TEXT: ramwell@shaw.ca>, Aug 17, 2008
  TM
  By Jason Bulmahn
  BETA
  PLAYTEST
  ™
  ramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  Beta Playtest edition
  TABLE OF CONTENTS
  	 Chapter	1:	Introduction	
  2	
  Chapter	10:	Magic	
  154
  	 Chapter	2:	Generating	a	Character	
  4	
  Chapter	11:	Spells	
  170
  	 Chapter	3:	Races	
  8	
  Chapter	12:	Running	the	Game	
  290
  	 Chapter	4:	Classes	
  12	
  Chapter	13:	Additional	Rules	
  300
  	 Chapter	5:	Skills	
  52	
  Chapter	14:	Nonplayer	Characters	
  332
  	 Chapter	6:	Feats	
  76	
  Chapter	15:	Magic	Items	
  340
  	 Chapter	7:	Equipment	
  98	
  Chapter	16:	Glossary	
  388
  	 Chapter	8:	Description	
  120	
  Chapter	17:	Playtesting	
  402
  	 Chapter	9:	Combat	
  130	
  Character	Sheet	
  404
  CREDITS
  Design: Jason Bulmahn
  Design Consultant: Monte Cook
  Developers: Jason Bulmahn, James Jacobs, Mike McArtor,  
  Erik Mona, F. Wesley Schneider, James L. Sutter
  Editors: Christopher Carey, Claudia Golden, Vic Wertz
  Art Director: Sarah E. Robinson
  Managing Art Director: James Davis
  Publisher: Erik Mona
  Cover Artist: Wayne Reynolds
  Interior Artists: Vincent Dutrait, Cole Eastburn, Andrew Hou, Imaginary Friends Studio, Christian Pearce,  
  Wayne Reynolds, Christophe Swal, Ben Wooten, UDON with Joe Ng and Espen Grundetjern, Kevin Yan, James Zhang
  Paizo CEO: Lisa Stevens
  Vice President of Operations: Jeff Alvarez
  Director of Sales & Marketing: Joshua J. Frost
  Corporate Accountant: Dave Erickson
  Staff Accountant: Chris Self
  Technical Director: Vic Wertz
  Special Thanks to the Paizo Customer Service and Warehouse teams
  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, and Skip Williams
  Join the online open playtest at paizo.com/PathfinderRPG
  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, artifacts, places, etc.), dialogue, plots, 
  storylines, language, incidents, locations, characters, artwork, and trade dress.
  Open Content: Except for material designated as Product Identity (see above), the contents 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 might be reproduced in any form without written permission. To learn more about the Open Game License and the d20 
  System License, please visit wizards.com/d20.
  The Pathfinder RPG, Beta Playtest Edition is published by Paizo Publishing, LLC under the Open Game License v 1.0a Copyright 2000 Wizards of 
  the Coast, Inc. All other trademarks are property of Paizo Publishing, LLC. ©2008 Paizo Publishing. Printed in China.
  Paizo Publishing, LLC
  2700 Richards Road, Suite 201
  Bellevue, WA 98005
  paizo.com
  ™
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  2
  Pathfinder Roleplaying Game
  Before I get into how you can help, it might be best to 
  explain the history and design goals of the Pathfinder 
  RPG. These rules guided me through the design process, 
  and they should help you as you play the game.
  History & Design goals
  The Pathfinder RPG began as a small side project back in 
  October 2007. Since 4th Edition had recently been an-
  nounced I began to wonder how many people would stick 
  with the 3.5 rules set. Everyone could agree that 3.5 need-
  ed some work, but the system itself was mostly sound. I 
  thought that those folks might want some updated rules, 
  since support was beginning to wane. 
  In March of this year, we posted the first Alpha release of 
  these new rules, as a free PDF on paizo.com. Over the next 
  three months, two more releases were posted, expanding 
  the rules and modifying existing ones based off playtester 
  feedback. At the close of the Alpha stage, in early June, more 
  than 20,000 enthusiastic gamers had downloaded the rules 
  and our message boards were flooded with ideas, concerns, 
  and comments about the Pathfinder RPG. We took their 
  feedback and comments to craft this Beta edition. Just as we 
  could not make the Beta without the help of playtesters, we 
  cannot hope to make the final game without your help.
  When work first began on the Pathfinder RPG, I set down 
  a number of principles to guide me. Since this game is based 
  on the 3.5 rules set, I wanted to make sure that it stayed true to 
  introDuction
  Welcome to the Pathfinder Roleplaying Game. Let me start by 
  saying thank you for taking a look at these rules. We here 
  at Paizo have been working hard to make this game the 
  fantasy roleplaying game you want to play—a game where 
  dragons live in dungeons, goblins lurk in the forest, and 
  noble knights ride off to undertake perilous quests. It can 
  be all of these things and more, depending on the style of 
  game you want it to be. These rules can be used to run a 
  game of high intrigue set in the court of a dying king or 
  they can be used to chronicle the desperate struggle for 
  survival on the borderlands of an evil empire. It all de-
  pends on you and your imagination.
  This is the Beta edition of the game, which contains 
  the majority of the rules you need to play. Although nearly 
  complete, you might find it useful to have the 3.5 rules set 
  available as a reference to help fill in a few small gaps. 
  Over the next eight months, these rules will be playtested 
  and refined based on your feedback. 
  This process began in March with a series of Alpha 
  releases. If you have been participating since the 
  beginning, many of these rules should be quite familiar 
  to you, but be sure to take a close look, as there have been 
  a number of changes. If this is your first time looking 
  at these rules, I look forward to hearing your feedback. I 
  don’t want this game to develop in a vacuum. I need your 
  help to make this the best game possible.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  3
  Pathfinder RPG: Introduction
  I
  the original vision of the game. When taking a look at these 
  rules, please keep the following guidelines in mind as they 
  might help you understand the changes that were made.
  Improve the Game: The 3.5 rules set is excellent, but it 
  has its flaws. Over the past few years, a number of common 
  problems have seemed to crop up again and again, problems 
  that delay the game or cause no end of arguments (grapple 
  and polymorph, for example). I wanted the Pathfinder RPG to 
  clean up these rules by streamlining in places and adding 
  options in others. You can still grapple in the Pathfinder 
  RPG, but it is no longer the huge headache that it was. I 
  also worked to even out some of the choices. A number of 
  3.5 skills are far less valuable than others, making them 
  suboptimal choices. In my experience, few rogues took 
  Forgery, but Spot was an incredibly common choice. These 
  rules work to balance some of these options. So while you 
  might still take Perception over Linguistics, the latter is 
  now a far more useful choice than it was before.
  Add Options: Just before design began, a friend of mine 
  asked me why no one ever seemed to take rogue beyond 2nd 
  level or fighter beyond 4th level. This got me thinking. Far 
  too many of the basic classes lose their luster after just a few 
  levels, leading most players to take a host of other classes 
  or a number of prestige classes. While this option is still 
  available, I wanted to give every class a reason to be followed 
  up through 20th level. To this end, I have tried to add options 
  to the game whenever possible. This principle goes beyond 
  class powers, as well. From sundering to magic items, there 
  are now more options and choices to make than ever before, 
  each one opening up whole new avenues of character and 
  adventure design.
  Compatibility: Of all the goals I set out with when 
  designing this game, compatibility ranked near the top. 
  I wanted to make sure that any rules we changed were 
  adaptable to the extensive body of work that exists for the 
  3.5 rules set. In addition to being compatible, I wanted to 
  ensure that any conversion work would be minimal. In 
  most cases, this meant adding to existing rules, instead 
  of subtracting from them. So, while we changed the 
  way turning undead works, we did not remove turning 
  undead from the game. We added options to the fighter 
  without removing any of them. This design philosophy 
  doesn’t always hold true, however. Some skills were 
  combined and a few disappeared altogether (goodbye, 
  Use Rope). Whenever I broke this rule, it was because the 
  other guidelines took precedence.
  What’s Next?
  That’s simple. Play. Incorporate these rules into your e xisting 
  campaign or start up a whole new campaign using these rules 
  to influence your decisions. We want to know what works 
  and what needs more work, and we can’t think of a better way 
  to do that than getting thousands of gamers to help.
  Your feedback and playtest reports will be used to help 
  tune these rules. Your experiences will help guide the de-
  sign from this point forward. Over the next year, we will 
  be running a host of focused playtest periods, looking at 
  individual parts of the rules. You will be able to find in-
  formation on these playtest periods on our website (paizo.
  com), where you will also be able to download a free pdf 
  of these rules, and occasional rules updates. With your 
  help, we will release the finished version of the Pathfinder 
  RPG in August 2009. At that point, all Pathfinder prod-
  ucts, including Pathfinder, the Pathfinder Companion, the 
  Pathfinder Modules, and Pathfinder Chronicles supplements 
  will convert to these rules. For more information on this 
  process, including how to get involved and where to sub-
  mit feedback, see the Playtesting chapter at the end of 
  this document.
  Once again, thank you for your continued interest in the 
  Pathfinder RPG.
  We look forward to hearing from you.
  Jason Bulmahn
  Lead Designer 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  4
  Pathfinder Roleplaying Game
  You can find a complete description of all of the skills in 
  Chapter 5.
  Step 5: Feats
  Feats represent special abilities that a character has 
  learned. Each character starts with at least one feat. Feats 
  are described in Chapter 6.
  Step 6: Equipment
  Each character begins play with an amount of gold piec-
  es (gp) that can be spent on a wide variety of equipment 
  and gear, from chainmail armor to a leather backpack. 
  Equipment can be found in Chapter 7.
  Step 7: Details
  Finally, you need to determine all of a character’s de-
  tails, including his starting hit points, Armor Class, 
  saving throws, initiative modifier, and attack values. All 
  of these numbers are determined by the decisions made 
  in previous steps. Aside from these, you need to decide 
  on your character’s name, alignment, and physical ap-
  pearance. It is best to jot down a few personality traits 
  as well to help you play the character during the game. 
  Additional details are described in Chapter 8.
  Once your character has been generated, it’s time to 
  play the game. As you play, your character gains trea-
  sure and XP. After a few sessions, you character should 
  earn enough experience to gain a level, granting him in-
  creased abilities, skills, and other statistics. The process 
  of advancing your charter works much in the same way 
  as generating a character, except that your ability scores, 
  race, and previous choices concerning class, skills, and 
  feats cannot be changed. Adding a level generally gives 
  you new abilities, additional skill points to spend, more 
  hit points, and possibly an ability score increase or ad-
  ditional feat. Over time, as your character rises to higher 
  levels, he becomes a truly powerful force in the game 
  world, capable of ruling nations or bringing them to 
  their knees.
  Ability ScoreS
  Ability scores represent a character’s most basic 
  attributes. They are his raw talent and prowess. While a 
  character rarely rolls a check using just his ability score, 
  these scores, and the modifiers they create, affect nearly 
  every other aspect of a character’s skills and abilities. 
  Ability scores for characters generally range from 3 to 18, 
  although racial bonuses and penalties can alter this, and 
  the average of any score is 10.
  GenerAtinG A chArActer
  From a sly rogue to a stalwart paladin, the Pathfinder 
  RPG allows you to make the character you want to play. 
  Chapters 2 through 11 cover all of the rules you need 
  to create a character and play the game, starting with 
  a bility scores and ending with spells and magic. 
  When generating a character, start by coming up with 
  a concept or general type of character you want to play. 
  Do you want a character who goes toe-to-toe with terrible 
  monsters, matching claws and fangs against sword and 
  shield? Or do you want a mystical seer who draws his pow-
  ers from the great beyond to further his own ends? Nearly 
  anything is possible. The only limit is your imagination. 
  Once you have a general concept worked out, use the 
  following steps to bring your idea to life.
  Step 1: Ability Scores
  This chapter presents all the rules necessary to generate 
  your character’s ability scores. These scores determine 
  your character’s most basic attributes and are used to de-
  cide a wide variety of details and statistics. Some class se-
  lections require you to have better than average scores for 
  some of your abilities.
  Step 2: Race
  Once you have settled on your ability scores, it’s time 
  to determine your character’s race. A character’s race 
  modifies his ability scores and grants a number of other 
  bonuses. There are seven basic races to choose from, al-
  though your game master (GM) might have others to add 
  to the list. Races are covered in Chapter 3.
  Step 3: Class
  A character’s class determines many of his powers and 
  abilities. Class represents a sort of profession that your 
  character has undertaken, such as fighter or wizard. If 
  this is a new character, he starts at 1st level in his chosen 
  class. As he gains experience points (XP) for defeating 
  monsters, he goes up in level, granting him new powers 
  and abilities. Depending on a character’s class, he might 
  have a number of additional choices to make, such as what 
  spells he knows. Classes are explored in Chapter 4.
  Step 4: Skills
  A character’s class determines how many skills he 
  p ossesses. Skills represent everyday abilities such as 
  c lambering over rocks and hearing someone opening a 
  door. Each c haracter is given a number of skill points that 
  can be spent to become more proficient at various skills. 
  Generating a Character
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  5
  Pathfinder RPG: Generating a Character
  2
  Generating Ability Scores
  There are a number of different methods used to 
  generate ability scores. Each of these methods gives a 
  different level of f lexibility and randomness to character 
  generation. Apply racial modifiers after the scores are 
  generated—see the Races chapter for more details.
  Classic: Roll 3d6 and add the dice together. Record 
  this result and repeat the process until you generate 
  six scores. Assign these results to your ability scores 
  as you see fit. This method is quite random, and some 
  characters will have clearly superior abilities. This 
  randomness can be taken one step further, with the 
  results applied to the ability scores in the order they are 
  rolled. Characters generated using this method must be 
  designed after their ability scores are generated.
  Modern: Roll 4d6 and add together the three highest 
  results. Record this result and repeat the process until six 
  scores are generated. Assign these results to your ability 
  scores as you see fit. This method is less random than 
  classic and tends to create characters with above-average 
  ability scores.
  Heroic: Roll 2d6 and add 6 to the results of the dice. 
  Record this result and repeat the process until six scores 
  are generated. Assign these results to your ability scores 
  as you see fit. This method generates characters with 
  mostly above-average scores.
  Purchase: Each character receives a number of points 
  to spend on increasing his basic attributes. In this 
  method, all attributes start at a base of 10. A character 
  can increase an individual score by spending some of 
  his points. Likewise, he can gain more points to spend 
  on other scores by decreasing one or more of his ability 
  scores. No score can be reduced below 7 or raised  
  above 18 using this method. See Table 2–1 for the costs 
  of each score. After all the points are spent, apply any 
  racial modifiers the character might have.
  The number of points you have to spend using the 
  purchase method depends on the type of campaign 
  you are playing. The standard value for a character is 15 
  points to spend on your ability scores. Average nonplayer 
  characters (NPCs) are typically built using as few as 
  3 points. See Table 2–2 for a number of possible point 
  values depending on the style of campaign. The purchase 
  method emphasizes player choice and creates equally 
  balanced characters. This system is typically used for 
  organized play events, such as the Pathfinder Society.
  Table 2–1: Ability Score Costs
   Score 
  Points
   7 
  –4
   8 
  –2
   9 
  –1
   10 
  0
   11 
  1
   12 
  2
   13 
  3
   14 
  5
   15 
  7
   16 
  10
   17 
  13
   18 
  17
  Table 2–2: Total Points
  Campaign Type 
  Points
  Low Fantasy 
  10
  Standard Fantasy 
  15
  High Fantasy 
  20
  Epic Fantasy 
  25
  Table 2–3: Ability Modifiers and Bonus Spells
   
   
   Bonus Spells (by Spell Level)
  Score Modifier 
  0 
  1st 
  2nd 3rd 4th 5th 6th 7th 8th 9th
  1 
  –5 
   
   
   Can’t cast spells tied to this ability
  2–3 
  –4 
   
   
   Can’t cast spells tied to this ability
  4–5 
  –3 
   
   
   Can’t cast spells tied to this ability
  6–7 
  –2 
   
   
   Can’t cast spells tied to this ability
  8–9 
  –1 
   
   
   Can’t cast spells tied to this ability
  10–11 
  0 
  — 
  — 
  — 
  — — 
  — 
  — 
  — 
  — —
  12–13 
  +1 
  — 
  1 
  — 
  — — 
  — 
  — 
  — 
  — —
  14–15 
  +2 
  — 
  1 
  1 
  — — 
  — 
  — 
  — 
  — —
  16–17 
  +3 
  — 
  1 
  1 
  1 
  — 
  — 
  — 
  — 
  — —
  18–19 
  +4 
  — 
  1 
  1 
  1 
  1 
  — 
  — 
  — 
  — —
  20–21 
  +5 
  — 
  2 
  1 
  1 
  1 
  1 
  — 
  — 
  — —
  22–23 
  +6 
  — 
  2 
  2 
  1 
  1 
  1 
  1 
  — 
  — —
  24–25 
  +7 
  — 
  2 
  2 
  2 
  1 
  1 
  1 
  1 
  — —
  26–27 
  +8 
  — 
  2 
  2 
  2 
  2 
  1 
  1 
  1 
  1 
  —
  28–29 
  +9 
  — 
  3 
  2 
  2 
  2 
  2 
  1 
  1 
  1 
  1
  30–31 
  +10 
  — 
  3 
  3 
  2 
  2 
  2 
  2 
  1 
  1 
  1
  32–33 
  +11 
  — 
  3 
  3 
  3 
  2 
  2 
  2 
  2 
  1 
  1
  34–35 
  +12 
  — 
  3 
  3 
  3 
  3 
  2 
  2 
  2 
  2 
  1
  36–37 
  +13 
  — 
  4 
  3 
  3 
  3 
  3 
  2 
  2 
  2 
  2
  38–39 
  +14 
  — 
  4 
  4 
  3 
  3 
  3 
  3 
  2 
  2 
  2
  40–41 
  +15 
  — 
  4 
  4 
  4 
  3 
  3 
  3 
  3 
  2 
  2
  42–43 
  +16 
  — 
  4 
  4 
  4 
  4 
  3 
  3 
  3 
  3 
  2
  44–45 
  +17 
  — 
  5 
  4 
  4 
  4 
  4 
  3 
  3 
  3 
  3
  etc. . . 
   
   
   
   
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  6
  Pathfinder Roleplaying Game
  Determine Bonuses
  Each ability, after changes made because of race, has 
  a modifier ranging from –5 to +5. Table 2–3 shows the 
  modifier for each score. It also shows bonus spells, 
  which you’ll need to know about if your character is  
  a spellcaster.
  The modifier is the number you apply to the die roll 
  when your character tries to do something related to that 
  ability. You also use the modifier with some numbers 
  that aren’t die rolls. A positive modifier is called a 
  bonus, and a negative modifier is called a penalty.
  Abilities and Spellcasters
  The ability that governs bonus spells depends on what type 
  of spellcaster your character is: Intelligence for wizards, 
  Wisdom for clerics, druids, paladins, and rangers, or 
  Charisma for sorcerers and bards. In addition to having a 
  high ability score, a spellcaster must be of a high enough 
  class level to be able to cast spells of a given spell level. See 
  the class descriptions in Chapter 4 for details.
  The Abilities
  Each ability partially describes your character and affects 
  some of his actions.
  Strength (STR)
  Strength measures your character’s muscle and physical 
  power. This ability is especially important for those who 
  engage in hand-to-hand (or “melee”) combat, such as 
  fighters, monks, paladins, and some rangers. Strength 
  also determines the maximum amount of equipment your 
  character can carry.
  You apply your character’s Strength modifier to:
  •  Melee attack rolls.
  •  Damage rolls when using a melee weapon or a thrown 
  weapon (including a sling). (Exceptions: Off-hand attacks 
  receive only half the character’s Strength bonus, while two-
  handed attacks receive one-and-a-half times the Strength 
  bonus. A Strength penalty, but not a bonus, applies to 
  attacks made with a bow that is not a composite bow.)
  •  Climb and Swim checks. These are the skills that have 
  Strength as their key ability.
  •  Strength checks (for breaking down doors and the like).
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  7
  Pathfinder RPG: Generating a Character
  2
  Dexerity (DEX)
  Dexterity measures hand-eye coordination, agility, 
  ref lexes, and balance. This ability is the most 
  important one for rogues, but it’s also high on the 
  list for characters who typically wear light or medium 
  armor (rangers and barbarians) or no armor at all 
  (monks, wizards, and sorcerers). This ability is vital for 
  characters seeking to excel at ranged weapons, such as 
  the bow or sling.
  You apply your character’s Dexterity modifier to:
  •  Ranged attack rolls, including those for attacks made 
  with bows, crossbows, throwing axes, and other 
  ranged weapons.
  •  Armor Class (AC), provided that the character can 
  react to the attack.
  •  Ref lex saving throws, for avoiding fireballs and other 
  attacks that you can escape by moving quickly.
  •  Acrobatics, Disable Device, Escape Artist, Fly, Ride, 
  Sleight of Hand, and Stealth checks. These are the 
  skills that have Dexterity as their key ability.
  Constitution (CON)
  Constitution represents your character’s health and 
  stamina. A Constitution bonus increases a character’s 
  hit points, so the ability is important for all classes. 
  Some creatures, such as undead and constructs, do not 
  have a Constitution score.
  You apply your character’s Constitution modifier to:
  •  Each roll of a Hit Die (though a penalty can never drop 
  a result below 1—that is, a character always gains at 
  least 1 hit point each time he advances in level).
  •  Fortitude saving throws, for resisting poison, 
  disease, and similar threats.
  If a character’s Constitution score changes enough to 
  alter his or her Constitution modifier, the character’s 
  hit points also increase or decrease accordingly.
  Intelligence (INT)
  Intelligence determines how well your character learns 
  and reasons. This ability is important for wizards 
  because it affects how many spells they can cast, how 
  hard their spells are to resist, and how powerful their 
  spells can be. It’s also important for any character who 
  wants to have a wide assortment of skills.
  You apply your character’s Intelligence modifier to:
  •  The number of languages your character knows at 
  the start of the game.
  •  The number of skill points gained each level, though 
  your character always gets at least 1 skill point per 
  level.
  •  Appraise, Craft, Knowledge, Linguistics, and Spellcraft 
  checks. These are the skills that have Intelligence as 
  their key ability.
  A wizard gains bonus spells based on his Intelligence 
  score. The minimum Intelligence score needed to cast 
  a wizard spell is 10 + the spell’s level. 
  An animal has an Intelligence score of 1 or 2. A 
  creature of humanlike intelligence has a score of at 
  least 3.
  Wisdom (WIS)
  Wisdom describes a character’s willpower, common 
  sense, awareness, and intuition. While Intelligence 
  represents one’s ability to analyze information, 
  Wisdom represents being in tune with and conscious 
  of one’s surroundings. Wisdom is the most important 
  ability for clerics and druids, and it is also important 
  for paladins and rangers. If you want your character to 
  have acute senses, put a high score in Wisdom. Every 
  creature has a Wisdom score.
  You apply your character’s Wisdom modifier to:
  •  Will saving throws (for negating the effects of charm 
  person and other spells).
  •  Heal, Perception, Profession, Sense Motive, and 
  Survival checks. These are the skills that have 
  Wisdom as their key ability.
  Clerics, druids, paladins, and rangers get bonus 
  spells based on their Wisdom scores. The minimum 
  Wisdom score needed to cast a cleric, druid, paladin, 
  or ranger spell is 10 + the spell’s level.
  Charisma (CHA)
  Charisma measures a character’s force of personality, 
  persuasiveness, personal magnetism, ability to lead, 
  and physical attractiveness. This ability represents 
  actual strength of personality, not merely how one is 
  perceived by others in a social setting. Charisma is 
  the most important ability for paladins, sorcerers, and 
  bards. It is also important for clerics, since it affects 
  their ability to channel energy. Every creature has a 
  Charisma score.
  You apply your character’s Charisma modifier to:
  •  Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, 
  Perform, and Use Magic Device checks. These are the 
  skills that have Charisma as their key ability.
  •  Checks that represent attempts to inf luence others. 
  •  Channel energy difficulty classes (DC) for clerics 
  and paladins attempting to turn zombies, vampires, 
  and other undead.
  Sorcerers and bards get bonus spells based on their 
  Charisma scores. The minimum Charisma score needed 
  to cast a sorcerer or bard spell is 10 + the spell’s level.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  8
  Races
  Dwarf
  Elf
  Human
  Half-Orc
  Half-Elf
  Gnome
  Halfling
  Pathfinder Roleplaying Game
  Slow and Steady: Dwarves have a base speed of 20 
  feet, but their speed is never modified by armor or 
  encumbrance.
  Darkvision 60 feet: Dwarves can see in the dark up to 
  60 feet.
  Stonecunning: Dwarves treat any Profession skill 
  related to stone as a class skill. In addition, they receive 
  a +2 bonus on Perception skill checks to notice unusual 
  stonework, such as traps and hidden doors located in 
  stone walls or floors. They receive a check to notice 
  such features whenever they pass within 10 feet of them, 
  regardless of whether or not they are actively looking. 
  Keen Senses: Dwarves receive a +2 bonus on taste- and 
  touch-based Perception skill checks.
  Greed: Dwarves treat Appraise as a class skill when 
  attempting to determine the price of nonmagical goods 
  that contain precious metals and gemstones.
  Hearty: Dwarves receive a +2 racial bonus on saving 
  throws against poison, spells, and spell-like abilities.
  Weapon Familiarity: Dwarves are proficient with 
  battleaxes, heavy picks, and warhammers, and treat 
  any weapon with the word “dwarven” in its name as a 
  martial weapon.
  F
  rom the stout dwarf to the noble elf, the races of a 
  Pathfinder RPG are a diverse mix of cultures, attitudes, 
  and appearance. The following are the most common 
  races present in the civilized world.
  Dwarves
  Often called the “stout folk,” dwarves are an ancient race. 
  Standing about a foot shorter than most humans, they 
  make up for it in overall bulk, for dwarves have wide 
  shoulders and hips. Dwarves have a love for earth and 
  stone, making them fine stonemasons and expert miners. 
  Dwarves are resilient folk, capable of taking a great deal 
  of punishment, both physical and magical. On the whole, 
  they have a lust for treasure, especially precious metals 
  and gems. Dwarves have a relatively dour outlook rooted 
  in grim reality, but when in a good mood with ale in hand, 
  their rumbling laughter can be heard for quite a distance. 
  Dwarf Racial Traits
  +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are 
  both tough and wise, but also a bit gruff.
  Medium: Dwarves are Medium creatures, and have no 
  bonuses or penalties due to their size.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  9
  Pathfinder RPG: Races
  3
  Hatred: Dwarves receive a +1 bonus on attack rolls 
  against humanoid creatures of the orc and goblin subtypes 
  due to special training against these hated foes.
  Defensive Training: Dwarves get a +4 dodge bonus to AC 
  against monsters of the giant type. 
  Stability: Dwarves receive a +4 bonus to their combat 
  maneuver bonus when resisting a bull rush or trip attempt 
  while standing on the ground.
  Languages: Dwarves begin play speaking Common 
  and Dwarven. Dwarves with high Intelligence scores can 
  choose any of the following: Elemental, Giant, Gnome, 
  Goblin, Orc, and Undercommon.
  Favored Class: The favored class of dwarves is cleric or 
  fighter. This choice must be made at 1st level and cannot 
  be changed.
  elves
  Since the dawn of history, the elves have looked upon the 
  other races from their forest abodes, watching them grow 
  and prosper, struggling through barbarism and war. The 
  elves are eternal, or nearly so, having life spans that rival 
  the mighty dragons. While most elves live in woodland 
  settings, others dwell in towering elven cities, full of 
  graceful spires that blend in with the surrounding trees. 
  Some elves choose to leave their kin behind and mingle 
  with the other races, dwelling alongside them but never 
  quite belonging. Elves are patient craftsmen, spending 
  years perfecting their art, be it sword smithing, armor 
  crafting, poetry, or song. 
  Elf Racial Traits
  +2 Dexterity, +2 Intelligence, –2 Constitution: Elves are 
  nimble, both in body and mind, but their form is frail.
  Medium: Elves are Medium creatures, and have no 
  bonuses or penalties due to their size.
  Normal Speed: Elves have a base speed of 30 feet.
  Low-Light Vision: Elves can see twice as far as humans 
  in conditions of poor illumination.
  Keen Senses: Elves receive a +2 bonus on sight- and 
  sound-based Perception checks. They can make a 
  Perception check to spot a secret or concealed door if they 
  pass within 10 feet, regardless of whether or not they are 
  actively looking.
  Elven Immunities: Elves are immune to magic sleep 
  effects and get a +2 racial saving throw bonus against 
  enchantment spells or effects.
  Elven Magic: Elves receive a +2 racial bonus on caster 
  level checks made to overcome spell resistance. In addition, 
  elves receive a +2 racial bonus on Appraise skill checks 
  made to identify the properties of magic items.
  Weapon Familiarity: Elves are proficient with 
  longbows (including composite longbows), longswords, 
  rapiers, and shortbows (including composite shortbows), 
  and treat any weapon with the word “elven” in its name 
  as a martial weapon.
  Languages: Elves begin play speaking Common and 
  Elven. Elves with high Intelligence scores can choose any 
  of the following: Draconic, Gnoll, Gnome, Goblin, Orc, 
  and Sylvan.
  Favored Class: The favored class of elves is ranger or 
  wizard. This choice must be made at 1st level and cannot 
  be changed.
  Gnomes
  Where the elves have a tie to nature, gnomes are linked to 
  the fey that inhabit the quiet corners of the world. While 
  many can seem whimsical and distant, gnomes that dwell 
  alongside other races often take to one craft or profession 
  with obsessive zeal, using that passion to root them in 
  their surroundings. Many view such gnomes as eccentric, 
  as their passions tend toward invention, alchemy, or other 
  technical pursuits. Those that dwell with fey are often the 
  opposite, their lives full of frivolous endeavors, making 
  them seem odd and fickle to outside observers. Even these 
  gnomes take to one passion or another, usually music, 
  song, or poetry. Some theorize that without passion, a 
  gnome fades into the wild to join the fey forever.
  Gnome Racial Traits
  +2 Constitution, +2 Charisma, –2 Strength: Gnomes are 
  physically weak but surprisingly hardy, and their attitude 
  makes them naturally agreeable.
  Small: Gnomes are Small creatures, and gain a +1 size 
  bonus to their AC, a +1 size bonus on attack rolls, and a +4 
  size bonus on Stealth checks.
  Slow Speed: Gnomes have a base speed of 20 feet.
  Low-Light Vision: Gnomes can see twice as far as 
  humans in conditions of poor illumination.
  Keen Senses: Gnomes receive a +2 bonus on smell- and 
  touch-based Perception checks.
  Obsessive: Gnomes receive a +2 racial bonus on a Craft 
  or Profession skill of their choice.
  Illusion Resistant: Gnomes get a +2 racial saving throw 
  bonus against illusion spells or effects.
  Gnome Magic: Gnomes add +1 to the DC of any saving 
  throws against illusion spells that they cast. Gnomes with a 
  Charisma of 11 or higher also gain the following spell-like 
  abilities: 1/day—dancing lights, ghost sound, prestidigitation, 
  speak with animals. The caster level for these effects is equal 
  to the gnome’s level. The DC for these spells is equal to 10 
  + the spell’s level + the gnome’s Charisma modifier.
  Weapon Familiarity: Gnomes treat any weapon with the 
  word “gnome” in its name as a martial weapon.
  Hatred: Gnomes receive a +1 bonus on attack rolls 
  against humanoid creatures of the reptilian and goblin 
  subtypes due to special training against these hated foes.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  10
  Pathfinder Roleplaying Game
  Defensive Training: Gnomes get a +4 dodge bonus to AC 
  against monsters of the giant type.
  Languages: Gnomes begin play speaking Common, 
  Gnome, and Sylvan. Gnomes with high Intelligence scores 
  can choose any of the following: Draconic, Dwarven, Elven, 
  Giant, Goblin, and Orc.
  Favored Class: The favored class of gnomes is bard or 
  sorcerer. This choice must be made at 1st level and cannot 
  be changed.
  half-elves
  Born from elven and human parents, half-elves have 
  trouble adjusting to either society. Ever since the elves and 
  humans first met, there have been half-elves. Most half-
  elves are born from loving couples who tend their offspring 
  in a manner best suited to their lifestyle. Half-elves tend 
  to follow the societal path that they were raised in. While 
  this is typically human, making those half-elves passionate 
  and energetic, some are raised in elven clans, making them 
  more reserved and deliberate. In either case, traits from the 
  other parent seem to slip through, causing them no end 
  of trouble among their peers. Like their human ancestors, 
  half-elves are skilled at nearly any craft. Half-elves tend to 
  be wanderers, as they find it difficult to fit in anywhere. It is 
  no surprise, then, that many turn to a life of adventuring.
  Half-Elf Racial Traits
  +2 to one ability score: Half-elf characters get a +2 bonus 
  on one ability score of their choice at creation, to represent 
  their varied nature.
  Medium: Half-elves are Medium creatures, and have no 
  bonuses or penalties due to their size.
  Normal Speed: Half-elves have a base speed of 30 feet.
  Low-Light Vision: Half-elves can see twice as far as 
  humans in conditions of poor illumination.
  Keen Senses: Half-elves receive a +2 bonus on sight- and 
  sound-based Perception checks. They can make a Perception 
  check to spot a secret or concealed door if they pass within 
  10 feet, regardless of whether or not they are actively looking.
  Elven Immunities: Half-elves are immune to magic 
  sleep effects and get a +2 racial saving throw bonus against 
  enchantment spells or effects.
  Adaptability: Half-elves receive Skill Focus, as a bonus 
  feat, at 1st level.
  Elf Blood: Half-elves count as both elves and humans 
  for any effect related to race.
  Languages: Half-elves begin play speaking Common 
  and Elven. Half-elves with high Intelligence scores can 
  choose any languages they want (except secret languages, 
  such as Druidic).
  Favored Class: Half-elves can choose any one class as 
  their favored class at 1st level. Once made, this choice 
  cannot be changed.
  half-orcs
  Born from orc and human parents, half-orcs are outcasts, 
  looked upon with fear, hatred, and pity by most of the 
  civilized world. Half-orcs are not a new phenomenon: in 
  the days when orcs and humans clashed endlessly, many 
  who found themselves caught in-between were the subjects 
  of terrible violence, with half-orcs as the byproduct. While 
  many half-orcs today share this dark history, others come 
  from entire communities of half-orcs, bound together by 
  their common lineage. Half-orcs favor many of the traits 
  of their less-civilized parents, tending toward violence and 
  a dark, brooding outlook. From their human parentage, 
  half-orcs are gifted with a wide variety of passions. 
  While these stereotypes are not universal, they are quite 
  common. Half-orcs raised in orc society tend to blend in, 
  earning positions of respect so long as they can physically 
  match their peers. Those raised in human society often 
  find themselves the targets of cruel prejudices and are 
  frequently the suspect whenever a crime is uncovered. Due 
  to such difficulties, many half-orcs turn to lives of crime 
  or adventuring, where their combination of strength and 
  wits serves them best.
  Half-Orc Racial Traits
  +2 Strength, +2 Wisdom, –2 Intelligence: Half-orcs are 
  physically strong and constantly on the lookout for danger, 
  but their orc stock hinders their intelligence.
  Medium: Half-orcs are Medium creatures, and have no 
  bonuses or penalties due to their size.
  Normal Speed: Half-orcs have a base speed of 30 feet.
  Darkvision 60 feet: Half-orcs can see in the dark up to 
  60 feet.
  Weapon Familiarity: Half-orcs are proficient with 
  greataxes and falchions, and treat any weapon with the 
  word “orc” in its name as a martial weapon.
  Orc Ferocity: Once per day, when a half-orc is brought 
  below 0 hit points, but not killed, he can fight on for one 
  more round as if disabled. At the end of his next turn, 
  unless brought to above 0 hit points, he immediately falls 
  unconscious and begins dying.
  Orc Blood: Half-orcs count as both humans and orcs 
  for any effect related to race.
  Languages: Half-orcs begin play speaking Common 
  and Orc. Half-orcs with high Intelligence scores can 
  choose any of the following: Draconic, Giant, Gnoll, 
  Goblin, and Abyssal.
  Favored Class: The favored class of half-orcs is barbarian 
  or druid. This choice must be made at 1st level and cannot 
  be changed.
  halflinGs
  Living alongside many other civilized races, halflings are 
  an accepted part of most societies. Although their role 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  11
  Pathfinder RPG: Races
  3
  varies greatly from citizen to slave, it’s their spirit and 
  sense of community that sets them apart. Halflings care 
  a great deal about their families and other close relations, 
  making them great friends as well as bitter enemies to 
  those who have wronged them. While some halflings 
  prefer to settle in one location, usually with others of their 
  kind and extended families, others feel a greater sense of 
  wanderlust and move from place to place as their moods 
  and the situations dictate. Halflings have a relatively 
  optimistic outlook, being able to find the bright side of 
  nearly any situation. This, combined with their uncanny 
  luck, makes them relatively fearless, willing to risk their 
  lives for the chance of adventure.
  Halfling Racial Traits
  +2 Dexterity, +2 Charisma, –2 Strength: Halflings are 
  nimble and strong-willed, but their small stature makes 
  them weaker than other races.
  Small: Halflings are Small creatures, and gain a +1 size 
  bonus to their AC, a +1 size bonus on attack rolls, and a +4 
  size bonus on Stealth checks.
  Slow Speed: Halflings have a base speed of 20 feet.
  Keen Senses: Halflings receive a +2 racial bonus on 
  sound-based Perception skill checks.
  Sure-footed: Halflings receive a +2 racial bonus on 
  Acrobatics and Climb skill checks.
  Halfling Luck: Halflings receive a +1 racial bonus on all 
  saving throws.
  Fearless: Halflings receive a +2 racial bonus on all 
  saving throws against fear. This bonus stacks with the 
  bonus granted by halfling luck.
  Weapon Familiarity: Halflings are proficient with 
  slings and treat any weapon with the word “halfling” in its 
  name as a martial weapon.
  Languages: Halflings begin play speaking Common 
  and Halfling. Halflings with high Intelligence scores 
  can choose any of the following: Abyssal, Dwarven, Elven, 
  Gnome, and Goblin.
  Favored Class: The favored class of halflings is bard or 
  rogue. This choice must be made at 1st level and cannot 
  be changed.
  humans
  Of all the races, humans show the most variety. They’re 
  a young race by the standards of elves and dwarves, but 
  have accomplished much in their short time. Human 
  cities dot the landscape and their kingdoms rule much of 
  the world. Yet for all of their power, they can easily recede 
  into barbarism within a generation. While some strive 
  to make the world a better place, others seek to conquer 
  it, drawing up great hosts to march on their civilized 
  neighbors. While their craftsmanship does not equal 
  that of many other races, humans are skilled at nearly 
  every trade imaginable. Not surprisingly, adventuring is 
  a common occupation, as most humans have an innate 
  curiosity about what lies beyond the next horizon or at 
  the bottom of the nearest dungeon.
  Human Racial Traits
  +2 to one ability score: Human characters get a +2 bonus 
  on one ability score of their choice at creation, to represent 
  their varied nature.
  Medium: Humans are Medium creatures, and have no 
  bonuses or penalties due to their size.
  Normal Speed: Humans have a base speed of 30 feet.
  Bonus Feat: Humans select one extra feat at 1st level.
  Skilled: Humans gain an additional skill rank at first 
  level and one additional rank whenever they gain a level.
  Weapon Training: Humans are proficient with any one 
  martial weapon of their choice, in addition to those granted 
  by class proficiencies. This weapon must be chosen at 1st 
  level and cannot be changed.
  Languages: Humans begin play speaking Common. 
  Humans with high Intelligence scores can choose any 
  languages they want (except secret languages, such as 
  Druidic).
  Favored Class: Humans can choose any one class as 
  their favored class at 1st level. Once made, this choice 
  cannot be changed.
  Favored Classes
  Each race has two favored classes, representing its natural 
  affinity for a specific set of skills and abilities. Whenever you 
  take a level in your race’s favored class, you receive either +1 hit 
  point or +1 skill point. Humans and half-elves frequently get 
  this bonus, unless they multiclass. You do not gain this bonus 
  for taking levels in a prestige class, regardless of its theme.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  12
  Classes
  Pathfinder Roleplaying Game
  Rage (Ex): A barbarian can call upon inner reserves of 
  strength and ferocity, granting her additional combat 
  prowess. Starting at 1st level, a barbarian gains a number 
  of rage points equal to 4 + her Constitution modifier. 
  At each level after 1st, she gains an additional number 
  of rage points equal to 2 + her Constitution modifier. 
  Temporary increases to Constitution, such as those 
  gained from rage and spells like bear’s endurance, do not 
  increase a barbarian’s total number of rage points. A 
  barbarian must spend one rage point to enter a rage and 
  A 
  character’s class is one of his most defining 
  features. It’s the source of most of his abilities, 
  skills, and feats, and these help give him a 
  unique and valuable role in any adventuring party. 
  CharaCter advanCement
  As player characters successfully overcome the challeng-
  es set before them, they gain valuable experience that 
  ultimately leads to greater powers and abilities. This 
  progression is represented by a simple experience 
  system that rewards characters for facing chal-
  lenges, defeating monsters, disarming traps, 
  and accomplishing story goals. As experience 
  points accumulate, characters advance in lev-
  el, gaining new abilities, feats, spells, skills, and other 
  class-related powers. The rate of this advancement de-
  pends on the type of game that you and your GM would 
  like to play. Some prefer a fast-paced game, where char-
  acters gain levels every few sessions, while others prefer 
  a game where advancement occurs less frequently. In the 
  end, it is up to your group to decide what rate fits you 
  best. Characters advance in level according to table 4–1.
  Player CharaCter Classes
  The following modifications are designed to balance the 
  player character classes. 
  BarBarian
  Alignment: Any nonlawful.
  Hit Die: d12.
  Class Skills
  The barbarian’s class skills are Acrobatics (Dex), Climb 
  (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), 
  Knowledge (nature) (Int), Perception (Wis), Ride (Dex), 
  Survival (Wis), and Swim (Str).
  Skill Ranks Per Level: 4 + Int modifier.
  Class Features
  All of the following are class features of the barbarian.
  Weapon and Armor Proficiency: A barbarian is 
  proficient with all simple and martial weapons, light 
  armor, medium armor, and shields (except tower shields).
  Fast Movement (Ex): A barbarian’s land speed is faster 
  than the norm for her race by +10 feet. This benefit applies 
  only when he is wearing no armor, light armor, or medium 
  armor, and not carrying a heavy load. Apply this bonus 
  before modifying the barbarian’s speed because of any 
  load carried or armor worn.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  13
  Pathfinder RPG: Classes 
  4
  Table 4–1: Character Advancement and Level-Dependent Bonuses
  Character  
   
