you can reduce the threat of even the 
  most savage of foes.
  Prerequisites: Wis 18, Improved Unarmed Strike, base 
  attack bonus +8.
  Benefit: You must declare that you are using this feat 
  before you make your attack roll (thus a failed attack roll 
  ruins the attempt). On a successful hit, the attack deals 
  no damage and bestows no other effect or condition, but 
  the target cannot cast spells or attack (including attacks 
  of opportunity and attacks as immediate actions) for 1 
  round unless it succeeds on a Will saving throw with a DC 
  of 10 + 1/2 your character level + your Wisdom modifier. 
  You may attempt a touch of serenity once per day for every 
  four levels you have attained (but see Special), and no 
  more than once per round.
  
  173
  173
  Feats
  Feats 3
  Special: A monk of the lotus receives Touch of Serenity 
  as a bonus feat at 1st level, even if he does not meet the 
  prerequisites. A monk may attempt a touch of serenity a 
  number of times per day equal to his monk level, plus one 
  more time per day for every four levels he has in classes 
  other than monk.
  Trick Riding (Combat)
  You are not only skilled at controlling a horse in combat; 
  you can make it look like art. 
  Prerequisites: Ride 9 ranks, Mounted Combat.
  Benefit: While wearing light or no armor, you do not 
  need to make Ride skill checks for any task listed in the 
  Ride skill with a DC of 15 or lower. You do not take a 
  –5 penalty for riding a mount bareback. You can make 
  a check using Mounted Combat to negate a hit on your 
  mount twice per round instead of just once. 
  Tripping Strike (Combat)
  The force intrinsic to your critical hits can knock your 
  foes down.
  Prerequisites: Int 13, Combat Expertise, Improved Trip, 
  base attack bonus +9.
  Benefit: Whenever you score a critical hit with a melee 
  attack, you can trip your opponent, in addition to the 
  normal damage dealt by the attack. If your confirmation 
  roll exceeds your opponent’s CMD, you may knock your 
  opponent prone as if from the trip combat maneuver. 
  This does not provoke an attack of opportunity. If you are 
  tripped during your own trip attempt, you can drop your 
  weapon to avoid being tripped.
  Normal: You must perform a trip combat maneuver to 
  trip an opponent.
  Special: You can only apply the effects of one of the 
  following feats to a given critical hit: Bull Rush Strike, 
  Disarming Strike, Repositioning Strike, Sundering 
  Strike, or Tripping Strike. You may choose to use this feat 
  after you make your confirmation roll.
  Under and Over (Combat)
  You can slip under a foe trying to grab you, knocking him 
  off balance.
  Prerequisites: Agile Maneuvers, Small size or smaller.
  Benefit: If an opponent larger than you attempts to 
  grapple you and fails, you may make a trip attack as an 
  immediate action against that opponent with a +2 bonus. 
  This does not provoke an attack of opportunity. 
  Underfoot (Combat)
  You slip under and around your larger foes.
  Prerequisites: Dodge, Mobility, Small size or smaller.
  Benefit: You receive a +4 dodge bonus on Acrobatics 
  checks to move past opponents without provoking attacks 
  of opportunity, so long as they are larger than you. In 
  addition, you gain a +2 dodge bonus to Armor Class 
  against attacks of opportunity caused when you move 
  out of or within a larger opponent’s threatened area (this 
  stacks with the +4 bonus provided by Mobility, for a total 
  bonus of +6).
  Vermin Heart
  You have a special bond with things that creep, crawl, 
  skitter, and sting.
  Prerequisite: Wild empathy class feature.
  Benefit: You may target vermin with spells and special 
  abilities that only affect animals (although they are still 
  affected by spells targeting vermin as well). You may 
  use wild empathy to influence vermin as easily as you 
  influence animals.
  War Singer
  Your songs draw upon the savage chants and brutal ways 
  of your people, inspiring those around you to new heights 
  of violence and savagery.
  Prerequisites: Cha 13, bardic performance class feature, 
  half-orc or orc.
  Benefit: When you use bardic performance with audible 
  components on a battlefield (any area where a combat 
  involving a dozen or more combatants is taking place), 
  the range or area of your chosen performance is doubled. 
  In addition, the DC for saving throws against your bardic 
  performance is increased by +2 for creatures of the orc 
  subtype, regardless of where the performance occurs.
  Well-Prepared
  Somehow, you always seem to have the right tools or 
  supplies close at hand.
  Prerequisite: Half ling.
  Benefit: Once per day, when confronted with a 
  situation that calls for a particular mundane item of 
  equipment, you may make a Sleight of Hand check with 
  a DC of 10 plus the item’s cost in gold pieces to “happen” 
  to have such an item on your person. For example, having 
  a crowbar would be DC 12, whereas a f lask of acid would 
  be DC 20. The item must be something you can easily 
  carry—if you are on foot and have only a backpack, for 
  example, you could not have a large iron cauldron. You 
  cannot have magical items using this feat, nor can you 
  have specific items, such as the key to a particular door. 
  If you are stripped of your equipment or possessions, 
  you lose the benefits of this feat until you have at least a 
  day to resupply and “acquire” new items. You must pay 
  of these items normally.
  Special: At the GM’s option, a character can substitute 
  the Survival skill for Sleight of Hand with this feat. Such 
  a choice is permanent.
  
  Equipment
  4
  
  I 
  think we might have 
  offended them,” Merisiel 
  offered, dancing backward as 
  a boulder the size of a horse 
  smashed past her down the 
  cliff face. 
  “What gave you that idea?” 
  Valeros asked. Above him, the 
  cave bear roared, revealing 
  yellow, tusk-like fangs. Valeros 
  snarled back at it.
  “Thieves!” the foremost stone 
  giant roared, and Valeros sighed.
  “Tell me, Merisiel,” he said, 
  calmly, “have you ever noticed 
  certain patterns in your life?” 
  Then, before she could answer, 
  he vaulted forward onto the 
  giant’s knee and launched 
  himself at the back of the bear’s 
  neck, swords outstretched.
  
  176
  176
  Equipment
  A well-equipped character can take on nearly any 
  challenge, from surviving in the wilderness to making an 
  impression at the king’s banquet. This chapter presents 
  all manner of mundane and exotic equipment for the PCs 
  to purchase and use, from weapons to armor, alchemical 
  items to masterwork tools, fine wines to trail rations. The 
  equipment presented here should be relatively easy to find 
  and purchase in most towns and cities, although GMs 
  might wish to restrict the availability of some of the more 
  expensive and exotic items.
  Weapons
  Adventurers are always on the look out for new or strange 
  weapons to give them an advantage in combat.
  Arrow, Blunt: These arrows have rounded wooden tips. 
  They deal bludgeoning damage rather than piercing 
  damage. An archer can use a blunt arrow to deal nonlethal 
  damage (at the normal –4 attack penalty for using a lethal 
  weapon to deal nonlethal damage).
  Arrow, Flight: These arrows have light shafts and special 
  fletchings to give them greater range. A flight arrow’s 
  range increment is 20 feet greater with longbows, 10 feet 
  greater with shortbows. They deal damage as if one size 
  category smaller.
  Arrow, Smoke: This arrow is actually a specially-shaped 
  smokestick that can be fired from a bow. It trails smoke as 
  it flies, and creates a 5-foot cube of smoke where it strikes. 
  It otherwise functions like a normal arrow in terms of 
  damage, range, and so on.
  Bardiche: The crescent axe-blade of this polearm is 
  attached to the haft at two points: the center of the blade 
  attaches to a socket at the top of the haft, and the lower 
  point of the blade attaches to a secondary mount point. 
  The blade is often very long, sometimes almost as long as 
  the haft. You gain a +2 bonus to your CMD to resist sunder 
  attempts against a bardiche.
  Battle Aspergillum: Named for the common aspergillum, 
  a mace-like tool used by priests to sprinkle holy water, this 
  light mace has a hollow head and a metal plug to fit the 
  hollow’s neck. When the mace strikes a creature, holy water 
  sprinkles out through tiny holes throughout the weapon’s 
  head; creatures subject to damage from holy water take 1 
  point of damage in addition to the normal effect of being 
  struck by the mace (a nonmagical aspergillum can deal holy 
  water damage to an incorporeal creature in this manner, 
  even if the mace itself deals no damage). After 5 hits, the 
  battle aspergillum is empty and needs to be refilled. 
  Filling it with holy water is a standard action that provokes 
  an attack of opportunity (like drinking a potion). A filled 
  aspergillum is normally carried upright, otherwise the 
  holy water leaks out as the weapon moves.
  Bayonet: Bayonets are close combat weapons designed to 
  fit into the grooves or muzzles of crossbows and firearms. 
  They allow you to make melee attacks with these weapons 
  but render them temporarily useless as ranged weapons. 
  Attaching or removing a bayonet is a move action.
  Bec de Corbin: The bec de corbin is a polearm very 
  similar to the lucerne hammer, but the hammer head is 
  blunt rather than spiked and the spike is stouter and more 
  hooked. You primarily attack with the spike. You gain a 
  +2 bonus to your CMB to sunder medium or heavy armor 
  with a bec de corbin.
  Bill: The blade of this polearm is a curved or hooked 
  chopping blade with a spiked projection on the back 
  of the blade. The spike is commonly used to block and 
  parry. When fighting defensively or with full defense, 
  this weapon gives you a +1 shield bonus to AC. A mounted 
  opponent hit by a bill takes a –1 penalty on his Ride check 
  to stay mounted.
  Boar Spear: This spear with a spiraling blade has a metal 
  crossbar approximately halfway down its length. If you 
  ready a boar spear against a charge and your attack hits, 
  you get a +2 shield bonus to your AC against that creature 
  until your next turn.
  Boomerang: The boomerang is primarily a hunting tool, 
  but it is not uncommon for these versatile thrown weapons 
  to be carried into battle. A boomerang is made of wood and 
  is flat, with a long haft, a pronounced forward curve, and 
  a sharp backward bend at the head. A thrown boomerang 
  does not fly in a returning path; returning boomerangs 
  are solely recreational.
  Brass Knuckles: These close combat weapons are 
  designed to fit comfortably around the knuckles, narrowing 
  the contact area and therefore magnifying the amount of 
  force delivered by a punch. They allow you to deal lethal 
  damage with unarmed attacks. You may hold, but not 
  wield, a weapon or other object in a hand wearing brass 
  knuckles. You may cast a spell with a somatic component 
  while wearing brass knuckles if you make a concentration 
  check (DC 10 + the level of the spell you’re casting). Monks 
  are proficient with brass knuckles and can use their monk 
  unarmed damage when fighting with them.
  Cestus: The cestus is a glove of leather or thick cloth that 
  covers the wielder from mid-finger to mid-forearm. The 
  close combat weapon is reinforced with metal plates over the 
  fingers and often lined with wicked spikes along the backs 
  of the hands and wrists. While wearing a cestus, you are 
  considered armed and your unarmed attacks deal normal 
  damage. If you are proficient with a cestus, your unarmed 
  strikes may deal bludgeoning or piercing damage. Monks 
  
  177
  177
  Equipment
  Equipment 4
  Table 
  4–1: 
  Weapons
  Simple Weapons 
  Cost 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range 
  Weight1 
  Type2 
  Special
  Unarmed Attacks
  Brass knuckles 
  1 gp 
  1d2 
  1d3 
  �2 
   — 
  1 lb. 
  B 
  monk, see text
  Light Melee Weapons
  Battle aspergillum 
  5 gp 
  1d4 
  1d6 
  �2 
  — 
  4 lbs. 
  B 
  see text
  Cestus 
  5 gp 
  1d3 
  1d4 
  19–20/�2 
  — 
  1 lb. 
  B or P 
  monk, see text
  Wooden stake 
  — 
  1d3 
  1d4 
  �2 
  10 ft. 
  1 lb. 
  P 
  —
  Two-Handed Melee Weapons
  Bayonet 
  5 gp 
  1d4 
  1d6 
  �2 
  — 
  1 lb. 
  P 
  —
  Boar spear  
  5 gp 
  1d6 
  1d8 
  �2 
  — 
  8 lbs.  
  P 
  brace, see text
  Martial Weapons  
  Cost 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range 
  Weight1 
  Type2 
  Special
  One-Handed Melee Weapons
  Sword cane 
  45 gp 
  1d4 
  1d6 
  �2 
  — 
  4 lbs. 
  P 
  —
  Two-Handed Melee Weapons
  Bardiche 
  13 gp 
  1d8 
  1d10 
  19–20/�2 
  — 
  14 lbs. 
  S 
  brace, reach, see text
  Bec de corbin 
  15 gp 
  1d8 
  1d10 
  �3 
  — 
  12 lbs. 
  B or P 
  brace, reach, see text
  Bill  
  11 gp 
  1d6 
  1d8 
  �3 
  — 
  11 lbs. 
  S 
  brace, disarm, reach,  
   
   
   
   
   
   
   
   
   
  see  text
  Glaive-guisarme 
  12 gp 
  1d8 
  1d10 
  �3 
  — 
  10 lbs. 
  S 
  brace, reach, see text
  Lucerne hammer 
  15 gp 
  1d10 
  1d12 
  �2 
  — 
  12 lbs. 
  B or P 
  brace, reach, see text
  Ranged Weapons
    Arrow, blunt (20)  
  2 gp 
  — 
  — 
  — 
  — 
  3 lbs. 
  B 
  see text
    Arrow, flight (20)  
  2 gp 
  — 
  — 
  — 
  see text 
  3 lbs. 
  P 
  see text
    Arrow, smoke 
  10 gp 
  — 
  — 
  — 
  — 
  — 
  P 
  see text
  Chakram 
  1 gp 
  1d6 
  1d8 
  �2 
  30 ft. 
  1 lb. 
  S 
  —
  Pilum  
  5 gp 
  1d6 
  1d8 
  �2 
  20 ft. 
  4 lbs. 
  P 
  see text
  Exotic Weapons  
  Cost 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range 
  Weight1 
  Type2 
  Special
  Light Melee Weapons
  Swordbreaker dagger 
  10 gp 
  1d3 
  1d4 
  �2 
  — 
  3 lbs. 
  S 
  disarm, see text
  One-Handed Melee Weapons
  Falcata 
  18 gp 
  1d6 
  1d8 
  19–20/�3 
  — 
  4 lbs. 
  S 
  —
  Khopesh 
  20 gp 
  1d6 
  1d8 
  19–20/�2 
  — 
  8 lbs. 
  S 
  trip
  Temple sword 
  30 gp 
  1d6 
  1d8 
  19–20/�2 
  — 
  3 lbs. 
  S 
  monk, trip
  Two-Handed Melee Weapons
  Chain spear 
  15 gp 
  1d4/1d4 
  1d6/1d6 
  �2 
  — 
  13 lbs. 
  P and S trip
  Mancatcher 
  15 gp 
  1 
  1d2 
  — 
  — 
  10 lbs. 
  P 
  reach, see text
  Ranged Weapons
  Boomerang 
  3 gp 
  1d4 
  1d6 
  �2 
  30 ft. 
  3 lbs. 
  B 
  see text
  Double crossbow 
  300 gp 
  1d6 
  1d8 
  19–20/�2 
  80 ft. 
  18 lbs. 
  P 
  —
  Lasso 
  1 sp 
  — 
  — 
  — 
  — 
  5 lbs. 
  — 
  see text
  1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much. 
  2 A weapon with two types is both types if the entry specifies “and,” or either type (wielder’s choice) if the entry specifies “or.”
  
  178
  178
  are proficient with the cestus. When using a cestus, your 
  fingers are mostly exposed, allowing you to wield or carry 
  items in that hand, but the constriction of the weapon at 
  your knuckles gives you a –2 penalty on all precision-based 
  tasks involving that hand (such as opening locks).
  Chain Spear: This vicious weapon often finds its way 
  into gladiatorial events due to its versatility. The body of 
  the weapon is a standard short spear, primarily used for 
  thrusting. The butt of the spear is fitted with a length of 
  chain, often spiked, with a hook at the end. The hook and 
  chain may be used to make trip attacks. If your trip attack 
  fails by 10 or more, you may drop the chain spear to avoid 
  being knocked prone.
  Chakram: The chakram is a simple, elegant, and highly 
  portable thrown weapon. It is a flat, open-centered metal 
  discus with a sharpened edge. You can wield the chakram 
  as a melee weapon, but it is not designed for such use; you 
  take a –1 penalty on your attack roll with the weapon and 
  must make a DC 15 Reflex save or cut yourself on the blade 
  (half damage, no Strength modifier). You do not need to 
  make this save if wearing heavy armor.
  Double Crossbow: This heavy weapon fires a pair of iron-
  tipped bolts with a single squeeze of the trigger. Due to its 
  size and weight, you take a –4 penalty on your attack roll if 
  you’re proficient with it, or –8 if you’re not. If the attack hits, 
  the target takes damage from both bolts. Critical hits, sneak 
  attack damage, and other precision-based damage only apply 
  to the first bolt. Reloading one bolt is a standard action; the 
  Rapid Reload feat reduces this to a move action. Crossbow 
  Mastery allows you to reload both bolts as a move action
  Falcata: This heavy blade has a single sharp, concave 
  edge and a hook-shaped hilt. Its shape distributes the 
  weight to give it the momentum of an axe with the cutting 
  edge of a sword.
  Glaive-Guisarme: This polearm combines the blade of 
  a glaive with a wicked hook. A mounted opponent hit by 
  a glaive-guisarme takes a –2 penalty on his Ride check to 
  stay mounted.
  Khopesh: This heavy blade has a convex curve near the 
  end, making its overall shape similar to a battleaxe.
  Lasso: This thrown weapon is a length of rope with a simple 
  open knot on one end that allows you entangle a foe like you 
  would using a net. The DC to cast a spell while entangled with 
  a lasso is 10 + the spell level being cast. An entangled creature 
  can slip free with a DC 15 Escape Artist check as a full-round 
  action. The lasso has 2 hit points and AC 10. It requires a DC 
  Smoke 
  Arrows
  Flight 
  Arrows
  Boomerang
  Bayonet
  Wooden 
  stake
  Falcata
  Khopesh
  Double 
  Crossbow
  Glaive-Guisarme
  Bill
  Mancatcher
  Pilum
  
  179
  179
  Equipment
  Equipment 4
  23 Strength check to break it. On a successful hit, the lasso 
  tightens; to use it again you must spend a standard action 
  sliding the knot to enlarge the loop.
  Lucerne Hammer: This polearm has both a pronged 
  hammer head for crushing blows and a spiked head for 
  piercing and peeling armor; most attacks are made with 
  the hammer. The long haft allows the wielder to put 
  amazing force behind the head of this weapon. You gain a 
  +2 bonus to your CMB to sunder medium or heavy armor 
  with a lucerne hammer.
  Mancatcher: This polearm consists of two curved 
  metal bands that close around a target when you attack, 
  allowing you to bind an opponent. A mancatcher is built 
  to capture a creature of a particular size category (such 
  as Small or Medium) and doesn’t work on creatures of 
  the wrong size. Make a touch attack to hit an opponent 
  and a combat maneuver check to grapple him (without 
  the –4 penalty for not having two hands free); success 
  means you and the target are grappled. Once the target 
  is grappled, you can perform a move or damage grapple 
  action against him. The mancatcher has hardness 10 
  and 5 hit points; it requires a DC 26 Strength check to 
  break it. If you drop the mancatcher, the target can free 
  himself as a standard action.
  Pilum: The tip of this heavy javelin is designed to 
  break off and embed itself into a shield once it hits. 
  Like ammunition, a thrown pilum that hits its target 
  is destroyed. If you hit a shield-using opponent with a 
  pilum, he loses the AC bonuses from that shield until he 
  takes a standard action to pry the remnants of the pilum 
  from his shield.
  Sword Cane: This slender light blade lies within a 
  wooden container that serves as both its scabbard and 
  hiding place. You can draw the blade from the cane as a 
  swift action (or a free action if you have the Quick Draw 
  feat). An observer must make a DC 20 Perception check to 
  realize an undrawn sword cane is a weapon rather than 
  a walking stick; the DC decreases to 10 if the observer is 
  able to handle the weapon.
  Swordbreaker Dagger: You can use this dagger to disarm 
  or sunder enemy blades by catching them in the grooves on 
  the back of the blade and using your weapon as a lever. If 
  you are proficient with this weapon, add +4 on your disarm 
  or sunder attempts against bladed weapons.
  Temple Sword: Heavy blades typically used by guardians 
  of religious sites, temple swords have distinctive crescent-
  shaped blades, appearing as an amalgam of a sickle and 
  sword. Many have holes drilled into the blade or places on the 
  pommel where charms, bells, or other holy trinkets might be 
  attached. Monks are proficient with the temple sword.
  Wooden Stake: This close combat weapon is just a 
  sharpened piece of wood. Iron spikes used as weapons 
  deal damage as wooden stakes.
  Armor
  These armors follow the same rules as the armors presented 
  in the Pathfinder RPG Core Rulebook.
  Agile Breastplate: This breastplate is specially crafted 
  in a manner that allows extra maneuverability for some 
  physical activities. The armor check penalty for Climb 
  checks and jump checks is only –1 (masterwork and 
  mithral versions of this armor reduce this penalty as well 
  as the normal penalty).
  Agile Half-Plate: This style of half-plate is specially 
  crafted in a manner that allows extra maneuverability 
  for some physical activities. The armor check penalty for 
  Climb checks and jump checks is only –4 (masterwork 
  and mithral versions of this armor reduce this penalty 
  as well as the normal penalty). In addition, unlike most 
  heavy armors, the wearer can still run at quadruple speed 
  instead of triple speed.
  Armored Coat: This sturdy leather coat is reinforced with 
  metal plates sewn into the lining. More cumbersome than 
  light armor but less effective than most medium armors, 
  the advantage of an armored coat is that a person can don 
  it or remove it as a move action (there is no “don hastily” 
  option for an armored coat). If worn over other armor, use 
  the better AC bonus and worse value in all other categories; 
  an armored coat has no effect if worn with heavy armor. The 
  only magic effects that apply are those worn on top.
  Quickdraw Shield, Light Wooden or Steel: This light 
  shield is specially crafted with a series of straps to allow a 
  character proficient in shields to ready or stow it on his or 
  her back quickly and easily. If you have a base attack bonus 
  of +1 or higher, you may don or put away a quickdraw shield 
  as a swift action combined with a regular move. If you have 
  the Two-Weapon Fighting feat, you can draw a light or 
  one-handed weapon with one hand and a quickdraw shield 
  with the other in the time it would normally take you to 
  draw one weapon. If you have the Quick Draw feat, you may 
  don or put away a quickdraw shield as a free action.
  Quilted Cloth: This enhanced form of padded armor 
  has internal layers specifically designed to trap arrows, 
  bolts, darts, shuriken, thrown daggers, and other small 
  ranged piercing weapons. When these kinds of weapons 
  strike you, they tend to become snagged in these layers 
  and fail to harm you. You gain DR 3/— against attacks of 
  this kind. The special layers of the armor have no effect on 
  other kinds of weapons.
  Wooden Armor: This suit of leather armor has plates 
  of fire-treated wood sewn over vital areas. Though not as 
  effective as metal armor, it offers better protection than 
  leather alone. Unlike metal armor, the wood is slightly 
  buoyant, and the armor check penalty for swimming in 
  this armor is 0.
  
  180
  180
  Table 
  4–2: 
  Armor 
  and 
  Shields
   
   
  Armor/Shield Maximum 
  Armor 
  Arcane Spell 
   Speed
  Armor 
  Cost 
  Bonus 
  Dex Bonus Check Penalty Failure Chance 
  30 ft. 20 ft. Weight1
  Light Armor
  Quilted cloth 
  100 gp 
  +1 
  +8 
  0 
  10% 
  30 ft. 20 ft. 
  15 lbs.
  Wooden 
  20 gp 
  +3 
  +3 
  –1 
  15% 
  30 ft.  20 ft. 
  25 lbs. 
   
   
  Medium Armor
  Armored coat 
  50 gp 
  +4 
  +3 
  –2 
  20% 
  20 ft. 15 ft. 
  20 lbs.
  Agile breastplate 
  400 gp 
  +6 
  +3 
  –4 
  25% 
  20 ft. 15 ft. 
  25 lbs.
  Heavy Armor
  Agile half-plate 
  850 gp 
  +8 
  +0 
  –7 
  40% 
  20 ft.2 15 ft.2 
  55 lbs.
  Shields
  Quickdraw shield, light wooden 
  53 gp 
  +1 
  — 
  –2 
  5% 
  — 
  — 
  6 lbs.
  Quickdraw shield, light steel 
  59 gp 
  +1 
  — 
  –2 
  5% 
  — 
  — 
  7 lbs.
  1 Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters weighs half as much, and armor 
  fitted for Large characters weighs twice as much. 
  2 When running in agile half-plate, you may still move quadruple your speed, instead of the normal triple speed for heavy armor.
  Armored 
  Coat
  Agile 
   
  Half-Plate
  Quilted 
  Cloth
  Wooden 
  Armor
  Agile 
  Breastplate
  Steel 
  Quickdraw 
  Shield
  Wooden 
  Quickdraw 
  Shield
  
  181181
  Equipment
  Equipment 4
  Goods and Services
  Adventurers are always looking for equipment that gives 
  them an advantage—their very survival depends on it.
  Adventuring geAr
  The following special gear supplements that listed in the 
  Pathfinder RPG Core Rulebook.
  Backpack, Masterwork: This backpack has numerous 
  pockets for storing various items that might be needed 
  while adventuring. Hooks are included for attaching items 
  such as canteens, pouches, or even a rolled-up blanket. 
  It has padded bands that strap across the chest and the 
  waist to distribute its weight more evenly. Like a common 
  backpack, it can hold about 2 cubic feet of material in its 
  main container. When wearing a masterwork backpack, 
  treat your Strength score as +1 higher than normal when 
  calculating your carrying capacity.
  Barbed Vest: Thin leather flaps keep the hundreds of 
  tiny, fishhook-like needles dotting the surface of this black 
  vest from harming you while you wear it. However, any 
  creature that injures you with a natural or unarmed attack 
  must make a DC 15 Reflex save or take 1 point of damage. 
  If a creature swallows you it takes 1 point of damage each 
  round until it either spits you up, you escape, or you die (at 
  which point the vest has sustained enough damage to no 
  longer serve as a threat). The vest can only be worn over 
  light armor or no armor.
  Blanket: This warm, woven blanket has straps so it can 
  be rolled up and tied.
  Buoy, Common: A buoy is used to mark a specific 
  spot in lakes, rivers, or similar bodies of water making 
  it possible for you to return to that location a later date. 
  Each includes a float (typically an air-filled bladder or 
  sealed gourd), a 200-foot length of twine, and 15-pound 
  stone used as an anchor. The float is usually painted a 
  vivid color, and may have a small flag to attract attention. 
  Though anchor buoys prove quite resilient to normal 
  weather and tides, they offer little challenge to intelligent 
  creatures determined to sabotage them.
  Buoy, Superior: This buoy has a spherical or ovoid 
  hollow metal float typically copper, a length of chain 
  rather than twine, and a metal anchor rather than a 
  weight. It is otherwise the same as a common buoy.
  Butterfly Net: One end of this 6-foot-long pole supports 
  a wide metal hoop covered by a thin mesh net. You can use 
  this to sift objects out from material capable of passing 
  through the net such as sand or water. You can also use a 
  butterfly net to capture Fine or Diminutive creatures as 
  if it were a net (weapon), though you don’t need to re-fold 
  the butterfly net if you miss, and you use the handle of the 
  butterfly net like you would the rope of a net weapon.
  Chalkboard: A wooden frame approximately the same 
  size as a large book surrounds this thinly sliced piece of 
  polished black stone. Rubbing a simple damp cloth over the 
  slate erases anything scribed with chalk on its surface.
  Chest: The common wooden chest comes in several 
  sizes, including small (2 cubic feet, 1 hit point, Break DC 
  17), medium (4 cubic feet, 15 hp, Break DC 23), large (6 cubic 
  feet, 30 hit points, Break DC 29), and huge (8 cubic feet, 50 
  hit points, Break DC 35). Most include a simple inset lock.
  Earplugs: Made of waxed cotton or cork, earplugs give 
  you a +2 circumstance bonus on saves against effects that 
  require hearing but also cause a –5 penalty on hearing-
  based Perception checks.
  Hourglass: The standard hourglass takes 1 hour to 
  empty the sand from the upper chamber; larger and 
  smaller timers exist which mark off time in increments as 
  short as 6 seconds.
  Iron Spike: This foot-long iron spike is used to keep 
  doors open or closed and to secure ropes for climbing. 
  Hearing a spike being hammered in requires a DC 5 
  Perception check.
  Magnet: Handheld magnets are relatively weak and are 
  mainly used to detect or pull iron, mithral, or adamantine 
  at a short range. This hand-sized horseshoe magnet can 
  lift up to a 3-pound iron weight.
  Marbles: Like caltrops, marbles can be used to slow down 
  opponents. One 2-pound bag of marbles covers an area 
  5 feet square. A creature entering a square with marbles 
  scattered on it must make a DC 10 Reflex save or fall prone 
  (the creature’s stability bonus to trip applies to this save). 
  Any creature moving at half speed or slower can pick its 
  way through a square of marbles with no trouble.
  Paper: Ordinary paper typically measures 9 inches by 6 
  inches and is unsuitable for making magical scrolls. It has 
  hardness 0, 1 hit point, and break DC 5.
  Periscope: This 2-foot-long metal tube has right angles 
  at each end with mirrors inside; if you look in one end, 
  you can see out the other end, allowing you safely peer 
  over obstacles, around corners, or into small spaces your 
  head wouldn’t fit. When using a periscope, the end of the 
  tube counts as a Diminutive object, making it much less 
  likely an observed creature notices you; if you have total 
  concealment from the creature except for the end of the 
  periscope, use the tube’s Diminutive size modifier for your 
  Stealth instead of your own size modifier. Distortion from 
  the mirrors gives you a –4 penalty on Perception checks 
  while looking through the periscope. Though the tube is 
  fairly sturdy (hardness 5, 2 hit points), the mirrors inside 
  are fragile (hardness 1, 1 hit point), and any damage that 
  gets through the tube’s hardness applies to the tube and 
  the mirrors.
  Poison Pill Ring: This ring has a tiny compartment 
  under the setting, typically used to hold poison. Opening 
  
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  182
  Table 
  4–3: Goods 
  and 
  Services
  Adventuring Gear 
  Cost 
  Weight
  Backpack, masterwork 
  50 gp 
  4 lbs.1
  Barbed vest 
  10 gp 
  4 lbs. 
  Blanket 
  2 sp 
  1 lb.1
  Buoy, common 
  5 sp 
  16 lbs.
  Buoy, superior 
  10 gp 
  30 lbs.
  Butterfly net 
  5 gp 
  2 lbs.1
  Chalkboard 
  1 gp 
  2 lbs.
  Chest, small 
  2 gp 
  25 lbs.
  Chest, medium 
  5 gp 
  50 lbs.
  Chest, large 
  10 gp 
  100 lbs.
  Chest, huge 
  25 gp 
  250 lbs.
  Earplugs 
  3 cp 
  —
  Hourglass (1 hour) 
  25 gp 
  1 lb.
  Hourglass (1 minute) 
  20 gp 
  1/2 lb.
  Hourglass (6 seconds) 
  10 gp 
  —
  Iron spike 
  5 cp 
  1 lb.
  Magnet 
  5 sp 
  1/2 lb.
  Marbles 
  1 sp 
  2 lbs.
  Paper (sheet) 
  4 sp 
  —
  Periscope 
  20 gp 
  4 lbs.
  Poison pill ring 
  +20 gp 
  —
  Powder 
  1 cp 
  1/2 lb.
  Rice paper (sheet) 
  5 cp 
  —
  Rope, spider’s silk (50 ft.) 
  100 gp 
  4 lbs.
  Scroll case 
  1 gp 
  1/2 lb.
  Signal horn 
  1 gp 
  2 lbs.1
  Smoked goggles 
  10 gp 
  —
  String or twine (50 ft.) 
  1 cp 
  1/2 lb.
  Swarmsuit 
  20 gp 
  10 lbs.1
  Tattoo 
  1 cp–20 gp 
  —
  Tent, small 
  10 gp 
  20 lbs.1
  Tent, medium 
  15 gp 
  30 lbs.1
  Tent, large 
  30 gp 
  40 lbs.1
  Tent, pavilion 
  100 gp 
  50 lbs.1
  Weapon cord 
  1 sp 
  —
  Whistle, signal (or silent) 
  8 sp (9 sp) 
   —
  Special Substances and Items Cost 
  Weight 
  Craft DC
  Alchemical grease 
  5 gp 
  1 lb. 
  15
  Alchemical solvent (vial)  
  20 gp 
  1/2 lb. 
  20
  Alchemist’s kindness 
  1 gp 
  — 
  20
  Alkali flask 
  15 gp 
  1 lb. 
  20
  Antiplague (vial) 
  50 gp 
  — 
  25
  Bladeguard 
  40 gp 
  — 
  15
  Bloodblock 
  25 gp 
  — 
  25
  Casting plaster 
  5 sp 
  5 lbs. 
  —
  Flash powder 
  50 gp 
  — 
  20
  Light detector 
  1 gp 
  — 
  10
  Liquid ice (flask) 
  40 gp 
  2 lbs. 
  25
  Nushadir (vial) 
  10 gp 
  1 lb. 
  20
  Smelling salts 
  25 gp 
  — 
  25
  Smoke pellet 
  25 gp 
  — 
  20
  Sneezing powder (pouch) 
  60 gp 
  2 lbs. 
  25
  Soothe syrup 
  25 gp 
  1/2 lb. 
  15
  Weapon blanch, adamantine 100 gp 
  1/2 lb. 
  25 
  Weapon blanch, cold iron 
  20 gp 
  1/2 lb.  
  20 
  Weapon blanch, silver 
  5 gp 
  1/2 lb. 
  20
  Tools and Skill Kits 
  Cost 
  Weight
  Abacus 
  2 gp 
  2 lbs.
  Alchemist’s kit 
  25 gp 
  5 lbs.
  Alchemist’s lab, portable 
  75 gp 
  20 lbs.
  Anvil 
  5 gp 
  10–100 lbs.
  Astrolabe 
  100 gp 
  6 lbs.
  Balancing pole 
  8 sp 
  12 lbs.
  Bear trap 
  2 gp 
  10 lbs.
  Bellows 
  1 gp 
  3 lbs.
  Cauldron 
  1 gp 
  5 lbs.
  Compass 
  10 gp 
  1/2 lb. 
  Drill  
  5 sp 
  1 lb.
  Footprint book 
  50 gp 
  3 lbs.
  Fortune-teller’s deck, common 
  1 gp 
  1/2 lb.
  Fortune-teller’s deck, quality 
  25 gp 
  1 lb.
  Fortune-teller’s deck, masterwork 
  50 gp 
  1 lb.
  Leeching kit 
  5 gp 
  5 lbs.
  Map maker’s kit 
  10 gp 
  2 lbs.
  Portrait book 
  10 gp 
  3 lbs.
  Pulley 
  2 gp 
  10 lbs.
  Saw  
  4 cp 
  2 lbs.
  Sextant 
  500 gp 
  2 lbs.
  Symptom kit 
  25 gp 
  5 lbs.
  Traveling spellbook (blank) 
  10 gp 
  1 lb.
  Clothing 
  Cost 
  Weight
  Cleats 
  5 gp 
  2 lbs.1
  Furs  
  12 gp 
  5 lbs.1
  Hot weather outfit 
  8 gp 
  4 lbs.1
  Snowshoes 
  5 gp 
  4 lbs. 1
  Animal-Related Gear 
  Cost 
  Weight
  Animal harness 
  2 gp 
  2 lbs.
  Cage, Diminutive or Fine 
  10 gp 
  2 lbs.
  Cage, Huge 
  60 gp 
  960 lbs.
  Cage, Large 
  30 gp 
  240 lbs.
  Cage, Small or Medium 
  15 gp 
  60 lbs.
  Cage, Tiny 
  2 gp 
  5 lbs.
  Dog sled 
  20 gp 
  300 lbs.
  Entertainment Items 
  Cost 
  Weight
  Loaded dice, average  
  10 gp 
  —
  Loaded dice, superior 
  50 gp 
  —
  Marked cards 
  1 gp 
  1 lb.
  1 These items weigh one-quarter this amount when made for 
  Small characters. Containers for Small characters also carry 
  one-quarter the normal amount.
  
  183
  183
  Equipment
  Equipment 4
  and closing a ring is a move action; doing so unseen 
  requires a DC 20 Sleight of Hand check. 
  Powder: Powdered chalk, flour, and similar materials 
  are popular with adventurers for their utility in 
  pinpointing invisible creatures. Throwing a bag of powder 
  into a square is an attack against AC 5, and momentarily 
  reveals if there is an invisible creature there. A much more 
  effective method is to spread powder on a surface (which 
  takes 1 full round) and look for footprints.
  Rice Paper: This variety of paper is made of rice or tree 
  bark. It has hardness 0, 1 hit point, and break DC 2.
  Rope, Spider’s Silk: Rare to virtually nonexistent on the 
  surface world, spider’s silk rope is woven of strands of silk 
  from monstrous spiders by goblin slaves in the employ of 
  the drow. As such it is commonly used by the dark elves, 
  though shorter spider’s silk rope scraps (generally no 
  more than 10 feet long) frequently appear among goblins. 
  Spider’s silk rope has 6 hit points and can be burst with a 
  DC 25 Strength check.
  Scroll Case: A leather or wooden scroll case easily holds 
  four scrolls; you can cram more inside but retrieving any 
  of them becomes a full-round action rather than a move 
  action. You must destroy the scroll case to damage its 
  contents (hardness 2 for leather or 5 for wood, 2 hit points, 
  Break DC 15). A scroll case is not water-tight.
  Signal Horn: Sounding a horn requires a DC 10 Perform 
  (wind instruments) check and can convey concepts such 
  as “Attack!”, “Help!”, “Advance!”, “Retreat!”, “Fire!”, and, 
  “Alarm!” The report of a signal horn can be clearly heard 
  (Perception DC 0) up to a half-mile distant. For each 
  quarter-mile beyond, Perception checks to hear the horn 
  suffer a –1 penalty.
  Smoked Goggles: These spectacles have lenses made of 
  smoked glass that help protect against creatures with gaze 
  attacks. You are always treated as averting your gaze when 
  dealing with gaze attacks, and you gain a +8 circumstance 
  bonus on saving throws against visual-based attacks (any 
  attack that a blind creature would be immune to). You 
  have a –4 penalty on Perception checks while wearing 
  the goggles, and all opponents are treated as having 
  concealment (20% miss chance).
  String or Twine: Sold in balls or spools of 50 feet, string 
  and twine are useful for rigging traps and alarms and are 
  a vital component of grappling bolts and arrows. String or 
  twine has hardness 0, 1 hit point, and Break DC 14.
  Swarmsuit: These heavy and overlapping layers 
  of clothing, coupled with a wide hat outfitted with a 
  dense, veil-like netting around its brim makes it all but 
  impossible for Diminutive and Fine creatures to make 
  physical contact with your body. Wearing a swarmsuit 
  cuts your speed in half, but gives you DR 10/— against 
  swarms of Fine creatures and DR 5/— against swarms of 
  Diminutive creatures.
  Tattoo: The cost of a tattoo depends on the quality, size, 
  and number of colors used. A coin-sized tattoo in blue ink 
  that will blur over a decade may cost 1 cp, a hand-sized one 
  in black ink that won’t fade costs 1 sp, and a tattoo covering 
  an entire back takes several sessions and costs 10 gp. Each 
  additional color costs as much as a single tattoo of its size.
  Tent: Tents come in a variety of sizes and accommodate 
  between one and 10 people. A small tent holds one Medium 
  creature and takes 20 minutes to assemble, a medium  tent 
  holds two creatures and takes 30 minutes, a large tent holds 
  four creatures and takes 45 minutes, and a pavilion holds 10 
  creatures and takes 90 minutes (two Small creatures count 
  as a Medium creature, and one Large creature counts as 
  two Medium creatures). Pavilion tents are large enough to 
  accommodate a small fire in the center. Packing up a tent 
  takes half as long as assembling it.
  Weapon Cord: Weapon cords are 2-foot-long leather 
  straps that attach your weapon to your wrist. If you drop 
  your weapon or are disarmed, you can recover it as a swift 
  action, and it never moves any further away from you than 
  an adjacent square. However, you cannot switch to a different 
  weapon without first untying the cord (a full-round action) or 
  cutting it (a move action or an attack, hardness 0, 0 hp). Unlike 
  a locked gauntlet, you can still use a hand with a weapon cord, 
  though a dangling weapon may interfere with finer actions.
  Whistle, Signal: With a DC 5 Perform (wind instruments) 
  check you can use a whistle to signal the same sorts of 
  situations as signal horns. A whistle’s piercing report can 
  be clearly heard (Perception DC 0)  up to a quarter-mile 
  away. For each quarter-mile beyond, Perception checks to 
  hear a whistle suffer a –2 penalty.
  Silent whistles that only animals and other creatures 
  with keen hearing can hear also exist.
  SpeciAl SubStAnceS And itemS
  Any of these substances can be made by a character with 
  the Craft (alchemy) skill.
  Alchemical Grease: Each pot of this slick black goo has 
  sufficient contents to cover one Medium or two Small 
  creatures. If you coat yourself in alchemical grease, you 
  gain a +5 alchemical bonus on Escape Artist checks, on 
  combat maneuver checks made to escape a grapple, and to 
  your CMD to avoid being grappled; this lasts 4 hours or 
  until you wash it off.
  Alchemical Solvent: This bubbling purple gel eats 
  through adhesives. Each vial can cover a single 5-foot 
  square. It destroys normal adhesives (such as tar, tree sap, 
  or glue) in a single round but takes 1d4+1 rounds to deal 
  with more powerful adhesives (tanglefoot bags, spider 
  webbing, and so on). It has no affect on fully magical 
  adhesives, including sovereign glue.
  Alchemist’s Kindness: Favored by young rakes and others 
  of means, this is a crystalline powder resembling salt.  
  
  184
  184
  Mixed with water, it makes a fizzing cocktail that eliminates 
  the effects of a hangover within 10 minutes of drinking it.
  Alkali Flask: This flask of caustic liquid reacts with an 
  ooze’s natural acids. You can throw an alkali flask as a 
  splash weapon with a range increment of 10 feet. Against 
  non-ooze creatures, an alkali flask functions as a normal 
  flask of acid. Against oozes and other acid-based creatures, 
  the alkali flask inflicts double damage. 
  Antiplague: If you drink a vial of this foul-tasting, 
  milky tonic, you gain a +5 alchemical bonus on Fortitude 
  saving throws against disease for the next hour. If already 
  infected, you may also make two saving throws (without 
  the +5 bonus) that day and use the better result.
  Bladeguard: This clear resin protects a weapon from 
  harmful attacks from oozes, rust monsters, and similar 
  effects that corrode or melt weapons, rendering the 
  weapon immune for 24 hours. One pot can coat one 
  two-handed weapon, two one-handed or light weapons, 
  or 50 ammunition items. Applying it takes 1 full round. 
  Immersing the weapon in water or similar liquid washes 
  it off.
  Bloodblock: This gooey, pinkish substance helps treat 
  wounds. Using a dose gives you a +5 alchemical bonus on 
  Heal checks for providing first aid, treating wounds made 
  by caltrops or similar objects, or treating deadly wounds. 
  A dose of bloodblock ends a bleed effect as if you had made 
  a DC 15 Heal check. When treating deadly wounds, using a 
  dose of bloodblock counts as one use of a healer’s kit (and 
  grants the +5 bonus stated above).
  Casting Plaster: This white, dry powder mixes with 
  water to form a paste, which hardens over the course of an 
  hour to create a solid material. It can be used to make casts 
  of footprints or carvings, fill in gaps or cracks in walls, 
  or (if applied over a cloth wrapping) create a splint for a 
  broken bone. Hardened plaster has hardness 1 and 5 hp per 
  inch of thickness. A 5-pound clay pot of plaster can cover 
  about five square feet of flat space to a depth of one inch, 
  five Medium forearm or lower-leg casts, or two full-arm 
  or full-leg casts.
  Flash Powder: This coarse gray powder ignites and burns 
  almost instantly if exposed to flame, significant friction, 
  or even a simple force such as throwing it against a floor 
  (a standard action). Creatures within the 10-foot-radius 
  burst are blinded for 1 round (Fortitude DC 13 negates).
  Light Detector: This hand-sized metal plate is covered 
  with a thin layer of light-sensitive transparent paste. If 
  exposed to light, the paste darkens and becomes opaque, 
  depending on the amount of light. Bright light causes it 
  Cage
  Compass
  Tent
  Hourglass
  Blanket
  Snowshoes
  Marked 
  cards
  Poison 
  Pill 
  Ring
  Scroll Case
  Traveling 
  Spellbook
  Portable 
  Alchemist’s 
  Lab
  Loaded 
  Dice
  
  185
  185
  Equipment
  Equipment 4
  to fully darken in 1 round, normal light in 3 rounds, dim 
  light in 10 rounds. It is mainly used by creatures with 
  darkvision to determine if creatures have recently passed 
  through an area carrying light. The plate is sold wrapped 
  in a thick black cloth to prevent accidental light exposure 
  from ruining the plate.
  Liquid Ice: Also known as “alchemist’s ice,” this sealed 
  jar of crystalline blue fluid immediately starts to evaporate 
  once opened. During the next 1d6 rounds, you can use it to 
  freeze a liquid or to coat an object in a thin layer of ice. You 
  can also throw liquid ice as a splash weapon. A direct hit 
  deals 1d6 points of cold damage; creatures within 5 feet of 
  where it hits take 1 point of cold damage from the splash.
  Nushadir: Normally stored in the form of small, salty 
  pellets in a dry container, this reagent can be mixed with 
  a flask of water and stored safely. Nushadir neutralizes 
  acid; a vial of pellets or a flask of nushadir-water is enough 
  to render a cubic foot of acid safe to touch in 1 minute, 
  though this is usually too slow to prevent damage from 
  a thrown vial of acid or the contents of a large monster’s 
  gullet. Nushadir vapors are slightly irritating to the eyes, 
  nose, and mouth, causing nausea for 1d4 rounds after close 
  exposure (Fortitude DC 10 negates).
  Smelling Salts: These sharply scented gray crystals 
  cause people inhaling them to regain consciousness. 
  Smelling salts grant you a new saving throw to resist any 
  spell or effect that has already rendered you unconscious 
  or staggered. If exposed to smelling salts while dying, you 
  immediately become conscious and staggered, but must 
  still make stabilization checks each round; if you perform 
  any standard action (or any other strenuous action) you 
  take 1 point of damage after completing the act and fall 
  unconscious again. A container of smelling salts has 
  dozens of uses if stoppered after each use, but depletes in a 
  matter of hours if left opened.
  Smoke Pellet: This small clay sphere contains two 
  alchemical substances separated by a thin barrier. When 
  you break the sphere, the substances mingle and fill 
  a 5-foot square with a cloud of foul but harmless yellow 
  smoke. The smoke pellet acts as a smokestick, except the 
  smoke only lasts for 1 round before dispersing. You may 
  throw a smoke pellet as a ranged touch attack with a range 
  increment of 10 feet.
  Sneezing Powder: This coarse yellowish-red powder is 
  a splash weapon that causes uncontrollable sneezing for 
  1d4+1 rounds. Anyone standing in the square of impact 
  must succeed on a DC 12 Fortitude save to resist the powder, 
  while those in adjacent squares must make DC 8 Fortitude 
  saves. Creatures affected by sneezing powder must make 
  a DC 10 Fortitude save every round for the duration or be 
  staggered until their next turn.
  Soothe Syrup: This sweet and wholesome-tasting blue 
  liquid creates a sense of warmth and comfort. Soothe 
  syrup coats your stomach and makes it much more 
  difficult for you to succumb to queasiness. For 1 hour after 
  drinking soothe syrup you gain a +5 alchemical bonus on 
  saving throws made to resist effects that would make you 
  nauseated or sickened.
  Weapon Blanch: These alchemical powders have a 
  gritty consistency. When poured on a weapon and placed 
  over a hot flame for a full round, they melt and form a 
  temporary coating on the weapon. The blanching gives 
  the weapon the ability to bypass one kind of material-
  based damage reduction, such as adamantine, cold iron, 
  or silver. The blanching remains effective until the 
  weapon makes a successful attack. Each dose of blanching 
  can coat one weapon or up to 10 pieces of ammunition. 
  Only one kind of weapon blanch can be on a weapon at 
  one time, though a weapon made of one special material 
  (such as adamantine) can have a different material blanch 
  (such as silver), and counts as both materials for the first 
  successful hit.
  toolS And Skill kitS
  These items are particularly useful to characters with 
  certain skills and class abilities.
  Abacus: This device helps users perform mathematical 
  calculations.
  Alchemist’s Kit: An alchemist with an alchemist’s kit 
  is assumed to have all the material components needed 
  for his extracts, mutagens, and bombs, except for those 
  components that have a specific cost. An alchemist’s kit 
  provides no bonuses on Craft (alchemy) checks.
  Alchemist’s Lab, Portable: This compact version of 
  a full-sized alchemist’s lab provides a +1 circumstance 
  bonus on Craft (alchemy) checks.
  Anvil: While anvil sizes vary depending on the type 
  of smithing for which they are used, all anvils have the 
  same basic shape and construction. Blacksmith anvils are 
  typically much heavier and larger (100 pounds) than farrier 
  anvils (50 pounds), and they in turn are much bigger than 
  silver- or goldsmith anvils (10 pounds). Many metalworking 
  tasks are impossible without the proper anvil.
  Astrolabe: This device consists of a flat disc upon which 
  two other discs are mounted. The mounted discs can 
  rotate on a central axis, allowing them to spin and move 
  as days pass. The bottom disc represents the latitude of the 
  user; the upper disc represents the sky, and is filled with 
  astronomical features. Anyone can be shown how to use an 
  astrolabe at night to determine the date and time (which 
  takes 1 minute). An astrolabe grants a +2 circumstance on 
  Knowledge (geography) and Survival checks to navigate 
  in the wilderness (and on Profession [sailor] checks to 
  navigate at sea).
  Balancing Pole: These flexible poles range from 15–30 
  feet in length and, when used properly, help you keep 
  
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  186
  your balance when crossing narrow walkways. Using a 
  balancing pole grants you a +1 circumstance bonus on 
  Acrobatics checks made to traverse a narrow surface.
  Bear Trap: Although intended for trapping large 
  animals, bear traps work as well for trapping humanoids 
  or monsters. The hinged jaws of the trap are attached to 
  a chain, which in turn is secured to a spike driven into 
  the ground to ensure that the victim cannot simply crawl 
  away. Prying open the jaws or pulling the spike from the 
  ground requires a DC 20 Strength check.
  BEAR TRAP                     
       CR 1
  Type mechanical; Perception DC 15; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect Atk +10 melee (2d6+3); sharp jaws spring shut around the 
  creature’s ankle and halve the creature’s base speed (or hold 
  the creature immobile if the trap is attached to a solid object); 
  the creature can escape with a DC 20 Disable Device check, 
  DC 22 Escape Artist check, or DC 26 Strength check
  Bellows: Bellows are useful for starting fires, providing 
  a +1 circumstance bonus on appropriate Survival checks.
  Cauldron: This iron pot may have a hook for hanging 
  over a fire, but versions intended for traveling usually 
  have three or four legs to let it stand over a fire. It holds 
  approximately one gallon, and can be used for cooking, 
  potion-making, and other similar activities.
  Compass: An ordinary compass that points to the 
  magnetic north pole grants its user a +2 circumstance 
  bonus on Survival checks made to avoid becoming lost. It 
  also can be used to grant the same bonus on Knowledge 
  (dungeoneering) checks made to navigate underground.
  Drill: A drill can create a 1-inch-diameter hole in stone, 
  wood, or metal as a standard action. Harder materials wear 
  down or break the drill more quickly. Hearing the sound 
  of drilling requires a DC 15 Perception check.
  Footprint Book: This 50-page tome contains accurate 
  drawings of various common animal, humanoid, and 
  monster tracks, as well as notes on stride length, tread 
  depth, and similarly useful information. The book gives 
  you a +2 circumstance bonus to identify a creature by its 
  tracks, though the use of shoes makes identifying many 
  humanoids difficult or impossible. Though the book can’t 
  help you identify unique individuals, it can help you tell an 
  ogre footprint from a troll footprint, or an elf’s track from 
  an orc’s. Books sold in different areas may have different 
  footprints, depending on what creatures are common to 
  that location.
  Fortune-Teller’s Deck: This deck of illustrated cards 
  is used by those in tune with the spirit world to predict 
  the future—and by charlatans to take money from 
  gullible or desperate people. A common deck only has 
  simple drawings on parchment scraps or simple wooden 
  plaques. A quality fortune-teller’s deck is usually of 
  quality wooden plaques with painted color images; it is 
  suitable as a focus for the augury spell, and provides a 
  +1 circumstance bonus on Profession (fortune-teller), 
  Profession (medium), and similar Profession checks. A 
  masterwork fortune-teller’s deck may be wood, ivory, 
  or even metal, with painted or carved images and often 
  highlighted with gold inlays or tiny gems; it has all 
  the benefits of a quality deck, except it provides a +2 
  circumstance bonus on the listed skill checks.
  Leeching Kit: This sturdy ceramic jar has a heavy lid with 
  a few tiny holes to let air in. It is normally half-filled with 
  water and contains four adult leeches, each about 6 inches 
  long. A leeching kit grants a +2 circumstance bonus on Heal 
  checks to treat poison. Used for medicinal bloodletting, a 
  leech can survive for 6 months between feedings. 
  Antiplague Alchemical 
  Solvent
  Soothe 
  Syrup
  Liquid 
  Ice
  Bladeguard
  Alkali 
  Flask
  Alchemical 
  Grease
  
  187
  187
  Equipment
  Equipment 4
  Map Maker’s Kit: This small kit contains a simple 
  slate with a grid carved into its surface and a number of 
  different colored pieces of chalk. Anyone using this kit to 
  draw a map as they travel receives a +2 circumstance bonus 
  on Survival skill checks to avoid becoming lost.
  Portrait Book: This 100-page book contains face 
  drawings of male and female dwarves, elves, gnomes, 
  half-elves, half-orcs, halflings, and humans. By selecting 
  an appropriate drawing and adding hair, beard, or other 
  small features such as moles or scars, even a poor artist can 
  quickly create a reasonable likeness of a specific person—
  for example, an inquisitor making wanted posters of a 
  half-elven witch.
  Pulley: A simple block-and-tackle pulley, when properly 
  secured, adds a +5 circumstance bonus on Strength checks 
  to lift heavy objects. Securing the pulley requires 1 minute.
  Saw: You can insert a saw between a door and its 
  frame to cut through wooden bolts or bars, dealing 5 
  hit points per round plus your Strength modifier to the 
  sawed object as a full-round action. Hearing the sawing 
  requires a DC 10 Perception check. Saws used to cut ice 
  on rivers have a point on the end to break through the 
  ice before cutting.
  Sextant: A sextant is used to determine your latitude. A 
  sextant grants a +4 circumstance bonus on Survival checks 
  made to navigate while above ground.
  Symptom Kit: This small wooden box has many tiny 
  compartments filled with items useful if you want to feign 
  a sickness as well as a handy reference book outlining 
  common indicators for some of the more feared virulent 
  diseases. The kit includes such things as false pustules, 
  pills that cause the person chewing them to foam at 
  the mouth, and herbal concoctions designed to induce 
  fevers or vomiting. Using a symptom kit grants you a +5 
  circumstances bonus on Disguise checks made for the 
  purpose of simulating illness. A symptom kit is exhausted 
  after 10 uses.
  Traveling Spellbook: A traveling spellbook is lighter 
  and less cumbersome than its full-size counterpart. It has 
  50 pages.
  clothing
  The following items may supplement other outfits.
  Cleats: Useful on any terrain where traction may be a 
  concern, cleats are shoes with spikes or hooks attached to 
  the soles. Cleats reduce the penalty for walking over slick 
  surfaces by 50%; for example, walking across ice normally 
  costs 2 squares for every square of movement, but with 
  cleats it costs only 1.5 squares for every square. Cleats cause 
  damage to any type of finished flooring.
  Furs: The most basic of cold-weather gear, animal furs 
  serve to keep their wearers warm. Wearing enough fur to 
  cover the body provides a +2 bonus on Fortitude saves to 
  resist cold weather. This does not stack with any bonuses 
  gained from the Survival skill.
  Hot Weather Outfit: Covering your body from head to 
  foot in light, airy cloth keeps you cooler than baring your 
  skin to the sun. This outfit typically consists of a loose 
  linen robe and either a turban or loose head covering and 
  veil. The outfit provides a +2 bonus on Fortitude saves to 
  resist warm or hot weather. This does not stack with any 
  bonuses gained from the Survival skill.
  Snowshoes: These high-tension nets of rope or sinew in 
  wooden frames which are lashed to the feet spread your 
  weight across the snow, making you much less likely to 
  break through the crust and rendering walking much 
  easier. Snowshoes reduce the penalty for walking through 
  heavy snow by 50%; for example, if moving through snow 
  normally costs you 2 squares of movement per square 
  traveled, snowshoes reduce this cost to 1.5 squares per 
  square traveled.
  AnimAl-relAted geAr
  The following animal-related items can be found in 
  most cities.
  Animal Harness: This leather or hemp harness allows 
  a holder to restrain and control a domesticated animal. 
  Ready-made harnesses are available in most markets 
  for common domesticated animals such as cats, dogs, 
  horses, and oxen, but harnesses can be made for nearly 
  any creature.
  Cage: This secure, portable enclosure is used to hold 
  creatures—generally animals, but a large enough cage can 
  hold anything. Cages are made from iron, wood, or bamboo, 
  depending on local customs and available materials.
  Dog Sled: This sled is several feet long and is designed 
  to be pulled over snow and ice by a team of trained riding 
  dogs. Most sleds have runners at the back for a musher to 
  stand on. A dog sled can carry up to the carrying capacity 
  of all the dogs that pull it.
  entertAinment itemS
  Means of cheating at games always seem to be of interest 
  to some adventurers.
  Loaded Dice: Most loaded dice are weighted—a 
  heavier substance is included opposite the desired 
  number. You can spot marks from tampering with a 
  die in this fashion with a DC 15 Appraise or Perception 
  check. Higher-quality dice (such as wooden dice carved 
  around a naturally heavy inclusion) have DCs ranging 
  from 20 to 30.
  Marked Cards: Whether bent, colored, or scratched, 
  marked cards allow an informed user to know what’s on 
  the front of the card by viewing the mark on the back. 
  Realizing that the cards are marked requires a DC 25 
  Perception check.
  
  Spells
  5
  
  T
  he waves erupted as 
  a tangle of serpentine 
  heads burst forth, summoned 
  by the promise of fresh prey. 
  Scales slid over and around 
  each other with the rasping 
  squeal of steel on stone, and 
  the smell of dead things and 
  the sea bottom enveloped the 
  rocky promontory where Seoni 
  stood. To her right, she heard 
  Valeros’s rapidly fading scream 
  as one of the beast’s massive 
  heads whipped sideways, 
  sending him flying away 
  toward the rocks.
  She didn’t spare him a glance. 
  The spell must be completed, 
  and he wouldn’t hit the ground 
  for several seconds yet. Plenty 
  of time.
  
  190
  190
  Spells
  Beyond the spells presented in the Core Rulebook exist countless 
  more mystical discoveries  and the secret tricks of spellcasters 
  arcane and divine. The following lists summarize all of the 
  new spells presented in this book, broken down by class. Note 
  that, with the exception of the antipaladin’s full spell list, the 
  lists here summarize only new spells from this book. An M or F 
  appearing at the end of a spell’s name in the spell lists denotes 
  a material or focus component, respectively, not normally 
  included in a spell component pouch.
  Full Spell Lists: The full lists of available spells for the 
  spellcasting base classes introduced in this book appear in 
  Chapter Two at the end of each spellcasting class’s entry. 
  Note that oracles use the same spell list as clerics.
  Order of Presentation: In the spell lists and the short 
  descriptions that follow them, the spells are presented in 
  alphabetical order by name except for those belonging 
  to certain spell chains. When a spell’s name begins with 
  “lesser,” “greater,” or “mass,” the spell is alphabetized 
  under the second word of the spell name instead.
  Hit Dice: The term “Hit Dice” is used synonymously 
  with “character levels” for effects that affect a specific 
  number of Hit Dice of creatures.
  Caster Level: A spell’s power often depends on caster level, 
  which is defined as the caster’s class level for the purpose 
  of casting a particular spell. The word “level” in the short 
  descriptions that follow always refers to caster level.
  Creatures and Characters: “Creature” and “character” 
  are used synonymously in the short description.
  Alchemist spells
  1st-Level Alchemist Spells
  Ant Haul: Triples carrying capacity of a creature.
  Bomber's Eye: Increases thrown weapon range; +1 attack.
  Crafter's Fortune: Subject gains +5 on next Craft check.
  Keen Senses: Gain +2 Perception and low-light vision.
  Negate Aroma: Subject cannot be tracked by scent.
  Stone Fist: Your unarmed strikes are lethal.
  Touch of the Sea: Swim speed becomes 30 ft.
  2nd-Level Alchemist Spells
  Alchemical Allocation: Gain potion’s benefits without 
  consuming it.
  Elemental Touch: Gain energy damage touch attack.
  Fire Breath: Exhale a cone of flame at will.
  Perceive Cues: +5 Perception and Sense Motive 10 min./level.
  Transmute Potion to Poison: Spit poison onto weapon 
  after drinking potion.
  Vomit Swarm: Produces a spider swarm that fights for you.
  3rd-Level Alchemist Spells
  Absorbing Touch: Caster absorbs an item for 1 day/level.
  Amplify Elixir: Empowers or extends the effects of any 
  potion or elixir.
  Bloodhound: Enhances sense of smell and grants the 
  caster the scent special ability.
  Draconic Reservoir: Subject can absorb energy damage 
  and enhance melee attacks with it.
  Elemental Aura: Creates an aura of energy around you.
  Seek Thoughts: Detects thinking creatures’ thoughts.
  Thorn Body: Those attacking you take 1d6 +1 damage/level.
  4th-Level Alchemist Spells
  DetonateM: Inflicts 1d8/level energy damage to all creatures 
  within 15 ft.
  Dragon's Breath: Gives you a dragon’s breath weapon.
  Fluid Form: Gain DR 10/slashing, increases reach 10 ft., 
  and  breathe water.
  Universal FormulaM: Acts as any extract 3rd level or lower.
  5th-Level Alchemist Spells
  Delayed Consumption: Extract doesn’t come into effect 
  until you want it to.
  Elude TimeM: Puts you in temporary suspended animation.
  Planar Adaptation: Resist harmful effects of one plane.
  Resurgent TransformationM: Gain second wind when close 
  to death.
  6th-Level Alchemist Spells
  Twin Form: Creates controllable duplicate of you.
  AntipAlAdin spells
  1st-Level Antipaladin Spells
  Bane: Enemies take –1 on attack rolls and saves vs. fear.
  Cause Fear: A creature of 5 HD or less flees for 1d4 rounds.
  Command: One subject obeys a command for 1 round.
  Curse WaterM: Makes water unholy.
  Death Knell: Kills dying creature; you gain 1d8 temporary 
  hp, +2 to Str, and +1 caster level.
  Detect Poison: Detects poison in a creature or object.
  Disguise Self: Changes your appearance.
  Doom: One subject takes –2 on attack rolls, damage rolls, 
  saves, and checks.
  Inflict Light Wounds: Touch deals 1d8 damage +1/level 
  (max +5).
  Magic Weapon: Weapon gains +1 bonus.
  Protection from Good/Law: +2 to AC and saves, plus 
  additional protection against selected alignments.
  Read Magic: Read scrolls and spellbooks.
  Summon Monster I: (Evil creatures only.) Summons 
  extraplanar creature to fight for you.
  
  191191
  Spells
  Spells 5
  2nd-Level Antipaladin Spells
  Blindness/Deafness: Makes subject blind or deaf.
  Bull’s Strength: Subject gains +4 to Str for 1 min./level.
  Corruption Resistance: Protects creature against damage 
  from alignment-based attacks.
  Darkness: 20-ft. radius of supernatural shadow.
  Darkvision: See 60 ft. in total darkness.
  DesecrateM: Fills area with negative energy; aids undead.
  Eagle’s Splendor: Subject gains +4 to Cha for 1 min./
  level.
  Hold Person: Paralyzes one humanoid for 1 round/level.
  Invisibility: Subject is invisible for 1 min./level or until 
  it attacks.
  Scare: Frightens creature of less than 6 HD.
  Silence: Negates sound in 20-ft. radius.
  Summon Monster II: (Evil creatures only.) Summons 
  extraplanar creature to fight for you.
  Undetectable Alignment: Conceals alignment for 24 hours.
  3rd-Level Antipaladin Spells
  Animate DeadM: Creates undead skeletons and zombies.
  Bestow Curse: –6 to an ability score; –4 on attack rolls, 
  saves, and checks; or 50% chance of losing each action.
  Contagion: Infects subject with chosen disease.
  Deeper Darkness: Object sheds shadows in 60-ft. radius.
  Defile Armor: As sanctify armor, but gain DR 5/good when 
  using judgment or smite.
  Dispel Magic: Cancels one magical spell or effect.
  Inflict Moderate Wounds: Touch attack, 2d8 damage +1/
  level (max +10).
  Magic Circle against Good/Law: As protection spells, but 
  10-ft. radius and 10 min./level.
  Magic Weapon, Greater: Weapon gains +1 bonus/four 
  levels (max +5).
  NondetectionM: Hides subject from divination, scrying.
  Summon Monster III: (Evil creatures only.) Summons 
  extraplanar creature to fight for you.
  Vampiric Touch: Touch deals 1d6 damage/2 levels; caster 
  gains damage as temporary hp.
  4th-Level Antipaladin Spells
  Dispel Good: +4 against attacks by good creatures.
  Dispel Law: +4 against attacks by lawful creatures.
  Fear: Subjects within cone flee for 1 round/level.
  Inflict Serious Wounds: Touch attack, 3d8 damage +1/
  level (max +15).
  Invisibility, Greater: As invisibility, but subject can attack 
  and stay invisible.
  Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
  Resounding Blow: Melee attack deals 1d6 more damage.
  Slay Living: Touch attack deals 12d6 +1 per level.
  Summon Monster IV: (Evil creatures only.) Summons 
  extraplanar creature to fight for you.
  BArd spells
  0-Level Bard Spells
  Sift: See area as though examining it.
  Spark: Ignites flammable objects.
  Unwitting Ally: Subject is considered ally for 1 round.
  1st-Level Bard Spells
  Beguiling Gift: Subject immediately accepts an offered 
  item and uses it.
  Borrow Skill: Make a skill check using another’s ranks.
  Dancing Lantern: Animates a lantern that follows you.
  Feather Step: Ignore movement penalty in difficult terrain.
  Flare Burst: As flare, but on all creatures within 10 ft.
  Innocence: Gain +10 on Bluff checks to seem innocent.
  Invigorate: Temporarily relieves fatigue or exhaustion.
  Memory Lapse: Subject forgets events back to last turn.
  Restful Sleep: Gain more hit points while sleeping.
  Saving Finale: Subject rerolls failed saving throw.
  Share Language: Subject understands chosen language.
  Solid Note: Creates tangible music note.
  Timely Inspiration: Gives bonus on failed check/attack.
  Touch of Gracelessness: Subject loses 1d6 + 1 Dex/two 
  levels and is prone to falling down.
  Vanish: As invisibility for 1 round/level (5 max).
  2nd-Level Bard Spells
  Blood Biography: Learn about a creature with its blood.
  Cacophonous Call: Nauseates target.
  Create Treasure MapM: Creates a treasure map out of a 
  creature's corpse.
  Dust of Twilight: Black particles extinguish light sources.
  Enter Image: Transfers your consciousness to an object 
  bearing your likeness.
  Gallant Inspiration: +2d4 bonus on failed attack roll or 
  skill check.
  Ghostbane Dirge: Incorporeal creature takes half damage 
  from nonmagical weapons.
  Hidden Speech: Gain +10 on Bluff to send secret messages.
  Honeyed Tongue: Roll 2 dice when using Diplomacy, take 
  higher roll.
  Versatile Weapon: Weapon bypasses some DR.
  3rd-Level Bard Spells
  Arcane Concordance: Grants metamagic to arcane spells.
  Campfire Wall: Creates a shelter around a campfire.
  Coordinated Effort: Grants a teamwork feat you have.
  Elemental Speech: Enables you to speak to elementals and 
  some creatures.
  Feather Step, Mass: As feather step, but multiple creatures.
  Invigorate, Mass: As invigorate, but multiple creatures.
  Jester's Jaunt: Teleport target within 30 ft. of itself.
  Purging Finale: Removes one negative effect.
  
  192
  192
  Reviving Finale: Allies cured 2d6 damage.
  Seek Thoughts: Detects thinking creatures’ thoughts.
  Thunderous Drums: 1d8 damage/level and knocked prone.
  4th-Level Bard Spells
  Denounce: Worsens attitudes toward target creature.
  Discordant Blast: 3d6 sonic damage in 10-ft. burst or 30-ft. 
  cone can also bull rush creatures.
  Ghostbane Dirge, Mass: As ghostbane dirge, but affecting 
  multiple creatures.
  Heroic Finale: Subject within range of your bardic 
  performance can take an action.
  Treasure StitchingM: Objects on cloth become embroidered.
  Wandering Star Motes: Outlines subject, produces light.
  5th-Level Bard Spells
  Bard’s Escape: You and allies escape an emergency by 
  teleporting to safety.
  Cacophonous Call, Mass: Nauseates multiple targets.
  Cloak of Dreams: Living creatures within 5 ft. fall asleep.
  Deafening Song Bolt: Blast of song deals 3d10 damage and 
  deafens targets.
  Foe to Friend: Redirect an enemy creature's attack.
  Frozen Note: Paralyzes creatures listening to your song.
  Phantasmal Web: Catches subjects in illusory web.
  Stunning Finale: Stuns 3 creatures for 1 round.
  Unwilling ShieldM: Subject shares wounds you receive.
  6th-Level Bard Spells
  Brilliant Inspiration: Take best of two d20 rolls.
  Deadly Finale: Deals 2d8 damage to multiple targets.
  Euphoric Tranquility: Makes a single creature peaceful 
  and friendly.
  Fool's Forbiddance: Confuses enemies who come within a 
  magical emanation centered on you.
  Getaway: Teleports a group of predetermined allies and 
  creatures to a predetermined location.
  Pied Piping: Compel similar creatures to follow you.
  cleric spells
  0-Level Cleric Spells
  Spark: Ignites flammable objects.
  1st-Level Cleric Spells
  Ant Haul: Triples carrying capacity of a creature.
  Dancing Lantern: Animates a lantern that follows you.
  2nd-Level Cleric Spells
  Blessing of Courage and Life: +2 on saves vs. fear and death.
  Ghostbane Dirge: Incorporeal creature takes half damage 
  from nonmagical weapons.
  Grace: Movement doesn’t provoke attacks of opportunity.
  Instant Armor: Summon armor temporarily replacing 
  your current attire.
  Oracle's Burden: (Oracle only.) Creature is affected by 
  negative oracle's curse effects.
  Share Language: Subject understands chosen language.
  Weapon of Awe: Weapon gets +2 on damage rolls.
  3rd-Level Cleric Spells
  Blood Biography: Learn about a creature with its blood.
  Borrow Fortune: (Oracle only.) Retry attack or check, but do 
  worse on next two.
  Elemental Speech: You can speak with elementals and 
  some creatures.
  Enter Image: Transfers your consciousness to an object 
  bearing your likeness.
  Guiding Star: Know approximate distance from where you 
  cast this spell.
  Nap StackM: Subjects only need 2 hours for a night’s sleep, 
  and can sleep even longer for more benefits.
  Sacred BondF: Cast touch healing spells from a distance.
  Wrathful Mantle: Subject gets +1/four levels on all saves.
  4th-Level Cleric Spells
  Blessing of Fervor: Gives allies a choice of benefits.
  Planar Adaptation: Resist harmful effects of other plane.
  Rest EternalM: Dead creature cannot be revived.
  Spiritual Ally: Creates a divine ally to aid you.
  5th-Level Cleric Spells
  Cleanse: Cures 4d8 damage +1/level (max +25) and also 
  removes several afflictions.
  Ghostbane Dirge, Mass: As ghostbane dirge, but affects 
  multiple creatures.
  Life Bubble: Protects creatures from environment.
  Pillar of Life: Created pillar heals 2d8 + 1/level (max +20).
  Snake Staff: Transforms staff or other wood into snakes to 
  fight for you.
  Treasure StitchingM: Objects on cloth become embroidered.
  6th-Level Cleric Spells
  Planar Adaptation, Mass: As planar adaptation, but affects 
  multiple creatures.
  8th-Level Cleric Spells
  Divine Vessel: (Oracle only.) Change into a huge, otherworldly 
  creature.
  Euphoric Tranquility: Makes a single creature peaceful 
  and friendly.
  Stormbolts: 1d8 damage/level (max 20d8) to targets.
  9th-Level Cleric Spells
  Winds of Vengeance: Grants flight; attack with wind.
  
  193
  193
  Spells
  Spells 5
  druid spells
  0-Level Druid Spells
  Spark: Ignites flammable objects.
  1st-Level Druid Spells
  Alter Winds: Increase/decrease strength of natural winds.
  Ant Haul: Triples carrying capacity of a creature.
  Aspect of the Falcon: Gives bonuses on Perception checks 
  and ranged attacks. 
  Bristle: Trade natural armor bonus for a bonus on attacks 
  with natural weapons.
  Call Animal: Makes an animal come to you.
  Cloak of Shade: Reduces effects of sun exposure and heat.
  Detect Aberration: Reveals presence of aberrations.
  Expeditious Excavation: Moves 5-ft. cubes of earth.
  Feather Step: Ignore movement penalty in difficult terrain.
  Flare Burst: As flare, but all creatures within 10 ft.
  Hydraulic Push: Wave of water bull rushes an enemy.
  Keen Senses: Gain +2 Perception and low-light vision.
  Negate Aroma: Subject cannot be tracked by scent.
  Stone Fist: Your unarmed strikes are lethal.
  Touch of the Sea: Swim speed becomes 30 ft.
  2nd-Level Druid Spells
  Accelerate Poison: Hastens targeted poison’s onset.
  Aspect of the Bear: +2 AC and combat maneuver rolls.
  Burning Gaze: Inflict 1d6 fire damage to creature.
  Campfire Wall: Creates a shelter around a campfire.
  Eagle Eye: Creates a magical sensor high above you.
  Elemental Speech: Enables you to speak to elementals and 
  some creatures.
  Feast of Ashes: A target starves with an insatiable hunger.
  Glide: You take no falling damage, move 60 ft./round 
  while falling.
  Lockjaw: Creature gains grab ability with natural attack.
  Natural Rhythm: +1 on damage rolls with each hit (max +5).
  Pox Pustules: Subject is sickened and has –4 Dex.
  Scent Trail: Leave trail for allies to follow.
  Share Language: Subject understands chosen language.
  Slipstream: Wave boosts creature’s speed.
  Stone Call: 2d6 damage to all creatures in area.
  3rd-Level Druid Spells
  Aqueous Orb: Creates rolling sphere of water.
  Cloak of Winds: Creates screen of strong wind around you.
  Create Treasure MapM: Creates treasure map out of a 
  creature’s corpse.
  Cup of Dust: Causes a creature to become  dehydrated.
  Feather Step, Mass: As feather step, but multiple creatures.
  Hide Campsite: Hides all traces of your campsite.
  Hydraulic Torrent: Creates torrent of water that bull 
  rushes any creature in its path.
  Lily Pad Stride: Walk across water on moving lily pads.
  Nature's Exile: Gives subject –10 on Survival checks.
  Shifting Sand: Creates difficult terrain and erases tracks; 
  can carry creatures or objects along.
  4th-Level Druid Spells
  Aspect of the Stag: +2 AC against attacks of opportunity 
  and increases speed.
  Ball Lightning: Flying lightning spheres deal 3d6 
  electricity damage each.
  Bloody Claws: Causes bleed damage with natural attacks.
  Geyser: Creates a geyser of boiling water.
  Grove of Respite: Creates trees and a small spring.
  Life Bubble: Protects from environmental effects.
  Moonstruck: Subject is enraged and confused.
  River of Wind: Creates wind that causes nonlethal damage 
  and can knock down or push creatures.
  Strong Jaw: Natural attacks damage as two sizes bigger.
  Thorn Body: Your attackers take 1d6 +1 damage/level.
  True Form: Removes polymorph effects.
  5th-Level Druid Spells
  Aspect of the Wolf: +4 Str and Dex, +2 bonus on trip attacks.
  Blessing of the Salamander: Subject gets fast healing 2, 
  fire resistance 10, and +2 to its CMD.
  Fire Snake: Creates a serpentine path of fire 5 ft. long/level 
  that deals 1d6 fire damage/level.
  Rest EternalM: Dead creature cannot be revived.
  Snake Staff: Transforms wood into snakes to fight for you.
  Threefold AspectF: Appear older or younger.
  6th-Level Druid Spells
  Sirocco: Hot wind does 4d6 damage, fatigues those 
  damaged, and knocks creatures prone.
  Swarm Skin: Turns your body into a swarm that can attack.
  7th-Level Druid Spells
  Rampart: Creates 5-ft.-thick earthen barrier.
  Vortex: Creates a whirlpool in water.
  8th-Level Druid Spells
  Euphoric Tranquility: Makes a creature friendly.
  Seamantle: Sheathes you in protective water.
  Stormbolts: 1d8 damage/level (max 20d8) to targets.
  Wall of Lava: Wall damages foes that try to enter, 
  periodically launches lava at nearby targets.
  9th-Level Druid Spells
  Clashing Rocks: 20d6 damage to target creature.
  Tsunami: Huge wave damages and sweeps up all in its path.
  Winds of Vengeance: You can fly and attack with wind.
  World Wave: Earth or water moves you across distances 
  and damages things not of the natural world.
  
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  elementAlist WizArd spells
  0-Level Elementalist Wizard Spells
  Air
  Message: Whisper conversation at distance.
  Earth
  Acid Splash: Orb deals 1d3 acid damage.
  Fire
  Spark: Ignites flammable objects.
  Water
  Ray of Frost: Ray deals 1d3 cold damage.
  1st-Level Elementalist Wizard Spells
  Air
  Alter Winds: Increases/decreases natural wind strength.
  Feather Fall: Objects or creatures fall slowly.
  Shocking Grasp: Touch delivers 1d6/level electricity 
  damage (max 5d6).
  Earth
  Expeditious Excavation: Moves 5-ft. cubes of earth.
  Grease: Makes 10-ft. square or one object slippery.
  Stone Fist: Your unarmed strikes are lethal.
  Fire
  Burning Hands: 1d4/level fire damage (max 5d4).
  Dancing Lantern: Animates a lantern that follows you.
  Water
  Hydraulic Push: Sudden and powerful wave of water 
  bull rushes an enemy.
  Obscuring Mist: Fog surrounds you.
  Touch of the Sea: Swim speed becomes 30 ft.
  2nd-Level Elementalist Wizard Spells
  All
  Elemental Speech: Enables you to speak to elementals 
  and some creatures.
  Elemental Touch: Gain energy damage touch attack.
  Resist Energy: Ignores first 10 (or more) points of 
  damage per attack from specified energy type.
  Summon Monster II: Summons elemental creature.
  Air
  Glide: No fall damage, move 60 ft./round while falling.
  Gust of Wind: Blast of wind blows away or knocks 
  down creatures.
  Levitate: Subject moves up and down at your direction.
  Whispering Wind: Sends a short message 1 mile/level.
  Earth
  Acid Arrow: Ranged touch attack; 2d4 damage for 1 
  round + 1 round/3 levels.
  Create PitF: Creates an extradimensional pit.
  Glitterdust: Blinds targets, outlines invisible things.
  Shatter: Sonic energy damages objects or creatures 
  composed of crystal.
  Stone Call: 2d6 damage to all creatures in area.
  Fire
  Burning Gaze: 1d6 fire damage to target by looking at it.
  Fire Breath: Exhale a cone of flame at will.
  Flaming Sphere: Ball of fire deals 3d6 fire damage.
  Pyrotechnics: Turns fire into light or thick smoke.
  Scorching Ray: Ranged touch attack deals 4d6 fire 
  damage, +1 ray/four levels (max 3).
  Water
  Accelerate Poison: Hastens targeted poison’s onset.
  Fog Cloud: Fog obscures vision.
  Slipstream: Wave boosts creature’s speed.
  3rd-Level Elementalist Wizard Spells
  All
  Draconic Reservoir: Subject can absorb energy damage 
  and enhance melee attacks with it.
  Elemental Aura: Creates an aura of energy around you.
  Protection From Energy: Absorbs 12 points/level of 
  damage from one kind of energy.
  Air
  Cloak of Winds: A screen of strong wind around you.
  Fly: Subject flies at a speed of 60 ft.
  Gaseous Form: Become insubstantial and fly slowly.
  Lightning Bolt: Electricity deals 1d6/level damage.
  Wind Wall: Deflects arrows, smaller creatures, gasses.
  Earth
  Shifting Sand: Creates difficult terrain, erases tracks.
  Spiked Pit: As create pit, but filled with spikes.
  Stinking Cloud: Nauseating vapors, 1 round/level.
  Fire
  Campfire Wall: Creates a shelter around a campfire.
  Fireball: 1d6 fire damage per level, 20-ft. radius.
  Flame Arrow: Arrows deal +1d6 fire damage.
  Water
  Aqueous Orb: Creates rolling sphere of water.
  Hydraulic Torrent: Creates torrent of water that bull 
  rushes any creature in its path.
  Sleet Storm: Hampers vision and movement.
  Water Breathing: Subjects can breathe underwater.
  4th-Level Elementalist Wizard Spells
  All
  Detonate: 1d8/level energy damage to nearby creatures.
  Dragon’s Breath: Gives you a dragon’s breath weapon.
  Elemental Body I: Turns you into a Small elemental.
  Summon Monster IV: Summons elemental creature to 
  fight for you.
  Air
  Ball Lightning: Flying balls of lightning deal 3d6 
  electricity damage each.
  River of Wind: A stream of wind causes nonlethal 
  damage and can knock down or push creatures.
  Shout: Deafens all within cone, 5d6 sonic damage.
  