  Experience Point Total 
   
   
  Ability
  Level 
  Slow 
  Medium 
  Fast 
  Feats 
  Score
  1st 
  — 
  — 
  — 
  1st 
  —
  2nd 
  3,000 
  2,000 
  1,300 
  — 
  —
  3rd 
  7,500 
  5,000 
  3,300 
  2nd 
  —
  4th 
  14,000 
  9,000 
  6,000 
  — 
  1st
  5th 
  23,000 
  15,000 
  10,000 
  3rd 
  — 
  6th 
  35,000 
  23,000 
  15,000 
  — 
  —
  7th 
  53,000 
  35,000 
  23,000 
  4th 
  —
  8th 
  77,000 
  51,000 
  34,000 
  — 
  2nd
  9th 
  115,000 
  75,000 
  50,000 
  5th 
  —
  10th 
  160,000 
  105,000 
  71,000 
  — 
  —
  11th 
  235,000 
  155,000 
  105,000 
  6th 
  —
  12th 
  330,000 
  220,000 
  145,000 
  — 
  3rd
  13th 
  475,000 
  315,000 
  210,000 
  7th 
  —
  14th 
  665,000 
  445,000 
  295,000 
  — 
  —
  15th 
  955,000 
  635,000 
  425,000 
  8th 
  —
  16th 
  1,350,000 
  890,000 
  600,000 
  — 
  4th
  17th 
  1,900,000 
  1,300,000 
  850,000 
  9th 
  —
  18th 
  2,700,000 
  1,800,000 
  1,200,000 
  — 
  —
  19th 
  3,850,000 
  2,550,000 
  1,700,000 
  10th 
  —
  20th 
  5,350,000 
  3,600,000 
  2,400,000 
  — 
  5th
  Table 4–2: Barbarian
   
  Base
   
  Attack 
  Fort 
  Ref 
  Will 
  Level 
  Bonus 
  Save 
  Save 
  Save 
  Special
  1st 
  +1 
  +2 
  +0 
  +0 
  Fast movement, rage
  2nd 
  +2 
  +3 
  +0 
  +0 
  Rage power, uncanny dodge
  3rd 
  +3 
  +3 
  +1 
  +1 
  Trap sense +1
  4th 
  +4 
  +4 
  +1 
  +1 
  Rage power
  5th 
  +5 
  +4 
  +1 
  +1 
  Improved uncanny dodge
  6th 
  +6/+1 
  +5 
  +2 
  +2 
  Rage power, trap sense +2
  7th 
  +7/+2 
  +5 
  +2 
  +2 
  Damage reduction 1/—
  8th 
  +8/+3 
  +6 
  +2 
  +2 
  Rage power
  9th 
  +9/+4 
  +6 
  +3 
  +3 
  Trap sense +3
  10th 
  +10/+5 
  +7 
  +3 
  +3 
  Damage reduction 2/—, rage power
  11th 
  +11/+6/+1 
  +7 
  +3 
  +3 
  Greater rage
  12th 
  +12/+7/+2 
  +8 
  +4 
  +4 
  Rage power, trap sense +4
  13th 
  +13/+8/+3 
  +8 
  +4 
  +4 
  Damage reduction 3/—
  14th 
  +14/+9/+4 
  +9 
  +4 
  +4 
  Indomitable will, rage power
  15th 
  +15/+10/+5 
  +9 
  +5 
  +5 
  Trap sense +5
  16th 
  +16/+11/+6/+1 
  +10 
  +5 
  +5 
  Damage reduction 4/—, rage power
  17th 
  +17/+12/+7/+2 
  +10 
  +5 
  +5 
  Tireless rage
  18th 
  +18/+13/+8/+3 
  +11 
  +6 
  +6 
  Rage power, trap sense +6
  19th 
  +19/+14/+9/+4 
  +11 
  +6 
  +6 
  Damage reduction 5/—
  20th 
  +20/+15/+10/+5 
  +12 
  +6 
  +6 
  Mighty rage, rage power
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  14
  Pathfinder Roleplaying Game
  one additional point at the start of any round spent in rage. 
  In addition, rage points can be spent to activate rage powers. 
  A barbarian can enter rage as a free action. Rage points are 
  renewed after resting for 8 hours, although these hours do 
  not need to be consecutive.
  While in rage, a barbarian gains a +4 bonus to her Strength 
  and Constitution, as well as a +2 morale bonus on Will saves. 
  In addition, she takes a –2 penalty to Armor Class. The 
  increase to Constitution grants the barbarian 2 hit points per 
  Hit Dice, but these disappear when the rage ends and are not 
  lost first like temporary hit points. While in rage, a barbarian 
  cannot use any Charisma-, Dexterity-, or Intelligence-based 
  skills (except Acrobatics, Fly, Intimidate, and Ride) or any 
  ability that requires patience or concentration.
  A barbarian can end her rage as a free action and is fatigued 
  after rage for a number of rounds equal to 2 times the number 
  of rage points spent during the rage. A barbarian cannot 
  enter a new rage while fatigued but can otherwise enter rage 
  multiple times during a single encounter or combat.
  Rage Powers: As a barbarian gains experience, she learns 
  to harness her rage in new ways. Starting at 2nd level, a 
  barbarian gains one rage power. She gains an additional 
  rage power for every two levels of barbarian attained after 
  2nd level. A barbarian can use her rage powers only while 
  raging, with each power consuming a set number of rage 
  points. A barbarian cannot select an individual power more 
  than once. Unless otherwise noted, these abilities are swift 
  actions that must be performed on the barbarian’s turn.
  Animal Fury (Ex): The barbarian may make a bite attack 
  using her full base attack bonus plus her Strength modifier. 
  If the bite hits, it deals 1d6 points of damage (assuming 
  the barbarian is Medium; 1d4 points of damage if Small) 
  plus the barbarian’s Strength modifier. A barbarian can 
  use this power while grappled. If the bite attack hits, any 
  grapple checks made against the target this round are at a 
  +2 bonus. (2 rage points)
  Clear Mind (Su): A barbarian may reroll a failed Will save. 
  This power is used as an immediate action after the save 
  is failed. The barbarian must take the second result, even 
  if it is worse. A barbarian must be at least 8th level before 
  selecting this power. (6 rage points)
  Increased Damage Reduction (Ex): The barbarian gains 
  damage reduction 1/— per 4 rage points spent for 1 round. 
  This damage reduction stacks with that granted by the 
  barbarian class feature. The barbarian cannot increase 
  her damage reduction by more than 3/— with this power. 
  A barbarian must be at least 12th level before selecting this 
  ability. (4, 8, or 12 rage points)
  Elemental Rage (Su): All of the barbarian’s attacks deal 
  an additional 1d6 points of energy damage for 1 round. 
  The energy type must be acid, cold, electricity, or fire. 
  This energy damage does not stack with energy damage 
  dealt by special weapon abilities if it is of the same type. A 
  barbarian must be at least 12th level before selecting this 
  power. (8 rage points)
  Guarded Stance (Ex): The barbarian gains a dodge bonus 
  to her Armor Class equal to 1/2 her barbarian level for 1 
  round against melee attacks. (2 rage points)
  Intimidating Glare (Ex): The barbarian can make an 
  Intimidate check against one adjacent foe as a free action. 
  If the barbarian successfully demoralizes her opponent, 
  the foe is shaken for 2d6 rounds. (4 rage points)
  Knockback (Ex): Anyone hit by the barbarian’s melee 
  attacks this round is pushed back 5 feet, if possible. This 
  power is used before any attacks are made. (4 rage points)
  Low-Light Vision (Ex): The barbarian’s senses suddenly 
  sharpen and she gains low-light vision for 1 round. (2 
  rage points)
  Mighty Swing (Ex): The barbarian automatically confirms 
  a critical hit. This power is used as an immediate action 
  once a critical threat has been determined. A barbarian 
  must be at least 8th level before selecting this power. (8 
  rage points)
  Moment of Clarity (Ex): The barbarian does not take any 
  of the penalties from rage for 1 round. This includes the 
  penalty to Armor Class and the restriction on what actions 
  can be performed. (4 rage points)
  Night Sight (Ex): The barbarian’s senses grow incredibly 
  sharp while raging and she gains darkvision 60 feet for 1 
  round. A barbarian must have low-light vision as a rage power 
  or a racial trait to select this rage power. (4 rage points)
  Designer Notes: Starting Hit Points
  We’ve had a great deal of debate about starting hit points, 
  and have yet to come to a satisfying conclusion. Here are the 
  options that we have floating around. Each one has its pros 
  and cons, but the goal here is the same: to make 1st-level 
  characters a bit more durable. Please try them out and let us 
  know which ones work for you.
  Standard: Maximum hit points for 1st level plus your 
  Constitution modifier and any other bonuses.
  Double: Double your maximum hit points for 1st level plus 
  your Constitution modifier and any other bonuses.
  Racial: Maximum hit points for 1st level plus your 
  Constitution modifier and any other bonuses. In addition, 
  you get a number of bonus hit points based on your race. The 
  frail races (elf, gnome, and halfling) receive 4 hit points. The 
  standard races (half-elf and human) receive 6 hit points. The 
  hardy races (dwarf and half-orc) receive 8 hit points. 
  Flat: Maximum hit points for 1st level plus your Constitution 
  modifier and any other bonuses. In addition, each character 
  receives a flat number of bonus hit points, regardless of race 
  or class. Our recommendation is 6 hit points.
  Constitution: Maximum hit points for 1st level plus your 
  Constitution score and any other bonuses.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  15
  Pathfinder RPG: Classes 
  4
  bonus to AC against attacks made by traps. These bonuses 
  rise by +1 every three barbarian levels thereafter (6th, 9th, 
  12th, 15th, and 18th level). Trap sense bonuses gained from 
  multiple classes stack.
  Improved Uncanny Dodge (Ex): At 5th level and higher, 
  a barbarian can no longer be flanked. This defense 
  denies a rogue the ability to sneak attack the barbarian by 
  flanking him, unless the attacker has at least four more 
  rogue levels than the target has barbarian levels. If a 
  character already has uncanny dodge from a second class, 
  the character automatically gains improved uncanny 
  dodge instead, and the levels from the classes that grant 
  uncanny dodge stack to determine the minimum level a 
  rogue must be to flank the character.
  Damage Reduction (Ex): At 7th level, a barbarian 
  gains damage reduction. Subtract 1 from the damage 
  the barbarian takes each time he is dealt damage from a 
  weapon or a natural attack. At 10th level, and every three 
  barbarian levels thereafter (13th, 16th, and 19th level), this 
  damage reduction rises by 1 point. Damage reduction can 
  reduce damage to 0 but not below 0.
  Greater Rage (Ex): At 11th level, when a barbarian enters 
  rage, she can choose to enter a greater rage. The bonus 
  to her Strength and Constitution increases to +6 and the 
  morale bonus on her Will saves increases to +3. A barbarian 
  must spend 2 rage points to enter greater rage, and must 
  expend 2 rage points per round to maintain her rage.
  Indomitable Will (Ex): While in rage, a barbarian of 
  14th level or higher gains a +4 bonus on Will saves to resist 
  enchantment spells. This bonus stacks with all other 
  modifiers, including the morale bonus on Will saves she 
  also receives during her rage.
  Tireless Rage (Ex): Starting at 17th level, a barbarian no 
  longer becomes fatigued at the end of her rage.
  Mighty Rage (Ex): At 20th level, when a barbarian enters 
  rage, she can choose to enter mighty rage. The bonus to her 
  Strength and Constitution increases to +8 and the morale 
  bonus on her Will saves increases to +4. A barbarian must 
  spend 3 rage points to enter mighty rage, and must expend 
  3 rage points per round to maintain her rage.
  Bard
  Alignment: Any.
  Hit Die: d8.
  Class Skills
  The bard’s class skills are Acrobatics (Dex), Appraise 
  (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy 
  (Cha), Disguise (Cha), Escape Artist (Dex), Knowledge (all) 
  (Int), Linguistics (Int), Perception (Wis), Perform (Cha), 
  Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), 
  Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
  Skill Ranks Per Level: 6 + Int modifier.
  Powerful Blow (Ex): The barbarian adds her barbarian 
  level on one damage roll. This power is used as a swift 
  action before the roll to hit is made. (4 rage points)
  Quick Reflexes (Ex): The barbarian can make an additional 
  attack of opportunity above the normal limit of one per 
  round. This power is used as an immediate action when 
  an opponent takes an action that provokes an attack of 
  opportunity. (4 rage points)
  Renewed Vigor (Su): The barbarian heals 1d8 points of 
  damage + her Constitution modifier. This power is used 
  as a standard action. A barbarian must be at least 6th level 
  before selecting this power. (6 rage points) 
  Rolling Dodge (Ex): The barbarian gains a dodge bonus to 
  her Armor Class equal to 1/2 her barbarian level for 1 round 
  against ranged attacks. (2 rage points)
  Roused Anger (Ex): The barbarian may enter rage even 
  if fatigued. This power is used as a free action when the 
  barbarian enters rage. (4 rage points)
  Strength Surge (Ex): The barbarian adds her barbarian 
  level on one Strength check or combat maneuver check, 
  or to her combat maneuver bonus when an opponent 
  attempts a maneuver against her. This power is used as an 
  immediate action. (2 rage points)
  Surprise Accuracy (Ex): The barbarian adds her barbarian 
  level on one attack roll. This power is used as a swift action 
  before the roll to hit. (4 rage points)
  Swift Foot (Ex): The barbarian gains an enhancement 
  bonus to her speed for 1 round equal to 10 feet per 2 rage 
  points spent. Her speed cannot be increased by more than 
  30 feet in this way. (2, 4, or 6 rage points)
  Terrifying Howl (Su): The barbarian unleashes a 
  terrifying howl as a standard action. All enemies within 
  30 feet must make a Will save (DC equal to 10 + 1/2 the 
  barbarian’s level + the barbarian’s Strength modifier) 
  or be panicked for 1d4+1 rounds. Once an enemy has 
  made a save versus terrifying howl (successful or not) it 
  is immune to this power for 24 hours. A barbarian must 
  have the intimidating glare rage power to select this 
  rage power. A barbarian must be at least 8th level before 
  selecting this power. (8 rage points)
  Unexpected Strike (Ex): The barbarian can take one 
  additional attack as part of a full-attack action at her 
  highest bonus. This additional attack does not stack with 
  haste or other similar effects. A barbarian must be at least 
  8th level before selecting this power. (8 rage points)
  Uncanny Dodge (Ex): At 2nd level, a barbarian retains 
  his Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker. He still loses his 
  Dexterity bonus to AC if immobilized. If a barbarian already 
  has uncanny dodge from a different class, he automatically 
  gains improved uncanny dodge (see below) instead.
  Trap Sense (Ex): At 3rd level, a barbarian gains a +1 
  bonus on Reflex saves made to avoid traps and a +1 dodge 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  16
  Pathfinder Roleplaying Game
  Class Features
  All of the following are class features of the bard.
  Weapon and Armor Proficiency: A bard is proficient with 
  all simple weapons, plus the longsword, rapier, sap, short 
  sword, shortbow, and whip. Bards are also proficient with 
  light armor and shields (except tower shields). A bard can 
  cast bard spells while wearing light armor and using a shield 
  without incurring the normal arcane spell failure chance. 
  Like any other arcane spellcaster, a bard 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 bard still incurs the normal arcane spell failure 
  chance for arcane spells received from other classes.
  Spells: A bard casts arcane spells, which are drawn 
  from the bard spell list. He can cast any spell he knows 
  without preparing it ahead of time. Every bard spell has 
  a verbal component (singing, reciting, or music). To learn 
  or cast a spell, a bard must have a Charisma score equal 
  to at least 10 + the spell level. The Difficulty Class for a 
  saving throw against a bard’s spell is 10 + the spell level + 
  the bard’s Charisma modifier.
  Like other spellcasters, a bard can cast only a certain 
  number of spells of each spell level per day. His base daily 
  spell allotment is given on Table 4–3. In addition, he receives 
  bonus spells per day if he has a high Charisma score.
  The bard’s selection of spells is extremely limited. A bard 
  begins play knowing four 0-level spells and two 1st-level spells 
  of the bard’s choice. At each new bard level, he gains one or 
  more new spells, as indicated on Table 4–4. (Unlike spells per 
  day, the number of spells a bard knows is not affected by his 
  Charisma score. The numbers on Table 4–4 are fixed.)
  Upon reaching 5th level, and at every third bard level 
  after that (8th, 11th, and so on), a bard can choose to learn 
  a new spell in place of one he already knows. In effect, the 
  bard “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 two levels lower than 
  the highest-level bard spell the bard can cast. A bard 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 he 
  gains new spells known for the level.
  As noted above, a bard need not prepare his spells 
  in advance. He can cast any spell he knows at any time, 
  assuming he has not yet used up his allotment of spells per 
  day for the spell’s level. 
  Bardic Knowledge: At 1st level, a bard selects one 
  Knowledge skill. He gains 1 bonus skill point to place in 
  that Knowledge skill and an additional skill point every 
  time he gains a level. In addition, a bard adds 1/2 his 
  level (minimum 1) to all Knowledge skill checks and 
  may make such checks untrained. 
  Bardic Performance: Once per day per bard level, 
  a bard can use his Perform skill to produce magical 
  effects on those around him (usually including himself, 
  if desired). While these abilities fall under the category 
  of bardic performance, they can be activated using any 
  Perform skill, such as dancing, singing, playing an 
  instrument, or performing comedy.  Each ability requires 
  both a minimum bard level and a minimum number of 
  ranks in the Perform skill to qualify; if a bard does not 
  have the required number of ranks in at least one Perform 
  skill, he does not gain the bardic performance ability until 
  he acquires the needed ranks. Some abilities can only be 
  used by a bard with a specific type of Perform.
  Starting a bardic performance effect is a standard action. 
  Some bardic performance abilities require concentration, 
  which means the bard must take a standard action each 
  round to maintain the ability. Even while using a bardic 
  performance ability that doesn’t require concentration, 
  a bard cannot cast spells, activate magic items by spell 
  completion (such as scrolls), or activate magic items by 
  magic word (such as wands). Bardic performance has 
  specific limitations, depending on the type of Perform 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  17
  Pathfinder RPG: Classes 
  4
  skill used to activate it. Bardic performance activated with 
  Perform (act) or Perform (dance) requires line of sight to 
  the targets of its effects and does not affect blind creatures. 
  Bardic performance activated with Perform (comedy) and 
  Perform (oratory) requires the targets to be able to hear the 
  bard, and such effects are language dependent (although 
  the bard can activate magic items that require a magic 
  word, such as wands, while using these types of Perform to 
  activate bardic performance). Bardic performance activated 
  using any other type of Perform only requires the targets to 
  be able to hear the bard. These requirements are in addition 
  to those listed with each bardic performance ability.
  Just as for casting a spell with a verbal component, a deaf 
  bard has a 20% chance to fail when attempting to use bardic 
  performance using a Perform skill that relies on sound. A 
  blind bard has a 50% chance to fail when attempting to 
  use bardic performance using a Perform skill that relies 
  on sight. If he fails either of these checks, the attempt still 
  counts against his daily limit.
  Countersong (Su): A bard with 1 or more ranks in a 
  Perform skill can use his performance to counter magical 
  effects that depend on sound (but not spells that simply 
  have verbal components). Each round of the countersong, 
  he makes a Perform check. Any creature within 30 feet 
  of the bard (including the bard himself) that is affected 
  by a sonic or language-dependent magical attack may 
  use the bard’s Perform check result in place of its saving 
  throw if, after the saving throw is rolled, the Perform 
  check result proves to be higher. If a creature within 
  range of the countersong is already under the effect of a 
  noninstantaneous sonic or language-dependent magical 
  attack, it gains another saving throw against the effect 
  each round it hears the countersong, but it must use the 
  bard’s Perform check result for the save. Countersong does 
  not work on effects that don’t allow saves. The bard may 
  keep up the countersong for 10 rounds. A bard can use this 
  bardic performance ability utilizing Perform (keyboard, 
  percussion, wind, string, or sing).
  Distraction (Su): A bard with 1 or more ranks in a Perform 
  skill can use his performance to counter magical effects 
  that depend on sight. Each round of the distraction, he 
  makes a Perform check. Any creature within 30 feet of the 
  bard (including the bard himself) that is affected by an 
  illusion (pattern) or illusion (figment) magical attack may 
  use the bard’s Perform check result in place of its saving 
  throw if, after the saving throw is rolled, the Perform 
  check result proves to be higher. If a creature within 
  range of the distraction is already under the effect of a 
  Table 4–3: Bard
   
  Base
   
  Attack 
  Fort 
  Ref 
  Will 
   
   
   Spells per Day
  Level Bonus 
  Save 
  Save 
  Save 
  Special 
  1st 2nd 3rd 4th 5th 6th
  1st 
  +0 
  +0 
  +2 
  +2 
  Bardic knowledge, bardic performance,  
  1 
  — 
  — 
  — 
  — 
  —
   
   
   
   
   
  cantrips, countersong, distraction, 
   
   
   
   
   
  fascinate, inspire courage +1
  2nd 
  +1 
  +0 
  +3 
  +3 
  Well-versed 
  2 
  — 
  — 
  — 
  — 
  —
  3rd 
  +2 
  +1 
  +3 
  +3 
  Inspire competence 
  3 
  — 
  — 
  — 
  — 
  —
  4th 
  +3 
  +1 
  +4 
  +4 
   
  3 
  1 
  — 
  — 
  — 
  —
  5th 
  +3 
  +1 
  +4 
  +4 
  Inspire courage +2, lore master 1/day 
  4 
  2 
  — 
  — 
  — 
  —
  6th 
  +4 
  +2 
  +5 
  +5 
  Suggestion 
  4 
  3 
  — 
  — 
  — 
  —
  7th 
  +5 
  +2 
  +5 
  +5 
   
  4 
  3 
  1 
  — 
  — 
  —
  8th 
  +6/+1 
  +2 
  +6 
  +6 
  Dirge of doom, discordant performance 
  4 
  4 
  2 
  — 
  — 
  —
  9th 
  +6/+1 
  +3 
  +6 
  +6 
  Inspire greatness 
  5 
  4 
  3 
  — 
  — 
  —
  10th +7/+2 
  +3 
  +7 
  +7 
   
  5 
  4 
  3 
  1 
  — 
  —
  11th +8/+3 
  +3 
  +7 
  +7 
  Inspire courage +3, lore master 2/day 
  5 
  4 
  4 
  2 
  — 
  —
  12th +9/+4 
  +4 
  +8 
  +8 
  Song of freedom, soothing performance 
  5 
  5 
  4 
  3 
  — 
  —
  13th +9/+4 
  +4 
  +8 
  +8 
   
  5 
  5 
  4 
  3 
  1 
  —
  14th +10/+5 
  +4 
  +9 
  +9 
  Frightening tune, paralyzing show 
  5 
  5 
  4 
  4 
  2 
  —
  15th +11/+6/+1 
  +5 
  +9 
  +9 
  Inspire heroics 
  5 
  5 
  5 
  4 
  3 
  —
  16th +12/+7/+2 
  +5 
  +10 
  +10 
   
  5 
  5 
  5 
  4 
  3 
  1
  17th +12/+7/+2 
  +5 
  +10 
  +10 
  Inspire courage +4, lore master 3/day 
  5 
  5 
  5 
  4 
  4 
  2
  18th +13/+8/+3 
  +6 
  +11 
  +11 
  Mass suggestion 
  5 
  5 
  5 
  5 
  4 
  3
  19th +14/+9/+4 
  +6 
  +11 
  +11 
  Jack of all trades 
  5 
  5 
  5 
  5 
  5 
  4
  20th +15/+10/+5 
  +6 
  +12 
  +12 
  Deadly performance 
  5 
  5 
  5 
  5 
  5 
  5
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  18
  Pathfinder Roleplaying Game
  noninstantaneous illusion (pattern) or illusion (figment) 
  magical attack, it gains another saving throw against the 
  effect each round it sees the distraction, but it must use the 
  bard’s Perform check result for the save. Distraction does 
  not work on effects that don’t allow saves. The bard may 
  keep up the distraction for 10 rounds. A bard can use this 
  bardic performance ability utilizing Perform (act, comedy, 
  dance, or oratory).
  Fascinate (Sp): A bard with 1 or more ranks in a Perform 
  skill can use his music or poetics to cause one or more 
  creatures to become fascinated with him. Each creature to 
  be fascinated must be within 90 feet, able to see and hear 
  the bard, and able to pay attention to him. The bard must 
  also be able to see the creature. The distraction of a nearby 
  combat or other dangers prevents the ability from working. 
  For every three levels a bard attains beyond 1st, he can target 
  one additional creature with a single use of this ability. 
  Each creature within range recieves a Will save (DC 10 + 1/2 
  bard’s level + bard’s Cha modifier) to negate the effect.  If a 
  creature’s saving throw succeeds, the bard cannot attempt to 
  fascinate that creature again for 24 hours. If its saving throw 
  fails, the creature sits quietly and listens to the song, taking 
  no other actions, for as long as the bard continues to play 
  and concentrate (up to a maximum of 1 round per bard level). 
  While fascinated, a target takes a –4 penalty on skill checks 
  made as reactions, such as Perception checks. Any potential 
  threat requires the bard to make another Perform check and 
  allows the creature a new saving throw against a DC equal to 
  the new Perform check result.
  Any obvious threat, such as someone drawing a weapon, 
  casting a spell, or aiming a ranged weapon at the target, 
  automatically breaks the effect. Fascinate is an enchantment 
  (compulsion), mind-affecting ability. A bard can use this 
  bardic performance ability utilizing any type of Perform.
  Inspire Courage (Su): A bard with 1 or more ranks in a 
  Perform skill can use his performance to inspire courage 
  in his allies (including himself), bolstering them against 
  fear and improving their combat abilities. To be affected, 
  an ally must be able to percieve the bard’s performance. 
  The effect lasts for as long as the ally percieves the bard‘s 
  performance and for 5 rounds thereafter. An affected 
  ally receives a +1 morale bonus on saving throws against 
  charm and fear effects and a +1 morale bonus on attack and 
  weapon damage rolls. At 5th level, and every six bard levels 
  thereafter, this bonus increases by 1 (+2 at 5th, +3 at 11th, 
  and +4 at 17th). Inspire courage is a mind-affecting ability. 
  A bard can use this bardic performance ability utilizing 
  any type of Perform.
  Inspire Competence (Su): A bard of 3rd level or higher with 
  3 or more ranks in a Perform skill can use his performance 
  to help an ally succeed at a task. The ally must be within 30 
  feet and able to see and hear the bard. The bard must also 
  be able to see the ally.
  The ally gets a +2 competence bonus on skill checks with 
  a particular skill as long as she continues to hear the bard’s 
  music. Certain uses of this ability are infeasible, such as Sneak 
  attempts. The effect lasts as long as the bard concentrates, up 
  to a maximum of 2 minutes. A bard can’t inspire competence 
  in himself. Inspire competence is a mind-affecting ability. 
  A bard can use this bardic performance ability utilizing any 
  type of Perform.
  Suggestion (Sp): A bard of 6th level or higher with 6 or 
  more ranks in a Perform skill can make a suggestion (as the 
  spell) to a creature that he has already fascinated (see above). 
  Using this ability does not break the bard’s concentration 
  on the fascinate effect, nor does it allow a second saving 
  throw against the fascinate effect.
  Making a suggestion doesn’t count against a bard’s daily 
  limit on bardic performances. A Will saving throw (DC 10 + 
  1/2 bard’s level + bard’s Cha modifier) negates the effect. This 
  ability affects only a single creature (but see mass suggestion, 
  below). Suggestion is an enchantment (compulsion), mind-
  affecting, language-dependent ability. A bard can use this 
  bardic performance ability utilizing any type of Perform.
  Dirge of Doom (Su): A bard of 8th level or higher with 8 
  or more ranks in a Perform skill can use his performance 
  to foster a sense of growing dread in his enemies, causing 
  them to take a number of penalties. To be affected, an 
  enemy must be able to hear the bard perform and be within 
  30 feet. The effect lasts for as long as the enemy hears 
  Table 4–4: Bard 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
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  19
  Pathfinder RPG: Classes 
  4
  the bard and remains within 30 feet, and it persists for 3 
  rounds after the bard stops playing or the enemy leaves the 
  area. Affected enemies are shaken and take a –2 penalty on 
  ability checks, attack rolls, saving throws, and skill checks. 
  A bard can use this bardic performance ability utilizing 
  Perform (keyboard, percussion, wind, string, or sing).
  Discordant Performance (Su): A bard of 8th level or higher 
  with 8 or more ranks in a Perform skill can can use his 
  performance to cause his enemies to become confused. To 
  be affected, an enemy must be able to see the bard perform 
  and be within 30 feet. The effect lasts for as long as the enemy 
  sees the bard and remains within 30 feet. Each enemy within 
  range recieves a Will save (DC 10 + 1/2 bard’s level + bard’s 
  Cha modifier) to negate the effect. If a creature’s saving 
  throw succeeds, the bard cannot attempt to confuse that 
  creature again using discordant performance for 24 hours. 
  If its saving throw fails, the creature becomes confused as 
  long as the bard keeps performing (up to a maximum of 1 
  round per bard level). At the end of an affected creature’s 
  turn, it is allowed a new Will save to overcome the effect, 
  making it immune to discordant performance for 24 hours 
  if it does. A bard can use this bardic performance ability 
  utilizing Perform (act, comedy, dance, or oratory).
  Inspire Greatness (Su): A bard of 9th level or higher with 9 
  or more ranks in a Perform skill can use his performance 
  to inspire greatness in himself or a single willing ally 
  within 30 feet, granting her extra fighting capability. For 
  every three levels a bard attains beyond 9th, he can target 
  one additional ally with a single use of this ability (two 
  at 12th level, three at 15th, and four at 18th). To inspire 
  greatness, a bard must perform and an ally must hear or 
  see him perform. The effect lasts for as long as the ally 
  witnesses the performance and for 5 rounds thereafter. 
  A creature inspired with greatness gains 2 bonus Hit 
  Dice (d10s), the commensurate number of temporary hit 
  points (apply the target’s Constitution modifier, if any, to 
  these bonus Hit Dice), a +2 competence bonus on attack 
  rolls, and a +1 competence bonus on Fortitude saves. The 
  bonus Hit Dice count as regular Hit Dice for determining 
  the effect of spells that are Hit Dice dependant. Inspire 
  greatness is a mind-affecting ability. A bard can use this 
  bardic performance ability utilizing any type of Perform.
  Song of Freedom (Sp): A bard of 12th level or higher with 12 
  or more ranks in a Perform skill can use his performance 
  to create an effect equivalent to the break enchantment spell 
  (caster level equals the character’s bard level). Using this 
  ability requires 1 minute of uninterrupted concentration 
  and music, and it functions on a single target within 30 
  feet. A bard can’t use song of freedom on himself. A bard 
  can use this bardic performance ability utilizing Perform 
  (keyboard, percussion, wind, string, or sing).
  Soothing Performance (Sp): A bard of 12th level or higher with 
  12 or more ranks in a Perform skill can use his performance 
  to create an effect equivalent to the mass cure light wounds 
  spell (caster level equals the character’s bard level). In 
  addition, this performance removes the fatigued, sickened, 
  and shakened condition from all those affected. Using this 
  ability requires 1 minute of uninterrupted concentration 
  and performance, and it functions on all targets within 30 
  feet. A bard can use this bardic performance ability utilizing 
  Perform (act, comedy, dance, or oratory).
  Frightening Tune (Sp): A bard of 14th level or higher with 14 
  or more ranks in a Perform skill can use his performance 
  to cause fear in his enemies. To be affected, an enemy must 
  be able to hear the bard perform and be within 30 feet. 
  Each enemy within range recieves a Will save (DC 10 + 1/2 
  bard’s level + bard’s Cha modifier) to negate the effect. If 
  a creature’s saving throw succeeds, the bard cannot use 
  frightening tune on that creature again for 24 hours. If its 
  saving throw fails, the creature becomes frightened for 1d4 
  rounds plus the bard’s Charisma modifier. A bard can use 
  this bardic performance ability utilizing Perform (keyboard, 
  percussion, wind, string, or sing).
  Paralyzing Show (Sp): A bard of 14th level or higher with 14 
  or more ranks in a Perform skill can use his performance 
  to paralyze his enemies. To be affected, an enemy must 
  be able to see the bard perform and be within 30 feet. 
  Each enemy within range recieves a Will save (DC 10 + 1/2 
  bard’s level + bard’s Cha modifier) to negate the effect. If 
  a creature’s saving throw succeeds, the bard cannot use 
  paralyzing show on that creature again for 24 hours. If its 
  saving throw fails, the creature becomes paralyzed for a 
  number of rounds equal to the bard’s level. At the end of 
  an affected creature’s turn, it is allowed a new Will save 
  to overcome the effect, making it immune to paralyzing 
  show for 24 hours. A bard can use this bardic performance 
  ability utilizing Perform (act, comedy, dance, or oratory).
  Inspire Heroics (Su): A bard of 15th level or higher with 15 
  or more ranks in a Perform skill can use his performance 
  to inspire tremendous heroism in himself or a single 
  willing ally within 30 feet. For every three bard levels the 
  character attains beyond 15th, he can inspire heroics in 
  one additional creature. To inspire heroics, a bard must 
  perform and an ally must witness the performance for a 
  full round. A creature so inspired gains a +4 morale bonus 
  on saving throws and a +4 dodge bonus to AC. The effect 
  lasts for as long as the ally witnesses the performance and 
  for 5 rounds thereafter. Inspire heroics is a mind-affecting 
  ability. A bard can use this bardic performance ability 
  utilizing any type of Perform.
  Mass Suggestion (Sp): This ability functions like suggestion, 
  above, except that a bard of 18th level or higher with 18 
  or more ranks in a Perform skill can make the suggestion 
  simultaneously to any number of creatures that he 
  has already fascinated (see above). Mass suggestion is an 
  enchantment (compulsion), mind-affecting, language-
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  20
  Pathfinder Roleplaying Game
  dependent ability. A bard can use this bardic performance 
  ability utilizing any type of Perform.
  Deadly Performance (Su): A bard of 20th level or higher 
  with 20 or more ranks in a Perform skill can use his 
  performance to cause one enemy to die from joy or sorrow. 
  To be affected, the target must be able to see and hear the 
  bard perform and be within 30 feet. The target recieves a 
  Will save (DC 10 + 1/2 bard’s level + bard’s Cha modifier) to 
  negate the effect. If a creature’s saving throw succeeds, the 
  target is stunned for 1d4 rounds and the bard cannot use 
  deadly performance on that creature again for 24 hours. If 
  its saving throw fails, the target dies. A bard can use this 
  bardic performance ability utilizing any type of Perform.
  Cantrips (Sp): A bard knows a number of cantrips. He 
  can cast these spells at will as a spell-like ability. The 
  number of cantrips a bard knows is noted on 
  Table 4–4 under 0 level spells known. Cantrips 
  are treated like any other spell cast by the 
  bard in terms of duration and other variables 
  based on level.
  Well-Versed (Ex): At 2nd level, the bard 
  becomes resistant to the bardic performance of 
  others. The bard gains a +4 bonus on saving throws 
  made against bardic performance, sonic, and language-
  dependent effects. 
  Lore Master (Ex): At 5th level, the bard becomes a master 
  of lore and can take 10 on any Knowledge skill check that 
  he has ranks in. A bard can choose not to take 10 and can 
  instead roll normally. In addition, once per day, the bard 
  can take 20 on any Knowledge skill check as a standard 
  action. He can use this ability one additional time per day 
  for every six levels he possesses beyond 5th, to a maximum 
  of three times per day at 17th level.
  Jack of All Trades (Ex): At 19th level, the bard can use 
  any skill, even if the skill requires him to be trained. In 
  addition, all skills are now considered class skills. If the 
  bard has 5 or more ranks in a skill, he can take 10 on the 
  skill, even if it is not normally allowed.
  CleriC
  Alignment: A cleric’s alignment must be within one step 
  of her deity’s, along either the law/chaos axis or the good/
  evil axis.
  Hit Die: d8.
  Class Skills
  The cleric’s class skills are Appraise (Int), Craft (Int), Diplomacy 
  (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge 
  (history) (Int), Knowledge (nobility) (Int), Knowledge (religion) 
  (Int), Knowledge (planes) (Int), Linguistics (Int), Profession 
  (Wis), Sense Motive (Wis), and Spellcraft (Int).
  Skill Ranks Per Level: 2 + Int modifier.
  Class Features
  The following are class features of the cleric.
  Weapon and Armor Proficiency: Clerics are proficient 
  with all simple weapons, with all types of armor, and with 
  shields (except tower shields). Clerics are also proficient 
  with the favored weapon of their deities.
  Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity 
  has a particularly powerful aura corresponding to the 
  deity’s alignment (see the detect evil spell for details).
  Spells: A cleric casts divine spells which are drawn from 
  the cleric spell list. Her alignment, however, may restrict 
  her from casting certain spells opposed to her moral or 
  ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. 
  A cleric must choose and prepare 
  her spells in advance.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  21
  Table 4–5: Cleric
   