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  Spells
  Spells 5
  Earth
  Acid PitM: Creates a pit with acid at the bottom.
  Calcific Touch: Touch slows target, 1d4 Dex damage.
  Stone Shape: Sculpts stone into any shape.
  StoneskinM: Grants DR 10/adamantine.
  Fire
  Fire Shield: Creatures attacking you take fire damage; 
  you’re protected from heat or cold.
  Fire TrapM: Opened object deals 1d4 damage +1/level.
  Firefall: Fire bursts upward, dealing 2d6 fire damage.
  Wall of Fire: 2d4 fire damage to 10 ft. and 1d4 to 20 ft. 
  Passing through wall deals 2d6 damage +1/level.
  Water
  Ice Storm: Hail deals 5d6 damage in area 40 ft. across.
  Solid Fog: Blocks vision and slows movement.
  Wall of Ice: Ice plane creates wall or hemisphere creates 
  dome.
  5th-Level Elementalist Wizard Spells
  All
  Elemental Body II: You become a Medium elemental.
  Planar Adaptation: Resist harmful effects of a plane.
  Planar Binding, Lesser: Traps elemental creature of 6 
  HD or less until it performs a task.
  Summon Monster V: Summons elemental creature to 
  fight for you.
  Air
  Overland Flight: You fly at a speed of 40 ft. and can 
  hustle over long distances.
  Suffocation: Target quickly suffocates to death.
  Earth
  Hungry Pit: As create pit, but dealing 4d6 damage to 
  those in it as it closes.
  Passwall: Creates passage through wood or stone wall.
  Transmute Mud to Rock: Two 10-ft. cubes per level.
  Transmute Rock to Mud: Two 10-ft. cubes per level.
  Wall of Stone: Creates a stone wall that can be shaped.
  Fire
  Fire Snake: Creates a serpentine path of fire 5 ft. long/
  level that deals 1d6 fire damage/level.
  Geyser: Creates a geyser of boiling water.
  Water
  Cloudkill: Kills 3 HD or less; 4–6 HD save or die; 6+ 
  HD take Con damage.
  Cone of Cold: 1d6/level cold damage.
  Geyser: Creates a geyser of boiling water.
  6th-Level Elementalist Wizard Spells
  All
  Elemental Body III: Turns you into a Large elemental.
  Planar Binding: As lesser planar binding, but up to 12 HD.
  Summon Monster VI: Summons elemental creature to 
  fight for you.
  Air
  Chain Lightning: 1d6/level damage, 1 more bolt/level.
  Sirocco: Hot wind does 4d6 damage, fatigues those 
  damaged, and knocks creatures prone.
  Earth
  Acid Fog: Fog deals acid damage.
  Flesh to Stone: Turns subject creature into statue.
  Move Earth: Digs trenches and builds hills.
  Stone to Flesh: Restores petrified creature.
  Wall of IronM: 30 hp/four levels; can topple onto foes.
  Fire
  Contagious Flame: Rays do 4d6 fire damage, then move 
  on to new targets.
  Sirocco: Hot wind does 4d6 damage, fatigues those 
  damaged, and knocks creatures prone.
  Water
  Fluid Form: Gain DR 10/slashing, increases reach 10 
  ft., and  breathe water.
  Freezing Sphere: Freezes water or deals cold damage.
  7th-Level Elementalist Wizard Spells
  All
  Elemental Body IV: Turns you into a Huge elemental.
  Planar Adaptation, Mass: As planar adaptation, but 
  affects multiple creatures.
  Summon Monster VII: Summons elemental creature 
  to fight for you.
  Air
  Control Weather: Changes weather in local area.
  Fly, Mass: One creature/level gains ability to fly.
  Earth
  Rampart: Creates 5-ft. thick earthen barrier.
  Reverse Gravity: Objects and creatures fall upward.
  Statue: Subject can become a statue at will.
  Fire
  Delayed Blast Fireball: 1d6/level fire damage; you can 
  postpone blast for up to 5 rounds.
  Firebrand: Allies gain flaming weapons, immunity to 
  your fire spells, and a one-use ray of fire attack.
  Water
  Control Weather: Changes weather in local area.
  Vortex: Creates a whirlpool in water.
  8th-Level Elementalist Wizard Spells
  All
  Planar Binding, Greater: As lesser planar binding, but up 
  to 18 HD.
  Summon Monster VIII: Summons elemental creature 
  to fight for you.
  Air
  Shout, Greater: Devastating yell deals 10d6 sonic 
  damage; stuns creatures.
  Stormbolts: 1d8 damage/level (max 20d8) to targets.
  
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  Earth
  Iron Body: Your body becomes living iron.
  Wall of Lava: Wall damages foes that try to enter, 
  periodically launches lava at nearby targets.
  Fire
  Incendiary Cloud: Deals 6d6 fire damage/round.
  Wall of Lava: Wall damages foes that try to enter, 
  periodically launches lava at nearby targets.
  Water
  Horrid Wilting: Deals 1d6/level damage within 30 ft.
  Polar Ray: Ranged touch attack deals 1d6/level cold 
  damage and 1d4 points of Dexterity drain.
  Seamantle: Sheathes you in protective water.
  9th-Level Elementalist Wizard Spells
  All
  GateM: Connects two planes for travel or summoning.
  Air
  Suffocation, Mass: One creature/level suffocates.
  Winds of Vengeance: Gives you the ability to fly and 
  attack with wind.
  Earth
  Clashing Rocks: 20d6 damage to target creature.
  World Wave: Earth moves you across distances.
  Fire
  Fiery Body: You gain various fire-related powers.
  Meteor Swarm: Four meteors each deal 6d6 fire damage.
  Water
  Tsunami: Wave damages and sweeps up all in its path.
  World Wave: Earth moves you across distances.
  inquisitor spells
  0-Level Inquisitor Spells
  Brand: Creates permanent brand on target creature.
  Sift: See area as though examining it.
  1st-Level Inquisitor Spells
  Burst Bonds: 1d6 damage/level (max 5d6) to restraints.
  Tireless Pursuit: Ignore fatigue while hustling.
  Wrath: +1 attack and damage against target creature.
  2nd-Level Inquisitor Spells
  Bloodhound: Gives caster the scent special ability.
  Castigate: Causes target to be shaken and cower.
  Confess: Creature answers question truthfully or takes 1d6 
  damage/two levels (max 5d6).
  Corruption Resistance: Protects creature against damage 
  from alignment-based attacks.
  Flames of the Faithful: Gives weapon flaming property.
  Follow Aura: Gain ability to follow the trail of the aura of 
  an alignment.
  Ghostbane Dirge: Incorporeal creature takes half damage 
  from nonmagical weapons.
  Honeyed Tongue: Roll 2 dice when using Diplomacy, take 
  higher roll.
  Perceive Cues: +5 Perception and Sense Motive 10 min./level.
  Sacred BondF: Cast touch healing spells from a distance.
  Weapon of Awe: Weapon gets +2 on damage rolls.
  3rd-Level Inquisitor Spells
  Banish Seeming: Dispels touched illusion or a creature’s 
  change in form.
  Blood Biography: Learn about a creature and how it 
  became wounded by examining its blood.
  Cast Out: Does 2d8 damage +1/level (max +15) to creature 
  and dispels an effect.
  Coordinated Effort: Grants allies a teamwork feat.
  Fester: Gives subject SR 12 + your level vs. healing effects.
  Hidden Speech: Gain +10 on Bluff to send secret messages.
  Hunter's Eye: +20 on Perception checks to locate a target.
  Retribution: Recent attacker is afflicted with penalties.
  Righteous Vigor: Boosts attack bonus with each hit.
  Seek Thoughts: Detects thinking creatures’ thoughts.
  Ward the Faithful: Creatures of same faith gain bonuses to 
  AC and on saving throws.
  4th-Level Inquisitor Spells
  Brand, Greater: As brand, but brand glows when near your 
  holy symbol.
  Coward's Lament: If subject doesn’t attack you it receives 
  a penalty.
  Defile Armor: As sanctify armor, but gain DR 5/good when 
  using judgment or smite.
  Denounce: Worsens creatures’ attitudes.
  Forced Repentance: Target falls prone and confesses all of 
  its sins.
  Rebuke: Foes take 1d8 damage/two caster levels (max 5d8).
  Sanctify Armor: +1 AC/four levels (max +5).
  Shared Wrath: As wrath, but affects multiple creatures.
  SleepwalkM: Causes creature to move while asleep.
  Tireless Pursuers: As tireless pursuit, but affects multiple 
  creatures.
  5th-Level Inquisitor Spells
  Castigate, Mass: As castigate, but affects multiple creatures.
  Ghostbane Dirge, Mass: As ghostbane dirge, but affects 
  multiple creatures.
  Resounding Blow: Melee attack deals 1d6 more damage.
  Unwilling ShieldM: Subject shares wounds you receive.
  6th-Level Inquisitor Spells
  Cleanse: As heal, but only cures 4d8 damage +1/level 
  (max +25).
  Fester, Mass: As fester, but affecting multiple targets.
  
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  pAlAdin spells
  1st-Level Paladin Spells
  Challenge Evil: Sickens creature if it refuses to fight you.
  Ghostbane Dirge: Incorporeal creature takes half damage 
  from nonmagical weapons.
  Grace: Movement doesn't provoke attacks of opportunity.
  Hero's Defiance: Allows the use of lay on hands while 
  falling unconscious.
  Honeyed Tongue: Roll 2 dice when using Diplomacy, take 
  higher roll.
  Knight's Calling: Forces target to move toward you and 
  fight you.
  Rally Point: Square gives good creatures bonuses.
  Veil of Positive Energy: +2 AC, +2 on saves vs. undead.
  2nd-Level Paladin Spells
  Aura of Greater Courage: Increases strength of a paladin’s 
  aura of courage.
  Bestow Grace: Subject gains bonus on saving throws equal 
  to Cha modifier.
  Blessing of Courage and Life: Grants a +2 bonus on saves vs. 
  fear and death.
  Corruption Resistance: Protects creature against damage 
  from alignment-based attacks.
  Fire of Entanglement: Your ability to smite evil also 
  entangles your foe.
  Instant Armor: Summon armor temporarily replacing 
  your current attire.
  Light Lance: Creates a soaring beacon of light.
  Paladin's Sacrifice: Take the damage and effects for 
  another creature.
  Righteous Vigor: Boosts attack bonus with each hit.
  Sacred BondF: Cast touch healing spells from a distance.
  Saddle Surge: Bonus damage for moving on mount.
  Wake of Light: Magical trail aids good creatures, hinders 
  evil ones.
  Weapon of Awe: Weapon gets +2 on damage rolls.
  3rd-Level Paladin Spells
  Divine Transfer: Transfer hit points and give DR/evil to 
  target creature.
  Fire of Judgment: Smited creature takes damage when 
  it attacks.
  Ghostbane Dirge, Mass: As ghostbane dirge, but affects 
  multiple creatures.
  Holy Whisper: Whisper sickens evil creatures, gives good 
  creatures bonuses.
  Marks of Forbiddance: Makes 2 creatures pass Will saves 
  in order to attack each other.
  Sanctify Armor: +1 AC/four levels (max +5).
  Wrathful Mantle: Subject shines and gets +1/four levels on 
  all saves.
  4th-Level Paladin Spells
  Blaze of Glory: Last stand cures good creatures, hurts evil.
  Fire of Vengeance: Smited creature takes 3d8 damage.
  Forced Repentance: Target falls prone and confesses sins.
  King’s Castle: Instantly switch places with a single ally.
  Oath of Peace: Grants +5 AC and DR 10/evil, can’t attack.
  Resounding Blow: Melee attack deals 1d6 more damage.
  Sacrificial Oath: Take damage for an ally for many rounds.
  Stay the Hand: Subject cannot attack with melee weapon.
  rAnger spells
  1st-Level Ranger Spells
  Ant Haul: Triples carrying capacity of a creature.
  Aspect of the Falcon: Gives bonuses on Perception and 
  ranged attacks.
  Call Animal: Makes an animal come to you.
  Cloak of Shade: Reduces effects of intense sun exposure 
  and environmental heat.
  Dancing Lantern: Animates a lantern that follows you.
  Detect Aberration: Detect presence of aberrations.
  Feather Step: Subject ignores adverse movement effects in 
  difficult terrain.
  Glide: No fall damage, move 60 ft./round while falling.
  Gravity Bow: Arrows do damage as though one size 
  category bigger.
  Hunter's Howl: Treat enemies as favored for 1 round/level.
  Keen Senses: Subject gains +2 Perception, low-light vision.
  Lead Blades: Melee weapons damage as if one size bigger.
  Negate Aroma: Subject cannot be tracked by scent.
  Residual Tracking: Tell creature's appearance by footprint.
  Tireless Pursuit: Ignore fatigue while hustling.
  2nd-Level Ranger Spells
  Accelerate Poison: Hastens targeted poison's onset.
  Allfood: Turns item up to 5 lbs./level into food.
  Arrow Eruption: Creates duplicates of an arrow used to kill 
  a creature in the previous round.
  Aspect of the Bear: +2 AC and combat maneuver rolls.
  Bloodhound: Gives caster the scent special ability.
  Campfire Wall: Creates a shelter around a campfire.
  Chameleon Stride: Gives a +4 bonus on Stealth checks 
  and concealment.
  Create Treasure MapM: Creates treasure map out of a 
  creature’s corpse.
  Eagle Eye: Creates a magical sensor high above you.
  Guiding Star: Know approximate distance from where you 
  cast this spell.
  Hide Campsite: Hides all traces of your campsite.
  Hunter’s Eye: +20 on Perception checks to locate a target.
  Lockjaw: Gives creature grab ability with a natural attack.
  Perceive Cues: +5 Perception and Sense Motive 10 min./level.
  
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  Protective Spirit: Protects from attacks of opportunity.
  Slipstream: Wave boosts creature’s speed.
  Stone Call: 2d6 damage to all creatures in area.
  Versatile Weapon: Weapon bypasses some DR.
  3rd-Level Ranger Spells
  Aspect of the Stag: +2 AC against attacks of opportunity 
  and increases speed.
  Bloody Claws: Gives creature the ability to deal bleed 
  damage with natural attacks.
  Cloak of Winds: Creates a whirling screen of strong wind 
  around you.
  Feather Step, Mass: As feather step, but affects many targets 
  rather than one.
  Instant Enemy: Target is treated as a favored enemy type 
  of your choice.
  Life 
  Bubble: 
  Protects 
  creatures 
  from 
  sustained 
  environmental effects.
  Strong Jaw: Natural attacks damage as two sizes bigger.
  Tireless Pursuers: As tireless pursuit, but affects many 
  targets rather than one.
  Venomous Bolt: Arrow or bolt poisons target.
  4th-Level Ranger Spells
  Aspect of the Wolf: Subject gains +4 Str and Dex, and +2 
  bonus on trip attacks.
  Blessing of the Salamander: Subject gets fast healing 2, 
  fire resistance 10, +2 CMD.
  Bow Spirit: Summons an invisible spirit that fires your 
  arrows for you as a swift action.
  Grove of Respite: Creates trees and a small spring.
  sorcerer/WizArd spells
  0-Level Sorcerer/Wizard Spells
  Spark: Ignites flammable objects.
  1st-Level Sorcerer/Wizard Spells
  Alter Winds: Increase/decrease strength of natural winds.
  Ant Haul: Triples carrying capacity of a creature.
  Break: Gives an object the broken condition.
  Crafter's Curse: Subject takes –5 on Craft skill checks.
  Crafter's Fortune: Subject gains +5 on next Craft check.
  Dancing Lantern: Animates a lantern that follows you.
  Expeditious Excavation: Moves 5-ft. cubes of earth.
  Flare Burst: As flare, but affects all creatures in 10 ft.
  Gravity Bow: Arrows do damage as though one size 
  category bigger.
  Hydraulic Push: Wave of water bull rushes an enemy.
  Memory Lapse: Subject forgets events back to last turn.
  Sculpt Corpse: Makes corpse look like another creature.
  Stone Fist: Your unarmed strikes are lethal.
  Stumble GapF: Small hole trips creatures.
  Touch of Gracelessness: Subject loses 1d6 + 1 Dex/two 
  levels and is prone to falling down.
  Touch of the Sea: Swim speed becomes 30 ft.
  Vanish: As invisibility for 1 round/level (5 max).
  2nd-Level Sorcerer/Wizard Spells
  Accelerate Poison: Hastens targeted poison’s onset.
  Arrow Eruption: Creates duplicates of killing arrow.
  Burning Gaze: Inflict 1d6 fire damage to creature by 
  looking at it.
  Create PitF: Creates an extradimensional pit.
  Create Treasure MapM: Creates treasure map out of a 
  creature’s corpse.
  Dust of Twilight: Black particles extinguish light sources 
  within area.
  Elemental Speech: Enables you to speak to elementals and 
  some creatures.
  Elemental Touch: Gain energy damage touch attack.
  Fire Breath: Exhale a cone of flame at will.
  Glide: You take no falling damage, move 60 ft./round 
  while falling.
  Share Language: Subject understands chosen language.
  Slipstream: Wave boosts creature’s speed.
  Stone Call: 2d6 damage to all creatures in area.
  3rd-Level Sorcerer/Wizard Spells
  Aqueous Orb: Creates rolling sphere of water.
  Blood Biography: Learn about a creature with its blood.
  Campfire Wall: Creates a shelter around a campfire.
  Cloak of Winds: Creates a screen of wind around you.
  Devolution: Target eidolon temporarily loses 1 evolution 
  +1/five levels.
  Draconic Reservoir: Subject can absorb energy damage 
  and enhance melee attacks with it.
  Elemental Aura: Creates an aura of energy around you.
  Enter Image: Transfers your consciousness to an object 
  bearing your likeness.
  Hydraulic Torrent: Creates torrent of water that bull 
  rushes any creature in its path.
  Pain Strike: Inflicts 1d6 nonlethal damage 1 round/level.
  Seek Thoughts: Detects thinking creatures’ thoughts.
  Shifting Sand: Creates difficult terrain and erases tracks, 
  can carry along some creatures and objects.
  Spiked Pit: As create pit, but filled with spikes.
  Twilight Knife: Floating knife attacks with you.
  Versatile Weapon: Weapon bypasses some DR.
  4th-Level Sorcerer/Wizard Spells
  Acid PitF: Creates a pit with a layer of acid on the bottom.
  Ball Lightning: Flying balls of lightning deal 3d6 electricity 
  damage each.
  Calcific Touch: Touch attack slows target, 1d4 Dex damage.
  
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  DetonateM: Inflicts 1d8/level energy damage to all creatures 
  within 15 ft.
  Dragon's Breath: Gives you a dragon’s breath weapon.
  Firefall: Causes fire to burst up, dealing 2d6 fire damage.
  Moonstruck: Subject is enraged and confused.
  River of Wind: A stream of wind causes nonlethal damage 
  and can knock down or push creatures.
  Shadow Projection: Temporarily become a shadow.
  Share Senses: See/hear/smell what your familiar is.
  True Form: Removes polymorph effects.
  Wandering Star Motes: Outlines subject and produces 
  light as a sunrod.
  5th-Level Sorcerer/Wizard Spells
  Fire Snake: Creates a serpentine path of fire 5 ft. long/level 
  that deals 1d6 fire damage/level.
  Geyser:  Creates a geyser of boiling water.
  Hungry Pit: As create pit, but dealing 4d6 damage to those 
  in it as it closes.
  Life 
  Bubble: 
  Protects 
  creatures 
  from 
  sustained 
  environmental effects.
  Pain Strike, Mass: As pain, but affects multiple creatures.
  Phantasmal Web: Catches subjects in illusory web.
  Planar Adaptation: Resist harmful effects of other plane.
  Suffocation: Target quickly suffocates to death.
  Treasure StitchingM: Objects on cloth become embroidered.
  6th-Level Sorcerer/Wizard Spells
  Cloak of Dreams: Creatures within 5 ft. fall asleep.
  Contagious Flame: Scorching rays cause 4d6 fire damage, 
  then move on to new targets.
  Enemy Hammer: Allows you to telekinetically use a 
  creature as a weapon.
  Fluid Form: Gain DR 10/slashing, increases reach 10 ft., 
  and  breathe water.
  Getaway: 
  Teleports 
  you 
  and 
  select 
  creatures 
  to 
  predetermined location.
  Sirocco: Hot wind does 4d6 damage, fatigues those 
  damaged, and knocks creatures prone.
  Unwilling ShieldM: Subject shares wounds you receive.
  7th-Level Sorcerer/Wizard Spells
  Deflection: Attacks that miss are redirected back to the 
  source of the attack.
  Expend: Wastes creatures’ limited use magical ability.
  Firebrand: Allies gain flaming weapons, immunity to your 
  fire spells, and a one-use ray of fire attack.
  Fly, Mass: One creature/level gains ability to fly.
  Phantasmal Revenge: Ghost from corpse hunts killer.
  Planar Adaptation, Mass: As planar adaptation, but affects 
  multiple creatures.
  Rampart: Creates 5-ft.-thick earthen barrier.
  Vortex: Creates a whirlpool in water.
  8th-Level Sorcerer/Wizard Spells
  Euphoric Tranquility: Makes a creature friendly.
  Seamantle: Sheathes you in protective water.
  Stormbolts: 1d8 damage/level (max 20d8) to targets.
  Wall of Lava: Wall damages foes that try to enter, 
  periodically launches lava at nearby targets.
  9th-Level Sorcerer/Wizard Spells
  Clashing Rocks: 20d6 damage to target creature.
  Fiery Body: You gain various fire-related powers.
  Suffocation, Mass: One creature/level suffocates to death.
  Tsunami: Huge wave damages and sweeps up all in its path.
  Wall of SuppressionM: Creates wall that disables magic. 
  Winds of Vengeance: Gives you the ability to fly and attack 
  with wind.
  World Wave: Earth moves you across distances.
  summoner spells
  1st-Level Summoner Spells
  Ant Haul: Triples carrying capacity of a creature.
  Rejuvenate Eidolon, Lesser: Eidolon cured 1d10 damage 
  +1/level (max +5).
  Unfetter: Remove distance restriction on eidolon.
  2nd-Level Summoner Spells
  Create PitF: Creates an extradimensional pit.
  Evolution Surge, Lesser: Grants eidolon an evolution with 
  2 evolution points.
  Glide: You take no falling damage and move 60 ft./round 
  while falling.
  Summon Eidolon: Instantly summons your eidolon for 
  duration of spell.
  3rd-Level Summoner Spells
  Aqueous Orb: Creates rolling sphere of water.
  Devolution: An eidolon temporarily loses 1 evolution +1/
  five levels.
  Evolution Surge: Grants eidolon an evolution with 4 
  evolution points.
  Rejuvenate Eidolon: As lesser rejuvenate eidolon, but cures 
  3d10 damage +1/level (max +10).
  Seek Thoughts: Detects creatures in the area thinking 
  about something.
  Spiked Pit: As create pit, but filled with spikes.
  4th-Level Summoner Spells
  Acid PitM: Creates a pit with a layer of acid on the bottom.
  Evolution Surge, Greater: Grants eidolon two evolutions 
  with a total of 6 evolution points.
  Purified Calling: Eidolon summoned is fully healed.
  TransmogrifyM: Change your eidolon's evolutions.
  
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  5th-Level Summoner Spells
  Hungry Pit: As create pit, but dealing 4d6 damage to those 
  in it as it closes.
  Planar Adaptation: Resist harmful effects of other plane.
  Rejuvenate Eidolon, Greater: As lesser rejuvenate eidolon, but 
  cures 5d10 damage +1/level (max +20).
  6th-Level Summoner Spells
  Planar Adaptation, Mass: As planar adaptation, but affects 
  multiple creatures.
  Witch spells
  0-Level Witch Spells
  Putrefy Food and Drink: Makes food and water inedible.
  Spark: Ignites flammable objects.
  1st-Level Witch Spells
  Beguiling Gift: Subject immediately accepts an offered 
  item and uses it.
  Dancing Lantern: Animates a lantern that follows you.
  Ill Omen: Target rolls twice for checks and attacks and 
  uses worst roll.
  Mask Dweomer: Hides presence of a spell from detect magic.
  2nd-Level Witch Spells
  Burning Gaze: Inflict 1d6 fire damage to creature by 
  looking at it.
  Feast of Ashes: A target starves with an insatiable hunger.
  Fester: Gives subject SR 12 + your level vs. healing effects.
  Glide: You take no falling damage and move 60 ft./round 
  while falling.
  Hidden Speech: Gain +10 on Bluff to send secret messages.
  Perceive Cues: +5 Perception and Sense Motive 10 min./level.
  Pox Pustules: Subject is sickened and has –4 Dex.
  Vomit Swarm: Produces a spider swarm that fights for you.
  3rd-Level Witch Spells
  Cup of Dust: Causes a creature to become dehydrated.
  Guiding Star: Know approximate distance from where you 
  cast this spell.
  Nature's Exile: Gives subject –10 on Survival checks.
  Pain Strike: Inflicts 1d6 nonlethal damage 1 round/level.
  Screech: Foes provoke attacks of opportunity.
  Seek Thoughts: Detects thinking creatures’ thoughts.
  Share Senses: Perceive the world around your familiar.
  Twilight Knife: Floating knife attacks with you.
  4th-Level Witch Spells
  Moonstruck: Subject is enraged and confused.
  SleepwalkM: Causes creature to move while asleep.
  SpiteF: Inflict touch spell upon creature that attacks you.
  Threefold AspectF: Appear older or younger.
  Wandering Star Motes: Outlines subject and produces 
  light as a sunrod.
  5th-Level Witch Spells
  Banish Seeming: Dispels touched illusion or a creature's 
  change in form.
  Pain Strike, Mass: As pain strike, but affects multiple creatures.
  Rest EternalM: Dead creature cannot be revived.
  Suffocation: Target quickly suffocates to death.
  6th-Level Witch Spells
  Cloak of Dreams: Causes living creatures within 5 ft. to 
  fall asleep.
  Fester, Mass: As fester, but affecting multiple targets.
  Swarm Skin: Turns your body into a swarm of vermin.
  Unwilling ShieldM: Subject shares wounds you receive.
  8th-Level Witch Spells
  Stormbolts: 1d8 damage/level (max 20d8) to targets.
  9th-Level Witch Spells
  Suffocation, Mass: One creature/level suffocates to death.
  Spells
  The following spells are presented in alphabetical order, 
  with the exception of those whose names begin with 
  “greater,” “lesser,” or “mass.” These spells are alphabetized 
  after the second word of their spell name instead.
  Absorbing Touch
  school transmutation; Level alchemist 3
  casting Time 1 standard action
  components S
  range touch
  Target object touched
  Duration 1 day/level (D)
  saving Throw Fortitude negates (object); spell resistance no
  You absorb the next object your hand touches into your 
  body. If you are already holding an object, you can attempt to 
  absorb it; otherwise, you may touch an object as a standard 
  action separate from casting the spell. You can absorb any 
  nonmagical, nonliving object weighing no more than 1 pound 
  per caster level. A container and its contents count as a single 
  object. Objects in the possession of another creature receive a 
  Fortitude saving throw to prevent absorption. You may continue 
  to attempt to absorb objects until one is absorbed.
  An absorbed object melds with your hand and cannot be 
  targeted, but the object’s weight still counts against your 
  carrying capacity. If you dismiss the spell, the item appears in 
  
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  the hand that absorbed it, or falls to the ground if that hand is 
  full. Multiple castings let you absorb additional items, but you 
  can only store a single item per hand.
  AcceLerATe Poison
  school transmutation; Level druid 2, ranger 2, sorcerer/wizard 2
  casting Time 1 standard action
  components V, S, M (a thorn)
  range touch
  Target creature touched
  Duration instantaneous
  saving Throw Fortitude negates; spell resistance yes
  You hasten the onset of poison in the target.  If the poison 
  normally has an onset time, its effects begin immediately.  If the 
  poison has no onset time, its frequency is doubled, requiring two 
  saving throws and inflicting damage twice per round or minute, 
  though its duration is halved.  Accelerate poison does not change 
  the cure condition for the poison. If the target is affected by 
  more than one poison, you may choose which is affected if you 
  administered the poison; otherwise, randomly determine which 
  poison is affected.
  AciD PiT 
  school conjuration (creation) [acid]; Level sorcerer/wizard 4, 
  summoner 4
  components V, S, M (drop of acid), F (Fine shovel worth 10 gp)
  saving Throw Reflex negates; see text; spell resistance no
  This spell functions as create pit, except that it places a 5-foot-
  deep pool of acid at the bottom of the pit. The pit has a 
  maximum depth of 100 feet. Creatures who fall into the pit take 
  falling damage as normal (the acid counts as a yielding surface), 
  plus 2d6 points of acid damage per round spent in contact with 
  the acid. In addition, exposed items carried by a creature in 
  the pit may be harmed. Refer to Table 9–2: Items Affected by 
  Magical Attacks (Core Rulebook 216). Items are affected one at a 
  time in the order listed on the table, and must make Fortitude 
  saves after 3 consecutive rounds in the acid or gain the broken 
  condition. Objects with the broken condition (regardless of 
  how they became broken) must make a Fortitude saving throw 
  each round spent within the acid or be destroyed. The walls of 
  the pit are quite slippery and have a Climb DC of 30.
  ALcheMicAL ALLocATion
  school transmutation; Level alchemist 2
  casting Time 1 standard action
  components S
  range personal
  Target you
  Duration 1 round
  This extract causes a pale aura to emanate from your mouth. 
  If you consume a potion or elixir on the round following 
  the consumption of this extract, you can spit it back into its 
  container as a free action. You gain all the benefits of the 
  potion or elixir, but it is not consumed. You can only gain 
  the benefits of one potion or elixir in this way per use of  
  this extract.
  ALLFooD 
  school transmutation; Level ranger 2 
  casting Time 1 standard action 
  components V, S, M (a pinch of salt and pepper)
  range touch 
  Target object touched, weighing up to 5 lbs./level
  Duration instantaneous 
  saving Throw Will negates (object); spell resistance yes 
  (object)
  You can transform one object, weighing up to 5 lbs. per caster level, 
  into an edible substance that any living creature can chew, swallow, 
  and safely digest. This allfood always has a bland taste and slightly 
  gooey consistency when chewed regardless of its original nature. 
  One pound of allfood provides enough sustenance to support a 
  Medium creature for an entire day.
  Objects of similar nature in close proximity, such as a pile of 
  rocks, count as a single object for the purpose of this spell. You 
  cannot use this spell to transform objects with magical or other 
  exceptional qualities. An object’s hardness is considered to be 0 
  for the purposes of eating it, but it retains its normal hardness 
  for all other situations, and becomes no more vulnerable to 
  sunder attacks, break attempts, or any other action typically 
  directed against objects. Objects such as hot coals or a burning 
  torch continue to produce energy even after you transform 
  them into allfood and if a creature attempts to eat such an 
  object, it takes damage accordingly. 
  ALTer WinDs
  school transmutation [air]; Level druid 1, sorcerer/wizard 1
  casting Time 1 minute
  components V, S
  range touch
  Area immobile 10-ft.-radius emanation
  Duration 1 hour/level
  saving Throw Will negates; spell resistance yes
  You subtly enhance or diminish the effects of natural winds 
  within the spell’s area, which is an immobile emanation around 
  a point touched by you as the spell is cast. Within the area, 
  natural (but not magical) wind effects are either increased or 
  decreased by one step in intensity (Core Rulebook 439). The 
  maximum wind force you can affect with this spell is based on 
  your caster level, as shown on the table below. Alter winds has 
  no effect on magical wind effects.
  caster Level 
  Wind Force
  1st–3rd 
  Light
  4th–9th 
  Moderate
  10th–15th 
  Strong
  16th or higher 
  Severe
  
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  AMPLiFy eLixir
  school transmutation; Level alchemist 3
  casting Time 1 standard action
  components S
  range personal
  Target you
  Duration 1 round/level
  This extract greatly enhances the effects of any potion or elixir 
  you consume. For the duration of this extract, any potion or 
  elixir you consume is treated as if it were empowered. Increase 
  all variable numeric effects of the potion or elixir by half. If the 
  potion or elixir does not have any variable numeric effects, it is 
  instead treated as if it were extended (double the duration of the 
  potion or elixir). If the potion or elixir does not have any variable 
  numeric effects, or has an instantaneous duration, amplify elixir 
  has no effect. Amplify elixir affects oils that target you, but it has 
  no effect on oils that target your equipment.
  AnT hAuL 
  school transmutation; Level alchemist 1, cleric 1, druid 1, 
  ranger 1, sorcerer/wizard 1, summoner 1
  casting Time 1 standard action
  components V, S, M/DF (a small pulley)
  range touch
  Target creature touched
  Duration 2 hours/level
  saving Throw Fortitude negates (harmless); spell resistance 
  yes (harmless)
  The target’s carrying capacity triples (see Table 7–4: Carrying 
  Capacity on page 171 of the Core Rulebook). This does not affect 
  the creature’s actual Strength in any way, merely the amount of 
  material it can carry while benefiting from this spell. It also has 
  no effect on encumbrance due to armor. If the creature wears 
  armor it still takes the normal penalties for doing so regardless 
  of how much weight the spell allows it to carry. 
  Aqueous orb
  school conjuration (creation) [water]; Level druid 3, sorcerer/
  wizard 3, summoner 3
  casting Time 1 standard action
  components V, S, M (a drop of water and a glass bead)
  range medium (100 ft. + 10 ft./level)
  effect 10-ft.-diameter sphere
  Duration 1 round/level
  saving Throw Reflex negates; spell resistance no
  You create a rolling sphere of churning water that can 
  engulf those it strikes. The aqueous orb can move up to 30 
  feet per round, rolling over barriers less than 10 feet tall.  It 
  automatically quenches any nonmagical fires and functions 
  as dispel magic against magical fires as long as those fires are 
  size Large or less.
  Any creature in the path of the aqueous orb takes 2d6 points of 
  nonlethal damage.  A successful Reflex save negates this damage, 
  but a Medium or smaller creature that fails its save must make a 
  second save or be engulfed by the aqueous orb and carried along 
  with it.  Engulfed creatures are immersed in water and must hold 
  their breath unless capable of breathing water.  They gain cover 
  against attacks from outside the aqueous orb but are considered 
  entangled by its churning currents, takes 2d6 points of nonlethal 
  damage at the beginning of their turn each round they remain 
  trapped.  Creatures within the orb may attempt a new Reflex 
  save each round to escape into a random square adjacent to the 
  aqueous orb. The orb may hold one Large creature, 4 Medium, or 
  16 Small or smaller creatures within it.
  The sphere moves as long as you actively direct it (a move 
  action for you); otherwise, it merely stays at rest and churns in 
  place. An aqueous orb stops if it moves outside the spell’s range.
  ArcAne concorDAnce
  school evocation; Level bard 3
  casting Time 1 standard action
  components V, S, M (a spent wand)
  range personal
  Target you
  Area 10-ft.-radius emanation centered on you
  Duration 1 round/level
  saving Throw none; spell resistance no
  A shimmering, blue and gold radiance surrounds you, enhancing 
  arcane spells cast by your allies within its area. Any arcane spell 
  cast by a creature within the area gains a +1 enhancement bonus 
  to the DC of any saving throws against the spell, and can be cast as 
  if one of the following metamagic feats was applied to it (without 
  increasing the spell level or casting time): Enlarge Spell, Extend 
  Spell, Silent Spell, or Still Spell (you choose the metamagic feat 
  when you cast arcane concordance). 
  ArroW eruPTion 
  school conjuration (creation); Level ranger 2, sorcerer/wizard 2
  casting Time 1 standard action 
  components V, S, M (arrow or crossbow bolt)
  range long (400 ft. + 40 ft./level)
  Area 30-ft.-radius burst
  Duration instantaneous
  saving Throw none; spell resistance yes 
  You create exact duplicates of the arrow or crossbow bolt you 
  used to kill a creature in the previous round and launch one at 
  enemy creatures within a 30-foot radius of the corpse. You can 
  target one creature per caster level (maximum 15) within range of 
  the burst and must make a single attack roll and apply it to each 
  arrow. These duplicate arrows possess all the intrinsic magical 
  properties of the arrow that killed the original creature as well as 
  those passed on to it by your bow. They also enjoy the full benefit 
  of any bonuses or modifiers you applied to the attack from 
  other magical items, feats, and class or racial features. However, 
  this spell cannot reproduce any spells or other limited-use 
  magical effects that you used to enhance that particular attack.  
  
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  This includes such effects as the true strike spell, as well as any 
  area spell you might have placed on the arrow by means of the 
  arcane archer’s imbue arrow class feature. 
  AsPecT oF The beAr
  school transmutation (polymorph); Level druid 2, ranger 2
  casting Time 1 standard action
  components V, S, DF
  range personal
  Target you
  Duration 1 minute/level
  You take on an aspect of a bear. You gain a +2 enhancement 
  bonus to natural armor and a +2 enhancement bonus on CMB 
  rolls. You can also perform bull rush, grapple, and overrun combat 
  maneuvers without provoking attacks of opportunity.
  AsPecT oF The FALcon
  school transmutation (polymorph); Level druid 1, ranger 1
  casting Time 1 standard action
  components V, S, DF
  range personal
  Target you
  Duration 1 minute/level
  You take on an aspect of a falcon. Your eyes become wide 
  and raptor-like, and you grow feathers on the sides of your 
  head. You gain a +3 competence bonus on Perception checks, 
  a +1 competence bonus on ranged attacks, and the critical 
  multiplier for your bows and crossbows becomes 19–20/×3. 
  This effect does not stack with any other effect that expands 
  the threat range of a weapon, such as the Improved Critical 
  feat or a keen weapon.
  AsPecT oF The sTAg
  school transmutation (polymorph); Level druid 4, ranger 3
  casting Time 1 standard action
  components V, S, DF
  range personal
  Target you
  Duration 1 minute/level
  When you cast this spell, you take on an aspect of a stag, 
  including some of its physical characteristics. Your features 
  become elongated and sinewy, and you grow a set of antlers 
  
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  you can use for defense. You gain a +2 dodge bonus to AC 
  against attacks of opportunity, your base speed increases by 
  20 ft., you can move through any undergrowth (including 
  magically manipulated undergrowth) at your normal 
  speed, and can even make a 5-foot step within such terrain. 
  Furthermore, when you are hit with an attack of opportunity, 
  you can make a single attack with your antlers against the 
  opponent that hit you as an immediate action. This attack 
  uses your highest base attack bonus plus your Strength or 
  Dexterity bonus (your choice) and deals 1d8 points of piercing 
  damage (if you are Medium; 1d6 points of damage if Small) 
  plus your Strength modifier on a successful hit. The antlers 
  have a critical multiplier of 19–20/×2. 
  AsPecT oF The WoLF
  school transmutation (polymorph); Level druid 5, ranger 4
  casting Time 1 standard action
  components V, S, DF
  range personal
  Target you
  Duration 1 minute/level
  When you cast this spell, you take on an aspect of a wolf, including 
  some of its physical characteristics. You become more rugged, 
  your ears become elongated, and you sprout sharp fangs and fur. 
  You gain a +4 enhancement bonus to Strength and Dexterity, the 
  scent ability, a +2 enhancement bonus on trip attacks, and can 
  make a trip combat maneuver as a swift action. This trip attack 
  does not provoke attacks of opportunity.
  AurA oF greATer courAge
  school abjuration; Level paladin 2
  casting Time 1 standard action
  components V, S, DF
  range personal
  Area 10-ft.-radius emanation centered on you
  Duration 10/minutes per level
  saving Throw Will negates (harmless); spell resistance yes 
  (harmless)
  When you cast this spell you strengthen your paladin’s aura 
  of courage. Until the end of its duration, all allies within that 
  aura are immune to fear (magical or otherwise). If you do not 
  have the aura of courage class feature, aura of greater courage 
  has no effect. 
  bALL LighTning
  school evocation [air, electricity]; Level druid 4, sorcerer/wizard 4
  casting Time 1 standard action
  components V, S, M/DF (a small iron ring)
  range medium (100 ft. + 10 ft./level)
  effect two or more 5-ft.-diameter spheres
  Duration 1 round/level
  saving Throw Reflex negates; spell resistance yes
  You create two globes of lightning that fly in whichever direction 
  you indicate. For every 4 caster levels above 7th, you create an 
  additional globe of lightning (3 globes at 11th, 4 globes at 15th, 
  to the maximum of 5 globes at 19th). These globes fly at a rate 
  of 20 feet per round and have perfect maneuverability. Wind 
  does not affect a flying sphere’s course.
  If a globe enters a space with a creature, it stops moving 
  for the round and deals 3d6 points of electricity damage to 
  that creature, though a successful Reflex save negates the 
  damage. Creatures wearing metal armor take a –4 penalty on 
  this saving throw.
  Each globe moves as long as you actively direct it (it’s a 
  move action for you to direct all the spheres created by a single 
  casting of this spell); otherwise they stay at rest. These globes 
  have no mass and cannot push aside unwilling creatures or 
  move solid objects. A ball lightning globe winks out if it exceeds 
  the spell’s range.
  bAnish seeMing
  school abjuration; Level inquisitor 3, witch 5
  casting Time 1 standard action
  components V, S, M (a cold iron nail)
  range touch
  Target one creature or object
  Duration instantaneous and 1 round/level; see text
  saving Throw none; spell resistance no
  With a melee touch attack you can dispel an illusion or return 
  a creature to its natural form. This functions as dispel magic 
  directed at the effect in question, except you receive a +2 
  enhancement bonus on your dispel check and you can only 
  dispel illusions or changes in form created by supernatural 
  effects or spells. If multiple effects are changing the creature’s 
  appearance, you can dispel one such effect for every four 
  caster levels you possess, starting with the highest caster 
  level spells and proceeding to spells with lower caster levels. 
  The caster level for supernatural abilities such as change 
  shape is equal to the target creature’s Hit Dice. A creature 
  returned to its natural form by banish seeming is prevented 
  from changing its form again for a number of rounds equal 
  to your caster level.
  Banish seeming has no effect on nonmagical means of 
  changing appearance, such as that provided by a disguise or 
  extraordinary ability.
  bArD’s escAPe
  school conjuration (teleportation) Level bard 5
  casting Time 1 standard action
  components V, S, M (pieces of a smashed fiddle)
  range medium (100 ft. + 10 ft./level)
  Target you and up to 1 willing creature/2 caster levels, no two of 
  which can be more than 30 ft. apart
  Duration instantaneous
  saving Throw none; spell resistance no
  You whisk yourself and willing allies out of a tight jam, or 
  
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  instantly transfer yourselves to another location to achieve 
  greater strategic positioning.  You can move any allies within 
  range to any other space of your choosing within range. Those 
  spaces need not be in line of sight or line of effect from your 
  original position, but must be open locations on surfaces able 
  to support the creatures teleported. Except as noted above, this 
  spell otherwise functions as dimension door.
  beguiLing giFT
  school enchantment (compulsion) [mind-affecting]; Level bard 
  1, witch 1
  casting Time 1 standard action
  components V, S, F (the object to be offered)
  range 5 ft.
  Target one creature
  Duration 1 round
  saving Throw Will negates; spell resistance yes
  You offer an object to an adjacent creature, and entice it into 
  using or consuming the proffered item. If the target fails its 
  Will save, it immediately takes the offered object, dropping 
  an already held object if necessary. On its next turn, it 
  consumes or dons the object, as appropriate for the item 
  in question. For example, an apple would be eaten, a potion 
  consumed, a ring put on a finger, and a sword wielded in 
  a free hand. If the target is physically unable to accept the 
  object, the spell fails. The subject is under no obligation 
  to continue consuming or using the item once the spell’s 
  duration has expired, although it may find a cursed item 
  difficult to be rid of.
  besToW grAce
  school abjuration; Level paladin 2
  casting Time 1 standard action
  components V, S, DF
  range touch
  Target one good creature touched
  Duration 1 minute/level
  saving Throw Will (harmless); spell resistance yes (harmless)
  With this spell you can bestow your divine grace on another 
  good creature for a short amount of time, infusing that 
  creature with a portion of your holy virtue. When you touch 
  the subject, you grant that creature a sacred bonus to its 
  saving throws equal to its Charisma bonus (if any) on all 
  saving throws.
  bLAze oF gLory 
  school conjuration (healing) [good, mind-affecting]; Level 
  paladin 4
  casting Time 1 standard action or immediate action; see text
  components V
  Area 30-ft.-radius burst centered on you  
  Duration instantaneous and 1 round/level; see text
  saving Throw Will partial; spell resistance yes 
  You fall unconscious but also unleash a spectacular wave of holy 
  energy that heartens and heals your allies while leaving your 
  opponents daunted and damaged. You can cast this spell as 
  either a standard action on your turn, or as an immediate action 
  when brought to below 0 hit points. If cast as a standard action, 
  you are immediately reduced to –1 hit points, but stable, after 
  casting the spell. 
  When you cast this spell, any good creature within range 
  is healed for 1d6 points of damage per two caster levels. All 
  evil creatures within range take the same amount as damage 
  instead (a successful Will save halves this damage). In addition, 
  all allies and enemies within range are affected as if by the 
  prayer spell for 1 round per caster level. 
  bLessing oF courAge AnD LiFe
  school conjuration (healing); Level cleric 2, paladin 2
  casting Time 1 standard action
  components V, S, DF
  range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 1 minute/level (see below)
  saving Throw Will negates (harmless); spell resistance yes 
  (harmless)
  With this prayer you provide long-lasting succor to a wounded 
  creature. For as long as the effect lasts, the target receives a +2 
  morale bonus on saving throws against fear and death effects. 
  At any time while the spell is in effect, the target can choose to 
  end the spell as a swift action for a burst of healing energy. The 
  target loses the saving throw bonus, but is healed of 1d8 points 
  of damage +1 point per caster level (maximum +10).
  bLessing oF Fervor
  school transmutation; Level cleric 4
  casting Time 1 standard action
  components V, S, DF
  range close (25 ft. + 5 ft./2 levels)
  Targets one creature/level, no two of which can be more than 
  30 ft. apart
  Duration 1 round/level
  saving Throw Fortitude negates (harmless); spell resistance 
  yes (harmless)
  With this blessing, you call your allies to move forth and 
  empower them to conquer and become victorious. Each round 
  for the duration of this spell, each of your allies can choose one 
  of the following bonuses for that round at the beginning of its 
  turn (their choice).
  Increase its speed by 30 feet.
  •	
  Stand up as a swift action without provoking an attack of 
  •	
  opportunity.
  Make one extra attack as part of a full attack action, using its 
  •	
  highest base attack bonus.
  Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC 
  •	
  and Reflex saves.
  
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  Cast a single spell of 2nd level or lower as if it were an 
  •	
  enlarged, extended, silent, or still spell. 
  These effects are not cumulative with similar effects, such as 
  those provided by haste or a speed weapon, nor do they actually 
  grant an extra action, so you can’t use it to cast a second spell 
  or otherwise take an extra action in the round. Blessing of fervor 
  does not stack with haste.
  bLessing oF The sALAMAnDer
  school transmutation (polymorph); Level druid 5, ranger 4
  casting Time 1 standard action
  components V, S, DF
  range touch
  Target creature touched
  Duration 1 round/level
  saving Throw Fortitude negates (harmless); spell resistance 
  yes (harmless)
  When you cast this on a creature, its skin turns slick and 
  clammy and it is able to regenerate damage each round. While 
  under the effects of the spell, the creature gains fast healing 5, 
  fire resistance 20 and a +2 competence bonus to its Combat 
  Maneuver Defense.
  bLooD biogrAPhy  
  school divination; Level bard 2, cleric 3, inquisitor 3, sorcerer/
  wizard 3
  casting Time 1 minute 
  components V, S, M/DF (a scrap of parchment)
  range touch
  Target one creature’s blood or one bloodstain  
  Duration instantaneous 
  saving Throw Will negates (see text); spell resistance no 
  You learn the answers to a specific set of questions about a 
  creature so long as you have access to at least one drop of its 
  blood. You can cast this spell on the blood of the living or the 
  dead, but living or undead creatures are entitled to a saving 
  throw to resist the spell. You can cast the spell on dried or fresh 
  blood. Once you cast the spell the answers to the following four 
  questions appear on any flat surface you designate (a wall, a 
  piece of paper, and so on). 
  Who are you? (The name by which the creature is most 
  •	
  commonly known) 
  What are you? (Gender, race, profession/role)
  •	
  How was your blood shed? (Brief outline of the events that 
  •	
  caused its wound, to the best of the victim’s knowledge)
  When was your blood shed? 
  •	
  These answers always appear in a language you can read 
  even if the creature cannot speak that or any language.
  bLooDhounD
  school transmutation; Level alchemist 3, inquisitor 2, ranger 2
  casting Time 1 standard action
  components V, S, M (a drop of blood and a pinch of cinnamon)
  range personal
  Target you
  Duration 1 hour/level
  You gain the scent special quality, including the ability to track 
  by scent. You receive a +8 competence bonus on Perception 
  checks involving smell and a +4 competence bonus on Survival 
  checks to track using scent. You take a –4 penalty on saving 
  throws against odor-related effects such as the stench ability 
  and stinking cloud. A creature under the effects of bloodhound 
  can detect poison by scent with a DC 20 Perception check.
  bLooDy cLAWs
  school necromancy; Level druid 4, ranger 3
  casting Time 1 standard action
  components V, S, DF
  range touch
  Target living creature touched
  Duration 1 minute/level
  saving Throw Fortitude negates (harmless); spell resistance 
  yes (harmless)
  You give a creature the ability to deal bleed damage when 
  making natural attacks so long as the attack deals slashing 
  or piercing damage. This bleed damage for each attack is 
  equal to one-half your caster level (limited to the creature’s 
  maximum damage with that attack), though bleed damage 
  does not stack. When two or more attacks deal bleed damage, 
  take the worse effect.
  boMber’s eye
  school transmutation; Level alchemist 1
  casting Time 1 standard action
  components S
  range personal
  Target you
  Duration 1 round/level
  This extract allows you to throw weapons farther and more 
  accurately. While this extract is in effect, increase the range of 
  any thrown weapon by 10 feet. In addition, you receive a +1 
  insight bonus on attack rolls made with thrown weapons.
  borroW ForTune
  school evocation; Level oracle 3
  casting Time 1 immediate action
  components V
  range personal
  Target you
  Duration instantaneous; see text
  When you make a d20 roll, you may choose to immediately 
  cast this spell to reroll that die before success or failure is 
  known, keeping the more favorable result. For the next two 
  rounds following your casting of the spell, you must roll 
  two dice each time a d20 roll is called for, keeping the less 
  favorable result.
  
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  Spells 5
  borroW skiLL
  school transmutation; Level bard 1
  casting Time 1 standard action
  component S
  range touch
  Target creature touched
  Duration up to 1 round/level (see description)
  saving Throw Will negates (harmless); spell resistance yes 
  (harmless)
  You borrow one of the target’s known skills. After touching the 
  subject, you can make a single check with the chosen skill using 
  the subject’s skill ranks, but modified by your own key ability. 
  If you take longer than the spell’s duration to make the check 
  or the check requires more time, then it fails and you must use 
  your own skill ranks (if any). If the borrowed skill is a class skill 
  for you, you gain the +3 bonus on checks using that skill.
  boW sPiriT
  school conjuration (creation); Level ranger 4
  casting Time 1 standard action
  components V, S, DF
  range personal
  Target you
  Duration 1 round/level
  A bow spirit is a shapeless force that hovers about you, taking 
  ammunition from your quiver and firing it. For as long as the 
  bow spirit lasts, you can spend a swift action to direct the bow 
  spirit to fire an arrow or a bolt at a target of your choice, as if the 
  bow spirit were firing the necessary ranged weapon. The bow 
  spirit uses your base attack bonus plus your Dexterity modifier, 
  as well as any bonuses and effects from feats you have that 
  affect ranged attacks, or bonuses from the ammunition it uses. 
  A bow spirit’s attacks do not provoke attacks of opportunity. 
  There must be ammunition available for the bow spirit to use, 
  and it expends ammunition as if used by you. 
  A bow spirit occupies your space, and moves with you. 
  It cannot be attacked or harmed by physical attacks, but 
  dispel magic, disintegrate, a sphere of annihilation, or a rod of 
  cancellation affects it. A bow spirit’s AC against touch attacks 
  is 10 + your Dexterity modifier.
  brAnD
  school transmutation; Level inquisitor 0
  casting Time 1 standard action
  components V, S, DF
  range touch
  Target creature touched
  Duration 1 day/level
  saving Throw Fortitude negates; spell resistance yes
  Brand etches an indelible rune or mark of no more than 6 
  characters onto a creature, inflicting 1 point of damage. The 
  mark may be placed on any exposed portion of the creature, 
  typically the head or forearm. A brand can be hidden by 
  clothing or removed by scraping it away (causing 1d6 points of 
  damage), though the brand returns if the damage is healed.
  brAnD, greATer
  school transmutation; Level inquisitor 4
  casting Time 1 round
  components V, S, DF
  range touch
  Target creature touched
  Duration permanent
  saving Throw Fortitude negates; spell resistance yes
  This spell functions like brand, except that it inflicts 1d6 
  points of damage when applied and cannot be removed, even 
  temporarily. In addition, a greater brand blazes as bright as a 
  torch when brought within 30 feet of a visible symbol of your 
  faith. While the symbol is blazing, the recipient is sickened. 
  Like the effects of bestow curse, a greater brand cannot be 
  dispelled, but it can be removed by any means that removes 
  a mark of justice.
  breAk  
  school transmutation; Level sorcerer/wizard 1
  casting Time 1 standard action 
  components V, S, M (a twig)
  range close (25 ft. + 5 ft./2 levels)
  Target one Medium or smaller object
  Duration instantaneous
  saving Throw Fortitude negates (object); spell resistance yes 
  (object)
  You can attempt to break or at least damage any one Medium 
  or smaller object within range. If the target fails its Fortitude 
  saving throw, it gains the broken condition. If cast on a 
  broken item, that item is destroyed on a failed save. 
  briLLiAnT insPirATion
  school evocation [language-dependent]; Level bard 6
  casting Time 1 standard action
  components V
  range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 1 round/level and special (see below)
  saving Throw Will negates (harmless); spell resistance yes 
  (harmless)
  You open a link between your mind and the subject’s mind, 
  giving advice and encouragement for as long as the spell is in 
  effect. Each time the subject of the spell makes an attack roll, 
  ability check, or skill check, it rolls two d20s and takes the better 
  result. If any roll is a natural 20, the spell’s effect ends—your 
  brilliant advice is spent. 
  brisTLe  
  school transmutation; Level druid 1
  casting Time 1 standard action
  
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  components V, S, DF 
  range touch 
  Target one creature 
  Duration 1 minute/level
  saving Throw Fortitude negates (harmless); spell resistance yes
  You give a creature the ability to redirect a portion of its 
  innate toughness away from its own defense and toward 
  the amount of damage it deals with natural attacks. Each 
  round, as a swift action at the start of its turn, the creature 
  can choose to reduce some or all of its natural armor bonus 
  to AC and gain an enhancement bonus on all damage rolls 
  for natural attacks equal to that amount. The reduction to 
  natural armor, and thus the enhancement bonus on damage 
  rolls, cannot exceed 1 point per 3 caster levels, to a maximum 
  penalty/bonus of –5/+5 at 15th level. A creature cannot 
  reduce its natural armor bonus to less than 0 with this spell. 
  All attacks directed against the creature use its adjusted AC 
  until the start of its next turn, at which time it can choose to 
  modify its AC again or keep it at its current level. Creatures 
  make this decision without any need for conscious thought 
  or reflection; even creatures with no Intelligence score can 
  benefit from this spell, although they always opt for the 
  maximum possible reduction and bonus, regardless of any 
  tactical advantage they might lose.
  burning gAze
  school evocation [fire]; Level druid 2, sorcerer/wizard 2, witch 2
  casting Time 1 standard action
  components V, S, M/DF (eye of a mundane salamander)
  range personal
  Target you
  Duration 1 round/level
  saving Throw Fortitude negates (see text); spell resistance yes
  Your eyes burn like hot coals, allowing you to set objects or 
  foes alight with a glance.
  As a standard action as long as this spell’s effects persist, 
  you may direct your burning gaze against a single creature 
  or object within 30 feet of your location. Targeted creatures 
  must succeed at a Fortitude save or take 1d6 points of fire 
  damage. Unattended objects do not get a save. Creatures 
  damaged by the spell must make a Reflex save or catch fire. 
  Each round, burning creatures may attempt a Reflex save to 
  quench the flames; failure results in another 1d6 points of 
  fire damage. Flammable items worn by a creature must also 
  save or take the same damage as the creature. If a creature or 
  object is already on fire, it suffers no additional effects from 
  burning gaze.
  Note that this spell does not grant an actual gaze attack—
  foes and allies are not in danger of catching on fire simply by 
  meeting your gaze. 
  bursT bonDs
  school evocation; Level inquisitor 1
  casting Time 1 standard action
  components V
  range touch
  Target one object or creature restraining you
  Duration instantaneous
  saving Throw Fortitude half (object); spell resistance yes
  You blast your restraints with divine wrath, dealing 1d6 
  points of damage per caster level to the target object 
  (maximum 5d6), ignoring hardness of 10 or less. A Fortitude 
  save halves the damage, although only magical restraints 
  receive a saving throw.
  You can also target a creature that is grappling or otherwise 
  restraining you (such as by adhesive or the swallow whole 
  ability) with the spell. You don’t need to make a touch attack 
  to use burst bonds against a creature, and you can cast this 
  spell without making a concentration check while grappled or 
  pinned. The creature does not take damage as above. If you 
  are grappled and your target fails its save, you may make an 
  immediate attempt to break the grapple (but not reverse it) as 
  a free action, with a +1 luck bonus to your CMB per caster level 
  (maximum +5). If the target creature fails its save and you are 
  restrained by an ability that originally allowed a saving throw, 
  burst bonds allows a new saving throw with a +1 luck bonus per 
  two caster levels (maximum +5).
  cAcoPhonous cALL
  school enchantment (compulsion) [mind-affecting]; Level bard 2
  casting Time 1 standard action
  components V, S, M (a scrap of sheet music)
  range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level
  saving Throw Will negates; spell resistance yes
  You fill your target’s mind with a blaring cacophony of discordant 
  sounds, making it hard for the target to act and concentrate. 
  The creature gains the nauseated condition for the duration of 
  the spell if it fails its Will save.
  cAcoPhonous cALL, MAss
  school enchantment (compulsion) [mind-affecting]; Level bard 5
  Target one creature/level (all of which must be within 30 feet)
  This spell functions as cacophonous call, except that it affects 
  multiple creatures.
  cALciFic Touch
  school transmutation [earth]; Level sorcerer/wizard 4
  casting Time 1 standard action
  components V, S
  range touch
  Target creature or creatures touched (up to one per level)
  Duration 1 round/level
  saving Throw Fortitude partial; spell resistance yes
  Your touch progressively transmutes the substance of 
  
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  Spells
  Spells 5
  creatures you touch into stone.  Once per round, you may 
  deliver a touch attack that inflicts 1d4 points of Dexterity 
  damage and slows the target (as the spell) for 1 round.  A 
  successful Fortitude save negates the slow effect but not the 
  ability damage.  A target reduced to 0 Dexterity is petrified 
  permanently. Break enchantment, restoration, or stone to flesh 
  can reverse the effects of calcific touch.
  cALL AniMAL
  school enchantment (compulsion) [mind-affecting]; Level 
  druid 1, ranger 1
  casting Time 1 standard action
  component V, S, DF
  range see description
  effect one animal whose CR is equal or less than your caster level
  Duration 1 hour/level (D)
  saving Throw none; spell resistance none
  This spell calls the nearest wild animal of a particular type 
  you designate (provided the animal’s CR is equal to or less 
  than your caster level) to seek you out. The animal moves 
  toward you under its own power, so the time it takes to arrive 
  depends on how close an animal of the desired type is when 
  you cast the spell. If there is no animal of that type capable 
  of reaching you within the spell’s duration, you are aware of 
  this fact, but the spell is wasted. Knowledge of the local fauna 
  makes this spell more effective, and the GM may permit a 
  Knowledge (nature) skill check (DC 15) to know what animals 
  can be found in an area.
  When the called animal arrives, it approaches to within 5 
  feet of you and remains nearby for the duration of the spell. 
  Its starting attitude is indifferent, modified by circumstances 
  and interaction. Other than starting attitude, this spell gives 
  you no special influence or ability to communicate with the 
  called animal, although you may use other spells or abilities 
  to do so.
  Once the spell’s duration expires, the animal acts in 
  accordance with its attitude. Most animals will likely wander 
  off, but a hostile predatory animal may attack, especially if it 
  is hungry or provoked.
  Domesticated animals or animals trained by someone else, 
  including such creatures as familiars or animal companions, 
  are unaffected by call animals.
  
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  cAMPFire WALL  
  school evocation [fire, light]; Level bard 3, druid 2, ranger 2, 
  sorcerer/wizard 3
  casting Time 1 standard action 
  components V, S, M/DF (ash made from burnt thorns)
  range close (25 ft. + 5 ft./2 levels)
  effect 20-ft.-radius sphere centered on fire source  
  Duration 2 hours/level; see below (D)
  saving Throw none; spell resistance yes
  You can create a barrier around a fire of at least campfire size 
  that shelters everyone inside so long as the fire continues to 
  burn. The barrier appears as a crackling sphere of light and fire 
  that is clearly visible, providing as much illumination as a torch. 
  The barrier bocks line of sight, granting creatures on either side 
  of the barrier total concealment from creatures on the other 
  side. Any object or creature passing through the barrier from 
  outside takes 1d6 points of fire damage and is also outlined with 
  light equivalent to that of a torch, for 1d6 minutes. Creatures 
  outlined in this way are plainly visible regardless of the light 
  conditions and do not benefit from any sort of concealment, 
  magical or otherwise. The light is not bright enough to have 
  any special effect on undead or creatures vulnerable to light. 
  Creatures inside the barrier can leave without penalty, but if 
  they try to return they suffer the same consequences as anyone 
  else. If the fire source at the barrier’s center is extinguished or 
  moved, the spell ends.
  cAsT ouT
  school abjuration; Level inquisitor 3
  casting Time 1 standard action
  components V, S, DF
  range touch
  Target creature touched
  Duration instantaneous
  saving Throw Will partial; spell resistance yes
  With a melee touch attack you blast a single creature and disrupt 
  any magic controlling it. The target takes 2d8 points of damage 
  + 1 point per caster level (maximum +15). In addition, you make 
  a dispel check against any magic jar effect (including a ghost’s 
  malevolence ability) or enchantment (compulsion) spells on 
  the target creature, starting with the highest level spells and 
  proceeding to lower level spells. Treat this as a targeted dispel 
  magic spell, except cast out can dispel one such spell for every 
  four caster levels you possess. A successful Will save halves the 
  damage and limits the dispelling to a single spell or effect. 
  cAsTigATe
  school enchantment (compulsion) [fear, language-dependent, 
  mind-affecting]; Level inquisitor 2
  casting Time 1 standard action
  components V, S, DF
  range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 1 round/level or 1 round; see text
  saving Throw Will partial; spell resistance yes
  You compel the target to beg for forgiveness. On a failed save, 
  the target cowers with fear. On a successful save, it is shaken for 
  1 round. Each round on its turn, a cowering subject may attempt 
  a new save to end the effect. A creature who worships the same 
  god as you takes a –2 penalty on its saving throw. 
  cAsTigATe, MAss
  school enchantment (compulsion) [fear, language-dependent, 
  mind-affecting]; Level inquisitor 5
  range medium (100 ft. + 10 ft./level)
  Targets one creature/level, no two of which can be more than 
  30 ft. apart
  This spell functions as castigate, except it affects many creatures.
  chALLenge eviL
  school enchantment (compulsion) [mind-affecting]; Level 
  paladin 1
  casting Time 1 standard action
  components V, DF 
  range close (25 ft. + 5 ft./2 levels)
  Target one evil creature
  Duration 1 minute/level (D)
  saving Throw Will negates; spell resistance yes
  You challenge an evil creature to bring the fight to you, or suffer 
  the consequences. You gain a +2 sacred bonus on all melee 
  attacks against the subject of the spell. At the end of its turn, if 
  the target has not made at least one attack on you, it becomes 
  sickened. If you move away from the target, the spell ends. 
  chAMeLeon sTriDe
  school illusion (glamer); Level ranger 2
  casting Time 1 standard action
  components V, S, DF
  range personal
  Target you
  Duration 1 minute/level
  You fade into the background, and while you are not truly 
  invisible, you are hard to pinpoint due to your translucent state. 
  While under the effects of this spell, you gain a +4 bonus on 
  Stealth checks and have concealment from creatures more than 
  5 feet away (attacks have a 20% miss chance).
  cLAshing rocks
  school conjuration (creation) [earth]; Level druid 9, sorcerer/
  wizard 9
  casting Time 1 standard action 
  components V, S
  range long (400 ft. + 40 ft./level)
  effect see text
  Duration instantaneous 
  saving Throw Reflex partial, see text; spell resistance no
  
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  Spells
  Spells 5
  You create two Colossal-sized masses of rock, dirt, and 
  stone and slam them together against a single creature 
  between them.  The clashing rocks appear up to 30 feet away 
  from the target on opposite sides and rush toward it with a 
  mighty grinding crash. You must make a ranged touch attack 
  to hit the target with the rocks. The clashing rocks ignore 
  concealment and cover, and if there is a solid barrier between 
  the target and either of the clashing rocks, the spell has a +28 
  bonus on the Strength check to burst through the barrier and 
  continue unimpeded to the target. A creature struck by the 
  clashing rocks takes 20d6 points of bludgeoning damage and 
  is knocked prone. If the target fails a Reflex saving throw, it is 
  also buried under the resulting rubble as if by a cave-in (see 
  Pathfinder RPG Core Rulebook 415).
  If the clashing rocks miss the target, the target still takes 
  10d6 points of bludgeoning damage from falling rocks and is 
  knocked prone. A successful Reflex save reduces this damage to 
  half and the target remains standing. Creatures other than the 
  target that occupy the spaces where the clashing rocks appear 
  or within their path (30 feet wide, 30 feet high, and up to 60 
  feet long) must also make Reflex saves or take 10d6 points of 
  bludgeoning damage and be knocked prone (save for half and 
  remain standing). A creature can only take damage once from 
  the clashing rocks, no matter how many times the clashing rocks 
  pass over a target creature.
  cLeAnse
  school evocation; Level cleric 5, inquisitor 6
  casting Time 1 standard action
  components S, DF
  range personal
  Target you
  Duration instantaneous
  Positive energy infuses and cleanses your body. This spell cures 
  4d8 points of damage + 1 point per caster level (maximum 
  +25) and ends any and all of the following adverse conditions 
  affecting you: ability damage, blinded, confused, dazzled, 
  deafened, diseased, exhausted, fatigued, nauseated, poisoned, 
  and sickened. In addition, cleanse functions as break enchantment 
  upon a single additional effect of your choice that is affecting 
  you and that can be legally affected by this effect.
  If used by undead or other creatures healed by negative energy, 
  the spell cleanses with negative energy rather than positive. 
  cLoAk oF DreAMs
  school enchantment (compulsion) [mind-affecting]; Level bard 
  5, sorcerer/wizard 6, witch 6
  casting Time 1 round
  components V, S, M (a rose petal and a drop of perfume)
  range 5 ft.
  Area 5-ft.-radius emanation centered on you
  Duration 1 round/level (D)
  saving Throw Will negates; spell resistance yes
  You are surrounded by a soporific aroma that causes living 
  creatures that begin their turn or end their movement within 
  5 feet of you to fall asleep for 1 minute. Creatures must save 
  each time they begin their turn or end their movement 
  within the cloak of dreams, even if they have previously saved 
  against the effect.  Sleeping creatures are helpless but can 
  be awakened with a standard action or after being wounded. 
  Creatures with the scent special quality have a –4 penalty on 
  their saves.
  cLoAk oF shADe
  school abjuration; Level druid 1, ranger 1
  casting Time 1 standard action
  component V, S, M (a leaf from a shade tree)
  range touch
  Target one creature per level
  Duration 1 hour/level (D)
  saving Throw Will negates (harmless); spell resistance yes 
  (harmless)
  This spell provides the subject with some degree of protection 
  from the harmful effects of the sun. The cloaked subject treats 
  environmental heat due to sun exposure as one level less: 
  severe heat is considered very hot conditions, while very hot 
  is considered average temperature (see page 444 of the Core 
  Rulebook for heat dangers). The cloak of shade also reduces 
  any penalties from sunlight by 1. The spell does not, however, 
  eliminate the effects of direct sunlight on creatures vulnerable 
  to sunlight. Cloak of shade has no effect on environmental 
  heat from sources other than the sun.
  cLoAk oF WinDs
  school abjuration [air]; Level druid 3, ranger 3, sorcerer/
  wizard 3
  casting Time 1 standard action 
  components V, S
  range close (25 ft. + 5 ft./2 levels)
  Target one living creature 
  Duration 1 minute/level 
  saving Throw Fortitude negates (harmless); spell resistance 
  yes (harmless)
  You shroud a creature in a whirling screen of strong, howling 
  wind. The subject is never checked or blown away by strong 
  winds of windstorm or lesser strength (whether natural or 
  magically created), and ranged attack rolls against the subject 
  take a –4 penalty.  Tiny or smaller creatures must succeed at 
  a Fortitude save to successfully touch or attack the subject 
  in melee.  Failure knocks the attacker prone and pushes it 
  5 feet away from the subject per level of the caster.  This 
  movement can pass through the squares of other creatures 
  without affecting them and does not provoke attacks of 
  opportunity, but the creature takes 3d6 points of nonlethal 
  damage, plus 1d6 if the creature strikes a solid object that 
  blocks its movement.
  
  212212
  conFess
  school enchantment (compulsion) [language-dependent, 
  mind-affecting]; Level inquisitor 2
  casting Time 1 standard action
  components V, S, DF
  range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round
  saving Throw Will partial; see text; spell resistance yes
  You ask the target creature a single question. On the subject’s 
  next action, it must answer truthfully in the same language as 
  the question or take 1d6 points of damage per two caster levels 
  (maximum 5d6) and be sickened for 2d4 rounds. A successful 
  Will save negates the sickening effect and halves the damage. A 
  creature that is unable to answer still takes damage.
  conTAgious FLAMe
  school evocation [fire]; Level sorcerer/wizard 6
  casting Time 1 standard action
  components V, S
  range close (25 ft. + 5 ft./2 levels)
  Target three or more rays
  Duration 3 rounds
  saving Throw none; spell resistance yes
  You blast several enemies with beams of fire. You may fire three 
  rays, plus one additional ray for every four levels beyond 11th 
  (to a maximum of five rays at 19th level). Each ray requires a 
  ranged touch attack to hit and deals 4d6 points of fire damage. 
  The rays may be fired at the same or different targets, but all 
  rays must be aimed at targets within 30 feet of each other and 
  fired simultaneously.
  Every round on your turn, a new ray of fire launches from 
  each creature who took damage from the spell in the previous 
  round—these new rays attack as if you fired them, but their 
  point of origin is the previous creature damaged. You can 
  choose the new targets as a free action, all of whom must be 
  within close range (25 ft. + 5 ft./2 levels) of their new starting 
  point. This contagion of flame continues for a total of three 
  rounds—a creature can be struck more than once by this spell 
  over the course of these three rounds, although never by a ray 
  of fire that launches from itself.
  coorDinATeD eFForT
  school divination; Level bard 3, inquisitor 3
  casting Time 1 standard action
  components V, S
  range close (25 ft. + 5 ft./2 levels)
  Targets you plus one willing creature per 3 levels, no two of 
  which can be more than 30 ft. part
  Duration 1 minute/level
  saving Throw none; spell resistance no
  Choose a single teamwork feat that you possess. You forge a link 
  with your allies, allowing them to gain the benefits of the chosen 
  feat even if they do not have it themselves. You must be a part of 
  the group qualifying for a given bonus for your allies to gain the 
  benefits. For example, two of your allies flanking an orc would 
  gain no benefit from your Outflank feat, but an ally flanking the 
  orc with you would. Your allies’ positioning and actions must still 
  meet the prerequisites listed in the teamwork feat for either of 
  you to receive the listed bonus.
  corruPTion resisTAnce
  school abjuration [chaotic, evil, good, or lawful]; Level 
  antipaladin 2, inquisitor 2, paladin 2
  casting Time 1 standard action
  components V, S, DF
  range touch
  Target creature touched
  Duration 10 minutes/level
  saving Throw Fortitude negates (harmless); spell resistance 
  yes (harmless)
  You grant the touched creature limited protection from magical 
  effects that inflict damage based on the target creature’s 
  alignment, such as holy smite, order’s wrath, a paladin’s smite 
  evil attack, or an unholy weapon. Choose one alignment type: 
  chaos, evil, good, or law. The subject takes 5 less points of 
  damage from effects that specifically harm creatures of that 
  alignment. The value of the protection increases to 10 points 
  at 7th level and 15 points at 11th level. The spell protects the 
  recipient’s equipment as well.
  Corruption resistance protects against spells, spell-like abilities, 
  and special abilities, not physical attacks. Corruption resistance 
  only protects against damage. The subject can still suffer side 
  effects from such attacks. When you use this spell to protect an 
  alignment, it gains the descriptor of that alignment.
  coWArD’s LAMenT
  school enchantment (compulsion) [mind-affecting]; Level 
  inquisitor 4
  casting Time 1 standard action
  components V, S, DF
  range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 1 round/level (D)
  saving Throw Will partial; spell resistance yes
  You compel an opponent to face you in combat, or suffer for 
  its cowardice. Each round that the target fails to attack you in 
  melee, it receives a cumulative –1 penalty to its Armor Class, 
  attack rolls, and saving throws (maximum penalty –5). Each 
  round at the end of its turn, the target may attempt a Will 
  saving throw to prevent the penalties from increasing for that 
  round. All penalties reset to zero when the target attacks you 
  in melee, but increase again if it stops attacking. If the target 
  is prevented from attacking you by physical restraint, magic, or 
  impassable terrain, the penalties do not increase. If you move 
  away from the target, the spell ends.
  
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  Spells
  Spells 5
  crAFTer’s curse
  school transmutation; Level sorcerer/wizard 1
  casting Time 1 standard action
  component V, S, M (a broken tool)
  range close (25 ft. + 5 ft./2 levels)
  Target one creature 
  Duration 1 day/level (D)
  saving Throw Will negates; spell resistance yes
  The target of crafter’s curse takes a –5 penalty on all Craft skill 
  checks while the spell lasts.
  crAFTer’s ForTune
  school transmutation; Level alchemist 1, sorcerer/wizard 1
  casting Time 1 standard action
  component V, S, F (a tool)
  range close (25 ft. + 5 ft./2 levels)
  Target one creature 
  Duration 1 day/level or until discharged (D)
  saving Throw Will negates (harmless); spell resistance yes 
  (harmless)
  The target is struck by inspiration and gains a +5 luck bonus on its 
  next Craft skill check.
  creATe PiT  
  school conjuration (creation); Level sorcerer/wizard 2, 
  summoner 2
  casting Time 1 standard action 
  components V, S, F (miniature shovel costing 10 gp)
  range medium (100 ft. + 10 ft./level)
  effect 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
  Duration 1 round + 1 round/level 
  saving Throw Reflex negates; spell resistance no
  You create a 10-foot-by-10-foot extradimensional hole with 
  a depth of 10 feet per two caster levels (maximum 30 feet). 
  You must create the pit on a horizontal surface of sufficient 
  size. Since it extends into another dimension, the pit has 
  no weight and does not otherwise displace the original 
  underlying material. You can create the pit in the deck of a 
  ship as easily as in a dungeon floor or the ground of a forest. 
  Any creature standing in the area where you first conjured the 
  
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  pit must make a Reflex saving throw to avoid falling into it. 
  In addition, the edges of the pit are sloped, and any creature 
  ending its turn on a square adjacent to the pit must make a 
  Reflex saving throw with a +2 bonus to avoid falling into it. 
  Creatures subjected to an effect intended to push them into 
  the pit (such as bull rush) do not get a saving throw to avoid 
  falling in if they are affected by the pushing effect.
  Creatures who fall into the pit take falling damage as normal. 
  The pit’s coarse stone walls have a Climb DC of 25. When the 
  duration of the spell ends, creatures within the hole rise up with 
  the bottom of the pit until they are standing on the surface over 
  the course of a single round.
  creATe TreAsure MAP  
  school divination; Level bard 2, druid 3, ranger 2, sorcerer/
  wizard 2
  casting Time 1 hour 
  components V, S, M (powdered metal and rare inks worth 
  100 gp)
  range touch
  Target one dead creature
  Duration instantaneous 
  saving Throw none; spell resistance no
  You can take a piece from a dead creature’s body and use it to 
  create a map that reveals the locations of any valuables that 
  creature knew about while still alive. You must cut this piece off 
  yourself and the creature cannot have died more than 24 hours 
  prior to the casting of this spell. You cannot cast this spell on a 
  creature without a physical body, and the portion you remove 
  must have a fairly level surface such as a piece of hide, carapace, 
  or skin. The map you create is accurate to the best knowledge 
  the creature had at the time of its death. It reveals the location of 
  one source of treasure for every three caster levels you possess. 
  Any inaccuracies or faulty information held by the creature 
  are represented on the map as well. Similarly, the map cannot 
  account for any changes that occur after the creature’s death. 
  You must choose the scale of the map when creating it, opting 
  between nearby (e.g., one or two dungeon levels), local (e.g., a 
  valley or community), or broad (e.g., a country or larger). The 
  map reveals the locations of what the creature deemed most 
  valuable within its area. Depending on the creature, the map 
  might reveal a source of tasty food, suitable mates, or even your 
  own treasure vault. 
  cuP oF DusT
  school transmutation; Level druid 3, witch 3
  casting Time 1 standard action
  component V, S, M (a pinch of dust)
  range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 day/level (D)
  saving Throw Fortitude negates; spell resistance yes
  You curse the target with a thirst no drink can quench. On a 
  failed saving throw, the target begins to dehydrate (see page 
  444 of the Core Rulebook for starvation and thirst). The effects of 
  this spell cannot inflict more nonlethal damage than the target 
  has hit points. No amount of drinking can counter this effect, 
  although the target still experiences the other normal effects 
  of any liquid imbibed (such as poisons or potions). Cup of dust 
  can be removed with a break enchantment, limited wish, miracle, 
  remove curse, or wish spell, but effects suffered as a result of 
  dehydration must be healed by normal means.
  DAncing LAnTern  
  school transmutation [fire, light]; Level bard 1, cleric 1, ranger 
  1, sorcerer/wizard 1, witch 1
  casting Time 1 standard action
  components V, S, F (a lantern)
  range touch
  effect animates one lantern
  Duration 1 hour/level (D) 
  saving Throw none; spell resistance no
  You can animate a lantern and order it to follow you. The 
  lantern floats at shoulder height and remains within 5 feet of 
  you, no matter how fast you move. The lantern cannot support 
  any additional weight. The lantern illuminates its normal area, 
  even if it does not have any oil in it. For the purposes of spells 
  or effects targeting it the lantern always acts as if in your 
  possession even when not directly on your person. A dancing 
  lantern can be made permanent with a permanency spell.
  DeADLy FinALe
  school evocation [sonic]; Level bard 6
  casting Time 1 standard action
  components V, S
  range close (25 ft. + 5 ft./2 levels)
  Targets 1 creature/3 levels no two of which can be more than 
  30 ft. apart
  Duration instantaneous
  saving Throw Fortitude partial; spell resistance yes
  You must have a bardic performance in effect to cast this spell. 
  With a flourish, you immediately end your performance, dealing 
  2d8 points of sonic damage to each target. In addition, each 
  target takes 3d6 points of bleed damage for 1d6 rounds. A save 
  negates the bleed damage but not the sonic damage.
  DeAFening song boLT
  school evocation [sonic]; Level bard 5
  casting Time 1 standard action
  components V, S
  range close (25 ft. + 5 ft./2 levels)
  Target up to 3 creatures, no two of which can be more than 30 
  ft. apart
  Duration instantaneous
  saving Throw none; spell resistance no
  Three notes you sing or perform become tangible bolts of 
  
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  Spells
  Spells 5
  arcane energy that shriek across the battlefield.  Each bolt 
  requires a ranged touch attack to hit and deals 3d10 points of 
  sonic damage, deafening the target for 1d6 rounds. The bolts 
  may be fired at the same or different targets, but all must be 
  fired simultaneously.
  DeFiLe ArMor
  school abjuration [evil]; Level inquisitor 4, antipaladin 3
  casting Time 1 standard action
  components V, S
  range touch
  Target armor touched
  Duration 1 minute/level
  saving Throw Will negates (harmless, object); spell resistance 
  yes (harmless, object)
  As sanctify armor, except you gain DR 5/good when using your 
  judgment or smite ability.
  DeFLecTion 
  school abjuration [force]; Level sorcerer/wizard 7
  casting Time 1 standard action 
  components V, S, M (a piece of rubber dipped in glue) 
  range personal 
  Target you 
  Duration 1 round/level
  You surround yourself in a whirling barrier of force that sends 
  any attack that misses you hurling back toward its source. 
  This applies to any melee or ranged attack directed against 
  you so long as it uses an attack roll to determine whether or 
  not it strikes you. If an attack misses you, the attacker must 
  make a second attack roll against its own Armor Class, using 
  all of the applicable modifiers of the original attack and if it 
  hits, the attacker takes the attack’s damage and suffers all the 
  other consequences of getting struck with that attack. You 
  cannot deflect attacks that miss you for any reason besides a 
  failed attack roll (such as concealment). Similarly, you cannot 
  deflect attacks that actually do strike you but simply fail to 
  do any harm.
  DeLAyeD consuMPTion
  school transmutation; Level alchemist 5
  casting Time 1 standard action
  components S
  range personal
  Target you
  Duration 1 day/level (D) or until discharged
  When you consume this extract, you quickly consume another 
  extract of your choice—this second extract’s effects do not 
  come into effect until a later point. You must consume this 
  second, companion extract on the round following delayed 
  consumption or waste the extract. The companion extract can be 
  no higher than 4th level, and you must pay any costs associated 
  with the companion extract when you consume it. 
  At any point during the duration of this extract, you can 
  cause the companion extract to take effect as an immediate 
  action. You can only have one delayed consumption in effect at 
  one time. If a second is consumed, the first is dispelled without 
  any effect.
  Denounce
  school enchantment (compulsion) [language-dependent, 
  mind-affecting]; Level bard 4, inquisitor 4
  casting Time 1 standard action
  components V
  range close (25 ft. + 5 ft./2 levels)
  Area 30-ft.-radius burst 
  Duration 1 hour/level
  saving Throw Will negates; spell resistance yes
  You speak out against a single creature within line of sight and 
  turn possible allies against it by drawing upon the power of 
  your voice and conviction. Creatures in the area who can see 
  the denounced creature must make a Will saving throw or have 
  their starting attitude toward the denounced creature worsened 
  by two levels (see page 94 of the Core Rulebook). For example, 
  creatures previously indifferent to the subject turn unfriendly. 
  Diplomacy checks made to reverse the effects of denounce are 
  made at a –10 penalty. 
  DeTecT AberrATion
  school divination; Level druid 1, ranger 1
  casting Time 1 standard action
  component V, S
  range long (400 ft. + 40 ft./level)
  Area cone-shaped emanation
  Duration concentration, up to 10 minutes/level (D)
  saving Throw none; spell resistance no
  This spell functions like detect animals or plants, except it detects 
  creatures of the aberration type.
  DeTonATe
  school evocation [acid, cold, electricity, or fire]; Level alchemist 
  4, sorcerer/wizard 4
  casting Time 1 standard action
  components V, S, M (two vials; one containing acid and one 
  containing an alkaline solution worth a total of 50 gp)
  range 30 ft.
  Area 30-ft.-radius spread centered on you
  Duration 1 round, then instantaneous
  saving Throw Reflex half; spell resistance yes
  You flood yourself with a potent surge of elemental energy. 
  One round after completing the casting of the spell, the energy 
  explodes from your body.
  When this spell creates the explosion of energy, choose 
  one of the following four energy types: acid, cold, electricity, 
  or fire. The explosion inflicts 1d8 points of damage of that 
  energy type per caster level (maximum 10d8) to all creatures 
  
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  and unattended objects within 15 feet, and half that amount to 
  targets past 15 feet but within 30 feet. You automatically take 
  half damage from the explosion, without a saving throw, but 
  any other energy resistance or energy immunity effects you 
  may have in place can prevent or lessen this overflow damage 
  caused by the explosion.
  DevoLuTion
  school transmutation; Level sorcerer/wizard 3, summoner 3
  casting Time 1 standard action
  components V, S, M (a chameleon scale)
  range close (25 ft. + 5 ft./2 levels)
  Target one eidolon
  Duration 1 round/level
  saving Throw Will negates; spell resistance yes
  This spell causes an eidolon to lose one evolution plus one 
  additional evolution for every five caster levels. Evolutions with 
  the highest total cost are lost first. If there is a tie, randomly 
  determine which is lost. If this spell causes an eidolon to fail to 
  meet the prerequisites for other evolutions or abilities, those 
  evolutions or abilities are lost as long as this spell persists.
  DiscorDAnT bLAsT
  school evocation [sonic]; Level bard 4
  casting Time 1 standard action
  components V, S
  range 10 ft. or 30 ft.
  Area see text
  Duration instantaneous
  saving Throw none; spell resistance yes
  You create a wave of thunder and force, either in a 10-foot-
  radius burst centered on you or in 30-foot cone-shaped burst. 
  Creatures in the area take 3d6 points of sonic damage and 
  are pushed away as if bull rushed. Make a combat maneuver 
  check and apply its results to each creature in the area. Your 
  CMB for this bull rush is equal to your caster level plus your 
  Charisma modifier. This bull rush does not provoke an attack of 
  opportunity. A discordant blast cannot penetrate a silence spell 
  (or any similar magical silence effect).
  Divine TrAnsFer
  school necromancy; Level paladin 3
  casting Time 1 standard action
  components V, S
  range touch
  Target living creature touched
  Duration 1 round/level
  saving Throw Fortitude negates (harmless); spell resistance 
  yes (harmless)
  With a single touch, you transfer some of your life essence to 
  the subject, transferring your hit points and your resolve. When 
  you touch the subject you can transfer up to a number of hit 
  points equal to your Constitution score to the target. These 
  hit points heal the subject, but cannot raise the subject’s hit 
  points higher than its normal hit point total. In addition, the 
  subject gains DR/evil equal to your Charisma bonus (if any) for 
  the duration of the spell. 
  Divine vesseL
  school transmutation [chaotic, evil, good, or lawful]; Level 
  oracle 8
  casting Time 1 standard action
  components V, S
  range personal
  Target you
  Duration 1 round/level (D)
  You accept otherworldly energies into your body and 
  transform. Your height doubles and your weight increases by 
  a factor of eight. Your features shift into those of a cold and 
  alien being of logic, a creature of primal chaos, an angelic 
  presence, or a fiendish monster, as chosen by you. You gain 
  a +6 size bonus to Strength and Constitution, a +3 natural 
  armor bonus, darkvision 60 ft., and SR of 12 + your caster 
  level. These modifiers replace the normal modifiers for 
  increasing your size. The size modifier for AC, attacks, CMB, 
  and CMD changes as appropriate for your new size category. 
  This spell doesn’t change your base speed. Determine space 
  and reach as appropriate for your new size.
  If insufficient room is available for the desired growth, you 
  attain the maximum possible size and may make a Strength 
  check (using your increased Strength) to burst any enclosures 
  in the process (see page 175 of the Core Rulebook for rules on 
  breaking objects). If you fail, you are constrained without 
  harm by the materials enclosing you—the spell cannot crush 
  you by increasing your size.
  All equipment you wear or carry is similarly enlarged by 
  this spell. Melee weapons deal more damage. Other magical 
  properties are not affected by this spell. Any enlarged item 
  that leaves your possession (including a projectile or thrown 
  weapon) instantly returns to its normal size. This means that 
  thrown and projectile weapons deal their normal damage. 
  Magical effects that increase size do not stack.
  You gain additional abilities as noted below.
  Anarchic aspect: You gain the following abilities: an 
  additional +2 bonus to Constitution, DR 10/lawful, resist acid 
  10, electricity 10, and sonic 10, a +4 bonus on saves against 
  poison, blindsense 30 feet, and a fly speed of 60 feet (good 
  maneuverability). You gain a bite attack dealing 2d6 points 
  of damage. Your natural weapons and any weapons you wield 
  are considered chaotic-aligned for the purpose of overcoming 
  damage resistance.
  Axiomatic aspect: You gain the following abilities: an 
  additional +2 bonus to Strength, DR 10/chaotic, resist cold 
  10, electricity 10, and fire 10, a +4 bonus on saves against 
  poison, low-light vision, and a fly speed of 60 feet (good 
  maneuverability). You gain 2 slam attacks dealing 1d6 points 
  
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  Spells
  Spells 5
  of damage each. Your natural weapons and any weapons 
  you wield are considered lawful-aligned for the purpose of 
  overcoming damage resistance.
  celestial aspect: You gain the following abilities: a +2 bonus 
  to Dexterity, DR 10/evil, resist acid 10, cold 10, and electricity 
  10, a +4 bonus on saves against poison, low-light vision, and 
  a fly speed of 60 feet (good maneuverability). You gain 2 
  slam attacks dealing 1d6 points of damage each. Your natural 
  weapons and any weapons you wield are considered good-
  aligned for the purpose of overcoming damage resistance.
  Fiendish aspect: You gain the following abilities: an 
  additional +2 bonus to Strength, DR 10/good, resist acid 10, 
  cold 10, and fire 10, a +4 bonus on saves against poison, see 
  in darkness, and a fly speed of 60 feet (good maneuverability). 
  You gain 2 claw attacks dealing 1d6 points of damage 
  each. Your natural weapons and any weapons you wield 
  are considered evil-aligned for the purpose of overcoming 
  damage resistance.
  When used to assume an anarchic, axiomatic, celestial, or 
  fiendish aspect, this spell is a chaotic, lawful, good, or evil 
  spell respectively.
  DrAconic reservoir  
  school evocation [acid, cold, electricity, or fire]; Level alchemist 
  3, sorcerer/wizard 3 
  casting Time 1 standard action 
  components V, S, M (a scale from dragon that produces the 
  energy you seek to absorb)
  range touch 
  Target creature touched 
  Duration 10 minutes/level or until discharged; see text
  saving Throw Fortitude negates (harmless); spell resistance 
  yes (harmless)
  Draconic reservoir functions as protection from energy, 
  absorbing 6 points of one type of energy damage per caster 
  level (acid, cold, electricity, or fire, maximum 60 points). Each 
  round, as a swift action, the subject can release 1d6 points 
  of the absorbed energy and apply it to any melee attack, as 
  if using an acidic, flaming, frost, or shock weapon. The first 
  creature the subject strikes with this attack takes the energy 
  damage in addition to any other consequences of the attack. 
  Releasing energy in this way does not “free up” space to absorb 
  still more energy; the maximum amount of energy the spell 
  can absorb remains fixed. The subject cannot release more 
  energy than he currently has absorbed. Once the subject has 
  absorbed all the energy allowed by the spell, he takes damage 
  as normal from that energy type. Once the energy has been 
  released, the spell is discharged.
  Draconic reservoir does not stack with protection from energy. 
  Draconic reservoir overlaps (and does not stack with) resist 
  energy. If a character is warded by draconic reservoir and resist 
  energy, draconic reservoir absorbs damage until it reaches its 
  maximum limit.
  DrAgon’s breATh
  school evocation [acid, cold, electricity, or fire]; Level alchemist 
  4, sorcerer/wizard 4
  casting Time 1 standard action
  component V, S, M (a dragon scale)
  range 30 ft. or 60 ft.
  Area cone-shaped burst or line
  Duration instantaneous
  saving Throw Reflex half; spell resistance yes
  You breathe out a blast of energy. Creatures in the affected area 
  take 1d6 points of energy damage per caster level (maximum 
  of 12d6). A successful Reflex save results in half damage. The 
  spell’s effect and energy type depend on the type of dragon 
  scale used:
  Black dragon: 60-foot line of acid.
  Blue or bronze dragon: 60-foot line of electricity.
  Green dragon: 30-foot cone of acid.
  Gold or red dragon: 30-foot cone of fire.
  Silver or white dragon: 30-foot cone of cold.
  Brass dragon: 60-foot line of fire.
  Copper dragon: 60-foot line of acid.
  DusT oF TWiLighT
  school conjuration [darkness]; Level bard 2, sorcerer/wizard 2
  casting Time 1 standard action
  components V, S, M (coal dust)
  range medium (100 ft. + 10 ft./level)
  Target creatures and objects in a 10-ft. spread
  Duration instantaneous
  saving Throw Fortitude negates (fatigue only); spell resistance 
  no
  A shower of iridescent black particles clings to and extinguishes 
  torches, lanterns, sunrods, and similar mundane light sources 
  and dispels any spell of 2nd level or lower with the light 
  descriptor (as dispel magic). Creatures in the area must make a 
  Fortitude save or become fatigued.
  eAgLe eye
  school divination; Level druid 2, ranger 2
  casting Time 1 minute
  component V, S, DF
  range long (400 ft. + 40 ft./level)
  effect magical sensor
  Duration 1 minute/level (D)
  saving Throw none; spell resistance no
  Eagle eye creates a magical sensor directly above you. The 
  sensor can appear anywhere above you, to a maximum height 
  equal to the spell’s range. You can see from this vantage as if 
  you were actually there, rotating your viewpoint 360 degrees. 
  You perceive with your normal visual senses. A caster using 
  eagle eye can easily see for a considerable distance. The spell 
  does not penetrate any solid surface, although it is unaffected 
  by foliage and the like.
  
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  eLeMenTAL AurA
  school evocation [acid, cold, electricity, or fire]; Level alchemist 
  3, sorcerer/wizard 3
  casting Time 1 standard action
  components V, S
  range personal
  Target you
  Duration 1 round/level (D)
  saving Throw Reflex half; see text; spell resistance yes
  This spell forms an aura of energy around you, damaging all 
  those that come near you. Choose an energy type: acid, cold, 
  electricity, or fire. Creatures adjacent to you when this spell 
  is cast and at the start of your turn take 2d6 points of energy 
  damage of the selected type. This aura has an additional effect, 
  depending upon the type of energy chosen.
  Acid: Creatures affected by your aura take 1 point of ongoing 
  acid damage per round for 1 round per three caster levels, and 
  are sickened for the duration of the ongoing acid damage.
  cold: Creatures affected by your aura are fatigued. A creature 
  that is already fatigued suffers no additional effect.
  electricity: Creatures affected by your aura are staggered for 
  1 round.
  Fire: Creatures affected by your aura catch on fire (Core 
  Rulebook 444).
  Creatures adjacent to you are allowed a Reflex save to 
  halve the damage and negate the additional effect. The 
  aura’s additional effects do not stack if a creature takes 
  damage from your aura multiple times. You may only have 
  one elemental aura in effect at one time. When you cast this 
  spell to deal acid, cold, electricity, or fire damage, it is a spell 
  of that type.
  eLeMenTAL sPeech
  school divination [air, earth, fire, or water]; Level bard 3, cleric 
  3, druid 2, sorcerer/wizard 2
  casting Time 1 standard action
  components V, S, M (iron filings)
  range personal
  Target you
  Duration 1 minute/level
  This spell enables you to converse with creatures associated 
  with a chosen element, including but not limited to true 
  elemental creatures.  This spell gains the elemental subtype 
  based on the version of the spell you cast.  Elemental speech 
  does not guarantee a friendly reaction; it merely enables 
  communication.  You may converse with all creatures of the 
  selected type with an Intelligence score of 1 or greater, even if 
  they do not understand one another.
  When cast as an air spell, you can converse in Auran and with 
  any creature that has the air subtype or a fly speed.
  When cast as an earth spell, you can converse in Terran and 
  with any creature that has the earth subtype or a burrow speed.
  When cast as a fire spell, you can converse in Ignan and with 
  any creature that has the fire subtype.
  When cast as a water spell, you can converse in Aquan and 
  with any creature that has the water subtype or a swim speed.
  eLeMenTAL Touch
  school evocation [acid, cold, electricity, or fire]; Level alchemist 
  2, sorcerer/wizard 2
  casting Time 1 standard action
  components V, S, M (a bit of the chosen element: earth, water, 
  air, or fire)
  range personal
  Target you
  Duration 1 round/level (D)
  saving Throw see text; spell resistance no
  Upon completing the casting of this spell, elemental energy 
  infuses your hands. Choose an energy type: acid, cold, 
  electricity, or fire. You gain a melee touch attack causing 1d6 
  points of damage of that energy type, along with a special 
  effect described below. You also deal energy damage and the 
  related special effect when you attack with your hands using 
  an unarmed strike, a single claw, or a single slam attack. This 
  bonus damage can never apply to multiple weapons.
  Acid: Your touch attack causes 1 point of ongoing acid 
  damage per round for 1 round per three caster levels. The target 
  must make a Fortitude save or be sickened for the duration of 
  the ongoing acid damage.
  cold: The target must make a Fortitude save or be fatigued. 
  A creature that is already fatigued suffers no additional effect.
  electricity: The target must make a Fortitude save or be 
  staggered for 1 round.
  Fire: Your hands ignite and shed light as a torch. Your touch 
  may cause targets to catch on fire (Core Rulebook 444).
  Subsequent attacks inflict the normal damage, but the 
  additional effects do not stack. This spell grants no special 
  protection to anything held in or worn on your hands. When 
  you cast this spell to deal acid, cold, electricity, or fire damage, 
  it is a spell of that type.
  eLuDe TiMe
  school transmutation; Level alchemist 5
  casting Time 1 standard action
  components V, S, M (powdered diamond, emerald, ruby, and 
  sapphire dust worth 500 gp)
  range personal
  Target you
  Duration up to 1 minute/level; see text
  You place yourself in a state of suspended animation, similar 
  to temporal stasis. At the time of casting, you choose when the 
  stasis will expire, up to the maximum duration of the spell. 
  Until the duration ends, time ceases to flow for you, and all 
  bodily functions cease. No force or effect can harm you until 
  the spell expires or is removed, such as by a successful dispel 
  magic spell.
  
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  Spells 5
  eneMy hAMMer  
  school transmutation; Level sorcerer/wizard 6
  casting Time 1 standard action
  components V, S, M (puppet strings)
  range long (400 ft. + 40 ft./level)
  Target one creature 
  Duration 1 round/level (D)
  saving Throw Fortitude partial; spell resistance yes 
  You grab a creature with telekinesis and use it to batter nearby 
  opponents or objects. You must target a specific creature when 
  casting this spell and once you select that creature you cannot 
  switch to another. Each round, as a standard action, you can 
  attempt to hurl the target at any creature or object within 30 
  feet of it. You must make an attack roll whenever you use the 
  target as a weapon. The attack bonus for this attack is equal 
  to your caster level plus either your Intelligence or Charisma 
  modifier (whichever is higher). If you successfully hit the new 
  target with the creature both it and the creature take damage 
  based on the creature’s size.
  creature size 
  Damage Dealt
  Fine 
  1d4
  Diminutive 
  1d6
  Tiny 
  1d8
  Small 
  1d10
  Medium 
  2d6
  Large 
  2d8
  Huge 
  2d10
  Gargantuan 
  3d6
  Colossal 
  3d8
  The target creature can make a Fortitude saving throw each 
  time you attempt to use it as a weapon. If it makes its saving 
  throw it can act normally, but if it fails its save it loses all actions 
  for the round and ends its turn prone in a square adjacent to the 
  target of your attack. However, if the creature chooses to resist 
  your efforts to move it, taking no other actions for the round, 
  it gets a +4 circumstance bonus on its saving throw. The spell 
  ends immediately if the target creature dies or is destroyed. 
  enTer iMAge  
  school transmutation; Level bard 2, cleric 3, sorcerer/wizard 3
  casting Time 1 standard action
  components V, S, M/DF (a drop of paint and a ball of clay)
  range 50 ft./level 
  effect transfer consciousness to any object bearing your likeness 
  Duration concentration
  saving Throw none; spell resistance no
  You gain a dim impression of the activities around any 
  object bearing your face or form and can also project your 
  consciousness into one such object at a time, allowing you 
  to observe or even interact with nearby creatures. This spell 
  allows you to leave your body and subconsciously monitor the 
  immediate area around any depiction of your image whether 
  one, hundreds, or even thousands. Each such image has the 
  full range of your normal senses (sight, hearing, smell, etc.) and 
  you can make a Perception check to notice anything occurring 
  nearby. The DC of this check is always 10 greater than what it 
  would be if you were actually present at that location, so even 
  if you would normally notice something automatically (such as 
  talking, normally a DC of 0), you would need to make a DC 10 
  Perception check to notice it. 
  You may, at any time, choose to fill one specific image 
  within range with your consciousness. While inside an image 
  you lose the ability to monitor any other images within range 
  but remain fully aware of your own body’s surroundings. Your 
  body is defenseless and helpless (always failing any saving 
  throw) while your consciousness is filling an image, but you 
  can return to it at any time as an immediate action.
   When you fill an image with your consciousness it gains a 
  limited form of animation. Statues and similar three-dimensional 
  representations can move their heads, make gestures, and talk, 
  but cannot attack or leave their square without assistance. 
  Portraits or similar two-dimensional representations bearing 
  your likeness can also talk and your image can move anywhere 
  within the picture or even temporarily alter it (such as by picking 
  a flower in the painting). You cannot use any spells or other 
  abilities while within an image. 
  You may leave the image at any time, returning you to your 
  body. Once your consciousness departs from an object bearing 
  your likeness, it immediately reverts to the appearance it had 
  before you entered it. If someone destroys or damages the 
  image you return to your body unharmed. The spell lasts until 
  you cease concentrating, or until it is terminated by some 
  outside means, such as a dispel magic cast upon either the 
  image or your body, or if your body is killed.
  euPhoric TrAnquiLiTy
  school enchantment (compulsion) [mind-affecting]; Level bard 
  6, cleric 8, druid 8, sorcerer/wizard 8
  casting Time 1 standard action
  components V, S, M/DF (a poppy flower)
  range touch
  Target creature touched
  Duration 1 round/level
  saving Throw none and Will partial (see below); spell 
  resistance yes
  A creature under the effect of this enchantment enters a state 
  of euphoria. The target treats all creatures as dear friends and 
  abhors violence, but may rise up to protect itself if violence is 
  perpetrated against it. Until the end of the spell’s duration, the 
  creature’s speed is halved, and it cannot make attacks or cast 
  spells. If the creature is attacked, it gets a Will saving throw. If 
  the saving throw succeeds, the creature can make act normally 
  for 1 round. If the saving throw fails, the creature moves half its 
  speed away from the attacker as its next action. 
  
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  Furthermore, if the creature is interacted with, or questioned 
  while under the effects of this spell, it is considered to have 
  an attitude of Helpful (see the Diplomacy skill, Core Rulebook 
  94), though any advice or answers it gives may be disjointed or 
  stream of consciousness due to its euphoric state.
  evoLuTion surge
  school transmutation; Level summoner 3
  This spell functions as lesser evolution surge, except that you 
  can grant any evolution whose total cost does not exceed 4 
  evolution points.
  evoLuTion surge, greATer
  school transmutation; Level summoner 4
  This spell functions as lesser evolution surge, except that you can 
  grant any two evolutions whose total cost does not exceed 6 
  evolution points.
  evoLuTion surge, Lesser
  school transmutation; Level summoner 2
  casting Time 1 standard action
  components V, S, M (a chameleon scale)
  range touch
  Target your eidolon
  Duration 1 minute/level
  saving Throw Will negates (harmless); spell resistance no 
  This spell causes your eidolon to take on new characteristics. 
  You can grant the eidolon any evolution whose total cost does 
  not exceed 2 evolution points. You may only grant one evolution 
  with this spell, even if that evolution can be taken multiple times. 
  You can grant an evolution that allows you to spend additional 
  evolution points to upgrade that evolution. This spell cannot 
  be used to grant an upgrade to an evolution that the eidolon 
  already possesses. The eidolon must meet any prerequisites of 
  the selected evolution. This spell does not allow an eidolon to 
  exceed its maximum number of natural attacks.
  exPeDiTious excAvATion
  school transmutation [earth]; Level druid 1, sorcerer/wizard 1
  casting Time 1 standard action
  components V, S, M (tiny shovel)
  range close (25 ft. + 5 ft./2 levels)
  Area dirt in a 5-ft. cube 
  Duration instantaneous
  saving Throw see text; spell resistance no
  You can excavate and move earth, dust, and sand up to the size 
  of a 5-foot cube. If you are buried, you may open a 5-foot cube 
  around yourself, but the spell cannot be used for tunneling. 
  Besides its mundane applications, you can open a 5-foot-deep 
  pit at a creature’s feet. A Medium or smaller creature falls prone 
  in the pit unless it succeeds on a Reflex save. With a successful 
  save, it can choose to land harmlessly on its feet in the pit or 
  hop to an adjacent square; this movement does not provoke 
  attacks of opportunity. A creature can escape a 5-foot-deep 
  pit with a DC 5 Climb check. Larger creatures may ignore pits 
  smaller than their size.
    The earth excavated by this spell is ordinarily distributed 
  harmlessly across the spell’s range, but you may choose to 
  throw up a burst of grit and debris when you dig a pit.  This 
  cloud of debris provides concealment to any creatures in the 
  square affected and all adjacent squares for 1 round. Expeditious 
  excavation has no effect on solid rock or earth creatures.
  exPenD  
  school abjuration; Level sorcerer/wizard 7
  casting Time 1 standard action 
  components V, S, M (miniature broken hourglass)
  range medium (100 ft. + 10 ft./level)
  Area 20-ft.-radius burst
  Duration instantaneous
  saving Throw Will negates; spell resistance yes
  You cause all creatures in the affected area to use up one or 
  more of their limited-use magical abilities without any actual 
  effect. A limited-use magical ability is any supernatural or spell-
  like ability which a creature can only activate a certain number 
  of times during a set interval (3/day, 1/hour, etc.). The spell does 
  not affect abilities which the creature can use at will or which 
  are constant. It also does not apply to magical items or anything 
  else external to a creature. A creature in the spell’s area must 
  make a Will saving throw or expend a single use of one of its 
  abilities. Abilities with the greatest number of uses per day are 
  affected first; if more than one ability has the same number of 
  uses, randomly determine which one is affected first. Creatures 
  must continue making Will saves, expending an additional use 
  of an ability for each failed save, until they succeed, at which 
  point the spell has no further effect.
  FeAsT oF Ashes
  school transmutation; Level druid 2, witch 2
  casting Time 1 standard action
  component V, S, M (a pinch of ash)
  range close (25 ft. + 5 ft/2 levels)
  Target one creature
  Duration 2 days/level (D)
  saving Throw Fortitude negates; spell resistance yes
  You curse the target with a hunger no food can assuage. On a 
  failed saving throw, the target begins to starve (see page 444 of 
  the Core Rulebook). The effects of this spell cannot inflict more 
  nonlethal damage than the target has hit points. No amount of 
  eating can counter the effect and, further, even attempting to eat 
  causes the target to become nauseated for 1 round unless they 
  make a DC 12 Fortitude save. The target still experiences the other 
  normal effects of anything consumed (such as poisons or potions). 
  Feast of ashes can be removed with a break enchantment, limited 
  wish, miracle, remove curse, or wish spell, but effects suffered as a 
  result of starvation must be healed by normal means.
  
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  Spells
  Spells 5
  FeATher sTeP
  school transmutation; Level bard 1, druid 1, ranger 1
  casting Time 1 standard action
  components V, S
  range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 10 minutes/level
  saving Throw Fortitude negates (harmless); spell resistance yes
  For the duration of this spell, the subject ignores the adverse 
  movement effects of difficult terrain, and can even take 5-foot 
  steps in difficult terrain. 
  FeATher sTeP, MAss
  school transmutation; Level bard 3, druid 3, ranger 3
  Target one creature/level, no two of which can be more than 
  30 ft. apart
  As feather step, except this spell affects multiple creatures.
  FesTer
  school necromancy; Level inquisitor 3, witch 2
  casting Time 1 standard action
  components V, S, M (rotted meat)
  range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 1 round/level or 1 round; see text
  saving Throw Fortitude partial; spell resistance yes
  Necrotic energy permeates the target, blocking healing abilities. 
  The subject gains spell resistance equal to 12 + your caster level 
  against effects that restore hit points or grant temporary hit 
  points. In addition, any healing provided by effects that ignore 
  spell resistance (such as fast healing, regeneration, and some 
  spells) are halved. If the target succeeds on a Fortitude saving 
  throw, fester lasts only a single round.
  FesTer, MAss
  school necromancy; Level inquisitor 6, witch 6
  Target one creature/level, no two of which can be more than 
  30 ft. apart
  This spell functions as fester, except that it affects multiple foes.
  Fiery boDy
  school transmutation [fire]; Level sorcerer/wizard 9
  casting Time 1 standard action
  components V
  range personal
  Target you
  Duration 1 minute/level
  This spell transforms your body into living flame. You and your 
  equipment are immune to fire damage. In fact, every time you 
  would normally take damage from fire, you are instead healed 
  of damage at a rate of 1 point per 3 points of damage the 
  fire attack would have normally inflicted. You are immune to 
  blindness, critical hits, ability score damage, deafness, disease, 
  drowning, electricity, poison, stunning, and all spells that affect 
  your physiology or respiration. You take only half damage from 
  acid or electricity. You take 150% as much damage from cold 
  than normal.
  You gain a +6 enhancement bonus to your Dexterity score 
  and a fly speed of 40 ft. (perfect maneuverability). Your unarmed 
  attack deals an additional 3d6 points of fire damage, and you are 
  considered armed when making unarmed attacks. Your body 
  burns so brightly that creatures who do not avert their gaze 
  from you are dazzled. Fire spells you cast have their save DCs 
  increased by +1. If you enter water, you are surrounded by a 
  5-foot radius of steam and bubbles that grant you concealment 
  (50% miss chance) but you take 2d6 points of damage each 
  round you remain in water.
  Fire breATh
  school evocation [fire]; Level alchemist 2, sorcerer/wizard 2
  casting Time 1 standard action
  components V, S, M (a chili pepper)
  range 15 ft.
  Area cone-shaped burst
  Duration 1 round/level or until discharged; see text
  saving Throw Reflex half; see text; spell resistance yes
  Up to thrice during this spell’s duration, you can belch forth a 
  cone of fire as a standard action. The first cone deals 4d6 points 
  of fire damage to every creature in the area. The second cone of 
  flame deals 2d6 points of fire damage to every creature in the 
  area. The third cone of flame deals 1d6 points of fire damage to 
  every creature in the area. A successful Reflex save halves this 
  damage. After the third cone of flame, the spell ends.
  Fire oF enTAngLeMenT
  school evocation; Level paladin 2
  casting Time 1 swift action
  components V, S
  range special; see text
  Target one creature
  Duration 1 round/level
  saving Throw Reflex partial; spell resistance yes
  The next creature you attack using your smite evil class 
  ability is wreathed in flames that impede its movement. 
  Until the end of the spell’s duration, the target is entangled. 
  If the target starts its turn in a square adjacent to you, it is 
  considered to be entangled to an immobile object (you) and 
  cannot move. A target that saves against this spell is affected 
  for only 1 round.
  Fire oF JuDgMenT
  school evocation; Level paladin 3
  casting Time 1 swift action
  components V, S
  range special; see text
  Target one creature
  
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  Duration 1 round/level
  saving Throw Will partial; spell resistance yes
  After casting this spell, the next creature you attack using 
  your smite evil class ability is engulfed in flames of positive 
  energy. At the start of its turn, the target takes 1d6 points of 
  damage, and takes an additional 1d6 points of damage each 
  time it attacks a creature other than you. If the creature is 
  an outsider with the evil subtype, an evil-aligned dragon, 
  or an undead creature this damage increases to 1d10. With 
  a successful saving throw, a creature is affected by this 
  spell for only 1 round. This damage is divine in nature and 
  bypasses any DR the creature possesses. 
  Fire oF vengeAnce
  school evocation [fire]; Level paladin 4
  casting Time 1 swift action
  components V, S
  range special; see text
  Target one creature
  Duration see text
  saving Throw none; spell resistance no
  After casting this spell, the next creature you attack using your 
  smite evil class ability is engulfed in holy flames that flare up 
  when the target attacks someone other than you. If at any 
  time during the duration of your smite evil effect the target 
  makes an attack that does not include you, it takes 3d8 points 
  of fire damage. Once triggered in this manner, or when your 
  smite evil ability expires, the spell ends.
  Fire snAke
  school evocation [fire]; Level druid 5, sorcerer/wizard 5
  casting Time 1 standard action
  components V, S, M (a snake scale)
  range 60 ft.
  Area see text
  Duration instantaneous
  saving Throw Reflex half; spell resistance yes
  You create a sinuous line of flames that you may shape as 
  desired. The fire snake affects one 5-foot square per caster 
  level, and each square must be adjacent to the previous square, 
  starting with you. The fire snake may not extend beyond its 
  maximum range. Creatures in the path of the fire snake take 1d6 
  points of fire damage per caster level (maximum 15d6).
  FirebrAnD
  school transmutation [fire]; Level sorcerer/wizard 7
  casting Time 1 standard action
  components V, S
  range close (25 ft. + 5 ft./2 levels)
  Target one creature/4 levels, no two of which can be more than 
  30 ft. apart
  Duration 1 round/level
  saving Throw Will negates (harmless), but see below; spell 
  resistance yes (harmless)
  You mark several allies with a flaming rune. This rune does not 
  cause damage, and sheds light as if it were a torch. While the 
  firebrand burns, any creature it marks is immune to damage from 
  any fire spell you cast. All of the target’s weapons (both natural 
  and manufactured) inflict +1d6 points of fire damage on a hit 
  (this bonus fire damage stacks with any amount of fire damage 
  a creature’s weapons might already inflict). At any point during 
  the spell’s duration, a creature bearing a firebrand can launch a 
  beam of fire at any target within 30 feet as a swift action. This 
  ray requires a ranged touch attack to hit and deals 6d6 points of 
  fire damage. Once a creature uses its firebrand to fire a ray in this 
  manner, the effects of the spell end for that creature.
  FireFALL
  school transmutation [fire]; Level sorcerer/wizard 4
  casting Time 1 standard action
  components V, S, M (one fire source)
  range long (400 ft. + 40 ft./level)
  Target one fire source, up to a 20-foot cube
  Duration instantaneous
  saving Throw Will negates and Reflex negates; see text; spell 
  resistance no
  Firefall causes a fire to erupt into a geyser of dazzlingly bright 
  liquid flame. The spell uses one fire source, which is immediately 
  extinguished. A fire larger than a 20-foot cube is only partly 
  extinguished. Magical fires are not extinguished, but a creature 
  of the fire subtype used as the source takes 1 point of damage 
  per caster level (no saving throw).
  The coruscating rain of fire fills a hemispherical burst with a 
  radius of 60 feet. All creatures and objects in the area take 5d6 
  points of fire damage and catch on fire (Core Rulebook 444). 
  Creatures who make successful Reflex saves take half damage 
  and don’t catch on fire. Creatures within 120 feet of the original 
  fire source are blinded for 1d4+1 rounds (Will negates).
  FLAMes oF The FAiThFuL
  school transmutation [fire]; Level inquisitor 2
  casting Time 1 standard action
  components V
  range touch
  Target weapon touched
  Duration 1 round/level
  saving Throw Fortitude negates (object, harmless); spell 
  resistance yes (object, harmless)
  With a touch, you cause a glowing rune to appear on a single 
  weapon, granting that weapon the flaming property (and 
  allowing it to cause an extra 1d6 points of fire damage on a 
  successful hit). If you are using the judgment class feature and 
  all of your judgments are granting the maximum bonus, your 
  weapon gains the flaming burst property instead. The spell 
  functions only for weapons that you wield. If the weapon leaves 
  your hand for any reason, the spell effect ends. The effects of 
  
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  Spells
  Spells 5
  this spell do not stack with any existing flaming or flaming burst 
  weapon property that the target weapon may already possess. 
  FLAre bursT
  school evocation (light); Level bard 1, druid 1, sorcerer/wizard 1
  casting Time 1 standard action
  components V
  range close (25 ft. + 5 ft./2 levels)
  effect 10-ft.-radius burst of light
  Duration instantaneous
  saving Throw Fortitude negates; spell resistance yes
  This spell functions as flare, except it affects all creatures in a 
  10-foot-radius burst from the target point.
  FLuiD ForM
  school transmutation [water]; Level alchemist 4, sorcerer/
  wizard 6
  casting Time 1 standard action
  components S, M (a mixture of oil and water)
  range personal
  Target you
  Duration 1 minute/level
  When you cast this spell, your body takes on a slick, oily 
  appearance. For the duration of this spell, your form can stretch 
  and shift with ease and becomes slightly transparent, as if you 
  were composed of liquid. This transparency is not enough to 
  grant concealment. You gain DR 10/slashing and your reach 
  increases by 10 feet. In addition, you can pass through small 
  holes or narrow openings, even mere cracks, with anything 
  you were carrying at the time the spell was cast (except other 
  creatures). Finally, you can move through water with a swim 
  speed of 60 feet and can breathe both water and air for the 
  duration of this effect. You are treated as if you had the water 
  subtype while this spell is in effect.
  FLy, MAss
  school transmutation; Level sorcerer/wizard 7
  casting Time 1 standard action
  components V, S, F (a wing feather)
  range close (25 ft. + 5 ft./2 levels)
  
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  Target one creature/level, no two of which can be more than 
  30 ft. apart
  Duration 10 minutes/level
  saving Throw Will negates (harmless); spell resistance yes 
  (harmless)
  This spell functions as fly (Core Rulebook 284), save that it can 
  target numerous creatures and lasts longer.
  Foe To FrienD
  school enchantment (compulsion) [mind-affecting]; Level bard 5
  casting Time 1 immediate action
  components V, S
  range medium (100 ft. + 10 ft./level)
  Target one living creature
  Duration 1 round
  saving Throw Will negates; spell resistance yes
  Cast this spell when an enemy is about to make an attack 
  against an ally. The creature makes the attack against a 
  valid target of your choice instead or the attack is negated. 
  In addition, the target is considered an ally for determining 
  flanking for 1 round.
  FoLLoW AurA
  school divination [chaotic, evil, good, or lawful]; Level inquisitor 2
  casting Time 1 standard action
  components V, S, DF
  range personal
  Target you
  Duration 10 minutes/level (D)
  Choose one alignment type: chaotic, evil, good, or lawful. You 
  gain the ability to follow the trail of a strong or overwhelming 
  aura of that alignment (see detect evil, Core Rulebook 266). This 
  is treated as tracking using the scent special quality, except you 
  are following the traces of their aura upon the ground rather 
  than their scent, and you receive no bonus on Perception 
  checks. At 10th level, you can track the trail of creatures with a 
  moderate alignment aura as well.
  When you use this spell to track a given alignment, it gains 
  the descriptor of the opposite alignment. For example, when 
  follow aura is used to track evil, it gains the good descriptor.
  FooL’s ForbiDDAnce
  school abjuration [mind-affecting]; Level bard 6
  casting Time 1 standard action
  components V, S, M (a ring of keys)
  range 10 ft.
  Area 10-ft.-radius spherical emanation centered on you
  Duration concentration
  saving Throw Will partial; spell resistance yes
  Through your antics and performance, you create an area 
  of warding that adversely affects all enemies that dare enter 
  it. When an enemy creature enters the area it must make an 
  immediate Will saving throw. If it fails, the creature is confused 
  as long as it is in the area and for 1 round after it leaves. If it 
  succeeds on the saving throw, the creature is staggered as 
  long as it is in the area and for 1 round after it leaves. 
  ForceD rePenTAnce
  school enchantment (compulsion) [mind-affecting]; Level 
  inquisitor 4, paladin 4
  casting Time 1 standard action
  components V, S, DF 
  range close (25 ft. + 5 ft./2 levels)
  Target one evil creature without the evil subtype
  Duration 1 round/level
  saving Throw Will negates; spell resistance yes
  You force an evil creature that does not have the evil subtype to 
  momentarily reflect on its past actions and be overcome by grief 
  and conscience. The target immediately drops prone and begins 
  to loudly confess all of its sins and transgressions to the caster for 
  the duration of the spell. The spell immediately ends if you move 
  out of line of sight or if the target is attacked. 
  Frozen noTe 
  school enchantment (compulsion) [mind-affecting, sonic]; 
  Level bard 5
  casting Time 1 standard action 
  components V
  Area 30-ft.-radius emanation centered on you 
  Target any number of creatures within area 
  Duration concentration (up to 1 round/level); see text
  saving Throw Will partial; see text; spell resistance yes
  You produce and sustain a single perfect musical note that holds 
  nearby creatures, friend as well as foe, utterly spellbound until 
  you stop singing. Affected creatures are both paralyzed and 
  oblivious to their surroundings so long as you maintain the note. 
  Maintaining this note requires your absolute attention; if you take 
  damage or take any other action, including moving from your 
  current square, the spell instantly ends. Creatures that succeed 
  in their initial saving throw must make a new one for each round 
  they spend within the area of the spell until they fail and become 
  captivated. Creatures with 4 or more Hit Dice greater than your 
  caster level are not affected by this spell. However, those with 4 or 
  more Hit Dice less than your caster level do not receive a saving 
  throw to resist it. The note is so clear and flawless that less than 
  extraordinary attempts to avoid hearing it merely grant targets 
  a bonus on their saving throws. Targets get a +2 circumstance 
  bonus on their saving throw for each barrier between your voice 
  and their ears. This includes such things as a creature stopping 
  up its ears with wax, closing all windows and doors in a nearby 
  building, or even crawling into a barrel and pulling down the top. 
  If a target that had previously made its saving throw loses the 
  benefit of one or more of its barriers it must immediately make a 
  new saving throw. Similarly, any target that had previously failed 
  its saving throw gets a new save each time it gains the protection 
  of a barrier. 
  
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  Spells
  Spells 5
  gALLAnT insPirATion
  school divination; Level bard 2
  casting Time 1 immediate action
  components V
  range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration instantaneous
  saving Throw Will negates (harmless); spell resistance yes
  This word of arcane-empowered inspiration often ensures 
  success of a crucial endeavor. Cast this spell when a creature 
  fails an attack roll or skill check. The creature gains a +2d4 
  competence bonus to the attack roll or skill check retroactively. 
  If the bonus is enough to turn the failure into a success, the 
  roll succeeds. 
  geTAWAy  
  school conjuration (teleportation); Level bard 6, sorcerer/wizard 6
  casting Time 1 minute 
  components V, S, M (a brass doorknob)
  range unlimited
  Targets you and one willing creature/2 levels, all of which must 
  be within 30 feet of you
  Duration 1 hour/level
  saving Throw none; spell resistance no
  Getaway teleports you and allies you designate at the time of 
  casting to a predetermined location. You must initially cast 
  the spell at that location—all creatures affected by the spell 
  must be present at that time and within 30 feet of you. At any 
  time before the spell’s duration expires, you may trigger the 
  spell as a swift action. At this time, all affected creatures (or 
  their remains and gear) within 30 feet of you are teleported 
  to the location where you first cast the spell. Creatures more 
  than 30 feet away from you are left behind. Selected creatures 
  within 30 feet of you who do not wish to travel with you at that 
  time can simply choose not to go. You can be transported any 
  distance within a plane but cannot travel between planes. 
  geyser  
  school conjuration (creation) [fire, water]; Level druid 4, 
  sorcerer/wizard 5
  casting Time 1 standard action 
  components V, S, M/DF (a piece of lava rock)
  range long (400 ft. + 40 ft./level)
  effect spout of boiling water filling a 5 ft. square and spraying 
  upward 10 ft./2 levels 
  Duration concentration + 1 round/level 
  saving Throw Reflex partial (see below); spell resistance no 
  You cause a column of boiling water to spring forth from any 
  horizontal surface, knocking over creatures directly over it 
  and exposing nearby creatures to searing droplets as its spray 
  falls back to the ground.
  Any creature entering the geyser, or occupying the square 
  it appears in, must make a Reflex saving throw to avoid 
  being hurled into the air and then tossed to the ground. If 
  the creature fails its saving throw, it takes 3d6 points of fire 
  damage from the boiling water and also takes falling damage 
  based upon the height of the geyser (e.g., if the geyser is 50 
  feet tall, the creature takes 5d6 falling damage), landing prone 
  in a random square adjacent to the geyser. A successful saving 
  throw halves the damage and negates the falling damage, and 
  the creature is moved to the closest square adjacent to the 
  geyser (Large-sized or larger creatures are moved enough so 
  that they are not on top of the geyser but still adjacent to it). 
  This movement does not provoke attacks of opportunity and 
  does not count toward the creature’s normal movement.
  In addition, the geyser sprays boiling water in a hemispherical 
  emanation around its square. The radius of this emanation 
  is equal to one-half the geyser’s height (e.g., a 50-foot geyser 
  has a 25-foot-radius emanation). Any creature within this area, 
  including yourself, takes 1d6 points of fire damage each round 
  as droplets of boiling water cascade on them.
  You can choose to make a smaller geyser than your level 
  permits if an obstruction prevents it from reaching its full 
  height, or if you simply want to create a spread of boiling rain 
  that’s smaller than what would be created by a full-height 
  geyser spell.
  ghosTbAne Dirge
  school transmutation; Level bard 2, cleric 2, inquisitor 2, 
  paladin 1
  casting Time 1 standard action
  components V, S, M/DF (an old reed from a wind instrument)
  range close (25 ft. + 5 ft./2 levels)
  Target one incorporeal creature
  Duration 1 round/level
  saving Throw Fortitude negates; spell resistance yes
  The target coalesces into a semi-physical form for a short period 
  of time. While subject to the spell, the incorporeal creature 
  takes half damage (50%) from nonmagical attack forms, and 
  full damage from magic weapons, spells, spell-like effects, and 
  supernatural effects. 
  ghosTbAne Dirge, MAss
  school transmutation; Level bard 4, cleric 5, inquisitor 5, 
  paladin 3
  Target one incorporeal creature/level, no two of which can be 
  more than 30 ft. apart
  This spell functions as ghostbane dirge, except that it affects 
  multiple targets.
  gLiDe  
  school transmutation; Level druid 2, ranger 1, sorcerer/wizard 
  2, summoner 2, witch 2
  casting Time 1 standard action
  components V, S, M/DF (a leaf)
  range personal
  
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  Target you
  Duration until landing or 1 minute/level (D)
  You take no damage from falls (as if from feather fall). In 
  addition, you can move up to 5 feet in any horizontal 
  direction for every 1 foot you fall, at a speed of 60 feet per 
  round. You cannot use this spell to actually gain height, 
  merely coast in other directions as you fall. If subjected to a 
  strong wind or any other effect that causes you to rise you 
  can take advantage of it in order to increase the distance 
  you can glide. The spell ends as soon as your feet touch the 
  ground regardless of its remaining duration. If the spell 
  expires while you are still in the air you fall the remaining 
  distance as normal. 
  grAce
  school abjuration; Level cleric 2, paladin 1
  casting Time 1 swift action
  components V
  range personal
  Target you
  Duration see text
  Until the end of your turn, your movement does not provoke 
  attacks of opportunity.
  grAviTy boW    
  school transmutation; Level ranger 1, sorcerer/wizard 1 
  casting Time 1 standard action
  components V, S
  range personal
  Target you 
  Duration 1 minute/level (D)
  Gravity bow significantly increases the weight and density of 
  arrows or bolts fired from your bow or crossbow the instant 
  before they strike their target and then return them to normal 
  a few moments later. Any arrow fired from a bow or crossbow 
  you are carrying when the spell is cast deals damage as if one 
  size larger than it actually is. For instance, an arrow fired from 
  a Medium longbow normally deals 1d8 points of damage, 
  but it would instead deal 2d6 points of damage if fired from 
  a gravity bow (see page 145 of the Core Rulebook for more 
  information). Only you can benefit from this spell. If anyone 
  else uses your bow to make an attack the arrows deal damage 
  as normal for their size. 
  grove oF resPiTe
  school conjuration (creation); Level druid 4, ranger 4
  casting Time 10 minutes
  component V, S, M/DF (a leaf or blade of grass and a drop 
  of water)
  range close (25 ft. + 5 ft./2 levels)
  effect 20-ft.-radius grove
  Duration 2 hours/level (D)
  saving Throw none; spell resistance no
  You conjure a sheltered grove of trees surrounding a shallow 
  spring. The grove appears from nowhere even in the most 
  barren, rocky soil regardless of season, but the spell must be 
  cast outside on open ground.
  The area within the grove is temperate and comfortable, like 
  that of a tiny hut, although the grove provides no illumination 
  and provides no protection from the elements. The water in 
  the grove’s spring is clean and drinkable. Additionally, the 
  trees provide a variety of ripe fruit, regardless of season, 
  which acts as a goodberry spell for up to eight people. The 
  grove is warded with an alarm spell that alerts you whenever 
  any creature enters the area. Once the spell expires, the 
  grove vanishes, including all fruit, water, and other materials 
  from it, although any nourishment or healing gained from its 
  effects remains.
  guiDing sTAr 
  school divination; Level cleric 3, ranger 2, witch 3
  casting Time 1 minute 
  components V, S, M (a spool of thread or string)
  range personal  
  Target you 
  Duration 1 day/level (D)
  You form a bond with your surroundings when you cast this 
  spell. For the remaining duration of the spell you can always, 
  as a standard action, determine your approximate distance 
  from that area as well as the direction you must travel in 
  order to reach it. You cannot determine the location of the 
  area if you are on a different plane. The area counts as ”very 
  familiar” for the purposes of teleport or similar spells. You 
  can only attune yourself to one location at a time. If you cast 
  the spell at another spot you lose the ability to locate your 
  original area. 
  heroic FinALe
  school enchantment (compulsion) [mind-affecting]; Level bard 4
  casting Time 1 standard action
  components V, S
  range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous
  saving Throw Will negates (harmless); spell resistance yes 
  (harmless)
  You must have a bardic performance in effect to cast this 
  spell. With a flourish, you immediately end the performance, 
  and one creature within range affected by your bardic 
  performance can make a move action or a standard action 
  of their choice.
  hero’s DeFiAnce
  school conjuration (healing); Level paladin 1
  casting Time 1 immediate action
  components V
  
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  Spells
  Spells 5
  range personal
  Target you
  Duration instantaneous
  The instant before you are reduced to 0 or fewer hit points, you 
  can expend a use of your lay on hands ability to heal yourself as 
  if you had used lay on hands, plus an additional 1d6 hit points. 
  If this healing brings your hit point total above 0 hit points, you 
  do not fall, and may continue to act. If you have no more uses 
  of lay on hands this spell has no effect.
  hiDDen sPeech
  school transmutation [language-dependent]; Level bard 2, 
  inquisitor 3, witch 2
  casting Time 1 standard action
  components V, S, M/DF (a cipher written on a piece of parchment)
  range close (25 ft. + 5 ft./2 levels)
  Target you plus one creature/level, no two of which can be 
  more than 30 ft. apart
  Duration 10 minutes/level (D)
  saving Throw Will negates (harmless); spell resistance yes
  You greatly enhance the ability of the subjects to communicate 
  hidden messages to each other. Each target gains a +10 
  competence bonus on Bluff checks to send secret message 
  to other recipients. Others using opposed Sense Motive 
  checks to decipher these messages receive a –5 penalty. All 
  subjects affected by the spell must share a language to be 
  able to pass messages.
  hiDe cAMPsiTe
  school illusion (glamer); Level druid 3, ranger 2
  casting Time 10 minutes
  components V, S, M (a sprig of mistletoe, and a vial of quicksilver)
  range close (25 ft. + 5 ft./2 levels)
  Area one 20-ft. cube
  Duration 2 hours/level (D)
  saving Throw Will disbelief (if interacted with); spell 
  resistance no
  You make the area around a campsite appear to be a thicket of 
  untouched and forbidding foliage, or some other unwelcoming 
  feature matching the surrounding terrain. Creatures outside 
  the area cannot sense any activity going on inside the area—
  they cannot smell campfires or cooking food, they cannot hear 
  
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  conversation, loud noises, or spells being cast, and they cannot 
  even feel heat or a rush of wind coming from the area. Those 
  inside the area can see out normally. Once a creature steps into 
  the area of the spell, it can see everything in and around the 
  area normally. 
  hoLy WhisPer
  school evocation [good]; Level paladin 3
  casting Time 1 standard action
  components V, S
  range 30 ft.
  Area cone-shaped burst
  Duration instantaneous
  saving Throw Fortitude negates; see text; spell resistance yes
  You whisper a single word in the primordial language of good 
  that is anathema to the minions of evil and strengthens the 
  resolve of good creatures. Evil creatures within the burst must 
  make a Fortitude saving throw or become sickened for 1 round/
  level. Evil outsiders with the evil subtype, evil-aligned dragons, 
  and undead in the burst also take 2d8 points of damage if they 
  fail their saves. Good-aligned creatures in the burst gain a +2 
  sacred bonus on attack and damage rolls for 1 round. 
  honeyeD Tongue
  school transmutation; Level bard 2, inquisitor 2, paladin 1
  casting Time 1 standard action
  components V, M/DF (a drop of honey)
  range personal
  Target you
  Duration 10 minutes/level
  This spell augments your diplomacies. While under the effects 
  of spell, you roll two dice each time you make a Diplomacy 
  check to change a creature’s attitude, taking the highest roll. 
  If this results in a roll low enough to reduce the creature’s 
  attitude by a step, that creature gets some clue that you are 
  manipulating it with a spell. Alternatively you can cast this 
  spell before making a Diplomacy check to gather information, 
  gaining a +5 competence bonus on the check. 
  hungry PiT 
  school conjuration (creation); Level sorcerer/wizard 5, 
  summoner 5
  saving Throw Reflex negates; Reflex half; see text spell 
  resistance no
  This spell functions as create pit, except that the pit has the 
  ability to squeeze and crush any creature trapped within it and 
  has a maximum depth of 100 feet. Creatures who fall into the 
  hole take falling damage as normal. In addition, anyone within 
  the pit, not just those on the bottom, takes 4d6 points of 
  bludgeoning damage each round as the pit contracts and then 
  returns to its normal size (a successful Reflex save halves this 
  damage). The ever-shifting walls of the pit are quite difficult to 
  scale and have a Climb DC of 35.
  hunTer’s eye
  school divination; Level inquisitor 3, ranger 2
  casting Time 1 standard action
  components V, S, DF
  range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration 1 minute/level
  saving Throw none; spell resistance yes
  Sharpening your perceptive abilities and tuning them against 
  obfuscating effects, hunter’s eye greatly enhances your senses 
  against the target creature. You gain the ability to perceive 
  the target when it is invisible or ethereal as though using the 
  see invisibility spell, and receive a +20 competence bonus on 
  Perception checks to locate the target. You ignore concealment 
  provided by fog or mist, blur, displacement, invisibility, and similar 
  effects affecting the target, but not concealment provided by 
  darkness. This spell provides no benefits to your allies, and no 
  benefits against creatures other than the target.
  hunTer’s hoWL
  school necromancy [fear, mind-affecting]; Level ranger 1
  casting Time 1 standard action
  components V, S
  range 20 ft.
  Area 20-ft.-radius burst
  Duration 1 round/level
  saving Throw Will negates spell resistance none
  With a single primal howl, you strike fear in your opponents. 
  Until the end of the spell’s duration, you treat those affected 
  by it as if they were your favored enemy, gaining a +2 bonus on 
  weapon attack and damage rolls against them, and a +2 bonus 
  on Bluff, Knowledge, Perception, Sense Motive, and Survival 
  checks against them. If an affected creature is already one of 
  your favored enemies, it is shaken instead. This is a mind-
  affecting fear effect.
  hyDrAuLic Push  
  school evocation [water]; Level druid 1, sorcerer/wizard 1
  casting Time 1 standard action 
  components V, S
  range close (25 ft. + 5 ft./2 levels)
  Target one creature or object
  Duration instantaneous 
  saving Throw none; spell resistance yes 
  You call forth a quick blast of water that knocks over and soaks 
  one creature or square. You can use this blast of water to make 
  a bull rush against any one creature or object. Your CMB for 
  this bull rush is equal to your caster level plus your Intelligence, 
  Wisdom, or Charisma modifier, whichever is highest. This 
  bull rush does not provoke an attack of opportunity. Hydraulic 
  push extinguishes any normal fires on a creature, object, or 
  in a single 5-foot square which it is targeted against. Magical 
  fires are unaffected.
  
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  Spells
  Spells 5
  hyDrAuLic TorrenT 
  school evocation [water]; Level druid 3, sorcerer/wizard 3
  casting Time 1 standard action 
  components V, S
  range 60 ft.
  Area 60-ft. line
  Duration instantaneous  
  saving Throw none; spell resistance yes
  You call forth a powerful stream of water that batters all 
  creatures and obstacles in its path until it strikes something 
  it cannot push past. Against creatures and moveable objects 
  this stream acts as a bull rush. You can bull rush creatures of 
  any size, not just those one size larger than your own. Make a 
  combat maneuver check and apply its results to each creature 
  within the area. Your CMB for this bull rush is equal to your 
  caster level plus your Intelligence, Wisdom, or Charisma 
  modifier, whichever is highest. This bull rush does not provoke 
  an attack of opportunity.
  Against immovable objects this stream instead allows you to 
  make a Strength check to destroy the target. When attempting 
  to break an object, the stream has an effective Strength equal 
  to your caster level plus the ability score modifier as above. The 
  Break DC depends on the object you’re trying to break—page 
  175 of the Pathfinder RPG Core Rulebook lists several sample 
  Break DCs for various objects.
  Hydraulic torrent extinguishes any normal fires it encounters 
  along its path. Magical fires are unaffected.
  iLL oMen
  school enchantment (compulsion) [mind-affecting]; Level witch 1
  casting Time 1 standard action
  components V, S, M (hair from a black cat)
  range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level or until discharged
  saving Throw none; spell resistance yes
  You afflict the target with bad luck. On the next d20 roll the target 
  makes, it must roll twice and take the less favorable result. For 
  every five caster levels you have, the target must roll twice on an 
  additional d20 roll (to a maximum of five rolls at 20th level).
  A target who can speak and has at least one free hand and 
  who is aware of the spell and its effects (such as from a Spellcraft 
  check to identify the spell as it is cast) can negate one reroll 
  by spending a move action to utter a brief prayer or good luck 
  charm to appease the spirits of ill fortune.
  innocence
  school transmutation; Level bard 1
  casting Time 1 standard action
  component V, S
  range personal
  Target you
  Duration 1 minute/level (D)
  You surround yourself with an aura of innocence and 
  trustworthiness. You gain a +10 competence bonus on Bluff 
  skill checks to convince others of your innocence. They find it 
  difficult to believe you capable of any wrongdoing. This bonus 
  does not apply to other uses of the Bluff skill, such as feinting in 
  combat, creating a diversion to hide, or communicating secret 
  messages via innuendo, nor does it apply to any use of the 
  skill to convince anyone of anything other than your complete 
  innocence and blamelessness.
  insTAnT ArMor 
  school conjuration (creation) [force]; Level cleric 2, paladin 2 
  casting Time 1 standard action 
  components V, S, DF
  range personal 
  Target you 
  Duration 1 minute/level (D)
  You instantly wrap your body in a suit of armor made from 
  opaque force. At your option, the armor can be decorated with 
  your religion’s holy symbol in a prominent place, such as upon 
  the breastplate or helm. While it exists, this armor replaces 
  any garments or other sort of armor worn, magical as well 
  as mundane. You lose access to, and all benefits from, armor 
  replaced by this spell until the spell ends and the instant 
  armor disappears.
  Instant armor acts in all ways as armor typical of its type 
  (armor bonus, maximum Dexterity bonus, arcane spell failure 
  chance, and so on). Since instant armor is made of force, 
  incorporeal creatures can’t bypass it the way they do normal 
  armor. The sort of armor you can create with this spell depends 
  on your caster level. 
  caster Level 
  Armor created
  5th or lower 
  chainmail  
  6th–8th  
  banded mail 
  9th–11th  
  half-plate 
  12th or higher 
  full plate 
  If you choose to create lesser armor than your level allows 
  you gain a +1 magical enhancement bonus to the armor you 
  do create for every type of armor you pass over. For instance, 
  if you have the capacity to create full plate instant armor you 
  could instead choose to create +1 half-plate, +2 banded mail, 
  or +3 chainmail. You cannot replace these bonuses with armor 
  special properties. 
  insTAnT eneMy
  school enchantment; Level ranger 3
  casting Time 1 swift action
  components V, S
  range close (25 ft. + 5 ft./2 levels)
  Target one creature that is not your favored enemy.
  Duration 1 minute/level
  
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  saving Throw none; spell resistance no
  With this spell you designate the target as your favored enemy 
  for the remainder of its duration. Select one of your favored 
  enemy types. For the duration of the spell, you treat the target 
  as if it were that type of favored enemy for all purposes. 
  invigorATe
  school illusion [figment]; Level bard 1
  casting Time 1 standard action
  component V
  range touch
  Target creature touched
  Duration 10 minutes/level (D)
  saving Throw Will negates (harmless); spell resistance yes 
  (harmless)
  This spell banishes feelings of weariness. For the duration, 
  the subject takes no penalties from the fatigued or exhausted 
  conditions. The effect of invigorate is merely an illusion, 
  however, not a substitute for actual rest or respite. When the 
  spell ends, the subject takes 1d6 points of nonlethal damage, 
  along with the return of the original condition(s). A creature 
  can be under the effects of only one invigorate spell at a time; 
  if it is cast a second time on that creature, the first effect 
  immediately ends.
  invigorATe, MAss
  school illusion [figment]; Level bard 3
  Targets creatures touched, up to one/level
  This spell work as invigorate, except it affects multiple creatures.
  JesTer’s JAunT
  school conjuration (teleportation); Level bard 3
  casting Time 1 standard action
  components V, S
  range touch
  Target one living creature
  Duration instantiations
  saving Throw Will negates; spell resistance yes
  You teleport the target to a space you can see within 30 feet of 
  the target. The destination must be on solid ground, and the 
  teleportation cannot end in a space that is by nature hazardous 
  to the creature you are teleporting.
  keen senses
  school transmutation; Level alchemist 1, druid 1, ranger 1
  casting Time 1 standard action
  components V, M/DF (a hawk’s feather)
  range touch
  Target creature touched
  Duration 1 minute/level (D)
  saving Throw Will negates (harmless); spell resistance yes 
  (harmless)
  The subject gains a +2 competence bonus on Perception checks 
  and gains low-light vision. Subjects that have low-light vision 
  double the distance they can see under the effects of this spell.
  king’s cAsTLe
  school conjuration (teleportation); Level paladin 4
  casting Time 1 standard action
  components V, S, DF
  range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous
  saving Throw Will negates (harmless); spell resistance yes 
  (harmless)
  This spell allows you to switch places with an ally. When you cast 
  this spell, choose a single ally within range. You teleport to your 
  ally’s space while your ally teleports to your former space.
  knighT’s cALLing
  school enchantment (compulsion) [mind-affecting]; Level paladin 1
  casting Time 1 standard action
  components V, DF
  range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round
  saving Throw Will negates; spell resistance yes
  You compel an enemy to come and fight you. On its turn, the 
  target moves its speed toward you, avoiding any other dangers 
  along its path (including any movement that would provoke 
  attacks of opportunity). The target may do nothing but move 
  on its turn. If the target ends its move adjacent to you, you can 
  make an attack of opportunity against the target. 
  LeAD bLADes 
  school transmutation; Level ranger 1 
  casting Time 1 standard action 
  components V, S
  range personal 
  Target touch 
  Duration 1 minute/level (D) 
  Lead blades increases the momentum and density of your melee 
  weapons just as they strike a foe. All melee weapons you are 
  carrying when the spell is cast deal damage as if one size category 
  larger than they actually are. For instance, a Medium longsword 
  normally deals 1d8 points of damage, but it would instead deal 
  2d6 points of damage if benefiting from lead blades (see page 145 
  of the Core Rulebook for more information). Only you can benefit 
  from this spell. If anyone else uses one of your weapons to make 
  an attack it deals damage as normal for its size.  
  LiFe bubbLe  
  school abjuration; Level cleric 5, druid 4, ranger 3, sorcerer/
  wizard 5 
  casting Time 1 standard action
  components V, S, M/DF (a bit of eggshell)
  
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  Spells
  Spells 5
  range touch 
  Target creatures touched, up to one/level
  Duration 2 hours/level; see text
  saving Throw Will negates (harmless); spell resistance yes 
  (harmless)
  You surround the touched creatures with a constant and 
  moveable 1-inch shell of tolerable living conditions. This shell 
  enables the subjects to breathe freely, even underwater or in 
  a vacuum, as well as making them immune to harmful gases 
  and vapors, including inhaled diseases and poisons and spells 
  like cloudkill and stinking cloud. In addition, the shell protects 
  subjects from extremes of temperature (per endure elements) as 
  well as extremes of pressure. 
  Life bubble does not provide protection from negative or 
  positive energy (such as found on the Negative and Positive 
  Energy planes), the ability to see in conditions of poor 
  visibility (such as in smoke or fog), nor the ability to move 
  or act normally in conditions that impede movement (such 
  as underwater).
  When you cast this spell it has a total duration of 2 hours 
  per caster level. You can divide this duration up in any manner 
  you wish, not necessarily equally, between up to 1 creature per 
  caster level. 
  LighT LAnce 
  school evocation [good, light]; Level paladin 2
  casting Time 1 standard action 
  components V, S  
  range personal 
  effect lance of light  
  Duration 1 round + 1 round/level (D)
  You create a glorious beam of brilliant radiance that acts as a 
  +1 holy lance suitable for your size. You must have a free hand 
  when casting the spell and, once you call the lance into being, 
  you cannot switch it to another hand or put it down without 
  prematurely ending the spell. As a standard action while 
  holding a light lance, you can choose not to make an attack 
  and instead hold the lance aloft as a beacon of light and truth, 
  creating an area of bright light with a radius of 90 feet. If you 
  choose to do this for one or more additional rounds the lance 
  also casts a spear of brilliant light up into the sky that grows 
  progressively more visible as it continues to climb toward the 
  heavens. Under cover of night or other darkness, if nothing 
  obstructs the beam, it becomes visible for an additional 2 
  miles during each round in which you continue to aim your 
  lance skyward (2 miles in the second round, 4 miles in the 
  third round, and so on).  
  
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  LiLy PAD sTriDe
  school transmutation; Level druid 3
  casting Time 1 standard action 
  components V, S, M (a frog’s leg)
  range long (400 ft. + 40 ft./level)
  effect trail of lily pads behind you
  Duration 10 minutes/level (D); see text
  saving Throw none; spell resistance no
  Your every footstep creates aquatic plants capable of 
  supporting your weight and that of any creature of your size or 
  smaller that is following you. These lily pads only appear when 
  you cross water or other liquids which do not immediately 
  destroy plants. You can walk across these liquid surfaces 
  without any fear of stumbling (though if knocked prone, 
  dragged under, or otherwise pulled off your feet you still sink 
  in the liquid). For the duration of the spell, any creature of 
  your size or smaller can attempt to follow you by making a 
  DC 10 Acrobatics check every round. Each such check allows 
  it to move at half its normal land speed. If the creature takes 
  a –5 penalty on its check it can move at its normal speed. 
  If a creature fails an Acrobatics check, or if a creature that’s 
  larger than you attempts to follow, it falls through, damaging 
  the plants. Each time a creature falls through, all subsequent 
  creatures take a cumulative –5 penalty on their Acrobatics 
  checks when traveling across that particular stretch of plants. 
  As you move, the lily pads disappear behind you once you 
  pass beyond the spell’s range. Otherwise, they remain until 
  the spell’s duration expires.
  LockJAW
  school transmutation; Level druid 2, ranger 2
  casting Time 1 standard action 
  components V, S, M (sticky tree gum)
  range touch 
  Target creature touched
  Duration 1 round/level
  saving Throw Fortitude negates (harmless); spell resistance 
  yes (harmless)
  You give a creature the ability to use one of its natural 
  attacks to firmly attach itself to an opponent. Choose one of 
  the creature’s natural attacks (usually a claw or bite attack). 
  The creature gains the grab ability with that natural attack, 
  including the +4 bonus on combat maneuver checks to start 
  or maintain a grapple. A creature with multiple natural attacks 
  can strike at its grappled opponent with its other natural 
  attacks, but cannot attack any other creature. 
  MArks oF ForbiDDAnce
  school abjuration [mind-affecting]; Level paladin 3
  casting Time 1 standard action
  components V, S
  range close (25 ft. + 5 ft./2 levels)
  Targets one enemy and one ally
  Duration 1 round/level
  saving Throw Will negates; see text; spell resistance yes
  Marks of Forbiddance magically brand two creatures, 
  preventing them from committing violence against one 
  another. When you cast this spell choose one enemy and 
  one ally within range. Both targets become branded with 
  the sigil of forbiddance. Until the end of the spell’s duration, 
  in order for the two targets to attack one another, even with 
  a targeted spell, each attacker must attempt a Will save. If 
  the save succeeds, that target can attack the other normally. 
  If the save fails, the target can’t follow through with the 
  attack and the action is lost. This spell does not prevent the 
  targets from attacking each other with area of effect spells 
  or abilities.
  MAsk DWeoMer
  school illusion (glamer); Level witch 1
  casting Time 1 standard action
  components V, S, M (a piece of gauze)
  range touch
  Target creature or object touched
  Duration 1 day/level (D)
  saving Throw none; see text; spell resistance no
  You mask and manipulate a spell’s magic aura to make it 
  harder to detect. Select one spell effect on the target creature 
  or object. You must have either cast this spell yourself or have 
  perceived it by means such as detect magic or arcane sight. 
  Both the desired spell effect and mask dweomer are hidden 
  from detect magic, although more powerful spells (such as 
  arcane sight) pierce the deception if the caster succeeds on a 
  Will save. Analyze dweomer automatically detects both mask 
  dweomer and any masked spell effects.
  MeMory LAPse
  school enchantment [mind-affecting]; Level bard 1, sorcerer/
  wizard 1
  casting Time 1 standard action
  components V, S
  range close (25 ft. + 5 ft./2 levels)
  Target one living creature 
  Duration instantaneous
  saving Throw Will negates; spell resistance yes
  You cause the target to forget what happened from the 
  casting of the spell back to the beginning of its last turn. This 
  may allow a retry on a Diplomacy, Intimidate, or opposed 
  skill check, though only with respect to the target, not other 
  creatures that may be present.
  MoonsTruck
  school enchantment (compulsion) [mind-affecting]; Level druid 
  4, sorcerer/wizard 4, witch 4
  casting Time 1 standard action
  components V, S, M (a pinch of powdered moonstone )
  
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  Spells
  Spells 5
  range medium (100 ft. + 10 ft./level)
  Target one humanoid creature
  Duration 1 round/level
  saving Throw Will negates; spell resistance yes
  You invoke the mystical power of the moon to drive the target 
  into a mad, bestial frenzy. If the target fails its save, it is 
  dazed for 1 round, dropping held items as its nails and teeth 
  elongate and sharpen.  The target gains a bite attack and two 
  claw attacks that deal damage appropriate for the creature’s 
  size, and for the remainder of the spell’s duration the target 
  behaves as if under simultaneous rage and confusion spells, 
  attacking with its natural weapons in preference to other 
  actions. During the final round of the spell’s duration, the 
  target is again dazed as it returns to its normal state.
  nAP sTAck  
  school necromancy; Level cleric 3
  casting Time 1 minute
  components V, S, M (a little silk pillow worth 100 gp)
  range 30 ft.
  Area 30-ft.-radius emanation
  Duration 8 hours
  saving Throw Will negates (harmless); spell resistance yes 
  (harmless)
  You reduce the amount of uninterrupted sleep or rest 
  creatures within the spell’s area need in order to recover 
  from injuries, regain spells, or other special abilities to 2 
  hours instead of the normal eight. In addition, if creatures 
  continue to sleep or rest beyond the initial 2 hours, 
  every additional 2 hours counts as a day of rest for 
  the purpose of recovering hit points, ability 
  damage, as well as for enduring diseases, 
  poisons, or other afflictions. This means 
  8 total hours of sleep counts as 4 days 
  for natural healing and for saving throws 
  as diseases or similar afflictions run their 
  course. When suffering from diseases, poison, 
  or other afflictions, sleepers experience 
  vivid dreams that help them track their 
  recovery. If things go poorly they can, at 
  any time, wake themselves up in order 
  to seek a better alternative.  If awoken or 
  otherwise disturbed during this 8-hour period, creatures 
  may return to sleep but they no longer enjoy the benefits 
  of the accelerated recovery time. Creatures can only enjoy 
  the benefits of this spell once in any 1-week period. 
  nATurAL rhyThM   
  school transmutation; Level druid 2
  casting Time 1 standard action
  components V, S, M (a handful of pebbles dropped one by 
  one onto the ground)
  range touch 
  Target creature touched
  Duration 1 round/level
  saving Throw Will negates (harmless); spell resistance yes 
  (harmless)
  You enhance a creature’s ability to harm an opponent based 
  on the number of times it has already injured that opponent 
  with a natural attack. Each time the creature successfully 
  strikes an opponent with a natural attack, the subject 
  gains a cumulative +1 bonus on damage rolls made against 
  that opponent when making natural attacks (maximum +5 
  bonus). If an attack misses, the bonus to damage for all 
  attacks resets to +0.
  nATure’s exiLe
  school transmutation; Level druid 3, witch 3
  casting Time 1 standard action
  component V, S, DF
  range touch
  Target creature touched
  Duration permanent
  saving Throw Will negates; spell resistance yes
  This spell curses the creature touched, making it inimical 
  to the natural world. All animals have an initial attitude of 
  
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  hostile toward the target. Familiars, being magical beasts, 
  are not affected by this spell, but animal companions are. If 
  you have an animal companion, it does not become hostile, 
  but as long as you remain cursed, your animal companion 
  takes a –2 penalty on all attack rolls, skill checks, and saving 
  throws. The target also takes a –10 penalty on Survival skill 
  checks as the weather and environment themselves seem to 
  conspire to cause trouble.
  Nature’s exile can be removed with break enchantment, limited 
  wish, miracle, remove curse, or wish.
  negATe AroMA
  school transmutation; Level alchemist 1, druid 1, ranger 1
  casting Time 1 standard action
  components V, S, M/DF (a pinch of alum)
  range close (25 ft. + 5 ft./2 levels)
  Target one creature or object/level touched
  Duration 1 hour/level (D)
  saving Throw Fortitude negates; spell resistance yes
  With a gesture, this spell allows you to dismiss even the 
  foulest or most distinctive scents. When cast, the targeted 
  creatures or objects lose all natural and unnatural odors. A 
  creature under the effect of negate aroma cannot be tracked, 
  located, or pinpointed by the scent special quality. In 
  addition, this spell prevents the target creature from using 
  the stench special ability and similar odor-based abilities 
  (such as those possessed by troglodytes). 
  Negate aroma does not prevent the target from acquiring 
  outside smells or odors. Dowsing the creature with a pungent 
  substance effectively negates the benefits of the spell until the 
  substance is neutralized or washed away.
  oATh oF PeAce
  school abjuration; Level paladin 4
  casting Time 1 standard action
  components V, S
  range personal
  Target you
  Duration 1 round/level
  Entreating your deity for aid, you make a temporary oath of 
  peace, granting you superior defenses but means you can’t 
  attack for the duration of the oath. For as long as you are 
  subject to this spell, you gain a +5 sacred bonus to AC and on 
  saving throws, as well as DR 10/evil. If you make a direct or 
  indirect attack or any show any hostility toward any creature, 
  the spell immediately ends. 
  orAcLe’s burDen
  school necromancy; Level oracle 2
  casting Time 1 standard action
  components V
  range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration 1 minute/level
  saving Throw Will negates; spell resistance yes
  You entreat the forces of fate to bestow your oracle’s curse 
  upon another creature. The target creature suffers all the 
  hindrances and none of the benefits of your oracle’s curse 
  class feature. You still suffer all effects of your oracle’s curse. 
  If you do not have the oracle’s curse class feature, this spell 
  has no effect. 
  PAin sTrike
  school evocation [evil]; Level sorcerer/wizard 3, witch 3
  casting Time 1 standard action
  components V, S
  range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 1 round/level (D)
  saving Throw Fortitude negates; spell resistance yes
  Pain strike racks the targeted creature with agony, inflicting 
  1d6 points of nonlethal damage per round for 1 round per 
  level (maximum 10 rounds). Additionally, the affected creature 
  is sickened for the spell’s duration, and the caster gains a +4 
  circumstance bonus on Intimidate checks against the target.
  PAin sTrike, MAss
  school evocation [evil]; Level sorcerer/wizard 5, witch 5
  Targets one living creature/level, no two of which can be more 
  than 30 ft. apart
  This spell works like pain strike, except as noted above.
  PALADin’s sAcriFice
  school abjuration; Level paladin 2
  casting Time 1 immediate action
  components V, DF
  range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous
  saving Throw Fortitude negates (harmless); spell resistance 
  yes (harmless)
  You open up a brief but powerful divine conduit between 
  you and another creature, taking on the damage and any 
  other effects that creature suffers. When a creature in 
  range is hit by an attack or fails a saving throw, you can 
  cast this spell and the wounds and/or effects are magically 
  transmitted to you instead of the target. You are affected as 
  if you were hit by the attack or failed the saving throw, taking 
  all the damage and suffering all of the adverse effects. Any 
  resistances or immunities you have are applied normally, 
  but you cannot otherwise reduce or negate the damage or 
  effects in any way.
  If you use this spell against an effect that also targets you 
  or includes you in its area, you suffer the effects for both 
  yourself and the target you spared, potentially taking damage 
  or suffering other consequences twice.
  
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  Spells
  Spells 5
  Perceive cues
  school transmutation; Level alchemist 2, inquisitor 2, ranger 2, 
  witch 2
  casting Time 1 standard action
  components V, S, M (a drop of water)
  range personal
  Target you
  Duration 10 minutes/level
  Your senses become preternaturally keen, and you gain insight 
  into subtle behavioral cues. For the duration of the spell, you 
  receive a +5 competence bonus on Perception and Sense 
  Motive checks.
  PhAnTAsMAL revenge
  school illusion (phantasm) [fear, mind-affecting]; Level 
  sorcerer/wizard 7
  casting Time 1 standard action
  components V, S
  range touch and unlimited; 
  see text
  Target dead body touched
  Duration instantaneous
  saving Throw Will disbelief 
  then Fortitude partial; see 
  text; spell resistance 
  yes
  When you cast this eerie 
  spell upon a recently slain 
  creature, you cause a 
  ghastly, spectral image 
  of it to rise up from 
  its corpse, shrieking for 
  vengeance before it vanishes in 
  a burst of unnatural light. This 
  phantom then unerringly seeks 
  out the creature that killed it, as 
  long as that creature is on the 
  same plane, and tries to slay its 
  killer in turn.
  Only the corpse’s killer can see the 
  phantasmal image created by this spell. You 
  and any others who witness the spell’s 
  casting or its ultimate effects see only a 
  vague shape. The target first gets a Will 
  save to disbelieve the illusion. If that 
  save fails, the target must succeed 
  on Fortitude saving throw or take 
  10 points of damage per caster level 
  from the phantasmal image. Even if 
  the Fortitude save is successful, the 
  target takes 5d6 points of damage 
  + 1 point of damage per caster 
  level. You know immediately if the 
  spell succeeded or failed to kill its target but gain no other 
  information, including the identity of the target of the spell. 
  The creature providing the corpse must have died no 
  more than 1 day per caster level prior to the casting of this 
  spell. If the creature that provided the corpse was not, in 
  fact, killed by another, or if the killer is dead or no longer 
  on the same plane, the spell fails. Phantasmal revenge makes 
  no moral judgments; it targets winners of fair fights just as 
  easily as murderers. Any given body can only be targeted by 
  a phantasmal revenge spell once.
  PhAnTAsMAL Web
  school illusion (phantasm) [mind-affecting]; Level bard 5, 
  sorcerer/wizard 5
  casting Time 1 standard action
  components V, S
  range medium (100 ft. + 10 ft./level)
  Target one creature/level, no two 
  of which may be more than 30 
  ft. apart
  Duration 1 round/level (D)
  saving Throw Will disbelief, 
  then Fortitude partial; see text; 
  spell resistance yes
  You implant within the minds 
  of your targets the illusion that 
  they are engulfed in tangled 
  webs teeming with swarms of 
  tiny spiders. Those who fail to 
  disbelieve the phantasmal web 
  are treated as if in a web spell, but 
  must also make a Fortitude save 
  at the beginning of each turn or 
  become nauseated for that round 
  by the phantasmal spiders. 
  As the phantasmal web exists only in 
  the minds of the targets, it cannot be 
  burned or destroyed, and it provides 
  no cover (though it does provide 
  concealment) against attacks made by 
  the targets.  Targets cannot escape 
  the phantasmal web by moving, 
  even by teleportation. Freedom of 
  movement allows unobstructed 
  movement but does not negate the 
  concealment or nausea effects.
  Targets of the spell perceive 
  everyone else around them to be 
  engulfed in webs and swarming 
  spiders, but the spell has no visible 
  effect to other creatures (who 
  may assist allies to disbelieve 
  the effect). 
  