  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 
  +2 
  +0 
  +2 
  Channel energy, 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
   
   
   
   
   
  domain powers, orisons
  2nd 
  +1 
  +3 
  +0 
  +3 
  Domain powers 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  3rd 
  +2 
  +3 
  +1 
  +3 
   
  4 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  4th 
  +3 
  +4 
  +1 
  +4 
  Domain powers 
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  5th 
  +3 
  +4 
  +1 
  +4 
   
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  —
  6th 
  +4 
  +5 
  +2 
  +5 
   
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  —
  7th 
  +5 
  +5 
  +2 
  +5 
   
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  —
  8th 
  +6/+1 
  +6 
  +2 
  +6 
  Domain powers 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  —
  9th 
  +6/+1 
  +6 
  +3 
  +6 
   
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  —
  10th 
  +7/+2 
  +7 
  +3 
  +7 
   
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  —
  11th 
  +8/+3 
  +7 
  +3 
  +7 
   
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  —
  12th 
  +9/+4 
  +8 
  +4 
  +8 
  Domain powers 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  —
  13th 
  +9/+4 
  +8 
  +4 
  +8 
   
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  —
  14th 
  +10/+5 
  +9 
  +4 
  +9 
   
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  —
  15th 
  +11/+6/+1 
  +9 
  +5 
  +9 
   
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  —
  16th 
  +12/+7/+2 
  +10 
  +5 
  +10 
  Domain powers 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  —
  17th 
  +12/+7/+2 
  +10 
  +5 
  +10 
   
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1
  18th 
  +13/+8/+3 
  +11 
  +6 
  +11 
   
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2
  19th 
  +14/+9/+4 
  +11 
  +6 
  +11 
   
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3
  20th 
  +15/+10/+5 
  +12 
  +6 
  +12 
  Domain powers 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4
  Pathfinder RPG: Classes 
  4
  Deities of the Pathfinder Chronicles
  Deity 
  AL 
  Portfolios 
  Domains 
  Favored Weapon
  Erastil 
  LG 
  God of farming, hunting, trade, family 
  Animal, Community, Good, Law, Plant 
  longbow
  Iomedae 
  LG 
  Goddess of valor, rulership, justice, honor 
  Glory, Good, Law, Sun, War 
  longsword
  Torag 
  LG 
  God of the forge, protection, strategy 
  Artifice, Earth, Good, Law, Protection 
  warhammer
  Sarenrae 
  NG 
  Goddess of the sun, redemption,  
  Fire, Glory, Good, Healing, Sun 
  scimitar
   
   
  honesty, healing
  Shelyn 
  NG 
  Goddess of beauty, art, love, music 
  Air, Charm, Good, Luck, Protection 
  glaive
  Desna 
  CG 
  Goddess of dreams, stars, travelers, luck 
  Chaos, Good, Liberation, Luck, Travel 
  starknife
  Cayden Cailean CG 
  God of freedom, wine, bravery 
  Chaos, Charm, Good, Strength, Travel 
  rapier
  Abadar 
  LN 
  God of cities, wealth, merchants, law 
  Earth, Law, Nobility, Protection, Travel 
  light crossbow
  Irori 
  LN 
  God of history, knowledge, self-perfection 
  Healing, Knowledge, Law, Rune, Strength 
  unarmed strike
  Gozreh 
  N 
  Deity of nature, weather, the sea 
  Air, Animal, Plant, Water, Weather 
  trident
  Pharasma 
  N 
  Goddess of fate, death, prophecy, birth 
  Death, Knowledge, Healing, Repose, Water dagger
  Nethys 
  N 
  God of magic 
  Destruction, Knowledge, Magic,  
  quarterstaff 
   
   
   
  Protection, Rune 
  Gorum 
  CN 
  God of strength, battle, weapons 
  Chaos, Destruction, Glory, Strength, War 
  greatsword
  Calistria 
  CN 
  Goddess of trickery, lust, revenge 
  Chaos, Charm, Knowledge, Luck, Trickery 
  whip
  Asmodeus 
  LE 
  God of tyranny, slavery, pride, contracts 
  Evil, Fire, Law, Magic, Trickery 
  mace
  Zon-Kuthon 
  LE 
  God of envy, pain, darkness, loss 
  Darkness, Death, Destruction, Evil, Law 
  spiked chain
  Urgathoa 
  NE 
  Goddess of gluttony, disease, undeath 
  Death, Evil, Magic, Strength, War 
  scythe
  Norgorber 
  NE 
  God of greed, secrets, poison, murder 
  Charm, Death, Evil, Knowledge, Trickery 
  short sword
  Lamashtu 
  CE 
  Goddess of madness, monsters, nightmares Chaos, Evil, Madness, Strength, Trickery 
  falchion
  Rovagug 
  CE 
  God of wrath, disaster, destruction 
  Chaos, Evil, Destruction, War, Weather 
  greataxe
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  22
  Pathfinder Roleplaying Game
  To prepare or cast a spell, a cleric must have a Wisdom 
  score equal to at least 10 + the spell level. The Difficulty 
  Class for a saving throw against a cleric’s spell is 10 + the 
  spell level + the cleric’s Wisdom modifier.
  Like other spellcasters, a cleric can cast only a certain 
  number of spells of each spell level per day. Her base daily 
  spell allotment is given on Table 4–5. In addition, she receives 
  bonus spells per day if she has a high Wisdom score. 
  Clerics meditate or pray for their spells. Each cleric 
  must choose a time at which she must spend 1 hour each 
  day in quiet contemplation or supplication to regain 
  her daily allotment of spells. Time spent resting has no 
  effect on whether a cleric can prepare spells. A cleric may 
  prepare and cast any spell on the cleric spell list, provided 
  that she can cast spells of that level, but she must choose 
  which spells to prepare during her daily meditation.
  Channel Energy (Su): Any cleric, regardless of alignment, 
  has the power to affect undead creatures by channeling the 
  power of her faith through her holy (or unholy) symbol (see 
  Channel Energy in the Combat Chapter). This power also 
  heals or harms living creatures in the radius.
  A good cleric (or a neutral cleric who worships a good 
  deity) channels positive energy, damaging undead creatures 
  and causing them to flee. An evil cleric (or a neutral cleric 
  who worships an evil deity) channels negative energy, 
  healing undead and bending them to her will. A neutral 
  cleric of a neutral deity must choose whether she channels 
  positive or negative energy. Once this choice is made, it 
  cannot be reversed. This decision also determines whether 
  the cleric can cast spontaneous cure or inflict spells (see 
  spontaneous casting).
  A cleric may channel energy a number of times per day 
  equal to 3 + her Charisma modifier.
  Domain Powers (Su): Each cleric must choose a deity. 
  Each deity has a number of domains associated with its 
  faith, and its clerics must choose two of these domains 
  to focus on. Each domain grants a number of domain 
  powers dependent upon the level of the cleric, as well 
  as a number of bonus spells. A cleric gains both of the 
  listed powers and bonus spells granted by her domains 
  at each of the listed levels. See the Spells Chapter for 
  more information.
  If your cleric is not devoted to a particular deity, you still 
  select two domains to represent her spiritual inclinations.
  Orisons (Sp): Clerics can prepare a number of orisons, or 
  0-level spells, each day. They can cast these spells at will as a 
  spell-like ability. The number of orisons a cleric can prepare 
  each day is noted in Table 4–5 under “Spells per day.” Orisons 
  are treated like any other spell cast by the cleric in terms of 
  duration and other variables based on level. Orisons cannot 
  be channeled through spontaneous casting.
  Spontaneous Casting: A good cleric (or a neutral cleric of 
  a good deity) can channel stored spell energy into healing 
  spells that she did not prepare ahead of time. The cleric 
  can “lose” any prepared spell that is not an orison in order 
  to cast any cure spell of the same spell level or lower (a cure 
  spell is any spell with “cure” in its name). 
  An evil cleric (or a neutral cleric of an evil deity) can’t 
  convert prepared spells to cure spells but can convert them to 
  inflict spells (an inflict spell is one with “inflict” in its name).
  A cleric who is neither good nor evil and whose deity 
  is neither good nor evil can convert spells to either cure 
  spells or inflict spells (player’s choice). Once the player 
  makes this choice, it cannot be reversed. This choice 
  also determines whether the cleric turns or commands 
  undead (see channel energy).
  Chaotic, Evil, Good, and Lawful Spells: A cleric can’t 
  cast spells of an alignment opposed to her own or her 
  deity’s. Spells associated with particular alignments are 
  indicated by the chaos, evil, good, and law descriptors in 
  their spell descriptions.
  Bonus Languages: A cleric’s bonus language options 
  include Celestial, Abyssal, and Infernal (the languages of 
  good, chaotic evil, and lawful evil outsiders, respectively). 
  These choices are in addition to the bonus languages 
  available to the character because of her race.
  Ex-Clerics
  A cleric who grossly violates the code of conduct required 
  by her god loses all spells and class features, except for 
  armor and shield proficiencies and proficiency with 
  simple weapons. She cannot thereafter gain levels as a 
  cleric of that god until she atones for her deeds (see the 
  atonement spell description).
  druid
  Alignment: Neutral good, lawful neutral, neutral, chaotic 
  neutral, or neutral evil.
  Hit Die: d8.
  Class Skills
  The druid’s class skills are Climb (Str), Craft (Int), Fly 
  (Dex), Handle Animal (Cha), Heal (Wis), Knowledge 
  (geography) (Int), Knowledge (nature) (Int), Perception 
  (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), 
  Survival (Wis), and Swim (Str).
  Skill Ranks Per Level: 4 + Int modifier.
  Designer Notes: Orisons
  In giving clerics the ability to cast orisons at will, it is important 
  to remove cure minor wounds from the game to keep them 
  balanced and prevent them from healing everyone up to full 
  hit points between every fight. Instead, we replaced cure minor 
  wounds with stabilize and inflict minor wounds with bleed, both 
  of which you can find in the Spells and Magic Chapter.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  23
  Pathfinder RPG: Classes 
  4
  Class Features
  All of the following are class features of the druid.
  Weapon and Armor Proficiency: Druids are proficient 
  with the following weapons: club, dagger, dart, quarterstaff, 
  scimitar, scythe, sickle, shortspear, sling, and spear. They 
  are also proficient with all natural attacks (claw, bite, and so 
  forth) of any form they assume with wild shape (see below).
  Druids are proficient with light and medium armor 
  but are prohibited from wearing metal armor; thus, they 
  may wear only padded, leather, or hide armor. A druid 
  may also wear wooden armor that has been altered by the 
  ironwood spell so that it functions as though it were steel. 
  See the ironwood spell description. Druids are proficient 
  with shields (except tower shields) but must use only 
  wooden ones.
  A druid who wears prohibited armor or carries a 
  prohibited shield is unable to cast druid spells or use any 
  of her supernatural or spell-like class abilities while doing 
  so and for 24 hours thereafter.
  Spells: A druid casts divine spells, which are drawn 
  from the druid spell list. Her alignment may restrict 
  her from casting certain spells opposed to her moral or 
  ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. 
  A druid must choose and prepare her spells in advance.
  To prepare or cast a spell, the druid must have a Wisdom 
  score equal to at least 10 + the spell level. The Difficulty 
  Class for a saving throw against a druid’s spell is 10 + the 
  spell level + the druid’s Wisdom modifier.
  Like other spellcasters, a druid can cast only a certain 
  number of spells of each spell level per day. Her base daily 
  spell allotment is given on Table 4–6. In addition, she 
  receives bonus spells per day if she has a high Wisdom 
  score. She does not have access to any domain spells or 
  granted powers, as a cleric does.
  A druid prepares and casts spells the 
  way a cleric does, though she cannot lose a 
  prepared spell to cast a cure spell in its place 
  (but see Spontaneous Casting). A druid may 
  prepare and cast any spell on the druid spell 
  list, provided that she can cast spells of that 
  level, but she must choose which spells to 
  prepare during her daily meditation.
  Spontaneous Casting: A druid 
  can channel stored spell energy into 
  summoning spells that she hasn’t prepared 
  ahead of time. She can “lose” a prepared spell 
  in order to cast any summon nature’s ally spell of the 
  same level or lower. 
  Chaotic, Evil, Good, and Lawful Spells: A druid 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 chaos, evil, good, and law 
  descriptors in their spell descriptions.
  Orisons (Sp): Druids can prepare a number of orisons, 
  or 0-level spells, each day. They can cast these spells at 
  will as a spell-like ability. The number of orisons a druid 
  can prepare each day is noted in Table 4–6 under spells 
  per day. Orisons are treated like any other spell cast 
  by the druid in terms of duration and other variables 
  based on level. Orisons cannot be channeled through 
  spontaneous casting.
  Bonus Languages: A druid’s bonus language options 
  include Sylvan, the language of woodland creatures. This 
  choice is in addition to the bonus languages available to 
  the character because of her race.
  A druid also knows Druidic, a secret language known 
  only to druids, which she learns upon becoming a 1st-level 
  druid. Druidic is a free language for a druid; that is, she 
  knows it in addition to her regular allotment of languages 
  and it doesn’t take up a language slot. Druids are forbidden 
  to teach this language to nondruids.
  Druidic has its own alphabet.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  24
  Pathfinder Roleplaying Game
  Nature Bond (Ex): At 1st level, a druid forms a bond 
  with nature. This bond can take one of two forms. The 
  first is a close tie to the natural world, granting the 
  druid one of the following cleric domains: air, animal, 
  earth, fire, plant, water, or weather. When determining 
  the powers and bonus spells granted by this domain, the 
  druid’s effective cleric level is equal to his druid level. 
  The second option is to form a close bond with an 
  animal companion. A druid may begin play with an 
  animal companion selected from the following list: badger, 
  camel, dire rat, dog, riding dog, eagle, hawk, horse (light or 
  heavy), owl, pony, snake (Small or Medium viper), or wolf. 
  If the campaign takes place wholly or partly in an aquatic 
  environment, the following creatures are also available: 
  porpoise, Medium shark, and squid. This animal is a loyal 
  companion that accompanies the druid on her adventures 
  as appropriate for its kind.
  A 1st-level druid’s companion is completely typical for its 
  kind except as noted. As a druid advances in level, the animal’s 
  power increases as shown on the Animal Companion 
  Advancement table. If a druid releases her companion from 
  service, she may gain a new one by performing a ceremony 
  requiring 24 uninterrupted hours of prayer. This ceremony 
  can also replace an animal companion that has perished.
  A druid of 4th level or higher may select from 
  alternative lists of animals (see below). Should she select 
  an animal companion from one of these alternative lists, 
  the creature gains abilities as if the character’s druid level 
  were lower than it actually is. Subtract the value indicated 
  in the appropriate list header from the character’s druid 
  level and compare the result with the druid level entry on 
  the table to determine the animal companion’s powers. If 
  this adjustment would reduce the druid’s effective level 
  to 0 or lower, she can’t have that animal as a companion.
  Nature Sense (Ex): A druid gains a +2 bonus on 
  Knowledge (nature) and Survival checks.
  Wild Empathy (Ex): A druid can improve the attitude 
  of an animal. This ability functions just like a Diplomacy 
  check made to improve the attitude of a person. The druid 
  rolls 1d20 and adds her druid level and her Charisma 
  modifier to determine the wild empathy check result.
  The typical domestic animal has a starting attitude of 
  indifferent, while wild animals are usually unfriendly.
  To use wild empathy, the druid and the animal must be able 
  to study each other, which means that they must be within 
  30 feet of one another under normal conditions. Generally, 
  influencing an animal in this way takes 1 minute but, as with 
  influencing people, it might take more or less time.
  Table 4–6: Druid
   
  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 
  +2 
  +0 
  +2 
  Nature bond, nature sense, 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
   
   
   
   
   
  orisons, wild empathy
  2nd 
  +1 
  +3 
  +0 
  +3 
  Woodland stride 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  3rd 
  +2 
  +3 
  +1 
  +3 
  Trackless step 
  4 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  4th 
  +3 
  +4 
  +1 
  +4 
  Resist nature’s lure, 
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  —
   
   
   
   
   
  wild shape (1/day)
  5th 
  +3 
  +4 
  +1 
  +4 
   
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  —
  6th 
  +4 
  +5 
  +2 
  +5 
  Wild shape (2/day) 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  —
  7th 
  +5 
  +5 
  +2 
  +5 
   
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  —
  8th 
  +6/+1 
  +6 
  +2 
  +6 
  Wild shape (3/day) 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  —
  9th 
  +6/+1 
  +6 
  +3 
  +6 
  Venom immunity 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  —
  10th +7/+2 
  +7 
  +3 
  +7 
  Wild shape (4/day) 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  —
  11th 
  +8/+3 
  +7 
  +3 
  +7 
   
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  —
  12th 
  +9/+4 
  +8 
  +4 
  +8 
  Wild shape (5/day) 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  —
  13th 
  +9/+4 
  +8 
  +4 
  +8 
  A thousand faces 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  —
  14th 
  +10/+5 
  +9 
  +4 
  +9 
  Wild shape (6/day) 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  —
  15th 
  +11/+6/+1 
  +9 
  +5 
  +9 
  Timeless body 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  —
  16th 
  +12/+7/+2 
  +10 
  +5 
  +10 
  Wild shape (7/day) 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  —
  17th 
  +12/+7/+2 
  +10 
  +5 
  +10 
   
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1
  18th +13/+8/+3 
  +11 
  +6 
  +11 
  Wild shape (8/day) 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2
  19th 
  +14/+9/+4 
  +11 
  +6 
  +11 
   
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3
  20th +15/+10/+5 
  +12 
  +6 
  +12 
  Wild shape (at will) 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  25
  Pathfinder RPG: Classes 
  4
  A druid can also use this ability to influence a magical 
  beast with an Intelligence score of 1 or 2, but she takes a –4 
  penalty on the check.
  Woodland Stride (Ex): Starting at 2nd level, a druid may 
  move through any sort of undergrowth (such as natural 
  thorns, briars, overgrown areas, and similar terrain) at her 
  normal speed and without taking damage or suffering any 
  other impairment. Thorns, briars, and overgrown areas 
  that have been magically manipulated to impede motion, 
  however, still affect her.
  Trackless Step (Ex): Starting at 3rd level, a druid leaves 
  no trail in natural surroundings and cannot be tracked. 
  She may choose to leave a trail if so desired.
  Resist Nature’s Lure (Ex): Starting at 4th level, a druid 
  gains a +4 bonus on saving throws against the spell-like 
  and supernatural abilities of fey. This bonus also applies to 
  spells and effects that target plants, such as blight, entangle, 
  spike growth, and warp wood.
  Wild Shape (Su): At 4th level, a druid gains the ability 
  to turn herself into any Small or Medium animal and 
  back again once per day. Her options for new forms 
  include all creatures with the animal type. This ability 
  functions like the beast shape I spell, except as noted 
  here. The effect lasts for 1 hour per druid level, or until 
  she changes back. Changing form (to animal or back) 
  is a standard action and doesn’t provoke an attack of 
  opportunity. The form chosen must be that of an animal 
  the druid is familiar with. 
  A druid loses her ability to speak while in animal form 
  because she is limited to the sounds that a normal, untrained 
  animal can make, but she can communicate normally with 
  other animals of the same general grouping as her new 
  form. (The normal sound a wild parrot makes is a squawk, 
  so changing to this form does not permit speech.)
  A druid can use this ability an additional time per day at 
  6th level and every two levels thereafter, for a total of eight 
  times at 18th level. At 20th level, a druid can use wild shape 
  at will. As a druid gains in levels, this ability allows the 
  druid to take on the form of larger and smaller animals, 
  elementals, and plants. Each form expends one daily usage 
  of this ability, regardless of the form taken. 
  At 6th level, a druid can use wild shape to change into a 
  Large or Tiny animal or a Small elemental. When taking the 
  form of an animal, a druid’s wild shape now functions as beast 
  shape II. When taking the form of an elemental, the druid’s 
  wild shape functions as elemental body I.
  4th Level or Higher (Level –3)
  Ape (animal) 
  Bear, black (animal) 
  Bison (animal)
  Boar (animal) 
  Cheetah (animal) 
  Crocodile1 (animal)
  Dire badger 
  Dire bat
  Dire weasel
  Leopard (animal)
  Lizard, monitor (animal)
  Shark, Large1 (animal)
  Snake, constrictor (animal)
  Snake, Large viper (animal)
  Wolverine (animal)
  7th Level or Higher (Level –6)
  Bear, brown (animal) 
  Dire wolverine
  Crocodile, giant1 (animal) 
  Deinonychus (dinosaur) 
  Dire ape 
  Dire boar 
  Dire wolf 
  Elasmosaurus1 (dinosaur)
  Lion (animal)
  Rhinoceros (animal)
  Snake, Huge viper (animal)
  Tiger (animal)
  10th Level or Higher (Level –9)
  Bear, polar (animal) 
  Dire lion 
  Megaraptor (dinosaur) 
  Shark, Huge1 (animal)
  Snake, giant constrictor (animal)
  Whale, orca1 (animal)
  13th Level or Higher (Level –12)
  Dire bear 
  Elephant (animal)
  Octopus, giant1 (animal)
  16th Level or Higher (Level –15)
  Dire shark1 
  Dire tiger 
  Squid, giant1 (animal)
  Triceratops (dinosaur)
  Tyrannosaurus (dinosaur)
  1 Available only in an aquatic 
  environment.
  Animal Companion Advancement
  Class Level  
  Bonus HD  
  Natural Armor Adj.  
  Str/Dex Adj. 
  Bonus Tricks  
  Special
  1st–2nd  
  +0 
  +0 
  +0 
  1 
  Link, share spells
  3rd–5th  
  +2 
  +2 
  +1 
  2 
  Evasion
  6th–8th  
  +4 
  +4 
  +2 
  3 
  Devotion
  9th–11th  
  +6 
  +6 
  +3 
  4 
  Multiattack
  12th–14th  
  +8 
  +8 
  +4 
  5 
  15th–17th  
  +10 
  +10 
  +5 
  6 
  Improved evasion
  18th–20th  
  +12 
  +12 
  +6 
  7 
  Alternative Animal Companions
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  26
  Pathfinder Roleplaying Game
  At 8th level, a druid can use wild shape to change into a 
  Huge or Diminutive animal, a Medium elemental, or a Small 
  or Medium plant creature. When taking the form of animals, 
  a druid’s wild shape now functions as beast shape III. When 
  taking the form of an elemental, the druid’s wild shape now 
  functions as elemental body II. When taking the form of a plant 
  creature, the druid’s wild shape functions as plant shape I.
  At 10th level, a druid can use wild shape to change into a 
  Large elemental or a Large plant creature. When taking the 
  form of an elemental, the druid’s wild shape now functions 
  as elemental body III. When taking the form of a plant, the 
  druid’s wild shape now functions as plant shape II.
  At 12th level, a druid can use wild shape to change into a 
  Huge elemental or a Huge plant creature. When taking the 
  form of an elemental, the druid’s wild shape now functions 
  as elemental body IV. When taking the form of a plant, the 
  druid’s wild shape now functions as plant shape III.
  Venom Immunity (Ex): At 9th level, a druid gains 
  immunity to all poisons. 
  A Thousand Faces (Su): At 13th level, a druid gains the 
  ability to change her appearance at will, as if using the alter 
  self spell, but only while in her normal form.
  Timeless Body (Ex): After attaining 15th level, a druid 
  no longer takes ability score penalties for aging and cannot 
  be magically aged. Any penalties she may have already 
  incurred, however, remain in place.
  Bonuses still accrue, and the druid still dies of old age 
  when her time is up.
  Ex-Druids
  A druid who ceases to revere nature, changes to a prohibited 
  alignment, or teaches the Druidic language to a nondruid 
  loses all spells and druid abilities (including her animal 
  companion, but not including weapon, armor, and shield 
  proficiencies). She cannot thereafter gain levels as a druid 
  until she atones (see the atonement spell description).
  Animal Companions
  A druid’s animal companion is superior to a normal 
  animal of its kind and has several special powers, as 
  described below.
  Animal Companion Basics: Use the base statistics for a 
  creature of the companion’s kind, but make the following 
  changes, as noted under Animal Companion Advancement.
  Class Level: The character’s druid level. The druid’s 
  class levels stack with levels of any other classes that 
  are entitled to an animal companion for the purpose of 
  determining the companion’s abilities and the alternative 
  lists available to the character.
  Bonus HD: Extra eight-sided (d8) Hit Dice, each of which 
  gains a Constitution modifier, as normal. Remember that extra 
  Hit Dice improve the animal companion’s base attack and base 
  save bonuses. An animal companion’s base attack bonus is the 
  same as that of a druid of a level equal to the animal’s HD. An 
  animal companion has good Fortitude and Reflex saves (treat it 
  as a character whose level equals the animal’s HD). An animal 
  companion gains additional skill points and feats for bonus 
  HD as normal for advancing a monster’s Hit Dice.
  Natural Armor Adj.: The number noted here is an 
  improvement to the animal companion’s existing natural 
  armor bonus.
  Str/Dex Adj.: Add this value to the animal companion’s 
  Strength and Dexterity scores.
  Bonus Tricks: The value given in this column is the 
  total number of “bonus” tricks that the animal knows 
  in addition to any that the druid might choose to teach 
  it (see the Handle Animal skill). These bonus tricks don’t 
  require any training time or Handle Animal checks, and 
  they don’t count against the normal limit of tricks known 
  by the animal. The druid selects these bonus tricks, and 
  once selected, they can’t be changed.
  Link (Ex): A druid can handle her animal companion 
  as a free action, or push it as a move action, even if she 
  doesn’t have any ranks in the Handle Animal skill. The 
  druid gains a +4 circumstance bonus on all wild empathy 
  checks and Handle Animal checks made regarding an 
  animal companion.
  Share Spells (Ex): The druid may cast a spell with a 
  target of “You” on her animal companion (as a touch 
  range spell) instead of on herself. A druid may cast spells 
  on her animal companion even if the spells normally do 
  not affect creatures of the companion’s type (animal).
  Evasion (Ex): If an animal companion is subjected to 
  an attack that normally allows a Reflex saving throw for 
  half damage, it takes no damage if it makes a successful 
  saving throw.
  Devotion (Ex): An animal companion gains a +4 morale 
  bonus on Will saves against enchantment spells and effects.
  Multiattack: An animal companion gains Multiattack as 
  a bonus feat if it has three or more natural attacks and does 
  not already have that feat. If it does not have the requisite 
  three or more natural attacks, the animal companion 
  instead gains a second attack with its primary natural 
  weapon, albeit at a –5 penalty.
  Improved Evasion (Ex): When subjected to an attack that 
  normally allows a Reflex saving throw for half damage, 
  an animal companion takes no damage if it makes a 
  successful saving throw and only half damage if the saving 
  throw fails.
  Alternative Animal Companions
  A druid of sufficiently high level can select her animal 
  companion from the Alternative Animal Companion lists, 
  applying the indicated adjustment to the druid’s level (in 
  parentheses) for purposes of determining the companion’s 
  characteristics and special abilities.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  27
  Pathfinder RPG: Classes 
  4
  Fighter
  Alignment: Any.
  Hit Die: d10.
  Class Skills
  The fighter’s class skills are Climb (Str), Craft (Int), Handle 
  Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) 
  (Int), Knowledge (engineering) (Int), Profession (Wis), Ride 
  (Dex), Survival (Wis), and Swim (Str). 
  Skill Ranks Per Level: 2 + Int modifier.
  Class Features
  The following are class features of the fighter.
  Weapon and Armor Proficiency: A fighter is proficient with 
  all simple and martial weapons and with all armor (heavy, 
  medium, and light) and shields (including tower shields).
  Bonus Feats: At 1st level, and at every even level thereafter, 
  a fighter gains a bonus feat in addition to those gained from 
  normal advancement (meaning that the fighter gains a feat 
  at every level). These bonus feats must be selected from either 
  fighter bonus feats or combat feats (see the Feats chapter). 
  Bravery (Ex): Starting at 2nd level, a fighter gains a +1 
  bonus on Will saves against fear. This bonus increases by 
  +1 for every four levels beyond 2nd, to a maximum of +5 at 
  18th  level.
  Armor Training (Ex): Starting at 3rd level, a fighter gains 
  added protection from the armor he is wearing. Whenever 
  he is wearing armor, he gains an additional +1 armor bonus 
  to his armor class, reduces the armor check penalty by 1 (to a 
  minimum of 0), and increases the maximum Dexterity bonus 
  allowed by his armor by 1. Every four levels thereafter (7th, 11th, 
  and 15th), a fighter gains even more protection, increasing 
  these bonuses by +1 each time, for a total of +4 to armor class at 
  15th level, with a –4 reduction to the armor check penalty and 
  a +4 increase to the maximum Dexterity bonus allowed.
  Weapon Training (Ex): Starting at 5th level, a fighter can 
  select one group of weapons, as noted below. Whenever he 
  attacks with a weapon from this group, he gains a +1 bonus 
  on attack and damage rolls.
  Table 4–7: Fighter
   
  Base
   
  Attack 
  Fort Ref Will 
  Level 
  Bonus 
  Save Save Save 
  Special
  1st 
  +1 
  +2 
  +0 
  +0 
  Bonus feat
  2nd 
  +2 
  +3 
  +0 
  +0 
  Bonus feat, bravery
  3rd 
  +3 
  +3 
  +1 
  +1 
  Armor training
  4th 
  +4 
  +4 
  +1 
  +1 
  Bonus feat
  5th 
  +5 
  +4 
  +1 
  +1 
  Weapon training
  6th 
  +6/+1 
  +5 
  +2 
  +2 
  Bonus feat
  7th 
  +7/+2 
  +5 
  +2 
  +2 
  Armor training
  8th 
  +8/+3 
  +6 
  +2 
  +2 
  Bonus feat
  9th 
  +9/+4 
  +6 
  +3 
  +3 
  Weapon training
  10th 
  +10/+5 
  +7 
  +3 
  +3 
  Bonus feat
  11th 
  +11/+6/+1 
  +7 
  +3 
  +3 
  Armor training
  12th 
  +12/+7/+2 
  +8 
  +4 
  +4 
  Bonus feat
  13th 
  +13/+8/+3 
  +8 
  +4 
  +4 
  Weapon training
  14th 
  +14/+9/+4 
  +9 
  +4 
  +4 
  Bonus feat
  15th 
  +15/+10/+5 
  +9 
  +5 
  +5 
  Armor training
  16th 
  +16/+11/+6/+1 
  +10 
  +5 
  +5 
  Bonus feat
  17th 
  +17/+12/+7/+2 
  +10 
  +5 
  +5 
  Weapon training
  18th 
  +18/+13/+8/+3 
  +11 
  +6 
  +6 
  Bonus feat
  19th 
  +19/+14/+9/+4 
  +11 
  +6 
  +6 
  Armor mastery
  20th 
  +20/+15/+10/+5 +12 
  +6 
  +6 
  Bonus feat, 
   
   
   
   
   
  weapon mastery
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  28
  Pathfinder Roleplaying Game
  Every four levels thereafter (9th, 13th, and 17th), a 
  fighter becomes further trained in another group of 
  weapons. He gains a +1 bonus on attack and damage rolls 
  when using a weapon from this group. In addition, the 
  bonuses granted by previous weapon groups increase by 
  +1 each. For example, when a fighter reaches 9th level, 
  he receives a +1 bonus on attack and damage rolls with 
  one weapon group and a +2 bonus on attack and damage 
  rolls with the weapon group selected at 5th level. Bonuses 
  granted from overlapping groups do not stack. Take the 
  highest bonus granted for a weapon if it resides in two or  
  more groups.
  Weapon groups are defined as follows (GMs may add 
  other weapons to these groups, or add entirely new groups):
  Axes: battleaxe, dwarven waraxe, greataxe, handaxe, 
  heavy pick, light pick, orc double axe, and throwing axe. 
  Blades, Heavy: bastard sword, falchion, greatsword, 
  longsword, scimitar, scythe, and two-bladed sword.
  Blades, Light: dagger, kama, kukri, rapier, sickle, and 
  short sword.
  Bows: composite longbow, composite shortbow, longbow, 
  and shortbow.
  Close: gauntlet, heavy shield, light shield, punching 
  dagger, sap, spiked armor, spiked gauntlet, spiked shield, 
  and unarmed strike.
  Crossbows: hand crossbow, heavy crossbow, light crossbow, 
  heavy repeating crossbow, and light repeating crossbow.
  Double: dire flail, dwarven urgosh, gnome hooked 
  hammer, orc double axe, and two-bladed sword.
  Flails: dire flail, flail, heavy flail, morningstar, 
  nunchaku, spiked chain, and whip.
  Hammers: club, light hammer, light mace, greatclub, 
  heavy mace, and warhammer.
  Monk: kama, nunchaku, sai, shuriken, siangham, and 
  unarmed strike.
  Pole Arms: glaive, guisarme, halberd, ranseur, and 
  quarterstaff.
  Spears: javelin, lance, longspear, shortspear, spear, and 
  trident.
  Thrown: bolas, club, dart, dagger, handaxe, javelin, light 
  hammer, net, shortspear, shuriken, sling, spear, and trident.
  Armor Mastery (Ex): At 19th level, a fighter gains DR 
  5/— whenever he is wearing armor or using a shield.
  Weapon Mastery (Ex): At 20th level, a fighter chooses one 
  weapon, such as the longsword, greataxe, or longbow. Any 
  attacks made with that weapon automatically confirm all 
  critical threats and have their damage multiplier increased 
  by 1 (a ×2 becomes a ×3, for example). In addition, he cannot 
  be disarmed while wielding a weapon of this type.
  monk
  Alignment: Any lawful.
  Hit Die: d8.
  Class Skills
  The monk’s class skills are Acrobatics (Dex), Climb (Str), Craft 
  (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) 
  (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride 
  (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
  Skill Ranks Per Level: 4 + Int modifier.
  Class Features
  All of the following are class features of the monk.
  Weapon and Armor Proficiency: Monks are proficient 
  with the club, crossbow (light or heavy), dagger, handaxe, 
  javelin, kama, nunchaku, quarterstaff, sai, shortspear, short 
  sword, shuriken, siangham, sling,  and spear.
  Monks are not proficient with any armor or shields.
  When wearing armor, using a shield, or carrying a 
  medium or heavy load, a monk loses his AC bonus, as well 
  as his fast movement and flurry of blows abilities.
  AC Bonus (Ex): When unarmored and unencumbered, the 
  monk adds his Wisdom bonus (if any) to his AC. In addition, 
  a monk gains a +1 bonus to AC at 4th level. This bonus 
  increases by 1 for every four monk levels thereafter, up to a 
  maximum of +5 at 20th level.
  These bonuses to AC apply even against touch attacks or 
  when the monk is flat-footed. He loses these bonuses when he 
  is immobilized or helpless, when he wears any armor, when he 
  carries a shield, or when he carries a medium or heavy load.
  Flurry of Blows (Ex): When unarmored, a monk may strike 
  with a flurry of blows at the expense of accuracy. When doing 
  so, he may make one extra attack in a round at his highest 
  base attack bonus, but this attack takes a –2 penalty, as does 
  each other attack made that round. The resulting modified 
  base attack bonuses are shown in the Flurry of Blows Attack 
  Bonus column on Table 4–8. This penalty applies for 1 round, 
  so it also affects attacks of opportunity the monk might make 
  before his next action. When a monk reaches 5th level, the 
  penalty lessens to –1, and at 9th level it disappears. A monk 
  must use a full attack action to strike with a flurry of blows.
  When using flurry of blows, a monk may attack only with 
  unarmed strikes or with special monk weapons (kama, 
  nunchaku, quarterstaff, sai, shuriken, and siangham). 
  He may attack with unarmed strikes and special monk 
  weapons interchangeably as desired. When using weapons 
  as part of a flurry of blows, a monk applies his full Strength 
  bonus to his damage rolls for all successful attacks, whether 
  he wields a weapon in one or both hands. The monk can’t 
  use any weapon other than a special monk weapon as part 
  of a flurry of blows.
  In the case of the quarterstaff, each end counts as a 
  separate weapon for the purpose of using the flurry of blows 
  ability. Even though the quarterstaff requires two hands to 
  use, a monk may still intersperse unarmed strikes with 
  quarterstaff strikes, assuming that he has enough attacks 
  in his flurry of blows routine to do so. 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  29
  Pathfinder RPG: Classes 
  4
  When a monk reaches 11th level, his flurry of blows 
  ability improves. In addition to the standard single extra 
  attack he gets from flurry of blows, he gets a second extra 
  attack at his full base attack bonus.
  Unarmed Strike: At 1st level, a monk gains Improved 
  Unarmed Strike as a bonus feat. A monk’s attacks may be 
  with either fist or with elbows, knees, and feet. This means 
  that a monk may make unarmed strikes with his hands full. 
  There is no such thing as an off-hand attack for a monk 
  striking unarmed. A monk may thus apply his full Strength 
  bonus on damage rolls for all his unarmed strikes.
  Usually a monk’s unarmed strikes deal lethal damage, 
  but he can choose to deal nonlethal damage instead with 
  no penalty on his attack roll. He has the same choice to 
  deal lethal or nonlethal damage while grappling.
  A monk’s unarmed strike is treated both as a 
  manufactured weapon and a natural weapon for the 
  purpose of spells and effects that enhance or improve 
  either manufactured weapons or natural weapons.
  A monk also deals more damage with his unarmed strikes 
  than a normal person would, as shown on Table 4–8. The 
  unarmed damage on Table 4–8 is for Medium monks. A 
  Small monk deals less damage than the amount given there 
  with his unarmed attacks, while a Large monk deals more 
  damage; see Table: Small or Large Monk Unarmed Damage.
  Table: Small or Large Monk Unarmed Damage
   
  Damage  
  Damage
  Level 
  (Small Monk) 
  (Large Monk)
  1st–3rd  
  1d4 
  1d8
  4th–7th  
  1d6 
  2d6
  8th–11th  
  1d8 
  2d8
  12th–15th  
  1d10 
  3d6
  16th–19th  
  2d6 
  3d8
  20th  
  2d8 
  4d8
  Bonus Feat: At 1st level, 2nd level, and every 4 levels 
  thereafter, a monk may select a bonus feat. These feats 
  must be taken from the following list: Caught 
  Off-Guard, Combat Reflexes, Deflect Arrows, 
  Dodge, Improved Grapple, Scorpion Style, 
  Stunning Fist, and Throw Anything. At 
  6th level, the following feats are added 
  to the list: Gorgon’s Fist, Improved Bull 
  Rush, Improved Disarm, Improved Feint, 
  Improved Trip, and Mobility. At 10th level, the following 
  feats are added to the list: Improved Critical, Medusa’s 
  Wrath, Snatch Arrows, and Spring Attack. A monk need 
  not have any of the prerequisites normally required for 
  these feats to select them.
  Evasion (Ex): At 2nd level or higher, if a monk makes 
  a successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, he instead 
  takes no damage. Evasion can be used only if a monk is 
  wearing light armor or no armor. A helpless monk does 
  not gain the benefit of evasion.
  Fast Movement (Ex): At 3rd level, a monk gains an 
  enhancement bonus to his speed, as shown on Table 4–8. A 
  monk in armor or carrying a medium or heavy load loses 
  this extra speed.
  Maneuver Training (Ex): At 3rd level, a monk uses 
  his monk level in place of his base attack bonus when 
  calculating his combat maneuver bonus. Base attack 
  bonuses granted from other classes are unaffected and are 
  added normally.
  Still Mind (Ex): A monk of 3rd 
  level or higher gains a +2 bonus 
  on saving throws against spells 
  and effects from the school of 
  enchantment.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  30
  Pathfinder Roleplaying Game
  Ki Pool (Su): At 4th level, a monk’s gains a pool of ki, 
  supernatural energy he can use to accomplish amazing 
  feats. A monk’s ki pool is equal to one half his monk level 
  plus his Wisdom modifier. As long as he has at least 1 point 
  in his ki pool, he can make a ki strike. At 4th level, ki strike 
  allows his unarmed attacks to be treated as magic weapons 
  for the purpose of overcoming damage reduction. Ki strike 
  improves with the character’s monk level. At 10th level, his 
  unarmed attacks are also treated as lawful weapons for the 
  purpose of overcoming damage reduction. At 16th level, 
  his unarmed attacks are treated as adamantine weapons 
  for the purpose of overcoming damage reduction and 
  bypassing hardness.
  By spending 1 point from his ki pool, a monk can make 
  one additional attack at his highest attack bonus when 
  making a flurry of blows attack. In addition, he can spend 
  1 point to increase his speed by 20 feet for 1 round. Finally, 
  a monk can spend 1 point from his ki pool to give himself 
  a +4 dodge bonus to AC for 1 round. Each of these powers is 
  activated as a swift action. A monk gains additional powers 
  that consume points from his ki pool as he gains levels.
  The ki pool is replenished each morning after 8 hours of 
  rest or meditation.
  Slow Fall (Ex): At 4th level or higher, a monk within 
  arm’s reach of a wall can use it to slow his descent. When 
  first using this ability, he takes damage as if the fall were 
  20 feet shorter than it actually is. The monk’s ability to 
  slow his fall (that is, to reduce the effective distance of the 
  fall when next to a wall) improves with his monk level until 
  at 20th level he can use a nearby wall to slow his descent 
  and fall any distance without harm.
  High Jump (Ex): At 5th level, a monk adds his level to all 
  Acrobatics checks made to jump, both for vertical jumps 
  and horizontal jumps. In addition, he always counts as 
  having a running start when making jump checks using 
  Acrobatics. By spending 1 point from his ki pool as a swift 
  action, a monk gains a +20 bonus on Acrobatics checks 
  made to jump for 1 round.
  Table 4–8: Monk
   
  Base 
   
   
   
   
   
   
   
  Unarmored
   
  Attack 
  Fort 
  Ref Will 
   
  Flurry of Blows 
  Unarmed 
  AC 
  Speed
  Level Bonus 
  Save Save Save 
  Special 
  Attack Bonus 
  Damage* 
  Bonus 
  Bonus
  1st 
  +0 
  +2 
  +2 
  +2 
  Bonus feat, flurry of blows, 
  –2/–2 
  1d6 
  +0 
  +0 ft.
   
   
   
   
   
  unarmed strike
  2nd 
  +1 
  +3 
  +3 
  +3 
  Bonus feat, evasion 
  –1/–1 
  1d6 
  +0 
  +0 ft.
  3rd 
  +2 
  +3 
  +3 
  +3 
  Maneuver training, still mind 
  +0/+0 
  1d6 
  +0 
  +10 ft.
  4th 
  +3 
  +4 
  +4 
  +4 
  Ki pool (magic), 
  +1/+1 
  1d8 
  +1 
  +10 ft.
   
   
   
   
   
  slow fall 20 ft.
  5th 
  +3 
  +4 
  +4 
  +4 
  High jump, purity of body 
  +2/+2 
  1d8 
  +1 
  +10 ft.
  6th 
  +4 
  +5 
  +5 
  +5 
  Bonus feat, slow fall 30 ft. 
  +3/+3 
  1d8 
  +1 
  +20 ft.
  7th 
  +5 
  +5 
  +5 
  +5 
  Wholeness of body 
  +4/+4 
  1d8 
  +1 
  +20 ft.
  8th 
  +6/+1 
  +6 
  +6 
  +6 
  Slow fall 40 ft. 
  +5/+5/+0 
  1d10 
  +2 
  +20 ft.
  9th 
  +6/+1 
  +6 
  +6 
  +6 
  Improved evasion 
  +6/+6/+1 
  1d10 
  +2 
  +30 ft.
  10th 
  +7/+2 
  +7 
  +7 
  +7 
  Bonus feat, ki pool (lawful), 
  +7/+7/+2 
  1d10 
  +2 
  +30 ft.
   
   
   
   
   
  slow fall 50 ft.
  11th 
  +8/+3 
  +7 
  +7 
  +7 
  Diamond body 
  +8/+8/+8/+3 
  1d10 
  +2 
  +30 ft.
  12th 
  +9/+4 
  +8 
  +8 
  +8 
  Abundant step, slow fall 60 ft. 
  +9/+9/+9/+4 
  2d6 
  +3 
  +40 ft.
  13th 
  +9/+4 
  +8 
  +8 
  +8 
  Diamond soul 
  +9/+9/+9/+4 
  2d6 
  +3 
  +40 ft.
  14th 
  +10/+5 
  +9 
  +9 
  +9 
  Bonus feat, slow fall 70 ft. 
  +10/+10/+10/+5 
  2d6 
  +3 
  +40 ft.
  15th 
  +11/+6/+1 
  +9 
  +9 
  +9 
  Quivering palm 
  +11/+11/+11/+6/+1 
  2d6 
  +3 
  +50 ft.
  16th 
  +12/+7/+2 
  +10 
  +10 +10 
  Ki pool (adamantine), 
  +12/+12/+12/+7/+2 
  2d8 
  +4 
  +50 ft.
   
   
   
   
   
  slow fall 80 ft.
  17th 
  +12/+7/+2 
  +10 
  +10 +10 
  Timeless body, 
  +12/+12/+12/+7/+2 
  2d8 
  +4 
  +50 ft.
   
   
   
   
   
  tongue of the sun and moon
  18th 
  +13/+8/+3 
  +11 
  +11 
  +11 
  Bonus feat, slow fall 90 ft. 
  +13/+13/+13/+8/+3 
  2d8 
  +4 
  +60 ft.
  19th 
  +14/+9/+4 
  +11 
  +11 
  +11 
  Empty body 
  +14/+14/+14/+9/+4 
  2d8 
  +4 
  +60 ft.
  20th 
  +15/+10/+5 
  +12 
  +12 +12 
  Perfect self, 
  +15/+15/+15/+10/+5 
  2d10 
  +5 
  +60 ft.
   
   
   
   
   
  slow fall any distance
  * The value shown is for Medium monks. For Small or Large monks see Table: Small or Large Monk Unarmed Damage.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  31
  Pathfinder RPG: Classes 
  4
  Purity of Body (Ex): At 5th level, a monk gains immunity to 
  all diseases, including supernatural and magical diseases.
  Wholeness of Body (Su): At 7th level or higher, a monk 
  can heal his own wounds as a standard action. He can heal 
  a number of hit points of damage equal to his monk level 
  by using 2 points from his ki pool.
  Improved Evasion (Ex): At 9th level, a monk’s evasion 
  ability improves. He still takes no damage on a successful 
  Reflex saving throw against attacks, but henceforth he 
  takes only half damage on a failed save. A helpless monk 
  does not gain the benefit of improved evasion.
  Diamond Body (Su): At 11th level, a monk gains 
  immunity to poisons of all kinds.
  Abundant Step (Su): At 12th level or higher, a monk 
  can slip magically between spaces, as if using the spell 
  dimension door. Using this ability is a move action that 
  consumes 2 points from his ki pool. His caster level for 
  this effect is 1/2 his monk level.
  Diamond Soul (Ex): At 13th level, a monk gains spell 
  resistance equal to his current monk level + 10. In order to 
  affect the monk with a spell, a spellcaster must get a result 
  on a caster level check (1d20 + caster level) that equals or 
  exceeds the monk’s spell resistance.
  Quivering Palm (Su): Starting at 15th level, a monk can set 
  up vibrations within the body of another creature that can 
  thereafter be fatal if the monk so desires. He can use this 
  quivering palm attack once a week, and he must announce 
  his intent before making his attack roll. Creatures immune to 
  critical hits cannot be affected. Otherwise, if the monk strikes 
  successfully and the target takes damage from the blow, the 
  quivering palm attack succeeds. Thereafter, the monk can 
  try to slay the victim at any later time, as long as the attempt 
  is made within a number of days equal to his monk level. To 
  make such an attempt, the monk merely wills the target to die 
  (a free action), and unless the target makes a Fortitude saving 
  throw (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier), 
  it dies. If the saving throw is successful, the target is no longer 
  in danger from that particular quivering palm attack, but it 
  may still be affected by another one at a later time.
  Timeless Body (Ex): Upon attaining 17th level, a monk 
  no longer takes penalties to his ability scores for aging and 
  cannot be magically aged. Any such penalties that he has 
  already taken, however, remain in place. Bonuses still accrue, 
  and the monk still dies of old age when his time is up.
  Tongue of the Sun and Moon (Ex): A monk of 17th level 
  or higher can speak with any living creature.
  Empty Body (Su): At 19th level, a monk gains the ability 
  to assume an ethereal state for 1 minute as though using 
  the spell etherealness. Using this ability is a move action 
  that consumes 3 points from his ki pool.
  Perfect Self: At 20th level, a monk becomes a magical 
  creature. He is forevermore treated as an outsider rather than 
  as a humanoid (or whatever the monk’s creature type was) for 
  the purpose of spells and magical effects. Additionally, the 
  monk gains damage reduction 10/magic, which allows him 
  to ignore the first 10 points of damage from any attack made 
  by a nonmagical weapon or by any natural attack made by a 
  creature that doesn’t have similar damage reduction. Unlike 
  other outsiders, the monk can still be brought back from the 
  dead as if he were a member of his previous creature type.
  Ex-Monks
  A monk who becomes nonlawful cannot gain new levels as 
  a monk but retains all monk abilities.
  Paladin
  Alignment: Lawful Good.
  Hit Die: d10.
  Class Skills
  The paladin’s class skills are Craft (Int), Diplomacy (Cha), 
  Handle Animal (Cha), Heal (Wis), Knowledge (nobility) 
  (Int), Knowledge (religion) (Int), Profession (Wis), Ride 
  (Dex), Sense Motive (Wis), and Spellcraft (Int).
  Skill Ranks Per Level: 2 + Int modifier.
  Class Features
  All of the following are class features of the paladin.
  Weapon and Armor Proficiency: Paladins are proficient 
  with all simple and martial weapons, with all types of 
  armor (heavy, medium, and light), and with shields (except 
  tower shields).
  Aura of Good (Ex): The power of a paladin’s aura of good 
  (see the detect good spell) is equal to her paladin level.
  Detect Evil (Sp): At will, a paladin can use detect evil, as 
  the spell.
  Smite Evil (Su): Once per day, a paladin may attempt 
  to smite evil with one normal melee attack. She adds 
  her Charisma bonus (if any) to her attack roll and deals 
  1 extra point of damage per paladin level. If the paladin 
  accidentally smites a creature that is not evil, the smite has 
  no effect, but the ability is still used up for that day.
  At 4th level, and at every three levels thereafter, the 
  paladin may smite evil one additional time per day, as 
  indicated on Table 4–9, to a maximum of seven times per 
  day at 19th level.
  Divine Grace (Su): At 2nd level, a paladin gains a bonus 
  equal to her Charisma bonus (if any) on all saving throws.
  Lay On Hands (Su): Beginning at 2nd level, a paladin can 
  heal wounds (her own or those of others) by touch. Each day 
  she can use this ability a number of times equal to 1/2 her 
  paladin level plus her Charisma bonus. With one use of this 
  ability, a paladin can heal one target a number of hit points 
  equal to her level. As a paladin gains levels, she can use 
  this ability to create other effects. The DC for any of these 
  abilities is based off the paladin’s Charisma.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  32
  Pathfinder Roleplaying Game
  Alternatively, a paladin can use this healing power to deal 
  damage to undead creatures. Using lay on hands in this way 
  requires a successful melee touch attack and doesn’t provoke 
  an attack of opportunity. This attack deals an amount of 
  damage equal to the paladin’s level. Undead do not receive a 
  saving throw against this damage.
  Aura of Courage (Su): Beginning at 3rd level, a paladin 
  is immune to fear (magical or otherwise). Each ally within 
  10 feet of her gains a +4 morale bonus on saving throws 
  against fear effects.
  This ability functions while the paladin is conscious, 
  but not if she is unconscious or dead.
  Divine Health (Ex): At 3rd level, a paladin gains immunity 
  to all diseases, including supernatural and magical diseases.
  Channel Positive Energy (Su): When a paladin reaches 
  4th level, she gains the supernatural ability to channel 
  positive energy. She may use this ability a number of times 
  per day equal to 1 + her Charisma modifier. She channels 
  positive energy as a cleric of three levels lower would.
  Spells: Beginning at 4th level, a paladin gains the ability 
  to cast a small number of divine spells which are drawn 
  from the paladin spell list. A paladin must choose and 
  prepare her spells in advance.
  To prepare or cast a spell, a paladin must have a 
  Charisma score equal to at least 10 + the spell level. 
  The Difficulty Class for a saving throw against a 
  paladin’s spell is 10 + the spell level + the paladin’s 
  Charisma modifier.
  Like other spellcasters, a paladin can cast only a 
  certain number of spells of each spell level per day. 
  Her base daily spell allotment is given on Table 4–9. In 
  addition, she receives bonus spells per day if she has a 
  high Charisma score. When Table 4–9 indicates that the 
  paladin gets 0 spells per day of a given spell level, she 
  gains only the bonus spells she would be entitled to based 
  on her Charisma score for that spell level. The paladin 
  does not have access to any domain spells or granted 
  powers, as a cleric does.
  A paladin prepares and casts spells the way a cleric does, 
  though she cannot lose a prepared spell to spontaneously 
  cast a cure spell in its place. A paladin may prepare and cast 
  any spell on the paladin spell list, provided that she can 
  cast spells of that level, but she must choose which spells 
  to prepare during her daily meditation.
  Through 3rd level, a paladin has no caster level. At 4th 
  level and higher, her caster level is half her paladin level.
  Divine Bond (Sp): Upon reaching 5th level, a paladin 
  forms a divine bond with her god. This bond can take one 
  of two forms.
  The first bond allows her to enhance her weapon as a 
  standard action, provided the weapon is her deity’s favored 
  weapon. When called, a celestial spirit enhances the weapon, 
  causing it to shed light as a torch for 1 minute per paladin 
  level. At 5th level, this spirit grants the weapon a +1 bonus. 
  For every three levels beyond 5th, the weapon gains another 
  +1 bonus, to a maximum of +6 at 20th level. These bonuses 
  can be added to the weapon or they can be used to add any 
  of the following weapon properties: axiomatic, brilliant 
  energy, defending, disruption, flaming, flaming burst, 
  holy, keen, merciful, and speed. These bonuses do not stack 
  with any properties the weapon already has. If the weapon is 
  not magical, at least a +1 enhancement bonus must be added 
  before any other abilities can be added. The celestial spirit 
  imparts no bonuses if the weapon is held by anyone other 
  than the paladin, but resumes giving bonuses if returned to 
  the paladin. These bonuses apply to only one end of a double 
  weapon. A paladin 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.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  33
  Pathfinder RPG: Classes 
  4
  If a weapon bearing a celestial spirit is destroyed, the 
  paladin loses the use of this ability for 30 days, or until she 
  gains a level, whichever comes first. During this 30-day 
  period, the paladin takes a –1 penalty on attack and weapon 
  damage rolls.
  The second bond allows a paladin to gain the service of 
  an unusually intelligent, strong, and loyal steed to serve 
  her in her crusade against evil. This mount is usually a 
  heavy warhorse (for a Medium paladin) or a warpony (for 
  a Small paladin).
  Once per day, as a full-round action, a paladin may 
  magically call her mount from the celestial realms in 
  which it resides. This ability is the equivalent of a spell of 
  a level equal to one-third the paladin’s level. The mount 
  immediately appears adjacent to the paladin and remains 
  for 2 hours per paladin level; it may be dismissed at any time 
  as a free action. The mount is the same creature each time it 
  is summoned, though the paladin may release a particular 
  mount from service.
  Each time the mount is called, it appears in full health, 
  regardless of any damage it may have taken previously. The 
  mount also appears wearing or carrying any gear it had 
  when it was last dismissed. Calling a mount is a conjuration 
  (calling) effect.
  Should the paladin’s mount die, it immediately 
  disappears, leaving behind any equipment it was carrying. 
  The paladin may not summon another mount for 30 days or 
  until she gains a paladin level, whichever comes first, even 
  if the mount is somehow returned from the dead. During 
  this 30-day period, the paladin takes a –1 penalty on attack 
  and weapon damage rolls.
  Remove Disease (Sp): At 6th level, a paladin can spend two 
  uses of her lay on hands ability to remove disease, as the spell. 
  Her caster level for this effect is equal to her paladin level.
  Aura of Resolve (Su): At 8th level, a paladin is immune 
  to charm spells and spell-like abilities. Each ally within 
  10 feet of her gains a +4 morale bonus on saving throws 
  against charm effects.
  This ability functions while the paladin is conscious, 
  but not if she is unconscious or dead.
  Remove Curse (Sp): At 9th level, a paladin can spend 
  two uses of her lay on hands ability to remove curse, as 
  the spell. Her caster level for this effect is equal to her 
  paladin level. 
  Aura of Justice (Su): At 11th level, a paladin can expend 
  two uses of her smite evil ability to grant the ability to 
  smite evil to all allies within 10 feet, using her bonuses. 
  Allies must use this smite evil ability by the start of the 
  paladin’s next turn. Using this ability is a free action. Evil 
  creatures gain no benefit from this ability. 
  Neutralize Poison (Sp): At 12th level, a paladin can spend 
  two uses of her lay on hands ability to neutralize poison, as 
  Table 4–9: Paladin
   
  Base
   
  Attack 
  Fort 
  Ref 
  Will 
   
  Spells per Day
  Level 
  Bonus 
  Save 
  Save 
  Save 
  Special 
  1st 
  2nd 
  3rd 4th 
  1st 
  +1 
  +2 
  +0 
  +0 
  Aura of good, detect evil, smite evil 1/day 
  — 
  — 
  — 
  —
  2nd 
  +2 
  +3 
  +0 
  +0 
  Divine grace, lay on hands 
  — 
  — 
  — 
  —
  3rd 
  +3 
  +3 
  +1 
  +1 
  Aura of courage, divine health 
  — 
  — 
  — 
  —
  4th 
  +4 
  +4 
  +1 
  +1 
  Channel positive energy, smite evil 2/day 
  0 
  — 
  — 
  —
  5th 
  +5 
  +4 
  +1 
  +1 
  Divine bond 
  1 
  — 
  — 
  —
  6th 
  +6/+1 
  +5 
  +2 
  +2 
  Remove disease 
  1 
  — 
  — 
  —
  7th 
  +7/+2 
  +5 
  +2 
  +2 
  Smite evil 3/day 
  1 
  0 
  — 
  —
  8th 
  +8/+3 
  +6 
  +2 
  +2 
  Aura of resolve 
  1 
  1 
  — 
  —
  9th 
  +9/+4 
  +6 
  +3 
  +3 
  Remove curse 
  2 
  1 
  — 
  —
  10th 
  +10/+5 
  +7 
  +3 
  +3 
  Smite evil 4/day 
  2 
  1 
  0 
  —
  11th 
  +11/+6/+1 
  +7 
  +3 
  +3 
  Aura of justice 
  2 
  1 
  1 
  —
  12th 
  +12/+7/+2 
  +8 
  +4 
  +4 
  Neutralize poison 
  2 
  2 
  1 
  —
  13th 
  +13/+8/+3 
  +8 
  +4 
  +4 
  Smite evil 5/day 
  3 
  2 
  1 
  0
  14th 
  +14/+9/+4 
  +9 
  +4 
  +4 
  Aura of faith 
  3 
  2 
  1 
  1
  15th 
  +15/+10/+5 
  +9 
  +5 
  +5 
  Break enchantment 
  3 
  2 
  2 
  1
  16th 
  +16/+11/+6/+1 
  +10 
  +5 
  +5 
  Smite evil 6/day 
  3 
  3 
  2 
  1
  17th 
  +17/+12/+7/+2 
  +10 
  +5 
  +5 
  Aura of righteousness 
  4 
  3 
  2 
  1
  18th 
  +18/+13/+8/+3 
  +11 
  +6 
  +6 
  Heal 
  4 
  3 
  2 
  2
  19th 
  +19/+14/+9/+4 
  +11 
  +6 
  +6 
  Smite evil 7/day 
  4 
  3 
  3 
  2
  20th 
  +20/+15/+10/+5 
  +12 
  +6 
  +6 
  Holy champion 
  4 
  4 
  3 
  3
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  34
  Pathfinder Roleplaying Game
  the spell. Her caster level for this effect is equal to her 
  paladin level. 
  Aura of Faith (Su): At 14th level, a paladin’s weapons are 
  treated as good aligned for the purposes of overcoming 
  damage reduction. Any attack made against an enemy 
  within 10 feet of her is treated as good aligned for the 
  purposes of overcoming damage reduction.
  This ability functions while the paladin is conscious, 
  but not if she is unconscious or dead.
  Break Enchantment (Sp): At 15th level, a paladin can spend 
  three uses of her lay on hands ability to break enchantment, 
  as the spell. Her caster level for this effect is equal to her 
  paladin level. 
  Aura of Righteousness (Su): At 17th level, a paladin gains 
  DR 5/evil and immunity to compulsion spells and spell-like 
  abilities. Each ally within 10 feet of her gains a +4 morale 
  bonus on saving throws against compulsion effects.
  This ability functions while the paladin is conscious, 
  but not if she is unconscious or dead.
  Heal (Sp): At 18th level, a paladin can spend four uses of 
  her lay on hands ability to heal, as the spell. Her caster level 
  for this effect is equal to her paladin level. 
  Holy Champion (Su): At 20th level, a paladin becomes 
  a conduit for the power of her god. Her DR increases 
  to 10/evil. Whenever she uses smite evil against an evil 
  outsider, the outsider is also subject to a banishment, using 
  her paladin level as the caster level (her weapon and holy 
  symbol automatically count as objects that the subject 
  hates). In addition, whenever she channels positive 
  energy, she channels the maximum possible amount.
  Code of Conduct: A paladin must be of lawful good 
  alignment and loses all class abilities, except proficiencies, 
  if she ever willingly commits an evil act.
  Additionally, a paladin’s code requires that she 
  respect legitimate authority, act with honor (not lying, 
  not cheating, not using poison, and so forth), help those 
  in need (provided they do not use the help for evil or 
  chaotic ends), and punish those who harm or threaten 
  innocents.
  Associates: While she may adventure with characters 
  of any good or neutral alignment, a paladin will never 
  knowingly associate with evil characters, nor will she 
  continue an association with someone who consistently 
  offends her moral code. A paladin may accept only 
  henchmen, followers, or cohorts who are lawful good.
  Ex-Paladins
  A paladin who ceases to be lawful good, who willfully 
  commits an evil act, or who grossly violates the code of 
  conduct loses all paladin spells and abilities (including 
  the service of the paladin’s mount, but not weapon, 
  armor, and shield proficiencies). She may not progress 
  any farther in levels as a paladin. She regains her abilities 
  and advancement potential if she atones for her violations 
  (see the atonement spell description), as appropriate.
  The Paladin’s Bonded Mount
  The paladin’s mount is superior to a normal mount of 
  its kind and has special powers, as described below. The 
  standard mount for a Medium paladin is a heavy warhorse, 
  and the standard mount for a Small paladin is a warpony. 
  Another kind of mount, such as a riding dog (for a halfling 
  paladin) or a Large shark (for a paladin in an aquatic 
  campaign) may be allowed as well.
  A paladin’s mount is treated as a magical beast, not an 
  animal, for the purpose of all effects that depend on its 
  type (though it retains an animal’s HD, base attack bonus, 
  saves, skill points, and feats).
  Paladin’s Mount Basics: Use the base statistics for a 
  creature of the mount’s kind, but make changes to take into 
  account the attributes and characteristics summarized on 
  the table and described below.
  Paladin  
  Bonus  
  Natural  
  Str
  Level 
  HD 
  Armor Adj. Adj.  Int  
  Special
  5th–7th  
  +2  
  +4  
  +1  
  6  
  Empathic link, 
   
   
   
   
   
   
  improved
   
   
   
   
   
   
  evasion,
   
   
   
   
   
   
  share spells, 
   
   
   
   
   
   
  share saving
   
   
   
   
   
   
  throws
  8th–10th  
  +4  
  +6  
  +2  
  7  
  Improved speed
  11th–14th  
  +6  
  +8  
  +3  
  8  
  Command 
   
   
   
   
   
   
  creatures of 
   
   
   
   
   
   
  its kind
  15th–20th  
  +8  
  +10  
  +4  
  9  
  Spell resistance
  Bonus HD: Extra eight-sided (d8) Hit Dice, each of 
  which gains a Constitution modifier, as normal. Extra 
  Hit Dice improve the mount’s base attack and base save 
  bonuses. A special mount’s base attack bonus is equal to 
  that of a cleric of a level equal to the mount’s HD. A mount 
  has good Fortitude and Reflex saves (treat it as a character 
  whose level equals the animal’s HD). The mount gains 
  additional skill points and feats for bonus HD as normal 
  for advancing a monster’s Hit Dice.
  Natural Armor Adj.: The number on the table is in 
  addition to the mount’s existing natural armor bonus.
  Str Adj.: Add this figure to the mount’s Strength score.
  Int: This is the mount’s Intelligence score.
  Empathic Link (Su): The paladin has an empathic link 
  with her mount to a distance of 1 mile. The paladin cannot 
  see through the mount’s eyes, but the two can communicate 
  empathically. Note that even intelligent mounts see the 
  world differently from humans, so misunderstandings are 
  always possible.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  35
  Pathfinder RPG: Classes 
  4
  Because of this empathic link, the paladin has the same 
  connection to an item or place that her mount does, just as 
  with a wizard and his familiar (see Familiars).
  Improved Evasion (Ex): When subjected to an attack that 
  normally allows a Reflex saving throw for half damage, a 
  mount takes no damage if it makes a successful saving 
  throw and half damage if the saving throw fails.
  Share Spells: The paladin may cast a spell with a target 
  of “You” on her mount (as a touch range spell) instead of 
  on herself. A paladin may cast spells on her mount even if 
  the spells normally do not affect creatures of the mount’s 
  type (magical beast).
  Share Saving Throws: For each of its saving throws, 
  the mount uses its own base save bonus or the paladin’s, 
  whichever is higher. The mount applies its own ability 
  modifiers to saves, and it doesn’t share any other bonuses 
  on saves that the master might have.
  Improved Speed (Ex): The mount’s speed increases by 
  10 feet.
  Command (Sp): Once per day per two paladin levels of 
  its master, a mount can use this ability to command any 
  normal animal of approximately the same kind as itself (for 
  warhorses and warponies, this category includes donkeys, 
  mules, and ponies), as long as the target creature has 
  fewer Hit Dice than the mount. This ability functions like 
  the command spell, but the mount must make a DC 21 
  Spellcraft check to succeed if the target is being ridden 
  at the time. If the check fails, the ability does not 
  work that time, but it still counts against the 
  mount’s daily uses. Each target may attempt 
  a Will save (DC 10 + 1/2 paladin’s level + 
  paladin’s Cha modifier) to negate the effect.
  Spell Resistance (Ex): A mount’s spell 
  resistance equals its master’s paladin level + 
  5. To affect the mount with a spell, a spellcaster 
  must get a result on a caster level check (1d20 + caster 
  level) that equals or exceeds the mount’s spell resistance.
  ranger
  Alignment: Any.
  Hit Die: d10.
  Class Skills
  The ranger’s class skills are Climb (Str), Craft (Int), Handle 
  Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge 
  (dungeoneering) 
  (Int), 
  Knowledge 
  (geography) 
  (Int), 
  Knowledge (nature) (Int), Perception (Wis), Profession 
  (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival 
  (Wis), and Swim (Str).
  Skill Ranks Per Level: 6 + Int modifier.
  Class Features
  All of the following are class features of the ranger.
  Weapon and Armor Proficiency: A ranger is proficient 
  with all simple and martial weapons and with light armor 
  and shields (except tower shields).
  Favored Enemy (Ex): At 1st level, a ranger may select a 
  type of creature from among those given on the Ranger 
  Favored Enemies Table. The ranger gains a +2 bonus on 
  Bluff, Perception, Sense Motive, and Survival checks when 
  using these skills against creatures of his selected type. 
  Likewise, he gets a +2 bonus on weapon attack and damage 
  rolls against such creatures.
  At 5th level and every five levels thereafter (10th, 15th, and 
  20th level), the ranger may select an additional favored enemy 
  from those given on the table. In addition, at each such 
  interval, the bonus against any one favored enemy (including 
  the one just selected, if so desired) increases by +2. 
  If the ranger chooses humanoids or outsiders as 
  a favored enemy, he must also choose an associated 
  subtype, as indicated on the table. If a specific creature 
  falls into more than one category of favored enemy, 
  the ranger’s bonuses do not stack; he simply uses 
  whichever bonus is higher.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  36
  Pathfinder Roleplaying Game
  Table: Ranger Favored Enemies
  Type (Subtype) 
  Type (Subtype)
  Aberration 
  Humanoid (reptilian) 
  Animal 
  Magical beast 
  Construct 
  Monstrous humanoid 
  Dragon  
  Ooze 
  Elemental 
  Outsider (air) 
  Fey 
  Outsider (chaotic) 
  Giant 
  Outsider (earth) 
  Humanoid (aquatic) 
  Outsider (evil) 
  Humanoid (dwarf)  
  Outsider (fire) 
  Humanoid (elf)  
  Outsider (good)
  Humanoid (goblinoid)  
  Outsider (lawful)
  Humanoid (gnoll)  
  Outsider (native)
  Humanoid (gnome) 
  Outsider (water) 
  Humanoid (halfling)  
  Plant 
  Humanoid (human)  
  Undead 
  Humanoid (orc)  
  Vermin 
  Track (Ex): A ranger adds half his level to Survival skill 
  checks made to follow or identify tracks.
  Wild Empathy (Ex): A ranger can improve the attitude 
  of an animal. This ability functions just like a Diplomacy 
  check to improve the attitude of a person. The ranger rolls 
  1d20 and adds his ranger level and his Charisma bonus 
  to determine the wild empathy check result. The typical 
  domestic animal has a starting attitude of indifferent, 
  while wild animals are usually unfriendly.
  To use wild empathy, the ranger and the animal must 
  be able to study each other, which means that they must 
  be within 30 feet of one another under normal visibility 
  conditions. Generally, influencing an animal in this way 
  takes 1 minute, but, as with influencing people, it might 
  take more or less time.
  The ranger can also use this ability to influence a 
  magical beast with an Intelligence score of 1 or 2, but he 
  takes a –4 penalty on the check.
  Combat Style Feat (Ex): At 2nd level, a ranger must select 
  one of two combat styles to pursue: archery or two-weapon 
  combat. This choice affects the character’s class features 
  but does not restrict his selection of feats gained through 
  normal advancement. He can choose these feats, even if he 
  does not have the normal prerequisites.
  If the ranger selects archery, he can choose from the 
  following list whenever he gains a combat style feat: Careful 
  Targeting, Point Blank Shot, Precise Shot, and Rapid Shot. 
  At 6th level, he adds the following feats to his list: Exact 
  Targeting and Many Shot. At 11th level, he adds the following 
  feats to his list: Pinpoint Targeting and Shot on the Run.
  If the ranger selects two-weapon combat, he can choose 
  from the following list whenever he gains a combat style feat: 
  Deft Shield, Double Slice, Two-Weapon Defense, and Two-
  Table 4–10: Ranger
   