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  PieD PiPing 
  school enchantment (compulsion) [mind-affecting, sonic]; 
  Level bard 6
  casting Time 1 standard action  
  components V or F (musical instrument)
  range 90 ft.
  Area 90-ft.-radius emanation, centered on you 
  Duration concentration + 1 round/level 
  saving Throw Will partial; see text; spell resistance yes 
  You call forth a melody so compelling and attractive that 
  creatures belonging to a group with a specific, identifiable 
  physical trait (such as type, subtype, age, gender, or hair color) 
  find it almost impossible not to approach and follow you. You 
  choose the nature of the creatures you seek to attract when 
  you cast the spell and, once you make this choice, cannot 
  alter it. You can only use physical traits to determine your 
  audience. You can never use social and other more voluntary 
  criteria (such as alignment, religion, nationality, or class) to 
  select targets for this spell. 
  Eligible creatures must make a saving throw each round 
  spent within the area of the spell and, once they fail, approach 
  you at their normal movement speed and stand as close to 
  you as possible without actually entering an occupied square. 
  If you move, they do their best to maintain their proximity to 
  you and follow. Affected creatures can take no actions other 
  than listening to your music and following you if you move. 
  Those entering the area while the spell is in effect must also 
  successfully save or be compelled to come to you.
  The attractive power of the spell does not cause affected 
  creatures to put themselves in jeopardy and they have enough 
  presence of mind to avoid or negotiate around obstacles and 
  other perilous hazards. If unable to approach or follow you 
  without endangering themselves, they simply wait, swaying 
  to the music, until you pass out of range, at which point they 
  regain their senses after 1 round/caster level. If circumstances 
  change once you move out of range, making it possible for 
  affected creatures to resume their attempts to get near you 
  they do so, and, if they manage to return to within the area 
  of the spell before it wears off, the spell continues as normal. 
  If attacked, affected creatures can take defensive measures, 
  even going so far as to avoid existing threats by moving out 
  of the area of the spell, but cannot make attacks themselves 
  or take any other actions until the effects of the spell wear 
  off. The effects of the spell persist for 1 round/caster level 
  even after you stop concentrating. Once the spell ceases, the 
  affected creatures continue to stay near you until the effects 
  of the spell wear off.
  PiLLAr oF LiFe
  school conjuration (healing) [light]; Level cleric 5
  casting Time 1 standard action
  components V, S, DF
  range medium (100 ft. + 10 ft./level)
  effect 5-ft.-square pillar of positive energy, 20 ft. high
  Duration 1 round/level
  saving Throw none; spell resistance no
  You conjure a pillar of positive energy in a single 5-foot square 
  within range that radiates light as if it were a sunrod. Living 
  creatures adjacent to the pillar can spend a standard action 
  to touch the pillar and heal 2d8 points of damage + 1 point 
  per caster level (maximum +20). Creatures can move into the 
  square containing the pillar, but if an undead creature moves 
  into the pillar it takes 1d6 points of damage per caster level 
  (maximum 10d6). Undead creatures vulnerable to bright light 
  take 1d8 points if damage per caster level (maximum 10d8). A 
  creature cannot benefit or suffer more than once from a single 
  casting of this spell.
  PLAnAr ADAPTATion
  school transmutation; Level alchemist 5, cleric 4, sorcerer/
  wizard 5, summoner 5
  casting Time 1 standard action
  component V
  range personal
  Target you
  Duration 1 hour/level (D)
  Planar adaptation grants you immunity to the harmful 
  environmental effects of a particular plane of existence, 
  including such hazards as toxicity, extreme temperatures, and 
  lack of air. Additionally, you gain energy resistance 20 to a single 
  energy type prevalent on that plane (choose one if more than 
  one type is equally prevalent). Planar adaptation has no effect 
  when cast upon your native plane.
  PLAnAr ADAPTATion, MAss
  Level cleric 6, sorcerer/wizard 7, summoner 6
  casting Time 1 standard action
  components V, S
  range close (25 ft. + 5 ft./2 levels)
  Targets one creature/level, no two of which can be more than 
  30 ft. apart
  saving Throw Will negates (harmless); spell resistance yes 
  (harmless)
  This spell functions like planar adaptation, except as noted above.
  Pox PusTuLes
  school necromancy; Level druid 2, witch 2
  casting Time 1 standard action
  components V, S, M (leaves from a toxic plant)
  range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 minute/level
  saving Throw Fortitude negates; spell resistance yes
  You inflict a painful, itching rash on the target creature. The 
  target is sickened and takes a –4 penalty to Dexterity (this 
  penalty cannot lower Dexterity below 0). The target can spend 
  
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  Spells
  Spells 5
  a move action scratching furiously at the rash to remove the 
  sickened condition (but not the Dexterity penalty) until the 
  start of its next turn.
  ProTecTive sPiriT
  school conjuration (creation); Level ranger 2
  casting Time 1 standard action
  components V, S, DF
  range personal
  Target you
  Duration 1 round/level
  A protective spirit is an invisible, mindless, shapeless force 
  that hovers about you, defending you against unexpected 
  attacks. When a creature makes an attack of opportunity 
  against you, the protective spirit makes an immediate attack 
  using your base attack bonus plus your Dexterity modifier. On 
  a successful hit, the spirit does no damage, but it causes the 
  attack of opportunity to automatically miss. A protective spirit 
  can defend against a number of attacks of opportunity equal 
  to your Dexterity bonus (minimum 1) per round.
  A protective spirit occupies your space, and moves with 
  you. It cannot be attacked or harmed by physical attacks, but 
  dispel magic, disintegrate, a sphere of annihilation, or a rod of 
  cancellation affects it. A protective spirit’s AC against touch 
  attacks is 10 + your Dexterity modifier.
  Purging FinALe
  school conjuration (healing); Level bard 3
  casting Time 1 standard action
  components V, S
  range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration instantaneous
  saving Throw Will negates (harmless); spell resistance yes 
  (harmless)
  You must have a bardic performance in effect to cast this 
  spell. With a flourish, you immediately end your bardic 
  performance, removing one of the following conditions 
  on a creature within range affected by your bardic 
  performance: cowering, dazzled, exhausted, paralyzed, 
  shaken, or stunned.
  PuriFieD cALLing
  school conjuration (healing); Level summoner 4
  casting Time 1 standard action
  components V, S, M (a stick of incense)
  range personal
  Target you
  Duration 1 minute
  Your eidolon is restored to full health when you summon 
  it. Upon casting this spell, you must immediately begin the 
  ritual to summon your eidolon. Upon completion of the 
  ritual, your eidolon appears at full hit points and without 
  any damage or penalties to its ability scores, regardless of 
  its previous condition. In addition, any temporary negative 
  conditions affecting your eidolon are immediately removed. 
  Permanent conditions and ability drain are not affected by 
  this spell.
  PuTreFy FooD AnD Drink
  school transmutation; Level witch 0
  casting Time 1 standard action
  components V, S
  range 10 ft.
  Target 1 cu. ft./level of food and water or one potion; see text
  Duration instantaneous
  saving Throw Will negates (object); spell resistance yes (object)
  This spell causes otherwise edible food to rot and spoil 
  instantly, and water and other liquids to become brackish 
  and undrinkable. Holy water and similar food and drink of 
  significance are spoiled by putrefy food and drink, but the 
  spell has no effect on creatures of any type, nor upon unholy 
  water. Water weighs about 8 pounds per gallon. One cubic 
  foot of water contains roughly 8 gallons and weighs about 
  60 pounds.
  Although potions and elixirs are unaffected by the normal use 
  of the spell, you can instead choose to target a single such object 
  with this spell, destroying it if it fails a saving throw.
  rALLy PoinT 
  school enchantment (compulsion) [good, mind-affecting]; 
  Level paladin 1
  casting Time 1 standard action 
  components V, S, DF
  range 5 ft.
  Area one 5-ft. square
  Duration 1 minute/level (D) 
  saving Throw Will negates (harmless); spell resistance yes 
  (harmless)
  You create a spot that has the power to briefly hearten 
  any good creature who comes into contact with it. A good 
  creature who enters this square (even if simply as part of its 
  normal move) gains a +2 morale bonus on attacks, saving 
  throws, and 2 temporary hit points per caster level for 1 
  round. Nongood creatures gain no benefit from this spell. 
  A creature cannot benefit more than once from the same 
  casting of this spell.
  rAMPArT
  school conjuration (creation) [earth]; Level druid 7, sorcerer/
  wizard 7 
  casting Time 1 standard action
  components V, S, M (a handful of earth)
  range medium (100 ft. + 10 ft./level)
  effect 10-ft.-high earthen wall, in a line up to 10 ft. long/2 levels, 
  or a circle with radius of up to 3 ft. + 1 ft./level
  
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  Duration instantaneous
  saving Throw none; spell resistance no
  You create a massive rampart of hard-packed earth and 
  stone 5 feet thick. The rampart cannot be conjured so that it 
  occupies the same space as another creature or object. Each 
  5-foot-wide section of the rampart has hardness 0 and 180 hit 
  points. A section of the rampart whose hit points drop to 0 is 
  breached. If a creature tries to break through the rampart with 
  a single attack, the DC for the Strength check is 60. A creature 
  can climb over the rampart with a DC 20 Climb check.
  rebuke
  school evocation [sonic]; Level inquisitor 4
  casting Time 1 standard action
  components V, S, DF
  range 20 ft.
  Area 20-ft.-radius burst centered on you
  Duration instantaneous
  saving Throw Fortitude partial; spell resistance yes
  Your wrathful words cause physical harm to your enemies. 
  Your enemies take 1d8 points of damage per two caster 
  levels (maximum 5d8) and are staggered for 1 round. Half 
  of this damage is sonic damage, but the other half results 
  directly from divine power and is therefore not subject to 
  being reduced by resistance to sonic-based attacks. Rebuke 
  is especially devastating to foes who worship your god, 
  inflicting 1d6 points of damage per caster level (maximum 
  10d6) and stunning them for 1d4 rounds. A successful 
  Fortitude save halves the damage and negates the staggering 
  or stunning effect.
  Enemies do not need to hear a rebuke to be harmed by it, but 
  it is negated by magical silence.
  reJuvenATe eiDoLon
  school conjuration (healing); Level summoner 3
  This spell functions as lesser rejuvenate eidolon, except that 
  it cures 3d10 points of damage +1 point per caster level 
  (maximum +10).
  reJuvenATe eiDoLon, greATer
  school conjuration (healing); Level summoner 5
  This spell functions as lesser rejuvenate eidolon, except that 
  it cures 5d10 points of damage +1 point per caster level 
  (maximum +20).
  reJuvenATe eiDoLon, Lesser
  school conjuration (healing); Level summoner 1
  casting Time 1 standard action
  components V, S, M (a drop of your blood)
  range touch
  Target eidolon touched
  Duration instantaneous
  saving Throw none; spell resistance no 
  By laying your hand upon an eidolon, you cause its wounds to 
  close and its form to solidify. This spell cures 1d10 points of 
  damage +1 point per caster level (maximum +5).
  resiDuAL TrAcking
  school divination; Level ranger 1 
  casting Time 1 minute
  components V, S, M (a bit of plaster)
  range touch 
  Target footprint touched
  Duration instantaneous
  saving Throw none; spell resistance no
  By touching a footprint, you receive a clear mental image of 
  the person or creature that made it. The image has the exact 
  same appearance as the creature that made the footprint at 
  the moment it made the imprint, including any telling features 
  or expressions, any gear or equipment, or anything else the 
  creature was carrying at the time. For example, the footprint of 
  a horse would reveal both the horse and any creature riding it 
  when it made the footprint.
  resounDing bLoW
  school evocation [sonic]; Level antipaladin 4, inquisitor 5, 
  paladin 4
  casting Time 1 swift action
  components V
  range personal
  Target you
  Duration 1 round/level
  saving Throw Fortitude partial; see text; spell resistance no
  You must have a melee weapon in hand to cast this spell. 
  On a successful melee attack, your weapon resounds with 
  a thunderous clash. The target takes 1d6 points of sonic 
  damage. Your weapon is not harmed by this attack.
  If you are using your judgment ability or smite ability against 
  the target, it is staggered for 1 round on a successful attack. A 
  successful Fortitude save negates the staggering effect.
  On a successful critical hit, the target is stunned for 1 
  round and deafened for 1d6 rounds. A successful Fortitude 
  save negates the stunning and deafening effects. If you are 
  also using judgment or smite, your foe makes only a single 
  save against all effects.
  This spell immediately ends if your weapon leaves your hand. 
  Resounding blow stacks with the thundering weapon property.
  resT eTernAL
  school necromancy; Level cleric 4, druid 5, witch 5
  casting Time 1 round
  components V, S, M/DF (ashes and a vial of holy or unholy water)
  range touch
  Target one dead creature touched
  Duration permanent 
  saving Throw none; spell resistance no
  
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  Spells 5
  You place a curse upon a dead creature that bars its spirit from 
  returning.  Anyone casting a spell that would communicate 
  with the dead creature, return it to life, or turn it into an undead 
  creature must succeed on a caster level check with a DC of 11 
  plus your caster level.  Rest eternal cannot be dispelled, but it 
  can be negated with remove curse or break enchantment.
  resTFuL sLeeP
  school necromancy; Level bard 1
  casting Time 10 minutes
  components V, S, M (a pinch of sand)
  range close (25 ft. + 5 ft./2 levels)
  Target one creature/level, no two of which can be more than 
  30 ft. apart
  Duration 8 hours or 24 hours; see text
  saving Throw Fortitude negates (harmless); spell resistance 
  yes (harmless)
  You cast this spell immediately prior to resting. While under the 
  effects of this spell, you and your allies enjoy a restful night’s 
  sleep. If a subject completes a full night’s rest, it regains hit 
  points as if it had undergone a full day of bed rest (regaining 
  twice its character level in hit points). If a subject completes 
  a full day’s rest, it regains three times its character level in 
  hit points. Any significant interruption during the rest (such 
  as being awoken) prevents any healing that night and ends 
  the effect of this spell on the awakened subject. Any healing 
  acquired while under the effects of restful sleep is considered 
  natural healing, and has no affect on effects requiring magical 
  healing to cure.
  resurgenT TrAnsForMATion
  school conjuration (healing); Level alchemist 5
  casting Time 1 standard action
  components V, S, M (a pinch of meteoric iron worth 100 gp)
  range personal
  Target you
  Duration 1 hour/level or until triggered, then 1 round/level
  Resurgent transformation grants you the ability to recover from 
  deadly wounds with restored vitality and a will to fight, but at 
  a price. Once cast, resurgent transformation lies dormant for 
  up to 1 hour per level until you are reduced to one-quarter 
  hit points or less. Once triggered, you immediately gain a +4 
  enhancement bonus to Constitution and Strength, damage 
  reduction 5/—, and the benefits of a haste spell. In addition, 
  you heal 4d8 points of damage + 1 point per caster level 
  (maximum +25). Resurgent transformation can even save you 
  from death by healing the damage from an otherwise mortal 
  wound, though it does not prevent death from massive damage 
  or from causes other than hit point loss. Your mental faculties 
  are impaired by this magical transformation, however, causing 
  1d4 points of Intelligence and Wisdom damage.
  The advantages from your transformation persist for 1 
  round per caster level after the spell is triggered. Once the 
  spell ends, it takes a heavy toll, leaving you exhausted and 
  inflicting 1d4 points of Constitution damage. Utilizing more 
  than one resurgent transformation in a day is particularly risky. 
  The expiration of a second resurgent transformation in a 24-
  hour period inflicts an additional 1d4 points of Constitution 
  damage and results in death from system shock unless you 
  succeed at a DC 15 Fortitude save, made after the Constitution 
  damage has been applied.
  If the spell expires or is dispelled before the transformation 
  has been triggered, no adverse effects result.
  reTribuTion
  school necromancy [evil]; Level inquisitor 3
  casting Time 1 standard action
  components V
  range close (25 ft. + 5 ft./2 levels)
  Target one creature who has just struck you with an attack
  Duration 1 round/level
  saving Throw Fortitude partial; spell resistance yes
  Retribution blasts those who have the temerity to assault your 
  person. You may target anyone who has just struck you with 
  an attack within the previous round, whether with a melee, 
  ranged, or natural weapon, or a spell that requires an attack 
  roll. The target is wracked with shooting pains that impose a 
  –4 penalty on attack rolls, skills checks, and ability checks. On 
  a successful Fortitude save, the penalty only lasts for 1 round. 
  A target who worships the same god as you takes a –2 penalty 
  on its saving throw.
  reviving FinALe
  school conjuration (healing); Level bard 3
  casting Time 1 swift action
  components V, S
  range 20 ft.
  Area a 20-ft.-radius burst centered on you
  Duration instantaneous
  saving Throw Will half (harmless); spell resistance yes 
  (harmless)
  You must have a bardic performance in effect to cast this spell. 
  With a flourish, you immediately end your bardic performance, 
  and allies within the area of the spell regain 2d6 hit points. This 
  spell has no effect on undead creatures.
  righTeous vigor
  school enchantment (compulsion) [mind-affecting]; Level 
  inquisitor 3, paladin 2
  casting Time 1 standard action
  components V, S, DF
  range touch
  Target creature touched
  Duration 1 round/level
  saving Throw Will negates (harmless); spell resistance yes 
  (harmless)
  
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  Infusing the target with a surge of furious divine energy, 
  you enhance a creature’s ability to hit an opponent based on 
  the number of times it has already hit that opponent with a 
  successful attack. Each time the subject successfully strikes 
  an opponent with a successful melee attack, the subject gains 
  a cumulative +1 morale bonus on attack rolls (maximum +4 
  bonus) and gains 1d8 temporary hit points (to a maximum 
  of 20 temporary hit points). If an attack misses, the attack 
  bonus resets to +0 but any accumulated temporary hit points 
  remain. The temporary hit points disappear at the end of the 
  spell’s duration.
  river oF WinD
  school evocation [air]; Level druid 4, sorcerer/wizard 4
  casting Time 1 standard action
  components V, S
  range 120 ft.
  Area 120-ft. line
  Duration 1 round/level
  saving Throw Fortitude partial; spell resistance yes
  Summoning up the power of the tempest, you direct a 
  current of forceful winds where you please. This spell creates 
  a 5-foot-diameter line of wind—the direction of the wind is 
  away from your location when you cast the spell, and remains 
  constant in that direction for the spell duration. Creatures 
  caught in a river of wind take 4d6 nonlethal damage and 
  are knocked prone. A successful Fortitude save halves the 
  damage and prevents being knocked prone.
  A creature that begins its turn wholly or partially within a 
  river of wind must make a Fortitude save or be pushed 20 feet 
  in the wind’s direction of flow, take 2d6 nonlethal damage, 
  and be knocked prone—a successful Fortitude save means 
  the creature merely takes 1d6 nonlethal damage. Creatures 
  under the effect of freedom of movement and creatures with 
  the air subtype are unaffected by a river of wind.
  sAcreD bonD
  school conjuration (healing); Level cleric 3, inquisitor 2, paladin 2
  casting Time 1 round
  components V, S, F (a pair of golden bracelets worth 100 gp 
  each worn by both you and the target)
  range touch; see text
  Target creature touched
  Duration 10 minutes/level (D)
  saving Throw Will negates (harmless); spell resistance yes 
  (harmless)
  To use this spell, you first touch the intended recipient, 
  creating a sympathetic field of healing energies between you. 
  Once the spell has been cast, you and the target may cast 
  conjuration (healing) spells with a range of touch upon each 
  other so long as you are within close range (25 ft. + 5 ft./2 
  levels). Should either you or the target remove your bracelet, 
  the spell immediately ends.
  sAcriFiciAL oATh
  school abjuration; Level paladin 4
  casting Time 1 standard action
  components V, S, DF
  range touch
  Target creature touched
  Duration 1 minute/level
  saving Throw Fortitude negates (harmless); spell resistance 
  yes (harmless)
  You create a powerful bond between yourself and a single 
  creature. Until the end of the spell’s duration, each time the 
  target is hit with an attack or fails a saving throw, you can 
  take the full damage of that attack and any other effects that 
  creature suffers. If you choose not to take on the damage 
  and effects, you instead take a number of points of damage 
  equal to your Constitution score as backlash. Any resistances 
  or immunities you have are applied normally, but you cannot 
  otherwise reduce or negate the damage or effects of either the 
  transfer or the backlash. If you or the subject of the spell move 
  out of line of sight, the spell ends.
  sADDLe surge 
  school transmutation; Level paladin 2
  casting Time 1 standard action 
  components V, S, DF 
  range personal
  Targets you and your mount
  Duration 1 round/level (D); see text
  You and your mount form a perfect synergy that endows both 
  of you with advantages based upon how far you travel each 
  round. For every 5 feet your mount moves in a given round, 
  you gain a +1 competence bonus on Ride checks and both you 
  and your mount gain a +1 morale bonus on damage rolls made 
  with weapons or natural attacks for 1 round. For instance, if 
  your mount traveled 40 feet in a round, you would gain a +8 
  bonus on Ride checks and you and your mount would both gain 
  a +8 bonus on damage rolls for 1 round, to a maximum bonus 
  equal to your caster level. You must be mounted to enjoy the 
  benefits of this spell. If you dismount, get knocked off, or take 
  any other action that separates you from your mount, the spell 
  immediately ends. 
  sAncTiFy ArMor
  school abjuration [good]; Level inquisitor 4, paladin 3
  casting Time 1 standard action
  components V, S
  range touch
  Target armor touched
  Duration 1 minute/level
  saving Throw Will negates (harmless, object); spell resistance 
  yes (harmless, object)
  You imbue your armor with a righteous aura. It gains a +1 
  enhancement bonus per four caster levels (maximum +5 at 20th 
  
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  Spells
  Spells 5
  level). When using your judgment or smite ability, you gain 
  DR 5/evil.
  An outfit of regular clothing counts as armor that grants no 
  AC bonus for the purpose of this spell.
  sAving FinALe
  school evocation [mind-affecting]; Level bard 1
  casting Time 1 immediate action
  components V, S
  range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration instantaneous
  saving Throw Will negates (harmless); spell resistance yes 
  (harmless)
  You must have a bardic performance in effect to cast this 
  spell. With a flourish, you can immediately end your bardic 
  performance when a creature within range affected by your 
  bardic performance fails a saving throw, allowing the subject to 
  immediately reroll the failed saving throw. 
  scenT TrAiL  
  school transmutation; Level druid 2 
  casting Time 1 standard action 
  components V, S, M (a queen ant)
  range close (25 ft. + 5 ft./2 levels)
  Targets one creature/level, no two of which can be more than 
  30 ft. apart
  Duration 1 hour/level 
  saving Throw Fortitude negates (harmless); spell resistance 
  yes (harmless)
  You, or a willing creature you touch, lay down a trail of scents 
  that only the creatures you designate at the time of casting 
  can detect. These creatures find it very easy to follow this trail. 
  They gain a +20 competence bonus on any Survival checks 
  made for the purpose of tracking the creature laying this trail. 
  Subject creatures with the scent special ability gain a +10 
  competence bonus on Wisdom or Survival checks to follow 
  the trail.
  In addition, you can leave scent messages along the trail. 
  Each word or emotion in this message requires spending a 
  move action in the same spot. Subject creatures seeking to 
  understand this message must make another DC 20 Survival 
  check, with a –1 penalty for every word or emotion in the 
  message, in order to understand it. Creatures cannot benefit 
  from this smell if they cannot use, or do not have, a sense 
  of smell. Creatures can use this spell to backtrack through a 
  dungeon, maze, or similar areas even if the creature laying 
  down the trail crossed over the spot multiple times. 
  screech
  school evocation [sonic]; Level witch 3
  casting Time 1 standard action
  components V
  range 30 ft.
  Area 30-ft.-radius spread centered on you
  Duration instantaneous
  saving Throw Fortitude negates; spell resistance yes
  You emit a shrill, piercing shriek, startling those around you 
  into dropping their guard. Enemies in the area must make 
  a successful saving throw or immediately provoke attacks of 
  opportunity from foes that threaten them. You and your allies 
  are unaffected by your own screech. 
  scuLPT corPse  
  school necromancy; Level sorcerer/wizard 1
  casting Time 1 standard action
  components V, S, M (lump of wax)
  range touch
  Target one dead creature touched
  Duration instantaneous 
  saving Throw Will partial; see text; spell resistance no
  With a clammy caress and a word to the powers lurking 
  beyond death, you can reshape a dead body look like another 
  creature or even a specific person so long as you have first-
  hand knowledge of how that creature or person actually looks. 
  You can make the corpse one size larger or smaller and change 
  anything else about it including its apparent type, gender, or 
  age. Creatures with a reason to suspect deception may make 
  a Will saving throw to realize that the corpse was altered. If 
  you chose to make the corpse look like a specific individual 
  anyone who knows that individual can make a Will save to 
  realize that the corpse is not actually that person. However, if 
  a creature fails its Will save by 5 or less they believe the corpse 
  is that of someone who closely resembled the person they 
  knew rather than a deliberate fake. This spell merely changes 
  the appearance of the corpse. Any spell or effect that targets 
  the corpse (such as speak with dead or raise dead) treats it as if 
  it still had its original appearance. 
  seAMAnTLe
  school conjuration (creation) [water]; Level druid 8, sorcerer/
  wizard 8
  casting Time 1 standard action
  components V, S, M (a cup of water)
  range personal 
  Target you
  Duration 1 minute/level
  You sheathe yourself within a churning column of pure 
  elemental water up to 30 feet high that fills your space. You 
  gain a swim speed equal to your land speed and can see, 
  hear, and breathe normally within the seamantle, but attacks 
  against you are treated as if you were under the surface of 
  the water. You gain improved cover (+8 cover bonus to AC, +4 
  bonus on Reflex saves) against foes that do not have freedom 
  of movement effects. The cover granted by the seamantle does 
  not enable you to make Stealth checks or prevent attacks 
  
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  of opportunity. Magical attacks against you are unaffected 
  unless they require attack rolls or state that they do not 
  function underwater (such as cloudkill).
  The seamantle blocks line of effect for any fire spell or 
  supernatural fire effect, but enemies can attempt to use fire 
  spells within the seamantle; this requires a caster level check 
  (DC 20 + spell level), and if successful the fire spell takes effect 
  as a bubble of steam contained within the seamantle rather than 
  its usual effect.
  The seamantle allows you to make a slam attack by forming 
  a pseudopod of water, inflicting damage appropriate for your 
  size. This slam attack has a reach of 30 feet. In addition, as a 
  standard action, you can attempt to extinguish fires by touch. 
  You automatically extinguish up to a 10-foot cube of normal 
  fire. Against magical fire effects, your touch acts as dispel 
  magic; this also applies to any non-instantaneous fire affect 
  that comes into contact with you (such as flame blade, flaming 
  sphere, or incendiary cloud). Even if you fail to extinguish a fire, 
  you are not harmed by it. A flaming or flaming burst weapon 
  that strikes you has its power suppressed for 1d4 rounds if the 
  wielder fails a Fortitude save.
  seek ThoughTs
  school divination [mind-affecting]; Level alchemist 3, bard 3, 
  inquisitor 3, sorcerer/wizard 3, summoner 3, witch 3
  casting Time 1 standard action
  components V, S, M (a handful of copper coins)
  range 40 ft.
  Area 40-ft.-radius emanation centered on you
  Duration concentration, up to 1 minute/level
  saving Throw Will negates; spell resistance no
  Similar to detect thoughts, seek thoughts allows you to sift 
  through the surface thoughts of those around you. You 
  may scan for either the answer to a simple question (such as 
  “Where is the hidden lair of the wererats?”) or for information 
  on a general topic (such as the beliefs of an evil cult). You 
  detect the number of creatures who are thinking about this 
  question or topic within range, as well as their location if 
  they are visible to you. Seek thoughts does not let you read 
  actual surface thoughts, only if a given creature is thinking 
  about the topic you are concentrating on. A successful Will 
  save prevents you from sensing a creature’s thoughts for the 
  duration of the spell.
  
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  Spells
  Spells 5
  You can maintain concentration on seek thoughts while you 
  engage in normal conversation, allowing you to ask leading 
  questions about topics of interest. A creature conversing with 
  you while you concentrate can notice that you are distracted 
  with a successful DC 25 Sense Motive check.
  shADoW ProJecTion
  school necromancy [evil]; Level sorcerer/wizard 4
  casting Time 1 minute
  component S
  range personal
  Target you
  Duration 1 hour/level (D)
  With this spell, you infuse your life force and psyche into your 
  shadow, giving it independent life and movement as if it were 
  an undead shadow (see Pathfinder RPG Bestiary 245). Your 
  physical body lies comatose while you are projecting your 
  shadow, and your body has no shadow or reflection while the 
  spell is in effect.
  While projecting your shadow, you gain a shadow’s 
  darkvision, defensive abilities, fly speed, racial stealth 
  modifier, and strength damage attack. You do not gain the 
  creature’s create spawn ability, nor its skill ranks or Hit Dice. 
  Your shadow has Hit Dice and hit points equal to your own. 
  Your shadow projection has the undead type and may be turned 
  or affected as undead.
  If your shadow projection is slain, you return to your 
  physical body and are immediately reduced to –1 hit points. 
  Your condition becomes dying, and you must begin making 
  Constitution checks to stabilize.
  shAre LAnguAge 
  school divination; Level bard 1, cleric 2, druid 2, sorcerer/wizard 2
  casting Time 1 standard action 
  components V, S, M (a page from a dictionary)
  range touch 
  Target creature touched 
  Duration 24 hours 
  saving Throw Will negates (harmless); spell resistance yes 
  (harmless)
  You can share your facility for one particular language 
  with another creature. For 24 hours the target can read, 
  understand, and communicate to the best of its ability in 
  any one language which you already know. For every 5 levels 
  you possess, you can grant the use of another language you 
  know, to a maximum of 5 languages at 20th level. The target 
  must have the physical capacity to articulate sounds, make 
  gestures, or engage in whatever other method speakers of 
  the language use to communicate with each other in order 
  to actually converse. If the target lacks the mental capacity to 
  grasp an actual language it still gains enough knowledge to 
  respond to and carry out even extremely complex commands 
  or suggestions coached in the language (whether written 
  or spoken). However, since this spell does not endow the 
  target with greater reasoning capacity, merely a temporarily 
  enhanced vocabulary, the person offering up instructions 
  to non-sentient creatures must take care to remove any 
  ambiguity or guesswork. 
  Similarly, this spell does not affect the basic nature of 
  the target, or its disposition toward you or anyone else, so 
  convincing it to actually carry out these instructions could 
  require negotiation, threats, or outright bribery. 
  shAre senses
  school divination (scrying); Level sorcerer/wizard 4, witch 3
  casting Time 1 full round
  components V, S, M (a hair, scale, or feather from your familiar)
  range long (400 ft. + 40 ft./level)
  Target your familiar
  Duration 1 minute/level (D)
  saving Throw Will negates (harmless); spell resistance yes 
  (harmless)
  Spending a moment in meditation and conjuring an image of 
  the creature to mind, you reshape your link with your familiar, 
  causing it to functions like a scrying sensor. Upon casting 
  this spell you can hear, see, or smell (any one, your choice) 
  what your familiar is experiencing. You gain the benefits of 
  any nonmagical special abilities your familiar has tied to the 
  chosen sense (such as low-light vision or scent), but use your 
  own Perception skill. You don’t need line of sight or line of 
  effect to your familiar, but you must have an active empathic 
  link. You may change the sense you are sharing as a standard 
  action. Unlike other scrying spells, share senses does not 
  allow magically or supernaturally enhanced senses to work 
  through it, and you are unable to see in magical or natural 
  darkness unless your familiar possesses the ability to see in 
  such conditions.
  The sensory link with your familiar can be detected as though 
  it were a scrying sensor.
  shiFTing sAnD
  school transmutation [earth]; Level druid 3, sorcerer/wizard 3
  casting Time 1 standard action
  components V, S, M (a handful of sand)
  range medium (100 ft. + 10 ft./level)
  Area 20-ft. spread
  Duration 1 round/level (D)
  saving Throw Reflex negates; see text; spell resistance no
  You cause an earthen or sandy surface to shift and churn within 
  the area. The shifting sand obliterates tracks and is considered 
  difficult terrain. Acrobatics checks in the area take a penalty 
  equal to your caster level (maximum +10). Creatures entering 
  or beginning their turn in the shifting sand must make a Reflex 
  save each round or become entangled until the beginning of 
  their next turn. If they attempt to move while entangled, they 
  must make a second Reflex save or fall prone. Creatures with 
  
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  the stability racial trait (like dwarves) may apply it as a bonus 
  on their saving throws. 
  As a move action, you may move the area of shifting sand 
  up to 10 feet in any direction. Creatures that are entangled 
  or prone in the spell’s area are carried along with the shifting 
  sand in the same direction if possible. This movement does 
  not provoke attacks of opportunity. Unattended Medium or 
  smaller objects may also be carried along or shallowly buried 
  by the shifting sand.
  shAreD WrATh
  school enchantment (compulsion) [mind-affecting]; Level 
  inquisitor 4
  range close (25 ft. + 5 ft./2 levels)
  Targets up to one creature/level, no two of which can be more 
  than 30 ft. apart
  saving Throw Will negates (harmless); spell resistance yes 
  (harmless)
  This spell functions as wrath, except that you grant multiple 
  creatures the bonuses against your designated foe. All 
  subjects of shared wrath receive their bonuses against the 
  same creature.
  siFT
  school divination; Level bard 0, inquisitor 0
  casting Time 1 standard action
  components V, S
  range 30 ft.
  Area one 10-ft. cube
  Duration instantaneous
  saving Throw none; spell resistance no
  You examine an area at range as if you were searching for fine 
  details with the Perception skill. Make a Perception check with 
  a –5 penalty, modified as normal for conditions. No penalty 
  is applied for distance. Apply the result against the DC for 
  any hidden features, such as secret doors, traps, or hidden 
  treasure. You must be able to see the area you are attempting 
  to search, and you only find details that can be perceived with 
  sight or touch. Sift detects only objects and features, not 
  actual creatures.
  sirocco
  school evocation [air, fire]; Level druid 6, sorcerer/wizard 6
  casting Time 1 standard action
  components V, S, M/DF (handful of fine sand cast into the air)
  range medium (100 ft. + 10 ft./level)
  Area cylinder (20-ft. radius, 60 ft. high)
  Duration 1 round/level (D)
  saving Throw Fortitude partial, see text; spell resistance yes
  A blast of furnace-hot wind blasts downward, inflicting 4d6 
  fire damage +1 point per caster level to all creatures in the 
  area and knocking them prone. A successful Fortitude save 
  halves the fire damage and negates being knocked prone.  
  Flying creatures forced into the ground by the powerful 
  downdraft take damage as if they fell unless they make a DC 15 
  Fly check, in which case they remain at their original altitude. 
  Any creature that takes damage from a sirocco becomes 
  fatigued (or exhausted, if already fatigued, such as from a 
  previous round of exposure to a sirocco spell). Creatures 
  with the water subtype take a –4 penalty on all saving throws 
  against this spell and take double normal damage.
  sLeePWALk
  school enchantment (compulsion) [mind-affecting]; Level 
  inquisitor 4, witch 4
  casting Time 1 round
  components V, S, M (a sprig of belladonna worth 100 gp)
  range touch
  Target unconscious creature touched
  Duration 1 hour/level (D)
  saving Throw Will negates; see text; spell resistance yes
  You compel an unconscious or sleeping creature to rise and 
  move in a half-awake state. The target creature staggers about 
  if led or guided, but remains helpless for all other purposes. 
  The subject moves at half speed and is limited to a single move 
  action each round. It is not capable of moving at a higher rate 
  of speed or taking actions other than movement except by 
  magical assistance, and automatically fails any Dexterity- or 
  Strength-based skill checks. If the creature takes any damage 
  while sleepwalking it must make a new saving throw or the 
  spell ends and the creature awakes (if it has more than 0 
  hit points). When the spell ends or is dismissed, the target 
  remains unconscious and must be awoken normally. While 
  sleepwalk allows an unconscious creature to move, it does not 
  awaken the creature, nor does it stabilize or otherwise heal 
  them. A disabled creature that moves about while under the 
  effects of this spell does not start dying again as a result of 
  this movement. 
  sLiPsTreAM
  school conjuration (creation) [water]; Level druid 2, ranger 2, 
  sorcerer/wizard 2
  casting Time 1 standard action
  components V, S, M/DF (a few drops of oil and water)
  range touch
  Target creature touched
  Duration 10 minutes/level (D)
  saving Throw Reflex negates (harmless); spell resistance no
  You create a low-cresting wave of water that carries the target 
  along the surface of water or the ground. When moving 
  across level ground, the target’s speed increases by 10 feet. 
  If going downhill, speed increases by 20 feet instead, but 
  slipstream provides no movement bonus when going uphill. 
  While swimming, the slipstream increases the target’s swim 
  speed by 20 feet—if the target does not have a swim speed, 
  this spell grants a swim speed of 20 ft. 
  
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  Spells
  Spells 5
  snAke sTAFF
  school transmutation; Level cleric 5, druid 5
  casting Time 1 standard action
  components V, S, M (a knife suitable for whittling)
  range medium (100 ft. + 10 ft./level)
  Target 1 or more pieces of wood, no two of which can be more 
  than 30 ft. apart
  Duration 1 round/level
  saving Throw Will negates (object); spell resistance 
  yes (object)
  With a long hissing whisper, you transform 
  ordinary pieces of wood into various sorts 
  of snakes that immediately attack your foes. 
  As long as the snakes remain within sight, 
  you can direct their actions telepathically 
  as a free action. You can only apply this 
  spell to wooden objects not in a creature’s 
  possession or not part of a larger structure 
  or plant. Each time you cast this spell you 
  can create a number of snakes equal to your 
  caster level. More powerful snakes take up 
  more than one of your available total, 
  as noted below. Snake statistics 
  can be found on page 255 of the 
  Pathfinder Bestiary; details on 
  soLiD noTe
  school conjuration (creation); Level bard 1
  casting Time 1 standard action
  components V
  range close (25 ft. + 5 ft./2 levels)
  effect one solidified musical note
  Duration concentration + 1 round/level
  saving Throw none; spell resistance no
  You give temporary physical form to a single musical note 
  and can hang it, suspended, wherever you wish within range, 
  allowing you to use it as hook, pulley, door blocker, or anything 
  else your imagination desires. The exact appearance of 
  the solid note depends on your melody. You can make 
  it spiked or smooth, simple or convoluted, and with 
  any color pattern you wish, however, it always has a 
  size approximately equal to that of your outstretched 
  hand. Once created, the solid note resists all attempts 
  to move it but instantly disappears if enough force or 
  weight is brought to bear against it. The note has an 
  effective Strength equal to 10 + your caster level. It cannot 
  hold more weight than the equivalent of a heavy load for 
  its Strength without disappearing. Any creature that wins an 
  opposed Strength check against the 
  note (by pushing open a door which 
  the note is holding shut for example) 
  also causes it to disappear. The note 
  can never deal actual harm to a creature and 
  disappears if successfully attacked (AC 10 
  + your Charisma modifier) or overcome 
  with a combat maneuver such as 
  bull rush (CMD 2 + your base attack 
  bonus + your Charisma modifier). Any 
  creature obstructed by the solid note simply 
  fails to budge it and loses that action for 
  the round. 
  the advanced and giant simple templates can be 
  found on pages 294–295 of that book.
  Venomous Snake: A stick or piece of firewood. 
  Counts as 1 snake.  
  Constrictor Snake: A staff or tree branch. Counts as 
  2 snakes.
  Advanced Venomous Snake: A stick or piece of 
  firewood. Counts as 2 snakes.
  Advanced Constrictor Snake: A staff or tree branch. 
  Counts as 3 snakes.
  Advanced Giant Venomous Snake: A log or pile of 
  debris. Counts as 4 snakes.
  Advanced Giant Constrictor Snake: A fallen tree or 
  a large pile of debris. Counts as 5 snakes.
  
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  sPArk  
  school evocation [fire]; Level bard 0, cleric 0, druid 0, sorcerer/
  wizard 0, witch 0
  casting Time 1 standard action
  components V or S 
  range close (25 ft. + 5 ft./2 levels)
  Target one Fine object
  Duration instantaneous 
  saving Throw Fortitude negates (object); spell resistance yes 
  (object)
  You can make an unattended Fine flammable object catch on 
  fire. This works as if you were using flint and steel except that 
  you can use spark in any sort of weather and it takes much less 
  time to actually ignite an object.
  sPikeD PiT
  school conjuration (creation); Level sorcerer/wizard 3, 
  summoner 3
  This spell functions as create pit, except that the pit is lined 
  with wickedly sharp spikes along its bottom and walls and has a 
  maximum depth of 50 feet. Creatures who fall into the pit take 
  falling damage as normal, plus 2d6 points of piercing damage 
  from the spikes. Any creature or object coming into contact 
  with the spikes along the walls, such as a creature trying to 
  climb out, or rope or other typical aids to climbing, takes 1d6 
  points of piercing damage each round they are in contact with 
  the walls. For those willing to accept the damage incurred while 
  climbing, the pit’s walls have a Climb DC of 20.
  sPiriTuAL ALLy
  school evocation [force]; Level cleric 4
  casting Time 1 standard action
  components V, S, DF
  range medium (100 ft. + 10 ft./level)
  effect spiritual ally of force
  Duration 1 round/level (D)
  saving Throw none; spell resistance yes
  An ally made of pure force appears in a single 5-foot square 
  within range. The ally takes the form of a servant of your god. 
  The spiritual ally occupies its space, though you and your 
  allies can move through it, since it is your ally. The spiritual 
  ally carries a single weapon, one favored by your deity (as for 
  spiritual weapon), which has the same threat range and critical 
  modifiers as a real weapon of its form. Each round on your 
  turn, starting with the turn that you cast this spell, your spiritual 
  ally can make an attack against a foe within its reach that you 
  designate. The spiritual ally threatens adjacent squares and can 
  flank and make attacks of opportunity as if it were a normal 
  creature. The spiritual ally uses your base attack bonus (gaining 
  extra attacks if your base attack bonus is high enough) plus 
  your Wisdom bonus when it makes a melee attack. When the 
  spiritual ally hits, it deals 1d10 points of force damage + 1 point 
  of damage per 3 caster levels (maximum +5 at 15th level). It 
  strikes as a spell, not a weapon, so it bypasses DR and can affect 
  incorporeal creatures.
  Each round after the first, you can move the spiritual ally as a 
  swift action. It has a speed of 30 feet, and a fly speed of 30 feet 
  (perfect maneuverability). Being a construct of force, the spiritual 
  ally cannot be harmed by any physical attacks, but dispel magic, 
  disintegrate, a sphere of annihilation, or a rod of cancellation affects 
  it. A spiritual ally’s AC against touch attacks is 10. 
  If an attacked creature has spell resistance, you make a caster 
  level check (1d20 + caster level) against that spell resistance the 
  first time the spiritual ally strikes it. If the ally is successfully 
  resisted, the spell is dispelled. If not, the weapon has its normal 
  full effect on that creature for the duration of the spell.
  sPiTe
  school abjuration; Level witch 4
  casting Time 1 round
  components V, S, M (rare inks worth 250 gp)
  range personal
  Target you
  Duration 1 hour/level (D) or until discharged
  Choose a single touch range spell of 4th level or lower with a 
  casting time of 1 standard action or less. As part of the action 
  of casting spite, you cast the associated spell and bind it into 
  a defensive ward in the form of a tattoo, birthmark, or wart 
  somewhere upon your body. The next time you are hit by a 
  melee attack or a combat maneuver is used successfully against 
  you, the stored spell is triggered against your foe. You do not 
  need to succeed on a touch attack to affect the target, but in 
  all other respects the spell is treated as though you had cast it 
  normally. If the attacking creature is not a valid target for the 
  spell, the stored spell is lost with no effect.
  You can have only one spite spell in effect at a time; if you 
  cast this spell a second time, the previous spell effect ends.
  sTAy The hAnD
  school enchantment (compulsion) [mind-affecting]; Level 
  paladin 4
  casting Time 1 immediate action
  components V, S, DF
  range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration 1/round per level and special; see text
  saving Throw Will partial; spell resistance yes
  You cause a creature’s arm to waver and prevent it from striking 
  another creature. You can cast this spell when the target is about 
  to make a melee attack against another creature. On a failed 
  saving throw, the target does not follow through with its attack, 
  and its entire action is wasted for the round. On a successful 
  saving throw, the target can make its attack, forcing its strike 
  though the compulsion but losing both accuracy and power, 
  taking a –5 penalty on its attack and damage rolls. Whether 
  or not the target makes its initial save or not, it is subject to a 
  
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  Spells 5
  –2 penalty on attack and damage rolls against the creature it 
  originally targeted for the duration of the spell. 
  sTone cALL
  school conjuration (creation) [earth]; Level druid 2, ranger 2, 
  sorcerer/wizard 2
  casting Time 1 standard action
  components V, S, DF
  range medium (100 ft. + 10 ft./level)
  Area cylinder (40-ft. radius, 20 ft. high)
  Duration 1 round/level
  saving Throw none; spell resistance no
  A rain of dirt, gravel, and small pebbles fills the area, dealing 
  2d6 points of bludgeoning damage to every creature in the 
  area. This damage only occurs once, when the spell is cast. 
  For the remaining duration of the spell, this debris covers the 
  ground, making the entire area difficult terrain. At the end of 
  the duration, the rocks disappear, leaving no aftereffects (other 
  than the damage dealt).
  sTone FisT
  school transmutation [earth]; Level alchemist 1, druid 1, 
  sorcerer/wizard 1
  casting Time 1 standard action
  components V, S, M (a chip of granite)
  range personal
  Target you
  Duration 1 minute/level (D)
  This spell transforms your hands into living stone. While this 
  spell is in effect, your unarmed strikes do not provoke attacks of 
  opportunity and deal 1d6 points of lethal bludgeoning damage 
  (1d4 if you are Small). In addition, your unarmed strikes ignore 
  the hardness of any object with a hardness less than 8.
  Stone to flesh immediately dispels stone fist. Should you be 
  the target of transmute rock to mud, this spell immediately ends 
  and you take 4d6 points of damage.
  sTorMboLTs
  school evocation [electricity]; Level cleric 8, druid 8, sorcerer/
  wizard 8, witch 8
  casting Time 1 standard action
  components V, S, M/DF (a copper rod)
  range 30 ft.
  Area a 30-ft.-radius spread, centered on you
  Duration instantaneous
  saving Throw Fortitude partial; spell resistance yes
  When you cast this spell, lightning spills forth from your body 
  in all directions. The bolts do not harm natural vegetation or 
  creatures in the area you wish to exclude from damage. Any 
  other creatures within the area take 1d8 points of electricity 
  damage per caster level (maximum 20d8) and are stunned 
  for 1 round. A successful saving throw halves the damage and 
  negates the stun effect.
  sTrong JAW
  school transmutation; Level druid 4, ranger 3
  casting Time 1 standard action 
  components V, S
  range touch
  Target creature touched
  Duration 1 minute/level 
  saving Throw Fortitude negates (harmless); spell resistance 
  yes (harmless)
  Laying a hand upon an allied creature’s jaw, claws, tentacles, 
  or other natural weapons, you enhance the power of that 
  creature’s natural attacks. Each natural attack that creature 
  makes deals damage as if the creature were two sizes larger 
  than it actually is (see page 302 of the Pathfinder Bestiary for 
  more information). If the creature is already Gargantuan or 
  Colossal-sized, double the amount of damage dealt by each of 
  its natural attacks instead. This spell does not actually change 
  the creature’s size; all of its statistics except the amount of 
  damage dealt by its natural attacks remain unchanged. 
  sTuMbLe gAP 
  school conjuration (creation); Level sorcerer/wizard 1
  casting Time 1 standard action
  components V, S, F (miniature shovel costing 10 gp)
  range close (25 ft. + 5 ft./2 levels)
  effect see text  
  Duration 1 round + 1 round/level 
  saving Throw Reflex partial; spell resistance no 
  You create a shallow extradimensional hole perfectly sized to 
  trip anyone who steps within it. This hole occupies a single 
  5-foot square with a depth of six inches. Any creature occupying 
  the square when you first create the hole, or who later steps 
  into the square containing the hole, must make a Reflex saving 
  throw to avoid falling prone in an adjacent square and taking 
  1d6 points of damage. A creature that makes its saving throw 
  still stumbles ever so slightly and takes a –1 penalty on all rolls 
  and checks for 1 round. The spell has no effect on creatures 
  adjacent to the square containing the hole.
  sTunning FinALe
  school enchantment (compulsion) [mind-affecting]; Level bard 5
  casting Time 1 standard action
  components V, S
  range close (25 ft. + 5 ft./2 levels)
  Targets up to 3 creatures, no two of which can be more than 
  30 ft. apart
  Duration 1 round
  saving Throw Fortitude partial; see text; spell resistance yes
  You must have a bardic performance in effect to cast this spell. 
  With a flourish, you immediately end your bardic performance, 
  assaulting the senses of the targets with your finale. Each target 
  is stunned for 1 round. On a successful saving throw, a target is 
  staggered for 1 round.
  
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  suFFocATion
  school necromancy; Level sorcerer/wizard 5, witch 5
  casting Time 1 standard action
  components V, S, M (a vial containing a bit of the caster’s breath)
  range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 3 rounds
  saving Throw Fortitude partial; spell resistance yes
  This spell extracts the air from the target’s lungs, causing 
  swift suffocation. The target can attempt to resist this spell’s 
  effects with a Fortitude save—if he succeeds, he is merely 
  staggered for 1 round as he gasps for breath. If the target 
  fails, he immediately begins to suffocate. On the target’s 
  next turn, he falls unconscious and is reduced to 0 hit 
  points. One round later, the target drops to –1 hit points and 
  is dying. One round after that, the target dies. Each round, 
  the target can delay that round’s effects from occurring 
  by making a successful Fortitude save, but the spell effect 
  continues for 3 rounds, and each time a target fails his 
  Fortitude save, he moves one step further along the track to 
  suffocation. This spell only affects living creatures that must 
  breathe. It is impossible to defeat the effects of this spell by 
  simply holding one’s breath—if the victim fails the initial 
  saving throw, the air in his lungs is extracted.
  suFFocATion, MAss
  school necromancy; Level sorcerer/wizard 9, witch 9
  Target one living creature/2 levels (no two of which may be 
  more than 30 feet apart)
  Duration 1 round/level
  This spell functions as suffocation except as noted above. Note 
  that the duration of this spell is much longer, forcing those 
  suffering from the effect to make far more Fortitude saves to 
  stave off eventual suffocation.
  suMMon eiDoLon
  school conjuration (summoning); Level summoner 2
  casting Time 1 round
  components V, S, M (a silver coin)
  range close (25 ft. + 5 ft./2 levels)
  Target one eidolon
  Duration 1 minute/level (D)
  saving Throw none; spell resistance no 
  You open a rift between dimensions that summons your eidolon. 
  Treat this as if you had summoned your eidolon normally, except 
  that it only remains with you for the duration of this spell. While 
  summoned in this way, your eidolon cannot touch any creature 
  warded by protection from evil or a similar effect and your eidolon 
  can be sent back to its home plane by dispel magic.
  If you cast this spell while your eidolon is already on your 
  plane, this spell has no effect. This spell allows you to summon 
  your eidolon even if it has been returned to its home plane due 
  to damage.
  sWArM skin  
  school transmutation; Level druid 6, witch 6
  casting Time 1 standard action
  components V, S, M/DF (a crushed insect hive)
  range personal
  Target you 
  Duration see text
  You convert all of your soft tissue into swarms of insects or 
  other creatures and send them off to do your bidding, leaving 
  nothing but your bones and gear behind. These swarms have all 
  their normal qualities and abilities but also bear a tiny portion 
  of your consciousness that allows you to perceive what they 
  do and to control their actions. While in this form, you cannot 
  use any of your own abilities or take any actions other than 
  controlling the swarms.
  Each time you cast this spell you get a total allotment of 
  levels equal to your caster level and any swarm you choose to 
  create costs one or more of those levels. You can “spend” your 
  allotment of levels to create any combination of swarms so long 
  as their total does not exceed your caster level. 
  number of Levels 
  swarm Type(s)
  2 caster levels 
  Spider swarm (Pathfinder Bestiary  
    
  page 258)
  4 caster levels 
  Rat swarm (Bestiary 232)
  6 caster levels 
  Crab swarm, wasp swarm  
    
  (Bestiary 50, 275)
  8 caster levels 
  Centipede swarm, leech swarm  
    
  (Bestiary 43, 187)
  10 caster levels 
  Army ant swarm (Bestiary 16)
  Once you create these swarms they remain in existence until 
  destroyed or you order them to return to your body. When 
  all swarms have returned to your body or are destroyed, your 
  flesh wraps itself back around your bones and you regain the 
  ability to act normally. If your bones are not where you left 
  them you must first locate them in order to regain access to 
  your body. You always know if your bones are destroyed and 
  your consciousness remains in control of the swarms until they 
  too are destroyed (and your die). If you can use the swarms to 
  get help and arrange for someone to repair your bones (using 
  anything that would normally restore you to life), at which point 
  you can return the swarms to your body. 
  Thorn boDy
  school transmutation; Level alchemist 3, druid 4
  casting Time 1 standard action
  components V, S, DF
  range personal
  Target you
  Duration 1 round/level
  This spell causes spines to grow from your exposed skin, 
  damaging creatures that strike you. Any creature striking you 
  
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  with a melee weapon, an unarmed strike, or a natural weapon 
  takes 1d6 points of piercing damage +1 point per caster level 
  (maximum +15). Creatures using melee weapons with reach 
  are unaffected by this spell. Creatures that successfully grapple 
  you take 2d6 points of piercing damage +1 point per caster level 
  (maximum +15). In addition, your natural attacks and unarmed 
  strikes deal an additional 1d6 points of piercing damage.
  Thorns created by this spell persist through any new physical 
  shape or form you assume, such as via wildshape or any 
  polymorph effect.
  ThreeFoLD AsPecT
  school transmutation; Level druid 5, witch 4
  casting Time 1 standard action
  components S, F (silver crescent worth 5 gp)
  range personal
  Target you
  Duration 24 hours (D)
  Threefold aspect allows you to shift your appearance between 
  your natural age and three idealized age categories: young 
  adult (youth/maiden), adulthood (father/mother), or elderly 
  (elder/crone). In each case, your appearance is your own at the 
  appropriate age, rather than that of a new individual.
  You may change between these three aspects or your actual 
  age as a standard action. As the young adult, you gain a +2 
  enhancement bonus to Dexterity and Constitution, but suffer 
  a –2 penalty to Wisdom. In the adult aspect, you gain a +2 
  enhancement bonus to Wisdom and Intelligence, but take a 
  –2 penalty to Dexterity. As the elderly aspect, you gain a +4 
  enhancement bonus to Wisdom and Intelligence, but take a –2 
  penalty to Strength and Dexterity. As enhancement bonuses, 
  these stack with any bonuses or penalties you may have from 
  your actual age (which are untyped bonuses)—the bonuses 
  granted by this spell represent your idealized form in this 
  threefold aspect rather than simply duplicating your ability 
  scores at any one particular age.
  True seeing reveals your natural appearance overlaid with 
  that your aspect, recognizing both as part of your true self. 
  Individuals who study you closely and have interacted with 
  you at another apparent age recognize a resemblance (as 
  though family) with a successful DC 20 Perception check.
  Threefold aspect does not alter your clothing or equipment, 
  and does not heal any deformity or injury unrelated to age.
  ThunDering DruMs
  school evocation [sonic]; Level bard 3
  casting Time 1 standard action
  components V, S
  range 15 ft.
  Area cone-shaped burst
  Duration instantaneous
  saving Throw Fortitude partial; spell resistance yes
  You strike the ground in front of you, filling the area in front 
  of you with the thunder of pounding drums. Any creature 
  in the area takes 1d8 points of sonic damage per caster level 
  (maximum 5d8) and is knocked prone. A successful Fortitude 
  save halves the damage and negates being knocked prone.
  TiMeLy insPirATion
  school divination; Level bard 1
  casting Time 1 immediate action
  components V
  range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous
  saving Throw Will negates (harmless); spell resistance yes 
  (harmless)
  A word of arcane-empowered inspiration can snatch victory 
  from seeming defeat. Cast this spell when a creature fails an 
  attack roll or skill check. The target gains a +1 competence 
  bonus per five caster levels (maximum +3 bonus) on the attack 
  roll or skill check retroactively. If the bonus is enough to make 
  the failure a success, the roll succeeds. 
  TireLess Pursuers
  school transmutation; Level inquisitor 4, ranger 3
  components V, S, M (a hard biscuit broken into pieces)
  range touch
  Target you plus one touched creature/3 levels
  saving Throw Fortitude negates (harmless); spell resistance 
  yes (harmless)
  This spell functions as tireless pursuit, except as noted above.
  TireLess PursuiT
  school transmutation; Level inquisitor 1, ranger 1
  casting Time 1 standard action
  components V, S, M (a hard biscuit)
  range personal
  Target you
  Duration 1 hour/level (D)
  You harden your body against the stresses of long travel. You 
  halve the damage caused by hustling and forced marching (see 
  Pathfinder RPG Core Rulebook 171). In addition, for the duration 
  of the spell you ignore any fatigue caused by such travel. Once 
  the spell ends, if you still have any nonlethal damage caused 
  by the hustling or forced march, you become fatigued, or 
  exhausted if already fatigued.
  Touch oF grAceLessness
  school transmutation; Level bard 1, sorcerer/wizard 1
  casting Time 1 standard action
  components V, S
  range touch
  Target creature touched
  Duration 1 round/level
  saving Throw Fortitude partial; spell resistance yes
  
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  With a single touch, you reduce a creature to a fumbling clown. 
  The target takes a penalty to its Dexterity equal to 1d6+1 per 
  two caster levels (maximum 1d6+5). This penalty cannot drop 
  the target’s Dexterity score below 1. 
  In addition, if the subject moves more than half its speed, it 
  falls prone. If the subject flies, its maneuverability is reduced 
  by one step (perfect maneuverability becomes good, good 
  becomes average, and so on).
  A successful Fortitude save halves the penalty to Dexterity 
  and negates the possibility of falling prone or the reduction to 
  fly maneuverabilities.
  Touch oF The seA
  school transmutation; Level alchemist 1, druid 1, sorcerer/wizard 1
  casting Time 1 standard action
  components V, S, M (a fish scale)
  range touch
  Target creature touched
  Duration 1 minute/level
  saving Throw Fortitude negates (harmless); spell resistance 
  yes (harmless)
  You cause webs to grow between the target’s fingers and its 
  feet to transform into flippers, granting a swim speed of 30 
  feet along with the standard +8 bonus on Swim checks and the 
  ability to take 10 even if distracted or endangered. You can also 
  use the run action while swimming, provided you swim in a 
  straight line. This transformation causes any boots or gloves 
  the target is wearing to meld into its form (although magic 
  items with a continuous effect continue to function). This spell 
  does not grant the target any ability to breathe water.
  TrAnsMogriFy
  school transmutation; Level summoner 4
  casting Time 1 hour
  components V, S, M (a flask of quicksilver worth 1,000 gp)
  range touch
  Target your eidolon
  Duration instantaneous
  saving Throw Will negates (harmless); spell resistance no
  Your eidolon’s form shifts and transforms. This spell allows 
  you to change any of the eidolon’s evolutions by allocating its 
  evolution pool on new evolutions. If you have the aspect or 
  greater aspect ability, this spell also allows you to change the 
  evolution points spent to modify you, including removing or 
  adding points as allowed by those abilities.
  Your eidolon cannot benefit from this spell more than once 
  per day. This spell does not allow you to change your eidolon’s 
  base form.
  TrAnsMuTe PoTion To Poison
  school transmutation; Level alchemist 2
  casting Time 1 standard action
  components S
  range personal
  Target you
  Duration 1 round then 1 minute/level; see text
  This extract causes you to take on a pale, sickly pallor for 1 
  round. During this time, if you consume a potion, it has no 
  effect. Instead, your mouth fills with a vile poison that you can 
  spit onto a weapon as a free action. If you do not spit out the 
  poison in 1 round, it affects you instead. The effect of the poison 
  depends on the level of spell contained in the potion consumed 
  (see sidebar). If the poison is not used within 1 minute per caster 
  level it becomes inert. You can only create one dose of poison 
  in this way per casting of this spell.
  TreAsure sTiTching  
  school transmutation; Level bard 4, cleric 5, sorcerer/wizard 5 
  casting Time 1 standard action
  components V, S, M (a piece of embroidered cloth no larger 
  than 10-ft. square worth 100 gp)
  range close (25 ft. + 5 ft./2 levels)
  Targets all objects on cloth 
  Duration 1 day/level (D)
  saving Throw Fortitude negates (object); spell resistance 
  yes (object)
  You can transform all objects placed on a cloth into an 
  embroidered, two-dimensional representation, making it 
  easy for you to store and transport the items. You can pile any 
  Transmuted Poisons
  The following poisons are created through the 
  transmute potion to poison spell. The power of the 
  poison depends on the level of the spell contained in 
  the transmuted potion.
  0-LeveL PoTion Poison
  Type poison, injury; save Fortitude DC 10
  Frequency 1/round for 2 rounds
  effect 1 Dex damage; cure 1 save 
  1sT-LeveL PoTion Poison
  Type poison, injury; save Fortitude DC 11
  Frequency 1/round for 4 rounds
  effect 1d2 Dex damage; cure 1 save
  2nD-LeveL PoTion Poison
  Type poison, injury; save Fortitude DC 13
  Frequency 1/round for 6 rounds
  effect 1d4 Str damage; cure 1 save
  3rD-LeveL PoTion Poison
  Type poison, injury; save Fortitude DC 14
  Frequency 1/round for 6 rounds
  effect 1d4 Con damage; cure 2 consecutive saves
  
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  amount or weight of objects on the cloth so long as the pile 
  stays within the dimensions of the cloth (up to a 10-foot cube). 
  When you cast the spell the entire pile disappears into the cloth, 
  replaced by a highly accurate, sewn picture of the pile from 
  whatever angle you wish. The cloth retains its normal weight 
  and dimensions. You can restore the pile of objects at any 
  time as a full-round action by unfurling the cloth and ordering 
  the spell to end, consuming the cloth. Anyone else wishing to 
  restore the objects must successfully dispel your spell. If the 
  cloth is destroyed or significantly damaged, all objects held 
  within the cloth are lost. This spell cannot affect artifacts or 
  other sorts of similarly unique objects. 
  True ForM
  school abjuration; Level druid 4, sorcerer/wizard 4
  casting Time 1 standard action
  component V, S
  range medium (100 ft. + 10 ft./level)
  Target up to one creature/3 levels, no two of which can be more 
  than 30 ft. apart
  Duration 1 round/level
  saving Throw Will negates; spell resistance yes
  True form removes any polymorph effect from a target creature, 
  returning it to its true form, even against its will. Against 
  creatures affected by polymorph spell effects (such as baleful 
  polymorph or giant form), you must make a caster level check 
  (1d20 + caster level, maximum +15) against a DC of 11 + caster 
  level of the effect. Success means that the polymorph effect 
  immediately ends.
  A creature with the supernatural ability to change shape 
  (such as a lycanthrope) must make a Will saving throw or 
  immediately revert to its true form. If it fails this first saving 
  throw, the creature can attempt another Will saving throw 
  to overcome the spell as a full-round action that does not 
  provoke attacks of opportunity. If this save succeeds, the 
  spell ends and the creature is capable of changing shape once 
  again. If the second save fails, the creature is locked in its 
  true form for the duration of the spell, preventing any further 
  polymorph effects from changing its shape.
  TsunAMi
  school conjuration (creation) [water]; Level druid 9, sorcerer/
  wizard 9
  casting Time 1 standard action
  
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  components V, S
  range long (400 ft. + 40 ft./level)
  effect 10-ft.-deep wave 10 ft. wide/level and 2 ft. tall/level
  Duration 5 rounds
  saving Throw see text; spell resistance no
  You create a massive wave of water that then moves in a 
  straight line across water or land—you select the direction 
  the wave travels (which must be perpendicular to its width), 
  but once set in motion, the wave cannot change course. Over 
  the surface of open water, the wave travels at a speed of 60 
  feet per round—on land or underwater, the wave travels at a 
  speed of 30 feet per round.
  Creatures struck by a tsunami take 8d6 points of 
  bludgeoning damage (a Fortitude save halves this damage). 
  In addition, the tsunami makes a special CMB check against 
  any creature it strikes—the wave’s CMB is equal to your 
  caster level + your relevant spellcasting ability score modifier 
  (whichever is highest) + 8 (for the wave’s size). If this CMB 
  check defeats a creature’s CMD, the creature is knocked 
  prone and carried along by the wave. A creature carried along 
  by a tsunami can attempt to escape the wave on its turn as a 
  standard action by making a CMB or Swim check opposed by 
  the wave’s CMB check—if a creature fails to escape, it takes 
  another 6d6 points of bludgeoning damage (Fortitude save for 
  half) and continues being carried along by the wave.
  Objects struck by a tsunami are swept up if they are Huge 
  or smaller and are carried along by the wave, deposited in a 
  pile at the end of the wave’s journey. Gargantuan or larger 
  objects, as well as structures or objects firmly attached to 
  the ground, take 8d6 points of bludgeoning damage when a 
  tsunami passes through its space—if this is enough to destroy 
  the object or structure, the remains are carried along by the 
  wave. Hardness does not reduce this damage, nor is it halved 
  as damage dealt to objects normally is. Freedom of movement 
  prevents a creature from being carried along by a tsunami but 
  does not prevent damage caused by it hitting a creature.
  A solid barrier that is taller than the tsunami that is not 
  destroyed by the wave stops that portion of the wave from 
  continuing onward, leaving a gap in the wave as the rest of it 
  continues forward.
  TWiLighT kniFe 
  school evocation [force]; Level sorcerer/wizard 3, witch 3
  casting Time 1 standard action 
  components V, S, F (a small knife)
  range close (25 ft. + 5 ft./2 levels)
  effect floating knife of force
  Duration 1 round/level (D)
  saving Throw none; spell resistance yes 
  You create a darkly sinister floating knife that attacks the 
  same creature as you each round. If you choose not to 
  attack a creature, or you make an attack that affects multiple 
  opponents, the knife makes no attack during that round. 
  The knife uses your base attack bonus modified by either 
  your Intelligence or Charisma bonus (whichever is higher) 
  when making this attack. Unless you specifically will it to 
  do otherwise, or it proves impossible to do so, the knife 
  always maneuvers itself so that it can flank your opponent 
  before making the attack. The knife deals 1d4 points of force 
  damage on a successful hit and has the same threat range 
  and critical multipliers as a normal dagger. In addition, if the 
  target is denied a Dexterity bonus to AC or the knife flanks 
  the target, the knife can make sneak attacks as a rogue, 
  inflicting an extra 1d6 points of force damage per four caster 
  levels on a successful attack.
  A twilight knife cannot be attacked or harmed by physical 
  attacks, but dispel magic, disintegrate, a sphere of annihilation, 
  or a rod of cancellation affects it. A twilight knife’s AC against 
  touch attacks is 12 (10 + size bonus for Tiny object) plus your 
  Dexterity modifier.
  If an attacked creature has spell resistance, you make 
  a caster level check (1d20 + caster level) against that spell 
  resistance the first time the twilight knife strikes it. If the 
  knife is successfully resisted, the spell is dispelled. If not, 
  the weapon has its normal full effect on that creature for the 
  duration of the spell.
  TWin ForM
  school transmutation; Level alchemist 6
  casting Time 1 standard action
  components V, S, M (a blend of soil and the caster’s blood) 
  range personal
  Target you
  Duration 1 round/level or until discharged (D)
  This extract splits a perfect double of yourself from your body, 
  dressed and equipped exactly as you are. You are able to shift 
  your consciousness from one body to the other once each 
  round as a free action. This shift takes place either immediately 
  before your turn or immediately after it, but not during the 
  round. You may act normally in the body you inhabit. Your 
  other self is treated as though dazed, except it may take a single 
  move action each round during your turn. Your twin cannot 
  speak while you are in your other body, and cannot flank, make 
  attacks of opportunity, or otherwise threaten enemies.
  Both you and your twin have the same statistics and start 
  with the number of hit points you had when you ingested 
  the extract. Once you have split, these hit points are tracked 
  separately. Any spells, extracts, or magical effects (such as from 
  potions) that were active when you ingested the extract are 
  active for both you and your twin. If any such effects expire, 
  are dispelled, dismissed, or otherwise used or ended, they end 
  for both of you. Extracts or spells cast after you split affect you 
  and your twin as though you were two separate targets. Your 
  equipment is linked between your two selves, and if an item 
  on one is consumed or destroyed, its duplicate is used up or 
  destroyed as well.
  
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  The body you do not inhabit crumbles into dust when the 
  extract’s duration expires or is dismissed. If the body you 
  inhabit is destroyed, you immediately shift to your surviving 
  self and the extract immediately ends. The body you left behind 
  crumbles into dust, and you are stunned until the start of your 
  next turn. If the body you do not inhabit is destroyed, the 
  extract also ends immediately, but you suffer no ill effects. 
  You have no special ability to sense what your second body 
  is experiencing, though you immediately know if it has been 
  destroyed. You may switch between bodies at any distance 
  on the same plane. If your bodies cross into separate planes 
  (including through the use of teleport or blink), the body you 
  inhabit survives, while your other body is destroyed.
  unFeTTer
  school transmutation; Level summoner 1
  casting Time 1 standard action
  components V, S, M (a broken chain)
  range medium (100 ft. + 10 ft./level)
  Target your eidolon
  Duration 10 minutes/level
  saving Throw Will negates (harmless); spell resistance no
  This spell breaks the life link between you and your eidolon. This 
  spell allows your eidolon to venture more than 100 feet away 
  from you without penalty. It can travel any distance while this 
  spell is in effect without penalty, but if the spell expires while 
  the eidolon is farther than 100 feet away, it immediately loses 
  hit points as normal for distance and is possibly sent back to its 
  home plane. While this spell is in effect, you cannot sacrifice hit 
  points to prevent damage to your eidolon. Damage that would 
  be transferred due to the life bond ability is not transferred. If 
  you attempt to use the transposition ability while this spell is 
  in effect, you must roll on the teleport mishap table, using the 
  “studied carefully” row.
  universAL ForMuLA
  school transmutation; Level alchemist 4
  casting Time 1 standard action
  components V, S, M (quicksilver and powdered platinum 
  worth 100 gp)
  range personal
  Target you
  Duration instantaneous
  As you ingest this extract, it transforms into the appropriate 
  extract for any formula you know of 3rd level or lower and takes 
  effect immediately. If the chosen formula has an expensive 
  material component, it must be provided along with the 
  component for this formula. You may not create an infused 
  extract with this formula.
  unWiLLing shieLD
  school necromancy; Level bard 5, inquisitor 5, sorcerer/wizard 
  6, witch 6
  casting Time 1 standard action
  components V, S, M (ruby dust worth 250 gp)
  range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level (D)
  saving Throw Will negates; spell resistance yes
  Like shield other, unwilling shield creates a mystic connection 
  between you and the target, but unlike shield other, the 
  target shares the wounds that you receive. In addition, the 
  link draws upon the target’s life force to supplement your 
  own defenses. You gain a +1 luck bonus to AC and on saving 
  throws. You take only half damage from all wounds and 
  attacks (including those dealt by special abilities) that deal 
  hit point damage. The amount of damage not taken by you 
  is taken by the target. Forms of harm that do not involve hit 
  points, such as charm effects, ability damage, level draining, 
  and death effects are not affected. If you take a reduction in 
  hit points from a lowered Constitution score, the reduction 
  is not split with the target because it is not hit point damage. 
  When the spell ends, subsequent damage is no longer 
  divided between you and the subject, but damage already 
  split is not assigned to you.
  If you and the target of the spell move out of range of each 
  other, the spell remains active, but damage is no longer shared 
  until you are once again within range of each other.
  unWiTTing ALLy
  school enchantment (charm) [mind-affecting]; Level bard 0
  casting Time 1 standard action
  components V, S
  range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 1 round
  saving Throw Will negates; spell resistance yes
  You befuddle the target’s mind. The target has difficulty 
  telling friend from foe for a short period of time. The subject 
  is considered your ally and not your enemies’ ally while 
  determining flanking. The subject takes no other hostile 
  action against your enemies due to this spell’s effect.
  vAnish
  school illusion (glamer); Level bard 1, sorcerer/wizard 1
  casting Time 1 standard action
  component V, S
  range touch
  Target creature touched
  Duration 1 round/level (up to 5 rounds) (D)
  saving Throw Will negates (harmless); spell resistance yes 
  (harmless)
  This spell functions like invisibility, except the effect only 
  lasts for 1 round per caster level (maximum of 5 rounds). Like 
  invisibility, the spell immediately ends if the subject attacks 
  any creature.
  
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  veiL oF PosiTive energy
  school abjuration [good]; Level paladin 1
  casting Time 1 standard action
  components V, S, DF
  range personal or 5 ft.; see text
  Target you or all creatures within 5 ft.; see text
  Duration 10 minutes/level (D)
  You surround yourself with a veil of positive energy, making 
  it harder for undead creatures to harm you. When under the 
  effect of this spell, you gain a +2 sacred bonus to AC and a+2 
  sacred bonus on saves. Both of these bonuses apply only 
  against attacks or effects created by undead creatures. You can 
  dismiss this spell before its normal duration as a swift action on 
  your turn to deal a number of points of positive energy damage 
  equal to your level to all undead creatures within 5 feet of you.
  venoMous boLT
  school necromancy; Level ranger 3
  casting Time 1 swift action
  components V, S
  range 0 ft.
  Target one arrow or bolt
  Duration instantaneous
  saving Throw Fortitude negates; see text; spell resistance yes
  You infuse a single arrow or crossbow bolt with natural venom 
  as you fire it. In addition to its normal damage, anyone struck 
  by this arrow or bolt is affected as if by the poison spell. If the 
  arrow is not fired immediately, the spell ends with no effect.
  versATiLe WeAPon
  school transmutation; Level bard 2, ranger 2, sorcerer/wizard 3
  casting Time 1 standard action
  components V, S, M (iron filings)
  range close (25 ft. + 5 ft./2 levels)
  Target one weapon or 50 projectiles, all of which must be 
  together at the time of casting
  Duration 1 minute/level
  saving Throw Will negates (harmless, object); spell resistance 
  yes (harmless, object)
  You transform the physical makeup of a weapon as you desire. 
  This spell functions like greater magic weapon, except that 
  it subtly alters the physical properties of a weapon, enabling 
  it to bypass damage reduction of one the following types: 
  bludgeoning, cold iron, piercing, silver, or slashing. The 
  affected weapon still inflicts damage of its normal type and its 
  hardness and hit points are unchanged. This spell can be cast 
  on a natural weapon or unarmed strike. 
  voMiT sWArM
  school conjuration (summoning); Level alchemist 2, witch 2
  casting Time 1 standard action
  components S
  range personal
  effect one swarm of spiders
  Duration 1 round/level
  You vomit forth a swarm of spiders (Bestiary, page 258) that 
  attacks all other creatures within its area. The swarm begins 
  adjacent to you, but if no living creatures are within its area, it 
  moves in one direction of your choosing at its normal speed. 
  You can move the swarm or change the swarm’s direction by 
  spending a standard action to concentrate on the swarm, 
  otherwise it continues moving in its current direction. If your 
  caster level is at least 7th, you can vomit forth a swarm of wasps 
  instead (Bestiary 275). Finally, if your caster level is at least 13th, 
  you can vomit forth a swarm of army ants (Bestiary 16).
  vorTex
  school evocation [water]; Level druid 7, sorcerer/wizard 7
  casting Time 1 standard action
  components V, S, M/DF (a stirring spoon)
  range long (400 ft. + 40 ft./level)
  effect whirlpool 50 ft. deep, 30 ft. wide at top, and 5 ft. wide at base 
  Duration 1 round/level (D)
  saving Throw Reflex negates, see text; spell resistance yes
  You create a powerful and immobile whirlpool in any body of 
  liquid large enough to contain the spell’s effect. Any Large or 
  smaller creature that comes in contact with the spell effect must 
  succeed on a Reflex save or take 3d6 points of bludgeoning 
  damage. A Medium or smaller creature that fails its first save 
  must succeed on a second one or be pulled into the whirlpool 
  and held suspended in its powerful currents, taking 1d8 points 
  of damage each round on your turn with no save allowed. 
  You may direct the whirlpool to eject any carried creatures 
  whenever you wish. A boat that is equal in length or shorter 
  than the vortex’s width that passes through a vortex takes 6d6 
  points of damage and is caught up by the current. If the boat’s 
  captain makes a DC 25 Profession (sailor) check (or if the boat is 
  longer than the vortex’s width), the boat takes only half damage 
  and is not caught up by the vortex.
  WAke oF LighT 
  school evocation [good]; Level paladin 2
  casting Time 1 standard action 
  components V, S, DF 
  range 120 ft.   
  effect a 10-ft.-wide path in a straight line, up to 120 ft. long
  Duration 1 round/level
  saving Throw none; spell resistance yes 
  You and your mount lay down a trail of glowing, heavenly mist 
  behind you as you move that makes passage easier for good 
  creatures but more difficult for evil creatures. This glowing trail 
  of mist appears behind your mount in a straight line starting 
  where you cast the spell and ending where your mount ends its 
  movement. The mist takes the form of a path 10 feet wide and up 
  to 120 feet long and always floats just above the ground, up to a 
  height of 1 foot. Thereafter, the mist persists for 1 round per level.
  