  Base
   
  Attack 
  Fort 
  Ref 
  Will 
   
  Spells per Day
  Level Bonus 
  Save 
  Save 
  Save 
  Special 
  1st 2nd 3rd 4th
  1st 
  +1 
  +2 
  +2 
  +0 
  1st favored enemy, track, wild empathy 
  — 
  — 
  — 
  —
  2nd 
  +2 
  +3 
  +3 
  +0 
  Combat style feat 
  — 
  — 
  — 
  —
  3rd 
  +3 
  +3 
  +3 
  +1 
  Endurance, 1st favored terrain 
  — 
  — 
  — 
  —
  4th 
  +4 
  +4 
  +4 
  +1 
  Hunter’s bond 
  0 
  — 
  — 
  —
  5th 
  +5 
  +4 
  +4 
  +1 
  2nd favored enemy 
  1 
  — 
  — 
  —
  6th 
  +6/+1 
  +5 
  +5 
  +2 
  Combat style feat 
  1 
  — 
  — 
  —
  7th 
  +7/+2 
  +5 
  +5 
  +2 
  Woodland stride 
  1 
  0 
  — 
  —
  8th 
  +8/+3 
  +6 
  +6 
  +2 
  Swift tracker, 2nd favored terrain 
  1 
  1 
  — 
  —
  9th 
  +9/+4 
  +6 
  +6 
  +3 
  Evasion 
  2 
  1 
  — 
  —
  10th +10/+5 
  +7 
  +7 
  +3 
  3rd favored enemy, combat style feat 
  2 
  1 
  0 
  —
  11th +11/+6/+1 
  +7 
  +7 
  +3 
  Quarry 
  2 
  1 
  1 
  —
  12th +12/+7/+2 
  +8 
  +8 
  +4 
  Camouflage 
  2 
  2 
  1 
  —
  13th +13/+8/+3 
  +8 
  +8 
  +4 
  3rd favored terrain 
  3 
  2 
  1 
  0
  14th +14/+9/+4 
  +9 
  +9 
  +4 
  Combat style feat 
  3 
  2 
  1 
  1
  15th +15/+10/+5 
  +9 
  +9 
  +5 
  4th favored enemy 
  3 
  2 
  2 
  1
  16th +16/+11/+6/+1 
  +10 
  +10 
  +5 
  Improved evasion 
  3 
  3 
  2 
  1
  17th +17/+12/+7/+2 
  +10 
  +10 
  +5 
  Hide in plain sight 
  4 
  3 
  2 
  1
  18th +18/+13/+8/+3 
  +11 
  +11 
  +6 
  4th favored terrain, combat style feat 
  4 
  3 
  2 
  2
  19th +19/+14/+9/+4 
  +11 
  +11 
  +6 
  Improved quarry 
  4 
  3 
  3 
  2
  20th +20/+15/+10/+5 
  +12 
  +12 
  +6 
  5th favored enemy, master hunter 
  4 
  4 
  3 
  3
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  37
  Pathfinder RPG: Classes 
  4
  Weapon Fighting. At 6th level, he adds the following feats to 
  his list: Improved Two-Weapon Fighting and Weapon Swap. 
  At 11th level, he adds the following feats to his list: Greater 
  Two-Weapon Fighting and Two-Weapon Rend.
  The benefits of the ranger’s chosen style feats apply only 
  when he wears light or no armor. He loses all benefits of his 
  combat style feats when wearing medium or heavy armor.
  Endurance: A ranger gains Endurance as a bonus feat 
  at 3rd level.
  Favored Terrain (Ex): At 3rd level, a ranger may select 
  a type of terrain from among those given on the Favored 
  Terrain Table. The ranger gains a +2 bonus on Knowledge 
  (geography), Perception, Stealth, and Survival skill checks 
  when he is in this terrain. Likewise, he gets a +1 bonus on 
  initiative checks when in this terrain.
  At 8th level and every five levels thereafter (13th and 
  18th level), the ranger may select an additional favored 
  terrain from those given on the table. In addition, at each 
  such interval, the skill bonus in any one favored terrain 
  (including the one just selected, if so desired) increase by 
  +2, while the initiative bonus increases by +1. 
  If a specific terrain falls into more than one category 
  of favored terrain, the ranger’s bonuses do not stack; he 
  simply uses whichever bonus is higher.
  Favored Terrains Table
  Cold (ice, glaciers, snow, and tundra)
  Desert (sand and wastelands)
  Forest (coniferous and deciduous)
  Jungle
  Mountain (including hills)
  Plains
  Planes (pick one, other than Material)
  Swamp
  Underground (caves)
  Underground (dungeons)
  Urban (buildings, streets, and sewers)
  Water (on boats and other craft)
  Water (below surface)
  Hunter’s Bond (Ex): At 4th level, a ranger forms a bond with 
  those he hunts with. This bond can take one of two forms. 
  The first is a bond to his companions. This bond allows him 
  to spend a move action to grant half his favored enemy bonus 
  against a single target to all allies within 30 feet who can see 
  or hear him. This bonus lasts for a number of rounds equal 
  to the ranger’s Wisdom modifier (minimum 1). This bonus 
  does not stack with any favored enemy bonuses possessed by 
  his allies; they use whichever bonus is higher.
  The second option is to form a close bond with an 
  animal companion. A ranger who selects an animal 
  companion can choose from the following list: badger, 
  camel, dire rat, dog, riding dog, eagle, hawk, horse (light or 
  heavy), owl, pony, snake (Small or Medium viper), or wolf. 
  If the campaign takes place wholly or partly in an aquatic 
  environment, the following creatures may be added to 
  the ranger’s list of options: porpoise, Medium shark, and 
  squid. This animal is a loyal companion that accompanies 
  the ranger on his adventures as appropriate for its kind. A 
  ranger’s animal companion shares his favored enemy and 
  favored terrain bonuses.
  This ability functions like the druid ability of the same 
  name, except that the ranger’s effective druid level is one-
  half his ranger level. A ranger may select from the alternative 
  lists of animal companions just as a druid can, though again 
  his effective druid level is half his ranger level. Like a druid, 
  a ranger cannot select an alternative animal if the choice 
  would reduce his effective druid level below 1st.
  Spells: Beginning at 4th level, a ranger gains the ability 
  to cast a small number of divine spells, which are drawn 
  from the ranger spell list. A ranger must choose and 
  prepare his spells in advance (see below).
  To prepare or cast a spell, a ranger must have a Wisdom 
  score equal to at least 10 + the spell level. The Difficulty 
  Class for a saving throw against a ranger’s spell is 10 + the 
  spell level + the ranger’s Wisdom modifier.
  Like other spellcasters, a ranger can cast only a certain 
  number of spells of each spell level per day. His base 
  daily spell allotment is given on Table 4–10. In addition, 
  he receives bonus spells per day if he has a high Wisdom 
  score. When Table 4–10 indicates that the ranger gets 0 
  spells per day of a given spell level, he gains only the bonus 
  spells he would be entitled to based on his Wisdom score 
  for that spell level. The ranger does not have access to any 
  domain spells or granted powers, as a cleric does.
  A ranger prepares and casts spells the way a cleric does, 
  though he cannot lose a prepared spell to cast a cure spell 
  in its place. A ranger may prepare and cast any spell on the 
  ranger 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, a ranger has no caster level. At 4th level 
  and higher, his caster level is one-half his ranger level.
  Woodland Stride (Ex): Starting at 7th level, a ranger may 
  move through any sort of undergrowth (such as natural 
  thorns, briars, overgrown areas, and similar terrain) at his 
  normal speed and without taking damage or suffering any 
  other impairment.
  Thorns, briars, and overgrown areas that are enchanted 
  or magically manipulated to impede motion, however, 
  still affect him.
  Swift Tracker (Ex): Beginning at 8th level, a ranger can 
  move at his normal speed while using Survival to follow 
  tracks without taking the normal –5 penalty. He takes only 
  a –10 penalty (instead of the normal –20) when moving at 
  up to twice normal speed while tracking.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  38
  Pathfinder Roleplaying Game
  Evasion (Ex): At 9th level, a ranger can avoid even 
  magical and unusual attacks with great agility. If he makes 
  a successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, he instead 
  takes no damage. Evasion can be used only if the ranger is 
  wearing light armor or no armor. A helpless ranger does 
  not gain the benefit of evasion.
  Quarry (Ex): At 11th level, a ranger can, as a standard 
  action, denote one target within his line of sight as his 
  quarry. Whenever he is following the tracks of his quarry, 
  a ranger can take 10 on his Survival skill checks while 
  moving at normal speed, without penalty. In addition, he 
  receives a +2 insight bonus on attack rolls made against 
  his quarry and all critical threats are automatically 
  confirmed. A ranger can have no more than one quarry 
  at a time and the creature’s type must correspond to one 
  of his favored enemy types. He can end this effect at any 
  time as a free action, but he cannot select a new quarry 
  for 24 hours. If his quarry is killed, he can select a new 
  quarry after waiting 1 hour. This ability does not confer 
  the ability to know whether or not the quarry is still alive. 
  The ranger must see proof that his quarry has been killed 
  to select another after 1 hour.
  Camouflage (Ex): A ranger of 12th level or higher can 
  use the Stealth skill to hide in any sort of natural terrain, 
  even if the terrain doesn’t grant cover or concealment.
  Improved Evasion (Ex): At 16th level, a ranger’s evasion 
  improves. This ability works like evasion, except that while 
  the ranger still takes no damage on a successful Reflex 
  saving throw against attacks, he henceforth takes only half 
  damage on a failed save. A helpless ranger does not gain 
  the benefit of improved evasion.
  Hide in Plain Sight (Ex): While in any sort of natural 
  terrain, a ranger of 17th level or higher can use the Stealth 
  skill even while being observed.
  Improved Quarry (Ex): At 19th level, the ranger’s ability 
  to hunt his quarry improves. He can now select a quarry 
  as a free action. He can now take 20 while using Survival 
  to track his quarry, while moving at normal speed without 
  penalty. His insight bonus to attack his quarry increases 
  to +4. If his quarry is killed or dismissed, he can select a 
  new one after 10 minutes have passed.
  Master Hunter (Ex):  A ranger of 20th level becomes 
  a master hunter. He can always move at full speed while 
  using Survival to follow tracks without penalty. He can, as 
  a standard action, make a single attack against a favored 
  enemy at his full attack bonus. If the attack hits, the target 
  takes damage normally and must make a Fortitude save 
  or die. The DC of this save is equal to 20 plus the ranger’s 
  Wisdom modifier. A ranger can choose instead to deal an 
  amount of nonlethal damage equal to the creature’s current 
  hit points. A successful save negates this damage. A ranger 
  can use this ability once per day against each favored enemy 
  type he possesses, but not against the same creature more 
  than once in a 24-hour period.
  rogue
  Alignment: Any.
  Hit Die: d8.
  Class Skills
  The rogue’s class skills are Acrobatics (Dex), Appraise (Int), 
  Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable 
  Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate 
  (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) 
  (Int), Linguistics (Int), Perception (Wis), Perform (Cha), 
  Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), 
  Stealth (Dex), Swim (Str), and Use Magic Device (Cha). 
  Skill Ranks Per Level: 8 + Int modifier.
  Class Features
  The following are class features of the rogue.
  Weapon and Armor Proficiency: Rogues are proficient 
  with all simple weapons, plus the hand crossbow, rapier, 
  sap, shortbow, and short sword. Rogues are proficient 
  with light armor, but not with shields.
  Sneak Attack: If a rogue can catch an opponent when he 
  is unable to defend himself effectively from her attack, she 
  can strike a vital spot for extra damage.
  The rogue’s attack deals extra damage any time her target 
  would be denied a Dexterity bonus to AC (whether the target 
  actually has a Dexterity bonus or not), or when the rogue 
  flanks her target. This extra damage is 1d6 at 1st level, and 
  it increases by 1d6 every two rogue levels thereafter. Should 
  the rogue score a critical hit with a sneak attack, this extra 
  damage is not multiplied. Ranged attacks can count as 
  sneak attacks only if the target is within 30 feet.
  With a sap (blackjack) or an unarmed strike, a rogue can 
  make a sneak attack that deals nonlethal damage instead 
  of lethal damage. She cannot use a weapon that deals lethal 
  damage to deal nonlethal damage in a sneak attack, not 
  even with the usual –4 penalty.
  The rogue must be able to see the target well enough 
  to pick out a vital spot and must be able to reach such a 
  spot. A rogue cannot sneak attack while striking a creature 
  with concealment or striking the limbs of a creature whose 
  vitals are beyond reach.
  Trapfinding: Rogues (and only rogues) can use the 
  Perception skill to locate traps when the task has a 
  Difficulty Class higher than 20. 
  Finding a nonmagical trap has a DC of at least 10, or 
  higher if it is well hidden. Finding a magic trap has a DC 
  of 25 + the level of the spell used to create it.
  Rogues (and only rogues) can use the Disable Device 
  skill to disarm magic traps. A magic trap generally has a 
  DC of 25 + the level of the spell used to create it.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  39
  Pathfinder RPG: Classes 
  4
  A rogue who beats a trap’s DC by 10 or more with a 
  Disable Device check can study a trap, figure out how it 
  works, and bypass it (with her party) without disarming it.
  Evasion (Ex): At 2nd level and higher, a rogue can avoid 
  even magical and unusual attacks with great agility. If she 
  makes a successful Reflex saving throw against an attack 
  that normally deals half damage on a successful save, she 
  instead takes no damage. Evasion can be used only if the 
  rogue is wearing light armor or no armor. A helpless rogue 
  does not gain the benefit of evasion.
  Rogue Talents: As a rogue gains experience she learns 
  a number of talents that aid her and confound her foes. 
  Starting at 2nd level, a rogue gains one rogue talent. She 
  gains an additional rogue talent for every 2 levels of rogue 
  attained after 2nd level. A rogue cannot select an individual 
  talent more than once. 
  Bleeding Attack (Ex): A rogue with this ability can cause 
  living opponents to bleed when hitting them with a sneak 
  attack. This attack causes the target to take 1 additional 
  point of damage each round for each die of the rogue’s 
  sneak attack (ie. 4d6 equals 4 points of bleed). Bleeding 
  creatures take that amount of damage at the start of each 
  of their turns. The bleeding can be stopped by a DC 15 Heal 
  check or the application of any effect that heals hit point 
  damage. Bleeding damage from this ability does not stack 
  with itself.
  Combat Trick: A rogue may gain a combat feat that she 
  qualifies for in place of a rogue talent.
  Fast Stealth (Ex): This ability allows a rogue to move at 
  full speed using Stealth without penalty.
  Finesse Rogue: A rogue may gain the Weapon Finesse feat 
  in place of a rogue talent.
  Ledge Walker (Ex): This ability allows a rogue to move 
  along narrow surfaces at full speed using Acrobatics 
  without penalty.
  Major Magic (Sp): A rogue with this talent gains the 
  ability to cast a 1st-level spell from the wizard/sorcerer 
  spell list. This spell can be cast 2/day as a spell-like ability. 
  The caster level for this ability is equal to half her rogue 
  Table 4–11: Rogue
   
  Base
   
  Attack 
  Fort 
  Ref 
  Will 
  Level 
  Bonus 
  Save 
  Save 
  Save 
  Special
  1st 
  +0 
  +0 
  +2 
  +0 
  Sneak attack +1d6, trapfinding
  2nd 
  +1 
  +0 
  +3 
  +0 
  Evasion, rogue talent
  3rd 
  +2 
  +1 
  +3 
  +1 
  Sneak attack +2d6, trap sense +1
  4th 
  +3 
  +1 
  +4 
  +1 
  Rogue talent, uncanny dodge
  5th 
  +3 
  +1 
  +4 
  +1 
  Sneak attack +3d6
  6th 
  +4 
  +2 
  +5 
  +2 
  Rogue talent, trap sense +2
  7th 
  +5 
  +2 
  +5 
  +2 
  Sneak attack +4d6
  8th 
  +6/+1 
  +2 
  +6 
  +2 
  Improved uncanny dodge, rogue talent
  9th 
  +6/+1 
  +3 
  +6 
  +3 
  Sneak attack +5d6, trap sense +3
  10th 
  +7/+2 
  +3 
  +7 
  +3 
  Advanced talent, rogue talent
  11th 
  +8/+3 
  +3 
  +7 
  +3 
  Sneak attack +6d6
  12th 
  +9/+4 
  +4 
  +8 
  +4 
  Rogue talent, trap sense +4
  13th 
  +9/+4 
  +4 
  +8 
  +4 
  Sneak attack +7d6
  14th 
  +10/+5 
  +4 
  +9 
  +4 
  Rogue talent
  15th 
  +11/+6/+1 
  +5 
  +9 
  +5 
  Sneak attack +8d6, trap  
   
   
   
   
   
  sense +5
  16th 
  +12/+7/+2 
  +5 
  +10 
  +5 
  Rogue talent
  17th 
  +12/+7/+2 
  +5 
  +10 
  +5 
  Sneak attack +9d6
  18th 
  +13/+8/+3 
  +6 
  +11 
  +6 
  Rogue talent, trap sense +6
  19th 
  +14/+9/+4 
  +6 
  +11 
  +6 
  Sneak attack +10d6
  20th 
  +15/+10/+5 
  +6 
  +12 
  +6 
  Master strike, rogue talent
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  40
  Pathfinder Roleplaying Game
  level. The save DC for this spell is determined using the 
  rogue’s Intelligence modifier. A rogue must have the minor 
  magic rogue talent before choosing this talent.
  Minor Magic (Sp): A rogue with this talent gains the 
  ability to cast a 0-level spell from the wizard/sorcerer spell 
  list. This spell can be cast 2/day as a spell-like ability. The 
  caster level for this ability is equal to half her rogue level. 
  The save DC for this spell is determined using the rogue’s 
  Intelligence modifier.
  Quick Disable (Ex): It takes a rogue with this ability half 
  the normal amount of time to disable a trap using Disable 
  Device (minimum 1 round).
  Resiliency (Ex): Once per day, a rogue with this ability 
  can gain a number of temporary hit points equal to the 
  rogue’s level. Activating this ability is an immediate 
  action that can only be performed when she is brought to 
  below 0 hit points. This ability can be used to prevent her 
  from dying. These temporary hit points last for 1 minute. 
  If the rogue’s hit points drop below 0 due to the loss of 
  these temporary hit points, she falls unconscious and is 
  dying as normal.
  Rogue Crawl (Ex): While prone, a rogue with this ability 
  can move at half speed. This movement provokes attacks 
  of opportunity as normal. A rogue cannot take 5-foot steps 
  while crawling.
  Slow Reactions (Ex): Opponents damaged by this rogue’s 
  sneak attack cannot make attacks of opportunity for 1 round.
  Stand Up (Ex): A rogue with this ability can stand up from 
  a prone position as a free action. This still provokes attacks 
  of opportunity for standing up while threatened by a foe.
  Surprise Attacks (Ex): During the surprise round, 
  opponents are always considered flat-footed to a rogue 
  with this ability, even if they have acted. Opponents who 
  cannot be caught flat-footed (such as through improved 
  uncanny dodge) are immune.
  Weapon Training: A rogue may gain the Weapon Focus 
  feat in place of a rogue talent.
  Trap Sense (Ex): At 3rd level, a rogue gains an intuitive 
  sense that alerts her to danger from traps, giving her a +1 
  bonus on Reflex saves made to avoid traps and a +1 dodge 
  bonus to AC against attacks made by traps. These bonuses 
  rise to +2 when the rogue reaches 6th level, to +3 when she 
  reaches 9th level, to +4 when she reaches 12th level, to +5 at 
  15th, and to +6 at 18th level.
  Trap sense bonuses gained from multiple classes stack.
  Uncanny Dodge (Ex): Starting at 4th level, a rogue can 
  react to danger before her senses would normally allow her 
  to do so. She retains her Dexterity bonus to AC (if any) even if 
  she is caught flat-footed or struck by an invisible attacker. She 
  still loses her Dexterity bonus to AC if immobilized.
  If a rogue already has uncanny dodge from a different 
  class, she automatically gains improved uncanny dodge 
  (see below) instead.
  Improved Uncanny Dodge (Ex): A rogue of 8th level or 
  higher can no longer be flanked.
  This defense denies another rogue the ability to sneak 
  attack the character by flanking her, unless the attacker 
  has at least four more rogue levels than the target does.
  If a character already has uncanny dodge (see above) 
  from another class, the character automatically gains 
  improved uncanny dodge instead, and the levels from the 
  classes that grant uncanny dodge stack to determine the 
  minimum rogue level required to flank the character.
  Advanced Talents: At 10th level, and every two levels 
  thereafter, a rogue can choose one of the following 
  advanced talents in place of a rogue talent.
  Crippling Strike (Ex): A rogue with this ability can sneak 
  attack opponents with such precision that her blows 
  weaken and hamper them. An opponent damaged by one 
  of her sneak attacks also takes 2 points of Strength damage. 
  Ability points lost to damage return on their own at the 
  rate of 1 point per day for each damaged ability.
  Defensive Roll (Ex): The rogue can roll with a potentially 
  lethal blow to take less damage from it than she otherwise 
  would. Once per day, when she would be reduced to 0 or 
  fewer hit points by damage in combat (from a weapon or 
  other blow, not a spell or special ability), the rogue can 
  attempt to roll with the damage. To use this ability, the 
  rogue must attempt a Reflex saving throw (DC = damage 
  dealt). If the save succeeds, she takes only half damage 
  from the blow; if it fails, she takes full damage. She must 
  be aware of the attack and able to react to it in order to 
  execute her defensive roll—if she is denied her Dexterity 
  bonus to AC, she can’t use this ability. Since this effect 
  would not normally allow a character to make a Reflex save 
  for half damage, the rogue’s evasion ability does not apply 
  to the defensive roll.
  Dispelling Attack (Su): Opponents that are dealt sneak 
  attack damage by a rogue with this ability are affected by a 
  targeted dispel magic, targeting the lowest level spell effect 
  active on the target. The caster level for this ability is equal 
  to the rogue’s level. A rogue must have the major magic 
  rogue talent before choosing dispelling attack.
  Designer Notes: Sneak Attack
  Sneak attack now works against nearly every creature you 
  might face. While some might have specific immunity, the 
  change was made so that rogues might be more effective in 
  combat regardless of the adventure. Now it represents being 
  able to find a weak spot more than striking at vital organs. 
  Generally speaking, only creatures that do not have a weak 
  spot at all, either due to a homogenous nature or near-
  indestructible build, are immune to sneak attack. Examples 
  might include air, earth, fire, and water elementals, most 
  oozes and some undead.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  41
  Pathfinder RPG: Classes 
  4
  Improved Evasion (Ex): This ability works like evasion, except 
  that while the rogue still takes no damage on a successful 
  Reflex saving throw against attacks, she henceforth takes 
  only half damage on a failed save. A helpless rogue does not 
  gain the benefit of improved evasion.
  Opportunist (Ex): Once per round, the rogue can make 
  an attack of opportunity against an opponent who has just 
  been struck for damage in melee by another character. This 
  attack counts as the rogue’s attack of opportunity for that 
  round. Even a rogue with the Combat Reflexes feat can’t 
  use the opportunist ability more than once per round.
  Skill Mastery: The rogue becomes so certain in the use 
  of certain skills that she can use them reliably even under 
  adverse conditions.
  Upon gaining this ability, she selects a number of skills 
  equal to 3 + her Intelligence modifier. When making a skill 
  check with one of these skills, she may take 10 even if stress 
  and distractions would normally prevent her from doing 
  so. A rogue may gain this special ability multiple times, 
  selecting additional skills for it to apply to each time.
  Slippery Mind (Ex): This ability represents the rogue’s ability 
  to wriggle free from magical effects that would otherwise 
  control or compel her. If a rogue with slippery mind 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. She gets 
  only this one extra chance to succeed on her saving throw.
  Feat: A rogue may gain any feat that she qualifies for in 
  place of a rogue talent.
  Master Strike (Ex): Upon reaching 20th level, a rogue 
  becomes incredibly deadly when dealing sneak attack damage. 
  This can have one of three effects. The target can be put 
  to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. 
  Regardless of the effect chosen, the target receives a Fortitude 
  save to resist with a DC equal to 20 plus the rogue’s Intelligence 
  modifier. This attack deals damage normally. Once a creature 
  has been the target of a master strike, regardless of whether or 
  not the save is made, that creature is immune to that rogue’s 
  master strike for 24 hours. Creatures that are immune to 
  sneak attack damage are also immune to this ability.
  sorCerer
  Alignment: Any.
  Hit Die: d6.
  Class Skills
  The sorcerer’s class skills are Appraise (Int), Bluff (Cha), 
  Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcane) 
  (Int), Profession (Wis), Spellcraft (Int), and Use Magic 
  Device (Cha).
  Skill Ranks Per Level: 2 + Int modifier.
  Class Features
  All of the following are class features of the sorcerer.
  Weapon and Armor Proficiency: Sorcerers are proficient 
  with all simple weapons. They are not proficient with 
  any type of armor or shield. Armor of any type interferes 
  with a sorcerer’s gestures, which can cause her spells with 
  somatic components to fail.
  Spells: A sorcerer casts arcane spells which are drawn 
  primarily from the sorcerer/wizard spell list. She can cast 
  any spell she knows without preparing it ahead of time. To 
  learn or cast a spell, a sorcerer must have a Charisma score 
  equal to at least 10 + the spell level. The Difficulty Class 
  for a saving throw against a sorcerer’s spell is 10 + the spell 
  level + the sorcerer’s Charisma modifier.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  42
  Pathfinder Roleplaying Game
  Like other spellcasters, a sorcerer can cast only a certain 
  number of spells of each spell level per day. Her base daily 
  spell allotment is given on Table 4–12. In addition, she receives 
  bonus spells per day if she has a high Charisma score.
  A sorcerer’s selection of spells is extremely limited. A 
  sorcerer begins play knowing four 0-level spells and two 1st-
  level spells of her choice. At each new sorcerer level, she gains 
  one or more new spells, as indicated on Table 4–13. (Unlike 
  spells per day, the number of spells a sorcerer knows is not 
  affected by her Charisma score; the numbers on Table 4–13 
  are fixed.) These new spells can be common spells chosen 
  from the sorcerer/wizard spell list, or they can be unusual 
  spells that the sorcerer has gained some understanding of 
  through study. The sorcerer can’t use this latter method of 
  spell acquisition to learn spells at a faster rate, however.
  Upon reaching 4th level, and at every even-numbered 
  sorcerer level after that (6th, 8th, and so on), a sorcerer can 
  choose to learn a new spell in place of one she already knows. 
  In effect, the sorcerer 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 two levels 
  lower than the highest-level sorcerer spell the sorcerer can 
  cast. A sorcerer 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.
  Unlike a wizard or a cleric, a sorcerer 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. She does not have to decide ahead 
  of time which spells she’ll cast.
  Bloodlines: Each sorcerer has a source of magic somewhere 
  in her heritage that grants her spells, bonus feats, an 
  additional class skill, and other special abilities. This source 
  can represent a blood relation or an extreme event involving 
  a creature somewhere in the family’s past. For example, a 
  sorcerer might have a dragon as a distant relative or her 
  grandfather might have signed a terrible contract with a 
  devil. Regardless of the source, this influence manifests in a 
  number of ways as the sorcerer gains levels. A sorcerer must 
  pick one bloodline upon taking her first level of sorcerer. 
  Once made, this choice cannot be changed.
  At 3rd level, and every two levels thereafter, a sorcerer 
  learns an additional spell, derived from her bloodline. 
  These spells are in addition to the sorcerer’s list of spells 
  known. These spells cannot be exchanged for different 
  spells at higher levels (although variations might exist, 
  with GM permission).
  At 7th level, and every six levels thereafter, a sorcerer 
  receives one bonus feat, chosen from a list specific to each 
  bloodline. The sorcerer must meet the prerequisites for 
  these bonus feats.  
  Cantrips (Sp): Sorcerers know a number of cantrips. 
  They can cast these spells at will as a spell-like ability. The 
  number of cantrips a sorcerer knows is noted on Table 4–13 
  under 0-level spells known. Cantrips are treated like any 
  other spell cast by the sorcerer in terms of duration and 
  other variables based on level.
  Eschew Materials: A sorcerer gains Eschew Materials as 
  a bonus feat at 1st level.
  Sorcerer Bloodlines
  The following bloodlines represent only some of the 
  possible sources of power that a sorcerer can draw upon. 
  Unless otherwise noted, most sorcerers are assumed to 
  have the arcane bloodline.
  Aberrant
  There is a taint in your blood, one that is alien and bizarre. 
  You tend to think in odd ways, approaching problems from 
  an angle that most would not expect. Over time, this taint 
  manifests itself in your physical form.
  Class Skill: Knowledge (dungeoneering).
  Bonus Spells: enlarge person (3rd), see invisibility (5th), 
  tongues (7th), black tentacles (9th), feeblemind (11th), veil (13th), 
  plane shift (15th), mind blank (17th), shapechange (19th).
  Bonus Feats: Combat Casting, Improved Disarm, 
  Improved 
  Grapple, 
  Improved 
  Initiative, 
  Improved 
  Unarmed Strike, Iron Will, Silent Spell, Skill Focus 
  (Knowledge [dungeoneering]).
  Bloodline Powers: Aberrant sorcerers show increasing 
  signs of their tainted heritage as they increase in level. 
  While these traits are simple to hide, a sorcerer can choose 
  to show her traits at any time.
  Acidic Ray (Su): Starting at 1st level, you can fire an acidic 
  ray as a standard action, targeting any foe within 30 feet as a 
  ranged touch attack. The acidic ray deals 1d6 points of acid 
  damage + 1 for every two caster levels you possess.
  Long Limbs (Ex): At 3rd level, your reach increases by 5 
  feet whenever you are making a melee touch attack. This 
  ability does not increase your threatened area. At 11th level, 
  this bonus to your reach increases to 10 feet. At 17th level, 
  this bonus to your reach increases to 15 feet.
  Unusual Anatomy (Ex): At 9th level, your anatomy changes, 
  giving you a 25% chance of ignoring any critical hit or 
  sneak attack scored against you. This chance increases to 
  50% at 13th level.
  Alien Resistance (Su): At 15th level, you gain spell resistance 
  equal to your sorcerer level +10.
  Aberrant Form (Ex): At 20th level, your body becomes 
  truly unnatural. You are immune to critical hits and sneak 
  attacks. In addition, you gain blindsight with a range of 60 
  feet and damage reduction 5/—.
  Abyssal
  Some time ago, a demon spread its filth into your heritage. 
  While it does not manifest in all of your kin, for you it is 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  43
  Pathfinder RPG: Classes 
  4
  particularly strong, calling on you to bring ruin to those 
  around you.
  Class Skill: Knowledge (planes).
  Bonus Spells: cause fear (3rd), bull’s strength (5th), rage 
  (7th), stoneskin (9th), dismissal (11th), transformation (13th), 
  greater teleport (15th), unholy aura (17th), summon monster 
  IX (19th).
  Bonus Feats: Augment Summoning, Cleave, Empower 
  Spell, Great Fortitude, Improved Bull Rush, Improved 
  Sunder, Power Attack, Skill Focus (Knowledge [planes]).
  Bloodline Powers: While some would say that you are 
  possessed, you know better. The demonic influence in 
  your blood grows as you gain power.
  Claws (Ex): Starting at 1st level, you can make two claw 
  attacks as your full-attack action. These claws are treated as 
  natural weapons, meaning that you are always considered 
  armed and you do not gain additional attacks for a high base 
  attack bonus. These attacks deal 1d6 points of damage plus 
  your Strength-modifier (1d4 if you are Small). At 5th level, 
  these claws are considered magic weapons for the purpose 
  of overcoming DR. At 7th level, the damage increases by 
  one step to 1d8 points of damage (1d6 if you are Small). At 
  11th level, these claws become flaming weapons, dealing 
  1d6 points of fire damage on a successful hit. This is a 
  supernatural ability.
  Demon Resistances (Ex): At 3rd level, you gain resist electricity 
  5 and a +2 bonus on saving throws made against poison. At 
  9th level, your resistance to electricity increases to 10 and 
  your bonus on poison saving throws increases to +4.
  Strength of the Abyss (Ex): At 9th level, you gain a +2 
  inherent bonus to your Strength. This bonus increases to 
  +4 at 13th level, and again to +6 at 17th level.
  Added Summonings (Su): At 15th level, whenever you 
  summon a creature with the Demon subtype or the fiendish 
  template using a summon monster spell, you summon one 
  additional creature.
  Demonic Might (Su): At 20th level, the power of the Abyss 
  flows through you. You gain immunity to electricity and 
  poison. You also gain resistance to acid 10, cold 10, and fire 
  10, and gain telepathy with a range of 60 feet.
  Arcane
  Your family has always been skilled in the art of magic. While 
  many of your relatives were accomplished wizards, your 
  powers developed without the need for study and practice.
  Class Skill: Knowledge (any one).
  Bonus Spells: identify (3rd), invisibility (5th), dispel 
  magic (7th), dimension door (9th), overland flight (11th), true 
  seeing (13th), greater teleport (15th), power word stun (17th), 
  wish (19th).
  Bonus Feats: Combat Casting, Improved Counterspell, 
  Improved Initiative, Iron Will, Scribe Scroll, Skill Focus 
  (Knowledge [arcana]), Spell Focus, Still Spell.
  Bloodline Powers: Magic comes naturally to you, but as 
  you gain levels you must take care to prevent the power 
  from overwhelming you. 
  Arcane Bond (Su): At 1st level, you gain an arcane bond, as 
  a wizard equal to your sorcerer level. Your levels stack with 
  any wizard levels you posses when determining the powers 
  of your familiar or bonded object.
  Metamagic Adept (Ex): At 3rd level, you can apply any one 
  metamagic feat you know to a spell you are about to cast 
  without increasing the casting time. You must still expend 
  a higher-level spell slot to cast this spell. You can use this 
  ability once per day at 3rd level and one additional time 
  per day for every four sorcerer levels you possess beyond 
  3rd, up to five times per day at 19th level. At 20th level, this 
  ability is replaced by arcane apotheosis.
  New Arcana (Ex): At 9th level, you can add any one spell that 
  you are capable of casting to your list of spells known. You 
  can also add one additional spell at 13th level and 17th level.
  School Power (Ex): At 15th level, pick one school of magic. 
  The DC for any spells you cast of that school increases by +2. 
  This bonus stacks with the bonus granted by Spell Focus.
  Arcane Apotheosis (Ex): At 20th level, your body surges 
  with arcane power. You can add any metamagic feats that 
  you know to your spells without increasing their casting 
  time, although you must still expend higher-level spell 
  slots. Whenever you are using magic items that require 
  charges, you can instead expend spell slots to power the 
  item. For every three levels of spell slots that you expend, 
  you consume one less charge when using a magic item that 
  expends charges.
  Celestial
  Your bloodline is blessed by a celestial power, either 
  through having a celestial relative or through divine 
  intervention. Although this power drives you along the 
  path of good, your fate is your own to determine.
  Class Skill: Heal.
  Bonus Spells: bless (3rd), resist energy (5th), magic circle against 
  evil (7th), remove curse (9th), flame strike (11th), g reater dispel magic 
  (13th), banishment (15th), sunburst (17th), gate (19th).
  Bonus Feats: Dodge, Extend Spell, Iron Will, Mobility, 
  Mounted Combat, Ride-By Attack, Skill Focus (Knowledge 
  [religion]), Weapon Finesse.
  Bloodline Powers: Your celestial heritage grants you a 
  great many powers, but they come at a price. The lords 
  of the higher planes are watching you and your actions 
  closely.
  Heavenly Fire (Su): Starting at 1st level, you can unleash 
  a ray of heavenly fire as a standard action, targeting any 
  foe within 30 feet as a ranged touch attack. Against evil 
  creatures, this ray deals 1d6 points of fire damage +1 for 
  every two caster levels you possess. Against good creatures, 
  this ray heals them of 1d6 points of damage +1 for every two 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  44
  Pathfinder Roleplaying Game
  Table 4–12: Sorcerer
    
  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 
  Bloodline power, cantrips, 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
   
   
   
   
   
  eschew materials
  2nd 
  +1 
  +0 
  +0 
  +3 
   
   
  4 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  3rd 
  +1 
  +1 
  +1 
  +3 
  Bloodline power 
   
  5 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  4th 
  +2 
  +1 
  +1 
  +4 
   
   
  6 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  5th 
  +2 
  +1 
  +1 
  +4 
   
   
  6 
  4 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  6th 
  +3 
  +2 
  +2 
  +5 
   
   
  6 
  5 
  3 
  — 
  — 
  — 
  — 
  — 
  —
  7th 
  +3 
  +2 
  +2 
  +5 
  Bloodline feat 
   
  6 
  6 
  4 
  — 
  — 
  — 
  — 
  — 
  —
  8th 
  +4 
  +2 
  +2 
  +6 
   
   
  6 
  6 
  5 
  3 
  — 
  — 
  — 
  — 
  —
  9th 
  +4 
  +3 
  +3 
  +6 
  Bloodline power 
   
  6 
  6 
  6 
  4 
  — 
  — 
  — 
  — 
  —
  10th 
  +5 
  +3 
  +3 
  +7 
   
   
  6 
  6 
  6 
  5 
  3 
  — 
  — 
  — 
  —
  11th 
  +5 
  +3 
  +3 
  +7 
   
   
  6 
  6 
  6 
  6 
  4 
  — 
  — 
  — 
  —
  12th 
  +6/+1 
  +4 
  +4 
  +8 
   
   
  6 
  6 
  6 
  6 
  5 
  3 
  — 
  — 
  —
  13th 
  +6/+1 
  +4 
  +4 
  +8 
  Bloodline feat 
   
  6 
  6 
  6 
  6 
  6 
  4 
  — 
  — 
  —
  14th 
  +7/+2 
  +4 
  +4 
  +9 
   
   
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  — 
  —
  15th 
  +7/+2 
  +5 
  +5 
  +9 
  Bloodline power 
   
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  — 
  —
  16th 
  +8/+3 
  +5 
  +5 
  +10 
   
   
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  —
  17th 
  +8/+3 
  +5 
  +5 
  +10 
   
   
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  —
  18th 
  +9/+4 
  +6 
  +6 
  +11 
   
   
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3
  19th 
  +9/+4 
  +6 
  +6 
  +11 
  Bloodline feat 
   
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4
  20th 
  +10/+5 
  +6 
  +6 
  +12 
  Bloodline power 
   
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6
  Table 4–13: Sorcerer 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
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  45
  Pathfinder RPG: Classes 
  4
  caster levels you possess. A good creature cannot benefit 
  from your heavenly fire more than once per day. Neutral 
  creatures are neither harmed nor healed by this effect.
  Celestial Resistances (Ex): At 3rd level, you gain resist acid 
  5 and resist cold 5. At 9th level, your resistances increase 
  to 10.
  Wings of Heaven (Su): At 9th level, you can sprout 
  feathery wings and fly for a number of minutes per day 
  equal to your sorcerer level with a speed of 60 feet and 
  good maneuverability. This duration does not need to be 
  consecutive, but you must use it in 1 minute increments. 
  Conviction (Su): At 15th level, you can reroll any one 
  ability check, attack roll, skill check, or saving throw you 
  just made. You must decide to use this ability after the 
  die is rolled, but before the results are revealed. You must 
  take the second result, even if it is worse. You can use this 
  ability once per day.
  Ascension (Su): At 20th level, you can call upon the power 
  of the heavens. You gain immunity to acid, cold, and 
  petrification. You also gain resist electricity 10, resist fire 
  10, and a +4 racial bonus on saves against poison. Finally, 
  you gain the tongues ability, allowing you to speak with 
  any creature that has a language.
  Destined
  Your family is destined for greatness in some way. Your 
  birth could have been foretold in prophecy, or perhaps it 
  occurred during an especially auspicious event, such as 
  a solar eclipse. Regardless of your bloodline’s origin, you 
  have a great future ahead of you.
  Class Skill: Knowledge (history).
  Bonus Spells: alarm (3rd), blur (5th), protection from energy 
  (7th), freedom of movement (9th), break enchantment (11th), 
  mislead (13th), spell turning (15th), moment of prescience (17th), 
  foresight (19th).
  Bonus Feats: Arcane Strike, Diehard, Endurance, 
  Leadership, Lightning Reflexes, Maximize Spell, Skill 
  Focus (Knowledge [history]), Weapon Focus.
  Bloodline Powers: You are destined for great things, and 
  the powers that you gain serve to protect you and fulfill 
  your destiny.
  Touch of Destiny (Su): Starting at 1st level, you can touch 
  a creature as a standard action to give it a bonus to a single 
  attack roll, skill check, ability check, or saving throw equal 
  to half your caster level (minimum +1). This bonus lasts 3 
  rounds or until it is used. Once a creature has benefited 
  from touch of destiny, it can gain no further benefit from 
  this ability for 1 day.
  Fated (Su): Starting at 3rd level, you gain a +1 luck bonus 
  on all of your saving throws during surprise rounds or if 
  you are otherwise unaware of the attack. At 7th level and 
  every four levels thereafter, this bonus increases by +1, to a 
  maximum +5 at 19th level.
  It Was Meant To Be (Su): At 9th level, you may reroll 
  any one attack roll, critical hit confirmation roll, or 
  level check made to overcome spell resistance. You must 
  decide to use this ability after the first roll is made but 
  before the results are revealed. You must take the second 
  result, even if it is worse. At 9th level, you can use this 
  ability once per day. At 17th level, you can use this ability 
  twice per day.
  Within Reach (Su): At 15th level, your ultimate destiny 
  is drawing near. Once per day, when an attack or spell 
  that causes damage would result in your death, you may 
  attempt a DC 20 Will save. If successful, you are instead 
  reduced to –9 hit points and are automatically stabilized. 
  The bonus from your fated ability applies to this save.
  Destiny Realized (Su): At 20th level, your moment of 
  destiny is at hand. Any critical threats made against you 
  only confirm if the second roll results in a natural 20 on 
  the die. Any critical threats you score are automatically 
  confirmed. Once per day, you can automatically succeed at 
  one caster level check made to overcome spell resistance. 
  You must use this ability before making the roll.
  Draconic
  At some point in your family’s history, a dragon interbred 
  with your bloodline, and now its ancient power flows 
  through your veins. 
  Class Skill: Perception.
  Bonus Spells: mage armor (3rd), resist energy (5th), fly (7th), 
  fear (9th), spell resistance (11th), form of the dragon I (13th), 
  form of the dragon II (15th), form of the dragon III (17th), wish 
  (19th).
  Bonus Feats: Blind-Fight, Great Fortitude, Improved 
  Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), 
  Skill Focus (Knowledge [arcana]), Toughness.
  Bloodline Powers: The power of dragons flows through 
  you and manifests in a number of ways. At 1st level, you 
  must select one of the chromatic or metallic dragon types. 
  This choice cannot be changed. A number of your abilities 
  grant resistances and deal damage based on your dragon 
  type, as noted on the following table.
  Dragon Type 
  Energy Type 
  Breath Shape
  Black 
  Acid 
  60-foot line
  Blue 
  Electricity 
  60-foot line
  Green 
  Acid 
  30-foot cone
  Red 
  Fire 
  30-foot cone
  White 
  Cold 
  30-foot cone
  Brass 
  Fire 
  60-foot line
  Bronze 
  Electricity 
  60-foot line
  Copper 
  Acid 
  60-foot line
  Gold 
  Fire 
  30-foot cone
  Silver 
  Cold 
  30-foot cone
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  46
  Pathfinder Roleplaying Game
  Claws (Ex): Starting at 1st level, you can make two claw 
  attacks as a full-attack action. These claws are treated as 
  natural weapons, meaning that you are always considered 
  armed and you do not gain additional attacks for a high 
  base attack bonus. These attacks deal 1d6 points of damage 
  plus your Strength modifier (1d4 if you are Small). At 
  5th level, these claws are considered magic weapons for 
  the purpose of overcoming DR. At 7th level, the damage 
  increases to 1d8 points of damage (1d6 if you are Small). 
  At 11th level, these claws deal an additional 1d6 points of 
  damage of your energy type on a successful hit. This is a 
  supernatural ability.
  Dragon Resistances (Ex): At 3rd level, you gain resist 5 
  against your energy type and a +1 natural armor bonus. 
  At 9th level, your energy resistance increases to 10 and 
  natural armor bonus increases to +2. At 15th level, your 
  natural armor bonus increases to +4.
  Breath Weapon (Su): At 9th level, you gain a breath weapon. 
  This breath weapon deals 1d6 points of damage of your 
  energy type per caster level. Those caught in the area of 
  the breath receive a Reflex save for half damage. The DC 
  of this save is equal to 10 + 1/2 your sorcerer level + your 
  Constitution modifier. The shape of the breath weapon 
  depends on your dragon type. At 9th level, you can use this 
  ability once per day. At 17th level, you can use this ability 
  twice per day. At 20th level, you can use this ability three 
  times per day.
  Wings (Su): At 15th level, leathery dragon wings grow 
  from your back as a standard action, giving you a fly speed 
  of 60 feet with average maneuverability. You can dismiss 
  the wings as a free action.
  Power of Wyrms (Su): At 20th level, your draconic heritage 
  becomes manifest. You gain immunity to paralysis, sleep, and 
  damage of your energy type. You also gain blindsense 60 feet.
  Elemental
  The power of the elements resides in you, and at times you 
  can hardly control its fury. This influence comes from an 
  elemental outsider in your family history or a time when you 
  or your relatives were exposed to a powerful elemental force.
  Class Skill: Knowledge (planes).
  Bonus Spells: burning hands* (3rd), scorching ray* (5th), 
  protection from energy (7th), elemental body I (9th), elemental 
  body II (11th), elemental body III (13th), elemental body IV (15th), 
  summon monster VIII (elementals only) (17th), elemental 
  swarm (19th).
  *These spells always deal a type of damage determined 
  by your element.
  Bonus Feats: Dodge, Empower Spell, Great Fortitude, 
  Improved Initiative, Lightning Reflexes, Power Attack, 
  Skill Focus (Knowledge [planes]), Weapon Finesse.
  Bloodline Powers: One of the four elements is fused 
  to your being, and you can draw upon its power in times 
  of need. At first level, you must select one of the four 
  elements: air, earth, fire, or water. This choice cannot 
  be changed. A number of your abilities grant resistances 
  and deal damage based on your element, as noted on the 
  following table.
  Element 
  Energy Type 
  Elemental Movement
  Air 
  Electricity 
  Fly 60 feet (average)
  Earth 
  Acid 
  Burrow 30 feet
  Fire 
  Fire 
  +30 feet base speed
  Water 
  Cold 
  Swim 60 feet
  Elemental Ray (Su): Starting at 1st level, you can unleash 
  an elemental ray as a standard action, targeting any foe 
  within 30 feet as a ranged touch attack. This ray deals 
  1d6 points of damage of your energy type +1 for every two 
  caster levels you possess.
  Elemental Resistance (Ex): At 3rd level, you gain resist 10 
  against your energy. At 9th level, your energy resistance 
  increases to 20.
  Elemental Blast (Su): At 9th level, you can unleash a blast 
  of elemental power once per day. This 20-foot-radius 
  burst does 1d6 points of damage of your energy type per 
  caster level. Those caught in the area of your blast receive 
  a Reflex save for half damage. Creatures that fail their save 
  gain vulnerability to your energy type for 1 round. The DC 
  of this save is equal to 10 + 1/2 your sorcerer level + your 
  Constitution modifier. At 9th level, you can use this ability 
  once per day. At 17th level, you can use this ability twice per 
  day. At 20th level, you can use this ability three times per 
  day. This power has a range of 60 feet.
  Elemental Movement (Su): At 15th level, you gain a special 
  movement type or bonus. This ability is based on your 
  element.
  Elemental Body (Su): At 20th level, elemental power surges 
  through your body. You gain immunity to sneak attacks, 
  critical hits, and damage of your energy type.
  Fey
  The capricious nature of the fey runs in your family due 
  to some intermingling of fey blood or magic. This tends 
  to make you more emotional than most, prone to bouts of 
  extreme joy and rage.
  Class Skill: Knowledge (nature).
  Bonus Spells: entangle (3rd), hideous laughter (5th), deep 
  slumber (7th), poison (9th), tree stride (11th), mislead (13th), 
  phase door (15th), irresistible dance (17th), shapechange (19th).
  Bonus Feats: Dodge, Improved Initiative, Lightning 
  Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken 
  Spell, Skill Focus (Knowledge [nature]).
  Bloodline Powers: You have always had a tie to the 
  natural world and, as your power increases, so does the 
  influence of the fey.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  47
  Pathfinder RPG: Classes 
  4
  Laughing Touch (Su): At 1st level, you can cause a creature 
  to burst out laughing for 1 round as a melee touch attack. 
  A laughing creature can only take a move action and can 
  defend itself normally. Once a creature has been affected 
  by laughing touch, it is immune to its effects for 1 day.
  Woodland Stride (Ex): At 3rd level, you can move through 
  any sort of undergrowth (such as natural thorns, briars, 
  overgrown areas, and similar terrain) at your normal 
  speed and without taking damage or suffering any other 
  impairment. Thorns, briars, and overgrown areas that 
  have been magically manipulated to impede motion, 
  however, still affect you.
  Fleeting Glance (Su): At 9th level, you can turn invisible 
  for a number of rounds per day equal to your caster level. 
  This ability functions as greater invisibility. These rounds 
  need not be consecutive.
  Fey Magic (Su): At 15th level, you may reroll any caster 
  level check made to overcome spell resistance. You must 
  decide to use this ability before the results are revealed. 
  You must take the second result, even if it is worse. You can 
  use this ability at will.
  Soul of the Fey (Su): At 20th level, your soul becomes one 
  with the world of the fey. You gain immunity to poison and 
  DR 10/cold iron. Creatures of the animal type do not attack 
  you unless compelled to do so through magic. Once per 
  day, you can cast shadow walk as a bonus spell.
  Infernal
  Somewhere in your family’s history, a relative made a 
  deal with a devil, and that pact has influenced the line 
  ever since. Now it manifests in direct and obvious ways, 
  granting you powers and abilities. While your fate is still 
  your own, you can’t help but wonder if your ultimate 
  reward is bound to the Pit.
  Class Skill: Diplomacy.
  Bonus Spells: protection from good (3rd), scorching ray 
  (5th), suggestion (7th), charm monster (9th), dominate person 
  (11th), planar binding (devils and creatures with the 
  fiendish template only) (13th), greater teleport (15th), power 
  word stun (17th), meteor swarm (19th).
  Bonus Feats: Blind-Fight, Combat Expertise, Deceitful, 
  Extend Spell, Improved Disarm, Iron Will, Skill Focus 
  (Knowledge [planes]), Spell Penetration.
  Bloodline Powers: You can draw upon the power of 
  the Hells, although you must be wary of their corrupting 
  influence. Such power does not come without a price.
  Corrupting Touch (Su): At 1st level, you can cause a 
  creature to become shaken as a melee touch attack. 
  The target also takes an additional –2 penalty on saves 
  versus spells of the enchantment school. This effect 
  persists for 1 round per two caster levels you possess 
  (minimum 1). Multiple touches do not stack, but they 
  do reset the duration.
  Infernal Resistances (Ex): At 3rd level, you gain resist fire 5 
  and a +2 bonus on saving throws made against poison. At 
  9th level, your resistance to fire increases to 10 and your 
  bonus on poison saving throws increases to +4.
  Hellfire (Su): At 9th level, you can call down a column of 
  hellfire. This 10-foot-radius burst does 1d6 points of fire 
  damage per caster level. Those caught in the area of your 
  blast receive a Reflex save for half damage. Good creatures 
  that fail their save are shaken for 1 round per caster level. 
  The DC of this save is equal to 10 + 1/2 your sorcerer level + 
  your Constitution modifier. At 9th level, you can use this 
  ability once per day. At 17th level, you can use this ability 
  twice per day. At 20th level, you can use this ability three 
  times per day. This power has a range of 60 feet.
  On Dark Wings (Su): At 15th level, you can grow fearsome 
  bat wings as a standard action, giving you a fly speed of 
  60 feet with average maneuverability. The wings can be 
  dispelled as a free action.
  Power of the Pit (Su): At 20th level, your form becomes 
  infused with vile power. You gain immunity to fire and 
  poison. You also gain resistance to acid 10 and cold 10, and 
  the ability to see perfectly in darkness of any kind. This 
  fiendish sight extends for 60 feet.
  Undead
  The touch of the grave runs through your family. Perhaps 
  one of your ancestors became a powerful lich or vampire, 
  or maybe you were born dead before suddenly returning to 
  life. Either way, the forces of death move through you and 
  touch your every action.
  Class Skill: Knowledge (religion).
  Bonus Spells: chill touch (3rd), false life (5th), vampiric touch 
  (7th), animate dead (9th), waves of fatigue (11th), undeath to 
  death (13th), finger of death (15th), horrid wilting (17th), energy 
  drain (19th).
  Bonus Feats: Combat Casting, Diehard, Endurance, 
  Iron Will, Skill Focus (Knowledge [religion]), Spell Focus, 
  Still Spell, Toughness.
  Bloodline Powers: You can call upon the foul powers of 
  the afterlife. Unfortunately, the more you draw upon them, 
  the closer you come to joining them.
  Grave Touch (Su): Starting at 1st level, you can make a 
  melee touch attack as a standard action that deals 1d6 
  points of cold damage +1 for every two caster levels you 
  possess. Creatures damaged by this attack automatically 
  fail all stabilization checks made within 1 minute of 
  your touch.
  Death’s Gift (Su): At 3rd level, you gain resist cold 5 and 
  DR 5/— against nonlethal damage. At 9th level, your 
  resistance to cold increases to 10 and your DR increases to 
  10/— against nonlethal damage.
  Grasp of the Dead (Su): At 9th level, you can cause a swarm 
  of skeletal arms to burst from the ground to rip and tear 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  48
  Pathfinder Roleplaying Game
  your foes. The skeletal arms erupt from the ground in a 
  20-foot-radius burst. Anyone in this area takes 1d6 points 
  of slashing damage per caster level. Those caught in the 
  area receive a Reflex save for half damage. Those who fail 
  the save are unable to move for 1 round. The DC of this save 
  is equal to 10 + 1/2 your sorcerer level + your Constitution 
  modifier. The skeletal arms are spectral and disappear 
  after 1 round. The arms must burst up from a solid surface. 
  At 9th level, you can use this ability once per day. At 17th 
  level, you can use this ability twice per day. At 20th level, 
  you can use this ability three times per day. This power has 
  a range of 60 feet.
  Incorporeal Form (Su): At 15th level, you can become 
  incorporeal for 1 round per caster level. While in this 
  form, you gain the incorporeal subtype and your spells 
  do not affect corporeal creatures, but your grave touch 
  ability functions normally. You can use this ability once 
  per day.
  One of Us (Ex): At 20th level, your form begins to rot 
  (although the appearance is up to you) and undead begin 
  to see you as one of them. You gain immunity to cold, 
  nonlethal damage, paralysis, and sleep. You also gain 
  DR 5/—. Unintelligent undead do not notice you unless 
  you attack them. You receive a +4 morale bonus on saving 
  throws made against spells and spell-like abilities cast 
  by undead.
  Wizard
  Alignment: Any.
  Hit Die: d6.
  Class Skills
  The wizard’s class skills are Appraise (Int), Craft (Int), Fly 
  (Dex), Knowledge (all) (Int), Linguistics (Int), Profession 
  (Wis), and Spellcraft (Int). 
  Skill Ranks Per Level: 2 + Int modifier.
  Class Features
  The following are the class features of the wizard.
  Weapon 
  and 
  Armor 
  Proficiency: 
  Wizards 
  are 
  proficient with the club, dagger, heavy crossbow, light 
  crossbow, and quarterstaff, but not with any type of 
  armor or shield. Armor of any type interferes with a 
  wizard’s movements, which can cause his spells with 
  somatic components to fail.
  Spells: A wizard casts arcane spells, which are drawn 
  from the sorcerer/wizard spell list. A wizard must choose 
  and prepare his spells ahead of time.
  To learn, prepare, or cast a spell, the wizard must 
  have an Intelligence score equal to at least 10 + the spell 
  level. The Difficulty Class for a saving throw against 
  a wizard’s spell is 10 + the spell level + the wizard’s 
  Intelligence modifier.
  Like other spellcasters, a wizard can cast only a 
  certain number of spells of each spell level per day. 
  His base daily spell allotment is given on Table 4–14. 
  In addition, he receives bonus spells per day if he has a 
  high Intelligence score.
  Unlike a bard or sorcerer, a wizard may know any 
  number of spells. He must choose and prepare his spells 
  ahead of time by getting a good night’s sleep and spending 
  1 hour studying his spellbook. While studying, the wizard 
  decides which spells to prepare.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  49
  Pathfinder RPG: Classes 
  4
  Bonus Languages: A wizard may substitute Draconic 
  for one of the bonus languages available to the character 
  because of his race.
  Arcane Bond (Su): At 1st level, wizards forge a powerful 
  bond with an object or creature. This bond can take one of 
  two forms: The first is a familiar, following the standard 
  rules for such creatures (see Familiars) and the second is a 
  bond with an object, using it to cast spells and enchanting 
  it with even greater powers.
  Objects that are the subject of an arcane bond must fall 
  into one of the following categories: amulet, ring, staff, 
  wand, or weapon. These objects are always masterwork. 
  If the object is an amulet or ring, it must be worn to have 
  effect, while staves, wands, and weapons must be wielded. If 
  a wizard attempts to cast a spell without his bonded object 
  worn or in hand, he must make a Spellcraft check or lose the 
  spell. The DC for this check is equal to 20 + the spell’s level.
  A bonded object can be used once per day to cast any one 
  spell that the wizard knows and can cast, just as if the wizard 
  had cast it. This spell cannot be modified by metamagic 
  feats or other abilities. The bonded object cannot be used to 
  cast spells from the wizard’s prohibited schools.
  A wizard can enchant his bonded object as if he had the 
  required feats. If the bonded object is a wand, it loses its 
  enchantment when its last charge is consumed, but it is not 
  destroyed and it retains all of its bonded object properties. 
  Bonded objects only function for their creator, including 
  any magic abilities added to the object. This means that 
  they cannot be sold.
  If a bonded object is damaged, it is restored to full hit 
  points the next time the wizard prepares his spells. If the 
  subject of an arcane bond is lost or destroyed, it can be 
  replaced after 1 week’s time in a special ritual that costs 200 
  gp per wizard level. This ritual takes 8 hours to complete. 
  Cantrips (Sp): Wizards can prepare a number of 
  cantrips, or 0-level spells, each day. They can cast these 
  spells at will as a spell-like ability. The number of 
  cantrips a wizard can prepare each day is noted on Table 
  4–14 under “Spells per Day.” Cantrips are treated like any 
  other spell cast by the wizard in terms of duration and 
  other variables based on level.
  School Powers: At 1st level, a wizard may choose one 
  school of magic to focus on, and two other schools of magic 
  to ignore (called prohibited schools). Wizards who do not 
  choose a school of focus instead gain the powers listed 
  for the universal school and do not need to choose any 
  prohibited schools. Wizards may prepare and cast spells 
  from their prohibited schools, but they do not gain the 
  specialist bonus ability of their chosen school for that day 
  if they do so. 
  Table 4–14: Wizard
   
  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 
  Arcane bond, cantrips, 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
   
   
   
   
   
  school power, Scribe Scroll
  2nd 
  +1 
  +0 
  +0 
  +3 
  School power 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  3rd 
  +1 
  +1 
  +1 
  +3 
   
  4 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  4th 
  +2 
  +1 
  +1 
  +4 
  School power 
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  5th 
  +2 
  +1 
  +1 
  +4 
  Bonus feat 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  —
  6th 
  +3 
  +2 
  +2 
  +5 
  School power 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  —
  7th 
  +3 
  +2 
  +2 
  +5 
   
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  —
  8th 
  +4 
  +2 
  +2 
  +6 
  School power 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  —
  9th 
  +4 
  +3 
  +3 
  +6 
   
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  —
  10th +5 
  +3 
  +3 
  +7 
  Bonus feat, school power 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  —
  11th +5 
  +3 
  +3 
  +7 
   
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  —
  12th +6/+1 
  +4 
  +4 
  +8 
  School power 
  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 
  School power 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  —
   
  15th +7/+2 
  +5 
  +5 
  +9 
  Bonus feat 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  —
   
  16th +8/+3 
  +5 
  +5 
  +10 
  School power 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  —
   
  17th +8/+3 
  +5 
  +5 
  +10 
   
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1
   
  18th +9/+4 
  +6 
  +6 
  +11 
  School power 
  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 
  Bonus feat, school power 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  50
  Pathfinder Roleplaying Game
  Each arcane school grants a number of school powers 
  dependent upon the level of the wizard. In addition, each 
  arcane school (except the universal school) also grants a 
  specialist bonus power so long as the wizard does not have 
  any spells prepared from his prohibited schools. See the 
  Spells and Magic chapter for more information.
  Scribe Scroll: At 1st level, a wizard gains Scribe Scroll 
  as a bonus feat. 
  Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard 
  gains a bonus feat. At each such opportunity, he can choose 
  a metamagic feat, an item creation feat, or Spell Mastery. 
  The wizard must still meet all prerequisites for a bonus 
  feat, including caster level minimums.
  These bonus feats are in addition to the feats that a character 
  of any class gets from advancing levels. The wizard is not 
  limited to the categories of item creation feats, metamagic 
  feats, or Spell Mastery when choosing those feats.
  Spellbooks: A wizard must study his spellbook each 
  day to prepare his spells. He cannot prepare any spell not 
  recorded in his spellbook, except for read magic, which all 
  wizards can prepare from memory.
  A wizard begins play with a spellbook containing all 
  0-level wizard spells (except those from his prohibited 
  school or schools, if any; see School Powers) plus three 
  1st-level spells of his choice. For each point of Intelligence 
  bonus the wizard has, the spellbook holds one additional 
  1st-level spell of his choice. At each new wizard level, he 
  gains two new spells of any spell level or levels that he can 
  cast (based on his new wizard level) for his spellbook. At any 
  time, a wizard can also add spells found in other wizards’ 
  spellbooks to his own.
  Familiars
  A familiar is a normal animal that gains new powers and 
  becomes a magical beast when summoned to service by 
  a sorcerer or wizard. It retains the appearance, Hit Dice, 
  base attack bonus, base save bonuses, skills, and feats of 
  the normal animal it once was, but is treated as a magical 
  beast instead of an animal for the purpose of any effect 
  that depends on its type. Only a normal, unmodified 
  animal may become a familiar. An animal companion 
  cannot also function as a familiar.
  A familiar also grants special abilities to its master (a 
  sorcerer or wizard), as given on the table below. These 
  special abilities apply only when the master and familiar 
  are within 1 mile of each other.
  Levels of different classes that are entitled to familiars 
  stack for the purpose of determining any familiar abilities 
  that depend on the master’s level.
  Familiar 
  Special
  Bat  
  Master gains a +3 bonus on hearing-based and 
  opposed Perception checks
  Cat  
  Master gains a +3 bonus on Stealth checks
  Hawk  
  Master gains a +3 bonus on sight-based and 
  opposed Perception checks in bright light
  Lizard  
  Master gains a +3 bonus on Climb checks
  Monkey 
  Master gains a +3 bonus on Acrobatics checks
  Owl  
  Master gains a +3 bonus on sight-based and opposed 
  Perception checks in shadows or darkness
  Rat  
  Master gains a +2 bonus on Fortitude saves
  Raven1  
  Master gains a +3 bonus on Appraise checks
  Snake2  
  Master gains a +3 bonus on Bluff checks
  Toad  
  Master gains +3 hit points
  Weasel  
  Master gains a +2 bonus on Reflex saves
  1 A raven familiar can speak one language of its master’s choice 
  as a supernatural ability.
  2 Tiny viper.
  Familiar Basics: Use the basic statistics for a creature 
  of the familiar’s kind, but make the following changes:
  Hit Dice: For the purpose of effects related to number 
  of Hit Dice, use the master’s character level or the 
  familiar’s normal HD total, whichever is higher.
  Hit Points: The familiar has one-half the master’s 
  total hit points (not including temporary hit points), 
  rounded down, regardless of its actual Hit Dice.
  Attacks: Use the master’s base attack bonus, as calculated 
  from all his classes. Use the familiar’s Dexterity or 
  Strength modifier, whichever is greater, to get the 
  familiar’s melee attack bonus with natural weapons.
  Damage equals that of a normal creature of the 
  familiar’s kind.
  Saving Throws: For each saving throw, use either the 
  familiar’s base save bonus (Fortitude +2, Reflex +2, Will 
  +0) or the master’s (as calculated from all his classes), 
  whichever is better. The familiar uses its own ability 
  modifiers to saves, and it doesn’t share any of the other 
  bonuses that the master might have on saves.
  Skills: For each skill in which either the master or the 
  familiar has ranks, use either the normal skill ranks 
  for an animal of that type or the master’s skill ranks, 
  whichever are better. In either case, the familiar uses its 
  own ability modifiers. Regardless of a familiar’s total 
  skill modifiers, some skills may remain beyond the 
  familiar’s ability to use.
  Familiar Ability Descriptions: All familiars have special 
  abilities (or impart abilities to their masters) depending on 
  the master’s combined level in classes that grant familiars, 
  as shown on the table below. The abilities given on the 
  table are cumulative. 
  Natural Armor Adj.: The number noted here is in addition to 
  the familiar’s existing natural armor bonus.
  Int: The familiar’s Intelligence score.
  Alertness (Ex): While a familiar is within arm’s reach, the 
  master gains the Alertness feat.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  51
  Pathfinder RPG: Classes 
  4
  Improved Evasion (Ex): When subjected to an attack that 
  normally allows a Reflex saving throw for half damage, a 
  familiar takes no damage if it makes a successful saving 
  throw and half damage even if the saving throw fails.
  Share Spells: The wizard may cast a spell with a target 
  of “You” on his familiar (as a touch spell) instead of on 
  himself. A wizard may cast spells on his familiar even if 
  the spells normally do not affect creatures of the familiar’s 
  type (magical beast).
  Empathic Link (Su): The master has an empathic link with 
  his familiar to a distance of 1 mile. The master cannot see 
  through the familiar’s eyes, but they can communicate 
  empathically. Because of the limited nature of the link, 
  only general emotions can be communicated.
  As a result, the master has the same connection to an 
  item or place that his familiar does.
  Deliver Touch Spells (Su): If the master is 3rd level or higher, 
  a familiar can deliver touch spells for him. If the master 
  and the familiar are in contact at the time the master casts 
  a touch spell, he can designate his familiar as the “toucher.” 
  The familiar can then deliver the touch spell just as the 
  master would. As usual, if the master casts another spell 
  before the touch is delivered, the touch spell dissipates.
  Speak with Master (Ex): If the master is 5th level or higher, 
  a familiar and the master can communicate verbally as if 
  they were using a common language. Other creatures do 
  not understand the communication without magical help.
  Speak with Animals of its Kind (Ex): If the master is 7th 
  level or higher, a familiar can communicate with animals 
  of approximately the same kind as itself (including dire 
  varieties): bats with bats, rats with rodents, cats with 
  felines, hawks and owls and ravens with birds, lizards and 
  snakes with reptiles, toads with amphibians, weasels with 
  ermines and minks. Such communication is limited by 
  the intelligence of the conversing creatures.
  Spell Resistance (Ex): If the master is 11th level or higher, 
  a familiar gains spell resistance equal to the master’s level 
  +5. To affect the familiar with a spell, another spellcaster 
  must get a result on a caster level check (1d20 + caster level) 
  that equals or exceeds the familiar’s spell resistance.
  Scry on Familiar (Sp): If the master is 13th level or higher, 
  he may scry on his familiar (as if casting the scrying spell) 
  once per day.
  Master  
  Natural
  Class Level  Armor Adj.  Int  
  Special
  1st–2nd  
  +1  
  6  
  Alertness, 
   
   
   
   
  improved evasion, 
   
   
   
   
  share spells, empathic link
  3rd–4th  
  +2  
  7  
  Deliver touch spells
  5th–6th  
  +3  
  8  
  Speak with master
  7th–8th  
  +4  
  9  
  Speak with animals 
   
   
   
   
  of its kind
  9th–10th  
  +5  
  10  
  —
  11th–12th  
  +6  
  11  
  Spell resistance
  13th–14th  
  +7  
  12  
  Scry on familiar
  15th–16th  
  +8  
  13  
  —
  17th–18th  
  +9  
  14  
  —
  19th–20th  
  +10  
  15  
  —
  Arcane Spells and Armor
  Armor restricts the complicated gestures that a wizard 
  or sorcerer must make while casting any spell that has a 
  somatic component. The armor and shield descriptions 
  list the arcane spell failure chance for different armors 
  and shields.
  If a spell doesn’t have a somatic component, an arcane 
  spellcaster can cast it with no arcane spell failure chance 
  while wearing armor. Such spells can also be cast even if 
  the caster’s hands are bound or he is grappling (although 
  Spellcraft checks still apply normally). Also, the metamagic 
  feat Still Spell allows a spellcaster to prepare or cast a spell 
  at one spell level higher than normal without the somatic 
  component. This also provides a way to cast a spell while 
  wearing armor without risking arcane spell failure.
  Designer Notes: Class Hit Dice
  By now, you probably have noticed that we changed the 
  Hit Dice of both the rogue and the wizard. This change was 
  made for two reasons: first, to increase the hardiness of each 
  class, and second, to create a more standardized system 
  for determining class Hit Dice. In these, and other classes, 
  your Hit Dice are now directly tied to your base attack bonus 
  progression. Classes such as wizard and sorcerer, which 
  advance the slowest, now receive d6 Hit Dice. Bards, clerics, 
  druids, monks, and rogues, who advance at a moderate pace, 
  now all receive d8 Hit Dice. Classes that feature a fast base 
  attack bonus progression, such as fighters, paladins, and 
  rangers, receive d10 Hit Dice. The only exception to this rule 
  is the barbarian, who retains his impressive d12 Hit Dice.
  Designer Notes: Race and Class Power
  These rules increase the power of the base races and classes 
  to some extent. This was done for a number of reasons, 
  the most important of which was to balance them with 
  the current level of power in the game. Over the years, a 
  number of other races and classes have been released that 
  are a bit more powerful than the base options. Since we 
  do not want the core races and classes to be suboptimal 
  choices, and we cannot change the other material, adding 
  to the base choices seemed like the best option. We think 
  that you will find these changes are not all that intrusive, 
  and might even allow you to play with some of the other 
  races and classes on an even scale.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  52
  Pathfinder Roleplaying Game
  S
  kills represent some of the more mundane abilities 
  your character possesses. As your character advances 
  in level, you can gain new skills and your existing 
  skills improve. 
  Acquiring Skills
  At first level, your character gains a number of skill 
  points dependent upon your class plus your Intelligence 
  modifier. At every level after that, you gain additional skill 
  points. These skill points can be spent to purchase ranks 
  of any skill, but you can only acquire a number of ranks in 
  a specific skill equal to your total Hit Dice. In addition, 
  each class has a number of favored skills, called class skills. 
  Your character is most proficient in these skills, as they 
  represent part of his professional training and constant 
  practice. You gain a +3 bonus on all class skills that you put 
  ranks into. If you have more than one class and both grant 
  you a class skill bonus, these bonuses do not stack.  
  The number of skill ranks you gain when taking a level 
  in one of the base classes is shown on table 5–1. Humans 
  gain one additional skill point per class level. Character’s 
  who take levels in their favored class can also chose to 
  gain 1 additional skill point. At each level after 1st, you 
  gain a number of skill ranks dependant upon your class. 
  If you select a level in a new class, all of its class skills are 
  automatically added to your list of class skills, and you 
  gain a +3 bonus on these skills if you have ranks in them.
  Skill Checks
  Whenever your character is required to make a skill check, 
  roll 1d20 and add the appropriate modifier. If the skill 
  is one that you have put ranks into, you are considered 
  trained. Each rank you place in a skill gives you a +1 bonus 
  on checks made using that skill. When making a skill 
  check, add your ranks and the appropriate ability score 
  modifier to a 1d20 check. If the skill is a class skill and 
  you have invested ranks into that skill, you also add +3 to 
  the check. If you are not trained in the skill (and it may be 
  tried untrained) you may attempt the skill using only the 
  bonus (or penalty) provided by the associated ability score 
  modifier. Any racial modifiers apply to all of these rolls. 
  These values are summarized on Table 5–2.
  Skill Summary
  The following skill descriptions are either entirely new or 
  altered from recent editions. For a complete summary of 
  all of the skills, see Table 5–4. Some previous skills have 
  been combined into one unified skill. For a summary of 
  these changes, see Table 5–3.
  Skills
  Designer Notes: Prestige Skills
  With the changes to the skill system, the requirements 
  to enter various prestige classes must change as well. 
  Whenever a prestige class calls for a number of skill ranks, 
  you can qualify for the prestige class if you meet that number 
  of ranks –3 if you also have the skill as a class skill. If you do 
  not have the skill as a class skill, you must possess double 
  that number of ranks. For example, a 3.5 prestige class might 
  require eight ranks in Move Silently. In the Pathfinder RPG, it 
  instead requires five ranks of the Stealth skill if Stealth is one 
  of your class skills and ten ranks if it is not.
  Table 5–1: Skill Points
  Class 
  Skill Points
  Barbarian 
  4 + Int modifier
  Bard 
  6 + Int modifier
  Cleric 
  2 + Int modifier
  Druid 
  4 + Int modifier
  Fighter 
  2 + Int modifier
  Monk 
  4 + Int modifier
  Paladin 
  2 + Int modifier
  Ranger 
  6 + Int modifier
  Rogue 
  8 + Int modifier
  Sorcerer 
  2 + Int modifier
  Wizard 
  2 + Int modifier
  Table 5–2: Skill Check Bonuses
  Skill 
  Skill Check is Equal To1
  Untrained 
  1d20 + Ability modifier + racial modifier
  Trained 
  1d20 + Skill ranks + ability modifier +  
   
  racial modifier
  Trained Class Skill 1d20 + Skill ranks + ability modifier +  
   
  racial modifier + 3
  1 Armor check penalty applies to all Strength and 
  Dexterity-based skill checks.
  Skill Descriptions
  This section describes each skill, including common 
  uses and typical modifiers. Characters can sometimes 
  use skills for purposes other than those noted here.
  Skill descriptions adhere to the following guidelines.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  53
  Pathfinder RPG: Skills
  5
  Table 5–3: Altered Skills
  Old Skill 
  New Skill
  Balance 
  Acrobatics
  Concentration 
  Spellcraft
  Decipher Script 
  Linguistics
  Forgery 
  Linguistics
  Gather Information 
  Diplomacy
  Hide 
  Stealth
  Jump 
  Acrobatics
  Listen 
  Perception
  Move Silently 
  Stealth
  Open Lock 
  Disable Device
  Search 
  Perception
  Speak Languages 
  Linguistics
  Spot 
  Perception
  Tumble 
  Acrobatics
  Use Rope 
  —
  SKILL NAME
  The skill name line includes (in addition to the name of 
  the skill) the following information.
  Key Ability: The abbreviation of the ability whose 
  modifier applies to the skill check.
  Trained Only: If this notation is included in the skill 
  name line, you must have at least 1 rank in the skill to use it. 
  If it is omitted, the skill can be used untrained (with a rank 
  of 0). If any special notes apply to trained or untrained use, 
  they are covered in the Untrained section (see below).
  Armor Check Penalty: If this notation is included in 
  the skill name line, an armor check penalty applies (when 
  appropriate) to checks using this skill. If this entry is 
  absent, an armor check penalty does not apply.
  The skill name line is followed by a general description 
  of what using the skill represents. After the description 
  are a few other types of information:
  Check: What a character (“you” in the skill description) 
  can do with a successful skill check and the check’s DC.
  Action: The type of action using the skill requires, or 
  the amount of time required for a check.
  Try Again: Any conditions that apply to successive 
  attempts to use the skill successfully. If the skill doesn’t 
  allow you to attempt the same task more than once, or if 
  failure carries an inherent penalty (such as with the Climb 
  skill), you can’t take 20. If this paragraph is omitted, the 
  skill can be retried without any inherent penalty other 
  than the additional time required.
  Special: Any extra facts that apply to the skill, such 
  as special effects deriving from its use or bonuses that 
  certain characters receive because of class, feat choices, 
  or race.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  54
  Pathfinder Roleplaying Game
  Restriction: The full utility of certain skills is restricted 
  to characters of certain classes. This entry indicates 
  whether any such restrictions exist for the skill.
  Untrained: This entry indicates what a character 
  without at least 1 rank in the skill can do with it. If this 
  entry doesn’t appear, it means that the skill functions 
  normally for untrained characters (if it can be used 
  untrained) or that an untrained character can’t attempt 
  checks with this skill (for skills that are designated as 
  “Trained Only”).
  Acrobatics (Dex; Armor Check Penalty)
  You can keep your balance while traversing narrow or 
  treacherous surfaces. You can also dive, flip, jump, and 
  roll, avoiding attacks and confusing your opponents.
  Check: This skill has three distinct uses. First, you can 
  use it to move on narrow surfaces and uneven ground 
  without falling. A successful check allows you to move 
  at half speed through such situations. Only one check 
  is needed per round to move across such surfaces. Use 
  the following table to determine the base DC, which is 
  then modified by the Acrobatics skill modifiers noted 
  Table 5–4: New Skills
  Skill 
  Bbn Brd 
  Clr 
  Drd 
  Ftr Mnk 
  Pal 
  Rgr 
  Rog 
  Sor 
  Wiz Untrained 
  Ability
  Acrobatics  
  C 
  C 
  — 
  — 
  — 
  C 
  — 
  — 
  C 
  — 
  — 
  Yes 
  Dex1
  Appraise 
  — 
  C 
  C 
  — 
  — 
  — 
  — 
  — 
  C 
  C 
  C 
  Yes 
  Int
  Bluff 
  — 
  C 
  — 
  — 
  — 
  — 
  — 
  — 
  C 
  C 
  — 
  Yes 
  Cha 
  Climb 
  C 
  C 
  — 
  C 
  C 
  C 
  — 
  C 
  C 
  — 
  —  
  Yes 
  Str1
  Craft 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  Yes 
  Int
  Diplomacy 
  — 
  C 
  C 
  — 
  — 
  — 
  C 
  — 
  C 
  — 
  — 
  Yes 
  Cha 
  Disable Device 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  C 
  — 
  — 
  No 
  Dex1
  Disguise 
  — 
  C 
  — 
  — 
  — 
  — 
  — 
  — 
  C 
  — 
  — 
  Yes 
  Cha
  Escape Artist 
  — 
  C 
  — 
  — 
  — 
  C 
  — 
  — 
  C 
  — 
  — 
  Yes 
  Dex1
  Fly 
  — 
  — 
  — 
  C 
  — 
  — 
  — 
  — 
  — 
  C 
  C 
  No 
  Dex1
  Handle Animal 
  C 
  — 
  — 
  C 
  C 
  — 
  C 
  C 
  — 
  — 
  — 
  No 
  Cha
  Heal 
  — 
  — 
  C 
  C 
  — 
  — 
  C 
  C 
  — 
  — 
  — 
  Yes 
  Wis
  Intimidate 
  C 
  — 
  — 
  — 
  C 
  C 
  — 
  C 
  C 
  C 
  — 
  Yes 
  Cha
  Knowledge (arcana) 
  — 
  C 
  C 
  — 
  — 
  — 
  — 
  — 
  — 
  C 
  C 
  No 
  Int
  Knowledge (dungeoneering) 
  — 
  C 
  — 
  — 
  C 
  — 
  — 
  C 
  C 
  — 
  C 
  No 
  Int
  Knowledge (engineering) 
  — 
  C 
  — 
  — 
  C 
  — 
  — 
  — 
  — 
  — 
  C 
  No 
  Int
  Knowledge (geography) 
  — 
  C 
  — 
  C 
  — 
  — 
  — 
  C 
  — 
  — 
  C 
  No 
  Int
  Knowledge (history) 
  — 
  C 
  C 
  — 
  — 
  C 
  — 
  — 
  — 
  — 
  C 
  No 
  Int
  Knowledge (local) 
  — 
  C 
  — 
  — 
  — 
  — 
  — 
  — 
  C 
  — 
  C 
  No 
  Int
  Knowledge (nature) 
  C 
  C 
  — 
  C 
  — 
  — 
  — 
  C 
  — 
  — 
  C 
  No 
  Int
  Knowledge (nobility) 
  — 
  C 
  C 
  — 
  — 
  — 
  C 
  — 
  — 
  — 
  C 
  No 
  Int
  Knowledge (planes) 
  — 
  C 
  C 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  C 
  No 
  Int
  Knowledge (religion) 
  — 
  C 
  C 
  — 
  — 
  — 
  C 
  — 
  — 
  — 
  C 
  No 
  Int
  Linguistics 
  — 
  C 
  C 
  — 
  — 
  — 
  — 
  — 
  C 
  — 
  C 
  No 
  Int
  Perception 
  C 
  C 
  — 
  C 
  — 
  C 
  — 
  C 
  C 
  — 
  — 
  Yes 
  Wis
  Perform 
  — 
  C 
  — 
  — 
  — 
  C 
  — 
  — 
  C 
  — 
  — 
  Yes 
  Cha
  Profession 
  — 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  C 
  No 
  Wis
  Ride 
  C 
  — 
  — 
  C 
  C 
  C 
  C 
  C 
  — 
  — 
  — 
  Yes 
  Dex1
  Sense Motive 
  — 
  C 
  C 
  — 
  — 
  C 
  C 
  — 
  C 
  — 
  — 
  Yes 
  Wis
  Sleight of Hand 
  — 
  C 
  — 
  — 
  — 
  — 
  — 
  — 
  C 
  — 
  — 
  No 
  Dex1
  Spellcraft 
  — 
  C 
  C 
  C 
  — 
  — 
  C 
  C 
  — 
  C 
  C 
  Yes 
  Int
  Stealth 
  — 
  C 
  — 
  — 
  — 
  C 
  — 
  C 
  C 
  — 
  — 
  Yes 
  Dex1
  Survival 
  C 
  — 
  — 
  C 
  C 
  — 
  — 
  C 
  — 
  — 
  — 
  Yes 
  Wis
  Swim 
  C 
  — 
  — 
  C 
  C 
  C 
  — 
  C 
  C 
  — 
  — 
  Yes 
  Str1
  Use Magic Device 
  — 
  C 
  — 
  — 
  — 
  — 
  — 
  — 
  C 
  C 
  — 
  No 
  Cha
  C = Class Skill; 1 = Armor check penalty applies
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  55
  Pathfinder RPG: Skills
  5
  below. While you are using Acrobatics in this way, you are 
  considered flat-footed and lose your Dexterity bonus to 
  your AC (if any). If you take damage while using Acrobatics, 
  you must immediately make another Acrobatics check at 
  the same DC to avoid falling or being knocked prone.
  Surface Width 
  Base Acrobatics DC
  Greater than 3 feet wide 
  01
  1–3 feet wide 
  51
  7–11 inches wide 
  10
  2–6 inches wide 
  15
  Less than 2 inches wide 
  20
  1 No Acrobatics check is needed to move across these surfaces 
  unless the modifiers increase the DC to 10 or higher.
  This skill can also be used to move past or through 
  opponents without provoking an attack of opportunity. You 
  must make one check per opponent. If you fail your check 
  when moving past an opponent, you continue to move but 
  provoke an attack of opportunity as normal. If you fail 
  your check when moving through an opponent’s square, 
  your movement ends before you enter the opponent’s space 
  and you provoke an attack of opportunity as normal.
  Situation 
  Base Acrobatics DC1
  Move through a threatened area 
  15 + opponent’s 
   