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  Good creatures may walk along the top of the mist as if it 
  were solid, treating squares of difficult terrain containing the 
  mist as normal terrain. Evil creatures find the mist thick and 
  cloying, and treat squares of normal terrain containing the 
  mist as difficult terrain instead. Neutral creatures pass through 
  the mist with no effect. The mist has no effect on obstacles 
  or otherwise impassable terrain, and does not block sight or 
  provide concealment.
  Except for very special circumstances (such as a celestial or 
  fiendish mount), mounts use the alignment of their rider when 
  determining how this spell affects them. You must be mounted 
  to enjoy the benefits of this spell. If you dismount, get knocked 
  off, or take any other action that separates you from your 
  mount, the spell immediately ends, although the mist remains 
  for the spell’s normal duration.
  A wake of light cannot follow across water, underwater, or 
  through the air in the case of a mount capable of walking on 
  water, swimming, or flight.
  WALL oF LAvA
  school conjuration (creation) [earth, fire]; Level druid 8, 
  sorcerer/wizard 8
  casting Time 1 standard action
  components V, S, M/DF (a chunk of dried lava)
  range medium (100 ft. + 10 ft./level)
  Target lava wall whose area is up to one 5-ft. square/level (S)
  Duration 1 round/level (D)
  saving Throw see text; spell resistance no
  This spell creates a vertical wall of lava that is 1 inch thick for 
  every 4 caster levels and composed of up to one 5-foot square 
  per level. A wall of lava’s maximum height cannot exceed half 
  of its width (with a minimum height of 5 feet). The wall cannot 
  be conjured so that it occupies the same space as a creature 
  or object. A section of a wall of lava can be destroyed by 
  damage (hardness 4, hp 90), but if a section is destroyed, the 
  remaining lava in the wall immediately fills in any such hole 
  created, reducing the wall’s overall size by one 5-foot square 
  but remaining a contiguous barrier. Each time a weapon strikes 
  a wall of lava, it takes 2d6 points of fire damage (or the creature 
  who strikes the wall takes 2d6 fire damage if the attack was via 
  an unarmed strike or natural attack). 
  A creature can move through a wall of lava as a full-round 
  action by making a DC 25 Strength check—failure indicates 
  that the creature is pushed back out of the wall to the point 
  he just attempted to leave. A creature with a burrow speed can 
  move through the wall using its burrow speed. An attempt to 
  move through a wall of lava inflicts 20d6 fire damage. A wall of 
  lava also radiates heat as if it were a wall of fire, although the 
  heat from a wall of lava radiates from both sides.
  Once per round as a move action, you can direct the wall of 
  lava to erupt. This causes a plume of lava to fire at any target 
  within 60 feet of either side of the wall, but reduces the wall’s 
  overall size by 1d4 5-foot square sections. You must make a 
  ranged touch attack to hit the target, which takes 10d6 points 
  of fire damage on a hit. Holes created in a wall of lava from this 
  effect instantly reseal, reducing the overall size of the wall.
  All damage inflicted by physical contact with a wall of 
  lava continues for 1d3 rounds after exposure ceases, but this 
  additional damage is only half that dealt during actual contact 
  (that is, 1d6 or 5d6 or 10d6 points per round).
  WALL oF suPPression 
  school abjuration; Level sorcerer/wizard 9
  casting Time 1 standard action
  components V, S, M (powdered adamantine worth 1,000 gp)
  range medium (100 ft. + 10 ft./level)
  effect anti-magic wall occupying up to two 5 ft. cubes/level (S)
  Duration 10 minutes/level; see text
  saving Throw none; spell resistance no
  You create a wall of glittering motes that suppresses or even 
  negates any magical effect passing through it. The wall appears 
  to have no actual substance and does not physically obstruct 
  or impede anything attempting to move through it. However, 
  the wall exerts a powerful anti-magical effect. Any magic item 
  or magical spell or effect of your caster level or lower that 
  passes through the wall is suppressed for 1 round per level. 
  Spells or effects with durations expire normally, even while 
  thus suppressed. A spell or effect with a duration greater than 
  that of the suppression effect resumes functioning normally 
  when the suppression ends. The wall affects all magical 
  effects, including spells, spell-like abilities, supernatural 
  abilities, magical items, and any effects stemming from them 
  that pass through the wall. The wall does not suppress a 
  creature’s ability to cast spells, use spell-like abilities, or any 
  other sort of limited-use abilities even if the wall suppresses a 
  particular application of those abilities. However, if a creature 
  with magical abilities that are constant or otherwise always 
  active passes through the wall, those abilities are suppressed 
  for the normal duration.
  The wall blocks line of effect, so no spell or effect can pass 
  through the wall, but it does not block line of sight. Magic 
  items or spell effects with a higher caster level than yours are 
  unaffected by the wall of suppression. The wall does not affect 
  artifacts, anything stemming from the direct action of a deity, 
  or similarly powerful sorts of magic. 
  WAnDering sTAr MoTes
  school illusion (pattern) [light, mind-affecting]; Level bard 4, 
  sorcerer/wizard 4, witch 4
  casting Time 1 standard action
  components V, S, M (a sprinkle of flash powder)
  range close (25 ft. + 5 ft./2 levels)
  Target one living creature and special; see text
  Duration 1/round per level
  saving Throw Will negates; see text; spell resistance yes
  You create sparkling motes of bright light that shoot toward 
  
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  the target and swirl around it in a complex pattern. The 
  pattern clearly outlines the target and radiates light as if it 
  were a sunrod, negating any concealment for the target. The 
  target must make a successful Will save. If the target fails its 
  save, it is dazed for 1 round and must make another save on 
  its next turn or be dazed again for 1 round. The target must 
  continue making Will saves each round. If a target makes its 
  Will save, the wandering star motes jump to the nearest enemy 
  within 30 feet, who must now make Will saves every round or 
  be dazed. Any time a target makes its Will save, the wandering 
  star motes jump to the next nearest enemy within 30 feet. 
  A given creature can only be affected by the wandering star 
  motes once; once a target has successfully saved against the 
  spell, it cannot be affected again. If there are no new targets 
  within 30 feet of a target that has successfully made its save, 
  the spell immediately ends. The spell only affects enemy 
  creatures; your allies are not affected.
  WArD The FAiThFuL
  school abjuration; Level inquisitor 3
  casting Time 1 standard action
  components V, S, DF
  range touch
  Area 10-ft.-radius emanation from touched creature
  Duration 10 minutes/level
  saving Throw Will negates (harmless); spell resistance no
  All creatures within the area who worship the same god as you 
  gain a +2 deflection bonus to AC and a +2 resistance bonus on 
  all saves. At 12th level, these bonuses increase to +3. At 18th 
  level, the bonuses increase to +4.
  If you do not worship a specific deity, the bonuses apply to 
  those who share your faith. If you do not have a specific faith 
  or religion, the spell provides benefits only to yourself. Enemies 
  gain the benefits of this spell if they worship the same god or 
  share the same faith as you, even if you view them as heretical.
  WeAPon oF AWe
  school transmutation; Level cleric 2, inquisitor 2, paladin 2
  casting Time 1 standard action
  components V, S, DF
  range touch
  Target weapon touched
  Duration 1 minute/level
  saving Throw Will negates (harmless, object); spell resistance 
  yes (harmless, object)
  You transform a single weapon into an awe-inspiring 
  instrument. The weapon gains a +2 sacred bonus on damage 
  rolls, and if the weapon scores a critical hit, the target of that 
  critical hit becomes shaken for 1 round with no saving throw. 
  This is a mind-affecting fear effect. A ranged weapon affected 
  by this spell applies these effects to its ammunition.
  You can’t cast this spell on a natural weapon, but you can cast 
  it on an unarmed strike. 
  WinDs oF vengeAnce
  school evocation [air]; Level cleric 9, druid 9, sorcerer/wizard 9
  casting Time 1 standard action
  components V, S, DF
  range personal
  Target you
  Duration 1 minute/level
  You surround yourself with a buffeting shroud of supernatural, 
  tornado-force winds. These winds grant you a fly speed of 60 
  feet with perfect maneuverability. Neither your armor nor your 
  load affects this fly speed. The winds shield you from any other 
  wind effects, and form a shell of breathable air around you, 
  allowing you to fly and breathe underwater or in outer space. 
  Ranged weapons (including giant-thrown boulders, siege 
  weapon projectiles, and other massive ranged weapons) passing 
  through the winds are deflected by the winds and automatically 
  miss you. Gases and most gaseous breath weapons cannot pass 
  though the winds.
  In addition, when a creature hits you with a melee attack, 
  you can shape your winds so they lash out at that creature 
  as an immediate action. The creature must make a Fortitude 
  saving throw or take 5d8 points of bludgeoning damage and 
  be knocked prone (if on the ground). On a failed save, Huge 
  flying creatures are checked and Large-sized or smaller flying 
  creatures are blown away instead of knocked prone (see page 
  439 of the Pathfinder RPG Core Rulebook for more information). 
  On a successful save, the damage is halved and the creature is 
  not knocked prone (or checked or blown away).
  WorLD WAve 
  school transmutation [earth, water]; Level druid 9, sorcerer/
  wizard 9
  casting Time 1 standard action 
  components V, S, DF
  range see text
  effect see text 
  Duration 1 round/level or 1 hour/level; see text (D)
  saving Throw none; spell resistance yes
  You cause any sort of natural terrain (including water, forest, 
  desert, tundra, and so on) to surge beneath your feet and safely 
  propel you with devastating force over great distances. This 
  wave of terrain undulates as it passes over the world, harmlessly 
  lifting or stretching objects, creatures, and phenomena with 
  a connection to nature but tearing through and damaging 
  anything else it encounters. When you cast the spell you must 
  choose the wave’s type, either a tsunami or a swell. If you choose 
  a tsunami, you create a 30-foot-high tidal wave of earth or water 
  hurtling across the landscape that lasts for 1 round per level. If 
  you choose a swell, you create a more controlled and gentle 
  5-foot-high wave that lasts for 1 hour per level. Regardless of 
  its form or composition, the crest of the wave extends 10 feet 
  in front of and behind you, and 5 feet per level to both your left 
  and right. You can stand or sit on the crest of this wave without 
  
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  Spells 5
  any fear of falling off it and can even lie down and sleep (or take 
  any other actions you could take if standing on solid ground) as 
  it travels. You can grant up to one additional creature per level 
  the ability to safely accompany you on this wave. 
  When you first create the wave, you must choose its path by 
  facing the direction you wish it to travel. Once you make this 
  decision, you cannot change it. The wave, in either version, 
  moves at eight times your base land speed. Any object, creature, 
  or phenomena strongly connected to, or a part of, the natural 
  world simply rises up and down with the wave as it passes, taking 
  no damage or injury. However, anything else coming into contact 
  with the wave takes either 6d6 points of bludgeoning damage (if 
  the tsunami) or 1d6 points of bludgeoning damage (if the swell). 
  The wave damages any manufactured object or structure. On the 
  Material Plane, it also damages any creature of the aberration, 
  construct, outsider, or undead type, or with the extraplanar 
  subtype. Creatures with the construct or undead type take double 
  damage from the wave. Other creatures, or creatures with even 
  one druid class level (regardless of their type), are considered a 
  part of the natural world and are unaffected by the wave. Note 
  that on other planes of existence, what is considered to be a part 
  of the natural world may vary at the GM’s discretion.
  The wave can travel up or down the sides of natural features 
  so long as it does not exceed a 45-degree angle. You cannot alter 
  the dimensions of the wave as it travels. If the wave encounters 
  terrain that it cannot incorporate into itself, the wave simply 
  flows over or around the obstacle (creatures riding the wave 
  are harmlessly displaced to the side to avoid the obstacle) 
  unless the terrain occupies one-half or more of the area 
  of the wave’s crest. In such cases the spell ends in 1d6 
  rounds as the wave falters and collapses, unless its 
  duration would normally cause it to expire prior to that. 
  The momentum of the wave carries you forward through 
  this new terrain without any injury until it collapses, at 
  which point you suffer the normal effects of the terrain 
  in which you are deposited. Terrain the wave cannot 
  incorporate includes anything primarily made from fire 
  (such as lava), air (such as an open cliff face), or something 
  man-made (such as a city). 
  You can only create the wave if standing on the 
  ground. You cannot create it when underground or on 
  terrain that it cannot incorporate. 
  WrATh
  school enchantment (compulsion) [mind-affecting]; 
  Level inquisitor 1
  casting Time 1 standard action
  components V, S, M (a thorny vine)
  range personal
  Target you
  Duration 1 minute
  You focus your anger against an enemy. Choose one 
  enemy creature that you can see. You gain a +1 morale 
  bonus on attack rolls and weapon damage rolls against that 
  designated creature for every three caster levels you have (at 
  least +1, maximum +3). You also receive this bonus on caster 
  level checks made to overcome the creature’s spell resistance, if 
  any. At 12th level, you gain the benefits of the Improved Critical 
  feat on attack rolls made against the designated creature. This 
  effect doesn’t stack with any other effect that expands the threat 
  range of a weapon.
  WrAThFuL MAnTLe
  school evocation [force, light]; Level cleric 3, paladin 3
  casting Time 1 standard action
  components V, S, DF
  range touch or 5 ft.; see text
  Target creature touched or all creatures within 5 ft.; see text
  Duration 1 minute/level
  saving Throw Will negates (harmless); spell resistance yes 
  (harmless)
  A shimmering mantle of light shrouds the subject, casting 
  light like a torch. The subject of the spell gains a +1 resistance 
  bonus on all saving throws per four caster levels (maximum +5 
  at 20th level). The subject can end the wrathful mantle at any 
  time as a swift action to deal 2d8 points of force damage to all 
  creatures within 5 feet.
  
  Prestige 
  Classes
  6
  
  T
  he creature screamed 
  as it landed, claws 
  gouging long furrows in the 
  stone of the crenellations. Its 
  fetid breath blew back Seoni’s 
  hair, and against the crackle 
  of the flames the whistle of its 
  spiked flail sang clear and high.
  “It must be vanquished!” 
  Seelah yelled, raising her 
  sword. “Banished back to the 
  hellish flames of its birth, before 
  its corruption can establish a 
  hold on this world!”
  Seoni looked deep into the 
  devil’s beady eyes, seeing in 
  their yellow glow a glistening 
  reflection of the evening’s 
  atrocities. She grimaced and 
  raised her staff.
  “Tell you what,” she said. 
  “I’m just going to kill it...”
  
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  Prestige classes represent specializations not available to 
  most adventurers, the culmination of extensive practice in 
  a specific field or discipline. The eight prestige classes here 
  supplement those found in Chapter 11 of the Core Rulebook. 
  Always check with your GM to make sure a given prestige 
  class is allowed before working toward it. The prestige 
  classes presented in this chapter include the following.
  Battle Herald: A veteran whose masterful tactics and air 
  of command inspire allies to greater feats of heroism.
  Holy Vindicator: A pious warrior who spreads religion 
  at the edge of a sword.
  Horizon Walker: A scout and wanderer comfortable in 
  even the strangest terrain.
  Master Chymist: An alchemist whose mutagens create 
  an alternate, brutish personality.
  Master Spy: An espionage expert specializing in 
  disguises and striking swiftly from the shadows.
  Nature Warden: A master of the wilderness bonded 
  spiritually to a fearsome animal companion.
  Rage Prophet: A bold and barbaric champion who embraces 
  otherworldly powers in order to perfect the art of combat.
  Stalwart Defender: A master of defending territory and 
  holding the line at all costs.
  Definition of terms
  Below are definitions of some common terms used here.
  Core Class: One of the standard eleven classes found in 
  the Pathfinder RPG Core Rulebook.
  Base Class: A class that progresses from level 1–20.
  Caster Level: Generally equal to the number of class 
  levels (see below) in a spellcasting class. Some prestige 
  classes add caster levels to an existing class.
  Character Level: The sum of a character’s class levels.
  Class Level: The level of a character in a particular class.
  Battle Herald
  In every army there are leaders who surpass the average 
  cold-hearted mercenary, battle-scarred veteran, or 
  wizened drill instructor, not so much in their skill at arms 
  but in their ability to inspire and lead others. Battle 
  heralds are just such captains—skilled warriors to be 
  sure, but ones who have honed the art of leadership to a 
  keen edge and keep it as ready as their sword as a means 
  to victory. Battle heralds tap into reservoirs of courage, 
  skill, bravery, and perseverance that those who serve with 
  them never knew they had, and their allies often find 
  themselves ascending the mount of triumph following 
  the battle herald’s glorious (if often tattered) banner.
  Hit Die: d10.
  requirements
  To qualify to become a battle herald, a character must 
  fulfill all the following criteria.
  Base Attack Bonus: +4.
  Special: Challenge and inspire courage class features.
  Skills: Diplomacy 5 ranks, Intimidate 5 ranks, Perform 
  (oratory) 5 ranks, Profession (soldier) 2 ranks.
  Class skills
  The battle herald’s class skills are Bluff (Cha), Craft 
  (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), 
  Intimidate (Cha), Knowledge (engineering) (Int), Knowledge 
  (history) (Int), Knowledge (local) (Int), Knowledge (nobility) 
  (Int), Perception (Wis), Profession (Wis), Ride (Dex), and 
  Sense Motive (Wis).
  Skill Ranks per Level: 4 + Int modifier.
  Class features
  The following are class features of the battle herald 
  prestige class. 
  Table 
  6–1: 
  Battle 
  Herald
    
  Base 
    
  Attack 
  Fort 
  Ref 
  Will 
  Level  
  Bonus  
  Save  
  Save  
  Save  
  Special 
  1st 
  +1 
  +1 
  +0 
  +1 
  1st inspiring command (+1), improved leadership, voice of authority
  2nd 
  +2 
  +1 
  +1 
  +1 
  Easy march
  3rd 
  +3 
  +2 
  +1 
  +2 
  2nd inspiring command
  4th 
  +4 
  +2 
  +1 
  +2 
  Inspiring command (+2), inspire greatness
  5th 
  +5 
  +3 
  +2 
  +3 
  3rd inspiring command, banner 
  6th 
  +6 
  +3 
  +2 
  +3 
  Teamwork feat
  7th 
  +7 
  +4 
  +2 
  +4 
  4th inspiring command (+3), demanding challenge
  8th 
  +8 
  +4 
  +3 
  +4 
  Persistent commands
  9th 
  +9 
  +5 
  +3 
  +5 
  5th inspiring command, inspire last stand
  10th 
  +10 
  +5 
  +3 
  +5 
  Complex commands, inspiring command (+4)
  Prestige 
  Classes 
  
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  Prestige Classes
  Prestige Classes 6
  Weapon and Armor Proficiency: A battle herald gains 
  no proficiency with any weapon or armor.
  Inspiring Command (Ex): A battle herald uses her keen 
  tactical acumen and decisive judgment to lead others 
  to victory, as well as her mastery of command to assist 
  herself and her allies in battle.
  All battle heralds may use inspiring command to 
  inspire courage (as the bardic performance ability); bard 
  and battle herald levels stack to determine the bonuses 
  provided by inspire courage.
  At 1st level, and every two levels thereafter, the battle 
  herald chooses one command to learn. Unless otherwise 
  noted, these abilities provide a competence bonus equal to 
  the battle herald’s inspiring command bonus to her and to 
  all allies within 60 feet able to see or hear her. Commands 
  marked with an asterisk have the same range as above but 
  only affect a certain number of allies (which can include 
  the battle herald).
  Issuing an inspiring command is a move action. 
  At 5th level, this becomes a swift action, and at 
  10th level, it becomes an immediate action. 
  Maintaining an inspiring command is a 
  free action that cannot be disrupted, but 
  its effects end immediately if the battle 
  herald is killed or otherwise prevented from 
  taking actions (such as being dazed, helpless, or 
  stunned). The battle herald cannot have more than 
  one command in effect at a time. She may use this ability 
  for a number of rounds per day equal to 4 + her Charisma 
  modifier, plus 2 additional rounds per level after 1st. She 
  may use rounds of bardic performance to issue inspiring 
  commands, but not vice versa. Inspiring commands are 
  language-dependent, mind-affecting effects. The battle 
  herald cannot maintain an inspiring command and 
  a bardic performance at the same time (this does not 
  preclude abilities such as persistent command or the 
  Lingering Performance feat, which continue an inspiring 
  command or bardic performance after the battle herald 
  stops maintaining it).
  Battle Magic*: One ally gains a bonus on caster level 
  checks and concentration checks equal to the battle 
  herald’s command bonus.
  Inspire Hardiness: Allies gain DR/— equal to the battle 
  herald’s inspiring command bonus.
  Inspired Tactics: Allies apply the battle herald’s 
  inspiring command bonus on critical hit 
  confirmation rolls, on combat maneuver 
  checks, and as a dodge bonus to AC against 
  any attacks of opportunity provoked by 
  combat maneuvers.
  Keep Your Heads: Allies apply the battle 
  herald’s inspiring command bonus on 
  Will saves and concentration checks.
  None Shall Fall*: A number of allies equal to the battle 
  herald’s inspiring command bonus heal 1d6 points of 
  damage. Targeted allies who are poisoned may attempt a 
  new poison saving throw with a bonus equal to the battle 
  herald’s inspiring command bonus; a failed save has no 
  additional effect, but a successful save counts toward 
  curing the poison. This healing is not positive energy and 
  can heal undead creatures.
  Pincer Maneuver: Allies apply the battle herald’s inspiring 
  command bonus to attack and damage rolls when flanking 
  
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  262
  and as a dodge bonus to AC against attacks of opportunity 
  provoked by movement (including standing from prone).
  Rally: Allies affected by a fear effect may attempt a new 
  saving throw against each fear effect on them; this new 
  save has a bonus equal to the battle herald’s inspiring 
  command bonus.
  Reveille: Allies affected by exhaustion, fatigue, or 
  sleep effects may attempt a new saving throw against 
  each such effect; this new save has a bonus equal to the 
  battle herald’s inspiring command bonus. Allies who 
  are sleeping normally automatically awaken when this 
  ability is used. 
  Scatter*: A number of allies equal to the battle herald’s 
  inspiring command bonus gain the benefits of the Wind 
  Stance feat.
  Shake It Off*: One ally subject to an ongoing condition 
  may attempt a new saving throw to negate the effects with 
  a bonus equal to the battle herald’s inspiring command 
  bonus. This ability does not help against instantaneous 
  effects, effects that require recurring saving throws to 
  avoid additional penalties (such as diseases and poisons), 
  or effects that do not allow a saving throw. 
  Sound the Charge: Allies apply the battle herald’s inspiring 
  command bonus to attack and damage rolls. Charging 
  allies increase their speed by 5 feet times the battle herald’s 
  inspiring command bonus. 
  Sound the Retreat: Allies gain the benefit of the Lightning 
  Stance feat. The battle herald must have the scatter ability 
  to select this ability.
  Stand Firm: Allies apply the battle herald’s inspiring 
  command bonus to CMD and on Fortitude saves.
  Teamwork: Allies add the battle herald’s inspiring 
  command bonus on skill checks or attack rolls made when 
  using the aid another action, and if successful, the assisted 
  ally increases the aid another bonus by an amount equal to 
  the battle herald’s inspiring command bonus.
  Tuck and Roll: Allies apply the battle herald’s inspiring 
  command bonus on Reflex saves and Acrobatics checks.
  Improved Leadership (Ex): A battle herald with the 
  Leadership feat adds her inspiring command bonus to her 
  leadership score.
  Voice of Authority (Ex): A battle herald is skilled at 
  shouting commands over the din of the battlefield and 
  signaling allies when speech is impossible. She gains a +2 
  bonus on Diplomacy and Intimidate checks with creatures 
  with which she shares a language. In addition, her allies 
  gain a bonus equal to the battle herald’s class level on 
  Perception or Sense Motive checks to hear her commands 
  or interpret her secret messages conveyed with Bluff. 
  The battle herald’s levels stack with cavalier levels for the 
  purpose of the cavalier’s tactician ability.
  Easy March (Ex): At 2nd level, allies within 60 feet of the 
  battle herald can hustle or force march during overland 
  travel without ill effects for a number of hours per day 
  equal to 1 hour times her inspiring command bonus.
  Inspire Greatness (Ex): At 4th level, a battle herald 
  may use her inspiring command ability to inspire 
  greatness (as the 9th-level bardic performance ability). 
  This ability affects one creature at 4th level, two at 7th, 
  and three at 10th.
  Banner (Ex): At 5th level, a battle herald may fly a battle 
  standard that inspires her allies. This ability is identical to 
  the cavalier’s banner ability, and cavalier levels stack with 
  battle herald levels to determine the bonuses provided by 
  the banner.
  Teamwork Feat: At 6th level, a battle herald receives 
  a teamwork feat as a bonus feat. She must meet the 
  prerequisites for this feat. She can use her cavalier 
  tactician ability as a move action to grant this feat to 
  allies (if she has the cavalier greater tactician ability, this 
  is a swift action).
  Demanding Challenge (Ex): This ability is identical to 
  the 12th-level cavalier demanding challenge ability.
  Persistent Commands (Ex): At 8th level, a battle herald 
  may allow her inspiring commands to persist even if 
  she is incapacitated and unable to maintain them. If the 
  player chooses, the effects of the battle herald’s inspiring 
  commands persist for a number of rounds equal to 
  her Charisma bonus (these count toward her number 
  of rounds per day limit). This ability does not apply if 
  the battle herald intentionally stops maintaining an 
  inspiring command—only if she is dazed, held, stunned, 
  killed, and so on, and is unable to maintain them. If the 
  battle herald recovers from incapacity while an inspiring 
  command is ongoing, she may resume maintaining it as 
  a free action.
  Inspire Last Stand (Ex): At 9th level, a battle herald may 
  use inspiring command to grant herself and all allies 
  within 30 feet the benefits of the Diehard feat. Conscious 
  affected creatures also gain the benefits of inspire courage 
  while at negative hit points.
  Complex Commands (Ex): At 10th level, a battle herald 
  can have more than one command ability in effect at 
  one time. Each must be begun separately and requires a 
  separate maintenance cost. This allows the battle herald to 
  have more than one single-target command (such as battle 
  magic) in effect at the same time. The effects of multiple 
  instances of the same command ability do not stack, even 
  if the bonuses provided by that ability would normally 
  stack (for example, if the battle herald maintains two 
  pincer maneuver commands, her allies do not get double 
  the bonus, even though dodge bonuses normally stack).
  The battle herald can also maintain one bardic 
  performance in addition to her inspiring commands, 
  though each must be begun separately and each requires 
  its own maintenance cost.
  
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  Prestige Classes
  Prestige Classes 6
  Holy Vindicator
  Many faiths have within their membership an order of the 
  church militant, be they holy knights or dark warriors, who 
  put their lives and immortal souls on the line for their faith. 
  They are paragons of battle, eschewing sermons for steel. 
  These men and women are living conduits of divine power, 
  down to their very blood, which they happily shed in a 
  moment if it brings greater glory to their deity or judgment 
  upon heretics, infidels, and all enemies of the faith.
  Holy vindicators are usually clerics or fighter/clerics, 
  though many paladins (or even paladin/clerics) are 
  drawn to this class as well. In all cases, the class offers a 
  further opportunity to fuse and refine their martial and 
  ministerial powers and role.
  Role: The holy vindicator has substantial spellcasting 
  ability, though not so much as a focused cleric or paladin. 
  His combat skills are considerable and his healing powers 
  prodigious, and those whose religious views align well 
  with the vindicator will find a ready ally.
  Alignment: While lawful vindicators are somewhat 
  more common, vindicators may be of any alignment.
  Hit Die: d10.
  requirements
  To qualify to become a holy vindicator, a character must 
  fulfill all the following criteria.
  Base Attack Bonus: +5.
  Special: Channel energy class feature.
  Skills: Knowledge (religion) 5 ranks.
  Feats: Alignment Channel or Elemental Channel.
  Spells: Able to cast 1st-level divine spells.
  Class skills
  The vindicator’s class skills are Climb (Str), Heal 
  (Wis), Intimidate (Cha), Knowledge (planes) (Int), 
  Knowledge (religion) (Int), Ride (Dex), Sense Motive 
  (Wis), Spellcraft (Int), and Swim (Str).
  Skill Ranks per Level: 2 + Int modifier.
  Class features
  The following are class features of the holy 
  vindicator prestige class. 
  Weapon 
  and 
  Armor 
  Proficiency: 
  A 
  vindicator is proficient with all simple 
  and martial weapons and all armor and 
  shields (except tower shields).
  Spells per Day: At the indicated 
  levels, a vindicator gains new spells 
  per day as if he had also gained a 
  level in a divine spellcasting class 
  he belonged to before adding the 
  prestige class. He does not, however, gain other benefits 
  of that class other than spells per day, spells known, and 
  an increased effective level of spellcasting. If he had more 
  than one divine spellcasting class before becoming a 
  vindicator, he must decide to which class he adds the new 
  level for the purpose of determining spells per day. 
  Channel Energy (Su): The vindicator’s class level stacks 
  with levels in any other class that grants the channel 
  energy ability.
  Vindicator’s Shield (Su): A vindicator can channel energy 
  into his shield as a standard action; when worn, the shield 
  gives the vindicator a sacred bonus (if positive energy) or 
  profane bonus (if negative energy) to his Armor Class equal 
  to the number of dice of the vindicator’s channel energy.  
  
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  Table 
  6–2: 
  Holy 
  Vindicator
    
  Base 
    
  Attack 
  Fort 
  Ref 
  Will 
  Level  Bonus  Save  
  Save  Save  
  Special 
  Spells per Day
  1st 
  +1 
  +1 
  +0 
  +1 
  Channel energy, vindicator’s shield 
  —
  2nd 
  +2 
  +1 
  +1 
  +1 
  Stigmata 
  +1 level of divine spellcasting class
  3rd 
  +3 
  +2 
  +1 
  +1 
  Faith healing (empower) 
  +1 level of divine spellcasting class
  4th 
  +4 
  +2 
  +1 
  +1 
  Divine wrath 
  +1 level of divine spellcasting class
  5th 
  +5 
  +3 
  +2 
  +2 
  Bloodfire, Channel Smite  
  —
  6th 
  +6 
  +3 
  +2 
  +2 
  Versatile channel 
  +1 level of divine spellcasting class
  7th 
  +7 
  +4 
  +2 
  +2 
  Divine judgment 
  +1 level of divine spellcasting class
  8th 
  +8 
  +4 
  +3 
  +3 
  Faith healing (maximize) 
  +1 level of divine spellcasting class
  9th 
  +9 
  +5 
  +3 
  +3 
  Bloodrain 
  —
  10th 
  +10 
  +5 
  +3 
  +3 
  Divine retribution 
  +1 level of divine spellcasting class
  to being critically hit, even if the attack incapacitates or 
  kills the vindicator.
  Bloodfire (Su): At 5th level, while a vindicator’s stigmata 
  are bleeding, his blood runs down his weapons like sacred 
  or profane liquid energy; when he uses Channel Smite, the 
  damage increases by 1d6, and if the target fails its save, it is 
  sickened and takes 1d6 points of bleed damage each round 
  on its turn. The target can attempt a new save every round 
  to end the sickened and bleed effects.
  Channel Smite: At 5th level, a vindicator gains Channel 
  Smite as a bonus feat.
  Versatile Channel (Su): At 6th level, a vindicator’s channel 
  energy can instead affect a 30-foot cone or a 120-foot line. 
  Divine Judgment (Sp): At 7th level, when a vindicator’s 
  melee attack reduces a creature to –1 or fewer hit points, he 
  may sacrifice a prepared 2nd-level spell or available 2nd-
  level spell slot to invoke death knell upon the target as an 
  immediate action (using the vindicator’s caster level). As 
  vindicators mete out divine judgment, this is not an evil 
  act. The save DC increases by +2 if his weapon has a ×3 
  critical multiplier, or by +4 if it is ×4.
  Bloodrain (Su): At 9th level, while his stigmata are bleeding, 
  the vindicator’s harmful channeled energy is accompanied 
  by a burst of sacred or profane liquid energy, increasing 
  the damage by 1d6. Creatures failing their saves against the 
  channeled energy become sickened and take 1d6 points of 
  bleed damage each round. Affected creatures can attempt a 
  new save every round to end the sickened and bleed effects.
  Divine Retribution (Sp): At 10th level, when a vindicator 
  confirms a critical hit, he may sacrifice a prepared 3rd-
  level spell or available 3rd-level spell slot to invoke bestow 
  curse upon the target as an immediate action (using the 
  vindicator’s caster level). The save DC increases by +2 if 
  his weapon has a ×3 critical multiplier, or by +4 if it is 
  ×4. The vindicator can also use this ability in response 
  to being critically hit, even if the attack incapacitates or 
  kills the vindicator.
  This bonus lasts for 24 hours or until the vindicator is struck 
  in combat, whichever comes first. The shield does not provide 
  this bonus to any other wielder, but the vindicator does not 
  need to be holding the shield for it to retain this power.
  Stigmata (Su): A vindicator willingly gives his blood in 
  service to his faith, and is marked by scarified wounds 
  appropriate to his deity. He may stop or start the flow of 
  blood by force of will as a standard action; at 6th level it 
  becomes a move action, and at 10th level it becomes a swift 
  action. Activating stigmata causes bleed damage equal to 
  half the vindicator’s class level, and this bleed damage is not 
  halted by curative magic. While the stigmata are bleeding, 
  the vindicator gains a sacred bonus (if he channels positive 
  energy) or profane bonus (if he channels negative energy) 
  equal to half his class level. Each time he activates his 
  stigmata, the vindicator decides if the bonus applies to attack 
  rolls, weapon damage rolls, Armor Class, caster level checks, 
  or saving throws; to change what the bonus applies to, the 
  vindicator must deactivate and reactivate his stigmata.
  While his stigmata are bleeding, the vindicator ignores 
  blood drain and bleed damage from any other source and 
  can use bleed or stabilize at will as a standard action.
  Faith Healing (Su): At 3rd level, any cure wounds 
  spells a vindicator casts on himself are automatically 
  empowered as if by the Empower Spell feat, except 
  they do not use higher spell level slots or an increased 
  casting time. If the vindicator targets himself with a 
  cure spell that affects multiple creatures, this ability 
  only applies to himself. At 8th level, these healing spells 
  are maximized rather than empowered.
  Divine Wrath (Sp): At 4th level, when a vindicator 
  confirms a critical hit, he may sacrifice a prepared 
  1st-level spell or available 1st-level spell slot to invoke 
  doom upon the target as an immediate action (using the 
  vindicator’s caster level). The save DC is increased by +2 
  if his weapon has a ×3 damage multiplier, or by +4 if it is 
  ×4. The vindicator can also use this ability in response 
  
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  Prestige Classes
  Prestige Classes 6
  Horizon Walker
  Those whose wanderlust drives them to push the boundary 
  of safe environments sometimes seek the calling of the 
  horizon walker. Horizon walkers are masters of travel, 
  always seeking to find the safe ways through inhospitable 
  terrain. They are comfortable in places others speak of 
  only in hushed whispers, and they can both venture forth 
  onto untrod paths themselves and guide the less-traveled 
  through such hazardous lands.
  Though rangers are most likely to be attracted to 
  the ever-wandering life common to horizon walkers, 
  barbarians, fighters, and rogues have also been known 
  to find it appealing. Horizon walkers are most common 
  in areas on the edge of civilization, where they can easily 
  spend time away from the known and boring streets of 
  settled lands.
  Role: Horizon walkers have the accuracy and resilience to 
  face frontline combat. They also have the skills and abilities 
  to make excellent scouts, often taking the role of the first 
  member of a group into danger and the last one out. Of 
  course, walkers shine when adventuring in areas that match 
  their many favored terrains, but many of the tricks they pick 
  up in specific regions have application in a wide range of 
  situations, allowing a horizon walker to be more mobile 
  and resourceful than typical combatants.
  Alignment: Anyone can crave new vistas and constant 
  travel, and thus a horizon walker can be of any alignment.
  Hit Die: d10.
  requirements
  To qualify to become a horizon walker, a character must 
  fulfill all the following criteria.
  Skills: Knowledge (geography) 6 ranks.
  Feats: Endurance.
  Class skills
  The horizon walker’s class skills are Climb (Str), Diplomacy 
  (Cha), Handle Animal (Cha), Knowledge (geography) (Int), 
  Knowledge (nature) (Int), Knowledge (the planes) (Int), 
  Linguistics (Int), Perception (Wis), Stealth (Dex), Survival 
  (Wis), and Swim (Str). 
   Skill Ranks at Each Level: 6 + Int modifier.
  Class features
  The following are class features of the horizon walker 
  prestige class.
  Weapon and Armor Proficiency: A horizon walker gains 
  no proficiency with any weapon or armor.
  Favored Terrain: At 1st level, a horizon walker may select 
  a favored terrain from the ranger Favored Terrains table 
  (Pathfinder RPG Core Rulebook 65). This works exactly like 
  the ranger favored terrain ability. The horizon walker 
  gains an additional favored terrain at 2nd, 4th, 5th, 7th, 
  8th and 10th level, and he can increase the bonus from an 
  existing favored terrain as described in the ranger ability. 
  If the horizon walker has abilities from other classes that 
  only work in a favored terrain (such as a ranger’s camouflage 
  and hide in plain sight abilities), those abilities work in 
  favored terrains selected as a horizon walker.
  Terrain Mastery: At 2nd level, a horizon walker selects 
  a favored terrain to master. When within this terrain the 
  horizon walker may, as a move action, grant a +2 bonus 
  on Climb, Stealth, Perception and Survival checks made 
  by all allies within 30 feet who can see and hear him. The 
  character masters one additional terrain at 4th, 6th, and 
  8th levels.
  Mastery of each terrain has additional benefits, 
  outlined below; these benefits apply to the horizon walker 
  at all times whether or not he is in the relevant terrain.
  Astral Plane: The horizon walker’s fly speed increases by 
  +30 feet on planes with no gravity or subjective gravity.
  Cold: The horizon walker gains cold resistance 10.
  Desert: The horizon walker gains immunity to 
  exhaustion; anything that would cause him to become 
  exhausted makes him fatigued instead.
  Ethereal Plane: The horizon walker ignores the 20% 
  concealment miss chance from fog and mist, and treats 
  total concealment from these sources as concealment.
  Forest: The horizon walker gains a +4 competence bonus 
  on Stealth checks.
  Jungle: The horizon walker gains a +4 competence bonus 
  on Escape Artist checks and increases his CMD against 
  grapple maneuvers by +4.
  Table 6–3: Horizon Walker
    
  Base 
    
  Attack Fort Ref Will 
  Level  Bonus  Save  Save  Save  
  Special 
  1st 
  +1 
  +1 
  +0 
  +0 
  Favored terrain
  2nd 
  +2 
  +1 
  +1 
  +1 
  Favored terrain,  
    
   
   
   
   
  terrain mastery
  3rd 
  +3 
  +2 
  +1 
  +1 
  Terrain dominance
  4th 
  +4 
  +2 
  +1 
  +1 
  Favored terrain, 
    
   
   
   
   
  terrain mastery
  5th 
  +5 
  +3 
  +2 
  +2 
  Favored terrain
  6th 
  +6 
  +3 
  +2 
  +2 
  Terrain dominance,  
    
   
   
   
   
  terrain mastery
  7th 
  +7 
  +4 
  +2 
  +2 
  Favored terrain
  8th 
  +8 
  +4 
  +3 
  +3 
  Favored terrain,  
    
   
   
   
   
  terrain mastery
  9th 
  +9 
  +5 
  +3 
  +3 
  Terrain dominance
  10th 
  +10 
  +5 
  +3 
  +3 
  Favored terrain,  
    
   
   
   
   
  master of all lands
  
  266
  266
  Mountain: The horizon walker gains a +4 competence 
  bonus on Climb checks and does not lose his Dexterity 
  modifier to AC while climbing.
  Plains: The horizon walker’s movement is not reduced 
  by wearing medium armor or carrying a medium load.
  Plane of Air: The horizon walker gains a +4 competence 
  bonus on Fly checks and +1 competence bonus on all attack 
  and damage rolls against flying creatures. He gains the 
  ability to breathe air if he cannot already do so.
  Plane of Earth: The horizon walker gains DR 1/
  adamantine.
  Plane of Fire: The horizon walker gains fire resistance 10.
  Plane of Water: The horizon walker gains a +4 
  competence bonus on Swim checks and a 
  +1 competence bonus on all attack and 
  damage rolls against swimming creatures. He gains the 
  ability to breathe water if he cannot already do so.
  Plane, aligned: If the horizon walker selects a plane with an 
  alignment trait, he can choose to detect as that alignment 
  (fooling all forms of magic divination) as an immediate 
  action; this benefit lasts until he dismisses it (a free action).
  Swamp: The horizon walker gains a +4 competence bonus 
  on Perception checks.
  Underground: The horizon walker gains Blind-Fight as 
  a bonus feat.
  Urban: The horizon walker gains a +4 competence bonus 
  on Diplomacy checks.
  Water: The horizon walker gains a +4 competence bonus 
  on Swim checks and +1 competence bonus on all attack 
  and damage rolls against swimming creatures.
  Terrain Dominance: At 3rd level, a horizon walker learns 
  total dominance over one terrain he has already selected 
  for terrain mastery. When dealing with creatures native 
  to that terrain, the horizon walker treats his favored 
  terrain bonus for that terrain as a favored enemy bonus 
  (as the ranger class feature) against those creatures. 
  This bonus overlaps (does not stack with) bonuses gained 
  when fighting a favored enemy.
  Each terrain dominance grants additional abilities, 
  detailed below. When the horizon walker gains a new 
  terrain dominance he may, if he prefers, instead pick an 
  additional terrain mastery.
  Astral Plane: The horizon walker gains a +1 insight bonus 
  on attack and damage rolls against outsiders. He gains 
  dimension door as a spell-like ability a number of times per 
  day equal to 3 + the character’s Wisdom modifier (caster 
  level equal to the character’s level).
  Cold: The horizon walker gains cold resistance 20 (this 
  replaces the character’s cold resistance from mastery of 
  the cold terrain) and a +1 competence bonus on all attack 
  and damage rolls against creatures of the cold subtype.
  Desert: The horizon walker gains fire resistance 10 and 
  immunity to fatigue.
  Ethereal Plane: The walker gains ethereal jaunt as a spell-like 
  ability once per day (caster level equal to the character’s level). 
  He must be at least 7th level before selecting this power.
  Forest: The horizon walker gains hallucinatory terrain as 
  a spell-like ability a number of times per day equal to 3 
  + the character’s Wisdom modifier (caster level equal to 
  the character’s level). The horizon walker can only use this 
  ability to create illusory forests.
  Jungle: The horizon walker gains charm monster as a 
  spell-like ability a number of times per day equal to 3 + 
  the character’s Wisdom modifier (caster level equal to the 
  character’s level). This charm only affects animals, magical 
  beasts, and creatures primarily found in the jungle.
  Mountain: The horizon walker gains DR 2/
  adamantine.
  
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  Prestige Classes
  Prestige Classes 6
  Plains: The walker’s base speed increases by +10 feet.
  Plane of Air: The horizon walker gains fly as a spell-
  like ability a number of times per day equal to 3 + the 
  character’s Wisdom modifier (caster level equal to the 
  character’s level).
  Plane of Earth: The horizon walker gains tremorsense 
  with a range of 30 feet. He must be at least 5th level before 
  selecting this plane for this ability.
  Plane of Fire: The horizon walker gains fire resistance 20 
  (this replaces the character’s file resistance from mastery of 
  the Plane of Fire terrain) and a +1 competence bonus on all 
  attack and damage rolls again creatures of the fire subtype.
  Plane of Water: The horizon walker’s movements and 
  actions are not hampered when underwater. This allows 
  him to speak, make attacks, and cast spells normally 
  underwater (as if using freedom of movement).
  Plane, aligned: For the purpose of bypassing damage 
  reduction, the horizon walker’s manufactured and natural 
  weapons count as the opposite alignment of his chosen 
  plane of dominance. If his chosen plane has more than 
  one alignment type, he must choose one of those types for 
  this ability. For example, if he selects “Hell” (an evil, lawful 
  plane) for his terrain dominance ability, he may choose 
  “evil” or “lawful,” which means his attacks bypass good 
  or chaotic damage reduction, respectively. Alternatively, 
  if native creatures of his chosen plane are vulnerable to a 
  particular special material (such as cold iron or silver), he 
  may choose to have his weapons bypass damage reduction 
  as if they were that special material. If he selects this 
  plane more than once for his terrain dominance ability, 
  his attacks count as an additional alignment or special 
  material (such as “good and silver” or “chaotic and good”).
  Swamp: The horizon walker gains tremorsense with a 
  30-foot range.
  Underground: The horizon walker gains darkvision with 
  a range of 60 feet. If he already has darkvision 60 feet, its 
  range extends by 60 feet.
  Urban: The horizon walker gains charm person as a 
  spell-like ability a number of times per day equal to 3 + 
  the character’s Wisdom modifier (caster level equal to the 
  character’s level).
  Water: The horizon walker gains a swim speed of 20 feet. 
  If he already has a natural swim speed, his swim speed 
  increases by +20 feet.
  Master of All Lands (Su): At 10th level, the horizon walker 
  becomes familiar with and comfortable in all possible 
  terrains. His terrain bonus in all favored terrains increases 
  by +2, and he treats all other terrains as if they were favored 
  terrains (+2 bonus). If a naturally occurring condition of 
  temperature or weather requires a check or saving throw, he 
  automatically succeeds. All allies within 60 feet of him gain 
  a +2 bonus on these checks and saves; if the horizon walker 
  is in a mastered terrain, this bonus increases to +4.
  Master Chymist
  When alchemists blithely use mutagens to turn themselves 
  into hulking creatures of muscle and reflex, civilized folk 
  often turn their heads and mutter that such transformations 
  must have a price. For a few alchemists, that price is 
  transformation into a master chymist, a creature able to 
  take a monstrous brute form as an act of will.
  Master chymists become two personalities sharing 
  a single body. Both the hulking “mutagenic form” of 
  alchemical prowess and the original alchemist who created 
  it think of themselves as the true form, and they must learn 
  to work together to achieve their joint goals. More often than 
  not, master chymists eventually become their mutagenic 
  form, and the original alchemist’s body and mind may 
  only be brought forth when required by social custom or 
  a need for obscurity and stealth arises. Unfortunately, the 
  mutagenic form of a master chymist is often a more violent, 
  unforgiving personality (which can lead to conflict between 
  the two versions of the same character).
  Role: Master chymists are rarely accepted by society 
  once their nature is revealed, and thus they have a strong 
  motivation to keep on the move. Adventuring is one of 
  the few activities that their monstrous form can be useful 
  for, leading many to constantly explore dangerous areas on 
  the edge of civilization. A master chymist’s resilience and 
  ability to combine bomb-throwing mayhem with up-close 
  melee carnage is a great benefit to many adventuring 
  parties, buying the master chymist allies who are at least 
  willing to overlook her more distasteful features.
  Alignment: A master chymist actually has two alignments 
  (see the mutagenic form ability). The only restriction on 
  these alignments is that they cannot be exactly the same.
  Hit Die: d10.
  requirements
  To qualify to become a master chymist, a character must 
  fulfill all the following criteria.
  Spells: Ability to create 3rd-level extracts.
  Special: Mutagen class feature, feral mutagen or infuse 
  mutagen discovery.
  Class skills
  The master chymist’s class skills are Acrobatics (Dex), 
  Climb (Str), Escape Artist (Dex), Intimidate (Cha), 
  Knowledge (dungeoneering) (Int), Sense Motive (Wis), 
  Stealth (Dex), and Swim (Str).
  Skill Ranks at Each Level: 2 + Int modifier.
  Class features
  The following are class features of the master chymist 
  prestige class.
  
  268
  268
  lives in. As Darabont, the character detects as good and is 
  affected as a good character by spells with effects that vary by 
  alignment; as Butcher, the same character is neutral, is not 
  revealed by a detect good spell, and is treated as neutral for all 
  spells and effects.
  Mutate (Su): At 1st level, as a result of repeated exposure 
  to her mutagens, the master chymist can now assume a 
  mutagenic form twice per day without imbibing her 
  mutagen. In this form, she gains all the bonuses and 
  penalties of her mutagen and adds together her alchemist 
  and master chymist levels together to determine her 
  effective alchemist level for the duration of this form. 
  Using a mutagen also forces the chymist into this form. 
  Taking a mutagen or using the mutate ability again while 
  in her mutagenic form works normally (with the new 
  mutagen’s modifiers replacing the current modifiers, 
  and the longer duration taking precedent). The chymist 
  remains in her mutagenic form until its duration expires, 
  her magic is interrupted (as with an antimagic field), or she 
  expends another use of her mutate ability.
  A chymist may be forced to take her mutagenic form 
  against her will by stress or damage. Anytime the character 
  is in her normal form and has daily uses of the mutate ability 
  available, she may be forced to switch after suffering a critical 
  hit or failing a Fortitude save. In these situations the chymist 
  must make a DC 25 Will save; if she fails, on her next turn 
  she uses a standard action to change to her mutagenic form 
  (which counts as a use of the mutate ability).
  At 5th level, the master chymist can assume her 
  mutagenic form three times per day; this increases to 
  four times per day at 8th level and five times per day at 
  10th level.
  Advanced Mutagen (Su): At 2nd level, the mutagenic 
  form of the master chymist continues to evolve and develop 
  as she grows in power. The master chymist selects an 
  advanced mutagen, a power that changes how her mutagen 
  form works or can only be accessed in her mutagenic 
  form. She gains additional advanced mutagens at 4th, 6th, 
  Table 
  6–4: 
  Master 
  Chymist
    
   
  Fort 
  Ref 
  Will
  Level 
  Bonus 
  Save 
  Save 
  Save 
  Special 
  Extracts per Day
  1st 
  +1 
  +1 
  +1 
  +0 
  Bomb-thrower, mutagenic form, mutate 2/day —
  2nd 
  +2 
  +1 
  +1 
  +1 
  Advanced mutagen 
  +1 level of alchemist
  3rd 
  +3 
  +2 
  +2 
  +1 
  Brutality (+2) 
  +1 level of alchemist
  4th 
  +4 
  +2 
  +2 
  +1 
  Advanced mutagen 
  —
  5th 
  +5 
  +3 
  +3 
  +2 
  Mutate 3/day 
  +1 level of alchemist
  6th 
  +6 
  +3 
  +3 
  +2 
  Advanced mutagen 
  +1 level of alchemist
  7th 
  +7 
  +4 
  +4 
  +2 
  Brutality (+4) 
  +1 level of alchemist
  8th 
  +8 
  +4 
  +4 
  +3 
  Advanced mutagen, mutate 4/day 
  —
  9th 
  +9 
  +5 
  +5 
  +3 
  Brutality (+6) 
  +1 level of alchemist
  10th 
  +10 
  +5 
  +5 
  +3 
  Advanced mutagen, mutate 5/day 
  +1 level of alchemist
  Weapon and Armor Proficiency: A master chymist gains 
  no proficiency with any weapon or armor.
  Extracts per Day: At the indicated levels, a master chymist 
  gains new extracts per day as if she had also gained a level 
  in alchemist. She does not, however, gain other benefits a 
  character of that class would have gained, except for extracts 
  per day and an increased effective caster level for extracts.
  Bomb-Thrower (Ex): The destructive power of bombs 
  appeals to the violent urges of a master chymist. Add the 
  character’s alchemist and master chymist levels together 
  to determine the damage done by her bombs.
  Mutagenic Form (Ex): A master chymist’s mutagenic 
  form is an alter ego that has a different personality than 
  her normal form, an outgrowth of the mental changes 
  caused by the mutagenic potions she has consumed over the 
  course of her career. The mutagenic form shares memories 
  and basic goals with the chymist’s normal personality but 
  goes about meeting those goals in a different manner. The 
  mutagenic form is often ugly and monstrous and may even 
  appear to be a different race or gender than her normal 
  form; they may look as different as two unrelated people. 
  Indeed, the mutagenic form often has his or her own name, 
  and may attempt to maintain independent relationships 
  and strongholds (though the alter ego’s limited time in 
  existence often makes this difficult). The mutagenic form 
  even has his or her own alignment (which is selected by the 
  player, but must be different from the master chymist’s 
  normal alignment). The change in alignment only affects 
  the master chymist while in her mutagenic form.
  Example: Darabont is a neutral good gnome alchemist 
  7/master chymist 4. Her mutagenic form is a deformed, 
  twisted creature called Butcher. Butcher is neutral, and 
  more interested in seeing the world kept in balance than 
  promoting the greatest good. Butcher is aware she exists only 
  when called on by Darabont, but seeks to build her own circle 
  of like-minded friends during the hours she exists. Butcher 
  does not dislike Darabont, but feels her gnome form is too 
  soft and innocent to survive in the harsh world the chymist 
  
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  269
  Prestige Classes
  Prestige Classes 6
  8th, and 10th level. The chymist cannot select the same 
  advanced mutagen more than once.
  Burly (Ex): In her mutagenic form, the master chymist’s 
  heavy physical frame gives her an alchemical bonus on 
  Strength checks, Constitution checks, and Strength-based 
  skill checks as well as a bonus to CMB and CMD. The 
  bonus is equal to half the master chymist’s class level.
  Disguise (Ex): When in her mutagenic form, the chymist 
  can temporarily change her appearance to her normal form 
  and still retain most of the abilities of her mutagenic form. 
  As a standard action, she may make a Will saving throw (DC 
  20) to assume the appearance of her normal form for one 
  minute. Each additional minute beyond the first requires 
  a new saving throw with a +1 increase to the DC. Failure 
  means the chymist assumes her normal form (as if ending 
  the use of mutagenic form) or reverts fully to her mutagenic 
  form. At any time while using this ability, the chymist can 
  resume her normal form as a standard action or relax her 
  will and revert to her mutagenic form as a free action. Once 
  this ability ends, the chymist cannot use it again until 10 
  minutes have passed. Obvious physical changes in mutagenic 
  form such as draconic mutagen, feral mutagen, and growth 
  mutagen do not work while the chymist is disguised in her 
  normal form. Time spent disguised counts toward the 
  chymist’s time in her mutagenic form.
  Draconic Mutagen (Su): When the chymist assumes her 
  mutagenic form, she gains dragon-like features—
  scaly skin, reptilian eyes, and so on, resembling a half-
  dragon. The chymist chooses one dragon type 
  (see the draconic bloodline table on page 75 of the 
  Core Rulebook) when selecting this advanced mutagen; 
  once selected, this choice cannot be changed and 
  determines her draconic resistances and breath 
  weapon type. The chymist gains resistance 
  20 to the dragon’s energy type. The chymist’s 
  breath weapon deals 8d8 points of energy damage 
  (Reflex half, DC 10 + the chymist’s class level + 
  the chymist’s Intelligence modifier); she may 
  use her breath weapon once per transformation 
  into her mutagenic form. The character must 
  have an effective alchemist level (alchemist level 
  plus master chymist levels) of at least 16, must know the 
  form of the dragon I extract, and must have the feral mutagen 
  discovery or advanced mutagen to select this ability.
  Dual Mind (Ex): The chymist’s alter ego gives her a +2 
  bonus on Will saving throws in her normal and mutagenic 
  forms. If she is affected by an enchantment spell or effect 
  and fails her saving throw, she can attempt it again 1 round 
  later at the same DC; if she succeeds, she is free of the effect 
  (as if she had made her original save) and immediately 
  changes to her mutagenic form or back to her normal form. 
  If she has no more uses of the mutate ability remaining 
  for the day, she cannot use dual mind. The character must 
  have an effective alchemist level (alchemist level plus 
  master chymist levels) of at least 10 to select this ability.
  Evasion (Ex): This mutagen functions as the rogue 
  ability of the same name, except that it only applies in the 
  chymist’s mutagenic form.
  Extended Mutagen (Ex): The duration of the master 
  chymist’s mutation is doubled.
  Feral Mutagen (Ex): This mutagen is identical to the 
  alchemist discovery of the same name and counts as 
  that discovery for the purpose of qualifying for other 
  discoveries or advanced mutagens.
  Furious Mutagen (Ex): The damage dice for the feral 
  mutagen’s bite and claw attacks increase by one die step. 
  The character must have an effective alchemist level 
  (alchemist level plus chymist level) of at least 11 and must 
  have the feral mutagen discovery or advanced mutagen to 
  select this ability.
  Grand Mutagen (Ex): This mutagen is identical to the 
  alchemist discovery of the same name and counts as that 
  
  270
  270
  discovery for the purpose of qualifying for other discoveries 
  or advanced mutagens. The character must have an effective 
  alchemist level (alchemist level plus master chymist levels) 
  of at least 16 and must have the feral mutagen discovery or 
  advanced mutagen to select this ability.
  Greater Mutagen (Ex): This mutagen is identical to the 
  alchemist discovery of the same name and counts as that 
  discovery for the purpose of qualifying for other discoveries 
  or advanced mutagens. The character must have an effective 
  alchemist level (alchemist level plus chymist level) of at least 
  12 and must have the feral mutagen discovery or advanced 
  mutagen to select this ability.
  Growth Mutagen (Su): When the chymist assumes her 
  mutagenic form, she increases one size category, as if under 
  the effects of an enlarge person spell. The character must have 
  an effective alchemist level (alchemist level plus chymist 
  level) of at least 16 and must know the enlarge person, giant form 
  I, or polymorph extract to select this ability.
  Night Vision (Ex): The chymist gains darkvision 60 feet 
  and low-light vision in her mutagenic form.
  Nimble (Ex): The master chymist’s lithe physical frame 
  gives her an alchemical bonus on all Dexterity checks, 
  Dexterity skill checks, and CMD, and a natural armor 
  bonus to her Armor Class. The bonus is equal to half the 
  master chymist’s class level.
  Restoring Change (Su): When the chymist assumes her 
  mutagenic form or returns to her normal form from her 
  mutagenic form, she heals a number of hit points equal to 
  1d8 + her character level.
  Scent (Ex): The master chymist gains the scent ability in 
  her mutagenic form.
  Brutality (Ex): At 3rd level, a master chymist’s taste for 
  violence leads her to strike more powerful blows with 
  weapons easily mastered by her bestial mind. At 3rd level, 
  a chymist in her mutagenic form deals +2 damage when 
  attacking with simple weapons and natural attacks. This 
  bonus increases to +4 at 7th level and to +6 at 9th level.
  Master Spy
  Unparalleled practitioners of deception, master spies rely 
  on deceit and trickery over brawn and spells. A master 
  spy is an expert at both magical and nonmagical means 
  of evading detection, and quick-witted when it comes 
  to improvisation. Master spies may serve countries or 
  private interests, or sell their services to the highest 
  bidder without a thought to long-term loyalty.
  Bards and rogues, with their wide range of skills, are 
  particularly well suited for the demands of spying. Rogues 
  can easily pass themselves off as members of most nonmagical 
  professions 
  (though 
  playing 
  an 
  armored 
  warrior 
  impedes their natural abilities), while bluffing bards can 
  impersonate a wide range of other spellcasters well enough 
  to fool a casual observer. Versatility and adaptability are the 
  watchwords for espionage, and successful master spies let 
  others complete their deception for them, subtly drawing 
  targets into their machinations.
  Role: Master spies rarely work with others unless they 
  are under cover. The special skills that serve them so well 
  in the field ironically make them exceptional leaders, but 
  a master spy’s natural inclination toward secrecy pushes 
  her away from the limelight. Note that a master spy among 
  adventurers may not intend to betray them; armed heroes 
  provide excellent cover for a master spy’s true mission, 
  whether or not they know the spy’s intent.
  Alignment: The practice of espionage demands discipline 
  and a certain amount of moral and ethical flexibility; more 
  master spies are neutral than lawful or chaotic.
  Hit Die: d8.
  requirements
  To qualify to become a master spy, a character must fulfill 
  all the following criteria.
  Feats: Deceitful, Iron Will.
  Table 
  6–5: 
  Master 
  Spy
    
  Base 
    
  Attack 
  Fort 
  Ref 
  Will 
  Level  
  Bonus  
  Save  
  Save  
  Save  
  Special 
  1st 
  +0 
  +0 
  +1 
  +1 
  Art of deception, master of disguise, sneak attack +1d6
  2nd 
  +1 
  +1 
  +1 
  +1 
  Glib lie, mask alignment
  3rd 
  +2 
  +1 
  +2 
  +2 
  Nonmagical aura 2/day, superficial knowledge
  4th 
  +3 
  +1 
  +2 
  +2 
  Concealed thoughts, quick change, sneak attack +2d6
  5th 
  +3 
  +2 
  +3 
  +3 
  Elude detection, slippery mind
  6th 
  +4 
  +2 
  +3 
  +3 
  Shift alignment
  7th 
  +5 
  +2 
  +4 
  +4 
  Sneak attack +3d6
  8th 
  +6 
  +3 
  +4 
  +4 
  Death attack, fool casting
  9th 
  +6 
  +3 
  +5 
  +5 
  Hidden mind
  10th 
  +7 
  +3 
  +5 
  +5 
  Assumption, sneak attack +4d6
  
  271271
  Prestige Classes
  Prestige Classes 6
  Skills: Bluff 7 ranks, Disguise 7 ranks, Perception 5 
  ranks, Sense Motive 5 ranks.
  Class skills
  The master spy’s class skills are Bluff (Cha), Diplomacy 
  (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist 
  (Dex), Knowledge (all) (Int), Linguistics (Int), Perception 
  (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth 
  (Dex), and Use Magic Device (Cha).
  Skill Ranks per Level: 6 + Int modifier.
  Class features
  The following are class features of the 
  master spy prestige class.
  Weapon and Armor Proficiency: A 
  master spy gains no proficiency with any 
  weapon or armor.
  Art of Deception (Ex): A master spy adds 
  her class level to all Bluff, Disguise, and Sense 
  Motive checks.
  Master of Disguise (Ex): A master spy can 
  create a disguise in half the time normally 
  required. In addition, any penalties from 
  assuming a disguise of a different gender, 
  race, age, or size are reduced by 1.
  Sneak Attack (Ex): This ability is exactly 
  like the rogue ability of the same name. The 
  extra damage dealt increases by +1d6 at every 
  third level (1st, 4th, 7th, and 10th). If a master spy 
  gets a sneak attack bonus from another source, 
  the bonuses on damage stack.
  Glib Lie (Su): A master spy of 2nd level or 
  higher can deceive truth-detecting magic. A 
  creature using this sort of magic against 
  the spy must succeed on a caster level 
  check against a DC of 15 + the master 
  spy’s class level to succeed (as if she 
  were under the effect of a glibness 
  spell); failure means the magic 
  doesn’t detect the spy’s lies or force 
  her to speak only the truth. This ability 
  does not give the master spy the glibness 
  spell’s bonus on Bluff checks.
  Mask Alignment (Su): A master 
  spy of 2nd level or higher can alter 
  her alignment aura to deceive spells 
  that discern alignment (such as 
  detect evil). She may choose to 
  detect as any specific alignment, 
  or to detect as no alignment 
  at all. This ability does not 
  protect against spells or effects 
  that cause harm based on 
  alignment. Masking her alignment aura is a standard action, 
  and lasts until she changes it again or ends the effect.
  Nonmagical Aura (Sp): At 3rd level, a master spy can 
  use magic aura twice per day, but only for the purpose of 
  making an object appear nonmagical.
  Superficial Knowledge (Ex): A master spy gives the 
  appearance of knowing more than she actually does. 
  Starting at 3rd level, she can make untrained Knowledge 
  and Profession checks pertaining to her cover or assumed 
  identity as if she were trained and gains a bonus equal 
  to half her level on these checks. For example, a 
  master spy masquerading as a noblewoman can 
  make untrained Knowledge (history) checks 
  about the kingdom and Knowledge (nobility) 
  checks about its noble and royal families as 
  if she were trained, but she cannot make 
  untrained Knowledge (nature) skill checks to 
  identify herbs.
  Concealed Thoughts (Su): A 4th-level master spy 
  can conceal her schemes from mind-reading magic. 
  When a creature is using detect thoughts or similar 
  magic to read her mind, she decides what surface 
  thoughts her opponent detects, and her true surface 
  thoughts remain private. This ability does not 
  protect against mental attacks or mind-reading 
  that delves deeper than surface thoughts.
  Quick Change (Ex): Starting at 4th level, a 
  master spy can assume a disguise in only 
  2d4 rounds by taking a –10 penalty on her 
  Disguise check. This penalty drops to –5 at 
  8th level.
  Elude Detection (Sp): At 5th level, a master 
  spy can befuddle divinations used against 
  her as if she were under the effect of a 
  nondetection spell with a caster level 
  equal to her character level. She can 
  suppress or resume this protection 
  as a standard action. If dispelled, the 
  spy cannot resume the nondetection 
  for 1d4 rounds. 
  Slippery Mind (Su): At 5th level, 
  a master spy can slip away from 
  mental control. This functions 
  as the rogue advanced talent 
  of the same name. If the 
  spy has the slippery 
  mind ability from 
  another 
  class, 
  these 
  abilities 
  stack, 
  but 
  she 
  can still only use 
  slippery 
  mind 
  once per round. 
  
  272
  272
  Shift Alignment (Su): Starting at 6th level, a master 
  spy’s control over her aura improves. When she assumes 
  a false alignment, she can choose to have all spells and 
  magic items affect her as though she were that alignment; 
  this includes helpful and harmful effects. For example, a 
  neutral good master spy can shift her aura to lawful evil 
  so she can pass through a doorway that shocks creatures 
  that aren’t lawful evil; if hit by holy smite with this shifted 
  aura, she takes damage as if she were evil. A master spy can 
  change her alignment aura from a masked alignment (as 
  per her 2nd-level class feature, where effects still function 
  based on her actual alignment) to a shifted alignment 
  (as per this ability, where effects function based on her 
  assumed alignment) as a standard action. Shifting her 
  alignment aura is a standard action, and lasts until she 
  changes it again or ends the effect.
  Death Attack (Ex): At 8th level, a master spy learns the 
  art of killing or paralyzing a foe with a careful strike. This 
  ability functions as the assassin’s death attack ability. If 
  the master spy has levels in another class that grants the 
  death attack ability, these levels stack with her master spy 
  level to determine the DC of her death attack, even if she 
  has not yet reached 8th level as a master spy. 
  Fool Casting (Su): A master spy of 8th level or higher 
  can trick an opponent into believing that she has been 
  charmed or dominated. When the master spy succeeds 
  at a saving throw against a magical effect that provides 
  ongoing control (such as charm person, dominate person, or a 
  vampire’s dominate ability), she can allow the spell to take 
  partial effect. To the caster, it appears that the spy failed 
  her saving throw, but the spy is not under the caster’s 
  control. If the spell provides a telepathic link, it functions 
  normally, but the spy is under no obligation to follow the 
  caster’s commands. The master spy can dismiss a fooled 
  spell as a standard action. Fooled casting can be used when 
  the spy succeeds at a subsequent saving throw against an 
  ongoing effect, such as that granted by slippery mind.
  Hidden Mind (Sp): At 9th level, a master spy gains the 
  benefit of a constant mind blank spell at a caster level equal 
  to her character level. The spy can suppress or resume this 
  protection as a standard action. If dispelled, the spy cannot 
  resume the mind blank for 1d4 rounds.
  Assumption (Su): The ultimate ability of the master 
  spy is to take over another persona entirely, making 
  it her own. As a full-round action, the spy can touch a 
  helpless creature and shift her aura to that of her target. 
  This confuses divination effects and spells, even ones as 
  powerful as discern location, such that they register the spy 
  as being the creature she has touched. This ability is not 
  proof against the actions of deities or similarly powerful 
  beings. The assumption of an identity lasts until the 
  master spy ends it (a standard action) or she uses the 
  ability on another creature.
  Nature Warden
  Nature wardens are guardians of the wild places of the 
  world, hunters and explorers par excellence, highly 
  skilled in negotiating their way among the nonhuman 
  inhabitants of the wild. Nature wardens befriend and train 
  a beast of the wild as a companion, and some call wardens 
  “beastmasters” because of these pets, but nature wardens 
  are much more than tamers of wild things. They are 
  experts at navigating the harsh brutality of nature’s fury 
  and making do with whatever tools and weapons present 
  themselves, but they go beyond being hardy survivalists 
  to become cunning tacticians with keen analytical minds, 
  able to adapt and prepare for any situation and make the 
  absolute best use of the advantages that any terrain or 
  environment can afford them.
  Nature wardens are usually druids or ranger/druids, 
  though occasional ranger/clerics with the Animal domain 
  or even single-classed high-level rangers or multiclassed 
  rangers explore this class.
  Role: The nature warden is a master of wilderness 
  environments and is at her most powerful in any of the 
  variety of environments that she has studied. She and her 
  animal companion form a potent team. They are excellent 
  scouts and versatile warriors, able to supplement their 
  skills with spells to fulfill almost any role.
  Alignment: Nature wardens tend toward nonevil 
  alignments, as many pursue their profession out of a desire 
  to help and protect others. Occasionally evil wardens can 
  be found turning the bitter realities of the wild upon their 
  enemies or guarding natural sites tainted by dark fey.
  Hit Die: d8.
  requirements
  To qualify to become a nature warden, a character must 
  fulfill all the following criteria.
  Base Attack Bonus: +4.
  Special: Animal companion class feature*, favored 
  terrain class feature, wild empathy class feature.
  Skills: Handle Animal 5 ranks, Knowledge (geography) 5 
  ranks, Knowledge (nature) 5 ranks, Survival 5 ranks.
  Spells: Able to cast 2nd-level divine spells.
  * An oracle of nature’s bonded mount ability counts as 
  an animal companion class ability for the purpose of this 
  prestige class.
  Class skills
  The nature warden’s class skills are Climb (Str), Handle 
  Animal (Cha), Heal (Wis), Knowledge (geography) (Int), 
  Knowledge (nature) (Int), Perception (Wis), Ride (Dex), 
  Sense Motive (Wis), Survival (Wis), and Swim (Str).
  Skill Ranks at Each Level: 4 + Int modifier.
  
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  Prestige Classes
  Prestige Classes 6
  Class features
  The following are class features of the nature warden 
  prestige class.
  Weapon and Armor Proficiency: A nature warden gains 
  no proficiency with any weapon or armor.
  Spells per Day: At the indicated levels, a nature warden 
  gains new spells per day as if she had also gained a level 
  in a divine spellcasting class she belonged to before 
  adding the prestige class. She does not, however, gain 
  other benefits a character of that class would have gained, 
  except for additional spells per day, spells known (if she is 
  a spontaneous caster), and an increased effective level of 
  spellcasting. If she had more than one divine spellcasting 
  class before becoming a nature warden, she must decide 
  to which class she adds the new level for the purpose of 
  determining spells per day.
  Companion Bond (Ex): At 1st level, a nature 
  warden’s class levels stack with levels in all 
  classes that grant an animal companion 
  for the purpose of determining her 
  animal companion’s abilities. The nature 
  warden and her animal companion have 
  an empathic link like that between a 
  wizard and his familiar. At 5th level, the 
  nature warden’s animal companion 
  gains the same benefits the warden does 
  when in the warden’s favored terrain.
  Natural 
  Empathy 
  (Ex): 
  For 
  the 
  purpose of the wild empathy ability, a 
  nature warden’s class level stacks with 
  levels in all classes with the wild empathy ability. When 
  in her favored terrain, a nature warden adds her favored 
  terrain bonus to wild empathy checks. She may also 
  choose to use wild empathy to demoralize an animal 
  or magical beast rather than improving its attitude, 
  as if using Intimidate rather than Diplomacy.
  At 4th level, a nature warden no longer suffers 
  a penalty when using wild empathy to inf luence 
  or demoralize magical beasts. At 7th level, she may 
  use wild empathy to affect vermin (whether mindless 
  or with Intelligence 1 or 2). At 10th level, she may use 
  it to affect plant creatures (whether mindless or with 
  Intelligence 1 or 2).
  Mystic Harmony (Su): At 2nd level, a nature warden in 
  her favored terrain gains an insight bonus to AC equal to 
  half her favored terrain bonus. She loses this bonus when 
  she is immobilized or helpless.
  Wild Stride (Ex): At 2nd level, a nature warden and 
  her animal companion gain the ability to move through 
  natural hazards of her favored terrain (such as bogs, loose 
  sand, snow, ice, rockslides, and so on) at her normal speed 
  without taking damage or suffering any other impairment 
  (in effect, this is the woodland stride ability applied to 
  non-plant environmental hazards). Terrain hazards that 
  have been magically manipulated to impede motion still 
  affect her.
  Animal Speech (Sp): At 3rd level, a nature warden can 
  speak with animals at will when in her favored terrain. 
  Outside her favored terrain, she can use speak with animals 
  once per day. Her caster level is equal to her class level.
  Silverclaw (Su): At 4th level, a nature warden’s animal 
  companion and any creature she summons with summon 
  nature’s ally gain DR/silver equal to the warden’s class level. 
  In addition, their natural weapons are considered silver 
  for the purpose of overcoming damage reduction.
  Favored Terrain (Ex): At 5th level and again at 10th level, 
  a nature warden may choose a favored terrain. This ability 
  is identical to and stacks with the ranger class ability.
  
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  or ironpaw. She may change which ability applies to her 
  animal companion by spending 1 hour in prayer and 
  meditation with the companion within 100 feet.
  Guarded Lands (Ex): At 9th level, a nature warden may 
  designate an area as her guarded lands, allowing her to treat 
  it as her favored terrain or to enhance her bonuses if it is 
  already in her favored terrain. The area must be no larger 
  than 1 square mile, and the warden must spend 24 hours 
  carefully studying the entire area. This period of study gives 
  her a +2 favored terrain bonus in that area, which stacks with 
  any favored terrain bonus for that area (for example, she also 
  gets her forest favored terrain bonus if her guarded lands are 
  part of a forest). She may also designate one creature type as 
  her favored enemy within those guarded lands, gaining a +2 
  favored enemy bonus against the creature type that stacks 
  with any favored enemy bonus she has against that type of 
  creature. Allies who can see and hear the warden gain an 
  initiative bonus equal to half the warden’s favored terrain 
  bonus for that terrain.
  A nature warden may have a number of guarded lands 
  equal to her Wisdom bonus (minimum 1). When she 
  reaches her maximum number of guarded lands, she can 
  select a new guarded land by abandoning an existing one 
  and performing the ritual for a new area.
  Companion Soul (Su): At 10th level, a nature warden’s 
  bond with her animal companion is so strong that it 
  transcends distance and even death. The companion’s 
  devotion ability increases to a +8 morale bonus on 
  Will saves against enchantment spells and effects. 
  The warden may scry on her animal companion once 
  per day as if using the scrying spell, except she needs 
  no focus or divine focus. She may view the area around 
  her companion or see through its eyes. If her companion 
  dies, she can revive it with an 8-hour ritual; this has 
  the same effect as raise dead, except it doesn’t require a 
  material component and the companion does not gain 
  any negative levels from the ordeal.
  Table 
  6–6: 
  Nature 
  Warden
    
  Base
    
  Attack 
  Fort 
  Ref 
  Will 
  Level 
  Bonus 
  Save 
  Save 
  Save 
  Special 
  Spells per Day
  1st 
  +0 
  +1 
  +0 
  +1 
  Companion bond, natural empathy 
  —
  2nd 
  +1 
  +1 
  +1 
  +1 
  Mystic harmony, wild stride 
  +1 level of divine spellcasting class
  3rd 
  +2 
  +2 
  +1 
  +2 
  Animal speech 
  +1 level of divine spellcasting class
  4th 
  +3 
  +2 
  +1 
  +2 
  Silverclaw 
  +1 level of divine spellcasting class
  5th 
  +3 
  +3 
  +2 
  +3 
  Favored terrain, survivalist 
  —
  6th 
  +4 
  +3 
  +2 
  +3 
  Woodforging 
  +1 level of divine spellcasting class
  7th 
  +5 
  +4 
  +2 
  +4 
  Companion walk, plant speech 
  +1 level of divine spellcasting class
  8th 
  +6 
  +4 
  +3 
  +4 
  Ironpaw 
  +1 level of divine spellcasting class
  9th 
  +6 
  +5 
  +3 
  +5 
  Guarded lands 
  —
  10th 
  +7 
  +5 
  +3 
  +5 
  Companion soul, favored terrain  
  +1 level of divine spellcasting class
  Survivalist (Ex): At 5th level, a nature warden suffers no 
  penalty for using an improvised weapon or improvised 
  tool. At 10th level, a warden can spend 1 minute examining 
  and adjusting an improvised weapon or tool; thereafter 
  she treats it as a masterwork weapon or tool.
  Woodforging (Sp): At 6th level, a nature warden can 
  manufacture wooden items which she may use with 
  surpassing skill. Once per day, she may use wood shape as 
  a spell-like ability with a caster level equal to her nature 
  warden level. In her hands, items created with this ability are 
  treated as masterwork items under the effect of an ironwood 
  spell; in the hands of others, they are merely ordinary 
  wooden items of the appropriate type. If the warden uses 
  this ability to create armor or weapons, she may craft them 
  into magic items as if she had the Craft Magic Arms and 
  Armor feat (though they are merely magical wood in the 
  hands of others, and only ironwood when she uses them).
  Companion Walk (Su): At 7th level, the nature warden’s 
  companion shares the benefits of travel spells (such as tree 
  stride and transport via plants) and polymorph and similar 
  spells (including tree shape) cast by the warden from the 
  druid or ranger spell list. The companion counts either 
  as part of the warden or as an object with no weight, 
  whichever is more favorable for the warden.
  Plant Speech (Sp): At 7th level, a nature warden can 
  cast speak with plants at will when in her favored terrain. 
  Outside her favored terrain, she can use speak with plants 
  once per day as a spell-like ability. Her caster level is equal 
  to her class level.
  Ironpaw (Su): At 8th level, a nature warden may grant her 
  animal companion and any creature she summons with 
  summon nature’s ally DR/cold iron equal to her class level. 
  In addition, their natural weapons are considered cold 
  iron for the purpose of overcoming damage reduction. 
  This ability does not stack with the silverclaw ability. The 
  warden must decide at the time of summoning whether 
  a summoned creature gains the benefits of silverclaw 
  
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  Prestige Classes
  Prestige Classes 6
  Rage Prophet
  Throughout the wilderness, there are those warriors 
  whose powers are infused by the spirits, who see and hear 
  into the world beyond and draw unthinkable reserves of 
  power from it. They are the chosen of the gods, and they 
  often hold status nearly equal to that of a chief or shaman 
  in a typical tribe, or sometimes even exceeding this. Rage 
  prophets can dispense advice through their communion 
  with the spirits and ability to divine the future.
  Rage prophets are always barbarian/oracles, though 
  some have levels in other classes as well. The most popular 
  oracle mystery among rage prophets is that of battle, for 
  skill in battle is respected in barbarian society, 
  but oracles of all mysteries find their way 
  into positions as war-chiefs, 
  counselors, and leaders. Some 
  rage prophets choose to live apart 
  or to act as wandering champions, 
  belonging to all tribes and none, 
  following the lead of their spirit 
  guides rather than the dictates of any 
  one tribal chief or council. Though 
  sometimes looked at askance by tribal 
  leaders, these wanderers are popular 
  with many barbarians, who see them as the 
  perfect exemplars of the strength, virtue, and power 
  of the free folk, owing nothing to anyone but the sky above, 
  the earth beneath, and the spirits within.
  Role: The rage prophet has considerable spellcasting 
  ability, but it usually serves as a conduit to enhance his 
  fighting prowess. His combat skills are considerable and 
  his ability to keep himself going in any fight and to focus 
  his physical rage into supernatural power gives him an 
  unexpected boost in power and versatility to overcome 
  any challenge. 
  Alignment: Rage prophets may be of any nonlawful 
  alignment, but chaotic alignments are more common, 
  as they are in the barbarian tribes from which they hail. 
  Wandering rage prophets are usually chaotic, living apart 
  from any tribe and the tribal structure of their heritage as 
  they take up the adventuring life.
  Hit Die: d10.
  requirements
  To qualify to become a rage prophet, a character must 
  fulfill all the following criteria.
  Base Attack Bonus: +5.
  Special: Oracle’s curse class feature, moment of clarity 
  rage power.
  Skills: Knowledge (religion) 5 ranks.
  Spells: Able to cast 1st-level divine spells.
  Class skills
  The rage prophet’s class skills are Climb (Str), Heal (Wis), 
  Intimidate (Cha), Knowledge (history) (Int), Knowledge 
  (religion) (Int), Sense Motive (Wis), Spellcraft (Int), and 
  Swim (Str).
  Skill Ranks at Each Level: 4 + Int modifier.
  Class features
  The following are class features of the rage prophet 
  prestige class. 
  Weapon and Armor Proficiency: A rage prophet gains 
  no proficiency with any weapon or armor.
  
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  Spells per Day: At the indicated levels, a rage prophet 
  gains new spells per day as if he had also gained a level in 
  a divine spellcasting class he belonged to before adding 
  the prestige class. He does not, however, gain other 
  benefits a character of that class would have gained, 
  except for additional spells per day, spells known (if he is 
  a spontaneous caster), and an increased effective level of 
  spellcasting. If he had more than one divine spellcasting 
  class before becoming a rage prophet, he must decide 
  to which class he adds the new level for the purpose of 
  determining spells per day. 
  Savage Seer: A rage prophet’s class level stacks with 
  barbarian levels for determining the effect of his rage 
  powers, oracle revelations, and his oracle’s curse. This 
  does not grant additional abilities.
  Spirit Guide (Sp): Every rage prophet possesses a 
  spirit guide, an insubstantial phantom that speaks to 
  his mind, watches over him, and lends him its strength 
  and wisdom. Whenever the rage prophet rages, he gains 
  the benefit of a single guidance spell from his spirit 
  guide; this bonus can be used at any time during his 
  rage. The spirit guide also allows the rage prophet to use 
  dancing lights, ghost sound, and mage hand as spell-like 
  abilities once per day each (caster level equal to the rage 
  prophet’s class level). The DCs are Charisma-based. 
  Rage Prophet Mystery: At 2nd level and every even level 
  thereafter, a rage prophet learns an additional spell from 
  his spirit guide. These spells are in addition to those listed 
  in Table 2-6: Oracle Spells Known. Like spells from an 
  oracle’s mystery, the rage prophet cannot exchange these 
  spells for different spells at higher levels. The rage prophet 
  must be able to cast oracle spells of the listed level to learn 
  one of these spells from his spirit guide. The rage prophet 
  treats the spell as an oracle spell of the listed level. The 
  possible spells are arcane eye (4th), augury (2nd), divination 
  (4th), dream (5th), find the path (6th), helping hand (3rd), see 
  invisibility (2nd), shadow walk (6th), speak with dead (3rd), 
  spectral hand (2nd), spiritual weapon (2nd), unseen servant (1st), 
  vision (7th), and whispering wind (2nd).
  Raging Healer (Su): At 2nd level, a rage prophet is able to 
  cast cure spells on himself while raging, without having to 
  use clarity of mind.
  Indomitable Caster (Ex): At 3rd level, a rage prophet adds 
  his Constitution bonus (if any) on concentration checks.
  Ragecaster (Su): Starting at 4th level, a rage prophet’s 
  spells grow more potent when he rages. When using 
  moment of clarity, he adds his barbarian level to his caster 
  level. At 7th level, he adds his Constitution bonus to the 
  save DC of any spells cast while raging.
  Spirit Guardian (Sp): At 5th level, the competence bonus 
  provided by the spirit guide’s guidance spell increases 
  to half the rage prophet’s class level when used while 
  battling a fey, outsider, undead, or incorporeal creature. 
  As a swift action, the rage prophet can spend 1 round of 
  rage (whether he is raging or not) to give his armor and 
  weapons the ghost touch property for 1 round; this effect 
  ends if the item is no longer in his possession.
  Enduring Rage (Su): At 6th level, as a free action, a rage 
  prophet can extend the duration of his rage by sacrificing 
  a spell slot; this prolongs the duration of his rage for a 
  number of rounds equal to the level of the spell slot used.
  Raging Spellstrength (Su): At 8th level, a rage prophet 
  is able to cast spells with a range of “personal” on himself 
  while raging, without having to use clarity of mind.
  Spirit Warrior (Su): At 9th level, the competence bonus 
  provided by the rage prophet’s guidance increases to his 
  rage prophet level when used while battling a fey, outsider, 
  undead, or incorporeal creature. His ability to give his 
  armor and weapons the ghost touch property becomes an 
  immediate action instead of a swift action.
  Greater Rage (Ex): At 10th level, when a rage prophet 
  enters a rage, his morale bonus to Strength and 
  Constitution increases to +6 and his morale bonus on 
  Will saves increases to +3.
  Table 
  6–7: 
  Rage 
  Prophet
    
  Base
    
  Attack 
  Fort 
  Ref 
  Will 
  Level 
  Bonus 
  Save 
  Save 
  Save 
  Special 
  Spells per Day
  1st 
  +0 
  +1 
  +0 
  +1 
  Savage seer, spirit guide 
  —
  2nd 
  +1 
  +1 
  +1 
  +1 
  Rage prophet mystery, raging healer 
  +1 level of divine spellcasting class
  3rd 
  +2 
  +2 
  +1 
  +2 
  Indomitable caster 
  +1 level of divine spellcasting class
  4th 
  +3 
  +2 
  +1 
  +2 
  Ragecaster (caster level), rage prophet mystery +1 level of divine spellcasting class
  5th 
  +3 
  +3 
  +2 
  +3 
  Spirit guardian 
  —
  6th 
  +4 
  +3 
  +2 
  +3 
  Enduring rage, rage prophet mystery 
  +1 level of divine spellcasting class
  7th 
  +5 
  +4 
  +2 
  +4 
  Ragecaster (save DC) 
  +1 level of divine spellcasting class
  8th 
  +6 
  +4 
  +3 
  +4 
  Rage prophet mystery, raging spellstrength —
  9th 
  +6 
  +5 
  +3 
  +5 
  Spirit warrior 
  +1 level of divine spellcasting class
  10th 
  +7 
  +5 
  +3 
  +5 
  Greater rage, rage prophet mystery 
  +1 level of divine spellcasting class
  
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  Prestige Classes
  Prestige Classes 6
  Stalwart Defender
  Drawn from the ranks of guards, knights, mercenaries, and 
  thugs alike, stalwart defenders are masters of claiming an 
  area and refusing to relinquish it. This behavior is more than 
  a tactical decision for stalwart defenders; it’s an obsessive, 
  stubborn expression of the need to be undefeated. When 
  stalwart defenders set themselves in a defensive stance, 
  they place their whole effort into weathering whatever foe, 
  conflict, or threat comes their way.
  Most stalwart defenders come from the ranks of fighters, 
  often those desiring to be better guards for friends and 
  allies. Dwarves are particularly suited to the role, though 
  stalwart defenders of all races exist. More rarely, barbarians 
  take the path of the stalwart defender as a matter of pride, 
  to overcome some perceived shortcoming. Such characters 
  often seem to suffer from dual personalities, flinging 
  themselves recklessly into combat one moment, then 
  calmly fending off all attackers the next.
  Role: Stalwart defenders are masters of melee combat, 
  striving to prove that the best offense is a good defense. 
  Stalwart defenders are normally found on the front lines 
  of battle, holding a position to cover their allies, leaping 
  into breaches of opposing formations and holding them 
  open for others, and guarding more vulnerable allies by 
  acting as mobile fortifications, stable points in 
  the ever-changing chaos of battle.
  Alignment: Anyone can be as stubborn as a 
  rock and dedicated to holding one point no 
  matter the cost, so stalwart defenders can be 
  of any alignment. The dedication and practice 
  required to learn the talents of a stalwart 
  defender come more easily to characters with 
  a strong respect for order and organization, 
  however, so lawful stalwart defenders are much 
  more common than chaotic ones.
  Hit Die: d12.
  requirements
  To qualify to become a stalwart defender, a character must 
  fulfill all the following criteria.
  Base Attack Bonus: +7.
  Feats: Dodge, Endurance, Toughness.
  Special: Proficiency with light and medium armor.
  Class skills
  The stalwart defender’s class skills are Acrobatics (Dex), 
  Climb (Str), Intimidate (Cha), Perception (Wis), and Sense 
  Motive (Wis).
  Skill Ranks per Level: 2 + Int modifier.
  Class features
  The following are class features of the stalwart defender 
  prestige class.
  Weapon and Armor Proficiency: A stalwart defender is 
  proficient with all simple and martial weapons, all types 
  of armor, and shields (including tower shields).
  