  base attack bonus
  Move through an enemy’s space 
  20 + opponent’s
   
  base attack bonus
  1 This DC is used to avoid an attack of opportunity due to 
  movement. This penalty increases by +2 for each additional 
  opponent avoided in one round.
  You can also use the Acrobatics skill to jump across gaps 
  and pits, as well as soften your fall. Instead of determining 
  the base DC by the surface width, the base DC is equal to 
  the distance to be crossed (if horizontal) or four times the 
  height to be reached (if vertical). These DCs double if you do 
  not have at least 10 feet of space to get a running start. The 
  only modifiers that apply are those concerning the surface 
  you are jumping from. If you fail this check by 4 or less, you 
  can attempt a DC 20 Reflex save to grab hold of the other side 
  after having missed the jump. If you fail by 5 or more, you 
  fail to make the jump and fall (or land prone, in the case of a 
  vertical jump). Creatures with a base land speed above 30 feet 
  receive a +4 racial bonus on Acrobatics checks made to jump 
  for every 10 feet of their speed above 30 feet.
  Long Jump 
  Acrobatics DC
  5 feet 
  5
  10 feet 
  10
  15 feet 
  15
  20 feet 
  20
  Greater than 20 feet 
  +5 per 5 feet
  High Jump 
  Acrobatics DC
  1 foot 
  4
  2 feet 
  8
  3 feet 
  12
  4 feet 
  16
  Greater than 4 feet 
  +4 per foot
  The following modifiers apply to all Acrobatics skill 
  checks. The modifiers stack with one another, but only the 
  most severe modifier for any given condition applies.
  Acrobatics Modifiers 
  DC Modifier
  Lightly Obstructed (gravel, sand) 
  +2
  Severely Obstructed (cavern, rubble) 
  +5
  Slightly Slippery (wet) 
  +2
  Severely Slippery (icy) 
  +5
  Slightly Sloped (<45°) 
  +2
  Severely Sloped (>45°) 
  +5
  Slightly Unsteady (boat in rough water) 
  +2
  Mildly Unsteady (boat in a storm) 
  +5
  Severely Unsteady (earthquake) 
  +10
  Move at normal speed or greater 
  +51
  1 This does not apply to checks made to jump.
  Action: None. An Acrobatics check is made as part of 
  another action or as a reaction to a situation.
  Special: If you are proficient in the Acrobatics skill, you 
  gain a +3 dodge bonus to AC when fighting defensively 
  instead of the usual +2, and a +6 dodge bonus to AC when 
  taking the total defense action instead of the usual +4.
  Appraise (Int)
  With this skill, you can evaluate the value of any object, 
  picking out priceless treasures from worthless junk. If you 
  are trained in this skill, you can use it in conjunction with 
  detect magic to ascertain the properties of a magic item.
  Check: The DC of the Appraise checks on non-magical 
  items depends on their value, as noted on the following 
  chart. If you fail the check, you are unable to accurately 
  gauge the value of an item. The GM might invent a value 
  for the item that is wildly off the mark if your check fails by 
  5 or more. Particularly rare or exotic items might increase 
  the DC of this check by +5.
  Mundane Item Value 
  Appraise DC
  0 gp–100 gp 
  5
  101 gp–500 gp 
  10
  501 gp–1,000 gp 
  15
  1,001 gp–5,000 gp 
  20
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  56
  Pathfinder Roleplaying Game
  5,001 gp–10,000 gp 
  25
  10,001 gp+ 
  30
  You can also use this check to determine the most 
  valuable-looking item in a treasure hoard. The DC of this 
  check is generally 20, but can increase to as high as 30 for a 
  particularly large hoard.
  If you are trained in Appraise, you can use it in 
  conjunction with detect magic or identify to determine 
  the properties of a magic item in your possession. The 
  DC of this check is equal to 15 + the item’s caster level. 
  If successful, you determine the item’s properties and 
  command words. You cannot determine the powers of 
  artifacts through the use of this skill. You must be the 
  caster of detect magic to use this skill in this way.
  Action: Appraising a non-magical item takes 1 standard 
  action. Determining the most valuable object in a treasure 
  hoard takes 1 full-round action. Attempting to ascertain the 
  power of magic items takes 3 rounds per item to be identified 
  and you must be able to thoroughly examine the item.
  Try Again: Additional attempts to Appraise a non-
  magical item reveal the same result. When using detect 
  magic or identify to Appraise magic items, you only attempt 
  to ascertain the powers of an individual item once per 
  day. Additional attempts during the same day reveal the 
  same results.
  Special: An elf gets a +2 racial bonus on Appraise checks 
  used to identify the properties of magic items.
  A spellcaster with a raven familiar gains a +3 bonus on 
  Appraise checks.
  Bluff (Cha)
  You know how to tell a lie.
  Check: You can convince others that what you are 
  saying is true. Bluff is an opposed skill check versus your 
  opponent’s Sense Motive skill. If you are actively using 
  Bluff to fool another, with a successful check you convince 
  your opponent that what you are saying is true. Bluff 
  checks are modified depending upon the believability of 
  the lie. The following modifiers are applied to the roll of 
  the creature attempting to tell the lie.
  Circumstances 
  Bluff Modifier
  The target wants to believe you 
  +5
  The lie is believable 
  +0
  The lie is unlikely 
  –5
  The lie is far-fetched 
  –10
  The lie is impossible 
  –20
  The target is drunk or impaired 
  +5
  You possess convincing proof 
  up to +10
  Feint: You can also use Bluff to feint in combat, causing 
  your opponent to be f lat-footed against your next attack. 
  The DC of this check is equal to 10 + your opponent’s 
  base attack bonus + your opponent’s Wisdom modifier. 
  If your opponent is trained in Sense Motive, the DC 
  is instead equal to 10 + your opponent’s Sense Motive 
  bonus, if higher. For more information on feinting, see 
  the Combat Chapter.
  Secret Messages: You can use Bluff to pass hidden 
  messages 
  to 
  another 
  character 
  without 
  others 
  understanding your true meaning. The DC of this check 
  is 15 for simple messages and 20 for complex messages. If 
  you are successful, the target automatically understands 
  you, assuming you are speaking in a language that it 
  understands. If your check fails by 5 or more, you deliver 
  the wrong message. Other creatures that hear the message 
  can decipher the message by succeeding at an opposed 
  Sense Motive check. 
  Action: Attempting to deceive someone takes at least 1 
  round, but can possibly take longer if the lie is elaborate. 
  Feinting in combat is a standard action. Delivering 
  a secret message generally takes twice as long as the 
  message itself would take to relay.
  Try Again: If you fail to deceive someone, any further 
  checks made to deceive them are made at a –10 penalty 
  and may be impossible (GM discretion). You can attempt 
  to feint against someone again if you fail. Secret messages 
  can be relayed again if the first attempt fails.
  Special: A spellcaster with a snake familiar gains a +3 
  bonus on Bluff checks.
  CLIMB  
  (STR; ARMOR CHECK PENALTY)
  You are skilled at scaling vertical surfaces, from smooth 
  city walls to rocky cliffs.
  Check: With a successful Climb check, you can 
  advance up, down, or across a slope, a wall, or some other 
  steep incline (or even a ceiling with handholds) at one-
  quarter your normal speed. A slope is considered to be 
  any incline at an angle measuring less than 60 degrees; 
  a wall is any incline at an angle measuring 60 degrees 
  or more.
  A Climb check that fails by 4 or less means that you make 
  no progress, and one that fails by 5 or more means that you 
  fall from whatever height you have already attained.
  A climber’s kit gives you a +2 circumstance bonus on 
  Climb checks.
  The DC of the check depends on the conditions of the 
  climb. Compare the task with those on the following 
  table to determine an appropriate DC.
  Climb
  DC  
  Example Surface or Activity
  0  
  A slope too steep to walk up, or a knotted rope with a wall 
  to brace against.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  57
  Pathfinder RPG: Skills
  5
  5  
  A rope with a wall to brace against, or a knotted rope, or a 
  rope affected by the rope trick spell. 
  10  
  A surface with ledges to hold on to and stand on, such as a 
  very rough wall or a ship’s rigging. 
  15  
  Any surface with adequate handholds and footholds (natural 
  or artificial), such as a very rough natural rock surface or a 
  tree, or an unknotted rope, or pulling yourself up when 
  dangling by your hands. 
  20  
  An uneven surface with some narrow handholds and 
  footholds, such as a typical wall in a dungeon or ruins. 
  25  
  A rough surface, such as a natural rock wall or a brick wall. 
  30  
  An overhang or ceiling with handholds but no footholds. 
  —  
  A perfectly smooth, flat, vertical surface cannot be 
  climbed.
  Climb DC
  Modifier1  
  Example Surface or Activity
  –10 
  Climbing a chimney (artificial or natural) or other 
  location where you can brace against two opposite 
  walls (reduces DC by 10).
  –5  
  Climbing a corner where you can brace against 
  perpendicular walls (reduces DC by 5).
  +5 
  Surface is slippery (increases DC by 5).
  1 These modifiers are cumulative; use all that apply.
  You need both hands free to climb, but you may cling 
  to a wall with one hand while you cast a spell or take 
  some other action that requires only one hand. While 
  climbing, you can’t move to avoid a blow, so you lose 
  your Dexterity bonus to AC (if any). You also can’t use a 
  shield while climbing. Any time you take damage while 
  climbing, make a Climb check against the DC of the slope 
  or wall. Failure means you fall from your current height 
  and sustain the appropriate falling damage.
  Accelerated Climbing: You try to climb more quickly than 
  normal. By accepting a –5 penalty, you can move half your 
  speed (instead of one-quarter your speed).
  Make Your Own Handholds and Footholds: You can make 
  your own handholds and footholds by pounding pitons 
  into a wall. Doing so takes 1 minute per piton, and one 
  piton is needed per 3 feet of distance. As with any surface 
  that offers handholds and footholds, a wall with pitons 
  in it has a DC of 15. In the same way, a climber with a 
  handaxe or similar implement can cut handholds in an 
  ice wall.
  Catch Yourself When Falling: It’s practically impossible 
  to catch yourself on a wall while falling. Make a Climb 
  check (DC = wall’s DC + 20) to do so. It’s much easier to 
  catch yourself on a slope (DC = slope’s DC + 10).
  Catch a Falling Character While Climbing: If someone 
  climbing above you or adjacent to you falls, you can 
  attempt to catch the falling character if he or she is within 
  your reach. Doing so requires a successful melee touch 
  attack against the falling character (though he or she can 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  58
  Pathfinder Roleplaying Game
  voluntarily forego any Dexterity bonus to AC if desired). 
  If you hit, you must immediately attempt a Climb check 
  (DC = wall’s DC + 10). Success indicates that you catch 
  the falling character, but his total weight, including 
  equipment, cannot exceed your heavy load limit or you 
  automatically fall. If you fail your Climb check by 4 or 
  less, you fail to stop the character’s fall but don’t lose your 
  grip on the wall. If you fail by 5 or more, you fail to stop 
  the character’s fall and begin falling as well.
  Action: Climbing is part of movement, so it’s generally 
  part of a move action (and may be combined with other 
  types of movement in a move action). Each move action 
  that includes any climbing requires a separate Climb 
  check. Catching yourself or another falling character 
  doesn’t take an action.
  Special: You can use a rope to haul a character upward 
  (or lower a character) through sheer strength. You can lift 
  double your maximum load in this manner.
  A creature with a climb speed has a +8 racial bonus on 
  all Climb checks. The creature must make a Climb check 
  to climb any wall or slope with a DC higher than 0, but it 
  always can choose to take 10, even if rushed or threatened 
  while climbing. If a creature with a climb speed chooses 
  an accelerated climb (see above), it moves at double its 
  climb speed (or at its land speed, whichever is slower) 
  and makes a single Climb check at a –5 penalty. Such a 
  creature retains its Dexterity bonus to Armor Class (if 
  any) while climbing, and opponents get no special bonus 
  to their attacks against it. It cannot, however, use the run 
  action while climbing.
  CRAFT (INT)
  You are skilled in the creation of a specific group of items, 
  such as armor or weapons. Like Knowledge, Perform, and 
  Profession, Craft is actually a number of separate skills. 
  You could have several Craft skills, each with its own 
  ranks, each purchased as a separate skill.
  A Craft skill is specifically focused on creating 
  something. If nothing is created by the endeavor, it 
  probably falls under the heading of a Profession skill.
  Check: You can practice your trade and make a decent 
  living, earning about half your check result in gold pieces 
  per week of dedicated work. You know how to use the tools 
  of your trade, how to perform the craft’s daily tasks, how to 
  supervise untrained helpers, and how to handle common 
  problems. (Untrained laborers and assistants earn an 
  average of 1 silver piece per day.)
  The basic function of the Craft skill, however, is to 
  allow you to make an item of the appropriate type. The DC 
  depends on the complexity of the item to be created. The 
  DC, your check result, and the price of the item determine 
  how long it takes to make a particular item. The item’s 
  finished price also determines the cost of raw materials.
  In some cases, the fabricate spell can be used to achieve 
  the results of a Craft check with no actual check involved. 
  You must make an appropriate Craft check, however, when 
  using the spell to make articles requiring a high degree of 
  craftsmanship.
  A successful Craft check related to woodworking in 
  conjunction with the casting of the ironwood spell enables 
  you to make wooden items that have the strength of steel.
  When casting the spell minor creation, you must succeed 
  on an appropriate Craft check to make a complex item.
  All crafts require artisan’s tools to give the best chance 
  of success. If improvised tools are used, the check is made 
  with a –2 penalty. On the other hand, masterwork artisan’s 
  tools provide a +2 circumstance bonus on the check.
  To determine how much time and money it takes to 
  make an item, follow these steps.
  1. Find the item’s price in silver pieces (1 gp = 10 sp).
  2. Find the DC from the table on page 55.
  3. Pay one-third of the item’s price for the cost of  
  raw materials.
  4. Make an appropriate Craft check representing one 
  week’s worth of work. If the check succeeds, multiply your 
  check result by the DC. If the result × the DC equals the 
  price of the item in sp, then you have completed the item. 
  (If the result × the DC equals double or triple the price of 
  the item in silver pieces, then you’ve completed the task 
  in one-half or one-third of the time. Other multiples of 
  the DC reduce the time in the same manner.) If the result 
  × the DC doesn’t equal the price, then it represents the 
  progress you’ve made this week. Record the result and 
  make a new Craft check for the next week. Each week, you 
  make more progress until your total reaches the price of 
  the item in silver pieces.
  If you fail a check by 4 or less, you make no progress 
  this week.
  If you fail by 5 or more, you ruin half the raw materials 
  and have to pay half the original raw material cost again.
  Progress by the Day: You can make checks by the day instead 
  of by the week. In this case your progress (check result × DC) 
  should be divided by the number of days in a week.
  Create Masterwork Items: You can make a masterwork 
  item: a weapon, suit of armor, shield, or tool that conveys 
  a bonus on its use through its exceptional craftsmanship, 
  not through being magical. To create a masterwork 
  item, you create the masterwork component as if it were 
  a separate item in addition to the standard item. The 
  masterwork component has its own price (300 gp for a 
  weapon or 150 gp for a suit of armor or a shield) and a 
  Craft DC of 20. Once both the standard component 
  and the masterwork component are completed, the 
  masterwork item is finished. Note: The cost you pay for 
  the masterwork component is one-third of the given 
  amount, just as it is for the cost in raw materials.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  59
  Pathfinder RPG: Skills
  5
  Repair Items: Generally, you can repair an item by making 
  checks against the same DC that it took to make the item 
  in the first place. The cost of repairing an item is one-fifth 
  of the item’s price. 
  When you use the Craft skill to make a particular sort of 
  item, the DC for checks involving the creation of that item 
  are typically as given on the above table.
  Action: Does not apply. Craft checks are made by the day 
  or week (see above).
  Try Again: Yes, but each time you miss by 5 or more, 
  you ruin half the raw materials and have to pay half the 
  original raw material cost again.
  Special: You may voluntarily add +10 to the indicated DC 
  to craft an item. This allows you to create the item more 
  quickly (since you’ll be multiplying this higher DC by your 
  Craft check result to determine progress). You must decide 
  whether to increase the DC before you make each weekly 
  or daily check.
  To make an item using Craft (alchemy), you must have 
  alchemical equipment. If you are working in a city, you 
  can buy what you need as part of the raw materials cost 
  to make the item, but alchemical equipment is difficult 
  or impossible to come by in some places. Purchasing and 
  maintaining an alchemist’s lab grants a +2 circumstance 
  bonus on Craft (alchemy) checks because you have the 
  perfect tools for the job, but it does not affect the cost of 
  any items made using the skill.
  Diplomacy (Cha)
  You can use this skill to persuade others, resolve 
  differences, and gather valuable information. This skill is 
  also used to negotiate conflicts, using the proper etiquette 
  and manners suitable to the problem.
  Check: You can change the attitudes of nonplayer 
  characters with a successful check. The DC of this check 
  depends on the character’s starting attitude toward you. If 
  you succeed, the character’s attitude toward you is improved 
  by one step. For every 5 by which your check result exceeds 
  the DC, the character’s attitude toward you increases by 
  one additional step. A creature’s attitude cannot be shifted 
  more than two steps up in this way, although the GM 
  can override this rule in some situations. If you fail the 
  check by 4 or less, the character’s attitude toward you is 
  unchanged. If you fail by 5 or more, the character’s attitude 
  toward you is decreased by one step.
  You cannot use Diplomacy against a creature that does not 
  understand you or has an Intelligence of 3 or less. Diplomacy 
  is generally ineffective in combat and against creatures that 
  intend to harm you or your allies in the immediate future. 
  Any attitude shift caused through Diplomacy generally lasts 
  for 1d4 hours but can last much longer or shorter depending 
  upon the situation (GM discretion).
  Starting Attitude 
  Diplomacy DC
  Hostile 
  25
  Unfriendly 
  20
  Indifferent 
  15
  Friendly 
  10
  Helpful 
  0
  If a creature’s attitude toward you is at least indifferent, 
  you can make requests of the creature. This is an additional 
  Table 5–5: craft skills
  Item  
  Craft Skill  
  Craft DC
  Acid  
  Alchemy  
  15
  Alchemist’s fire, smokestick, or tindertwig  
  Alchemy  
  20
  Antitoxin, sunrod, tanglefoot bag, or thunderstone  
  Alchemy  
  25
  Armor or shield  
  Armorsmithing  
  10 + AC bonus
  Longbow or shortbow  
  Bowmaking  
  12
  Composite longbow or composite shortbow 
  Bowmaking  
  15
  Composite longbow or composite shortbow with high strength rating 
  Bowmaking  
  15 + (2 x rating)
  Crossbow  
  Weaponsmithing  
  15
  Simple melee or thrown weapon  
  Weaponsmithing   
  12
  Martial melee or thrown weapon  
  Weaponsmithing   
  15
  Exotic melee or thrown weapon  
  Weaponsmithing   
  18
  Mechanical trap  
  Trapmaking  
  Varies1
  Very simple item (wooden spoon)  
  Varies 
  5
  Typical item (iron pot)  
  Varies  
  10
  High-quality item (bell) 
  Varies  
  15
  Complex or superior item (lock)  
  Varies  
  20
  1 Traps have their own rules for construction.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  60
  Pathfinder Roleplaying Game
  Diplomacy check, at the same DC with one of the following 
  modifiers. Once a creature’s attitude has shifted to helpful, 
  the creature gives in to most requests without a check, 
  unless the request is against their nature or puts them in 
  serious peril.
   
  Diplomacy
  Request 
  Modifier
  Give simple advice or directions 
  –5
  Give detailed advice 
  +0
  Give simple aid 
  +0
  Reveal an unimportant secret 
  +5
  Give lengthy or complicated aid 
  +5
  Give dangerous aid 
  +10
  Reveal secret knowledge 
  +10 or more
  Give aid that could result in punishment 
  +15 or more
  Additional requests 
  +5 per request
  Gather Information: You can also use Diplomacy to gather 
  information about a specific topic or individual. To do 
  this, you must spend at least 1d4 hours canvassing people 
  at local taverns, markets, and gathering places. The DC of 
  this check depends on the obscurity of the information 
  sought, but for most commonly known facts or rumors, 
  it is 10. For obscure or secret knowledge, the DC might 
  increase to 20 or higher. The GM might rule that some 
  topics are simply not known by the common folk.
  Action: Using Diplomacy to influence a creature’s 
  attitude takes 1 minute of continuous interaction. 
  Making a request of a creature takes 1 or more rounds 
  of interaction, depending upon the complexity of the 
  request. Using Diplomacy to gather information takes 
  1d4 hours of wandering the town, searching for rumors 
  and informants.
  Try Again: You cannot use Diplomacy to inf luence a 
  given creature’s attitude more than once in a 24 hour 
  period. If a request is refused, the result does not 
  change with additional checks, although other requests 
  might be made. You can retry Diplomacy checks made to 
  gather information.
  Disable Device  
  (Dex; Armor Check Penalty; Trained Only)
  You are skilled at disarming traps and opening locks. In 
  addition, this skill lets you sabotage simple mechanical 
  devices, such as catapults, wagon wheels, and doors.
  Check: When disarming a trap or other device, the 
  Disable Device check is made secretly, so that you don’t 
  necessarily know whether you’ve succeeded.
  The DC depends on how tricky the device is. Disabling 
  (or rigging or jamming) a fairly simple device has a DC of 
  10; more intricate and complex devices have higher DCs.
  If the check succeeds, you disable the device. If it fails 
  by 4 or less, you have failed but can try again. If you fail 
  by 5 or more, something goes wrong. If the device is a 
  trap, you spring it. If you’re attempting some sort of 
  sabotage, you think the device is disabled, but it still 
  works normally.
  You also can rig simple devices such as saddles or 
  wagon wheels to work normally for a while and then fail 
  or fall off some time later (usually after 1d4 rounds or 
  minutes of use).
   
   
   
  Disable
  Device  
  Time  
  Device DC1 
  Example
  Simple 
  1 round 
  10 
  Jam a lock
  Tricky 
  1d4 rounds 
  15 
  Sabotage a wagon wheel
  Difficult 
  2d4 rounds 
  20 
  Disarm a trap, reset a trap
  Extreme 
  2d4 rounds 
  25 
  Disarm a complex trap,
   
   
   
  cleverly sabotage a
   
   
   
  clockwork device
  1If you attempt to leave behind no trace of your tampering, 
  add 5 to the DC.
  Open Locks: The DC for opening a lock depends on its 
  quality. If you do not have a set of thieves’ tools, these DCs 
  increase by +10.
  Lock Quality 
  Disable Device DC
  Simple 
  20
  Average 
  25
  Good 
  30
  Amazing 
  40
  Action: The amount of time needed to make a Disable 
  Device check depends on the task, as noted above. Disabling 
  a simple device takes 1 round and is a full-round action. 
  An intricate or complex device requires 1d4 or 2d4 rounds. 
  Attempting to open a lock is a full-round action.
  Try Again: Varies. You can retry checks made to disable 
  traps if you miss the check by 4 or less, though you must 
  be aware that you fail in order to try again. You can retry 
  checks made to open locks.
  Special: If you have the Deft Hands feat, you get a +2 
  bonus on Disable Device checks.
  A rogue who beats a trap’s DC by 10 or more can study 
  the trap, figure out how it works, and bypass it (along with 
  her companions) without disarming it.
  Restriction: Rogues (and other characters with the 
  trapfinding class feature) can disarm magic traps. A magic 
  trap generally has a DC of 25 + the spell level of the magic 
  used to create it.
  The spells fire trap, glyph of warding, symbol, and 
  teleportation circle also create traps that a rogue can disarm 
  with a successful Disable Device check. Spike growth and 
  spike stones, however, create magic traps against which 
  Disable Device checks do not succeed. See the individual 
  spell descriptions for details.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  61
  Pathfinder RPG: Skills
  5
  DISGUISE (CHA)
  You are skilled at changing your appearance to avoid 
  notice or appear as someone else.
  Check: Your Disguise check result determines 
  how good the disguise is, and it is opposed by others’ 
  Perception check results. If you don’t draw any attention 
  to yourself, others do not get to make Perception checks. 
  If you come to the attention of people who are suspicious 
  (such as a guard who is watching commoners walking 
  through a city gate), it can be assumed that such observers 
  are taking 10 on their Perception checks.
  You get only one Disguise check per use of the skill, 
  even if several people are making Perception checks 
  against it. The Disguise check is made secretly, so that 
  you can’t be sure how good the result is.
  The effectiveness of your disguise depends in part on 
  how much you’re attempting to change your appearance.
  Disguise  
  Disguise Check Modifier
  Minor details only  
  +5
  Disguised as different gender1  
  –2
  Disguised as different race1  
  –2
  Disguised as different age category1 
  –22
  1 These modifiers are cumulative; use any that apply.
  2 Per step of difference between your actual age category and 
  your disguised age category. The steps are: young (younger 
  than adulthood), adulthood, middle age, old, and venerable.
  If you are impersonating a particular individual, 
  those who know what that person looks like get a bonus 
  on their Perception checks according to the table below. 
  Furthermore, they are automatically considered to be 
  suspicious of you, so opposed checks are always called for.
   
  Viewer’s Perception
  Familiarity  
  Check Bonus
  Recognizes on sight  
  +4
  Friends or associates  
  +6
  Close friends  
  +8
  Intimate  
  +10
  Usually, an individual makes a Perception check to see 
  through your disguise immediately upon meeting you and 
  every hour thereafter. If you casually meet many different 
  creatures, each for a short time, check once per day or hour, 
  using an average Perception modifier for the group. 
  Action: Creating a disguise requires 1d3 × 10 minutes 
  of work.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  62
  Pathfinder Roleplaying Game
  Try Again: Yes. You may try to redo a failed disguise, but 
  once others know that a disguise was attempted, they’ll be 
  more suspicious.
  Special: Magic that alters your form, such as alter self, 
  disguise self, polymorph, or shapechange, grants you a +10 bonus 
  on Disguise checks (see the individual spell descriptions). 
  You must succeed on a Disguise check with a +10 bonus 
  to duplicate the appearance of a specific individual using 
  the veil spell. Divination magic that allows people to see 
  through illusions (such as true seeing) does not penetrate 
  a mundane disguise, but it can negate the magical 
  component of a magically enhanced one.
  You must make a Disguise check when you cast a 
  simulacrum spell to determine how good the likeness is.
  ESCAPE ARTIST  
  (DEX; ARMOR CHECK PENALTY)
  Your training allows you to slip bonds and escape from 
  grapples.
  Check: The table below gives the DCs to escape various 
  forms of restraints.
  Ropes: The DC of your Escape Artist check is equal to the 
  binder’s combat maneuver bonus +10.
  Manacles and Masterwork Manacles: The DC for manacles 
  is set by their construction.
  Tight Space: The DC noted on the table is for getting 
  through a space where your head fits but your shoulders 
  don’t. If the space is long you may need to make multiple 
  checks. You can’t get through a space that your head does 
  not fit through.
  Grappler: You can make an Escape Artist check opposed 
  by your enemy’s grapple check to get out of a grapple or out 
  of a pinned condition (so that you’re only grappling).
  Restraint  
  Escape Artist DC
  Rope/bindings  
  Binder’s CMB +10
  Net, animate rope spell, command plants,  
  20
  control plants, or entangle
  Snare spell  
  23
  Manacles  
  30
  Tight space  
  30
  Masterwork manacles  
  35
  Grappler  
  Grappler’s grapple  
   