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  278
  AC Bonus (Ex): A stalwart defender receives a dodge 
  bonus to AC that starts at +1 and improves as the defender 
  gains levels, until it reaches +4 at 10th level.
  Defensive Stance (Ex): At 1st level, a stalwart defender can 
  enter a defensive stance, a position of readiness and trancelike 
  determination. A stalwart defender can maintain this stance 
  for a number of rounds per day equal to 4 + his Constitution 
  modifier. At each level after 1st, he can maintain the stance 
  for 2 additional rounds per day. Temporary increases to 
  Constitution, such as those gained from the defensive stance 
  and spells like bear’s endurance, do not increase the total 
  number of rounds that the stalwart defender can maintain 
  a defensive stance per day. The stalwart defender can enter a 
  defensive stance as a free action. The total number of rounds 
  of defensive stance per day is renewed after resting for 8 
  hours, although these hours do not need to be consecutive.
  While in a defensive stance, the stalwart defender gains a 
  +2 dodge bonus to AC, a +4 morale bonus to his Strength and 
  Constitution, as well as a +2 morale bonus on Will saves. The 
  increase to Constitution grants the stalwart defender 2 hit 
  points per Hit Die, but these hit points disappear when the 
  defensive stance ends and are not lost first like temporary 
  hit points. While in a defensive stance, a stalwart defender 
  cannot willingly move from his current position through 
  any means (including normal movement, riding a mount, 
  teleportation, or willingly allowing allies to carry him). If 
  he enters a defensive stance while on a moving vehicle he 
  does not control (such as a wagon or ship), he can maintain 
  the stance even if the vehicle moves. If the stalwart defender 
  moves under his own power as a result of an enemy’s 
  successful use of the Bluff skill or an enchantment spell, 
  his stance ends.
  The stalwart defender can end his defensive stance as a free 
  action; after ending the stance, he is fatigued for a number 
  of rounds equal to 2 times the number of rounds spent in 
  the stance. A stalwart defender cannot enter a new defensive 
  stance while fatigued or exhausted but can otherwise enter a 
  stance multiple times during a single encounter or combat. 
  If a stalwart defender falls unconscious, his defensive stance 
  immediately ends, placing him in peril of death. 
  A defensive stance requires a level of emotional calm, 
  and it may not be maintained by a character in a rage (such 
  as from the rage class feature or the rage spell).
  Defensive Powers (Ex): As a stalwart defender gains levels, 
  he augments his defensive stance. Starting at 2nd level, the 
  stalwart defender gains a defensive power. He gains another 
  defensive power for every two levels of stalwart defender 
  attained after 2nd level. The stalwart defender gains the 
  benefits of defensive powers only while in a defensive 
  stance, and some of these powers require him to take an 
  action first. Unless otherwise noted, he cannot select an 
  individual power more than once.
  Bulwark (Ex): The defender adds his armor check 
  penalty as a bonus to the DC of opponents attempting to 
  Bluff him and Acrobatics checks to pass by him without 
  provoking an attack of opportunity for moving through 
  spaces he threatens.
  Clear Mind (Ex): The stalwart defender may reroll a failed 
  Will save. This power is used as an immediate action 
  after the first save is attempted, but before the results are 
  revealed by the GM. The stalwart defender must take the 
  second result, even if it is worse. This power can only be 
  used once per defensive stance.
  Fearless Defense (Ex): While in a defensive stance, the 
  stalwart defender is immune to the shaken and frightened 
  conditions. He must be at least 4th level before selecting 
  this power.
  Halting Blow (Ex): If a foe’s movement in the defender’s 
  threatened area provokes an attack of opportunity and the 
  stalwart defender successfully hits the foe with the attack, 
  the foe’s movement ends immediately. The foe cannot 
  move again until its next turn but can still take the rest 
  of its action. A stalwart defender must have selected the 
  bulwark power prior to selecting halting blow.
  Table 
  6–8: 
  Stalwart 
  Defender
    
  Base 
    
  Attack 
  Fort 
  Ref 
  Will 
  AC
  Level  
  Bonus  
  Save  
  Save  
  Save  
  Bonus 
  Special 
  1st 
  +1 
  +1 
  +0 
  +1 
  +1 
  Defensive stance
  2nd 
  +2 
  +1 
  +1 
  +1 
  +1 
  Defensive power
  3rd 
  +3 
  +2 
  +1 
  +2 
  +1 
  Uncanny dodge
  4th 
  +4 
  +2 
  +1 
  +2 
  +2 
  Defensive power
  5th 
  +5 
  +3 
  +2 
  +3 
  +2 
  Damage reduction 1/—
  6th 
  +6 
  +3 
  +2 
  +3 
  +2 
  Defensive power
  7th 
  +7 
  +4 
  +2 
  +4 
  +3 
  Damage reduction 3/—, improved uncanny dodge
  8th 
  +8 
  +4 
  +3 
  +4 
  +3 
  Defensive power
  9th 
  +9 
  +5 
  +3 
  +5 
  +3 
  Mobile defense
  10th 
  +10 
  +5 
  +3 
  +5 
  +4 
  Damage reduction 5/—, defensive power, last word
  
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  Prestige Classes
  Prestige Classes 6
  Immobile (Ex): While in a defensive stance, the stalwart 
  defender adds his class level to his CMD against any bull 
  rush, overrun, pull, and push combat maneuvers, as well as 
  grapple attempts to move him. The stalwart defender must 
  be at least 4th level to select this power.
  Increased Damage Reduction (Ex): The stalwart defender’s 
  damage reduction from this class increases by 1/—. This 
  increase is always active while the stalwart defender is in a 
  defensive stance. He can select this power up to two times. 
  Its effects stack. The stalwart defender must be at least 4th 
  level before selecting this defensive power.
  Intercept (Ex): Once a round as an immediate action, 
  when a melee or ranged weapon would successfully strike 
  an adjacent ally, the stalwart defender can choose to have 
  the weapon strike him instead of the intended target. The 
  attack automatically hits the stalwart defender, regardless 
  his AC or any miss chance in effect, and he suffers the 
  normal consequences of the attack.
  Internal Fortitude (Ex): While in a defensive stance, 
  the stalwart defender is immune to the sickened and 
  nauseated conditions.
  Mighty Resilience (Ex): The stalwart defender automatically 
  negates the additional damage of one successful critical hit 
  or sneak attack, as well as other abilities or effects that rely 
  on a successful critical hit or sneak attack (such as blinding 
  from Blinding Critical or bleed from sneak attack). The 
  stalwart defender takes only normal damage from the 
  attack. This power may only be used once per defensive 
  stance. The stalwart defender must be at least 6th level to 
  select this power.
  Renewed Defense (Ex): As a standard action, the stalwart 
  defender heals 1d8 points of damage + his Constitution 
  modifier. For every two levels the stalwart defender has 
  attained above 2nd, this healing increases by 1d8, to a 
  maximum of 5d8 at 10th level. This power can be used only 
  once per day and only while in a defensive stance.
  Roused Defense (Ex): The stalwart defender may enter 
  a defensive stance even if fatigued. While maintaining a 
  defensive stance after using this ability, he is immune to the 
  fatigued condition. Once this stance ends, he is exhausted 
  for 10 minutes per round spent in a defensive stance.
  Smash (Ex): While in a defensive stance, the stalwart 
  defender may make an extra attack per round that is either a 
  shield bash or a slam (even if he doesn’t normally have a slam 
  attack). If used as part of a full attack action, the extra attack is 
  made at the stalwart defender’s full base attack bonus –5. The 
  smash deals 1d4 points of damage (if the stalwart defender 
  is Medium, or 1d3 if he is Small) plus half the character’s 
  Strength modifier. The character can make this attack as 
  part of the action to maintain or break free from a grapple; 
  this attack is resolved before the grapple check is made. If the 
  attack hits, any grapple checks made by the stalwart defender 
  against the target this round are at a +2 bonus. 
  Unexpected Strike (Ex): The stalwart defender can make 
  an attack of opportunity against a foe that moves into any 
  square threatened by the stalwart defender, regardless of 
  whether or not that movement would normally provoke an 
  attack of opportunity. This power can only be used once 
  per stance. A stalwart defender must be at least 4th level 
  before selecting this power.
  Uncanny Dodge (Ex): At 3rd level, a stalwart defender 
  gains the ability to react to danger before his senses 
  would normally allow him to do so. He cannot be caught 
  flatfooted, even if the attacker is invisible. He still loses his 
  Dexterity bonus to AC if immobilized. A stalwart defender 
  with this ability can still lose his Dexterity bonus to AC if an 
  opponent successfully uses the feint action against him.
  If the character gains uncanny dodge from a second class, 
  he automatically gains improved uncanny dodge (see below).
  Damage Reduction (Ex): At 5th level, a stalwart defender 
  gains DR 1/—. At 7th level, this DR increases to 3/—, and 
  at 10th level it increases to 5/—. Damage reduction from 
  different sources does not stack; however, a stalwart defender 
  of 5th or higher level that gains DR from armor (but not 
  from any other source) increases his class-based DR by the 
  value of the armor’s DR. Thus a 7th-level stalwart defender 
  wearing adamantine full plate (DR 3/—) has DR 6/—.
  Improved Uncanny Dodge (Ex): At 7th level, a stalwart 
  defender can no longer be flanked. This defense denies 
  rogues the ability to use flank attacks to sneak attack the 
  stalwart defender. The exception to this defense is that a 
  rogue at least four levels higher than the stalwart defender 
  can flank him (and thus sneak attack him).
  If the character gains uncanny dodge from a second 
  class (see above), he automatically gains improved uncanny 
  dodge, and the levels from those classes stack to determine 
  the minimum rogue level required to flank the character.
  Mobile Defense (Ex): At 9th level, a stalwart defender 
  can adjust his position while maintaining a defensive 
  stance. While in a defensive stance, he can take one 5-foot 
  step each round without losing the benefit of the stance.
  Last Word (Ex): Once per day, while in a defensive stance, 
  a stalwart defender can make one melee attack against an 
  opponent within reach in response to an attack that would 
  reduce him to negative hit points, knock him unconscious, 
  or kill him. For example, a stalwart defender has 1 hit point 
  left when a red dragon bites him; the defender may use 
  this ability even if the dragon’s bite would otherwise kill 
  him instantly. If the attack hits, roll the damage dice for 
  the attack twice and add the results together, but do not 
  multiply damage bonuses from Strength, weapon abilities 
  (such as flaming), or precision-based damage (such as sneak 
  attack). This bonus damage is not multiplied on a critical hit 
  (although other damage bonuses are multiplied normally). 
  Once the defender’s attack is resolved, he suffers the normal 
  effect of the attack that provoked this ability.
  
  Magic 
  Items
  7
  
  C
  ome on, then,” Seltyiel 
  called, arms spread. “Let’s 
  see what you’ve got.” Seoni lifted 
  her staff high and sent a blaze 
  of light stabbing outward to 
  illuminate the surrounding pack.
  “Must you always provoke 
  them?” she asked, but then 
  the swirling wave of shadow 
  surged and flowed forward to 
  attack. Slashing canine forms 
  manifested and disappeared 
  faster than either of them could 
  move, and it was all the pair 
  could do to stand back to back 
  and let the staff’s magical 
  radiance shield them.
  “Next time you want to 
  examine a relic,” Seltyiel offered, 
  “perhaps you could consider 
  just paying the admission...”
  
  282
  282
  Magic Items
  Beyond well-known magic items, from ubiquitous potions 
  of cure light wounds to prized relics like holy avengers, 
  stretch troves of legendary treasures, rare masterworks 
  discovered in the depths of the deadliest dungeons or 
  groundbreaking discoveries crafted by geniuses and 
  madmen. This chapter reaches past the familiar items 
  of the Pathfinder RPG Core Rulebook, revealing a wealth 
  of magical masterpieces, some long renowned, others 
  entirely new. GMs who wish to incorporate these new 
  magical items should feel free to make these treasures 
  just as pervasive and fundamental elements of their 
  campaigns as those in the Core Rulebook.
  With the exception of potions, scrolls, and wands, 
  all the various types of magic items are presented in 
  this chapter. The new spells presented in Chapter 5 are 
  just as likely to be found brewed into potions, written 
  upon scrolls, or empowering wands as those in the Core 
  Rulebook, and might be discovered as such items following 
  the same rules detailed in Chapter 15 of that book.
  Magic iteM Descriptions
  The following descriptions include notes on activation, 
  random generation, and other material. The AC, hardness, 
  hit points, and break DC are given for typical examples 
  of some magic items. The AC assumes that the item 
  is unattended and includes a –5 penalty for the item’s 
  effective Dexterity of 0. If a creature holds the item, use the 
  creature’s Dexterity modifier in place of the –5 penalty.
  Each of the following topics is covered in notational 
  form as part of an item’s description.
  Aura: Most of the time, a detect magic spell reveals the 
  school of magic associated with the magic item and the 
  strength of the aura that the item emits. See the detect 
  magic spell description for details.
  Caster Level (CL): An item’s caster level indicates its 
  relative power. It also determines the item’s saving throw 
  bonus, as well as range or other level-dependent aspects of 
  the item’s powers (if variable). It also determines the level 
  that must be contended with should the item come under 
  the effect of a dispel magic spell or similar situation.
  The creator’s caster level must be as high as the item’s 
  caster level (and additional requirements may effectively 
  put a higher minimum on the creator’s level).
  Slot: Most magic items can only be utilized if worn or 
  wielded in their proper slots. If the item is stowed or placed 
  elsewhere, it does not function. If the slot is listed as “none,” 
  the item functions while in the character’s possession.
  Price: This amount is the cost, in gold pieces, to purchase 
  the item, if it is available for sale. Generally speaking, 
  magic items can be sold by PCs for half this value.
  Weight: This figure is the weight of the item. When a 
  weight figure is not given, the item has no weight worth 
  noting (for purposes of determining how much of a load a 
  character can carry).
  Description: This section of a magic item describes the 
  item’s powers and abilities.
  Construction: With the exception of artifacts, most 
  magic items can be built by a spellcaster with the 
  appropriate feats and prerequisites. This section describes 
  the requirements for and cost of creating a magic item.
  Requirements: Certain requirements must be met in 
  order for a character to create a magic item. These include 
  feats, spells, and miscellaneous prerequisites such as level, 
  alignment, and race or kind.
  A required spell may be provided by a character who 
  has prepared the spell (or who knows the spell, in the 
  case of a spontaneous caster), or through the use of a 
  spell completion or spell trigger magic item or a spell-
  like ability that produces the desired spell effect. For each 
  day that passes in the creation process, the creator must 
  expend one spell completion item or one charge from 
  a spell trigger item if either of those objects is used to 
  supply a requirement.
  It is possible for more than one character to cooperate in 
  the creation of an item, with each participant providing one 
  or more of the requirements. In some cases, cooperation 
  may even be necessary.
  If two or more characters cooperate to create an item, 
  they must agree among themselves who will be considered 
  the creator for the purpose of determinations where the 
  creator’s level must be known.
  Cost: This figure is the cost in gold pieces to create the 
  item. Generally this cost is equal to half the price of an item, 
  but additional material components might increase this 
  number. The cost to create the item includes the costs derived 
  from the base cost plus the costs of the components.
  new Magic iteMs in a caMpaign
  How pervasive a GM chooses to make the magic items in 
  this chapter is entirely a matter of personal preference. 
  There’s no reason these new items need to be any rarer than 
  those found in the Core Rulebook, and they can be integrated 
  into a campaign just as easily. Alternatively, GMs interested 
  in adding an unexpected element to their next encounter 
  or treasure hoard might easily incorporate the properties 
  and specific treasures presented here. As players tend to 
  leaf through the magic item chapter of the Core Rulebook 
  when outfitting their characters, many become quite 
  familiar with the treasures and effects therein. Thus, 
  incorporating any of the following items—especially those 
  that draw upon features first presented elsewhere in this 
  book, like new metamagic rods—allows a GM to surprise 
  and intrigue even the most experienced players. 
  
  283
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  Magic Items
  Magic Items 7
  Armor
  The following armor and shield properties add to those 
  presented in the Pathfinder RPG Core Rulebook.
  Magic arMor anD shielD ability 
  Descriptions
  A shield or suit of armor with a special ability must have 
  at least a +1 enhancement bonus.
  Champion: This armor property only works for good 
  creatures with the challenge ability (such as cavaliers) or 
  the smite evil ability (such as paladins, half-celestials, and 
  creatures with the celestial creature template). When worn 
  by such a creature that uses a challenge or smite ability, the 
  wearer gains a +2 sacred bonus to AC against attacks from 
  the chosen opponent. 
  Faint abjuration; CL 5th; Craft Magic Arms and Armor, 
  protection from evil or protection from good; Price +1 bonus.
  Dastard: This armor property only works for evil 
  creatures with the challenge ability (such as cavaliers) or 
  the smite good ability (such as antipaladins, half-fiends, 
  and creatures with the fiendish creature template). When 
  worn by such a creature that uses a challenge or smite 
  ability, the wearer gains a +2 profane bonus to AC against 
  attacks from the chosen opponent. 
  Faint abjuration; CL 5th; Craft Magic Arms and 
  Armor, protection from evil or protection from good; Price 
  +1 bonus.
  Determination: A shield or armor with this property 
  provides the ability to fight on against seemingly 
  impossible odds. Once per day, when the owner reaches 
  0 or fewer hit points, the item automatically provides a 
  breath of life spell.
  Moderate conjuration; CL 10th; Craft Magic Arms and 
  Armor, breath of life; Price +30,000 gp.
  Jousting: This suit of armor helps its wearer remain 
  mounted and in control of his mount. The wearer gains a 
  +5 competence bonus on Ride skill checks.
  Faint transmutation; CL 5th; Craft Magic Arms and 
  Armor, creator must have 5 ranks in the Ride skill; Price 
  +3,750 gp.
  Righteous: Armor with this property is often engraved 
  or enameled with religious symbols. On command once 
  per day, the wearer can invoke an effect, as per the spell 
  righteous might, lasting for 10 rounds. Righteous armor is 
  always aligned toward good (positive energy), for the effects 
  of righteous might. Righteous armor bestows one permanent 
  negative level on any evil creature attempting to wear it. 
  The negative level remains as long as the armor is worn 
  and disappears when it is removed. This negative level 
  cannot be overcome in any way (including by restoration 
  spells) while the armor is worn.
  Moderate transmutation; CL 10th; Craft Magic Arms 
  and Armor, righteous might; Cost +27,000 gp.
  Unrighteous: This armor is often sculpted with unholy 
  symbols. On command once per day, the wearer can 
  invoke an effect, as per the spell righteous might, lasting 
  for 10 rounds. Unrighteous armor is always aligned toward 
  evil (negative energy), for the effects of righteous might. 
  Unrighteous armor bestows one permanent negative 
  level on any good creature attempting to wear it. The 
  negative level remains as long as the armor is worn and 
  disappears when it is removed. This negative level cannot 
  be overcome in any way (including by restoration spells) 
  while the armor is worn.
  Moderate transmutation; CL 10th; Craft Magic Arms 
  and Armor, righteous might; Cost +27,000 gp.
  specific arMors
  Armor of Insults 
  Aura moderate enchantment; Cl 7th
  slot armor; Price 16,175 gp; Weight 20 lbs.  
  DesCrIPtIon
  Each metal bit of this suit of +1 studded leather looks more like a 
  tiny sneering face than a simple stud. Once per day the wearer 
  of the armor may command the mouths to unleash a torrent 
  of verbal abuse directed against every hostile creature within 
  60 feet who can see and hear the wearer. Each such creature 
  must make a DC 16 Will saving throw to avoid suffering an 
  overwhelming compulsion to attack the wearer for the next 
  7 rounds. If the creature is unable to attack the wearer on its 
  next turn, or attacking the wearer would put the creature at 
  risk (moving through a threatened square, charging into a 
  pit, and so on) it can act normally that turn. This is a mind-
  affecting sonic effect, and has no effect on creatures that do 
  not use a spoken language. 
  ConstruCtIon
  requirements Craft Magic Arms and Armor, confusion; 
  Cost 7,675 gp 
  Table 7–1: Armor Special Abilities
    
   
   
   
  Base Price 
  minor 
  medium major 
  special Ability 
  modifier
  01–40 
  01–35 
  01–19 
  Champion 
  +1 bonus1
  41–80 
  36–66 
  20–37 
  Dastard 
  +1 bonus1
  81–99 
  67–70 
  38–39 
  Jousting 
  +3,750 gp
  —  
  71–83 
  40–61 
  Righteous 
  +27,000 gp
  —  
  84–96 
  62–80 
  Unrighteous 
  +27,000 gp
  —  
  97–99 
  81–90 Determination +30,000 gp
  100  
  100 
  91–100 Roll again twice2 
  —
  1  Add to enhancement bonus on Table 15–3 in the Pathfinder 
  RPG Core Rulebook to determine total market price.
  2  If you roll a special ability twice, only one counts.
  
  284
  284
  Table 
  7–2: Specific 
  Armors
   
   
   
  market  
  medium major 
  specific Armor 
  Price
  01–20 
  01–02 
  Mistmail 
  2,250 gp
  21–35 
  03–05 
  Soothsayer’s raiment 
  10,300 gp
  36–50 
  06 
  Boneless leather 
  12,160 gp
  51–65 
  07 
  Murderer’s blackcloth 
  12,405 gp
  66–90 
  08–12 
  Folding plate 
  12,650 gp
  91–100 
  13–27 
  Armor of insults 
  16,175 gp
  — 
  28–42 
  Buccaneer’s breastplate 
  23,850 gp
  — 
  43–49 
  Forsaken banded mail 
  25,400 gp
  — 
  50–61 
  Giant-hide armor (ogre) 
  39,165 gp
  — 
  62–71 
  Giant-hide armor (hill giant) 
  46,665 gp
  — 
  72–81 
  Giant-hide armor (stone giant) 
  54,165 gp
  — 
  82–86 
  Giant-hide armor (fire giant) 
  54,165 gp
  — 
  87–91 
  Giant-hide armor (frost giant) 
  54,165 gp
  — 
  92–96 
  Giant-hide armor (troll) 
  59,165 gp
  — 
  97 
  Giant-hide armor (cloud giant) 
  69,165 gp
  — 
  98 
  Giant-hide armor (storm giant) 
  76,665 gp
  — 
  99–100 Daystar half-plate 
  81,250 gp
  Boneless leAther  
  Aura faint transmutation; Cl 3rd
  slot armor; Price 12,160 gp; Weight 15 lbs. 
  DesCrIPtIon
  This suit of +1 leather gives its wearer the ability to twist and contort 
  his body in virtually any direction. He gains a +5 bonus on Escape 
  Artist checks, a +5 bonus on Acrobatics checks to reduce damage 
  from falls, a +5 bonus to CMD, and DR 5/piercing or slashing.
  ConstruCtIon
  requirements Craft Magic Arms and Armor, alter self, creator 
  must have 5 ranks in the Acrobatics and Escape Artist skills; 
  Cost 6,160 gp
  BuCCAneer’s BreAstPlAte  
  Aura moderate transmutation; Cl 9th
  slot armor; Price 23,850 gp; Weight 30 lbs. 
  DesCrIPtIon
  This +1 breastplate is made of bluish metal and decorated 
  with wave motifs. It allows the wearer to continually utilize the 
  effects of the spell water walk. If a creature puts on the armor 
  while underwater, the wearer is borne toward the surface at a 
  rate of 60 feet per round.
  ConstruCtIon
  requirements Craft Magic Arms and Armor, water walk; 
  Cost 12,100 gp 
  DAystAr hAlf-PlAte  
  Aura strong evocation; Cl 15th
  slot armor; Price 81,250 gp; Weight 50 lbs.  
  DesCrIPtIon
  The silvery sheen of this +1 half-plate causes it to sparkle in 
  even the faintest light. At will, the wearer can command it to 
  shine with a daylight spell for 10 minutes. Once per day, the 
  wearer can command it to shine as per the sunburst spell.
  ConstruCtIon
  requirements Craft Magic Arms and Armor, daylight, sunburst; 
  Cost 41,000 gp
  folDIng PlAte
  Aura moderate conjuration (summoning); Cl 10th
  slot neck (brooch) or armor (unfolded); Price 12,650 gp;  
  Weight — (brooch), 50 lbs. (armor)
  DesCrIPtIon
  This item normally looks like a heavy steel brooch or cloak 
  clasp, often depicting a heavy helm or sturdy shield. On 
  command, the brooch transforms in a clatter of metallic 
  plates and panels to instantly cover the wearer in a complete 
  suit of +1 full plate, with the design of the brooch displayed 
  on the armor’s breastplate. The same command word causes 
  the armor to transform into the brooch. The brooch only 
  transforms if the wearer’s armor slot is unoccupied, thus it 
  won’t work if the wearer is already armored.
  ConstruCtIon
  requirements Craft Magic Arms and Armor, instant summons; 
  Cost 7,650 gp
  forsAken BAnDeD mAIl  
  Aura moderate evocation; Cl 11th
  slot armor; Price 25,400 gp; Weight 35 lbs. 
  DesCrIPtIon
  Every inch of this suit of +1 banded mail bears a defaced holy 
  symbol or a design equally offensive to one or more gods and 
  their servants. The wearer of the armor cannot cast divine 
  spells or use any spell-like supernatural ability gained from 
  a connection to a deity. The wearer gains SR 19 against any 
  divine-origin spell, spell-like ability, or supernatural ability 
  (such as a domain granted power or ability from an outsider 
  serving a deity), and treats the armor’s enhancement bonus as 
  +2 higher against creatures with these abilities.
  ConstruCtIon
  requirements Craft Magic Arms and Armor, creator cannot be 
  a divine spellcaster; Cost 12,900 gp 
  gIAnt-hIDe Armor 
  Aura strong transmutation; Cl 15th
  slot armor; Price 39,165 gp (ogre), 46,665 gp (hill giant), 59,165 
  gp (troll), 54,165 gp (stone, fire, or frost giant), 69,165 gp 
  (cloud giant), 76,665 gp (storm giant); Weight 25 lbs.
  DesCrIPtIon
  This drooping, many-folded suit of +3 hide armor is made from 
  the tanned skin of an actual giant. Once per day on command, 
  the wearer can grow to match the size of the appropriate 
  giant, as if using giant form I (ogre, troll, hill giant, stone giant, 
  fire giant, or frost giant) or giant form II (cloud giant or storm 
  
  285
  285
  Magic Items
  Magic Items 7
  giant). This transformation lasts up to 15 minutes, and ends 
  when the wearer commands. Most good folk consider wearing 
  the skins of intelligent creatures to be abhorrent. Giants gain 
  a +2 morale bonus on attack and damage rolls against the 
  wearer, or +4 if the wearer’s armor is made from the same kind 
  of giant as the attacker.
  ConstruCtIon
  requirements Craft Magic Arms and Armor, giant form I (ogre, 
  troll, hill giant, stone giant, fire giant, or frost giant) or giant 
  form II (cloud giant or storm giant); Cost 19,660 gp (ogre), 
  23,415 gp (hill giant), 29,665 gp (troll), 27,165 gp (stone, fire, or 
  frost giant), 34,665 gp (cloud giant), 38,415 gp (storm giant)
  mIstmAIl 
  Aura faint conjuration; Cl 3rd
  slot armor; Price 2,250 gp; Weight 25 lbs. 
  DesCrIPtIon
  The fine links of this +1 chain shirt form a pattern of roiling 
  clouds. On command once per day, the wearer can transform 
  it into thick fog that fills his space and provides concealment 
  (20% miss chance). This mist moves with the character. Effects 
  that disperse the mist or destroy it cause the armor to reform 
  into its solid shape on the character’s body, as does speaking 
  the command word or entering a place where the fog-magic 
  doesn’t function (such as underwater). If the character tries to 
  don another suit of armor while the mistmail is in fog form, it 
  reforms at the character’s feet.
  ConstruCtIon
  requirements Craft Magic Arms and Armor, obscuring mist; 
  Cost 1,250 gp 
  murDerer’s BlACkCloth  
  Aura moderate necromancy; Cl 9th
  slot armor; Price 12,405 gp; Weight 10 lbs. 
  DesCrIPtIon
  This silk +1 shadow padded armor is as dark as night and stitched 
  with thread the color of dried blood. When worn by a rogue 
  with the bleed talent, it increases the bleed damage of the 
  rogue’s sneak attacks by +1.
  ConstruCtIon
  requirements Craft Magic Arms and Armor, bleed, invisibility, 
  silence; Cost 6,280 gp
  Daystar Half-Plate
  Forsaken Banded 
  Mail
  Giant-Hide 
  Mail
  Soothsayer’s 
  Raiment
  Armor of Insults
  Mistmail
  Fortress 
  Shield
  Buccaneer’s 
  Breastplate
  
  286
  286
  soothsAyer’s rAIment
  Aura faint divination; Cl 5th
  slot armor; Price 10,300 gp; Weight 40 lbs.
  DesCrIPtIon
  This +1 chainmail is attuned to a particular oracular mystery and 
  contains a revelation associated with that mystery (see the oracle 
  class description). While wearing the armor, an oracle has access 
  to that revelation and may use it as if she had it as a normal class 
  feature. The oracle must have the appropriate mystery to use the 
  armor; for example, a soothsayer’s raiment (battlecry) is only usable 
  by an oracle of battle. If the wearer already has that revelation and 
  the revelation gives an ability with a limited number of uses per 
  day, the oracle can use that ability one additional time per day. 
  This ability has no effect if worn by a non-oracle.
  For divination spells with a percentage-based chance of 
  success (such as augury and divination), the wearer’s chance 
  increases by +5.
  ConstruCtIon
  requirements Craft Magic Arms and Armor, augury, creator 
  must be an oracle with the desired revelation; Cost 5,300 gp
  specific shielDs
  Table 
  7–3: 
  Specific 
  Shields
  major 
  specific Armor 
  market Price
  01–50 
  Battlement shield 
  16,180 gp
  51–100 
  Fortress shield 
  19,180 gp
  BAttlement shIelD 
  Aura moderate conjuration; Cl 9th
  slot shield; Price 16,180 gp; Weight 45 lbs. 
  DesCrIPtIon
  Once per day on command, this +2 tower shield can transform 
  into a solid, 10-foot by 10-foot by 1-foot wall of masonry with a 
  battlement on top and an arrow slit in each 5-foot length. The 
  wall acts as cover just like any physical wall. The wielder can touch 
  the wall with one hand and command it to revert to a tower shield 
  either resting on the ground and balanced against his hand or 
  strapped to his arm in the normal fashion. The wall has all the 
  characteristics of any other foot-thick wall of masonry (hardness 
  8, 90 hit points, break DC of 35). Attacks sufficient to destroy 
  the wall cause it to immediately transform back into a shield, 
  which loses half its hit points and gains the broken condition. 
  The shield remains in wall form until destroyed or commanded 
  to return to shield form. The wall cannot appear in a space too 
  small to accommodate it. 
  ConstruCtIon
  requirements Craft Magic Arms and Armor, wall of stone; 
  Cost 8,180 gp 
  fortress shIelD  
  Aura moderate conjuration; Cl 11th 
  slot shield; Price 19,180 gp; Weight 45 lbs. 
  DesCrIPtIon
  The wearer of this +1 tower shield may, as a full-round action, 
  transform the shield into a 1-inch thick cube of iron that springs 
  into being around him, completely enclosing his space. The cube 
  has hardness 10 and 30 hit points per side. This cube grants the 
  wearer total cover against everything outside the cube, including 
  (as it is perfectly sealed) swarms and gas attacks. The inside of 
  the cube is dark, and air cannot get in or out so the wearer must 
  hold his breath starting on the third round after activating the 
  cube. Attacks sufficient to destroy one side of the cube cause it 
  to immediately transform back into a shield, which loses half its 
  hit points and gains the broken condition. Otherwise, the cube 
  reverts to shield form upon command, if the wearer moves from 
  his current space, or the wearer falls unconscious or dies.
  ConstruCtIon
  requirements Craft Magic Arms and Armor, wall of iron; 
  Cost 9,680 gp 
  Weapons
  The following armor and shield properties add to those 
  presented in the Pathfinder RPG Core Rulebook.
  Magic weapon special ability 
  Descriptions
  A weapon with a special ability must have at least a +1 
  enhancement bonus.
  Allying: An allying weapon allows the wielder to transfer 
  some or all of the weapon’s enhancement bonus to one 
  weapon being used by an ally of the wielder. The wielder 
  must have line of sight to the intended ally. As a free 
  action, at the start of her turn before using her weapon, the 
  wielder chooses how to allocate her weapon’s enhancement 
  bonus. The bonus to the ally’s weapon lasts until the allying 
  weapon’s wielder’s next turn. The enhancement bonus from 
  the allying weapon does not stack with the enhancement 
  bonus on the ally’s weapon (if any).
  Faint transmutation; CL 5th; Craft Magic Arms and 
  Armor, magic weapon; Price +1 bonus.
  Conductive: A conductive weapon is able to channel 
  the energy of a spell-like or supernatural ability that 
  relies on a melee or ranged touch attack to hit its target 
  (such as from a cleric’s domain granted power, sorcerer’s 
  bloodline power, oracle’s mystery revelation, or wizard’s 
  arcane school power). When the wielder makes a 
  successful attack of the appropriate type, he may choose 
  to expend two uses of his magical ability to channel it 
  through the weapon to the struck opponent, who takes 
  the effects of the weapon attack and the special ability. 
  (If the wielder has unlimited uses of a special ability, 
  he may channel through the weapon every round.) For 
  
  287
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  Magic Items
  Magic Items 7
  example, a paladin who strikes an undead opponent with 
  her conductive greatsword can expend two uses of lay on 
  hands ability (a supernatural melee touch attack) to deal 
  greatsword damage and damage from one use of her lay 
  on hands. This weapon property can only be used once 
  per round, and only works with magical abilities of the 
  same type as the weapon (melee or ranged). 
  Moderate necromancy; CL 8th; Craft Magic Arms and 
  Armor, spectral hand; Price +1 bonus.
  Corrosive: Upon command, a corrosive weapon becomes 
  slick with acid that deals an extra 1d6 points of acid damage 
  on a successful hit. The acid does not harm the wielder. 
  The effect remains until another command is given.
  Moderate evocation; CL 10th; Craft Magic Arms and 
  Armor, acid arrow; Price +1 bonus.
  Corrosive Burst: A corrosive burst weapon functions as 
  a corrosive weapon that explodes with acid upon striking 
  a successful critical hit. The acid does not harm the 
  wielder. In addition to the extra acid damage from the 
  corrosive ability, a corrosive burst weapon deals an extra 
  1d10 points of acid damage on a successful critical hit. 
  If the weapon’s critical modifier is ×3, add an extra 2d10 
  points of acid damage instead, and if the modifier is ×4, 
  add an extra 3d10 points.
  Even if the corrosive ability is not active, the weapon still 
  deals its extra acid damage on a successful critical hit.
  Moderate evocation; CL 12th; Craft Magic Arms and 
  Armor, acid arrow; Price +2 bonus.
  Cunning: This special ability allows a weapon to find 
  chinks in a foe’s defenses using the wielder’s knowledge of 
  the target. Whenever the weapon’s attack is a critical threat, 
  the wielder gains a +2 bonus on the confirmation roll if she 
  has 5 or more ranks in the Knowledge skill related to the 
  target’s creature type (such as Knowledge [planes] for an 
  outsider opponent).
  Moderate divination; CL 6th; Craft Magic Arms and 
  Armor, true strike; Price +1 bonus.
  Dueling: This ability can only be placed on a melee 
  weapon. A dueling weapon (which must be a weapon 
  that can be used with the Weapon Finesse feat) gives the 
  wielder a +4 enhancement bonus on initiative checks, 
  provided the weapon is drawn and in hand when the 
  Initiative check is made. It provides a +2 bonus on disarm 
  checks and feint checks, a +2 bonus to CMD to resist 
  Dustburst 
  Bullets
  Boulderhead 
  Mace
  Ricochet 
  Hammer
  Undercutting Axe
  Beaststrike 
  Club
  Searing 
  Arrow
  Blade 
  of 
  Binding
  Shieldsplitter 
  Lance
  Spirit 
  Blade
  Guarding 
  Blade
  
  288
  288
  disarm attempts, and a +2 to the DC to perform a feint 
  against the wielder.
  Faint transmutation; CL 5th; Craft Magic Arms and 
  Armor, cat’s grace; Price +14,000 gp.
  Furious: This ability can only be placed on a melee 
  weapon. A furious weapon serves as a focus for its wielder’s 
  anger. When the wielder is raging or under the effect of a 
  rage spell, the weapon’s enhancement bonus is +2 better 
  than normal. If the wielder has a rage power that gives a skill 
  bonus while raging (such as raging climber, raging leaper, 
  or raging swimmer), the wielder gains an enhancement 
  bonus to that skill whenever the weapon is wielded or held 
  in hand, even when not raging; this bonus is equal to the 
  enhancement bonus of the weapon (including the +2 when 
  the wielder is raging).
  Moderate enchantment (compulsion); CL 8th; Craft 
  Magic Arms and Armor, rage; Price +1 bonus.
  Grayflame: This weapon responds to channeled 
  positive or negative energy. When the wielder spends a 
  swift action to channel energy through the weapon, it 
  ignites with a strange gray flame that sheds light as a 
  torch, increases the weapon’s enhancement bonus by +1, 
  and deals +1d6 damage (as the divine power from flame 
  strike) to creatures struck by the weapon. This flame lasts 
  for 1 round for every d6 damage or healing the channeling 
  normally provides. When charged with positive energy, 
  the flame is a silvery gray, good creatures are immune 
  to the weapon’s extra damage, and the weapon counts as 
  a good and silver weapon for the purpose of bypassing 
  damage reduction. When charged with negative energy, 
  the flame is an ashen gray, evil creatures are immune to 
  the weapon’s extra damage, and the weapon counts as an 
  evil and cold iron weapon for the purpose of bypassing 
  damage reduction.
  Moderate transmutation; CL 6th; Craft Magic Arms 
  and Armor, Channel Smite, align weapon; Price +1 bonus.
  Huntsman: A huntsman weapon helps its wielder locate 
  and capture quarry. When the weapon is held in hand, the 
  wielder gains an enhancement bonus on Survival checks 
  made to track any creature the weapon has damaged in 
  the past day. It deals +1d6 damage to creatures the wielder 
  has tracked with Survival in the past day.
  Moderate divination; CL 7th; Craft Magic Arms and 
  Armor, detect animals or plants; Price +1 bonus.
  Jurist: When an inquisitor wielder uses her judgment 
  class ability, this weapon grants her an enhancement 
  bonus on her Perception checks and CMD. The bonus 
  is +1 on the first round of her judgment, and increases 
  by +1 each round, to a maximum of +3 on the third and 
  following rounds. If the wielder’s judgment bonus resets, 
  so does the bonus from a jurist weapon.
  Moderate transmutation; CL 4th; Craft Magic Arms 
  and Armor, owl’s wisdom; Price +1 bonus.
  Menacing: This ability can only be placed on a melee 
  weapon. This weapon property helps allies deal with flanked 
  foes. When the wielder is adjacent to a creature that is being 
  flanked by an ally, the flanking bonus on attack rolls for all 
  flanking allies increases by +2. This ability works even if the 
  wielder is not one of the characters flanking the creature.
  Table 
  7–4: 
  Melee 
  Weapon 
  Special 
  Abilities
   
   
   
   
   
  Base Price
  minor medium major 
  special Ability 
  modifier1
  01–12 
  01–04 
  01–03 
  Allying 
  +1 bonus
  13–24 
  05–12 
  04–08 
  Conductive 
  +1 bonus
  25–36 
  13–22 
  09–20 
  Corrosive 
  +1 bonus
  37–48 
  23–32 
  21–29 
  Cunning 
  +1 bonus
  49–58 33–40 
  30–38 
  Furious 
  +1 bonus
  59–70 41–49 
  39–47 
  Grayflame 
  +1 bonus
  71–77 
  50–58 
  48–56 
  Huntsman 
  +1 bonus
  78–84 59–67 
  57–65 
  Jurist 
  +1 bonus
  85–99 68–74 
  66–74 
  Menacing 
  +1 bonus
  —  
  75–82 
  75–81 
  Corrosive burst 
  +2 bonus
  —  
  83–89 
  82–85 
  Dueling 
  +14,000 gp
  —  
  90–95 
  86–90 
  Transformative 
  +10,000 gp
  100  
  96–100 91–100 
  Roll again twice2 
  —
  1  Add to the enhancement bonus on Table 15–8: Weapons 
  in the Pathfinder RPG Core Rulebook to determine total 
  market price.
  2 Reroll if you get a duplicate special ability, an ability 
  incompatible with an ability that you've already rolled, or 
  if the extra ability puts you over the +10 limit. A weapon's 
  enhancement bonus and special ability bonus equivalents 
  can't total more than +10.
  Table 
  7–5: 
  Ranged 
  Weapon 
  Special 
  Abilities
   
   
   
   
   
  Base Price
  minor 
  medium 
  major 
  special Ability 
  modifier1
  01–15 
  01–14 
  01–13 
  Allying 
  +1 bonus
  16–30 
  15–28 
  14–26 
  Conductive 
  +1 bonus
  31–48 
  29–48 
  27–42 
  Corrosive2 
  +1 bonus
  49–60 
  49–58 
  43–56 
  Cunning 
  +1 bonus
  61–72 
  59–69 
  57–65 
  Huntsman 
  +1 bonus
  73–94 
  70–91 
  66–87 
  Jurist 
  +1 bonus
  95–99 
  92–95 
  88–90 
  Corrosive burst 
  +1 bonus
  100  
  96–100 
  91–100 
  Roll again twice3 —
  1  Add to enhancement bonus on Table 15–8: Weapons in the 
  Pathfinder RPG Core Rulebook to determine total market price.
  2  Bows, crossbows, and slings crafted with this ability bestow 
  this power upon their ammunition.
  3 Reroll if you get a duplicate special ability, an ability 
  incompatible with an ability that you've already rolled, or 
  if the extra ability puts you over the +10 limit. A weapon's 
  enhancement bonus and special ability bonus equivalents 
  can't total more than +10.
  
  289
  289
  Magic Items
  Magic Items 7
  Moderate illusion; CL 10th; Craft Magic Arms and 
  Armor, phantasmal killer; Price +1 bonus.
  Transformative: This ability can only be placed on a 
  melee weapon.  A transformative weapon alters its shape 
  at its wielder’s command, becoming any other melee 
  weapon of the same general shape and handedness; the 
  weapon’s categorization as simple, martial, or exotic 
  is irrelevant. For example, a Medium transformative 
  longsword can take the shape of any other Medium 
  one-handed melee weapon, such as a scimitar, f lail, or 
  trident, but not a Medium light or two-handed melee 
  weapon (such as a Medium short sword or a Medium 
  greatsword). It can even take the shape of comparable 
  weapons of different size categories. For example, a 
  Small greatsword is a two-handed slashing weapon for 
  a Small character, but is a one-handed slashing weapon 
  for a Medium character, which is very similar to a 
  Medium longsword; a Small transformative greatsword 
  can become an actual Medium longsword, usable by 
  a Medium creature without the –2 penalty for using a 
  weapon of the wrong size. The weapon retains all of its 
  abilities, including enhancement bonuses and weapon 
  properties, except those prohibited by its current shape. 
  For example, a keen transformative weapon functions 
  normally in the form of a piercing or slashing weapon, 
  but cannot use the keen property when in the shape of 
  a bludgeoning weapon. When unattended, the weapon 
  reverts to its true shape.
  Moderate transmutation; CL 10th; Craft Magic Arms 
  and Armor, major creation; Price +10,000 gp.
  specific weapons
  BeAststrIke CluB
  Aura moderate transmutation; Cl 6th
  slot none; Price 7,300 gp; Weight 3 lbs.  
  DesCrIPtIon
  This +1 club is often decorated with large teeth and carved with 
  stylized images of different animals. As a standard action, the 
  wielder may transform the club into the head or limb of an 
  animal; the weapon’s damage does not change but the type of 
  damage changes to suit the shape of the club: bite (piercing), claw 
  (slashing), gore (piercing), slam (bludgeoning), sting (piercing), 
  or talon (slashing). When transformed, the club counts as a 
  natural weapon and a manufactured weapon for the purpose of 
  spells and effects that enhance or improve either manufactured 
  or natural weapons. The club also counts as the natural weapon 
  of its current shape for the purpose of feats and spells that rely 
  on specific natural weapons, such as Weapon Focus (bite) or the 
  bloody claws spell (see page 206). If the wielder has the wild shape 
  ability, she can expend one use of wild shape to increase the 
  weapon’s damage by one step (see Pathfinder RPG Core Rulebook 
  page 145) for the duration of that wild shape as long as the druid 
  remains in contact with the weapon; if the wielder can wild shape 
  at will, the club’s damage is always increased in this fashion. If 
  unattended, the club reverts to its normal shape.
  ConstruCtIon
  requirements Craft Magic Arms and Armor, shillelagh; 
  Cost 3,800 gp
  BlADe of BInDIng
  Aura faint conjuration; Cl 3rd
  slot none; Price 12,350 gp; Weight 8 lbs.  
  DesCrIPtIon
  This +1 greatsword is decorated with a chain motif. On a 
  successful hit with the sword against a creature of the wielder’s 
  size or smaller creature, the wielder can attempt to start a 
  grapple as a free action that doesn’t provoke an attack of 
  opportunity. If the wielder succeeds at the grapple, the sword 
  blade transforms into a metal chain and wraps around the 
  target, giving the wielder a +5 bonus on further grapple checks 
  against the target. If the target escapes the grapple or the 
  wielder decides to release the target from the grapple, the chain 
  reverts to sword form (with the wielder holding the handle).
  The wielder can also let go of the chain’s handle while grappling 
  or pinning the target; if so, the chain remains in place and the 
  target gains the entangled condition (Escape Artist DC 20 to slip 
  free, break DC 28, hardness 10, 10 hit points, concentration DC 
  17 to cast spells while entangled). Another creature can grab the 
  chain’s handle as a standard action and will it to revert to sword 
  form as a swift action, which releases the bound creature. If the 
  chain is destroyed, it reverts to sword form and the weapon gains 
  the broken condition.
  ConstruCtIon
  requirements Craft Magic Arms and Armor, animate rope; 
  Cost 6,350 gp
  Table 7–6: Specific Weapons
   
   
   
   
   
  market  
  minor medium major 
  specific Weapon 
  Price
  01–35 
  — 
  — 
  Dustburst bullet 
  196 gp
  36–70 
  — 
  — 
  Tangle bolt 
  226 gp
  71–80 
  01–7 
  — 
  Searing arrow 
  1,516 gp
  81–90 
  08–14 
  — 
  Sizzling arrow 
  1,516 gp
  91–100 15–26 
  — 
  Lance of jousting 
  4,310 gp
  — 
   
  27–41 
  — 
  Boulderhead mace 
  6,812 gp
  — 
   
  42–53 
  — 
  Beaststrike club 
  7,300 gp
  — 
   
  54–60 
  01–04 
  Trident of stability 
  9,815 gp
  — 
   
  61–70 
  05–20 
  Blade of binding 
  12,350 gp
  — 
   
  71–79 
  21–37 
  Shieldsplitter lance 
  18,310 gp
  — 
   
  80–87 
  38–62 
  Ricochet hammer 
  20,301 gp
  — 
   
  88–95 
  63–82 
  Sparkwake starknife 
  21,324 gp
  — 
   
  96–100 
  83–88 
  Undercutting axe 
  23,310 gp
  — 
   
  — 
  89–94 
  Spirit blade 
  48,502 gp
  — 
   
  — 
  95–100 Guarding blade 
  65,310 gp
  
  290
  290
  BoulDerheAD mACe
  Aura moderate transmutation; Cl 9th
  slot none; Price 6,812 gp; Weight 8 lbs.  
  DesCrIPtIon
  The head of this +1 heavy mace is made from a single piece 
  of roughly spherical granite. Once per day the wielder can 
  command the mace to release this head, which grows to the 
  size of a Large boulder and rolls quickly in a direction the 
  wielder specifies. The boulder rolls in a straight line up to 60 
  feet, trampling everything in its path for 3d8+5 damage (Reflex 
  half DC 19). The boulder collapses into rubble and dust at the 
  end of its path or if it encounters an obstacle it cannot break 
  through or roll over, creating a 10-foot-square area of difficult 
  terrain. A new stone mace-head grows on the weapon’s haft 
  over the next 24 hours, and it is unusable as a weapon until the 
  head regrows.
  ConstruCtIon
  requirements Craft Magic Arms and Armor, wall of stone; 
  Cost 3,652 gp
  DustBurst Bullet 
  Aura faint conjuration; Cl 5th
  slot none; Price 196 gp; Weight 1/2 lb.  
  DesCrIPtIon
  This gritty and irregular +1 sling bullet explodes into a cloud 
  of choking dust when it successfully strikes its target. This 
  fills a 5-foot cube and follows the target for 1d6 rounds 
  before dispersing. Any creature ending its turn in the cloud 
  must make a DC 13 Fortitude save or be sickened and blinded 
  for 1 round.
  ConstruCtIon
  requirements Craft Magic Arms and Armor, stinking cloud; 
  Cost 98 gp
  guArDIng BlADe  
  Aura moderate transmutation; Cl 15th
  slot none; Price 65,310 gp; Weight 2 lbs.  
  DesCrIPtIon
  This +1 dancing short sword automatically rises up to defend 
  a fallen or sleeping wielder. To trigger the sword’s activation, 
  the wielder must fall unconscious or die while wielding the 
  weapon or holding it in hand. Thereafter, should any creature 
  other than an ally of the wielder attempt to touch or strike 
  him with melee attacks, the sword attacks that creature for 
  up to 4 rounds. After 4 rounds, the weapon drops in the 
  wielder’s square. Unless the guarding blade is an intelligent 
  item, it lacks the wits to make decisions about which is the 
  best opponent to attack, and when confronted by multiple 
  opponents attacking the wielder it tends to select a random 
  target each round.
  ConstruCtIon
  requirements Craft Magic Arms and Armor, animate objects, 
  mage’s faithful hound; Cost 32,810 gp
  lAnCe of JoustIng
  Aura faint evocation; Cl 5th
  slot none; Price 4,310 gp; Weight 10 lbs.
  DesCrIPtIon
  This ornately designed +1 lance streams with ribbons and 
  small favors, allowing a wielder to more effectively knock an 
  opponent from his mount. A successful hit with a lance of 
  jousting on a mounted opponent forces the target to make a 
  Ride check (DC 10 + damage dealt) to avoid being knocked from 
  the saddle. Although used in combat to remove a mounted 
  foe’s advantage, use of a lance of jousting in a tournament or 
  similar contest is generally considered a dishonorable form 
  of cheating.
  ConstruCtIon
  requirements Craft Magic Arms and Armor, bull’s strength; 
  Cost 2,105 gp
  rICoChet hAmmer
  Aura moderate transmutation; Cl 7th
  slot none; Price 20,301 gp; Weight 2 lbs.  
  DesCrIPtIon
  This +1 returning light hammer can strike multiple foes with a 
  single throw. If the wielder has multiple attacks from a high 
  base attack bonus, he may throw the hammer so it rebounds off 
  the first target to strike at a second target, and so on for each 
  of the wielder’s additional attacks. The distance to each target 
  adds to the total range of the weapon, and range penalties 
  apply. For example, a 6th-level dwarf fighter can throw the 
  hammer using his +6 BAB at a target 20 feet away (within one 
  range increment, no range penalty); if it hits, he ricochets it to 
  a attack using his +1 BAB at a second target 40 feet away from 
  the first target (within three range increments for a –4 range 
  penalty). The hammer can only ricochet if it successfully hits 
  a target; if it misses, it stops ricocheting and has no further 
  attacks that round, and returns as normal for a weapon with 
  the returning property. Because ricocheting attacks are treated 
  as separate attacks, modifiers that only apply to one attack roll 
  (such as true strike) only apply to the first attack and not the 
  others. The ricochet attacks count as the wielder’s additional 
  attacks for that round. 
  ConstruCtIon
  requirements Craft Magic Arms and Armor, telekinesis; 
  Cost 10,301 gp
  shIelDsPlItter lAnCe 
  Aura moderate evocation; Cl 10th
  slot none; Price 18,310; Weight 10 lbs. 
  DesCrIPtIon
  This +1 keen lance has the ability to penetrate and destroy shields. 
  Whenever its wielder uses it to successfully strike an opponent 
  who carries a shield, the opponent’s shield takes the same 
  damage as the opponent. If the wielder uses the lance to make a 
  sunder attack against a shield, it bypasses the shield’s hardness.
  
  291
  291
  Magic Items
  Magic Items 7
  ConstruCtIon
  requirements Craft Magic Arms and Armor, keen edge, shatter; 
  Cost 9,310 gp 
  seArIng ArroW 
  Aura moderate evocation; Cl 9th
  slot none; Price 1,516 gp; Weight —
  DesCrIPtIon
  This +1 flaming arrow continues to burn its target each round, 
  dealing 1d6 fire damage on the attacker’s turn for the next 3 
  rounds. Removing the arrow requires a DC 10 Heal check and 
  prevents any further damage from the arrow (the DC increases 
  to 15 if the target tries to remove the arrow from himself). 
  Removing the arrow destroys it, and it burns up once the 3 
  rounds pass.
  ConstruCtIon
  requirements Craft Magic Arms and Armor, flame blade, flame 
  strike, or fireball; Cost 758 gp
  sIzzlIng ArroW 
  Aura moderate evocation; Cl 9th
  slot none; Price 1,516 gp; Weight —
  DesCrIPtIon
  This +1 corrosive arrow continues to leak acid onto its target 
  each round, dealing 1d6 acid damage on the attacker’s turn 
  for the next 3 rounds. Removing the arrow is a DC 10 Heal 
  check and prevents any further damage from the arrow (the 
  DC increases to 15 if the target tries to remove the arrow from 
  himself). Removing the arrow destroys it, and it dissolves up 
  once the 3 rounds pass.
  ConstruCtIon
  requirements Craft Magic Arms and Armor, acid arrow; 
  Cost 758 gp
  sPArkWAke stArknIfe  
  Aura moderate evocation; Cl 8th
  slot none; Price 21,324 gp; Weight 3 lbs.   
  DesCrIPtIon
  A faint trail of sparks marks the passage of this +1 shock starknife 
  whenever it is thrown. Once per day its wielder may throw it 
  so it transforms into an 8d6 lightning bolt (Reflex DC 14 half), 
  returning to its physical form at the end of the bolt’s path.
  ConstruCtIon
  requirements Craft Magic Arms and Armor, lightning bolt; 
  Cost 10,824 gp
  sPIrIt BlADe
  Aura moderate abjuration; Cl 10th
  slot none; Price 48,502 gp; Weight 1 lbs.
  DesCrIPtIon
  This almost transparently thin weapon is often decorated with 
  strange faces and swirling mist. In addition to being a +3 ghost 
  touch dagger, it can cast dispel magic once per day.
  ConstruCtIon
  requirements Craft Magic Arms and Armor, dispel magic, plane 
  shift, creator must be 9th level; Cost 24,402 gp
  tAngle Bolt  
  Aura strong conjuration; Cl 12th
  slot none; Price 226 gp; Weight — 
  DesCrIPtIon
  Often etched with images of spider webs or swampy vines, 
  this sickly green +1 seeking bolt transforms into sticky goo 
  when it hits, entangling its target and becoming tough 
  and resilient upon exposure to air. In addition to the bolt 
  damage, the target is entangled as if it had been hit by a 
  tanglefoot bag.
  ConstruCtIon
  requirements Craft Magic Arms and Armor, true seeing 
  and web or creator must have 5 ranks in Craft (alchemy);  
  Cost 113 gp
  trIDent of stABIlIty  
  Aura faint transmutation; Cl 3rd
  slot none; Price 9,815 gp; Weight 4 lbs. 
  DesCrIPtIon
  The base of this sturdy but tarnished +1 trident has a wide metal 
  bar at the bottom, perfectly situated to serve as a solid footrest 
  or other sort of handle. The bar acts as an immovable rod, except 
  instead of an activation button, the immobility power triggers 
  whenever the wielder places one or both feet on the bar, and 
  ends whenever the wielder is no longer touching the bar with 
  at least one foot. If the wielder remains in place and steps on 
  the bar, he gains a +10 bonus to his CMD when trying to resist 
  efforts to move him. The wielder is always considered braced 
  against oncoming charge attacks. If the wielder is falling, he may 
  step on the bar as an immediate action to halt his fall, though 
  the sudden jolt means he takes falling damage for the current 
  distance fallen.
  ConstruCtIon
  requirements Craft Magic Arms and Armor, levitate; 
  Cost 5,065 gp 
  unDerCuttIng Axe
  Aura moderate necromancy; Cl 9th 
  slot none; Price 23,310 gp; Weight 6 lbs.  
  DesCrIPtIon
  This +1 giant-bane battleaxe feels unusually heavy, as if it were 
  made from something far heavier than mere wood and steel. 
  Once per day its wearer can, as a swift action after a successful 
  attack roll, invoke a maximized ray of enfeeblement on the 
  creature struck (11 point Strength penalty, 7 rounds, Fortitude 
  DC 16 for half).
  ConstruCtIon
  requirements Craft Magic Arms and Armor, Maximize Spell, 
  ray of enfeeblement, summon monster I; Cost 11,810 gp
  
  292
  292
  Rings
  These rings follow the normal rules for magic rings as 
  described in the Pathfinder RPG Core Rulebook.
  Dungeon rIng
  Aura moderate divination; Cl 8th
  slot ring; Price 16,000 gp (jailer’s ring), 250 gp (prisoner’s ring); 
  Weight —
  DesCrIPtIon
  A jailer’s dungeon ring is worked gold, set with a carnelian. The 
  ring is magically attuned to one or more iron prisoner’s dungeon 
  rings. When the wearer of a jailer’s ring places a prisoner’s ring 
  on a subject, the prisoner cannot remove the ring without the 
  use of a remove curse, limited wish, miracle, or wish spell. The 
  wearer of the jailer’s ring can also remove a linked prisoner’s ring 
  at any time.
  The jailer is aware of any wearer of a linked prisoner’s ring 
  like a constant status spell. Additionally, all wearers of linked 
  prisoner’s rings count as familiar to the jailer for purposes of 
  spells such as scrying and teleport.
  ConstruCtIon
  requirements Forge Ring, scrying, status; Cost 8,000 gp 
  (jailer’s ring), 125 gp (prisoner’s ring)
  rIng of ArCAne sIgnets  
  Aura faint universal; Cl 1st
  slot ring; Price 1,000 gp; Weight —
  DesCrIPtIon
  The amorphous, approximately 1-inch-square chunk of rosy 
  crystal that dominates this otherwise plain copper ring forms 
  itself into a specific rune, sigil, or similar identifying marker 
  each time a person first puts it on. If the wearer expects this to 
  occur, he can cause the crystal to adopt any shape he wishes. 
  If the wearer does not expect this to occur, the crystal instead 
  molds itself into an image that symbolizes the wearer or some 
  dominant facet of his personality. Once the crystal assumes 
  this initial form, it always does so whenever the wearer puts 
  on the ring. The wearer can, as a standard action, embed this 
  image on any object (as if using arcane mark) simply by pressing 
  the ring against it. The wearer may choose the color and other 
  cosmetic features of the image each time he uses the ring. The 
  brand is otherwise permanent unless removed by dispel magic, 
  erase, or a more powerful spell. 
  ConstruCtIon
  requirements Forge Ring, arcane mark; Cost 500 gp
  rIng of DelAyeD Doom
  Aura moderate conjuration; Cl 9th
  slot ring; Price 45,000 gp; Weight —
  DesCrIPtIon
  This band has nine garnets embedded along its exterior. 
  Whenever the wearer’s mind or body first becomes subject to any 
  harmful effect that allows a saving throw to resist or mitigate it, 
  he may, as an immediate action, choose to delay the onset of that 
  effect for 1 minute, after he fails the saving throw but before its 
  effects occur. This activation causes one of the garnets to turn 
  to powder. When that minute passes, the wearer may continue 
  to delay the onset of this harmful effect an additional minute as 
  an immediate action by willing the ring to do so, which destroys 
  another garnet, thus repeating the cycle for another minute. The 
  delayed harmful effect occurs when the wearer falls unconscious, 
  when the ring is removed, or 1 minute after the last time the 
  ring’s power activated; rounds spent delaying the effect do not 
  count toward the effect’s duration (for example, a curse that lasts 
  5 rounds takes effect for a full 5 rounds, even if the wearer delayed 
  its effect several minutes). Effects that protect against or negate 
  the harmful effect work normally while it is delayed, for example, 
  neutralize poison cast on the wearer while he delays the effect of a 
  poisonous bite removes the poison effect.
  ConstruCtIon
  requirements Forge Ring, heal, time stop; Cost 22,500 gp
  rIng of forCefAngs  
  Aura moderate evocation; Cl 9th
  slot ring; Price 8,000 gp; Weight —
  DesCrIPtIon
  This band negates any force spell or spell-like ability targeted at 
  the wearer. Doing so gives the ring a number of charges equal 
  to the spell level of the incoming force effect. The ring can hold 
  a maximum of nine charges. If an incoming force attack would 
  charge the ring beyond this limit, the ring does not negate the 
  attack or gain charges, and the attack affects the wearer normally. 
  On command, the wearer can use the ring’s charges to cast magic 
  missile, unleashing one missile (1d4+1 force damage) per charge 
  but no more than five missiles per round.
  ConstruCtIon
  requirements Forge Ring, Heighten Spell, magic missile; 
  Cost 4,000 gp
  rIng of mAnIACAl DevICes
  Aura faint transmutation; Cl 3rd
  slot ring; Price 5,000 gp; Weight —
  DesCrIPtIon
  This deceptively precious looking ring grants the wearer a +5 
  competence bonus on all Craft (traps) and Disable Device checks. 
  Even if he has no ranks in these skills, the wearer may make Craft 
  (traps) and Disable Device checks as if he were trained in them.
  ConstruCtIon
  requirements Forge Ring, fox’s cunning, creator must have 5 
  ranks in the relevant skill; Cost 2,500 gp
  rIng of retrIButIon  
  Aura strong evocation; Cl 13th
  slot ring; Price 15,000 gp; Weight —
  
  293
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  Magic Items
  Magic Items 7
  DesCrIPtIon
  Once per day, the wearer of this charred bone ring may, as an 
  immediate action, cause it to detonate in a 30-foot-radius burst 
  that deals 10d6 points of fire damage (Reflex DC 14 half). If the 
  wearer is killed by the detonation, all magical equipment he 
  carries must also save or take fire damage, and all nonmagical 
  equipment takes this damage with no saving throw. This 
  explosion never destroys the ring.
  ConstruCtIon
  requirements Forge Ring, Quicken Spell, fireball; Cost 7,500 gp
  rIng of revelAtIon
  Aura faint or moderate varied; Cl 5th (lesser), 7th (greater), or 
  11th (superior)
  slot ring; Price 10,000 gp (lesser), 16,000 gp (greater), 24,000 
  gp (superior); Weight —
  DesCrIPtIon
  A ring of revelation is a divine item attuned to a particular 
  oracular mystery and containing a revelation associated with 
  that mystery (see the oracle class description). While wearing 
  the ring, an oracle has access to that revelation and may 
  use it as if she had it as a normal class feature. The oracle 
  must have the appropriate mystery to use the ring, and must 
  meet the level requirements (if any) of the revelation itself; 
  for example, a ring of revelation (combat healer) is only usable 
  by an oracle of at least 7th level with the battle mystery. If 
  the oracle already has that revelation and the revelation 
  gives an ability with a limited number of uses per day, the 
  oracle can use that ability one additional time per day.  
  The ring has no effect if worn by a non-oracle.
  Table 7–7: Rings
   
   
   
   
  market
  minor medium major 
  ring 
  Price
  01–10 
  — 
  — 
  Dungeon ring, prisoner’s 250 gp
  11–40 
  — 
  — 
  Arcane signets   
  1,000 gp
  41–80 
  01–25 
  — 
  Maniacal Devices 
  5,000 gp
  81–95 
  26–46 
  — 
  Delayed doom 
  5,000 gp
   
   
   
  (1 stone)
  96–100 47–52 
  — 
  Forcefangs   
  8,000 gp
  — 
  53–59 
  — 
  Revelation, lesser   
  10,000 gp
  — 
  60–70 
  01–02 
  Delayed doom 
  10,000 gp
   
   
   
  (2 stones) 
  — 
  71–80 
  03–11 
  Delayed doom 
  15,000 gp
   
   
   
  (3 stones)
  — 
  81–85 
  12–29 
  Retribution 
  15,000 gp
  — 
  86–90 
  30–35 
  Dungeon ring, jailer’s 
  16,000 gp
  — 
  91–96 
  36–38 
  Revelation, greater 
  16,000 gp
  — 
  97–98 
  39–68 
  Delayed doom 
  20,000 gp
   
   
   
  (4 stones)
  — 
  99 
  69 
  Revelation, superior 
  24,000 gp
  — 
  100 
  70–85 
  Delayed doom 
  25,000 gp
   
   
   
  (5 stones)
  — 
  — 
  86–93 
  Delayed doom 
  30,000 gp
   
   
   
  (6 stones)
  — 
  — 
  94–97 
  Delayed doom 
  35,000 gp
   
   
   
  (7 stones)
  — 
  — 
  98–99 
  Delayed doom 
  40,000 gp
   
   
   
  (8 stones)
  — 
  — 
  100 
  Delayed doom 
  45,000 gp
   
   
   
  (9 stones)
  Prisoner’s  
  Dungeon Ring
  Jailer’s 
  Dungeon 
  Ring
  Ring 
  of 
  Revelation
  Ring 
  of 
  Maniacal 
  Devices
  Ring 
  of 
  Arcane 
  Signets
  Ring of 
   
  Delayed 
  Doom
  Ring 
  of 
  Retribution
  Ring 
  of 
   
  Forcefangs
  
  294
  294
  A lesser ring of revelation contains a revelation that has no 
  level prerequisite or a prerequisite that is less than 6th level. 
  A greater ring of revelation contains a revelation that requires 
  the oracle to be 7th level or higher. A superior ring of revelation 
  contains a revelation that requires the oracle to be 11th level 
  or higher.
  ConstruCtIon
  requirements Forge Ring, creator must be an oracle with the 
  desired revelation; Cost 5,000 gp (lesser), 8,000 gp (greater), 
  12,000 gp (superior)
  Rods
  Rods are scepter-like devices that have unique magical 
  powers and do not usually have charges. Many have 
  unique control over the flow of magic. Anyone can use 
  a rod (though metamagic rods have no effect when used 
  by creatures that cannot cast spells). Normal metamagic 
  rods can be used with spells of 6th level or lower. Lesser 
  rods can be used with spells of 3rd level or lower, while 
  greater rods can be used with spells of 9th level or lower.
  metAmAgIC, BounCIng
  Aura strong (no school); Cl 17th
  slot none; Price 9,000 gp (lesser), 32,500 gp (normal), 73,000 
  gp (greater); Weight 5 lbs.
  DesCrIPtIon
  The wielder can cast up to three spells per day that bounce as 
  though using the Bouncing Spell feat.
  ConstruCtIon
  requirements Craft Rod, Bouncing Spell; Cost 4,500 gp 
  (lesser), 16,250 gp (normal), 36,500 gp (greater)
  metAmAgIC, DAzIng
  Aura strong (no school); CL 17th
  slot none; Price 14,000 gp (lesser), 54,000 gp (normal), 121,500 
  gp (greater); Weight 5 lbs.
  DesCrIPtIon
  The wielder can cast up to three spells per day that daze affected 
  creatures as though using the Dazing Spell feat.
  ConstruCtIon
  requirements Craft Rod, Dazing Spell; Cost 7,000 gp (lesser), 
  27,000 gp (normal), 60,750 gp (greater)
  metAmAgIC, DIsruPtIve
  Aura strong (no school); Cl 17th
  slot none; Price 3,000 gp (lesser), 11,000 gp (normal), 24,500 
  gp (greater); Weight 5 lbs.
  DesCrIPtIon
  The wielder can cast up to three spells per day that are disruptive 
  as though using the Disruptive Spell feat.
  ConstruCtIon
  requirements Craft Rod, Disruptive Spell; Cost 1,500 gp 
  (lesser), 5,500 gp (normal), 12,250 gp (greater)
  metAmAgIC, eCtoPlAsmIC
  Aura strong (no school); Cl 17th
  slot none; Price 3,000 gp (lesser), 11,000 gp (normal), 24,500 
  gp (greater); Weight 5 lbs.
  DesCrIPtIon
  The wielder can cast up to three spells per day that have full 
  effect against incorporeal creatures as though using the 
  Ectoplasmic Spell feat.
  ConstruCtIon
  requirements Craft Rod, Ectoplasmic Spell; Cost 1,500 gp 
  (lesser), 5,500 gp (normal), 12,250 gp (greater)
  metAmAgIC, elementAl
  Aura strong (no school); Cl 17th
  slot none; Price 3,000 gp (lesser), 11,000 gp (normal), 24,500 
  gp (greater); Weight 5 lbs.
  DesCrIPtIon
  Each elemental metamagic rod is built with the power to 
  control and transform a specific energy type (acid, cold, 
  electricity, or fire). The wielder can cast up to three spells per 
  day that deal damage of the rod’s energy type instead of the 
  spell’s normal damage type, as though using the Elemental 
  Spell feat. For example, an elemental metamagic rod (cold) 
  always makes spells deal cold damage.
  ConstruCtIon
  requirements Craft Rod, Elemental Spell; Cost 1,500 gp 
  (lesser), 5,500 gp (normal), 12,250 gp (greater)
  metAmAgIC, foCuseD
  Aura strong (no school); Cl 17th
  slot none; Price 3,000 gp (lesser), 11,000 gp (normal), 24,500 
  gp (greater); Weight 5 lbs.
  DesCrIPtIon
  The wielder can cast up to three spells per day that are focused 
  as though using the Focused Spell feat.
  ConstruCtIon
  requirements Craft Rod, Focused Spell; Cost 1,500 gp (lesser), 
  5,500 gp (normal), 12,250 gp (greater)
  metAmAgIC, IntensIfIeD
  Aura strong (no school); Cl 17th
  slot none; Price 3,000 gp (lesser), 11,000 gp (normal), 24,500 
  gp (greater); Weight 5 lbs.
  DesCrIPtIon
  The wielder can cast up to three spells per day that are intensified 
  as though using the Intensified Spell feat.
  ConstruCtIon
  requirements Craft Rod, Intensified Spell; Cost 1,500 gp 
  (lesser), 5,500 gp (normal), 12,250 gp (greater)
  
  295
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  Magic Items
  Magic Items 7
  metAmAgIC, lIngerIng
  Aura strong (no school); Cl 17th
  slot none; Price 3,000 gp (lesser), 11,000 gp (normal), 24,500 
  gp (greater); Weight 5 lbs.
  DesCrIPtIon
  The wielder can cast up to three spells per day that linger for 1 
  round as though using the Lingering Spell feat.
  ConstruCtIon
  requirements Craft Rod, Lingering Spell; Cost 1,500 gp 
  (lesser), 5,500 gp (normal), 12,250 gp (greater)
  metAmAgIC, merCIful
  Aura strong (no school); Cl 17th
  slot none; Price 1,500 gp (lesser), 5,500 gp (normal), 12,250 gp 
  (greater); Weight 5 lbs.
  DesCrIPtIon
  The wielder can cast up to three spells per day that deal 
  nonlethal damage as though using the Merciful Spell feat.
  ConstruCtIon
  requirements Craft Rod, Merciful Spell; Cost 750 gp (lesser), 
  2,750 gp (normal), 6,125 gp (greater)
  metAmAgIC, PersIstent
  Aura strong (no school); Cl 17th
  slot none; Price 3,000 gp (lesser), 11,000 gp (normal), 24,500 
  gp (greater); Weight 5 lbs.
  DesCrIPtIon
  The wielder can cast up to three spells per day as though using 
  the Persistent Spell feat.
  ConstruCtIon
  requirements Craft Rod, Persistent Spell; Cost 1,500 gp 
  (lesser), 5,500 gp (normal), 12,250 gp (greater)
  metAmAgIC, reACh
  Aura strong (no school); Cl 17th
  slot none; Price 3,000 gp (lesser), 11,000 gp (normal), 24,500 
  gp (greater); Weight 5 lbs.
  DesCrIPtIon
  The wielder can cast up to three spells per day with a one-step 
  increase in their range category (such as from close to medium, 
  or medium to long) as though using the Reach Spell feat.
  ConstruCtIon
  requirements Craft Rod, Reach Spell; Cost 1,500 gp (lesser), 
  5,500 gp (normal), 12,250 gp (greater)
  metAmAgIC, seleCtIve
  Aura strong (no school); Cl 17th
  slot none; Price 3,000 gp (lesser), 11,000 gp (normal), 24,500 
  gp (greater); Weight 5 lbs.
  DesCrIPtIon
  The wielder can cast up to three spells per day as though using 
  the Selective Spell feat. For each spell, he can select up to four 
  creatures of his choice within the area that are unaffected.
  Table 
  7–8: 
  Rods
   
   
   
  market
  medium major 
     rod 
  Price
  01–03 
  — 
  Metamagic, merciful, lesser 
  1,500 gp
  04–06 
  — 
  Metamagic, 
   
  3,000 gp
   
   
   
  disruptive, lesser
  07–11 
  — 
  Metamagic, 
   
  3,000 gp
   
   
   
  ectoplasmic, lesser
  12–21 
  — 
  Metamagic, elemental, lesser 
  3,000 gp
  22–27 
  — 
  Metamagic, focused, lesser 
  3,000 gp
  28–33 
  — 
  Metamagic, 
   
  3,000 gp
   
   
   
  intensified, lesser
  34–36 
  — 
  Metamagic, lingering, lesser 
  3,000 gp
  37–39 
  — 
  Metamagic, persistent, lesser 
  3,000 gp
  40–43 
  — 
  Metamagic, reach, lesser 
  3,000 gp
  44–53 
  — 
  Metamagic, selective, lesser 
  3,000 gp
  54–55 
  — 
  Metamagic, merciful  
  5,500 gp
  56–58 
  — 
  Metamagic, bouncing, lesser 
  9,000 gp
  59–62 
  — 
  Metamagic, sickening, lesser 
  9,000 gp
  63–66 
  — 
  Metamagic, 
   
  9,000 gp
   
   
   
  thundering, lesser
  67–70 
  01–03 
  Metamagic, disruptive 
  11,000 gp
  71–74 
  04–09 
  Metamagic, ectoplasmic 
  11,000 gp
  75–80 
  10–20 
  Metamagic, elemental 
  11,000 gp
  81–83 
  21–28 
  Metamagic, focused  
  11,000 gp
  84–86 
  29–36 
  Metamagic, intensified 
  11,000 gp
  87–88 
  37–39 
  Metamagic, lingering  
  11,000 gp
  89–90 
  40–43 
  Metamagic, persistent 
  11,000 gp
  91–93 
  44–46 
  Metamagic, reach 
   
  11,000 gp
  94–97 
  47–54 
  Metamagic, selective  
  11,000 gp
  98  
  55–56 
  Metamagic, merciful, greater 
  12,250 gp
  99–100 
  57–58 
  Metamagic, dazing, lesser 
  14,000 gp
  —  
  59–60 
  Metamagic, 
   
  24,500 gp
   
   
   
  disruptive, greater
  —  
  61–63 
  Metamagic, 
   
  24,500 gp
   
   
   
  ectoplasmic, greater
  —  
  64–69 
  Metamagic, elemental, greater 24,500 gp
  —  
  70–73 
  Metamagic, focused, greater 
  24,500 gp
  —  
  74–77 
  Metamagic,  
   
  24,500 gp
   
   
   
  intensified, greater
  —  
  78–79 
  Metamagic, lingering, greater 
  24,500 gp
  —  
  80 
  Metamagic, persistent, greater 24,500 gp
  —  
  81–82 
  Metamagic, reach, greater 
  24,500 gp
  —  
  83–86 
  Metamagic, selective, greater 
  24,500 gp
  —  
  87–89 
  Metamagic, bouncing 
  32,500 gp
  —  
  90–91 
  Metamagic, sickening 
  32,500 gp
  —  
  92–93 
  Metamagic, thundering 
  32,500 gp
  —  
  94–95 
  Metamagic, dazing  
  54,000 gp
  —  
  96–97 
  Metamagic, bouncing, greater 73,000 gp
  —  
  98 
  Metamagic, sickening, greater 73,000 gp
  —  
  99 
  Metamagic,  
   
  73,000 gp
   
   
   
  thundering, greater
  —  
  100 
  Metamagic, dazing, greater 
  121,500 gp
  
  296
  296
  ConstruCtIon
  requirements Craft Rod, Selective Spell; Cost 1,500 gp (lesser), 
  5,500 gp (normal), 12,250 gp (greater)
  metAmAgIC, sICkenIng
  Aura strong (no school); Cl 17th
  slot none; Price 9,000 gp (lesser), 32,500 gp (normal), 73,000 
  gp (greater); Weight 5 lbs.
  DesCrIPtIon
  The wielder can cast up to three spells per day that sicken 
  affected creatures as though using the Sickening Spell feat.
  ConstruCtIon
  requirements Craft Rod, Sickening Spell; Cost 4,500 gp 
  (lesser), 16,250 gp (normal), 36,500 gp (greater)
  metAmAgIC, thunDerIng
  Aura strong (no school); Cl 17th
  slot none; Price 9,000 gp (lesser), 32,500 gp (normal), 73,000 
  gp (greater); Weight 5 lbs.
  DesCrIPtIon
  The wielder can cast up to three spells per day that deafen 
  affected creatures as though using the Thundering Spell feat.
  ConstruCtIon
  requirements Craft Rod, Thundering Spell; Cost 4,500 gp 
  (lesser), 16,250 gp (normal), 36,500 gp (greater)
  Staves
  The staves in this chapter follow the normal rules for magical 
  staves as described in the Pathfinder RPG Core Rulebook.
  stAff of BolsterIng  
  Aura moderate transmutation; Cl 8th 
  slot none; Price 20,800 gp; Weight 5 lbs. 
  DesCrIPtIon
  The top of this rosewood shaft narrows and then expands 
  again, bound by a number of metal rings. It allows use of the 
  following spells:
  •  bear’s endurance (1 charge)
  •  bull’s strength (1 charge)
  •  cat’s grace (1 charge)
  •  greater magic weapon (1 charge)
  ConstruCtIon
  requirements Craft Staff, bear’s endurance, bull’s strength, cat’s 
  grace, greater magic weapon; Cost 10,400 gp
  stAff of CACklIng WrAth 
  Aura moderate varied; Cl 8th
  slot none; Price 23,600 gp; Weight 5 lbs. 
  Selective 
  Metamagic Rod
  Dazing 
  Metamagic Rod
  Bouncing 
  Metamagic Rod
  Elemental 
  Metamagic Rod
  Focused 
  Metamagic 
  Rod
  Merciful 
  Metamagic 
  Rod
  Thundering 
  Metamagic 
  Rod
  Persistent 
  Metamagic 
  Rod
  Reach 
  Metamagic 
  Rod
  Sickening 
  Metamagic 
  Rod
  Ectoplasmic 
  Metamagic 
  Rod
  
  297
  297
  Magic Items
  Magic Items 7
  DesCrIPtIon
  The thorns embedded in this gnarled length of wood make 
  it rather tricky for the unwary to grasp. It allows use of the 
  following spells:
  •  blindness/deafness (1 charge)
  •  charm person (1 charge)
  •  hold person (1 charge)
  •  inflict moderate wounds (1 charge)
  •  baleful polymorph (2 charges)
  •  bestow curse (2 charges)
  •  vampiric touch (2 charges)
  ConstruCtIon
  requirements Craft Staff, baleful polymorph, bestow curse, 
  blindness/deafness, charm person, hold person, inflict moderate 
  wounds, vampiric touch; Cost 11,800 gp
  stAff of hoArDIng  
  Aura moderate varied; Cl 11th
  slot none; Price 30,016 gp; Weight 5 lbs. 
  DesCrIPtIon
  This gorgeous teak shaft has many gold and silver coins 
  hammered into it. It allows use of the following spells:
  •  identify (1 charge)
  •  locate object (1 charge)
  •  magic aura (1 charge)
  •  secret chest (2 charges)
  •  legend lore (3 charges)
  ConstruCtIon
  requirements Craft Staff, identify, legend lore, locate object, 
  magic aura, secret chest; Cost 15,008 gp
  stAff of Journeys  
  Aura moderate varied; Cl 8th
  slot none; Price 13,600 gp; Weight 5 lbs. 
  DesCrIPtIon
  This walking stick, which still has dark gray bark along its entire 
  length, branches into a decorative fork at its top. It allows use 
  of the following spells:  
  •  detect snares and pits (1 charge)
  •  endure elements (1 charge)
  •  longstrider (1 charge)
  •  pass without trace (1 charge)
  •  freedom of movement (2 charges)
  ConstruCtIon
  requirements Craft Staff, detect snares and pits, endure 
  elements, freedom of movement, longstrider, pass without trace; 
  Cost  6,800 gp
  stAff of mAny rAys 
  Aura moderate evocation and necromancy; Cl 11th
  slot none; Price 52,800 gp; Weight 5 lbs. 
  DesCrIPtIon
  The elaborate swirls and delicate flecks of shinning metal 
  adorning the head of this white wooden shaft makes it seem 
  almost as much a long mace as a staff. It allows use of the 
  following spells:
  •  ray of enfeeblement (1 charge)
  •  ray of exhaustion (1 charge)
  •  scorching ray (1 charge)
  •  enervation (2 charges)
  •  disintegrate (3 charges)
  ConstruCtIon
  requirements Craft Staff, disintegrate, enervation, ray of 
  enfeeblement, ray of exhaustion, scorching ray; Cost 26,400 gp
  stAff of oBstACles  
  Aura moderate varied; Cl 9th
  slot none; Price 25,800 gp; Weight 5 lbs. 
  DesCrIPtIon
  Dark and solid, this worn staff looks to be carved of rough 
  stone, yet feels and weighs like light wood. It allows use of the 
  following spells:
  •  arcane lock (1 charge)
  •  grease (1 charge)
  •  wind wall (1 charge)
  •  wall of fire (2 charges)
  •  wall of ice (2 charges)
  •  wall of stone (3 charges) 
  ConstruCtIon
  requirements Craft Staff, arcane lock, grease, wall of fire, wall of 
  ice, wall of stone, wind wall; Cost 12,900 gp
  stAff of PerformAnCe  
  Aura moderate varied; Cl 8th
  slot none; Price 26,800 gp; Weight 5 lbs. 
  DesCrIPtIon
  Soon after falling into the hands of a new owner, this piece of 
  finely varnished cedar develops ornamental brass keys, strings, 
  or other decorations that make it look like a stylized version of 
  its owner’s favorite type of musical instrument. It allows use of 
  the following spells:
  •  calm emotions (1 charge)
  •  glibness (1 charge)
  •  hypnotic pattern (1 charge)
  •  pyrotechnics (1 charge)
  •  enthrall (2 charges)
  •  major image (2 charges)
  •  sculpt sound (2 charges)
  ConstruCtIon
  requirements Craft Staff, calm emotions, enthrall, glibness, 
  hypnotic pattern, major image, pyrotechnics, sculpt sound; 
  Cost 13,400 gp
  stAff of revelAtIons  
  Aura moderate divination; Cl 9th
  slot none; Price 20,400 gp; Weight 5 lbs. 
  
  298
  298
  DesCrIPtIon
  The forked top of this walnut shaft resembles a combination 
  of a dowsing rod and the curled horns of a beast, a delicate 
  gemstone hovering between its enfolding arms. The staff 
  allows use of the following spells:
  •  augury (1 charge)
  •  speak with dead (1 charge)
  •  divination (2 charges)
  •  commune (3 charges)
  ConstruCtIon
  requirements Craft Staff, augury, commune, divination, speak 
  with dead; Cost 10,200 gp
  stAff of rIgor   
  Aura moderate varied; Cl 8th
  slot none; Price 13,600 gp; Weight 5 lbs. 
  DesCrIPtIon
  This iron-shod black wood staff allows use of the following spells:
  •  bane (1 charge)
  •  cause fear (1 charge)
  •  command (1 charge)
  •  magic weapon (1 charge)
  •  align weapon (2 charges)
  ConstruCtIon
  requirements Craft Staff, align weapon, bane, cause fear, 
  command, magic weapon; Cost 6,800 gp
  stAff of slumBer 
  Aura moderate varied; Cl 9th
  slot none; Price 34,050 gp; Weight 5 lbs. 
  DesCrIPtIon
  Smoky spirals adorn the length of this staff, having an almost 
  hypnotic effect. The staff allows use of the following spells:
  •  deep slumber (1 charge)
  •  ray of exhaustion (1 charge)
  •  dream (2 charges)
  •  nightmare (2 charges)
  •  waves of fatigue (2 charges)
  •  symbol of sleep (3 charges)
  ConstruCtIon
  requirements Craft Staff, deep slumber, dream, nightmare, symbol 
  of sleep, ray of exhaustion, waves of fatigue; Cost 17,025 gp
  stAff of shrIekIng  
  Aura moderate evocation; Cl 8th 
  slot none; Price 14,400 gp; Weight 5 lbs. 
  DesCrIPtIon
  Holes in this metal shaft cause it to emit an eerie moan when 
  swung through the air. It allows use of the following spells:
  •  shatter (1 charge)
  •  sound burst (1 charge)
  •  shout (2 charges)
  ConstruCtIon
  requirements Craft Staff, shatter, shout, sound burst; Cost 7,200
  stAff of souls  
  Aura moderate varied; Cl 8th
  slot none; Price 16,400 gp; Weight 5 lbs. 
  DesCrIPtIon
  This ominous staff allows use of the following spells:
  •  deathwatch (1 charge)
  •  detect undead (1 charge)
  •  gentle repose (1 charge)
  •  speak with dead (2 charges)
  •  death ward (2 charges)
  ConstruCtIon
  requirements Craft Staff, death ward, deathwatch, detect 
  undead, gentle repose, speak with dead; Cost 8,200 gp
  stAff of steAlth  
  Aura moderate illusion; Cl 8th
  slot none; Price 18,400 gp; Weight 5 lbs. 
  DesCrIPtIon
  This twisted, dark gray staff allows use of the following spells:
  •  disguise self (1 charge)
  •  invisibility (1 charge)
  •  nondetection (1 charge)
  •  greater invisibility (2 charges)
  ConstruCtIon
  requirements Craft Staff, disguise self, greater invisibility, 
  invisibility, nondetection; Cost 9,200 gp
  stAff of toxIns  
  Aura moderate varied; Cl 9th
  slot none; Price 12,600 gp; Weight 5 lbs. 
  Table 
  7–9: Staves
  medium 
  major 
  staff 
  market Price
  01–02 
  01 
  Toxins 
  12,600 gp
  03–05 
  02 
  Journeys 
  13,600 gp
  06–10 
  03–04 
  Rigor 
  13,600 gp
  11–18 
  05–08 
  Shrieking 
  14,400 gp
  19–25 
  09–11 
  Souls 
  16,400 gp
  26–35 
  12–16 
  Stealth 
  18,400 gp
  36–42 
  17–20 
  Revelations 
  20,400 gp
  43–54 
  21–26 
  Bolstering 
  20,800 gp
  55–59 
  27–28 
  Traps 
  21,200 gp
  60–69 
  29–35 
  Cackling wrath 
  23,600 gp
  70–76 
  36–44 
  Obstacles 
  25,800 gp
  77–82 
  45–54 
  Performance 
  26,800 gp
  83–86 
  55–60 
  Hoarding 
  30,016 gp
  87–92 
  61–72 
  Slumber 
  34,050 gp
  93–95 
  73–83 
  Vision 
  41,250 gp
  96–98 
  84–91 
  Weather 
  44,200 gp
  99–100 
  92–100 
  Many rays 
  52,800 gp
  
  299
  299
  Magic Items
  Magic Items 7
  DesCrIPtIon
  This length of hemlock-shrouded oak gives off the faintest whiff 
  of rot and corruption. It allows use of the following spells:
  •  stinking cloud (1 charge)
  •  cloudkill (2 charges)
  ConstruCtIon
  requirements Craft Staff, cloudkill, stinking cloud; Cost 6,300 gp
  stAff of trAPs  
  Aura moderate abjuration; Cl 8th
  slot none; Price 21,200 gp; Weight 5 lbs. 
  DesCrIPtIon
  The tip of this dark wooden shaft holds a piece of hard, chalk-
  like stone. The staff allows use of the following spells:
  •  alarm (1 charge)
  •  magic mouth (1 charge)
  •  phantom trap (1 charge) 
  •  explosive runes (2 charges)
  •  fire trap (2 charges)
  •  sepia snake sigil (2 charges)
  ConstruCtIon
  requirements Craft Staff, alarm, explosive runes, fire trap, magic 
  mouth, phantom trap, sepia snake sigil; Cost 10,600 gp.
  stAff of vIsIon  
  Aura moderate divination; Cl 11th
  slot none; Price 41,250 gp; Weight 5 lbs. 
  DesCrIPtIon
  A clear crystal lens is affixed to the top of this length of brass 
  and scaled skin. The staff allows use of the following spells:
  •  arcane eye (1 charge)
  •  arcane sight (1 charge)
  •  see invisibility (1 charge)
  •  prying eyes (2 charges)
  •  scrying (2 charges)
  •  true seeing (3 charges)
  ConstruCtIon
  requirements Craft Staff, arcane eye, arcane sight, prying eyes, 
  see invisibility, scrying, true seeing; Cost 20,625 gp
  stAff of WeAther  
  Aura strong varied; Cl 13th
  slot none; Price 44,200 gp; Weight 5 lbs. 
  DesCrIPtIon
  The carved surface of this solid oaken beam always depicts a 
  scene with the opposite qualities of the current weather (wet 
  on dry days, dry on wet days, and so on). It allows use of the 
  following spells:
  •  fog cloud (1 charge)
  •  gust of wind (1 charge)
  •  wind wall (1 charge)
  •  ice storm (2 charges)
  Staff of 
  Revelations
  Staff of 
  Journeys
  Staff of 
  Obstacles
  Staff of 
  Souls
  Staff 
  of 
  Toxins
  Staff 
  of 
  Cackling 
  Wrath
  Staff 
  of 
  Many 
  Rays
  Staff 
  of 
  Weather
  Staff 
  of 
  Rigor
  Staff 
  of 
  Vision
  
  300
  300
  •  sleet storm (2 charges)
  •  control weather (3 charges)
  ConstruCtIon
  requirements Craft Staff, control weather, fog cloud, gust of 
  wind, ice storm, sleet storm, wind wall; Cost 22,100 gp
  Wondrous Items
  Wondrous items is a catchall category for anything 
  that doesn’t fall into the other groups of magic items. 
  Any creature can use a wondrous item (unless specified 
  otherwise in the description, such as requiring a 
  particular class feature).
  All tools vest
  Aura faint conjuration; Cl 1st
  slot chest; Price 1,800 gp; Weight  5 lbs.
  DesCrIPtIon
  The stitching along the many pockets of this light leather 
  vest depicts cheerful laborers going about their daily work. 
  Once per day, as a standard action, the wearer can speak its 
  command word and order it to bring forth all the standard 
  tools required to make checks for any one Craft skill. These 
  tools appear in the countless pockets of the vest or, if too 
  heavy, on the floor, on a nearby shelf, on a workbench, or in 
  a toolbox or cupboard that appears nearby. Once summoned, 
  they remain for 24 hours or until another creature touches 
  them, whichever comes first.
  ConstruCtIon
  requirements Craft Wondrous Item, summon instrument; 
  Cost 900 gp
  Amulet of mAgeCrAft
  Aura moderate universal; Cl 9th
  slot neck; Price 20,000 gp; Weight  2 lbs.
  DesCrIPtIon
  Each silver link that makes up this heavy necklace represents 
  a well-known concept of arcane theory. A universalist wizard 
  who selects the necklace as his bonded object (which counts as 
  an amulet) may choose one school of spells each day when he 
  prepares spells. He then can use the necklace to spontaneously 
  convert any prepared wizard spell of that school into any other 
  wizard spell of that school he knows; the desired spell must be 
  of the same level or lower than the prepared spell. For example, 
  if the wizard chose “evocation” when he prepared his spells 
  that morning, until the next time he prepares spells, he can 
  spontaneously convert a prepared fireball into any other evocation 
  wizard spell of 3rd level or lower that he knows.
  ConstruCtIon
  requirements Craft Wondrous Item, permanency, creator must 
  be a universalist; Cost 10,000 gp
  Amulet of sPell CunnIng
  Aura moderate transmutation; Cl 7th
  slot neck; Price 10,000 gp; Weight 1 lb.
  DesCrIPtIon
  This silver locket only has power when used as a wizard’s 
  bonded object. It allows a wizard to prepare an additional 3 
  levels of spells per day.
  ConstruCtIon
  requirements Craft Wondrous Item, mnemonic enhancer; 
  Cost 5,000 gp
  AnnIhIlAtIon sPeCtACles
  Aura moderate transmutation; Cl 11th
  slot eyes; Price 25,000 gp; Weight 1/4 lb.
  DesCrIPtIon
  Creatures viewed through these darkly tinted glasses sometimes 
  seem, ever so briefly, to flicker in and out of existence. A 
  transmuter can use these spectacles to spontaneously convert 
  any prepared wizard transmutation spell into any other wizard 
  transmutation spell he knows; the desired spell must be of the 
  same level or lower than the prepared spell. Once per day, he 
  may use the spectacles to spontaneously cast disintegrate in place 
  of one of his prepared transmutation wizard spells of 6th level or 
  higher, even if he doesn’t know that spell.
  ConstruCtIon
  requirements Craft Wondrous Item, disintegrate, creator must 
  be a transmuter; Cost 12,500 gp
  APPle of eternAl sleeP
  Aura moderate enchantment; Cl 10th
  slot none; Price 2,500 gp; Weight —
  DesCrIPtIon
  This beautiful, ripe red apple appears fresh and tempting. Should 
  anyone bite into it (even a small taste), he must make an immediate 
  DC 19 Will saving throw or be stricken by eternal sleep, the same 
  as the witch’s hex of that name (see page 69). The victim can only 
  be awakened by a casting of break enchantment, limited wish, wish, 
  or miracle, or by a kiss from someone of royal blood.
  ConstruCtIon
  requirements Brew Potion, Craft Wondrous Item, eternal 
  sleep hex; Cost 1,125 gp
  AssIstIng glove
  Aura faint transmutation; Cl 1st
  slot hands; Price 180 gp; Weight 1 lb.
  DesCrIPtIon
  The wearer of this simple glove can speak a command word to 
  transform it into a glowing disembodied hand. As a swift action, 
  the wearer can have the glove assist him with a task as if using 
  the aid another action; the glove uses the wearer’s base attack 
  bonus or skill ranks when making the check to see if aid another 
  is successful (it does not gain the benefit of the wearer’s ability 
  scores or other bonuses). The hand remains until it has attempted 
  
  301
  301
  Magic Items
  Magic Items 7
  one action or until 1 minute passes, whichever comes first, at 
  which time it becomes a nonmagical lambskin glove.
  ConstruCtIon
  requirements Craft Wondrous Item, mage hand, unseen 
  servant; Cost 90 gp
  BAnDAges of rAPID reCovery
  Aura faint conjuration (healing); Cl 1st
  slot chest; Price 200 gp; Weight 1 lb.
  DesCrIPtIon
  These linen bandages have the same color and softness as 
  the feathers of a dove, but their antiseptic smell suggests a 
  less natural origin. Any creature wrapped in these bandages 
  recovers from wounds and ability damage each day as if 
  receiving complete bed rest regardless of activity (Pathfinder 
  RPG Core Rulebook 191). A creature actually receiving long-
  term care (from the Heal skill) or complete bed rest while 
  wearing the bandages gains a +4 bonus to its effective level or 
  Hit Dice when determining how many hit points it recovers 
  each day. The bandages are destroyed once removed or 
  when the wearer recovers all hit points and ability damage, 
  whichever comes first.
  ConstruCtIon
  requirements Craft Wondrous Item, cure light wounds, lesser 
  restoration, stabilize; Cost 100 gp
  Book of the loremAster
  Aura moderate divination; Cl 7th
  slot none; Price 15,000 gp; Weight 2 lbs.
  DesCrIPtIon
  This digest-sized book contains a seemingly random collection 
  of words, phrases, and strange mnemonic aids. Three times 
  each day, a bard can consult it while using the lore master class 
  feature in order to gain a +5 competence bonus when taking 10 
  or taking 20 on a Knowledge check.
  ConstruCtIon
  requirements Craft Wondrous Item, clairaudience/clairvoyance; 
  Cost 7,500 gp
  Boots of frIenDly terrAIn
  Aura faint transmutation; Cl 5th
  slot feet; Price 2,400 gp; Weight 1 lb.
  DesCrIPtIon
  Each pair of these supple leather boots corresponds to a specific 
  sort of environment as defined by the ranger’s favored terrain 
  class feature (jungle, plains, and so on). A ranger wearing the 
  boots can treat the corresponding environment of the boots 
  as one of his favored terrains. If he already has that particular 
  environment as one of his favored terrains, his bonus for that 
  terrain increases by +2.
  ConstruCtIon
  requirements Craft Wondrous Item, pass without trace, creator 
  must be a ranger; Cost 1,200 gp
  Bottle of messAges
  Aura faint illusion; Cl 3rd
  slot none; Price 300 gp; Weight  1 lb.
  DesCrIPtIon
  This green glass bottle has a tiny winding key on its elongated 
  stem that, if turned, causes a shadowy cork to slowly become 
  substantial over a 1-round period. Anything the owner of 
  the bottle speaks into the bottle during this time (up to 25 
  words) gets trapped inside it once the cork fully manifests. 
  As soon as the cork is removed or the bottle is smashed, this 
  message is released exactly as if the owner had spoken the 
  words at that moment. Once the bottle releases its message, 
  it shatters.
  ConstruCtIon
  requirements Craft Wondrous Item, magic mouth; Cost 150 gp
  BrACelet of merCy
  Aura faint conjuration (healing); Cl 5th
  Table 7–10: Minor Wondrous Items
  d%  
  Item 
  market Price
  01–05 
  Ioun torch 
  75 gp
  06–09 
  War paint of the terrible visage 
  100 gp
  10–12 
  Assisting glove 
  180 gp
  13–15 
  Bandages of rapid recovery 
  200 gp
  16–18 
  Catching cape 
  200 gp
  19–20 
  Soul soap 
  200 gp
  21–23 
  Bottle of messages 
  300 gp
  24–27 
  Key of lock jamming 
  400 gp
  28–29 
  Campfire bead 
  720 gp
  30–35 
  Defoliant polish 
  800 gp
  36–39 
  Dust of emulation 
  800 gp
  40–42 
  Muleback cords 
  1,000 gp
  43–45 
  All tools vest 
  1,800 gp
  46–49 
  Cowardly crouching cloak 
  1,800 gp
  50–56 
  Scabbard of vigor 
  1,800 gp
  57–58 
  Clamor box 
  2,000 gp
  59–61 
  Glowing glove 
  2,000 gp
  62–63 
  Manacles of cooperation 
  2,000 gp
  64–70 
  Knight’s pennon (honor) 
  2,200 gp
  71–75 
  Flying ointment 
  2,250 gp
  76–78 
  Boots of friendly terrain 
  2,400 gp
  79–80 
  Apple of eternal sleep 
  2,500 gp
  81–83 
  Cauldron of brewing 
  3,000 gp
  84–85 
  Philter of love 
  3,000 gp
  86–88 
  Sash of the war champion 
  4,000 gp
  89–90 
  Knight’s pennon (battle) 
  4,500 gp 
  91–92 
  Knight’s pennon (parley) 
  4,500 gp
  93–94 
  Helm of fearsome mien 
  5,000 gp
  95–96 
  Horn of the huntmaster 
  5,000 gp
  97–98 
  Scabbard of staunching 
  5,000 gp
  99–100 
  Sheath of bladestealth 
  5,000 gp
  
  302
  302
  slot wrist; Price 15,000 gp; Weight —
  DesCrIPtIon
  Each gem in this metal bracelet has a tiny inscription from a 
  holy book. If the wearer has the mercy class feature, she gains 
  the diseased mercy. If the wearer already has that mercy, her 
  effective caster level for removing diseases increases by +4.
  ConstruCtIon
  requirements Craft Wondrous Item, remove disease; Cost 7,500 gp
  CAmPfIre BeAD
  Aura faint evocation; Cl 1st
  slot none; Price 720 gp; Weight —
  DesCrIPtIon
  This tiny glass bead transforms itself into a small (2-foot-tall) pile of 
  burning logs whenever its command word is spoken. The fire burns 
  for 8 hours or until extinguished, at which point it turns back into 
  a bead. The owner of the item must wait twice as long as the fire 
  burned before he can order the bead to become a campfire again.
  ConstruCtIon
  requirements Craft Wondrous Item, produce flame; Cost 360 gp
  CAtChIng CAPe
  Aura faint abjuration; Cl 1st
  slot shoulders; Price 200 gp; Weight 3 lbs.
  DesCrIPtIon
  This silvery cape furls and ripples like a flag with every step its 
  owner takes. The wearer can, as a swift action, order the cape 
  to transform into a faint sphere of force that surrounds him 
  on all sides. The field grants the wearer a concealment (20% 
  miss chance) against ranged attacks and lasts for 1 minute or 
  until the wearer is successfully struck by a ranged weapon, 
  whichever comes first. When the field ends, all magic is lost 
  from the cloak, leaving only a mundane silvery garment.
  ConstruCtIon
  requirements Craft Wondrous Item, shield; Cost 100 gp
  CAulDron of BreWIng
  Aura faint transmutation; Cl 5th
  slot none; Price 3,000 gp; Weight 5 lbs.
  DesCrIPtIon
  A cauldron of brewing looks like a fine cooking pot with four 
  stout legs. The cauldron is capable of heating any liquid placed 
  in it to a precise temperature (anywhere from just above room 
  temperature to hot enough to boil salt water) and maintaining it 
  indefinitely while still remaining only slightly warm to the touch 
  on the outside. A cauldron of brewing provides a +5 competence 
  bonus on Craft (alchemy) skill checks.
  ConstruCtIon
  requirements Craft Wondrous Item, trained in Craft (Alchemy); 
  Cost 1,500 gp
  CAulDron of flyIng
  Aura moderate transmutation; Cl 10th
  slot none; Price 40,000 gp; Weight 100 lbs.
  DesCrIPtIon
  This iron pot is large enough for two Medium humanoids to 
  stand in comfortably. Upon command, the cauldron and up 
  to 500 pounds of additional weight can fly as if using overland 
  flight. The cauldron moves under the direction of the person 
  who spoke the activating command word. It can carry up to 
  double its capacity, but doing so reduces its speed to 30 feet. 
  It can hover in place without the need for a Fly skill check. The 
  cauldron provides partial cover for anyone standing in it. It has 
  a hardness of 10 and 60 hit points.
  ConstruCtIon
  requirements 
  Craft 
  Wondrous 
  Item, 
  overland 
  flight; 
  Cost 20,000 gp
  CAulDron of Plenty
  Aura strong conjuration; Cl 12th
  slot none; Price 15,000 gp; Weight 25 lbs.
  DesCrIPtIon
  This enchanted iron pot can produce nourishing, simple fare 
  sufficient to feed up to 36 people per day upon command. Once 
  per week it can also be commanded to create a heroes’ feast for 
  up to 12 people. The cauldron needs neither fire nor ingredients 
  to produce food; it does so instantly upon command.
  ConstruCtIon
  requirements Craft Wondrous Item, create food and water, 
  heroes’ feast; Cost 7,500 gp
  Table 
  7–11: 
  Medium 
  Wondrous 
  Items
  d%  
  Item 
  market Price 
  01–06 
  Grappler’s  mask 
  5,000 gp
  07–16 
  Torc of lionheart fury 
  8,000 gp
  17–19 
  Amulet of spell cunning 
  10,000 gp
  20–23 
  Construct channel brick 
  10,000 gp
  24–25 
  Doomharp 
  10,000 gp
  26–27 
  Ki mat 
  10,000 gp
  28–37 
  Lord’s banner (swiftness) 
  10,000 gp
  38–40 
  Crystal of healing hands 
  12,000 gp
  41–44 
  Book of the loremaster 
  15,000 gp
  45–48 
  Bracelet of mercy 
  15,000 gp
  49–56 
  Cauldron of plenty 
  15,000 gp
  57–61 
  Gloves of dueling 
  15,000 gp
  62–64 
  Necklace of ki serenity 
  16,000 gp
  65–69 
  Robes of arcane heritage 
  16,000 gp
  70–74 
  Silver smite bracelet 
  16,000 gp
  75–82 
  Vest of the cockroach 
  16,000 gp
  83–86 
  Amulet of magecraft 
  20,000 gp
  87–90 
  Horn of antagonism 
  20,000 gp
  91–93 
  Moon circlet 
  20,000 gp
  94–96 
  Necromancer’s athame 
  20,000 gp
  97–98 
  Sniper goggles 
  20,000 gp
  99–100 
  Annihilation spectacles 
  25,000 gp
  
  303
  303
  Magic Items
  Magic Items 7
  CAulDron of resurreCtIon
  Aura strong conjuration (healing); Cl 13th
  slot none; Price 33,000 gp; Weight 35 lbs.
  DesCrIPtIon
  The mouth of this heavy, dark iron cauldron is shaped like 
  a monstrous maw and is large enough to accommodate a 
  single Medium creature. When the cauldron is filled with 
  pure water and certain rare and sacred herbs, and a deceased 
  creature is placed inside it, the cauldron can restore the 
  creature to life as if from a raise dead or resurrection spell. 
  The spell effect depends on the components used: raise dead 
  costs 5,000 gp worth of materials, while resurrection costs 
  10,000 gp worth of materials. The cauldron can function 
  once per day.
  ConstruCtIon
  requirements Craft Wondrous Item, resurrection; Cost 16,500 gp
  CAulDron of seeIng
  Aura moderate divination; Cl 10th
  slot none; Price 42,000 gp; Weight 5 lbs.
  DesCrIPtIon
  When filled with liquid, this small cauldron allows the user 
  to see over virtually any distance as if using the scrying spell. 
  It may have additional powers like those of a crystal ball for 
  the same prices given on page 508 of the Pathfinder RPG 
  Core Rulebook.
  ConstruCtIon
  requirements Craft Wondrous Item, scrying; Cost 21,000 gp
  CAulDron of the DeAD
  Aura moderate necromancy; Cl 9th
  slot none; Price 30,000 gp; Weight 35 lbs.
  DesCrIPtIon
  This cauldron of dark iron is large enough to accommodate a 
  single Medium creature. When filled with a mixture of water 
  and rare herbs, the cauldron transforms any dead body placed 
  in it into a zombie as if animated by an animate dead spell. 
  Each corpse animated uses up 25 gp in materials per Hit Die, 
  and the cauldron can animate one corpse per round. The user 
  of the cauldron commands the undead so created—up to 12 
  HD, unless the user can cast the animate dead spell, in which 
  case that spell’s limit is used; animating more beyond this limit 
  causes earlier specimens to become uncontrolled.
  ConstruCtIon
  requirements Craft Wondrous Item, animate dead; Cost 15,000 gp
  ClAmor Box
  Aura moderate illusion; Cl 10th
  slot none; Price 2,000 gp; Weight 2 lbs.
  DesCrIPtIon
  This delicate tin music box can produce a great volume of noise 
  at a specific time determined by its owner. Four command 
  words determine what sorts of sounds it is to play (battle, fire, 
  massacre, or riot), and a fifth determines the delay (anywhere 
  from 1 round to 20 minutes) until the box begins to produce the 
  desired sound. The noise from the box is as loud as 40 people. 
  The sound persists for 2d6 rounds.
  ConstruCtIon
  requirements Craft Wondrous Item, ghost sound; Cost 1,000 gp
  ConstruCt ChAnnel BrICk
  Aura moderate transmutation; Cl 7th
  slot none; Price 10,000 gp; Weight 1 lb.
  DesCrIPtIon
  This solid red brick changes its shape to match its bearer’s holy 
  symbol. If the bearer has the channel energy class feature, she 
  can focus her power on the brick, allowing her to repair damaged 
  constructs and objects as if they were living creatures. The item 
  works whether the bearer channels positive or negative energy. 
  If the bearer has the artifice domain, she adds +2d6 points of 
  damage to her channel energy result when repairing constructs 
  and objects.
  ConstruCtIon
  requirements Craft Wondrous Item, make whole; Cost 5,000 gp
  CoWArDly CrouChIng CloAk
  Aura faint abjuration; Cl 1st
  slot shoulders; Price 1,800 gp; Weight 4 lbs.
  DesCrIPtIon
  This nondescript gray cloak has a hood that can fit over the wearer’s 
  entire face. The wearer can, as a move action, cover his face and 
  drop to a huddling crouch. Any creature seeking to directly attack 
  him while he does this must make a DC 11 Will save to do so (as the 
  sanctuary spell). The wearer cannot see or take any actions while 
  crouching. This makes him effectively blind, with all the normal 
  penalties, but not helpless. The wearer can end his crouch simply 
  by standing up or moving.
  ConstruCtIon
  requirements Craft Wondrous Item, sanctuary; Cost 900 gp
  CrystAl of heAlIng hAnDs
  Aura moderate conjuration (healing); Cl 10th
  slot neck; Price 12,000 gp; Weight 1 lb.
  Table 7–12: Major Wondrous Items
  d% 
  Item 
  market Price 
  01–08 
  Cauldron of the dead 
  30,000 gp
  09–20 
  Mask of giants (lesser) 
  30,000 gp
  21–32 
  Cauldron of resurrection 
  33,000 gp
  33–48 
  Cauldron of flying 
  40,000 gp
  49–64 
  Cauldron of seeing 
  42,000 gp
  65–76 
  Lord’s banner (terror) 
  56,000 gp
  77–88 
  Lord’s banner (victory) 
  75,000 gp
  89–96 
  Mask of giants (greater) 
  90,000 gp
  97–100 
  Lord’s banner (crusades) 
  100,000 gp
  
  304
  304
  DesCrIPtIon
  A simple cotton cord holds this glittering prism in place. A 
  person with the lay on hands class feature can direct one use 
  of this energy into the crystal, which stores it until the wearer 
  speaks a command word to release it. Releasing the energy 
  targets the wearer with the stored lay on hands effect, as if 
  touched by the person who infused the crystal with its power. 
  The crystal can contain a single use of the lay on hands class 
  feature. When filled with this magic, it begins to glow with 
  a pearly white light. The wearer of the crystal can order it to 
  release its energy as a standard action. This acts identically 
  to receiving the lay on hands directly from the person who 
  channeled it into the crystal, including any mercies they had 
  at the time.
  ConstruCtIon
  requirements Craft Wondrous Item, cure light wounds, creator 
  must be a paladin; Cost 6,000 gp
  DefolIAnt PolIsh
  Aura faint transmutation; Cl 5th
  slot none; Price 800 gp; Weight —
  DesCrIPtIon
  This container of sickly gray paste can coat the armor of one 
  Medium or two Small creatures. Affected objects produce 
  dark gray fumes for the next 24 hours. These fumes cause 
  natural plants to wilt and diminish as soon as they come into 
  contact with the affected armor. This allows the wearer to 
  move through terrain made difficult due to the presence of 
  vegetation as if it were normal terrain, though the creature 
  leaves a clear path of ruined vegetation. In addition, creatures 
  belonging to the plant type that target someone protected by 
  defoliant polish with a natural attack or grapple take 1 point of 
  damage with each successful attack.
  ConstruCtIon
  requirements Craft Wondrous Item, diminish plants; Cost 400 gp
  DoomhArP
  Aura faint necromancy; Cl 4th
  slot none; Price 10,000 gp; Weight 5 lbs.
  DesCrIPtIon
  Made from bone and sun-dried sinew, this masterwork harp 
  produces a vague sense of unease in anyone near it. If the 
  owner of this item has the bardic performance class feature 
  he can use it to perform a dirge of doom even if he is not of 
  sufficient level to normally have access to that ability. A bard 
  who can use dirge of doom and who plays the harp as part of 
  his performance increases the effective radius to 60 feet.
  ConstruCtIon
  requirements Craft Wondrous Item, cause fear; Cost 5,000 gp
  Dust of emulAtIon
  Aura faint illusion; Cl 1st
  Amulet of 
   
  Magecraft
  Clamor Box
  Cauldron 
  of 
  Plenty
  Book 
  of 
  the 
  Loremaster
  Boots 
  of 
  Friendly Terrain
  Gloves of 
  Dueling
  Dust 
  of 
  Emulation
  Bracelet 
  of 
  Mercy
  
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  305
  Magic Items
  Magic Items 7
  slot none; Price 800 gp ; Weight —
  DesCrIPtIon
  A creature coated with this glittering golden dust can interact 
  with any one item or object as if she had successfully used the 
  Use Magic Device skill to emulate a class feature or race (if the 
  exact result of the check matters, treat the character’s result 
  as a 25). If the user of the dust does not mentally select the 
  intended item or object while coating herself with the dust, 
  the magic of the dust applies to the first eligible object she 
  encounters. She can apply the result of this automatic check 
  when dealing with the item or object for 1 hour after exposure 
  to the dust.
  ConstruCtIon
  requirements Craft Wondrous Item, disguise self; Cost 400 gp
  flyIng oIntment
  Aura moderate transmutation; Cl 9th
  slot none; Price 2,250 gp; Weight —
  DesCrIPtIon
  This preparation of herbs includes belladonna, mandrake, and 
  foxglove (also known as “witch’s glove”) in a base of rendered 
  fats. When rubbed over the skin, the ointment grants the 
  subject the ability to fly (as the overland flight spell) for up to 
  9 hours.
  ConstruCtIon
  requirements Craft Wondrous Item, overland flight; Cost 1,125 gp
  gloves of DuelIng
  Aura faint transmutation; Cl 5th
  slot hands; Price 15,000 gp; Weight —
  DesCrIPtIon
  These supple leather gloves grant the wearer gains a +4 bonus to 
  his CMD against disarm attacks, attempts to sunder his wielded 
  weapons, and effects that cause him to lose his grip on his weapons 
  (such as grease). The wearer doesn’t drop held weapons when 
  panicked or stunned. If the wearer has the weapon training class 
  feature and is using an appropriate weapon, his weapon training 
  bonus increases by +2.
  ConstruCtIon
  requirements Craft Wondrous Item, greater magic weapon; 
  Cost 7,500 gp
  gloWIng glove
  Aura faint universal; Cl 1st
  slot hands; Price 2,000 gp; Weight —
  DesCrIPtIon
  The wearer of this slender white leather glove may, as a 
  standard action, press it against any surface or object and cause 
  a luminous handprint to appear. This print glows with any color 
  the wearer wishes, sheds light as a candle, and is easily visible 
  from a distance of up to 60 feet. These handprints last for 1 
  day before fading away. The glowing handprint matches the 
  wearer’s hand in terms of size, position of fingers, and so on.
  Crystal of 
  Healing Hands
  Annihilation  
  Spectacles
  Flying 
  Ointment
  Manacles 
  of 
  Cooperation
  Lord’s 
  Banner
  Helm of 
  Fearsome Mien
  Soul 
  Soap
  Defoliant 
  Polish
  Moon 
  Circlet
  
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  306
  ConstruCtIon
  requirements Craft Wondrous Item, arcane mark; Cost 1,000 gp
  grAPPler’s  mAsk
  Aura faint transmutation; Cl 1st
  slot head; Price 5,000 gp; Weight 2 lbs.
  DesCrIPtIon
  This mask, fashioned from dark leather, also covers the back of 
  the wearer’s head and neck and drapes over his shoulders and 
  upper arms, leaving only his mouth, nose, and eyes uncovered. 
  The wearer may attempt bull rushes and grapples without 
  provoking attacks of opportunity.
  ConstruCtIon
  requirements Craft Wondrous Item, bull’s strength, cat’s grace, 
  expeditious retreat; Cost 2,500 gp
  helm of feArsome mIen
  Aura faint necromancy; Cl 1st
  slot head; Price 5,000 gp; Weight 4 lbs.
  DesCrIPtIon
  This metal helm is made to look like the wearer has horns, tusks, 
  and other features resembling a fearsome predator. If the wearer 
  is a barbarian, she can use the intimidating glare rage power 
  whenever she rages. The helm has no effect if the wearer is not a 
  barbarian (or another class with the rage class feature).
  ConstruCtIon
  requirements Craft Wondrous Item, cause fear; Cost 2,500 gp
  horn of AntAgonIsm
  Aura faint enchantment; Cl 3rd
  slot none; Price 20,000 gp; Weight 4 lbs.
  DesCrIPtIon
  Carved from the bone of some giant beast, this large horn 
  emits an eerie, heart-lurching moan when sounded. A person 
  with the favored enemy class feature may blow the horn as a 
  standard action to daze one type of favored enemy within 90 
  feet for 1d4 rounds (DC 13 Will save negates). Creatures suffer a 
  penalty on this save equal to the ranger’s favored enemy bonus 
  against that type of creature. This is a sonic, mind-affecting 
  effect; creatures that cannot hear the horn are immune to its 
  magic. The horn’s magic works once per day.
  ConstruCtIon
  requirements 
  Craft 
  Wondrous 
  Item, 
  daze 
  monster; 
  Cost 10,000 gp
  horn of the huntmAster
  Aura moderate enchantment; Cl 11th
  slot none; Price 5,000 gp; Weight 5 lbs.
  DesCrIPtIon
  This elongated horn curves sharply at the end, almost making 
  it seem more like an enormous pipe than a tool for the hunt. 
  Once each day, a person with the hunter’s bond (companions) 
  class feature may blow the horn as a standard action; this grants 
  his full favored enemy bonus (instead of half) against a single 
  target to all allies within 30 feet who can see and hear him. The 
  effect lasts for 1 minute.
  ConstruCtIon
  requirements Craft Wondrous Item, greater heroism; 
  Cost 2,500 gp
  Ioun torCh
  Aura strong universal; Cl 12th
  slot none; Price 75 gp; Weight —
  DesCrIPtIon
  This item is merely a burned out, dull gray ioun stone with a 
  continual flame spell cast upon it. It retains the ability to float 
  and orbit, and allows the bearer to carry light and still have his 
  hands free. It may be in any crystalline shape common to ioun 
  stones (ellipsoid, prism, sphere, and so on).
  ConstruCtIon
  requirements Craft Wondrous Item, continual flame, creator 
  must be 12th level; Cost 62 gp, 5 sp
  key of loCk JAmmIng
  Aura faint abjuration; Cl 1st
  slot none; Price 400 gp; Weight 1/2 lb.
  DesCrIPtIon
  This ornate brass key automatically reshapes itself to fit any 
  standard keyhole (generally those in doors scaled for use by 
  Small or Medium creatures, not deliberately oversized locks like 
  the main door to a dwarven fortress). Once placed inside a lock, 
  the key merges with the lock and fills up all open spaces within it, 
  creating a solid piece of metal and making it impossible to unlock 
  it, even with magic. While securing the lock, the key strengthens 
  its materials, adding +2 to the lock’s hardness, 8 to its hit points, 
  and +5 to its Break DC. Touching the key and speaking the 
  command word causes it the key to disintegrate, leaving the lock 
  intact and rendering the mechanism operable again.
  ConstruCtIon
  requirements Craft Wondrous Item, hold portal; Cost 200 gp
  kI mAt
  Aura moderate conjuration (healing); Cl 7th
  slot none; Price 10,000 gp; Weight 3 lbs.
  DesCrIPtIon
  This humble pad of woven river reeds allows its owner to 
  recover his mental fortitude and ki pool by practicing breathing 
  exercises and other forms of meditation. Each hour its owner 
  spends sitting on the mat without taking any other action, he 
  can attempt to center himself by making a Wisdom check with a 
  DC of 10 plus the monk’s current number of ki points (note that 
  ability checks, like skill checks, do not automatically succeed on 
  a 20). If the check is successful, the monk regains 1 ki point.
  ConstruCtIon
  requirements Craft Wondrous Item, lesser restoration, creator 
  must be a monk; Cost 5,000 gp
  
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  Magic Items
  Magic Items 7
  knIght’s Pennon
  Aura moderate abjuration or transmutation; Cl 6th
  slot none; Price 4,500 gp (battle), 2,200 gp (honor), 4,500 
  (parley); Weight 1 lb.
  DesCrIPtIon
  This narrow cloth flag is made to attach to the end a knight’s lance, 
  though it can be flown from a spear, polearm, or even a staff. It has 
  no effect if not mounted appropriately. A knight’s pennon grants 
  different benefits depending on its color and design.
  Battle: The red knight’s pennon of battle allows its bearer to 
  benefit from heroism once per day.
  Honor: The gold knight’s pennon of honor bestows protection 
  from evil upon the bearer once per day.
  Parley: The white knight’s pennon of parley, when displayed 
  approaching a negotiation, grants the bearer a +4 enhancement 
  bonus on Bluff, Diplomacy, Intimidate, and Sense Motive 
  checks for 1 hour, so long as the bearer does not initiate any 
  hostile action.
  ConstruCtIon
  requirements Craft Wondrous Item, heroism (battle), protection 
  from evil (honor), eagle’s splendor (parley); Cost 2,250 gp 
  (battle), 1,100 gp (honor), 2,250 (parley)
  lorD’s BAnner
  Aura moderate (various schools); Cl 10th
  slot none; Price 100,000 gp (crusades), 10,000 gp (swiftness), 
  56,000 gp (terror), 75,000 gp (victory); Weight 3 lbs.
  DesCrIPtIon
  A lord’s banner is a cloth flag or standard, typically at least 
  2 feet wide and 4 feet long (though some are up to twice 
  that size), meant to be carried and displayed on a lance, 
  polearm, frame, or staff. It has no effect when not mounted 
  properly or when laying on the ground. It normally depicts 
  the insignia or heraldic symbol of a particular noble.
  A lord’s banner may be carried (on foot or mounted) or planted. 
  In the latter case, the banner does not need a bearer, but if it is 
  toppled or touched by an enemy, it loses its effectiveness until 
  reclaimed and replanted by allies of its owner.
  Crusades: A noble-looking lord’s banner of crusades emits a 
  hallow effect in a 40-foot radius around it, so long as it is borne 
  by one true to the religion of the person whose crest is on the 
  banner (these sorts of banners usually have a holy symbol or 
  other religious insignia worked into the design). The banner 
  displays the faith’s holy symbol along with the owner’s crest.
  Swiftness: A group or army traveling under a lord’s banner of 
  swiftness can make a forced march without needing Constitution 
  checks or suffering any nonlethal damage from doing so, 
  allowing them to cover great distances while still arriving ready 
  to do battle. This ability affects all allied creatures within 1 mile 
  as long as they are able to see the banner at least once a day.
  Terror: Enemies of the bearer of a lord’s banner of terror, 
  while within 30 feet and able to see the banner, must make 
  a Will saving throw (DC 16) or become panicked, fleeing as 
  quickly as possible for as long as they can see the banner. 
  Those that succeed on the save are shaken. A creature that 
  makes its saving throw is immune to the banner’s effects 
  for 1 day.
  Victory: Allies of the owner of a lord’s banner of victory gain 
  a +2 morale bonus on attack rolls, saves, and skill checks for 
  as long as they can see the banner.
  ConstruCtIon
  requirements Craft Wondrous Item, hallow (crusades), 
  eagle’s splendor (leadership), freedom of movement 
  (swiftness), fear (terror), heroism (victory); Cost 50,000 gp 
  (crusades), 5,000 gp (swiftness), 28,000 gp (terror), 37,500 
  gp (victory)
  mAnACles of CooPerAtIon
  Aura faint enchantment (charm); Cl 1st
  slot wrist; Price 2,000 gp; Weight 2 lbs.
  DesCrIPtIon
  These tight iron cuffs can fit over the wrists of any Large 
  or smaller humanoid. When placed on a helpless humanoid, 
  they make the captive more docile and compliant. The 
  prisoner never attempts to escape of its own volition and 
  agrees to any reasonable request unless it makes a DC 11 
  Will saving throw.
  ConstruCtIon
  requirements Craft Wondrous Item, charm person; Cost 1,000 gp
  mAsk of gIAnts
  Aura moderate transmutation (lesser), strong transmutation 
  (greater); Cl 6th (lesser), 13th (greater)
  slot head; Price 30,000 gp (lesser), 90,000 gp (greater);  
  Weight 1 lb.
  DesCrIPtIon
  This wooden mask depicts a leering humanoid with an 
  oversized nose and ears. If the wearer has the wild shape 
  class feature, the mask allows her to use wild shape to take 
  the form of a humanoid with the giant subtype. The forms 
  allowed by a lesser mask of giants are ogre, troll, fire giant, 
  frost giant, or stone giant. If the form has any of the following 
  abilities, the wearer gains the listed ability: darkvision 60 feet, 
  low-light vision, scent. In giant form, the wearer gains a +4 
  size bonus to Strength, a –2 penalty to Dexterity, and a +1 
  natural armor bonus.
  A greater mask of giants has all the powers of a lesser mask, 
  plus additional abilities in giant form. If the form has any of 
  the following abilities, the wearer gains the listed ability: rend 
  (2d6 damage), regeneration 5 (acid or fire), rock catching, 
  rock throwing (range 60 feet, 2d6 damage). If the chosen 
  giant form has immunity or resistance to any energy type, 
  the wearer gains resistance 20 to that energy type when in 
  giant form. If the giant form has vulnerability to an energy 
  type, the wearer gains that vulnerability when in giant form. 
  In giant form, the wearer gains a +6 size bonus to Strength, a 
  
  308
  308
  –2 penalty to Dexterity, a +4 size bonus to Constitution, and a 
  +4 natural armor bonus.
  ConstruCtIon
  requirements Craft Wondrous Item, giant form I; Cost 15,000 
  gp (lesser), 45,000 gp (greater)
  moon CIrClet
  Aura strong evocation; Cl 15th
  slot headband; Price 20,000 gp; Weight —
  DesCrIPtIon
  This fine silver circlet typically has a carved moonstone inset 
  on the front or a crescent moon design. The wearer of a moon 
  circlet gains darkvision out to 60 feet (if she does not already 
  possess it). Its other effects only benefit a wearer capable of 
  casting arcane spells.
  During the waxing moon, the wearer’s caster level is considered 
  one higher for purposes of caster level checks and spell effects; 
  during the three nights of the full moon, this benefit increases 
  to two levels higher than normal. However, this additional power 
  comes with a price. During the waning moon, the wearer’s caster 
  level is considered one lower for purposes of caster level checks 
  and spell effects, and during the three nights of the new moon, 
  this penalty increases to two levels lower.
  Removing a moon circlet imposes 2 negative levels on the 
  wearer until the next full moon (or until the circlet is worn 
  again, whichever comes first). These negative levels cannot be 
  restored by any means short of a limited wish, wish, or miracle.
  ConstruCtIon
  requirements Craft Wondrous Item, darkvision, light; 
  Cost 10,000 gp
  muleBACk CorDs
  Aura faint transmutation; Cl 3rd
  slot shoulders; Price 1,000 gp; Weight 1/4 lb.
  DesCrIPtIon
  These thick leather cords wrap around the wearer’s biceps 
  and shoulders; when worn, they make the muscles appear 
  larger than normal. The wearer treats his Strength score as 
  8 higher than normal when determining his carrying capacity 
  (see Pathfinder RPG Core Rulebook page 171). This bonus does 
  not apply to combat, breaking items, or any other Strength-
  related rolls except the amount of equipment or material the 
  wearer can carry.
  ConstruCtIon
  requirements Craft Wondrous Item, bull’s strength; Cost 500 gp
  neCklACe of kI serenIty
  Aura moderate enchantment; Cl 9th
  slot neck; Price 16,000 gp; Weight —
  DesCrIPtIon
  This simple leather cord is tightly knotted at even intervals 
  and gives its wearer a sense of inner calmness and connection 
  with the larger world. The wearer gains a +4 bonus to his 
  effective level when determining the size of his ki pool and 
  the level-based effects of his ki pool ability (such as bypassing 
  damage reduction).
  ConstruCtIon
  requirements Craft Wondrous Item, calm emotions, owl’s 
  wisdom; Cost 8,000 gp
  neCromAnCer’s AthAme
  Aura strong necromancy; Cl 11th
  slot none; Price 20,000 gp; Weight 2 lbs.
  DesCrIPtIon
  This pallid length of sharpened thighbone is carved into the 
  shape of a dagger, but with tiny holes bored into it at equal 
  intervals, almost like a flute. A necromancer who selects the 
  athame as his bonded object can use it to spontaneously 
  convert any prepared wizard necromancy spell into any other 
  wizard necromancy spell he knows; the desired spell must be 
  of the same level or lower than the prepared spell.
  ConstruCtIon
  requirements Craft Wondrous Item, create undead, creator 
  must be a necromancer; Cost 10,000 gp
  PhIlter of love
  Aura strong enchantment; Cl 15th
  slot none; Price 3,000 gp; Weight —
  DesCrIPtIon
  This potent preparation causes a creature who drinks it to 
  fall madly in love with the first creature he or she perceives 
  after consuming it. The drinker’s attitude toward that creature 
  becomes helpful. If a romantic attraction is possible toward 
  the first person viewed, the drinker falls in love with that 
  person. Otherwise, the drinker’s love is a platonic adoration. 
  The effects of the philter are permanent unless removed by a 
  break enchantment, dispel magic, limited wish, miracle, remove 
  curse, or wish.
  ConstruCtIon
  requirements 
  Craft 
  Wondrous 
  Item, 
  charm 
  monster, 
  permanency; Cost 1,500 gp
  roBes of ArCAne herItAge
  Aura moderate necromancy; Cl 9th
  slot body; Price 16,000 gp; Weight 1 lb.
  DesCrIPtIon
  These elegant, dark purple and royal blue robes are usually 
  decorated with gold stitching depicting a sorcerer bloodline, 
  though some indicate a family tree. The stitching changes 
  to match the sorcerer bloodline of the wearer. The wearer 
  treats her sorcerer level as 4 higher than normal for the 
  purpose of determining what bloodline powers she can use 
  and their effects.
  ConstruCtIon
  requirements Craft Wondrous Item, speak with dead, creator 
  must be a sorcerer; Cost 8,000 gp
  
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  Magic Items
  Magic Items 7
  sAsh of the WAr ChAmPIon
  Aura moderate abjuration; Cl 9th
  slot chest; Price 4,000 gp; Weight 1 lb.
  DesCrIPtIon
  This bright red strip of cloth, stitched with images of a cheering 
  crowd throwing garlands toward a chariot, fits across the 
  wearer’s shoulders and then diagonally down his chest to reach 
  his opposite hip. The wearer treats his fighter level as 4 higher 
  than normal for the purpose of the armor training and bravery 
  class features.
  ConstruCtIon
  requirements Craft Wondrous Item, cat’s grace, remove fear; 
  Cost 2,000 gp
  sCABBArD of stAnChIng
  Aura faint conjuration (healing); Cl 5th
  slot belt; Price 5,000 gp; Weight 2 lbs.
  DesCrIPtIon
  This fine, red leather sheath is decorated with gold filigree. 
  It fits any bladed slashing weapon. While worn, a scabbard 
  of stanching protects against bleed damage. Anytime the 
  wearer suffers a bleed effect, the scabbard automatically 
  stanches it. It has no effect on bleed damage from effects 
  that require a DC 16 or higher caster level or Heal check.
  ConstruCtIon
  requirements Craft Wondrous Item, cure light wounds; 
  Cost 2,500 gp
  sCABBArD of vIgor
  Aura faint transmutation; Cl 5th
  slot belt; Price 1,800 gp; Weight 3 lbs.
  DesCrIPtIon
  Once per day, as part of the action of drawing forth the weapon 
  held by the scabbard, the wearer can order it to endow the 
  weapon with an enhancement bonus on attack and damage 
  rolls. The duration of the effect depends on the desired 
  enhancement bonus for the weapon.
  Bonus 
  Duration
  +4 
   1 round
  +3 
   3 rounds
  +2 
   5 rounds
  +1 
   10 rounds
  ConstruCtIon
  requirements Craft Wondrous Item, greater magic weapon; 
  Cost 900 gp
  sheAth of BlADesteAlth
  Aura faint illusion; Cl 5th
  slot belt; Price 5,000 gp; Weight 2 lbs.
  DesCrIPtIon
  This mundane-looking but serviceable sheath fits any bladed 
  slashing weapon, from a dagger to a greatsword. When a 
  weapon is placed into the sheath of bladestealth, both it and 
  the weapon become invisible (as the invisibility spell) until the 
  weapon is drawn, at which point it and the sheath become 
  visible again. The invisible sheathed weapon can still be 
  detected by touch, but the bearer gains a +5 bonus on Sleight 
  of Hand checks to conceal the weapon, and casual inspection 
  does not reveal it at all. Other effects that detect or reveal 
  invisible things work normally on the sheathed weapon.
  ConstruCtIon
  requirements Craft Wondrous Item, invisibility; Cost 2,500 gp
  sIlver smIte BrACelet
  Aura moderate transmutation; Cl 9th
  slot wrist; Price 16,000 gp; Weight 1 lb.
  DesCrIPtIon
  This heavy silver bracelet is etched with icons of purity, fidelity, 
  chastity, and honor, and glows with a soft white light whenever 
  its owner prays. The wearer of this bracelet treats her paladin 
  level as 4 higher than normal for the purpose of her smite evil 
  class feature.
  ConstruCtIon
  requirements Craft Wondrous Item, align weapon, creator 
  must be a paladin; Cost 8,000 gp
  snIPer goggles
  Aura faint divination; Cl 5th
  slot eyes; Price 20,000 gp; Weight 1 lb.
  DesCrIPtIon
  The leather strap attached to these bulbous lenses allows their 
  wearer to fit them to his head. The wearer of these goggles can 
  make ranged sneak attacks from any distance instead of the 
  normal 30 feet. When making ranged sneak attacks within 30 
  feet, the wearer gains a +2 circumstance bonus on each sneak 
  attack damage die.
  ConstruCtIon
  requirements Craft Wondrous Item, true strike; Cost 10,000 gp
  soul soAP
  Aura faint abjuration; Cl 1st
  slot none; Price 200 gp; Weight 2 lbs.
  DesCrIPtIon
  This small bar of coarse gray soap has tiny pieces of ash, coal, 
  or hard earth embedded in it, making the use of the soap 
  uncomfortable and leaving anyone washed with it as dirty as 
  before. Washing a creature with the soap requires water and 
  takes 1 minute, after which the creature can attempt a new Will 
  saving throw against any hostile ongoing mind-affecting effect 
  currently affecting it. Unwilling creatures must be pinned or 
  otherwise made helpless before they can be washed. The soap 
  is sufficient to wash one creature.
  ConstruCtIon
  requirements Craft Wondrous Item, resistance; Cost 100 gp
  
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  310
  torC of lIonheArt fury
  Aura faint abjuration; Cl 3rd
  slot neck; Price 8,000 gp; Weight 1 lb.
  DesCrIPtIon
  Each end of this heavy copper neckwear bears the image of a 
  snarling lion. The wearer gains a +2 morale bonus on saving 
  throws against fear. If the wearer is a barbarian of at least 12th 
  level, she gains the fearless rage rage power. If she already has 
  this power, she also becomes immune to the panicked condition 
  while raging, and any panic-causing attack against her while 
  she rages instead causes her to regain 1 round of rage.
  ConstruCtIon
  requirements 
  Craft 
  Wondrous 
  Item, 
  remove 
  fear; 
  Cost 4,000 gp
  vest of the CoCkroACh
  Aura faint necromancy; Cl 3rd
  slot chest; Price 16,000 gp; Weight 2 lbs.
  DesCrIPtIon
  This padded and slightly bulky vest, made from dyed, red-
  brown cloth, causes its wearer to feel vaguely uncomfortable 
  whenever lying prone. If the wearer is a rogue, she gains 
  the resiliency rogue talent. If she already has this talent, 
  activating the talent grants her 2 hit points per rogue level 
  instead of 1.
  ConstruCtIon
  requirements Craft Wondrous Item, false life; Cost 8,000 gp
  WAr PAInt of the terrIBle vIsAge
  Aura faint necromancy; Cl 1st
  slot none; Price 100 gp; Weight —
  DesCrIPtIon
  This thimble-sized clay container of thick, moist face paint has 
  enough material to paint streaks and whorls of any color on 
  one creature’s face. Once applied, the wearer can, as a swift 
  action, make the paint rearrange itself into a ghastly mélange 
  of colors, making his appearance momentarily disturbing and 
  hideous. The wearer chooses one creature who can see his 
  painted face within 30 feet to be affected by cause fear. Once 
  the paint is used in this fashion, it loses all magic and becomes 
  normal  face paint. Once applied, the wearer has 24 hours to 
  use the paint’s magic; otherwise it fades away.
  ConstruCtIon
  requirements Craft Wondrous Item, cause fear; Cost 50 gp
  Cursed Items
  The following are additional cursed items that may arise from 
  faulty item crafting—or in some cases, deliberate construction. 
  Many cannot be discarded unless a successful remove curse, 
  break enchantment, or similar magic is used on them.
  Buffoon’s sWorD
  Aura moderate divination; Cl 10th
  slot none; Weight 2 lbs.
  DesCrIPtIon
  This blade seems and behaves in all ways as a sword of 
  subtlety until actually used in combat. Once used in combat, 
  it imposes a –10 penalty on all Stealth checks made by its 
  wielder. It also makes it nearly impossible for the owner to 
  tell a lie or engage in any other sort of subterfuge. Each time 
  he does so, he must make a DC 15 Will saving throw to avoid 
  blurting out the truth or taking some other involuntary action 
  that spoils his attempted ruse. Only curse-ending magic can 
  rid the wielder of the sword once its curse activates.
  CreAtIon
  magic Items sword of subtlety
  CAnnIBAl rIng
  Aura strong transmutation; Cl 16th
  slot ring; Weight —
  DesCrIPtIon
  This simple and unadorned copper ring appears slightly 
  tarnished, but seemingly wards off the effects of hunger or 
  other sorts of deprivation; all tests reveal it to be a ring of 
  sustenance. However, after wearing it for 7 days, its owner 
  instead comes to suffer from almost constant hunger and 
  thirst, which, if not sated, ultimately drives him mad enough 
  to become a cannibal. The wearer must eat and drink a full 
  day’s worth of food and water each hour to avoid making 
  a starvation or thirst check. Once the wearer starts to take 
  lethal damage instead of nonlethal damage due to failed 
  checks, he begins to experience ever more powerful cravings 
  for the flesh of intelligent creatures (any living creature with 
  an Intelligence of 3 or higher).
  Once the wearer feasts in such a manner, he recovers all 
  nonlethal damage sustained from hunger and thirst, though 
  he continues to suffer lethal damage on failed starvation and 
  thirst checks. The next time he is in a situation in which he 
  could eat part of an intelligent being, he must make a DC 
  15 Will save or dine on the forbidden meat. If the wearer 
  succumbs to this urge again, he recovers all lethal damage 
  from failed starvation and thirst checks, and realizes 
  cannibalism is the key to avoiding the increased hunger and 
  thirst—on any day he eats at least one meal of flesh from 
  an intelligent creature, he does not have to make hourly 
  starvation and thirst checks, and recovers any accumulated 
  damage from failing these checks. Once its curse activates, 
  the ring cannot be removed until the curse is broken.
  CreAtIon
  magic Items ring of sustenance
  CloAk of ImmolAtIon
  Aura strong evocation; Cl 12th
  slot shoulders; Weight 1 lb.
  
  311311
  Magic Items
  Magic Items 7
  DesCrIPtIon
  This cloak appears to be a finely made normal garment 
  that radiates protective magic. The cloak can be handled or 
  examined without harm, but when it is put on, it immediately 
  bursts into flames that burn continuously but do not harm 
  the cloak, only its wearer. The cloak deals 1d6 points of fire 
  damage each round and cannot be removed unless the curse 
  is broken. Sufficient amounts of water or other smothering 
  materials can douse the flames temporarily, but the cloak 
  reignites when exposed to air again. Spells like resist energy, 
  protection from energy, and similar effects can protect the 
  wearer against the cloak’s flames while they last.
  CreAtIon
  magic Items any cloak
  CroWn of BlInDness
  Aura moderate illusion; Cl 10th
  slot headband; Weight 1 lb.
  DesCrIPtIon
  This fine silver circlet is often set with a milky moonstone. 
  When a wearer places it on his head, the stone quickly goes 
  dark like the waning moon, and the wearer must make a 
  DC 14 Fortitude saving throw or immediately go blind. The 
  saving throw must be made each round that the crown is 
  worn until the wearer succumbs to the blindness. Removing 
  the circlet requires breaking the curse. The blindness can be 
  cured using remove blindness/deafness or any spell normally 
  used to end a curse.
  CreAtIon
  magic Items headband of alluring charisma, headband of inspired 
  wisdom, headband of mental prowess, headband of mental 
  superiority, headband of vast intelligence, moon circlet
  grAvesoul Armor
  Aura moderate enchantment; Cl 10th
  slot armor; Weight 20 lbs.
  DesCrIPtIon
  This armor behaves in all ways as if it were +1 undead 
  controlling studded leather until its owner actually attempts 
  to use its special property. At that point, the wearer and all 
  living creatures within a 20-foot radius must each make 
  a DC 15 Will saving throw to avoid believing that they are 
  actually some sort of undead creature for the next 24 hours. 
  The GM can either roll randomly (1d6; 1–3 zombies, 4–5 
  ghouls, 6 vampire) or choose which sorts of undead the 
  affected creatures believe themselves to be, customizing 
  to the personality and abilities of each creature. Creatures 
  affected by the armor behave as normal for the sorts of 
  undead they regard themselves—“zombies” mindlessly 
  attack unassociated creatures near them, vampires attempt 
  to bite victims on the neck, and so on—but gain none of the 
  special abilities of that creature. The affected creatures react 
  negatively to effects that harm “their” type of undead, so 
  “vampires” avoid garlic, “wraiths” recoil from sunlight, and 
  so on. The creatures otherwise continue to believe they are 
  actually undead and ignore all evidence to the contrary. If 
  attacked, they defend themselves, even if this requires using 
  abilities they have but “their” type of undead normally lacks; 
  for example, a barbarian who thinks she’s a ghoul can still 
  rage. Channel energy and other undead-affecting effects 
  have no effect on creatures affected by gravesoul armor.
  This is a mind-affecting, compulsion enchantment. The 
  wearer of the armor can use this power up to three times per 
  day, though it can only work on a particular creature once 
  in any 24-hour period. Regardless of the curse, the armor 
  is still +1 studded leather, and some characters may find it 
  useful despite its (nonexistent) power over undead. Unlike 
  most cursed items, this one is easily discarded without any 
  magical assistance.
  CreAtIon
  magic Items +1 undead controlling studded leather
  hAt of hAtreDs
  Aura moderate illusion; Cl 10th
  slot head; Weight —
  DesCrIPtIon
  This hat performs in all ways like a hat of disguise until its 
  owner attempts to use it to disguise himself in the presence 
  of a hostile creature. Once he does, the hat causes him 
  to assume the guise of the creature or person the hostile 
  creature most wants to harm. The hat never causes the 
  wearer to assume the appearance of someone the viewer 
  wouldn’t harm if he had the opportunity (for example, the 
  greatly feared leader of the local temple).
  Once the hat reveals its true abilities, it no longer responds 
  to attempts by its wearer to change his appearance. Instead, 
  it automatically causes him to take on the guise of someone 
  known to and despised by those viewing him, complete 
  with supplementary illusions that make that wearer appear 
  disoriented, injured, or weak. For example, in a goblin lair, 
  the wearer might look like the tribe’s chief, but sleepy and 
  vulnerable. In a human town, the wearer may look like the 
  hated local bully, drunk and staggering. In an evil town, the 
  wearer looks like a confused visitor and appears to be an ideal 
  target to victimize with some crime.
  Curse-breaking magic is necessary to remove the hat.
  CreAtIon
  magic Items hat of disguise
  gIrDle of oPPosIte genDer
  Aura moderate transmutation; Cl 10th
  slot belt; Weight 1 lb.
  DesCrIPtIon
  When this magical belt is put on, the wearer must immediately 
  make a DC 20 Fortitude saving throw or be transformed into 
  a person of the opposite gender. The character’s abilities, 
  
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  mind, and spirit remain unaffected; only the character’s sex 
  changes. If the character’s saving throw is a natural 1, the 
  item actually removes all gender from the wearer, giving 
  him an androgynous, neutered appearance. The change 
  is permanent unless undone with curse-removing magic. 
  Once its magic takes effect, the belt can be removed without 
  effort. A creature can only be affected by a particular girdle 
  once, though other girdles of this type can cause another 
  transformation.
  CreAtIon
  magic Items any belt
  PlAnAr InvAsIon shIelD
  Aura strong conjuration; Cl 17th
  slot shield; Weight 15 lbs.
  DesCrIPtIon
  This impressive shield seems to be and behaves in all ways 
  as an absorbing shield until its owner attempts to use its 
  disintegration power in combat. Once he does, it instead 
  causes one or more monsters to pour forth from the shield 
  and attack the nearest creature each round (including the 
  shield-bearer) for 1d6 rounds before retreating from the 
  battle by the safest possible route. If there is no such path 
  for them to escape, the monsters fight to the death. To 
  determine the nature and number of the monsters, roll 2d4 
  to determine the level of the summon monster spell and 
  roll 1d3 to determine the number of creatures that appear. 
  Monsters conjured by this shield remain until killed, act 
  as normal for their kind, and are treated as summoned 
  creatures with a permanent duration.
  Once its curse activates, the shield calls forth monsters three 
  times per day, approximately every 8 hours. If the monsters 
  cannot emerge directly from the shield and survive (for example, 
  because it’s buried or underwater), they instead appear at the 
  nearest safe location within 50 feet. Successful curse-breaking 
  magic cast on the shield restores it to its previous guise as an 
  absorbing shield and allows its wearer to abandon it.
  CreAtIon
  magic Items absorbing shield
  one-WAy WInDoW
  Aura faint divination; Cl 5th
  slot none; Weight 1 lb. (20 lbs. in larger form)
  DesCrIPtIon
  This small, 6-inch-square glass tablet grows to a 6-foot-by-3-
  foot window if placed on any sufficiently large vertical surface 
  and returns to its original size if removed. The window melds 
  ever so slightly into the surface, allowing it to ignore minor 
  protrusions, curves, or anything else that would normally make 
  it difficult to simply lay down a pane of glass. On command, 
  the front of this glass displays all activities on the other side of 
  this surface like a window, piercing wood, earth, or stone up 
  to 10 feet deep, but not metal. The window does not reveal its 
  existence to non-hostile creatures depicted within it, allowing 
  observers to study them at their leisure.
  However, once the owner of the window uses it to spy 
  on hostile creatures, its curse activates. From that moment 
  on, the window presents its owner and anyone looking 
  through the window with an artificial image of the other 
  side designed to lull them into a sense of false confidence—
  enemies appear sleeping or drunk, pits have obvious plank 
  bridges for easy crossing, and so on. While presenting this 
  image to those in front of the mirror, it reveals those viewers 
  to the enemies being observed, creating a two-way window; 
  however, viewed creatures see those using the mirror 
  accurately and can read their thoughts as if using detect 
  thoughts. Furthermore, the image shown to those using the 
  mirror does not reveal that the creatures they are watching 
  can see them as well. Once the curse activates, the owner 
  comes to regard using the mirror to spy ahead as his most 
  effective tactic (after all, it has no limit to its duration) and 
  does so whenever possible until curse-breaking magic frees 
  him from its influence (anyone who uses the mirror to spy on 
  hostiles, even if he wasn’t the one to activate the mirror, is 
  also subject to this desire to continue using it).
  CreAtIon
  requirements mirror of life trapping, mirror of opposition
  rIng of truth
  Aura moderate enchantment; Cl 9th
  slot ring; Weight —
  DesCrIPtIon
  Deceptively pleasant looking, a ring of truth bears images of 
  childlike angels and broadly smiling divine creatures holding 
  onto links of a heavy chain. The wearer of this cursed ring is 
  rendered unable to tell a deliberate lie, in either speech or 
  writing. The wearer may simply omit the truth or choose not 
  to communicate, but even then must succeed on a DC 20 Will 
  saving throw to avoid answering a direct question truthfully. 
  The wearer cannot remove the ring unless the magic of the 
  curse is negated.
  CreAtIon
  magic Items ring of mind shielding, ring of x-ray vision
  rIot PIPes
  Aura moderate enchantment; Cl 10th
  slot none; Weight 3 lbs.
  CreAtIon
  This simple musical instrument seems and behaves in all ways 
  like any other kind of magical pipes until its owner plays it in 
  an urban setting. Once he does, it requires all people within 
  hearing to make a DC 15 Will saving throw to avoid falling 
  into a murderous fury. Those who fail their saves gain the 
  effects of a rage spell for the next 1d6 hours and experience a 
  strong compulsion (Will DC 15 negates) to attack any stranger 
  or disliked person whom they encounter during this time.  
  
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  Magic Items
  Magic Items 7
  If the owner spends more than 3 consecutive days in an urban 
  setting, he must make a DC 15 Will saving throw each day 
  to avoid playing the riot pipes at some point during each 
  subsequent day. The pipes remain with the player until the 
  curse is broken.
  CreAtIon
  magic Items pipes of haunting, pipes of the sewers, pipes of 
  sounding
  roD of Arson
  Aura strong evocation; Cl 12th
  slot none; Weight 5 lbs.
  DesCrIPtIon
  All tests indicate that this hollow metal tube is a rod of flame 
  extinguishing until its owner uses it to extinguish or suppress 
  a fire in a combat or other sort of dangerous situation. 
  Once he does, he discovers that rather than quenching 
  the flame, the rod causes the flame to enter his body. This 
  flame persists inside of him for the next 24 hours, causing 
  minor discomfort and giving him the sickened condition, 
  but causing no visible injury. However, when the wielder 
  is adjacent to or within a flammable object or structure, he 
  feels inclined to set the object ablaze, using whatever means 
  at his disposal. Each round the wielder resists this urge, he 
  takes 1d6 points of fire damage as the flame within him 
  surges and roils. After 1 minute of this, he must make a 
  DC 15 Will save or succumb to the temptation; if he saves, 
  the urge passes, the internal fire stops harming him, and 
  he can interact normally with the flammable target 
  thereafter.
  Once the curse reveals itself, the owner must 
  make a DC 15 Will saving throw to avoid 
  using it to extinguish or suppress any 
  fire he encounters which he himself 
  did not start. He cannot use the 
  rod against fires that he personally 
  started. Successful curse-breaking magic allows the wielder 
  to get rid of the rod and harmlessly dissipates any fire 
  persisting inside him from the action of the rod.
  CreAtIon
  magic Items rod of flame extinguishing
   
  Minor Artifacts
  Minor artifacts are not necessarily unique items. 
  Even so, they are magic items that can no longer 
  be created, at least by common mortal means.
  BeACon of true fAIth
  Aura strong (all schools); Cl 20th
  slot none; Weight 2 lbs.
  DesCrIPtIon
  The beacon of true faith takes the form of an ornate torch made 
  of electrum. The torch holds an undying magical flame that 
  requires no fuel or air, and in the hands of most creatures it 
  simply functions as an everburning torch. When held by a 
  divine spellcaster, an outsider with an alignment subtype, or 
  a creature of especially strong religious faith (GM’s discretion, 
  but usually requiring a feat or trait reflecting this devotion), 
  the beacon gains additional powers based on the bearer’s 
  alignment. All of these are command-word activated.
  
  314
  314
  Chaotic (violet flame): Word of chaos once per day on command.
  Good (white flame): Allies within 30 feet of the beacon gain 
  the benefits of protection from evil and heroism.
  Evil (black flame): Bearer is constantly under the effect of 
  protection from good and may use harm twice per day.
  Lawful (golden flame): Dictum once per day on command.
  DestruCtIon
  The beacon of true faith is destroyed if its bearer turns against 
  the worship of his deity to willingly embrace an opposite 
  alignment.
  hAmmer of thunDerBolts
  Aura strong evocation, necromancy, and transmutation; Cl 20th
  slot none; Weight 15 lbs.
  DesCrIPtIon
  This +3 Large returning warhammer deals 2d6 points of 
  damage on a successful hit. In the hands of a wielder 
  who wears a belt of giant strength and knows the 
  weapon is a hammer of thunderbolts (not just the 
  +3 warhammer it appears to be), it becomes 
  a +5 Large giant-bane returning thundering 
  warhammer with the following two 
  properties. One, when the bearer hits 
  with the hammer as a thrown attack, it 
  emits a powerful clap of thunder, causing 
  all creatures within 90 feet to be stunned 
  for 1 round (DC 15 Fortitude negates); the 
  wielder is not immune to this effect. Two, the 
  hammer’s range increment increases to 30 feet.
  DestruCtIon
  A hammer of thunderbolts is destroyed if heated in 
  a fire giant’s forge and quenched in the blood of a 
  good-aligned humanoid, which causes the iron of the hammer 
  to become so brittle it shatters the next time it is used to strike. 
  Only bathing it in a fire giant’s blood can reverse its brittleness; 
  once shattered, nothing can do so.
  knuCkleBone of fICkle fortune
  Aura strong (all schools); Cl 20th
  slot none; Weight —
  DesCrIPtIon
  At first sight, the artifact appears to be nothing more than 
  a piece of bone worn down to a near sphere, but when a 
  creature picks it up, the knucklebone’s true power and nature 
  becomes apparent. When a creature holding the knucklebone 
  of fickle fortune looks upon it, he sees that the bone is actually 
  a perfectly shaped die with 20 sides, each side bearing a 
  glowing red symbol of power. When the creature rolls the 
  die, instead of falling to the floor it rolls upward in mid-
  air, stopping at the eye level of the creature who rolled it. It 
  then takes its effect, based on the side immediately facing 
  its caster. Roll a 20-sided die to determine the effect (see 
  Table 7–13). For effects that are lost if the die is rolled again 
  (such as #17) or a specific result is rolled (such as #14), the 
  character is aware of this restriction.
  DestruCtIon
  The knucklebone of fickle fortune disappears if its Eha-Zah 
  face (a 20 on the die) comes up on 20 consecutive rolls. 
  Some sages believe that this does not destroy the artifact, 
  and it instead reappears at some random spot in the world, 
  but such knowledge is purely conjecture, for it is not known 
  whether anyone has accomplished this improbable task.
  PerfeCt golDen lute
  Aura strong transmutation; Cl 20th
  slot none; Weight 3 lbs.
  DesCrIPtIon
  The perfect golden lute is said to be a flawless instrument; its 
  tone and clarity are unrivaled. It is an instrument so fine it 
  practically performs itself, granting anyone who plays 
  it a +10 competency bonus on Perform (string 
  instruments) checks with it. A character with 
  ranks in Perform (string instrument) can play 
  the lute to activate countersong, distraction, 
  or fascinate (as the bardic performance 
  abilities) as if he were a 1st-level bard, 
  performing a number of rounds per day 
  equal to his Charisma modifier. If the user 
  of the perfect golden lute is a bard, he adds 
  +2 to the DC of all bardic performance abilities 
  using the lute, and can use bardic performance 
  with the lute for an additional 6 rounds per day. 
  DestruCtIon
  The perfect golden lute shatters into splinters if a day 
  passes in which no music is played within 1,000 miles of 
  it, or if its bearer is killed by a bard spell or bardic performance.
  sPInDle of PerfeCt knoWleDge
  Aura strong transmutation; Cl 20th
  slot none; Weight —
  DesCrIPtIon
  The spindle of perfect knowledge is large, bright, and flawless 
  marquise-cut diamond ioun stone the size of a halfling’s fist. 
  The gemstone would be a treasure in itself if it lacked magic, 
  but it is also a powerful ioun stone. The spindle of perfect 
  knowledge functions like a headband of mental superiority +4 and 
  grants 5 ranks in two random Knowledge skills. The wearer can 
  communicate and understand languages as if using comprehend 
  languages, tongues, and telepathy with a range of 100 feet.
  DestruCtIon
  The spindle of perfect knowledge is destroyed if worn by a 
  mindless creature for an entire year.
  tAlIsmAn of reluCtAnt WIshes
  Aura strong conjuration; Cl 20th
  slot none; Weight 1 lb.
  Knucklebone 
  of 
  Fickle 
  Fortune
  
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  Magic Items
  Magic Items 7
  DesCrIPtIon
  A talisman of reluctant wishes appears the same as a stone of 
  controlling earth elementals, a rugged rock that seems to pulse 
  with an inner power. Its powers are quite different, however, 
  and are dependent on the Charisma of the holder. Any character 
  touching a talisman of reluctant wishes must make a DC 15 
  Charisma check. 
  If the check fails, the talisman acts as a stone of weight (see 
  page 543 of the Pathfinder RPG Core Rulebook). Discarding it 
  results in 5d6 points of damage to the character and the 
  disappearance of the talisman.
  If the check succeeds, the talisman remains with the character 
  for 5d6 hours, or until a wish is made with it, whichever comes 
  first. It then disappears.
  If the check roll is a natural 20, the talisman remains for a 
  number of months equal to the character’s Charisma score, 
  resisting any effort to get rid of it by reappearing in the 
  character’s possession, in a back pocket, at the bottom of his 
  pack, or the like. 
  The artifact grants one wish for every 6 points of the 
  character’s Charisma (round down). It grows warm and throbs 
  whenever its possessor comes within 20 feet of a mechanical 
  or magic trap. (If the talisman is not held, its warning heat and 
  pulses are of no avail.)
  Regardless of which reaction results, a talisman of reluctant 
  wishes disappears when its time expires, leaving behind a 
  large diamond in its stead, valued at 1,000 gp per point of the 
  character’s Charisma.
  Table 
  7–13:Knucklebone 
  of 
  Fickle 
  Fate
  d20  
  rune name 
  effect
  1 
  Eya-Doh 
  The character gains 1 permanent negative level. 
  2 
  Bvu 
  The character is subject to a powerful compulsion never to roll the knucklebone of fickle fortune again. He  
   
   
  can shake this compulsion only by succeeding a DC 25 Will saving throw. He can only attempt this saving  
   
   
  throw once a day. 
  3 
  Eij 
  The character is affected by a harm spell (caster level 15th). 
  4 
  Hor 
  The character is subject to a powerful compulsion to roll the knucklebone three more times immediately  
   
   
  (Will DC 25 negates). All three of these rolls are made with a –5 penalty on the knucklebone’s die roll  
   
   
  (minimum 1).
  5  
  Veh 
  The character is blinded as with blindness/deafness (no saving throw).
  6  
  Chu  
  The character takes 5d10 points of cold damage (DC 25 Fort save for half) and moves at half speed for the  
   
   
  next hour (a successful saving throw does not negate the reduced speed).
  7  
  Roh 
  For the next 24 hours, the character suffers a –2 penalty on all skill and ability checks.
  8  
  Seh 
  The character is paralyzed for 2d12 hours, as with hold monster, except he cannot attempt new saving  
   
   
  throws to overcome the effect.
  9  
  Kog 
  For the next week, the character emits a horrible smell. He suffers a –4 penalty on Diplomacy and Stealth checks. 
  10  
  Vis 
  Once, during the next 24 hours, the character can reroll a single die roll he has just made and take the  
   
   
  second result, as if using the good fortune ability from the Luck domain.
  11  
  Fyeh 
  The character gains 100 points of fire immunity, as if using protection from energy.
  12  
  Xal 
  The character gains the benefits of a heroism spell for the next 200 minutes.
  13  
  Yaq 
  For the next 24 hours, when the character hits a target he is flanking with a melee weapon, the attack does  
   
   
  +1d6 points of precision damage.
  14  
  Gib 
  Once in the next 24 hours, the character can cast faerie fire (caster level equal to his character level). This  
   
   
  ability is lost if the character rolls this result again with the knucklebone of fickle fortune before the 24 hours  
   
   
  is concluded.
  15  
  Xku 
  The character is immune to fear for the next 24 hours. 
  16  
  Lev 
  Once in the next 24 hours, the character can cast a lightning bolt (caster level equal to his character  
   
   
  level). This ability is lost if the character rolls this result again with the knucklebone of fickle fortune before  
   
   
  the  24 hours is concluded.
  17  
  Nhi 
  For the next 7 days, when the character is the target of healing magic, he heals an additional 2d8 hit points. This  
   
   
  effect is lost if the character rolls the knucklebone of fickle fortune again before the 7 days are concluded.
  18  
  Zmi 
  For the next 24 hours, whenever the character succeeds on a saving throw against a harmful effect that does  
   
   
  half damage or partial effect on a failed save, the knucklebone’s character takes no damage or suffers no effect. 
  19  
  Tem 
  For the next 24 hours, the character automatically confirms all critical hits. 
  20  
  Eha-Zah 
  The next time the character dies, he comes back from the dead the very next morning as if the subject of a  
   
   
  resurrection spell. This effect is negated if the character rolls the knucklebone of fickle fortune again before he dies. 
  
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  DestruCtIon
  A talisman of reluctant wishes can be destroyed by wishing it 
  so, using either one of the stone’s wishes or a wish spell from 
  another source. The stone then explodes, causing 5d6 points of 
  damage to the holder.
  Major Artifacts
  Major artifacts are unique items—only one of each 
  such item exists, and the creation of them is beyond all 
  mortal means.
  Bottle of the BounD
  Aura strong abjuration; Cl 20th
  slot none; Weight 4 lbs.
  DesCrIPtIon
  The Bottle of the Bound is an ancient brass bottle with a 
  narrow neck and a rounded belly, slightly flattened on the 
  bottom so it stands upright when resting on a table. The 
  bottle’s tight-fitting stopper is engraved with sigils of binding 
  and sealed with lead. Legends say a wizard of tremendous 
  power and wisdom enchanted a fiendish army and trapped 
  it within the bottle for all time. The Legion of the Bound 
  may be called forth from the bottle by its wielder and forced 
  to serve, as they were once commanded to build a fantastic 
  ancient city, long since buried beneath the dust of the ages. 
  But the bottle endures, its inhabitants still bound.
  A would-be wielder of the Bottle of the Bound must know 
  three secret commands: the Word of Opening, to unseal the 
  bottle so the stopper can be removed; the Word of Binding, 
  to call forth and command its denizens; and the Word 
  of Banishment, to return the Bound Ones to the bottle. 
  A holder who knows the words may use the bottle like a 
  summon monster IX spell at will, except only creatures of the 
  evil subtype can be summoned. The summoned creatures 
  remain until the sun next rises or sets, and no new creatures 
  can be summoned from the bottle until the initial summoned 
  creatures’ destruction or return.
  No known force can open the bottle without the Word of 
  Opening. If the bottle is opened without the use of the Word of 
  Binding, its 666 inhabitants are freed, one each minute starting 
  from 1st-level creatures and moving on to higher-level ones, 
  until they all escape. If one of the Bound is called forth and 
  commanded without the Word of Banishment being uttered, 
  it is free after it performs the task for which it was summoned. 
  The Words to use the Bottle of the Bound have been lost for 
  uncounted years, although some sages believe they know at 
  least one or two of them.
  DestruCtIon
  The Bottle of the Bound can only be destroyed if every creature 
  bound within is slain or banished, and the empty container is 
  then smashed with a holy weapon.
  ClouD CAstle of the storm kIng
  Aura strong (all schools); Cl 20th
  slot none; Weight —
  DesCrIPtIon
  Once the fortress of a legendary tyrant known only as the 
  Storm King, this castle now wanders the known universe, 
  sometimes at the whim of its master, but often as a drifting 
  and aimless haunt of powerful monsters, ignorant of—or 
  unable to tap into—its fantastic power.
  This grand and opulent castle is held aloft and propelled by a 
  foundation of storm clouds constantly rumbling with thunder 
  and crackling with electrical storms. Atop the massive storm 
  cloud, the castle is shaped like a square, with 80-foot guard 
  towers at each corner. At its center is a 140-foot tower with 
  seven levels and more than 30 chambers. The central tower 
  is well appointed with many halls, living chambers, suites, 
  privies, kitchens (with pantries that magically replenish food 
  stores every fortnight), and laboratories suitable for arcane and 
  alchemical study. Each guard tower has living chambers and 
  barracks for up to 25 guards, and one tower has an adjoining 
  stable that can hold up to a dozen griffons, hippogriffs, pegasi, 
  or even terrestrial mounts. In all, the tower can comfortably 
  support a population of 300 Medium creatures. 
  Though created by the legendary Storm King millennia ago, 
  the cloud castle has had several masters since he mysteriously 
  disappeared over a thousand years ago. Many believe the 
  Storm King ascended to godhood, while others believe he was 
  captured and imprisoned by a rival, a demon lord, or even a 
  deity wishing to remove a threat, which may mean that the 
  Storm King will one day return to reclaim his castle.
  In order to fully take control of the castle, a creature must 
  be at least 17th level, and must have the Leadership feat and 17 
  ranks in Knowledge (arcana). If the castle already has a master, 
  that master must be defeated before another can take her 
  place. The castle’s movement is controlled by way of a control 
  chamber located at the heart (a central chamber on its 4th 
  floor). There, a font of pure elemental water serves as a scrying 
  device for the castle’s master, though it can only view places 
  inside the castle or within 100 feet of it. The master (or a person 
  she designates) can direct the castle’s motion from within the 
  chamber. It has a fly speed of 250 feet (clumsy) and uses the Fly 
  skill modifier of the person controlling its motion; the castle 
  can hover without needing to make a Fly check and never risks 
  falling due to a failed check. When not being controlled, the 
  castle moves randomly, sometimes changing direction every 
  minute, sometimes holding the same course for days at a time, 
  but always avoiding the ground or other hazards. It has been 
  known to travel to other planes, though no master other than 
  the Storm King is known to have invoked this power. The master 
  of the castle gains the following spell-like abilities:
  •  Call lightning storm 1/day. The master must be in the control 
  chamber or one of the towers to use this ability.
  •  Guards and wards 1/day on the central tower.
  
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  Magic Items
  Magic Items 7
  •  Storm of vengeance 1/day. The master must be in the control 
  chamber to use this ability, and the storm rains down 
  from the castle’s cloudy base upon everything within 
  range underneath (2,200 feet).
  •  Wind wall at will. This effect surrounds the entire castle 
  at a range of 100 feet, and can be raised or lowered 
  by the master (or a creature he or she 
  designates) from the control room or 
  any tower as a standard action.
  DestruCtIon
  The Cloud Castle of the Storm King can 
  only be destroyed if it is dissipated 
  by suitably strong winds; the only 
  winds that can dissipate it are 
  found only in the most turbulent 
  reaches of the Plane of Air (of 
  course, as nobody knows 
  how to make it travel 
  between planes, those wishing 
  to destroy it must find it on the 
  Plane of Air to have any chance to do so). Any 
  other attacks may cause walls to collapse or even side 
  towers to break loose, but the central chamber and 
  the floors beneath it will continue to exist in a ruined 
  form over a smaller storm cloud as long as this destruction 
  condition is not met.
  fork of the forgotten one
  Aura strong transmutation; Cl 20th
  slot none; Weight 12 lbs.
  DesCrIPtIon
  This +5 flaming wounding unholy ranseur was once the weapon 
  of a powerful archdevil who they say controlled an entire layer 
  of Hell. When he attempted to defy the Prince of Darkness, 
  he was overthrown and banished into some cold and remote 
  prison at the edge of the multiverse. Still bearing some 
  infernal vestige of the forgotten fiend’s power, the fork grants 
  the bearer a +10 bonus on Diplomacy and Intimidate checks 
  and the power to use scorching ray three times per day. 
  Any nonevil creature who touches the Fork of the Forgotten 
  One is given a choice: become lawful evil immediately, or 
  die. Those who choose death are instantly slain (Fortitude 
  DC 30 negates). Those who choose to become lawful evil 
  change alignment immediately (no saving throw) and are 
  subject to a demand spell (Will DC 25) requiring that they 
  find the Forgotten One and free him from his icy prison—
  presumably thereafter he will press them into service for his 
  plans of revenge against those who imprisoned him.
  DestruCtIon
  The Fork of the Forgotten One is destroyed when a paladin 
  of 19th level or higher touches it and chooses death rather 
  than becoming lawful evil. This sacrifice still kills the paladin, 
  though she can be raised from the dead.
  the moAnIng DIAmonD
  Aura overwhelming transmutation; Cl 20th
  slot none; Weight 4 lbs.
  DesCrIPtIon
  The Moaning Diamond appears to be an uncut diamond the 
  size of a human fist. At all times, it gives forth a baleful 
  moaning, as if wailing in pain. Despite the 
  disturbing noise, the Moaning Diamond is 
  not evil. Three times per day, the bearer 
  can call upon its power to reshape 
  earth and stone as if by the spell stone 
  shape, affecting 5,000 cubic feet of 
  material. Once per day the Moaning 
  Diamond can also summon an elder 
  earth elemental with maximum hit 
  points that serves the caster 
  until it is slain; only one 
  such elemental can be 
  summoned at a time. 
  DestruCtIon
  The Moaning Diamond can be smashed 
  by the combined power of three elemental princes, 
  one each from the Planes of Air, Fire, and Water. 
  Even then, the dust must be cast into a place where 
  it will never fall upon stone.
  the shIelD of the sun
  Aura strong abjuration; Cl 20th
  slot none; Weight 2 lbs.
  DesCrIPtIon
  This +5 large shield, emblazoned with the symbol of the sun, 
  allows the wielder to cast spells as if she were a 20th-level 
  paladin with a Charisma of 20. The spells gained are cumulative 
  with any existing spells per day the character might have, even 
  from paladin class levels. The Shield of the Sun also grants its 
  wielder spell resistance 15. It absorbs the first 10 points of 
  damage from any energy attack (fire, cold, acid, electricity, or 
  sonic). In return for all this, once per year the shield’s owner 
  must undertake a quest at the behest of a lawful good deity 
  (no saving throw to avoid). 
  A chaotic or evil character gains four negative levels when 
  wielding the Shield of the Sun. The negative levels persist 
  as long as the shield is in hand and cannot be overcome 
  in any way (including restoration spells). The negative levels 
  disappear when the shield is stowed or leaves the wearer’s 
  possession.
  DestruCtIon
  The Shield of the Sun may be destroyed if a good-aligned 
  character casts it into the Well of Eternal Night, its light 
  fading into the inky depths before it finally disappears. 
  If a nongood character does the deed, the shield is not 
  destroyed, merely lost, and a quest to the Plane of Shadow 
  may recover it.
  Cloud 
  Castle 
  of 
  the 
  Storm 
  King
  
  New 
  Rules
  8
  
  A 
  real warrior never lets 
  go of her sword,” Seelah 
  admonished, but the oozing 
  devil-flesh filled Seltyiel’s ears 
  and mouth and kept him from 
  responding with anything but 
  a muffled scream.
  Seelah studied the lemure 
  that even now lifted the 
  half-elf high in preparation 
  for a throw. Slashing at its 
  gelatinous flesh would leave 
  her open to attack from its 
  partner, and if they managed 
  to wrestle her sword from 
  her, it was finished. Instead, 
  she waited directly in front 
  of the creatures, listening for 
  the telltale whistle of the bone 
  devil’s flail behind her. Then 
  she ducked...
  
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  New Rules
  Although the Pathfinder RPG Core Rulebook provides a 
  complete game, along with guidelines and examples to 
  aid GMs in creation of any new rules components their 
  adventures might require, the open-ended nature of 
  the rules allows for endless expansion and refinement. 
  While any rules subsystem beyond those in the core 
  rules should be considered optional, GMs should feel 
  free to adopt, even invent, additional elements if doing 
  so helps make battle feel more cinematic, increases 
  players’ investments in their characters, or simply 
  make the game more fun. This chapter presents three 
  new rules subsystems designed explicitly to improve 
  Pathfinder games in those three ways. Although the 
  majority of this book is designed to provide new rules for 
  players, any new content herein should be approved by 
  their GM before it sees use. In the case of this chapter’s 
  content, these new features exist exclusively for GMs to 
  consider and potentially adopt into their adventures. 
  While most of these elements favor the players, there’s 
  no reason they need to remain solely options for PCs; 
  many cunning monsters would be readily able to make 
  use of new combat maneuvers, while significant villains 
  might be able to rely on hero points as well. 
  Noted here are the three new rules subsystems 
  presented in this chapter, along with reasons why GMs 
  might choose to incorporate them into their games.
  Combat Maneuvers: Expanding upon the combat 
  maneuvers included in the Core Rulebook—such as 
  disarm, grapple, trip, and others—these new options 
  give all combatants new actions and opportunities in 
  battle, regardless of their race or class. Intended to make 
  melee more flexible and dynamic, these new tactics allow 
  for greater control of opponents on the battlefield and 
  open the door for additional uses of various debilitating 
  conditions and colorful effects.
  Hero Points: A common house rule standardized and 
  expanded for the Pathfinder RPG, this system allows 
  players a measure of control over fate and random dice 
  rolls. Rather than having the outcome of an adventure’s 
  worth of effort come down to or be thwarted by simple 
  bad luck, hero points grant the PCs a resource by which 
  they can influence destiny, or at least have a second 
  chance when they need it most.
  Traits: This system gives players a way to draw benefits 
  from their characters’ histories and backgrounds, giving 
  players cause to invest more thought into their characters’ 
  lives while providing GMs with hooks to further link PCs 
  to the greater campaign. Having long been tested and 
  refined in the pages of Pathfinder Adventure Path, these 
  rules collect and expand those popular rules.
  Combat Maneuvers
  There’s much more nuance to the ebb and flow of battle 
  then merely charging into the fray and hacking away, or 
  tumbling under an opponent’s guard to attack from a more 
  advantageous position. The Pathfinder RPG’s combat 
  rules, while both detailed and flexible, are meant to 
  provide a simulation of battle, not necessarily an exacting 
  blow by blow representation of combat’s every moment. An 
  attack roll that doesn’t deal damage, for example, might 
  mean the attacker’s blade glanced off an opponent’s armor, 
  was deflected by magical force, or was merely dodged. By 
  the same token, the game doesn’t differentiate between a 
  normal punch and a desperate  clap to the ear. Without 
  drawing away from the interpretive elements many GMs 
  enjoy in their conflicts, the combat maneuvers here take a 
  step away from vagaries, providing a variety of colorful new 
  battle tactics. These maneuvers provide several exciting 
  new options in battle and add a greater degree of cinematic 
  detail to any conflict.
  Combat maneuvers allow a character to perform special 
  actions in combat, other than just attacking with a weapon 
  or casting a spell. While the Pathfinder RPG Core Rulebook 
  covers the most common sorts of combat maneuvers that a 
  character might perform, the combat maneuver mechanics 
  can be used for a wide variety of tricks and stunts.
  The following four combat maneuvers can be made 
  using the same rules for all other combat maneuvers (see 
  pages 198–199 of the Core Rulebook). Each one requires the 
  attacking character to make an attack roll, adding in his 
  Combat Maneuver Bonus (CMB) in place of his normal 
  attack bonuses. If the result is equal to or greater than the 
  target’s Combat Maneuver Defense (CMD), the maneuver 
  is a success. The drag and reposition maneuvers have 
  varying levels of success depending on how much the 
  attacker’s roll exceeds the target’s CMD.
  Dirty trick
  You can attempt to hinder a foe in melee as a standard 
  action. This maneuver covers any sort of situational 
  attack that imposes a penalty on a foe for a short 
  period of time. Examples include kicking sand into an 
  opponent’s face to blind him for 1 round, pulling down 
  an enemy’s pants to halve his speed, or hitting a foe in 
  a sensitive spot to make him sickened for a round. The 
  GM is the arbiter of what can be accomplished with this 
  maneuver, but it cannot be used to impose a permanent 
  penalty, and the results can be undone if the target 
  spends a move action. If you do not have the Improved 
  Dirty Trick feat or a similar ability, attempting a dirty 
  trick provokes an attack of opportunity from the target 
  of your maneuver.
  
  321
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  New Rules
  New Rules 8
  If your attack is successful, the target takes a penalty. 
  The penalty is limited to one of the following conditions: 
  blinded, dazzled, deafened, entangled, shaken, or 
  sickened. This condition lasts for 1 round. For every 
  5 by which your attack exceeds your opponent’s CMD, 
  the penalty lasts 1 additional round. This penalty can 
  usually be removed if the target spends a move action. 
  If you possess the Greater Dirty Trick feat, the penalty 
  lasts for 1d4 rounds, plus 1 round for every 5 by which 
  your attack exceeds your opponent’s CMD. In addition, 
  removing the condition requires the target to spend a 
  standard action.
  Drag
  You can attempt to drag a foe as a standard action. You 
  can only drag an opponent who is no more than one size 
  category larger than you. The aim of this maneuver is to 
  drag a foe in a straight line behind you without doing 
  any harm. If you do not have the Improved Drag feat or 
  a similar ability, initiating a drag provokes an attack of 
  opportunity from the target of your maneuver.
  If your attack is successful, both you and your target 
  are moved 5 feet back, with your opponent occupying 
  your original space and you in the space behind that in 
  a straight line. For every 5 by which your attack exceeds 
  your opponent’s CMD, you can drag the target back an 
  additional 5 feet. You must be able to move with the target 
  to perform this maneuver. If you do not have enough 
  movement, the drag goes to the maximum amount of 
  movement available to you and ends.
  An enemy being moved by a drag does not provoke an 
  attack of opportunity because of the movement unless 
  you possess the Greater Drag feat. You cannot move a 
  creature into a square that is occupied by a solid object 
  or obstacle. If there is another creature in the way of your 
  movement, the drag ends adjacent to that creature.
  Stability: Some characters or types of creatures prove 
  particularly sure-footed, making them more difficult to 
  overthrow and move around the battlefield. Any racial 
  ability that grants a bonus to CMD versus bull rush 
  attempts grants the same bonus against drag combat 
  maneuvers.
  
  322
  322
  reposition
  You can attempt to reposition a foe to a different location 
  as a standard action. You can only reposition an opponent 
  that is no more than one size category larger than you. A 
  reposition attempts to force a foe to move to a different 
  position in relation to your location without doing any 
  harm. If you do not have the Improved Reposition feat or a 
  similar ability, attempting to reposition a foe provokes an 
  attack of opportunity from the target of your maneuver. You 
  cannot use this maneuver to move a foe into a space that is 
  intrinsically dangerous, such as a pit or wall of fire.
  If your attack is successful, you may move your target 
  5 feet to a new location. For every 5 by which your attack 
  exceeds your opponent’s CMD, you can move the target 
  an additional 5 feet. The target must remain within your 
  reach at all times during this movement, except for the 
  final 5 feet of movement, which can be to a space adjacent 
  to your reach.
  An enemy being moved by a reposition does not provoke 
  an attack of opportunity because of the movement unless 
  you possess the Greater Reposition feat. You cannot move 
  a creature into a square that is occupied by a solid object 
  or obstacle.
  steal
  You can attempt to take an item from a foe as a standard 
  action. This maneuver can be used in melee to take any item 
  that is neither held nor hidden in a bag or pack. You must 
  have at least one hand free (holding nothing) to attempt 
  this maneuver. You must select the item to be taken before 
  the check is made. Items that are simply tucked into a belt 
  or loosely attached (such as brooches or necklaces) are 
  the easiest to take. Items fastened to a foe (such as cloaks, 
  sheathed weapons, or pouches) are more difficult to take, 
  and give the opponent a +5 bonus (or greater) to his CMD. 
  Items that are closely worn (such as armor, backpacks, boots, 
  clothing, or rings) cannot be taken with this maneuver. 
  Items held in the hands (such as wielded weapons or wands) 
  also cannot be taken with the steal maneuver—you must 
  use the disarm combat maneuver instead. The GM is the 
  final arbiter of what items can be taken. If you do not have 
  the Improved Steal feat or a similar ability, attempting to 
  steal an object provokes an attack of opportunity from the 
  target of your maneuver.
  Although this maneuver can only be performed if the 
  target is within your reach, you can use a whip to steal an 
  object from a target within range with a –4 penalty on the 
  attack roll. 
  If your attack is successful, you may take one item 
  from your opponent. You must be able to reach the item 
  to be taken (subject to GM discretion). Your enemy is 
  immediately aware of this theft unless you possess the 
  Greater Steal feat.
  Hero Points
  There are moments in any struggle that influence the 
  outcome. Does the brave warrior lay low the villain 
  before he can finish casting a devastating spell? Does 
  the sly rogue avoid detection as she sneaks into the giant 
  chieftain’s lair? Does the pious cleric finish casting her 
  healing spell before the rain of arrows ends the life of 
  her companions? Just a few die rolls decide each of these 
  critical moments, and while failure is always a possibility, 
  true heroes find a way to succeed, despite the odds. Hero 
  points represent this potential for greatness. They give 
  heroes the chance to succeed even when the dice turn 
  against them.
  Hero points are only awarded to player characters. NPCs, 
  animal companions, familiars, cohorts, and mounts do 
  not receive hero points. Unlike other points in the game, 
  hero points do not renew over time or with rest. Once 
  spent, they are gone forever. Hero points are awarded as a 
  character gains levels or whenever a character accomplishes 
  a truly heroic feat. The GM is the final arbiter on the award 
  and use of hero points.
  awarDing Hero points
  Each character begins play with 1 hero point, regardless of 
  her level. In addition, whenever a character gains a level, 
  she earns an additional hero point. Aside from these basic 
  rules, awarding additional hero points is up to the GM. 
  The following options are just some of the ways that a GM 
  might award additional hero points.
  Character Story: GMs can award a hero point for the 
  completion of a written character backstory. This reward 
  encourages players to take an active roll in the history of 
  the game. In addition, the GM can use this backstory to 
  generate a pivotal moment for your character concerning 
  his past. When this key event is resolved, the GM can 
  reward another hero point. Alternatively, the GM might 
  award a hero point for painting a miniature or drawing a 
  character portrait in the likeness of your character, helping 
  the rest of the group visualize your hero.
  Completing Plot Arcs: The GM might award a hero point 
  to each of the PCs who were involved in completing a major 
  chapter or arc in the campaign story. These hero points 
  are awarded at the conclusion of the arc if the PCs were 
  successful or advanced the story in a meaningful way.
  Faith: In a campaign where the gods play an important 
  role in every character’s life, hero points might represent 
  their favor. In such a setting, the GM can award hero points 
  to characters whenever they uphold the tenets of their faith 
  in a grand way, or whenever they take on one of the faith’s 
  major enemies. Such hero points might be temporary, and 
  if not spent on the task at hand, they fade away.
  
  323
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  New Rules
  New Rules 8
  Group Service: The GM can award hero points for acts 
  outside the game as well. Buying pizza for the group, 
  helping to clean up afterwards, or even hosting the game 
  for a night might be worth a hero point. This sort of hero 
  point should be given out of generosity, not as a payment.
  Heroic Acts: Whenever a character performs an 
  exceptionally heroic act, she can be awarded a hero 
  point. This might include anything from slaying an evil 
  dragon when the rest of the group has fled to rescuing 
  townsfolk from a burning building despite being terribly 
  wounded. It does not have to be related to combat. 
  Convincing the reticent king to send troops to help with 
  a bandit problem or successfully jumping a wide chasm 
  might earn a character a hero point, depending on the 
  circumstances. Note that a hero point should only be 
  awarded if the PC involved did not spend a hero point to 
  accomplish the task.
  Return from the Dead: When a character dies, she does 
  not lose any hero points she has accumulated. If she died 
  with no hero points remaining, she gains 1 hero point 
  when she is brought back from the dead through powerful 
  magic, such as raise dead or resurrection. 
  Maximum Hero Points: Characters can have no more 
  than 3 hero points at any one time. Excess hero points 
  are lost.
  Using Hero Points
  Hero points can be spent at any time and do not require an 
  action to use (although the actions they modify consume 
  part of your character’s turn as normal). You cannot spend 
  more than 1 hero point during a single round of combat. 
  Whenever a hero point is spent, it can have any one of the 
  following effects.
  Act Out of Turn: You can spend a hero point to take your 
  turn immediately. Treat this as a readied action, moving your 
  initiative to just before the currently acting creature. You may 
  only take a move or a standard action on this turn.
  Bonus: If used before a roll is made, a hero point grants 
  you a +8 luck bonus to any one d20 roll. If used after a 
  roll is made, this bonus is reduced to +4. You can use a 
  hero point to grant this bonus to another character, as 
  long as you are in the same location and your character 
  can reasonably affect the outcome of the roll (such as 
  distracting a monster, shouting words of encouragement, 
  or otherwise aiding another with the check). Hero points 
  spent to aid another character grant only half the listed 
  bonus (+4 before the roll, +2 after the roll).
  Extra Action: You can spend a hero point on your turn to 
  gain an additional standard or move action this turn.
  Inspiration: If you feel stuck at one point in the adventure, 
  you can spend a hero point and petition the GM for a hint 
  about what to do next. If the GM feels that there is no 
  information to be gained, the hero point is not spent.
  Recall: You can spend a hero point to recall a spell 
  you have already cast or to gain another use of a special 
  ability that is otherwise limited. This should only be used 
  on spells and abilities possessed by your character that 
  recharge on a daily basis.
  Reroll: You may spend a hero point to reroll any one d20 
  roll you just made. You must take the results of the second 
  roll, even if it is worse.
  Special: You can petition the GM to allow a hero point 
  to be used to attempt nearly anything that would normally 
  be almost impossible. Such uses are not guaranteed and 
  should be considered carefully by the GM. Possibilities 
  include casting a single spell that is one level higher 
  than you could normally cast (or a 1st-level spell if you 
  are not a spellcaster), making an attack that blinds a foe 
  or bypasses its damage reduction entirely, or attempting 
  to use Diplomacy to convince a raging dragon to give up 
  its attack. Regardless of the desired action, the attempt 
  should be accompanied by a difficult check or penalty on 
  the attack roll. No additional hero points may be spent on 
  such an attempt, either by the character or her allies.
  Cheat Death: A character can spend 2 hero points to cheat 
  death. How this plays out is up to the GM, but generally the 
  character is left alive, with negative hit points but stable. 
  For example, a character is about to be slain by a critical 
  hit from an arrow. If the character spends 2 hero points, 
  the GM decides that the arrow pierced the character’s holy 
  symbol, reducing the damage enough to prevent him from 
  being killed, and that he made his stabilization roll at 
  the end of his turn. Cheating death is the only way for a 
  character to spend more than 1 hero point in a turn. The 
  character can spend hero points in this way to prevent the 
  death of a familiar, animal companion, eidolon, or special 
  mount, but not another character or NPC.
  Additional Hero Point Rules
  Since hero points themselves are an optional rules system, 
  other mechanics that go along with hero points have been 
  included here to avoid confusion in the rest of the book. 
  The following feats, spells, and magic items all have to do 
  with hero points in one way or another.
  Hero point Feats
  The following feats enhance your ability to store and gain 
  hero points.
  Blood of Heroes
  You have a sense of destiny about you and always seem to 
  succeed, even when the odds are against you.
  Prerequisite: Hero’s Fortune.
  Benefit: Whenever you gain a level, you gain 2 hero 
  points instead of 1.
  Normal: Whenever you gain a level, you gain 1 hero point.
  
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  Hero 
  Points 
  for 
  GMs
  Although all of the options presented in this book should 
  be carefully considered before they are added to your 
  game, hero points deserve closer inspection. Although 
  hero points do not drastically increase the power of the 
  PCs, they do grant the PCs the ability to greatly increase 
  their chances of success during critical moments. While 
  the game itself is set up to give the player characters an 
  edge, hero points take that a bit further, possibly more so 
  than you might be comfortable with.
  The value to hero points is that they add dramatic 
  tension to the climax of your game. Most uses of hero 
  points do not guarantee success, making the moment 
  they are used even more important to the players. Hero 
  points are a very limited resource and their use should be 
  described with additional detail and dramatic style. Used 
  in this way, they can help create very memorable sessions 
  for both you and your players.
  Although NPCs do not generally receive hero points, 
  there are ways that they can use these mechanics. A number 
  of spells and magic items, as well as the Hero’s Fortune feat, 
  grant hero points to a character. Such hero points should 
  be used sparingly, and should be reserved for major villains 
  or truly important characters. If you use them too much, 
  the players will begin to resent the system, making it more 
  of a problem than an opportunity to enhance the game.
  Antiheroes
  A PC can elect not to use the hero point system, instead 
  relying more on his skills and abilities. Such characters do 
  not receive hero points, regardless of the source, and can 
  never benefit from their use. In exchange, such characters 
  receive a bonus feat at 1st level. The option to allow such 
  antiheroes in the game is subject to GM discretion.
  Hero’s Fortune
  Even at the start of your career, it was clear that you had 
  a chance at greatness, and your legend continues to grow 
  with every adventure.
  Benefit: You gain a hero point. The maximum number of 
  hero points you can have at any one time is increased to 5.
  Normal: You can have no more than 3 hero points at 
  one time.
  Special: NPCs who take this feat receive 1 hero point and 
  can have up to 3 (not 5).
  Luck of Heroes
  To others, it seems that you always have a bit of luck 
  around you.
  Prerequisite: Hero’s Fortune.
  Benefit: Whenever you spend a hero point to reroll a 
  die roll or to grant yourself a bonus before a die roll is 
  made, there is a chance that the hero point is not spent. 
  Whenever you spend a hero point, roll a d20. If the result 
  is greater than 15, the hero point is not spent. You cannot 
  use this feat when you cheat death.
  Hero point spells
  The following spells grant temporary hero points or 
  prevent characters from using hero points.
  Heroic Fortune
  School evocation; Level alchemist 2, bard 2, cleric 2, paladin 3
  Casting Time 1 standard action
  Components V, S, DF, M (diamond dust worth 100 gp)
  Range touch
  Target creature touched
  Duration 1 round/level
  Saving Throw Will negates (harmless); Spell Resistance no
  This spell grants 1 hero point to the target. This hero point 
  must be spent before the duration expires, or it is lost. The 
  bonus hero point is spent before any other hero points the 
  target might possess.
  Heroic Fortune, Mass
  School evocation; Level bard 4, cleric 5
  Components V, S, DF, M (diamond dust worth 1,000 gp)
  Range close (25 ft. + 5 ft./2 levels)
  Targets one or more creatures, no two of which can be more 
  than 30 ft. apart
  This spell functions like heroic fortune, except as noted above.
  Malediction
  School necromancy [death, evil]; Level sorcerer/wizard 3, witch 3
  Casting Time 1 standard action
  Components V, S, F (onyx dust worth 500 gp)
  Range touch
  Target living creature touched
  Duration instantaneous/1 minute per HD of the target; see text
  Saving Throw Will negates; Spell Resistance yes
  You utter a dire curse over the body of a dying creature, 
  allowing you to consume its waning life force. Upon casting 
  this spell, you touch a living creature that has –1 or fewer 
  hit points. If the target fails its saving throw, it dies and you 
  gain 1 hero point for every 5 Hit Dice possessed by the target 
  (minimum 1, maximum 3). These hero points last for a number 
  of minutes equal to the target’s Hit Dice. Any hero points 
  remaining when this spell ends are lost.
  Severed Fate
  School enchantment; Level cleric 3, witch 2
  Casting Time 1 standard action
  Components V, S
  
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  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 10 minutes/level
  Saving Throw Will negates; Spell Resistance yes
  You curse the target, preventing it from drawing upon the 
  powers of destiny. The target is shaken and cannot use hero 
  points for the duration of the spell. This effect can be removed 
  by dispel magic, remove curse, or other similar effects.
  Unravel Destiny
  School divination; Level cleric 3, sorcerer/wizard 3, witch 3
  Casting Time 1 standard action
  Components V, S, DF
  Range short (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  You utter a dire portent, causing destiny and fate to unravel 
  around the target. This profoundly disturbing effect causes 
  the target to suffer a cumulative –2 penalty on all ability 
  checks, attack rolls, saving throws, and skill checks for 
  every hero point it possesses. The target can reduce this 
  penalty by spending hero points normally, but it takes 2d6 
  points of damage for each hero point spent while this spell 
  is in effect.
  Hero point Magic iteMs
  The following magic items grant characters additional 
  hero points or allow them the possibility of recovering 
  points as they are spent.
  Elixir of Luck
  Aura moderate evocation; CL 7th
  Slot none; Price 3,600 gp; Weight —
  DESCRiPTion
  This golden elixir grants good luck to the imbiber. After 
  drinking the elixir, the character gains 3 hero points that 
  must be used within 1 hour. These hero points do not count 
  against the imbiber’s limit. They can only be used to aid the 
  imbiber. They cannot be used to aid the rolls of others. A 
  character cannot benefit from more than one elixir of luck in 
  a 1-month period.
  ConSTRUCTion
  Requirements Craft Wondrous Item, heroic fortune;  
  Cost 1,800 gp
  Hero’s Blade
  Aura moderate evocation; CL 9th
  Slot none; Price 17,315 gp; Weight 4 lbs.
  DESCRiPTion
  The pommel of this ornate +2 longsword is made to look like a 
  coiled golden dragon with six small diamond scales running 
  down its back. When made, this sword holds 6 hero points. 
  The wielder can use these points at any time, and they do 
  not count against the wielder’s maximum. As the hero points 
  are used, the small diamonds on the dragon’s back turn into 
  coal. After the last hero point has been used, the hero’s blade 
  remains a +2 longsword.
  ConSTRUCTion
  Requirements Craft Magic Arms and Armor, heroic fortune; 
  Cost 8,815 gp
  Reaver’s Scythe
  Aura moderate necromancy; CL 12th
  Slot none; Price 80,318 gp; Weight 10 lbs.
  DESCRiPTion
  The black blade of this +2 keen unholy scythe reflects faint 
  images of the souls of those it has claimed. Whenever the 
  scythe is used to drop a creature to –1 hit points or less, the 
  creature must immediately make a DC 14 Will save or be 
  instantly slain. If the reaver’s scythe kills a creature, either 
  through damage or because the creature failed its Will save, 
  the wielder immediately receives 1 hero point. This hero 
  point must be used within 1 hour or it is lost. The wielder 
  cannot gain another hero point from the scythe until the first 
  is used or lost.
  ConSTRUCTion
  Requirements Craft Magic Arms and Armor, keen edge, 
  malediction, unholy blight; Cost 40,318 gp
  Ring of Heroes
  Aura moderate (no school); CL 7th
  Slot ring; Price 8,000 gp; Weight —
  DESCRiPTion
  Sculpted in the shape of two noble looking bronze lions 
  charging toward a centrally placed garnet, this ring grants 
  the wearer the Luck of Heroes feat. The ring must be worn 
  for 24 hours before it takes effect. The wearer can also call 
  upon the ring’s power to gain a hero point that must be 
  used immediately, although this causes the ring to lose its 
  powers permanently.
  ConSTRUCTion
  Requirements Forge Ring, Luck of Heroes; Cost 4,000 gp
  Staff of Fortune
  Aura evocation (moderate); CL 9th
  Slot none; Price 44,400 gp; Weight 3 lbs.
  DESCRiPTion
  This staff is made of ivory and gold and is topped by a large, 
  flawless piece of quartz. It allows the use of the following 
  spells.
  •	 Heroic fortune (1 charge)
  •	 Mass heroic fortune (2 charges)
  ConSTRUCTion
  Requirements Craft Staff, heroic fortune, mass heroic fortune; 
  Cost 37,200 gp
  
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  Traits
  Character traits are abilities that are not tied to your 
  character’s race or class. They can enhance your character’s 
  skills, racial abilities, class abilities, or other statistics, 
  enabling you to further customize him. At its core, a 
  character trait is approximately equal in power to half 
  a feat, so two character traits are roughly equivalent to 
  a bonus feat. Yet a character trait isn’t just another kind 
  of power you can add on to your character—it’s a way to 
  quantify (and encourage) building a character background 
  that fits into your campaign world. Think of character 
  traits as “story seeds” for your background; after you pick 
  your two traits, you’ll have a point of inspiration from 
  which to build your character’s personality and history. 
  Alternatively, if you’ve already got a background in your 
  head or written down for your character, you can view 
  picking his traits as a way to quantify that background, 
  just as picking race and class and ability scores quantifies 
  his other strengths and weaknesses.
  Many traits grant a new type of bonus: a “trait” bonus. 
  Trait bonuses do not stack—they’re intended to give player 
  characters a slight edge, not a secret backdoor way to focus 
  all of a character’s traits on one type of bonus and thus gain 
  an unseemly advantage. It’s certainly possible, for example, 
  that somewhere down the line, a “Courageous” trait might 
  be on the list of dwarf race traits, but just because this trait 
  is on both the dwarf race traits list and the basic combat 
  traits list doesn’t mean you’re any more brave if you choose 
  both versions than if you choose only one.
  Character traits are only for player characters. If you 
  want an NPC to have traits, that NPC must “buy” them with 
  the Additional Traits feat (see page 150). Player characters 
  are special; they’re the stars of the game, after all, and it 
  makes sense that they have an advantage over the NPCs of 
  the world in this way.
  gaining traits
  When you create your character for a campaign, ask your 
  GM how many traits you can select. In most cases, a new PC 
  should gain two traits, effectively gaining what amounts 
  to a bonus feat at character creation. Some GMs may wish 
  to adjust this number somewhat, depending upon their 
  style of play; you may only be able to pick one trait, or your 
  GM might allow three or more. Even if your GM normally 
  doesn’t allow bonus traits, you might still be able to pick 
  up some with the Additional Traits feat (see page 150). 
  types oF traits
  There are five types of character traits to choose from: 
  basic (split among four categories: Combat, Faith, Magic, 
  and Social), campaign, race, regional, and religion. Only 
  a selection of character traits is listed here—more traits 
  from all categories can be found in Pathfinder Player 
  Companions, available at your local game store or from 
  paizo.com.
  Basic Traits: There are a total of 40 basic traits, which 
  are split evenly among the categories of Combat, Faith, 
  Magic, and Social. Note that each of these four categories 
  roughly equates to the four modes of adventuring, but 
  aren’t tied to specific classes. It’s perfectly possible to have 
  a religious rogue, for example, or a magic-obsessed fighter. 
  Basic traits are “generic,” and should be able to fit into any 
  campaign setting with a minimum of customization.
  Campaign Traits: These traits are specifically tailored to 
  give new characters an instant hook into a new campaign. 
  Campaign traits tailored to a specific Pathfinder Adventure 
  Path can always be found in that Adventure Path’s Player’s 
  Guide, available at paizo.com.
  Race Traits: Race traits are keyed to specific races or 
  ethnicities, which your character must belong to in order 
  to select the trait. If your race or ethnicity changes at some 
  later point (perhaps as a result of polymorph magic or a 
  reincarnation spell), the benefits gained by your race trait 
  persist—only if your mind and memories change as well 
  do you lose the benefits of a race trait.
  Regional Traits: Regional traits are keyed to specific 
  regions, be they large (such as a nation or geographic 
  region) or small (such as a city or a specific mountain). In 
  order to select a regional trait, your PC must have spent 
  at least a year living in that region. At 1st level, you can 
  only select one regional trait (typically the one tied to your 
  character’s place of birth or homeland), despite the number 
  of regions you might wish to write into your character’s 
  background.
  Religion Traits: Religion traits indicate that your 
  character has an established faith in a specific deity; you 
  need not be a member of a class that can wield divine magic 
  to pick a religion trait, but you do have to have a patron deity 
  and have some amount of religion in your background 
  to justify this trait. Unlike the other categories of traits, 
  religion traits can go away if you abandon your religion, as 
  detailed below under Restrictions on Trait Selection.
  restrictions on trait selection
  There are a few rules governing trait selection. To begin 
  with, your GM controls how many bonus traits a PC begins 
  with; the default assumption is two traits. When selecting 
  traits, you may not select more than one from the same list 
  of traits (the four basic traits each count as a separate list for 
  this purpose). Certain types of traits may have additional 
  requirements, as detailed in the section above.
  Remember also that traits are intended to model events 
  that were formative in your character’s development, 
  either events from before he became an adventurer, or 
  
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  (in the case of additional traits gained via the Additional 
  Traits feat) ones that happened while adventuring. Even 
  if your character becomes a hermit and abandons society, 
  he’ll still retain his legacy of growing up an aristocrat if he 
  took the relevant social trait. The one exception to this is 
  religion traits—since these traits require continued faith in 
  a specific deity, your character can indeed lose the benefits 
  of these traits if he switches religions. In this case, consult 
  your GM for your options. She may simply rule that your 
  character loses that trait, or she might allow him to pick 
  a new religion trait tied to his new deity. Another option 
  is that if your character abandons a religion, he loses the 
  associated religion trait until he gains an experience level, 
  at which point he may replace a lost religion trait with a 
  basic faith trait.
  Basic traits
  Basic traits are broken down into four categories. Combat 
  traits focus on martial and physical aspects of your 
  character’s background. Faith traits focus on his religious 
  and philosophical leanings. Magic traits focus on any 
  magical events or training he may have had in his past. 
  And Social traits focus on your character’s social class or 
  upbringing.
  Combat Traits
  These traits are associated with combat, battle, and 
  physical prowess; they give characters minor bonuses in 
  battle and represent conflicts and physical struggles in the 
  character’s backstory.
  Anatomist: You have studied the workings of anatomy, 
  either as a student at university or as an apprentice 
  mortician or necromancer. You know where to aim your 
  blows to strike vital organs, and you gain a +1 trait bonus 
  on all rolls made to confirm critical hits.
  Armor Expert: You have worn armor as long as you 
  can remember, either as part of your training to become 
  a knight’s squire or simply because you were seeking to 
  emulate a hero. Your childhood armor wasn’t the real thing 
  as far as protection, but it did encumber you as much as 
  
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  real armor would have, and you’ve grown used to moving 
  in such suits with relative grace. When you wear armor of 
  any sort, reduce that suit’s armor check penalty by 1, to a 
  minimum check penalty of 0.
  Bullied: You were bullied often as a child, and you are 
  now constantly ready to defend yourself with your fists 
  when an enemy comes near. You gain a +1 trait bonus on 
  attacks of opportunity attack rolls made with unarmed 
  strikes. Note that this trait does not grant the ability to 
  make attacks of opportunity with your unarmed strikes—
  you must have a level of monk, the Improved Unarmed 
  Strike feat, or some other similar power to gain the use 
  of this character trait. However, that doesn’t prevent you 
  from selecting this trait. You simply cannot make use of it 
  until a later point if you do.
  Courageous: Your childhood was brutal, yet you 
  persevered primarily through force of will and faith that 
  no matter how hard things might get, as long as you kept a 
  level head you’d make it through. You gain a +2 trait bonus 
  on saving throws against fear effects.
  Deft Dodger: Growing up in a rough neighborhood or a 
  dangerous environment has honed your senses. You gain a 
  +1 trait bonus on Reflex saves.
  Dirty Fighter: You wouldn’t have lived to make it 
  out of childhood without the aid of a sibling, friend, or 
  companion on whom you could always count to distract 
  your enemies long enough for you to do a little bit more 
  damage than normal. That companion may be another 
  PC or an NPC (who may even be recently departed from 
  your side). When you hit a foe you are flanking, you deal 
  an additional 1 point of damage (this damage is added to 
  your base damage, and is multiplied on a critical hit). This 
  additional damage is a trait bonus.
  Fencer: You trained with blades for long hours as a 
  youth, either taking lessons in the genteel art of fencing 
  from tutors paid for by your parents or by being taken 
  under the wing of a disenfranchised fencer who may 
  have turned to a life of crime. You gain a +1 trait bonus 
  on attacks of opportunity made with daggers, swords, and 
  similar bladed weapons.
  Killer: You made your first kill at a very young age and 
  found the task of war or murder to your liking. You either 
  take particular pride in a well-placed blow, or find vile 
  pleasure in such a strike as you twist the blade to maximize 
  the pain. You deal additional damage equal to your 
  weapon’s critical hit modifier when you score a successful 
  critical hit with a weapon; this additional damage is added 
  to the final total, and is not multiplied by the critical hit 
  multiple itself. This extra damage is a trait bonus.
  Reactionary: You were bullied often as a child, but never 
  quite developed an offensive response. Instead, you became 
  adept at anticipating sudden attacks and reacting to danger 
  quickly. You gain a +2 trait bonus on Initiative checks.
  Resilient: Growing up in a poor neighborhood or in the 
  unforgiving wilds often forced you to subsist on food and 
  water from doubtful sources. You’ve built up your mettle 
  as a result, and gain a +1 trait bonus on Fortitude saves.
  Faith Traits
  These traits rely upon conviction of spirit, perception, 
  and religion, but are not directly tied to the worship of 
  a specific deity. You do not need a patron deity to gain 
  a Faith Trait, as these traits can represent conviction 
  in yourself or your philosophy just as easily as they can 
  represent dedication to a deity.
  Birthmark: You were born with a strange birthmark 
  that looks very similar to the holy symbol of the god you 
  chose to worship later in life. This birthmark can serve 
  you as a divine focus for casting spells, and as a physical 
  manifestation of your faith, it increases your devotion to 
  your god—you gain a +2 trait bonus on all saving throws 
  against charm and compulsion effects as a result.
  Caretaker: As the child of an herbalist or an assistant in 
  a temple infirmary, you often had to assist in tending to 
  the sick and wounded. You gain a +1 trait bonus on Heal 
  checks, and Heal is always a class skill for you.
  Child of the Temple: You have long served at a temple in a 
  city, and not only did you pick up on many of the nobility’s 
  customs, you spent much time in the temple libraries 
  studying your faith. You gain a +1 trait bonus on Knowledge 
  (nobility) and Knowledge (religion) checks, and one of these 
  skills (your choice) is always a class skill for you.
  Devotee of the Green: Your faith in the natural world or 
  one of the gods of nature makes it easy for you to pick up on 
  related concepts. You gain a +1 trait bonus on Knowledge 
  (geography) and Knowledge (nature) checks, and one of 
  these skills (your choice) is always a class skill for you.
  Ease of Faith: Your mentor, the person who invested 
  your faith in you from an early age, took steps to ensure 
  that you understood that what powers your divine magic 
  is no different than that which powers the magic of other 
  religions. This philosophy makes it easier for you to 
  interact with others who may not share your views. You 
  gain a +1 bonus on Diplomacy checks, and Diplomacy is 
  always a class skill for you.
  History of Heresy: You were raised with heretical views 
  that have made it difficult for you to accept most religious 
  beliefs and often caused you or those you love to be treated 
  as pariahs. As a result, you have turned your back on 
  religious teachings, and as long as you do not possess any 
  levels in a class that grants divine spellcasting power, you 
  gain a +1 trait bonus on all saving throws made against 
  divine spells.
  Indomitable Faith: You were born in a region where 
  your faith was not popular, but you never abandoned it. 
  Your constant struggle to maintain your own faith has 
  
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  bolstered your drive; you gain a +1 trait bonus on Will saves 
  as a result.
  Sacred Conduit: Your birth was particularly painful and 
  difficult for your mother, who needed potent divine magic 
  to ensure that you survived (your mother may or may not 
  have). In any event, that magic infused you from an early 
  age, and you now channel divine energy with greater ease 
  than most. Whenever you channel energy, you gain a +1 
  trait bonus to the save DC of your channeled energy.
  Sacred Touch: You were exposed to a potent source of 
  positive energy as a child, perhaps by being born under the 
  right cosmic sign, or maybe because one of your parents was 
  a gifted healer. As a standard action, you may automatically 
  stabilize a dying creature merely by touching it.
  Scholar of the Great Beyond: Your great interests as a 
  child did not lie with current events or the mundane—
  you have always felt out of place, as if you were born in 
  the wrong era. You take to philosophical discussions of the 
  Great Beyond and of historical events with ease. You gain 
  a +1 trait bonus on Knowledge (history) and Knowledge 
  (planes) checks, and one of these skills (your choice) is 
  always a class skill for you.
  Magic Traits
  These traits are associated with magic and focus on 
  spellcasting and manipulating magic. You need not be a 
  spellcaster to take a Magic Trait (although several of these 
  traits aren’t as useful to non-spellcasters). Magic Traits can 
  represent a character’s early exposure to magical effects or 
  childhood studies of magic.
  Classically Schooled: Your apprenticeship or early 
  education was particularly focused on the direct application 
  of magic. You gain a +1 trait bonus on Spellcraft checks, 
  and Spellcraft is always a class skill for you.
  Dangerously Curious: You have always been intrigued by 
  magic, possibly because you were the child of a magician 
  or priest. You often snuck into your parent’s laboratory or 
  shrine to tinker with spell components and magic devices, 
  and frequently caused quite a bit of damage and headaches 
  for your parent as a result. You gain a +1 bonus on Use 
  Magic Device checks, and Use Magic Device is always a 
  class skill for you.
  Focused Mind: Your childhood was either dominated by 
  lessons of some sort (whether musical, academic, or other) 
  or by a horrible home life that encouraged your ability to 
  block out distractions and focus on the immediate task at 
  hand. You gain a +2 trait bonus on concentration checks.
  Gifted Adept: Your interest in magic was inspired by 
  witnessing a spell being cast in a particularly dramatic 
  method, perhaps even one that affected you physically 
  or spiritually. This early exposure to magic has made it 
  easier for you to work similar magic on your own. Pick 
  one spell when you choose this trait—from this point 
  on, whenever you cast that spell, its effects manifest at 
  +1 caster level.
  Hedge Magician: You apprenticed for a time to a 
  craftsman who often built magic items, and he taught 
  you many handy shortcuts and cost-saving techniques. 
  Whenever you craft a magic item, you reduce the required 
  gp cost to make the item by 5%.
  Magical Knack: You were raised, either wholly or in part, 
  by a magical creature, either after it found you abandoned 
  in the woods or because your parents often left you in the 
  care of a magical minion. This constant exposure to magic 
  has made its mysteries easy for you to understand, even 
  when you turn your mind to other devotions and tasks. Pick 
  a class when you gain this trait—your caster level in that 
  class gains a +2 trait bonus as long as this bonus doesn’t 
  raise your caster level above your current Hit Dice.
  Magical Lineage: One of your parents was a gifted 
  spellcaster who not only used metamagic often, but also 
  developed many magical items and perhaps even a new 
  spell or two—and you have inherited a fragment of this 
  greatness. Pick one spell when you choose this trait. When 
  you apply metamagic feats to this spell, treat its actual level 
  as 1 lower for determining the spell’s final adjusted level.
  Magical Talent: Either from inborn talent, the whimsy 
  of the gods, or obsessive study of strange tomes, you have 
  mastered the use of a cantrip. Choose a 0-level spell. You 
  may cast that spell once per day as a spell-like ability. This 
  spell-like ability is cast at your highest caster level gained; 
  if you have no caster level, it functions at CL 1st. The spell-
  like ability’s save DC is Charisma-based.
  Mathematical Prodigy: Mathematics has always come 
  easily for you, and you have always been able to “see the 
  math” in the physical and magical world. You gain a +1 
  bonus on Knowledge (arcana) and Knowledge (engineering) 
  checks, and one of these skills (your choice) is always a class 
  skill for you.
  Skeptic: Growing up, you were always around magical 
  effects to the extent that you realized much of it was mere 
  smoke and mirrors. You gain a +2 trait bonus on all saving 
  throws against illusions.
  Social Traits
  Social Traits are a sort of catch-all category—these traits 
  reflect the social upbringing of your character, your 
  background in high society or lack thereof, and your history 
  with parents, siblings, friends, competitors, and enemies.
  Adopted: You were adopted and raised by someone not 
  of your actual race, and raised in a society not your own. 
  As a result, you picked up a race trait from your adoptive 
  parents and society, and may immediately select a race 
  trait from your adoptive parents’ race. 
  Bully: You grew up in an environment where the meek 
  were ignored and you often had to resort to threats or 
  
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  violence to be heard. You gain a +1 trait bonus on Intimidate 
  checks, and Intimidate is always a class skill for you.
  Canter: You grew up among thieves and scoundrels, and 
  their unusual speech patterns and turns of phrase don’t 
  faze you in the slightest today as a result. Anyone who 
  attempts to use Bluff to deliver a secret message to you 
  gains a +5 bonus on his Bluff check. When you attempt to 
  intercept a secret message using Sense Motive, you gain a 
  +5 trait bonus on the attempt.
  Charming: Blessed with good looks, you’ve come to 
  depend on the fact that others find you attractive. You 
  gain a +1 trait bonus when you use Bluff or Diplomacy on a 
  character that is (or could be) sexually attracted to you, and 
  a +1 trait bonus to the save DC of any language-dependent 
  spell you cast on such characters or creatures.
  Child of the Streets: You grew up on the streets of a large 
  city, and as a result you have developed a knack for picking 
  pockets and hiding small objects on your person. You gain 
  a +1 trait bonus on Sleight of Hand checks, and Sleight of 
  Hand is always a class skill for you.
  Fast-Talker: You had a knack at getting yourself into 
  trouble as a child, and as a result developed a silver tongue 
  at an early age. You gain a +1 trait bonus on Bluff checks, 
  and Bluff is always a class skill for you.
  Natural-Born Leader: You’ve always found yourself 
  in positions where others look up to you as a leader, 
  and you can distinctly remember an event from your 
  early childhood where you led several other children to 
  accomplish a goal that each of you individually could not. 
  All cohorts, followers, or summoned creatures under your 
  leadership gain a +1 morale bonus on Will saves to avoid 
  mind-affecting effects. If you ever take the Leadership 
  feat, you gain a +1 trait bonus to your Leadership score.
  Poverty-Stricken: Your childhood was tough, and your 
  parents had to make every copper piece count. Hunger was 
  your constant companion, and you often had to live off the 
  land or sleep in the wild. You gain a +1 bonus on Survival 
  checks, and Survival is always a class skill for you.
  Rich Parents: You were born into a rich family, perhaps 
  even the nobility, and even though you turned to a life of 
  adventure anyway, you enjoy a one-time benefit to your 
  initial finances—your starting cash increases to 900 gp.
  Suspicious: You discovered at an early age that someone 
  you trusted, perhaps an older sibling or a parent, had lied 
  to you, and lied often, about something you had taken 
  for granted, leaving you quick to question the claims of 
  others. You gain a +1 trait bonus on Sense Motive checks, 
  and Sense Motive is always a class skill for you.
  caMpaign traits
  Campaign traits are specifically designed to tie your 
  character into a campaign’s storyline, and often give you 
  a built-in reason to begin the first adventure. For this 
  reason, GMs usually create their own campaign traits for 
  their PCs. If your GM uses campaign traits, one of your 
  starting traits must be a campaign trait. Your other trait 
  can be chosen from one of the other types of traits.
  A sample list of campaign traits follows, created for 
  James Jacobs’s “Shadows Under Sandpoint” campaign at 
  the Paizo offices, set in the Varisian town of Sandpoint 
  (see Pathfinder Adventure Path #1). While they have been 
  customized for that campaign, with a few modifications, 
  they might easily be used in any campaign set in a small, 
  coastal town beset by strange horrors from below.
  Favored Son/Daughter
  You were born and raised in the town of Sandpoint or 
  its surrounding farms. You know many of the region’s 
  secrets, and the locals already know who you are. You are 
  well liked in town, and you’ll have lots of friends in the 
  region, but the town’s tougher side sees you as a snitch or 
  a pansy. You gain a +1 trait bonus on Knowledge (local) 
  checks, and Knowledge (local) is always a class skill for you. 
  In addition, you can choose any one law-abiding citizen of 
  Sandpoint from below as an ally; depending on the person 
  you pick, you’ll get different benefits.
  Ameiko Kaijitsu (local noble and owner of the Rusty 
  Dragon Inn): Ameiko is one of Sandpoint’s most 
  influential and beloved nobles. Her inn/tavern is the 
  most popular in town, and as one of her friends, you’re 
  guaranteed a place to eat and sleep for free. She’s got lots of 
  great contacts with merchants as well, and she’ll sell any 
  of your loot for you—as a result, you gain an additional 
  10% over the amount of gp you normally would get from 
  selling off treasure.
  Belor Hemlock (town sheriff): Belor, Sandpoint’s no 
  nonsense arm of the law, is like the uncle you never had. 
  The benefits of being close friends with the town sheriff 
  are extensive, and you can call in favors from him once per 
  game session. A favor can either get you out of a legal jam, 
  hook you up with a town guard for help, or give you a one-
  time +10 bonus on a Bluff, Diplomacy, or Intimidate check 
  made against any local person.
  Black Sheep
  You were born and raised in the town of Sandpoint. You 
  know many of the region’s secrets and the locals already 
  know who you are. You aren’t quite hated in town, but 
  folk seem to think you’re a troublemaker and a bastard 
  and not to be trusted. The town’s tougher folk respect 
  you, but the law-abiding citizens don’t. You gain a +1 
  trait bonus on Knowledge (local) checks, and Knowledge 
  (local) is a class skill for you. In addition, you can choose 
  any one notorious citizen of Sandpoint from below as 
  an ally; depending on the person you pick, you’ll get 
  different benefits.
  
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  Aliver “Pillbug” Podiker (apothecary): Everyone 
  suspects sweaty, shifty-eyed Pillbug sells poisons from 
  his cluttered, acrid smelling wreck of a shop. You’re one 
  of the few in town who know this for a fact. You start 
  the game with 400 gp worth of poison, and Pillbug will 
  continue to sell you poison as long as you don’t spread 
  the word.
  Titus Scarnetti (bitter nobleman): Scarnetti Manor was 
  hit hard recently, and the revelation of Scarnetti’s ties to 
  Sczarni criminals damaged his reputation as well. He’s 
  eager to rebuild his presence in town, and you’re one of the 
  ones he’s selected as an agent. Choose one of the following 
  skills: Bluff, Sleight of Hand, or Stealth. Your work for 
  Scarnetti gives you a +1 trait bonus on that skill, and it is 
  always a class skill for you.
  Outlander
  You are not from Sandpoint; you’ve recently come from 
  somewhere else and are hoping to make your fortune 
  here. Pick one of the following reasons to be a newcomer 
  to Sandpoint.
  Lore Seeker: The secrets of the ancient fallen 
  civilization of Thassilon intrigue you, particularly the 
  magical traditions of its highly mystical culture. You’ve 
  studied magic intensely, and hope to increase that 
  knowledge by adding Thassilonian lore. You’ve come 
  to Varisia to pursue that study, and chose Sandpoint 
  as your base because it was out of the way of bigger 
  cities—meaning less competition to study the ancient 
  monuments in the region, you hope! You gain a +1 trait 
  bonus on Knowledge (arcana) checks, and Knowledge 
  (arcana) is a class skill for you. If you cast arcane spells, 
  pick three spells on your spell list. You are particularly 
  adept at casting these spells, so they function at +1 caster 
  level when you cast them, and their save DCs (if any) gain 
  a +1 bonus.
  Exile: For whatever reason, you were forced to flee your 
  homeland. Chance or fate has brought you to Sandpoint, 
  and it’s here that your money ran out, leaving you stranded 
  in this small town. You are also being pursued by enemies 
  from your homeland, and that has made you paranoid 
  and quick to react to danger. You gain a +2 trait bonus on 
  Initiative checks.
  Missionary: You have come to Sandpoint to see about 
  expanding the presence of your chosen faith after 
  receiving visions that told you your faith is needed in 
  Varisia—what that need is, though, you’re not quite sure. 
  You gain a +1 trait bonus on Knowledge (religion) checks, 
  and Knowledge (religion) is a class skill for you. If you cast 
  divine spells, pick three spells on your spell list. You are 
  particularly adept at casting these spells, so they function 
  at +1 caster level when you cast them, and their save DCs 
  (if any) gain a +1 bonus.
  race traits
  Race traits are tied to specific races or ethnicities. In order 
  to select a race trait, your character must be of the specified 
  race or ethnicity. Listed below are example traits for each 
  different player character race.
  Dwarf Race Traits
  Only dwarves may select one of these traits.
  Goldsniffer: Your keen senses lead you to hidden 
  treasures. You gain a +2 trait bonus on Perception checks 
  related to metals, jewels, and gemstones.
  Tunnel Fighter: Caves and tunnels are a second home 
  to you. While underground, you receive a +2 trait bonus 
  on initiative checks and a +1 trait bonus on weapon 
  damage rolls for critical hits (this damage is multiplied 
  on a critical hit).
  Elf Race Traits
  Only elves may select one of these traits.
  Forlorn: Having lived outside of traditional elf society 
  for much or all of your life, you know the world can be 
  cruel, dangerous, and unforgiving of the weak. You gain a 
  +1 trait bonus on Fortitude saving throws.
  Warrior of Old: As a child, you put in long hours in 
  combat drills, and though time has made this training 
  a dim memory, you still have a knack for quickly 
  responding to trouble. You gain a +2 trait bonus on 
  Initiative checks.
  Gnome Race Traits
  Only gnomes may select one of these traits.
  Animal Friend: You’ve long been a friend to animals, and 
  feel safer when there are animals nearby. You gain a +1 trait 
  bonus on Will saving throws as long as an animal (Tiny or 
  larger, must be at least indifferent toward you) is within 30 
  feet, and Handle Animal is always a class skill for you.
  Rapscallion: You’ve spent your entire life thumbing 
  your nose at the establishment and take pride in your run-
  ins with the law. Somehow, despite all the mischievous 
  behavior in your life, you’ve never been caught. You gain a 
  +1 trait bonus on Escape Artist checks and a +1 trait bonus 
  on Initiative checks.
  Half-Elf Race Traits
  Only half-elves may select one of these traits.
  Elven Reflexes: One of your parents was a member of 
  a wild elven tribe, and you’ve inherited a portion of your 
  elven parent’s quick reflexes. You gain a +2 trait bonus on 
  Initiative checks. 
  Failed Apprentice: As a child, your parents sent you to a 
  distant wizard’s tower as an apprentice so that you might 
  learn the arcane arts. Unfortunately, you had no arcane 
  talent whatsoever, though you did learn a great deal about 
  
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  the workings of spells and how to resist them. You gain a 
  +1 trait bonus on saves against arcane spells.
  Half-Orc Race Traits
  Only half-orcs may select one of these traits.
  Brute: You have worked for a crime lord, either as a low-
  level enforcer or as a guard, and are adept at frightening 
  away people. You gain a +1 trait bonus on Intimidate checks, 
  and Intimidate is always a class skill for you.
  Outcast: Driven from town after town because of your 
  heritage, you have become adept at living apart from 
  others. You gain a +1 trait bonus on Survival skill checks, 
  and Survival is always a class skill for you.
  Halfling Race Traits
  Only halflings may select one of these traits.
  Freedom Fighter: Your parents allowed escaping slaves 
  to hide in your home, and the stories you’ve heard from 
  them instilled into you a deep loathing of slavery. You 
  gain a +1 trait bonus on any skill check or attack roll made 
  during the process of escaping capture or in helping a 
  slave escape bondage, and Escape Artist is always a class 
  skill for you.
  Well-Informed: You make it a point to know everyone 
  and to be connected to everything around you. You 
  frequent the best taverns, attend all of the right events, 
  and graciously help anyone who needs it. Because of this, 
  you gain a +1 trait bonus on Diplomacy checks to gather 
  information and Knowledge (local) checks. One of these 
  skills (your choice) is always a class skill for you.
  Human Race Traits
  Only humans may select one of these traits.
  Scholar of Ruins: From the moment you could walk and 
  talk, the ruins of ancient civilizations have fascinated you. 
  Because of this, you have special insight into geography 
  as well as expertise in exploring lost places. You gain a 
  +1 trait bonus on Knowledge (geography) and Knowledge 
  (dungeoneering) checks. One of these skills (your choice) 
  is always a class skill for you.
  World Traveler: Your family has taken the love of travel 
  to an extreme, roaming the world extensively. You’ve seen 
  dozens of cultures and have learned to appreciate the 
  diversity of what the world has to offer. Select one of the 
  following skills: Diplomacy, Knowledge (local), or Sense 
  Motive. You gain a +1 trait bonus on that skill, and it is 
  always a class skill for you.
  regional traits
  Regional traits are tied to particular regions, often specific 
  nations, territories, or cities in a campaign. The following 
  regional traits present several “generic” regions that can 
  be used in most campaign settings. 
  Desert Child (desert): You were born and raised in rocky 
  deserts. You are accustomed to high temperatures, and 
  gain a +4 trait bonus on any saving throws made to resist 
  the effects of being in hot conditions and a +1 trait bonus 
  on all saving throws against fire effects.
  Highlander (hills or mountains): You were born and 
  raised in rugged badlands or hills, and you’ve become 
  something of an expert at evading the predators, 
  monsters, and worse that haunt the highlands. You gain 
  a +1 trait bonus on Stealth checks, and Stealth is always a 
  class skill for you. This trait bonus increases to +2 in hilly 
  or rocky areas.
  Log Roller (forest): The time you spent leaping between 
  slippery logs as they whirled down the river to market 
  taught you how to keep your footing. You gain a +1 trait 
  bonus on Acrobatics checks and a +1 trait bonus to your 
  CMB when attempting to resist trip attacks.
  Militia Veteran (any town or village): Your first job was 
  serving in a civilian militia in your home town. Skills 
  learned through daily drilling and protecting your fellow 
  townsfolk gave you special insight into military life. Select 
  one of the following skills: Profession (soldier), Ride, or 
  Survival. You gain a +1 trait bonus on that skill, and it is 
  always a class skill for you.
  River Rat (marsh or river): You learned to swim right 
  after you learned to walk. As a youth, a gang of river pirates 
  put you to work swimming in nighttime rivers and canals 
  with a dagger in your teeth so you could sever the anchor 
  ropes of merchant vessels. You gain a +1 trait bonus on 
  damage dealt with a dagger and a +1 trait bonus on Swim 
  checks. Swim is always a class skill for you.
  Savanna Child (plains): You were born and raised 
  among rolling plains or savannas. You spent much of 
  your youth exploring these vast reaches and know many 
  of the savanna’s secrets. Pick one of the following skills: 
  Handle Animal, Knowledge (nature), or Ride. You gain a 
  +1 trait bonus on that skill, and it is always a class skill 
  for you.
  Vagabond Child (urban): You grew up among the outcasts 
  and outlaws of your society, learning to forage and survive 
  in an urban environment. Select one of the following 
  skills: Disable Device, Escape Artist, or Sleight of Hand. 
  You gain a +1 trait bonus on that skill, and it is always a 
  class skill for you.
  religion traits
  Religion traits are tied to specific deities. The following 
  religion traits reference the deities presented on page 43 of 
  the Pathfinder RPG Core Rulebook.
  Asmodean Demon Hunter (Asmodeus): Raised in the 
  church of Asmodeus (whether or not you are currently 
  a follower), you’ve focused your indoctrinated fervor 
  primarily on the elimination of demons. You gain a +3 
  
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  trait bonus on Knowledge (planes) checks about demons 
  and a +2 trait bonus on Will saves against mind-affecting 
  spells and effects from demons.
  Calistrian Prostitute (Calistria): You worked in one of 
  Calistria’s temples as a sacred prostitute, and you know 
  how to flatter, please, and (most of all) listen. You gain a +1 
  trait bonus on Sense Motive checks and Diplomacy checks 
  to gather information, and one of these skills (your choice) 
  is always a class skill for you.
  Child of Nature (Gozreh): You have been blessed by 
  Gozreh to be as comfortable in the wilderness as you are at 
  home. You gain a +2 trait bonus on Survival checks to find 
  food and water, and a +1 
  trait bonus on Knowledge 
  (nature) checks. One of 
  these skills (your choice) is 
  always a class skill for you.
  Divine Warrior (Iomedae): 
  From an early age, you were trained 
  by a militaristic order of clerics. You 
  are devoted both to the teachings of 
  Iomadae and to spreading those teachings 
  by force. You gain a +1 trait bonus on melee 
  weapon damage when you cast a divine spell 
  that affect weapons.
  Ear for Music (Shelyn): You spent countless hours 
  of your youth in one of Shelyn’s temples, listening to 
  wonderful musicians and singers. You gain a +1 trait 
  bonus on one category of Perform checks and a +2 trait 
  bonus on any Knowledge (local) checks that deal with the 
  local art or music scene.
  Eyes and Ears of the City (Abadar): Your religious 
  training involved serving in the city watch of a large city, 
  the primary duty of which was standing sentinel on a city 
  wall. You gain a +1 trait bonus on Perception checks, and 
  Perception is always a class skill for you.
  Flame of the Dawnflower (Sarenrae): You have been 
  raised to view yourself as a blade in Sarenrae’s service, 
  or you have taken that duty on for yourself. Whenever 
  you score a critical hit with a scimitar, you deal an 
  additional 2 points of fire damage to your target. 
  Fortified Drinker (Cayden Cailean): Cayden Cailean’s 
  holy brews invigorate your mind, making you less 
  susceptible to mental attacks. Whenever you imbibe 
  any alcoholic beverage, you gain a +2 trait bonus on 
  saves against mind-affecting effects for 1 hour.
  Guardian of the Forge (Torag): Torag’s sacred 
  duties are to protect the faithful, take lessons 
  from the great craftsmen and strategists of the 
  past, and prepare against dark times. You receive 
  a +1 trait bonus on Knowledge (engineering) and 
  Knowledge (history) checks. One of these skills 
  (your choice) is a class skill for you.
  Magic is Life (Nethys): Your faith in magic allows you to 
  reflexively use the energy of any spell effect on you to save 
  you from death. As long as you are under the effects of any 
  spell, you gain a +2 trait bonus on saving throws against 
  death effects. If you are reduced to negative hit points while 
  you are under the effects of any spell, you automatically 
  confirm stabilization checks to stop bleeding.
  Patient Optimist (Erastil): You know that all things 
  pass in time, and are used to having to repeat arguments 
  multiple times to convince even the most stubborn 
  believer. You gain a +2 trait bonus on Diplomacy checks 
  to influence hostile or unfriendly creatures, and if you 
  fail at such an attempt, you may retry it once.
  Starchild (Desna): Desna sensed your love of travel 
  and promised you would always be able to find 
  your way home. You can automatically determine 
  where true north is. You gain a +4 trait bonus 
  on Survival checks to avoid 
  becoming lost.
  Undead Slayer (Pharasma): 
  Instructed at a young age 
  in the tenets of the faith 
  of Pharasma, you view the 
  undead as abominations that 
  must be destroyed, so their 
  souls can journey beyond to 
  be judged. You gain a +1 trait 
  bonus on weapon damage 
  against undead.
  Veteran of Battle (Gorum): You have 
  fought in several battles, and each 
  time felt the presence of Gorum 
  guiding your sword-arm, making 
  you ready to act at a moment’s 
  notice. You gain a +1 trait bonus 
  on Initiative checks, and if 
  you are able to act during 
  a surprise round, you may 
  a draw a weapon (but not a 
  potion or magic item) as a free 
  action during that round.
  Wisdom in the Flesh (Irori): 
  Your hours of meditation on 
  inner perfection and the nature 
  of strength and speed allows you 
  to focus your thoughts to achieve 
  things your body might not normally 
  be able to do on its own. Select 
  any Strength, Constitution, or 
  Dexterity-based skill. You make 
  checks with that skill using your Wisdom modifier 
  instead of the skill’s normal ability score. That skill is 
  always a class skill for you.
  
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  acrobat (rogue) 
  132
  adapting existing characters 
  72
  adventuring gear 
  181–183
  air school (wizard) 
  142
  alchemist 
  26–32
  spell list 
  32, 190
  alchemy (alchemist) 
  26–28
  alternate class features 
  72
  animal-related gear 
  187
  antipaladin (paladin) 
  118–123
  ex-antipaladins 
  123
  spell list 
  190–191
  aquatic bloodline (sorcerer) 
  136
  aquatic druid (druid) 
  98
  arcane duelist (bard) 
  80
  archer (fighter) 
  104
  archivist (bard) 
  80–81
  arctic druid (druid) 
  98
  armor 
  179–180
  magic 
  283–286
  artifacts 
  313–317
  aspect (summoner) 
  57
  bane (inquisitor) 
  40–41
  banner (cavalier) 
  34
  barbarian 
  74–79
  rage powers 
  74–77
  bard 
  80–85
  spell list 
  191–192
  battle herald 
  260–262
  battle mystery (oracle) 
  45–46
  bear shaman (druid) 
  102
  beast master (ranger) 
  124–125
  blight druid (druid) 
  98–99
  bomb (alchemist) 
  28
  bond senses (summoner) 
  57
  bones mystery (oracle) 
  46–47
  bonus feat (cavalier) 
  34
  boreal bloodline (sorcerer) 
  136–137
  breaker (barbarian) 
  78
  brew potion (alchemist) 
  28
  brutal pugilist (barbarian) 
  78
  burglar (rogue) 
  132
  cavalier 
  32–37
  cavalier's charge (cavalier) 
  33
  cave druid (druid) 
  99
  challenge (cavalier) 
  32
  classes 
  24–147
  cleric 
  86–97
  spell list 
  192
  clothing 
  187
  combat maneuvers 
  320–322
  dirty trick 
  320–321
  drag 
  321
  reposition 
  322
  steal 
  322
  court bard (bard) 
  81
  crossbowman (fighter) 
  104–105
  cunning initiative (inquisitor) 
  40
  cursed items 
  310–313
  cutpurse (rogue) 
  132–133
  deep earth bloodline (sorcerer) 
  137
  demanding challenge (cavalier) 
  34
  desert druid (druid) 
  99
  detect alignment (inquisitor) 
  40
  detective (bard) 
  81–82
  dirty trick 
  320–321
  discern lies (inquisitor) 
  41
  discovery (alchemist) 
  28–31
  divine defender (paladin) 
  116
  domain (inquisitor) 
  38
  drag 
  321
  dreamspun bloodline (sorcerer) 
  137–138
  druid 
  98–103
  spell list 
  193
  drunken brute (barbarian) 
  78
  drunken master (monk) 
  110
  dwarves 
  10–11
  eagle shaman (druid) 
  102–103
  earth school (wizard) 
  142
  eidolon (summoner) 
  55–56
  elemental kin (barbarian) 
  78
  elves 
  12–13
  entertainment items 
  187
  equipment 
  174–187
  expert trainer (cavalier) 
  33–34
  exploit weakness (inquisitor) 
  41
  feats 
  148–173
  combat feats 
  150
  hero point feats 
  323–324
  metamagic feats 
  150
  teamwork feats 
  150
  fighter 
  104–109
  final revelation (oracle) 
  45
  fire school (wizard) 
  142–143
  flame mystery (oracle) 
  47
  focused arcane schools (wizard) 
  143–147
  free hand fighter (fighter) 
  105
  gnomes 
  14–15
  goods and services 
  181
  grand discovery (alchemist) 
  31–32
  grand hex (witch) 
  69
  greater aspect (summoner) 
  57–58
  greater bane (inquisitor) 
  41
  greater banner (cavalier) 
  34
  greater shield ally (summoner) 
  57
  greater tactician (cavalier) 
  34
  guide (ranger) 
  125
  half-elves 
  16–17
  half-orcs 
  18–19
  halflings 
  20–21
  heavens mystery (oracle) 
  47–48
  hero points 
  322–325
  hex (witch) 
  66–67
  holy vindicator 
  263–264
  horizon walker 
  265–267
  horse lord (ranger) 
  125
  hospitaler (paladin) 
  116–117
  humans 
  22–23
  hungry ghost monk (monk) 
  110–111
  hurler (barbarian) 
  78–79
  infiltrator (ranger) 
  125–126
  inquisitor 
  38–42
  ex-inquisitors 
  41
  spell list 
  41–42, 196
  instant alchemy (alchemist) 
  31
  investigator (rogue) 
  133–134
  invulnerable rager (barbarian) 
  79
  judgement (inquisitor) 
  38–40
  jungle druid (druid) 
  100
  Ki mystic (monk) 
  111
  life bond (summoner) 
  57
  life link (summoner) 
  56
  life mystery (oracle) 
  48–49
  lion shaman (druid) 
  103
  lore mystery (oracle) 
  49–50
  magic items 
  208–317
  armor 
  283–286
  artifacts 
  313–317
  cursed items 
  310–313
  hero point items 
  325
  rings 
  292–294
  rods 
  294–296
  staves 
  296–300
  weapons 
  286–291
  wondrous items 
  300–310
  magician (bard) 
  82
  major hex (witch) 
  67–69
  maker's call (summoner) 
  57
  master chymist 
  267–270
  master spy 
  270–272
  master tactician (cavalier) 
  34
  merge forms (summoner) 
  57
  mighty charge (cavalier) 
  34
  mobile fighter (fighter) 
  105
  monk 
  110–115
  monk of the empty hand (monk) 111–112
  monk of the four winds (monk) 
  112
  monk of the helping hand (monk) 
  113
  monk of the lotus (monk) 
  114
  monk of the sacred mountain (monk) 114
  monster lore (inquisitor) 
  40
  mount (cavalier) 
  33
  mountain druid (druid) 
  100
  mounted fury (barbarian) 
  79
  mutagen (alchemist) 
  28
  mystery (oracle) 
  43
  nature mystery (oracle) 
  50–51
  nature warden 
  272–274
  new rules 
  318–333
  oracle 
  42–54
  spell list 
  192
  oracle’s curse (oracle) 
  43–44
  order (cavalier) 
  33
  order of the cockatrice (cavalier) 
  34–35
  order of the dragon (cavalier) 
  35–36
  order of the lion (cavalier) 
  36
  order of the shield (cavalier) 
  36–37
  order of the star (cavalier) 
  37
  order of the sword (cavalier) 
  37
  paladin 
  116–123
  spell list 
  197
  persistent mutagen (alchemist) 
  31
  phalanx soldier (fighter) 
  105–106
  plains druid (druid) 
  100
  poison resistance (alchemist) 
  31
  poison use (alchemist) 
  31
  poisoner (rogue) 
  134
  polearm master (fighter) 
  106
  prestige classes 
  258–279
  protean bloodline (sorcerer) 
  138
  races 
  6–23
  racial customization rules 
  8–9
  AdvAnced PlAyer’s Guide index
  
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  Index
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  AdvAnced PlAyer’s Guide index
  racial favored classes 
  8
  racial traits 
  8
  rage prophet 
  275–276
  rake (rogue) 
  134
  ranger 
  124–129
  spell list 
  197–198
  reposition 
  322
  revelation (oracle) 
  45
  rings 
  292–294
  rods 
  294–296
  rogue 
  130–135
  advanced rogue talents 
  131–132
  rogue talents 
  130–131
  roughrider (fighter) 
  106–107
  sacred servant (paladin) 
  117
  sandman (bard) 
  82–84
  savage barbarian (barbarian) 
  79
  savage skald (bard) 
  84
  savage warrior (fighter) 
  107–108
  scout (rogue) 
  134
  sea singer (bard) 
  84–85
  second judgment (inquisitor) 
  41
  serpent shaman (druid) 
  103
  serpentine bloodline (sorcerer) 
  138–139
  shadow bloodline (sorcerer) 
  140
  shapeshifter (ranger) 
  126–128
  shield ally (summoner) 
  57
  shielded fighter (fighter) 
  108
  shining knight (paladin) 
  117
  skirmisher (ranger) 
  128–129
  slayer (inquisitor) 
  41
  sniper (rogue) 
  134–135
  solo tactics (inquisitor) 
  40
  sorcerer 
  136–141
  spell list 
  198–199
  special substances and items 
  183–185
  spells 
  188–257
  hero point spells 
  324–325
  spirit ranger (ranger) 
  129
  spy (rogue) 
  135
  stalwart (inquisitor) 
  41
  stalwart defender 
  277–279
  starsoul bloodline (sorcerer) 
  140
  starting wealth 
  26
  staves 
  296–300
  steal 
  322
  stern gaze (inquisitor) 
  40
  stone mystery (oracle) 
  51–52
  stormborn bloodline (sorcerer) 
  141
  street performer (bard) 
  85
  subdomains (cleric) 
  86–97
  summon monster I (summoner) 
  56–57
  summoner 
  54–64
  eidolons 
  58–64
  spell list 
  64, 199–200
  superstitious (barbarian) 
  79
  supreme charge (cavalier) 
  34
  swamp druid (druid) 
  100–101
  swashbuckler (rogue) 
  135
  swift alchemy (alchemist) 
  31
  swift poisoning (alchemist) 
  31
  tactician (cavalier) 
  33
  teamwork feat (inquisitor) 
  40
  third judgment (inquisitor) 
  41
  throw anything (alchemist) 
  28
  thug (rogue) 
  135
  tools and skill kits 
  185–187
  totem warrior (barbarian) 
  79
  track (inquisitor) 
  40
  traits 
  326–333
  transposition (summoner) 
  57
  trapsmith (rogue) 
  135
  true judgment (inquisitor) 
  41
  twin eidolon (summoner) 
  58
  two-handed fighter (fighter) 
  108–109
  two-weapon warrior (fighter) 
  109
  undead scourge (paladin) 
  117–118
  urban druid (druid) 
  101–102
  urban ranger (ranger) 
  129
  verdant bloodline (sorcerer) 
  141
  warrior of the holy light (paladin) 
  118
  water school (wizard) 
  143
  waves mystery (oracle) 
  52–53
  weapon adept (monk) 
  114–115
  weapon master (fighter) 
  109
  weapons 
  176–179
  magic 
  286–291
  wind mystery (oracle) 
  53–54
  witch 
  65–71
  familiar 
  69–70
  patron spells 
  70
  spell list 
  70–71, 200
  wizard 
  142–147
  elemental arcane schools 
  142–143
  elementalist spell list 
  194–196
  spell list 
  198–199
  wolf shaman (druid) 
  103
  wondrous items 
  300–310
  zen archer (monk) 
  115
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b) “Derivative Material” means copyrighted material 
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  potation, modification, correction, addition, extension, upgrade, improvement, 
  compilation, abridgment or other form in which an existing work may be recast, 
  transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, 
  broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” 
  means the game mechanic and includes the methods, procedures, processes and routines 
  to the extent such content does not embody the Product Identity and is an enhancement 
  over the prior art and any additional content clearly identified as Open Game Content 
  by the Contributor, and means any work covered by this License, including translations 
  and derivative works under copyright law, but specifically excludes Product Identity. 
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  associated products contributed to the Open Game License by the Contributor (g) “Use”, 
  “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and 
  otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means 
  the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game Content that you Use. No terms 
  may be added to or subtracted from this License except as described by the License itself. 
  No other terms or conditions may be applied to any Open Game Content distributed using 
  this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance 
  of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the 
  exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as 
  Open Game Content, You represent that Your Contributions are Your original creation and/
  or You have sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content 
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  and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game 
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  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication 
  as to compatibility, except as expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not to indicate compatibility or 
  co-adaptability with any Trademark or Registered Trademark in conjunction with a work 
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  Product Identity in Open Game  Content does not constitute a challenge to the ownership of 
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  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions 
  of this License. You may use any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the 
  Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content 
  using the name of any Contributor unless You have written permission from the Contributor 
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  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, 
  or governmental regulation then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms 
  herein and fail to cure such breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  
  E
  xplore new and uncharted depths of roleplaying with the Pathfinder RPG 
  Advanced Player’s Guide! Empower your existing characters with expanded 
  rules for all 11 Pathfinder Roleplaying Game core classes and seven core 
  races, or build a new one from the ground up with one of six brand-new, 
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  helpers as an enigmatic summoner, brewing up trouble with a grimy 
  urban alchemist, or simply teaching an old rogue 
  a new trick, this book has everything you need to 
  make your heroes more heroic.
  The Pathfinder RPG Advanced Player’s Guide is a 
  must-have companion volume to the Pathfinder 
  RPG Core Rulebook. This imaginative tabletop 
  game builds upon more than 10 years of system 
  development and an Open Playtest featuring 
  more than 50,000 gamers to create a cutting-edge RPG 
  experience that brings the all-time best-selling set of 
  fantasy rules into the new millennium.
  The Pathfinder RPG Advanced Player’s Guide includes:
  ► Six new base classes: the monster-hunting inquisitor, the explosive 
  alchemist, the noble cavalier, the prophecy-haunted oracle, the monster-
  crafting summoner, and the hex-weaving witch
  ► More than a hundred innovative new feats and combat abilities for 
  characters of all classes, including Steal, Point-Blank Master, and Bouncing Spell
  ► Variant class abilities, rules subsystems, and thematic archetypes for all 11 core 
  classes, such as the antipaladin, the hungry ghost monk, and the urban ranger 
  ► Hundreds of new spells and magic items, from phantasmal revenge to the Storm 
  King’s Cloud Castle
  ► A wealth of fantastic equipment, such as fireblast rods and fortune-tellers’ cards
  ► New prestige classes like the Master Chymist and the Battle Herald
  ► AND MUCH, MUCH MORE!
  ®
  TakE your GamE 
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  paizo.com/pathfinder
  Printed in China. PZO1115
  ™
  
SOURCE: textdata/thevault/Pathfinder/Advanced Player's Guide.pdf