  check result
  Action: Making an Escape Artist check to escape from 
  rope bindings, manacles, or other restraints (except a 
  grappler) requires 1 minute of work. Escaping from a net 
  or an animate rope, command plants, control plants, or entangle 
  spell is a full-round action. Escaping from a grapple or pin 
  is a standard action. Squeezing through a tight space takes 
  at least 1 minute, maybe longer, depending on how long 
  the space is.
  Try Again: Varies. You can make another check after a 
  failed check if you’re squeezing your way through a tight 
  space, making multiple checks. If the situation permits, 
  you can make additional checks, or even take 20, as long as 
  you’re not being actively opposed.
  Fly (Dex; Armor Check Penalty; Trained Only)
  You are skilled at flying, either through the use of wings 
  or magic, and you can perform daring maneuvers while 
  airborne. Note that this skill does not give you the ability 
  to fly.
  Check: You can perform maneuvers while flying. Without 
  making a check, a flying creature can remain flying at the 
  end of its turn so long as it moves a distance greater than 
  half its speed. It can also turn up to 45 degrees by sacrificing 
  5 feet of movement, can rise at half speed at an angle of 45 
  degrees, and can descend at any angle at normal speed. Note 
  that these restrictions only apply to movement taken during 
  your current turn. At the beginning of the next turn, you 
  can move in a different direction than you did the previous 
  turn without making a check. Taking any action that 
  violates these rules requires a check. The difficulty of these 
  maneuvers varies, as noted on the following chart.
  Flying Maneuver 
  Fly DC
  Move less than half speed and remain flying 
  10
  Hover 
  15
  Wind Effects on Fly
  Wind Force 
  Wind Speed 
  Checked Size 
  Blown Away Size 
  Fly Penalty
  Light 
  0–10 mph 
  — 
  — 
  —
  Moderate 
  11–20 mph 
  — 
  — 
  —
  Strong 
  21–30 mph 
  Tiny 
  — 
  –2
  Severe 
  31–50 mph 
  Small 
  Tiny 
  –4
  Windstorm 
  51–74 mph 
  Medium 
  Small 
  –8
  Hurricane 
  75–174 mph 
  Large 
  Medium 
  –12
  Tornado 
  175+ mph 
  Huge 
  Large 
  –16
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  63
  Pathfinder RPG: Skills
  5
  Turn greater than 45° by spending  
  15
  5 feet of movement 
  Turn 180° by spending 10 feet of movement 
  20
  Fly up at a greater than 45° angle 
  20
  Attacked While Flying: You are not considered flat-footed 
  while flying. If you are flying using wings and you take 
  damage while flying, you must make a DC 10 Fly check to 
  avoid losing 10 feet of altitude.
  Collision While Flying: If you are using wings to fly and you 
  collide with an object equal to your size or larger, you must 
  immediately make a DC 25 Fly check to avoid plummeting 
  to the ground, taking the appropriate falling damage.
  Avoid Falling Damage: If you are falling and have the 
  ability to fly, you can make a DC 10 Fly check to negate the 
  damage. You cannot make this check if you are falling due 
  to a failed Fly check or a collision.
  High Wind Speeds: Flying in high winds adds penalties 
  on your Fly checks as noted on the Wind Effects table. 
  “Checked” means that creatures of that size or smaller 
  must succeed on a DC 20 Fly check to move at all so long 
  as the wind persists. “Blown away” means that creatures 
  of that size or smaller must succeed on a DC 25 Fly 
  check or be blown back 2d6×10 feet and take 2d6 points 
  of nonlethal damage due to the wind. This check must 
  be made every round the creature remains airborne. A 
  creature that is blown away must still make a DC 20 Fly 
  check to move due to also being checked.
  Action: None. A Fly check doesn’t require an action; it is 
  made as part of another action or as a reaction to a situation.
  Try Again: Varies. You can attempt a Fly check to perform 
  the same maneuver on subsequent rounds. If you are using 
  wings and you fail this check by 5 or more, you plummet to 
  the ground, taking the appropriate falling damage.
  Special: Creatures with a f ly speed receive this skill for 
  free as a class skill. They also receive a bonus (or penalty) 
  on all Fly checks depending on their maneuverability.
  Creatures with clumsy maneuverability take a –8 penalty 
  on all Fly checks.
  Creatures with poor maneuverability take a –4 penalty 
  on all Fly checks.
  Creatures with good maneuverability get a +4 racial 
  bonus on all Fly checks.
  Creatures with perfect maneuverability get a +8 racial 
  bonus on all Fly checks.
  Creatures without a maneuverability rating are assumed 
  to have an average maneuverability and take no penalty on 
  Fly checks.
  You cannot take this skill without a natural means 
  of flight or a reliable means of flying every day (either 
  through a spell or other magical manner, such as a druid’s 
  wild shape ability).
  HANDLE ANIMAL  
  (CHA; TRAINED ONLY)
  You are trained at working with animals, from teaching them 
  tricks to getting them to follow your simple commands.
  Check: The DC depends on what you are trying to do.
  Task  
  Handle Animal DC
  Handle an animal  
  10
  “Push” an animal  
  25
  Teach an animal a trick  
  15 or 201
  Train an animal for a general purpose  
  15 or 201
  Rear a wild animal  
  15 + HD of animal
  1 See the specific trick or purpose below.
  General Purpose  
  DC 
  Combat riding  
  20 
  Fighting  
  20 
  Guarding  
  20 
  Heavy labor  
  15
  Hunting  
  20
  Performance  
  15
  Riding  
  15
  Handle an Animal: This task involves commanding an 
  animal to perform a task or trick that it knows. If the 
  animal is wounded or has taken any nonlethal damage 
  or ability score damage, the DC increases by 2. If your 
  check succeeds, the animal performs the task or trick on 
  its next action.
  “Push” an Animal: To push an animal means to get 
  it to perform a task or trick that it doesn’t know but is 
  physically capable of performing. This category also covers 
  making an animal perform a forced march or forcing it 
  to hustle for more than 1 hour between sleep cycles. If the 
  animal is wounded or has taken any nonlethal damage 
  or ability score damage, the DC increases by 2. If your 
  check succeeds, the animal performs the task or trick on 
  its next action.
  Teach an Animal a Trick: You can teach an animal a specific 
  trick with one week of work and a successful Handle 
  Animal check against the indicated DC. An animal with 
  an Intelligence score of 1 can learn a maximum of three 
  tricks, while an animal with an Intelligence score of 2 can 
  learn a maximum of six tricks. Possible tricks (and their 
  associated DCs) include, but are not necessarily limited to, 
  the following.
  Attack (DC 20): The animal attacks apparent enemies. 
  You may point to a particular creature that you wish the 
  animal to attack, and it will comply if able. Normally, an 
  animal will attack only humanoids, monstrous humanoids, 
  giants, or other animals. Teaching an animal to attack all 
  creatures (including such unnatural creatures as undead 
  and aberrations) counts as two tricks.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  64
  Pathfinder Roleplaying Game
  Come (DC 15): The animal comes to you, even if it 
  normally would not do so.
  Defend (DC 20): The animal defends you (or is ready 
  to defend you if no threat is present), even without any 
  command being given. Alternatively, you can command 
  the animal to defend a specific other character.
  Down (DC 15): The animal breaks off from combat or 
  otherwise backs down. An animal that doesn’t know this 
  trick continues to fight until it must flee (due to injury, a 
  fear effect, or the like) or its opponent is defeated.
  Fetch (DC 15): The animal goes and gets something. If 
  you do not point out a specific item, the animal fetches 
  some random object.
  Guard (DC 20): The animal stays in place and prevents 
  others from approaching.
  Heel (DC 15): The animal follows you closely, even to 
  places where it normally wouldn’t go.
  Perform (DC 15): The animal performs a variety of 
  simple tricks, such as sitting up, rolling over, roaring or 
  barking, and so on.
  Seek (DC 15): The animal moves into an area and looks 
  around for anything that is obviously alive or animate.
  Stay (DC 15): The animal stays in place, waiting for you to 
  return. It does not challenge other creatures that come by, 
  though it still defends itself if it needs to.
  Track (DC 20): The animal tracks the scent presented to 
  it. (This requires the animal to have the scent ability)
  Work (DC 15): The animal pulls or pushes a medium or 
  heavy load.
  Train an Animal for a Purpose: Rather than teaching 
  an animal individual tricks, you can simply train it for 
  a general purpose. Essentially, an animal’s purpose 
  represents a preselected set of known tricks that fit into 
  a common scheme, such as guarding or heavy labor. The 
  animal must meet all the normal prerequisites for all 
  tricks included in the training package. If the package 
  includes more than three tricks, the animal must have an 
  Intelligence score of 2.
  An animal can be trained for only one general purpose, 
  though if the creature is capable of learning additional 
  tricks (above and beyond those included in its general 
  purpose), it may do so. Training an animal for a purpose 
  requires fewer checks than teaching individual tricks 
  does, but no less time. 
  Combat Riding (DC 20): An animal trained to bear a 
  rider into combat knows the tricks attack, come, defend, 
  down, guard, and heel. Training an animal for combat 
  riding takes six weeks. You may also “upgrade” an animal 
  trained for riding to one trained for combat riding by 
  spending three weeks and making a successful DC 20 
  Handle Animal check. The new general purpose and tricks 
  completely replace the animal’s previous purpose and any 
  tricks it once knew. Warhorses and riding dogs are already 
  trained to bear riders into combat, and they don’t require 
  any additional training for this purpose.
  Fighting (DC 20): An animal trained to engage in 
  combat knows the tricks attack, down, and stay. Training 
  an animal for fighting takes three weeks.
  Guarding (DC 20): An animal trained to guard knows 
  the tricks attack, defend, down, and guard. Training an 
  animal for guarding takes four weeks.
  Heavy Labor (DC 15): An animal trained for heavy labor 
  knows the tricks come and work. Training an animal for 
  heavy labor takes two weeks.
  Hunting (DC 20): An animal trained for hunting 
  knows the tricks attack, down, fetch, heel, seek, and track. 
  Training an animal for hunting takes six weeks.
  Performance (DC 15): An animal trained for performance 
  knows the tricks come, fetch, heel, perform, and stay. 
  Training an animal for performance takes five weeks.
  Riding (DC 15): An animal trained to bear a rider knows 
  the tricks come, heel, and stay. Training an animal for 
  riding takes three weeks.
  Rear a Wild Animal: To rear an animal means to raise a 
  wild creature from infancy so that it becomes domesticated. 
  A handler can rear as many as three creatures of the same 
  kind at once.
  A successfully domesticated animal can be taught tricks 
  at the same time it’s being raised, or it can be taught as a 
  domesticated animal later.
  Action: Varies. Handling an animal is a move action, 
  while “pushing” an animal is a full-round action. (A druid 
  or ranger can handle her animal companion as a free 
  action or push it as a move action.) For tasks with specific 
  time frames noted above, you must spend half this time 
  (at the rate of 3 hours per day per animal being handled) 
  working toward completion of the task before you attempt 
  the Handle Animal check. If the check fails, your attempt 
  to teach, rear, or train the animal fails and you need not 
  complete the teaching, rearing, or training time. If the 
  check succeeds, you must invest the remainder of the 
  time to complete the teaching, rearing, or training. If the 
  time is interrupted or the task is not followed through to 
  completion, the attempt to teach, rear, or train the animal 
  automatically fails.
  Try Again: Yes, except for rearing an animal.
  Special: You can use this skill on a creature with an 
  Intelligence score of 1 or 2 that is not an animal, but the 
  DC of any such check increases by 5. Such creatures have 
  the same limit on tricks known as animals do.
  A druid or ranger gains a +4 circumstance bonus on 
  Handle Animal checks involving her animal companion.
  In addition, a druid’s or ranger’s animal companion 
  knows one or more bonus tricks, which don’t count against 
  the normal limit on tricks known and don’t require any 
  training time or Handle Animal checks to teach.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  65
  Pathfinder RPG: Skills
  5
  Untrained: If you have no ranks in Handle Animal, you 
  can use a Charisma check to handle and push domestic 
  animals, but you can’t teach, rear, or train animals. A 
  druid or ranger with no ranks in Handle Animal can 
  use a Charisma check to handle and push her animal 
  companion, but she can’t teach, rear, or train other 
  nondomestic animals.
  Heal (WIS)
  You are skilled at tending to the ailments of others.
  Check: The DC and effect depend on the task you 
  attempt.
  Task  
  DC
  First aid 
  15
  Long-term care  
  15
  Treat wounds from caltrops,  
  15
  spike growth, or spike stones
  Treat deadly wounds 
  20
  Treat poison  
  Poison’s save DC
  Treat disease  
  Disease’s save DC
  First Aid: You usually use first aid to save a dying 
  character. If a character has negative hit points and is 
  losing hit points (at the rate of 1 per round, 1 per hour, 
  or 1 per day), you can make him stable. A stable character 
  regains no hit points but stops losing them.
  Long-Term Care: Providing long-term care means 
  treating a wounded person for a day or more. If your 
  Heal check is successful, the patient recovers hit points 
  or ability score points (lost to ability damage) at twice the 
  normal rate: 2 hit points per level for a full 8 hours of 
  rest in a day, or 4 hit points per level for each full day of 
  complete rest; 2 ability score points for a full 8 hours of 
  rest in a day, or 4 ability score points for each full day of 
  complete rest.
  You can tend as many as six patients at a time. You need 
  a few items and supplies (bandages, salves, and so on) that 
  are easy to come by in settled lands. Giving long-term 
  care counts as light activity for the healer. You cannot 
  give long-term care to yourself.
  Treat Wounds from Caltrops, Spike Growth, or Spike Stones: 
  A creature wounded by stepping on a caltrop moves at 
  one-half normal speed. A successful Heal check removes 
  this movement penalty.
  A creature wounded by a spike growth or spike stones spell 
  must succeed on a Reflex save or take injuries that reduce 
  his speed by one-third. Another character can remove 
  this penalty by taking 10 minutes to dress the victim’s 
  injuries and succeeding on a Heal check against the 
  spell’s save DC.
  Treat Deadly Wounds: When treating deadly wounds, 
  you can restore hit points to a damaged creature. 
  Treating deadly wounds restores 1 hit point per level of 
  the creature. If you exceed the DC by 5 or more, add your 
  Wisdom modifier to this amount (if positive). A creature 
  can only benefit from its deadly wounds being treated 
  within 24 hours of being injured and never more than 
  once per day. You must expend five uses from a healer’s 
  kit to perform this task. You take a –2 penalty on your 
  Heal skill check for each use from the healer’s kit that 
  you lack.
  Treat Poison: To treat poison means to tend to a single 
  character who has been poisoned and who is going to 
  take more damage from the poison (or suffer some other 
  effect). Every time the poisoned character makes a saving 
  throw against the poison, you make a Heal check. The 
  poisoned character uses your check result or his saving 
  throw, whichever is higher.
  Treat Disease: To treat a disease means to tend to a single 
  diseased character. Every time the diseased character 
  makes a saving throw against disease effects, you make 
  a Heal check. The diseased character uses your check 
  result or his saving throw, whichever is higher.
  Action: Providing first aid, treating a wound, or 
  treating poison is a standard action. Treating a disease 
  or tending a creature wounded by a spike growth or spike 
  stones spell takes 10 minutes of work. Treating deadly 
  wounds takes 1 hour of work. Providing long-term care 
  requires 8 hours of light activity.
  Try Again: Varies. Generally speaking, you can’t try a 
  Heal check again without proof of the original check’s 
  failure. You can always retry a check to provide first aid, 
  assuming the target of the previous attempt is still alive.
  Special: A character with the Self-Sufficient feat gets a 
  +2 bonus on Heal checks.
  A healer’s kit gives you a +2 circumstance bonus on 
  Heal checks.
  Intimidate (Cha)
  You can use this skill to frighten your opponents or to get 
  them to act in a way that benefits you. This skill includes 
  verbal threats and displays of prowess.
  Check: You can use Intimidate to force an opponent to act 
  friendly toward you for 1d6 × 10 minutes with a successful 
  check. The DC of this check is equal to 10 + the target’s 
  Hit Dice + the target’s Wisdom modifier. If successful, 
  the target will give you information you desire, take 
  actions that do not endanger it, or otherwise offer limited 
  assistance. After the Intimidate expires, the target treats 
  you as unfriendly and may report you to local authorities. 
  If you fail this check by 5 or more, the target attempts to 
  deceive you or otherwise hinder your activities.
  Demoralize: You can use this skill to cause your opponents 
  to become shaken for a number of rounds. The DC of this 
  check is equal to 10 + the target’s Hit Dice + the target’s 
  Wisdom modifier. If you are successful, the target is 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  66
  Pathfinder Roleplaying Game
  shaken for one round. This duration increases by 1 round 
  for every 5 by which you beat the DC. You can only threaten 
  opponents in this way if they are within 30 feet and can 
  clearly see and hear you.
  Action: Using Intimidate to change an opponent’s 
  attitude requires 1 minute of conversation. Demoralizing 
  an opponent is a standard action.
  Try Again: You can attempt to Intimidate an opponent 
  again, but each additional check increases the DC by +5. 
  This increase resets after one hour has passed.
  Special: You also gain a +4 bonus on Intimidate checks 
  if you are larger than your target, and a –4 penalty on 
  Intimidate checks if you are smaller than your target.
  KNOWLEDGE (INT; TRAINED ONLY)
  You are educated in one field of study and are capable of 
  answering both simple and complex questions. Like the 
  Craft, Perform, and Profession skills, Knowledge actually 
  encompasses a number of unrelated skills. Knowledge 
  represents a study of some body of lore, possibly an 
  academic or even scientific discipline.
  Below are listed typical fields of study.
  •	 Arcana	 (ancient	 mysteries,	 magic	 traditions,	 arcane	
  symbols, cryptic phrases, constructs, dragons, magical 
  beasts)
  •	Dungeoneering	
  (aberrations,	
  caverns,	
  oozes,	
  spelunking)
  •	Engineering	
  (buildings,	
  aqueducts,	
  bridges,	
  fortifications)
  •	Geography	(lands,	terrain,	climate,	people)
  •	History	(wars,	colonies,	migrations,	founding	of	cities)
  •	Local	 (legends,	 personalities,	 inhabitants,	 laws,	
  customs, traditions, humanoids)
  •	Nature	 (animals,	 fey,	 giants,	 monstrous	 humanoids,	
  plants, seasons and cycles, weather, vermin)
  •	Nobility	 (lineages,	 heraldry,	 family	 trees,	 mottoes,	
  personalities, royalty)
  •	Planes	(the	Inner	Planes,	the	Outer	Planes,	the	Astral	
  Plane, the Ethereal Plane, outsiders, elementals, magic 
  related to the planes)
  •	Religion	 (gods	 and	 goddesses,	 mythic	 history,	
  ecclesiastic tradition, holy symbols, undead)
  Check: Answering a question within your field of study 
  has a DC of 10 (for really easy questions), 15 (for basic 
  questions), or 20 to 30 (for really tough questions).
  In many cases, you can use this skill to identify monsters 
  and their special powers or vulnerabilities. In general, 
  the DC of such a check equals 10 + the monster’s CR. For 
  common monsters, such as goblins, the DC of this check 
  equals 5 + the monster’s CR. For particularly rare monsters, 
  such as the tarrasque, the DC of this check equals 15 + the 
  monster’s CR or more. A successful check allows you to 
  remember a bit of useful information about that monster. 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  67
  Pathfinder RPG: Skills
  5
  For every 5 points by which your check result exceeds the 
  DC, you recall another piece of useful information.
  Many of the Knowledge skills have specific uses as noted 
  on Table 5–6.
  Action: Usually none. In most cases, making a Knowledge 
  check doesn’t take an action—you simply know the answer 
  or you don’t.
  Try Again: No. The check represents what you know, 
  and thinking about a topic a second time doesn’t let you 
  know something that you never learned in the first place.
  Untrained: An untrained Knowledge check is an 
  Intelligence check, but you cannot make any check with a 
  DC higher than 10. If you have access to an extensive library 
  that covers a specific skill, this limit is removed. The time 
  to make checks using a library, however, increases from 
  1 hour to 1d4 hours. Particularly complete libraries might 
  even grant a bonus on Knowledge checks in the fields that 
  they cover.
  Linguistics (Int; Trained Only)
  You are skilled at working with language, both in its spoken 
  and written forms. You can speak multiple languages and 
  can decipher nearly any tongue given the time. Your skill in 
  writing allows you to create and detect forgeries as well.
  Check: You can decipher writing in an unfamiliar 
  language or a message written in an incomplete or archaic 
  Table 5–6: Knowledge Skill DCs
  Task 
  Knowledge Skill 
  DC
  Identify auras while using detect magic 
  Arcana 
  15 + spell level
  Identify a spell effect that is in place 
  Arcana 
  20 + spell level
  Identify materials manufactured by magic 
  Arcana 
  20 + spell level
  Identify a spell that just targeted you 
  Arcana 
  25 + spell level
  Identify the spells cast using a specific material component 
  Arcana 
  20
  Identify underground hazard 
  Dungeoneering 
  15 + hazard’s CR
  Identify mineral, stone, or metal 
  Dungeoneering 
  10
  Determine slope 
  Dungeoneering 
  15
  Determine depth underground 
  Dungeoneering 
  20
  Identify dangerous construction 
  Engineering 
  10
  Determine structure’s style or age 
  Engineering 
  15
  Determine a structure’s weakness 
  Engineering 
  20
  Identify a creature’s ethnicity or accent 
  Geography 
  10
  Recognize regional terrain features 
  Geography 
  15
  Know location of nearest community or noteworthy site 
  Geography 
  20
  Know recent or historically significant event 
  History 
  10
  Determine approximate date of a specific event 
  History 
  15
  Know obscure or ancient historical event 
  History 
  20
  Know local laws, rulers, and popular locations 
  Local 
  10
  Know a common rumor or local tradition 
  Local 
  15
  Know hidden organizations, rulers, and locations 
  Local 
  20
  Identify natural hazard 
  Nature 
  15 + hazard’s CR
  Identify a common plant or animal 
  Nature 
  10
  Identify unnatural weather phenomenon 
  Nature 
  15
  Determine artificial natural of feature 
  Nature 
  20
  Know current rulers and their symbol 
  Nobility 
  10
  Know proper etiquette 
  Nobility 
  15
  Know line of succession 
  Nobility 
  20
  Know the names of the planes 
  Planes 
  10
  Recognize current plane 
  Planes 
  15
  Identify a creature’s planar origin 
  Planes 
  20
  Recognize a common deity’s symbol or clergy 
  Religion 
  10
  Know common mythology and tenets 
  Religion 
  15
  Recognize an obscure deity’s symbol or clergy 
  Religion 
  20
  Identify a monster’s abilities and weaknesses 
  Varies 
  10 + monster’s CR
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  68
  Pathfinder Roleplaying Game
  form. The base DC is 20 for the simplest messages, 25 for 
  standard texts, and 30 or higher for intricate, exotic, or 
  very old writing. If the check succeeds, you understand 
  the general content of a piece of writing about one 
  page long (or the equivalent). If the check fails, make a 
  DC 5 Wisdom check to see if you avoid drawing a false 
  conclusion about the text. (Success means that you do 
  not draw a false conclusion; failure means that you do.)
  Both the Linguistics check and (if necessary) the 
  Wisdom check are made secretly by the GM, so that  
  you can’t tell whether the conclusion you draw is true 
  or false.
  Create or Detect Forgeries: Forgery requires writing 
  materials (such as ink, paper, and wax) appropriate to the 
  document being forged. To forge a document on which 
  the handwriting is not specific to a person, you need 
  only to have seen a similar document before, and you 
  gain a +8 bonus on your check. To forge a signature, you 
  need an autograph of that person to copy, and you gain 
  a +4 bonus on the check. To forge a longer document 
  written in the hand of some particular person, a large 
  sample of that person’s handwriting is needed.
  The Linguistics check is made secretly, so that you’re 
  not sure how good your forgery is. As with Disguise, 
  you don’t even need to make a check until someone 
  examines the work. Your Linguistics check is opposed 
  by the Linguistics check of the person who examines the 
  document to verify its authenticity. The examiner gains 
  modifiers on his check if any of the conditions on the 
  table below exist.
   
  Reader’s Linguistics
  Condition  
  Check Modifier
  Type of document unknown to reader  
  –2
  Type of document somewhat known to reader  +0
  Type of document well known to reader  
  +2
  Handwriting not known to reader  
  –2
  Handwriting somewhat known to reader  
  +0
  Handwriting intimately known to reader  
  +2
  Reader only casually reviews the document  
  –2
  Document contradicts orders or knowledge 
  +2
  Learn a Language: Whenever you put a rank into this skill, 
  you immediately learn to speak and read a new language.
  Action: Varies. Deciphering a page of ordinary text 
  takes 1 minute (10 consecutive rounds). Creating a forgery 
  can take anywhere from 1 minute to 1d4 minutes per 
  page. Detecting a forgery using Linguistics takes 1 round 
  of examination per page.
  Try Again: Yes.
  Special: You must be trained to use this skill, but you can 
  always attempt to read archaic and strange forms of your own 
  racial bonus languages. 
  Perception (Wis)
  Your senses allow you to notice fine details and alert you to 
  danger. Perception covers all five senses, including sight, 
  sound, touch, taste, and smell.
  Check: Perception has a number of uses, the most 
  common of which is an opposed check versus an opponent’s 
  Stealth check to avoid being surprised. If you are successful, 
  you notice the opponent and can react accordingly. If you 
  fail, your opponent can take a variety of actions, including 
  sneaking past you and attacking you.
  Perception is also used to notice fine details in the 
  environment. For this purpose, the skill is broken down 
  into the five senses, as noted below.
  Sight: You can spot enemies far away or notice the small details 
  that indicate the location of a trap, secret door, or hidden panel. 
  The following table outlines the DC of these checks. Note that 
  you automatically fail any Perception skill check made against 
  a target that you cannot see due to insufficient lighting.
  Sight 
  Perception DC
  A hidden creature 
  Opposed by Stealth
  A visible creature 
  0
  A trap 
  Varies by trap
  A concealed door 
  15+
  A hidden compartment 
  15+
  A secret door 
  20+
  Sight Modifiers1 
  DC Modifier
  Distance in sunlight 
  +1/100 feet
  Distance in torchlight 
  +1/10 feet
  Distance in moonlight 
  +1/5 feet
  Distance in candlelight 
  +1/1 foot
  1 These modifiers only apply to spotting creatures. Hidden objects 
  cannot be spotted by creatures that cannot closely examine the 
  area, generally at a distance no greater than 20 feet.
  Sound: You can hear the footfalls of approaching 
  monsters, the rumble of a distant dragon, or the cries for 
  help in a burning building. The following table outlines 
  the DC of these checks. If you beat the DC by 10 or more, 
  you can make out fine details about the sound (and can 
  hear the words being spoken, if any). 
  Sound 
  Perception DC
  A creature moving silently 
  Opposed by Stealth
  A battle 
  –10
  People talking 
  0
  An armored creature walking 
  5
  An unarmored creature walking 
  10
  People whispering 
  15
  A key being turned in a lock 
  20
  A bow being drawn back to fire 
  25
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  69
  Pathfinder RPG: Skills
  5
  Sound Modifiers 
  DC Modifier
  Distance 
  +1/10 feet
  Through a door 
  +5
  Through a wall 
  +10/foot of thickness
  Cavernous space 
  +5
  A louder noise is present 
  +5
  Listener asleep 
  +10
  Pinpoint an invisible foe through sound 
  +20
  Smell: You can pick up fine odors in the air, allowing 
  you to smell nearby creatures, inhaled poisons, and nearby 
  odiferous hazards. The following table outlines the DCs of 
  these checks. Unlike the ability to hear or see an approaching 
  enemy, smell cannot be used to notice hidden foes unless 
  the scent is present for more than a 10 minutes.
  Smell 
  Perception DC
  Rotting garbage 
  –10
  An ogre’s den 
  –5
  Smoke or an ogre 
  0
  Perfume or an orc 
  5
  Fresh air or a dwarf 
  10
  Sweat or a human 
  15
  Blood or an elf 
  20
  Inhaled poison 
  Poison’s DC
  Smell Modifiers 
  DC Modifier
  Distance 
  +1/10 feet
  Time since the source of the smell 
  +1/minute
  was present
  Through a door 
  +5
  Breeze 
  +5
  A stronger odor nearby 
  +5
  Cold environment 
  +5
  Wind 
  +10
  Pinpoint an invisible foe through smell 
  +20
  Particularly strong 
  –5
  Taste: You can taste when food has spoiled, is poisoned, 
  or is diseased. You can also use your sense of taste to 
  identify the properties of common potions. The following 
  table outlines the DCs of these checks. Note that when you 
  intentionally attempt to taste for poison or spoiled food, if 
  you fail the check by 5 or more, you suffer the effects of the 
  poison or spoiled food and must save accordingly. You do 
  not get to make this check automatically when you ingest 
  poison or diseased food unless the DC of the check is less 
  than 20.
  Taste 
  Perception DC
  Spoiled food 
  5
  Ingested poison 
  Poison’s DC
  Potion 
  15 + caster level
  Taste Modifiers 
  DC Modifier
  Taste is intentionally obscured 
  +10
  Uncommon Potion (GM’s discretion) 
  +5
  Rare Potion (GM’s discretion) 
  +10
  Touch: You can feel for breezes indicating the route to 
  open air as well as the gentle tremors made by burrowing 
  creatures and marching armies. The following table 
  outlines the DC of these checks.
  Touch 
  Perception DC
  Notice a pickpocket 
  Opposed by Sleight of Hand
  Air movement 
  20
  Burrowing creature 
  25
  Creatures or armies on the move 
  30
  Touch Modifiers 
  DC Modifier
  Distance to burrower 
  +1/10 feet
  Distance to large creatures or armies 
  +1/100 feet
  Size of moving creature 
  Size modifier
  Number of moving creatures 
  –1/10 creatures
  Action: Most Perception checks are reactive, made in 
  response to observable stimulus. Intentionally searching 
  for stimulus is a move action.
  Try Again: Yes. You can try to sense something you missed 
  the first time, so long as the stimulus is still present.
  Special: An elf or half-elf has a +2 bonus on hearing- and 
  sight-based Perception checks. A halfling has a +2 bonus 
  on hearing- and taste-based Perception checks. A gnome 
  has a +2 bonus on smell- and touch-based perception 
  checks. A dwarf has a +2 bonus on taste- and touch-based 
  Perception checks.
  Creatures with the scent special quality have a +8 bonus 
  on smell-based Perception checks.
  Creatures with the tremorsense special quality have a +8 
  bonus on touch-based Perception checks and automatically 
  make any such checks within their range.
  A spellcaster with a hawk or owl familiar gains a +3 
  bonus on sight-based Perception checks. A spellcaster 
  with a bat familiar gains a +3 bonus on sound-based 
  Perception checks.
  PERFORM (CHA)
  You are skilled at one form of entertainment, from singing to 
  acting to playing an instrument. Like Craft, Knowledge, and 
  Profession, Perform is actually a number of separate skills.
  You could have several Perform skills, each with its own 
  ranks, each purchased as a separate skill.
  Each of the nine categories of the Perform skill includes 
  a variety of methods, instruments, or techniques, a small 
  list of which is provided for each category below.
  •	Act	(comedy,	drama,	pantomime)
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  70
  Pathfinder Roleplaying Game
  •	Comedy	(buffoonery,	limericks,	joke-telling)
  •	Dance	(ballet,	waltz,	jig)
  •	 Keyboard	instruments	(harpsichord,	piano,	pipe	organ)
  •	Oratory	(epic,	ode,	storytelling)
  •	Percussion	instruments	(bells,	chimes,	drums,	gong)
  •	String	instruments	(fiddle,	harp,	lute,	mandolin)
  •	Wind	instruments	(flute,	pan	pipes,	recorder,	shawm,	
  trumpet)
  •	Sing	(ballad,	chant,	melody)
  Check: You can impress audiences with your talent 
  and skill.
  Perform
  DC 
  Performance
  10 
  Routine performance. Trying to earn money by playing 
  in public is akin to begging. You can earn 1d10 cp/day.
  15 
  Enjoyable performance. In a prosperous city, you can 
  earn 1d10 sp/day.
  20 
  Great performance. In a prosperous city, you can 
  earn 3d10 sp/day. In time, you may be invited to join 
  a professional troupe and may develop a regional 
  reputation.
  25 
  Memorable performance. In a prosperous city, you can 
  earn 1d6 gp/day. In time, you may come to the attention 
  of noble patrons and develop a national reputation.
  30 
  Extraordinary performance. In a prosperous city, you can 
  earn 3d6 gp/day. In time, you may draw attention from 
  distant patrons, or even from extraplanar beings.
  A masterwork musical instrument gives you a +2 
  circumstance bonus on Perform checks that involve its 
  use.
  Action: Varies. Trying to earn money by playing in 
  public requires anywhere from an evening’s work to a 
  full day’s performance. The bard’s special Perform-based 
  abilities are described in that class’s description.
  Try Again: Yes. Retries are allowed, but they don’t 
  negate previous failures, and an audience that has been 
  unimpressed in the past is likely to be prejudiced against 
  future performances. (Increase the DC by 2 for each 
  previous failure.)
  Special: A bard must have at minimum number of 
  ranks to use his Bardic Performance abilities. See Bardic 
  Performance in the bard class description.
  PROFESSION  
  (WIS; TRAINED ONLY)
  You are skilled at a specific job, such as cook, sailor, or 
  bartender. Like Craft, Knowledge, and Perform, Profession is 
  actually a number of separate skills. You could have several 
  Profession skills, each with its own ranks, each purchased as a 
  separate skill. While a Craft skill represents ability in creating 
  or making an item, a Profession skill represents an aptitude in a 
  vocation requiring a broader range of less specific knowledge. 
  Check: You can practice your trade and make a decent living, 
  earning about half your Profession check result in gold pieces 
  per week of dedicated work. You know how to use the tools of 
  your trade, how to perform the profession’s daily tasks, how to 
  supervise helpers, and how to handle common problems.
  Action: Not applicable. A single check generally 
  represents a week of work.
  Try Again: Varies. An attempt to use a Profession skill 
  to earn an income cannot be retried. You are stuck with 
  whatever weekly wage your check result brought you. 
  Another check may be made after a week to determine 
  a new income for the next period of time. An attempt to 
  accomplish some specific task can usually be retried.
  Untrained: Untrained laborers and assistants (that 
  is, characters without any ranks in Profession) earn an 
  average of 1 silver piece per day.
  RIDE (DEX)
  You are skilled at riding a creature, usually a horse, but 
  possibly something more exotic, like a hippogriff or 
  pegasus. If you attempt to ride a creature that is ill suited 
  as a mount, you take a –5 penalty on your Ride checks.
  Check: Typical riding actions don’t require checks. 
  You can saddle, mount, ride, and dismount from a mount 
  without a problem.
  The following tasks do require checks.
  Task  
  Ride DC 
  Guide with knees  
  5
  Stay in saddle  
  5
  Fight with warhorse  
  10
  Cover  
  15
  Soft fall 
  15
  Leap  
  15
  Spur mount  
  15
  Control mount in battle 
  20
  Fast mount or dismount 
  201
  1 Armor check penalty applies.
  Guide with Knees: You can react instantly to guide your 
  mount with your knees so that you can use both hands in 
  combat. Make your Ride check at the start of your turn. If 
  you fail, you can use only one hand this round because you 
  need to use the other to control your mount.
  Stay in Saddle: You can react instantly to try to avoid 
  falling when your mount rears or bolts unexpectedly 
  or when you take damage. This usage does not take an 
  action.
  Fight with Warhorse: If you direct your war-trained mount 
  to attack in battle, you can still make your own attack or 
  attacks normally. This usage is a free action.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  71
  Pathfinder RPG: Skills
  5
  Cover: You can react instantly to drop down and hang 
  alongside your mount, using it as cover. You can’t attack or 
  cast spells while using your mount as cover. If you fail your 
  Ride check, you don’t get the cover benefit. This usage does 
  not take an action.
  Soft Fall: You can react instantly to try to take no damage 
  when you fall off a mount—when it is killed or when it falls, 
  for example. If you fail your Ride check, you take 1d6 points 
  of falling damage. This usage does not take an action.
  Leap: You can get your mount to leap obstacles as part 
  of its movement. Use your Ride modifier or the mount’s 
  Jump modifier, whichever is lower, to see how far the 
  creature can jump. If you fail your Ride check, you fall off 
  the mount when it leaps and take the appropriate falling 
  damage (at least 1d6 points). This usage does not take an 
  action, but is part of the mount’s movement.
  Spur Mount: You can spur your mount to greater speed 
  with a move action. A successful Ride check increases 
  the mount’s speed by 10 feet for 1 round but deals 1 point 
  of damage to the creature. You can use this ability every 
  round, but each consecutive round of additional speed 
  deals twice as much damage to the mount as the previous 
  round (2 points, 4 points, 8 points, and so on).
  Control Mount in Battle: As a move action, you can attempt 
  to control a light horse, pony, heavy horse, or other mount 
  not trained for combat riding while in battle. If you fail the 
  Ride check, you can do nothing else in that round. You do 
  not need to roll for warhorses or warponies.
  Fast Mount or Dismount: You can attempt to mount or 
  dismount from a mount of up to one size category larger 
  than yourself as a free action, provided that you still have a 
  move action available that round. If you fail the Ride check, 
  mounting or dismounting is a move action. You can’t use 
  fast mount or dismount on a mount more than one size 
  category larger than yourself.
  Action: Varies. Mounting or dismounting normally is a 
  move action. Other checks are a move action, a free action, 
  or no action at all, as noted above.
  Special: If you are riding bareback, you take a –5 penalty 
  on Ride checks.
  If your mount has a military saddle you get a +2 circumstance 
  bonus on Ride checks related to staying in the saddle.
  The Ride skill is a prerequisite for the feats Mounted 
  Archery, Mounted Combat, Ride-By Attack, Spirited 
  Charge, and Trample.
  SENSE MOTIVE (WIS)
  You are skilled at detecting falsehoods and discerning a 
  creature’s true intentions.
  Check: A successful check lets you avoid being bluffed 
  (see the Bluff skill). You can also use this skill to determine 
  when “something is up” (that is, something odd is going 
  on) or to assess someone’s trustworthiness. 
  Task  
  Sense Motive DC
  Hunch  
  20
  Sense enchantment  
  25 or 15
  Discern secret message  
  Varies
  Hunch: This use of the skill involves making a gut 
  assessment of the social situation. You can get the feeling 
  from another’s behavior that something is wrong, such as 
  when you’re talking to an impostor. Alternatively, you can 
  get the feeling that someone is trustworthy.
  Sense Enchantment: You can tell that someone’s behavior is 
  being influenced by an enchantment effect (by definition, 
  a mind-affecting effect), even if that person isn’t aware of 
  it. The usual DC is 25, but if the target is dominated (see 
  dominate person), the DC is only 15 because of the limited 
  range of the target’s activities.
  Discern Secret Message: You may use Sense Motive to detect 
  that a hidden message is being transmitted via the Bluff 
  skill. In this case, your Sense Motive check is opposed by 
  the Bluff check of the character transmitting the message. 
  For each piece of information relating to the message that 
  you are missing, you take a –2 penalty on your Sense Motive 
  check. If you succeed by 4 or less, you know that something 
  hidden is being communicated, but you can’t learn anything 
  specific about its content. If you beat the DC by 5 or more, 
  you intercept and understand the message. If you fail by 4 
  or less, you don’t detect any hidden communication. If you 
  fail by 5 or more, you infer some false information.
  Action: Trying to gain information with Sense Motive 
  generally takes at least 1 minute, and you could spend a whole 
  evening trying to get a sense of the people around you.
  Try Again: No, though you may make a Sense Motive 
  check for each Bluff check made against you.
  Special: A ranger gains a bonus on Sense Motive checks 
  when using this skill against a favored enemy.
  SLEIGHT OF HAND (DEX; TRAINED 
  ONLY; ARMOR CHECK PENALTY)
  Your training allows you to pick pockets, draw hidden 
  weapons, and take a variety of actions without being 
  noticed.
  Check: A DC 10 Sleight of Hand check lets you palm a 
  coin-sized, unattended object. Performing a minor feat of 
  legerdemain, such as making a coin disappear, also has a 
  DC of 10 unless an observer is determined to note where 
  the item went.
  When you use this skill under close observation, 
  your skill check is opposed by the observer’s Perception 
  check. The observer’s success doesn’t prevent you from 
  performing the action, just from doing it unnoticed.
  You can hide a small object (including a light weapon or 
  an easily concealed ranged weapon, such as a dart, sling, or 
  hand crossbow) on your body. Your Sleight of Hand check 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  72
  Pathfinder Roleplaying Game
  is opposed by the Perception check of anyone observing 
  you or of anyone frisking you. In the latter case, the 
  searcher gains a +4 bonus on the Perception check, since 
  it’s generally easier to find such an object than to hide it. 
  A dagger is easier to hide than most light weapons, and 
  grants you a +2 bonus on your Sleight of Hand check to 
  conceal it. An extraordinarily small object, such as a coin, 
  shuriken, or ring, grants you a +4 bonus on your Sleight 
  of Hand check to conceal it, and heavy or baggy clothing 
  (such as a cloak) grants you a +2 bonus on the check.
  Drawing a hidden weapon is a standard action and 
  doesn’t provoke an attack of opportunity.
  If you try to take something from another creature, you must 
  make a DC 20 Sleight of Hand check to obtain it. The opponent 
  makes a touch- or sight-based Perception check (whichever is 
  better) to detect the attempt, opposed by the same Sleight of 
  Hand check result you achieved when you tried to grab the 
  item. An opponent who succeeds on this check notices the 
  attempt, regardless of whether you got the item.
  You can also use Sleight of Hand to entertain an audience 
  as though you were using the Perform skill. In such a case, 
  your “act” encompasses elements of legerdemain, juggling, 
  and the like.
  Sleight of 
  Hand DC  
  Task
  10 
  Palm a coin-sized object, make a coin disappear
  20 
  Lift a small object from a person
  Action: Any Sleight of Hand check normally is a standard 
  action. However, you may perform a Sleight of Hand check 
  as a move action by taking a –20 penalty on the check.
  Try Again: Yes, but after an initial failure, a second 
  Sleight of Hand attempt against the same target (or while 
  you are being watched by the same observer who noticed 
  your previous attempt) increases the DC for the task by 10.
  Untrained: An untrained Sleight of Hand check is 
  simply a Dexterity check. Without actual training, you 
  can’t succeed on any Sleight of Hand check with a DC 
  higher than 10, except for hiding an object on your body.
  Spellcraft (Int)
  You are skilled at the art of casting spells and can 
  identify spells as they are being cast. You can also use 
  this skill to avoid losing your spell if you are damaged 
  or distracted while casting.
  Check: Spellcraft is used whenever your knowledge 
  and skill of the technical art of casting a spell comes 
  into question. The DC of this check varies depending 
  upon the task at hand. If you are casting a spell, and 
  you succeed at the check, you may continue casting the 
  spell as normal. If the check fails, the spell is wasted. 
  Use the same DCs for any Spellcraft checks made due to 
  distraction while concentrating on a spell or effect.
  Action: Identifying a spell as it is being cast requires 
  no action. Learning a spell from a spellbook takes 1 hour 
  per level of the spell (0-level spells take 30 minutes). 
  Preparing a spell from a borrowed spellbook does 
  not add any time to your spell preparation. Making a 
  Spellcraft check to avoid losing a spell as it is being cast 
  or concentrated on does not require an action.
  Retry: You cannot retry checks made to identify a spell. If 
  you fail to learn a spell from a spellbook or scroll, you must 
  wait at least 1 week before you can try again. If you fail to 
  prepare a spell from a borrowed spellbook, you cannot try 
  again until the next day. You cannot retry a Spellcraft check 
  to cast a spell while distracted, as the spell is lost.
  Special: If you are a specialist wizard, you get a 
  +2 bonus to identify, learn, and prepare spells from 
  your chosen school. Similarly, you take a –5 penalty 
  on similar checks made concerning spells from your 
  opposed schools. 
  Spellcraft DCs
  Task 
  Spellcraft DC
  Identify a spell as it is being cast 
  15 + spell level
  Learn a spell from a spellbook or scroll 
  10 + spell level
  Prepare a spell from a borrowed spellbook 
  15 + spell level
  Cast defensively (avoiding an attack of opportunity) 
  15 + spell level
  Cast a spell if you are damaged while casting 
  10 + damage dealt + spell level
  Cast a spell if you are taking continuous damage 
  10 + half the damage dealt + spell level
  Cast a spell if you are distracted by a nondamaging spell 
  Distracting spell’s DC + spell level
  Cast a spell while on a moving mount or vehicle 
  10 + spell level
  Cast a spell while on a vigorously moving mount or vehicle 
  15 + spell level
  Cast a spell while moving violently (earthquake, falling) 
  20 + spell level
  Cast a spell while entangled 
  15 + spell level
  Cast a spell while grappled 
  15 + spell level
  Cast a spell during extreme weather 
  10 + spell level
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  73
  Pathfinder RPG: Skills
  5
  Stealth (Dex; Armor Check Penalty)
  You are skilled at avoiding detection, allowing you to 
  slip past foes or strike from an unseen position. This 
  skill covers hiding and moving silently.
  Check: Your Stealth check is opposed by the Perception 
  check of anyone who might notice you. You can move up to 
  one-half your normal speed and use Stealth at no penalty. 
  When moving at a speed greater than one-half but less than 
  your normal speed, you take a –5 penalty. It’s impossible to 
  use Stealth while attacking, running, or charging.
  A creature larger or smaller than Medium takes a size 
  bonus or penalty on Stealth checks depending on its 
  size category: Fine +16, Diminutive +12, Tiny +8, Small 
  +4, Large –4, Huge –8, Gargantuan –12, Colossal –16.
  If people are observing you using any of their senses (but 
  typically sight), you can’t use Stealth. Against most creatures, 
  finding cover or concealment allows you to use Stealth. If your 
  observers are momentarily distracted (such as by a Bluff check), 
  you can attempt to use Stealth. While the others turn their 
  attention from you, you can attempt a Stealth check if you can 
  get to an unobserved place of some kind. This check, however, 
  is made at a –10 penalty because you have to move fast.
  Sniping: If you’ve already successfully used Stealth at least 
  10 feet from your target, you can make one ranged attack, 
  then immediately use Stealth again. You take a –20 penalty 
  on your Stealth check to maintain your obscured location.
  Creating a Diversion to Hide: You can use Bluff to allow 
  you to use Stealth. A successful Bluff check can give you 
  the momentary diversion you need to attempt a Stealth 
  check while people are aware of you.
  Action: Usually none. Normally, you make a Stealth 
  check as part of movement, so it doesn’t take a separate 
  action. However, using Stealth immediately after a 
  ranged attack (see Sniping, above) is a move action.
  Special: If you are invisible, you gain a +40 bonus on 
  Stealth checks if you are immobile, or a +20 bonus on 
  Stealth checks if you’re moving.
  If you have the Stealthy feat, you get a +2 bonus on 
  Stealth checks.
  Survival (Wis)
  You are skilled at surviving in the wild and following 
  the tracks left by others.
  Check: You can keep yourself and others safe and fed 
  in the wild. The table below gives the DCs for various 
  tasks that require Survival checks.
  Survival DC  
  Task
   
  10  
  Get along in the wild. Move up to one-half your 
  overland speed while hunting and foraging (no 
  food or water supplies needed). You can provide 
  food and water for one other person for every 2 
  points by which your check result exceeds 10.
   
  15 
  Gain a +2 bonus on all Fortitude saves against 
  severe weather while moving up to one-half your 
  overland speed, or gain a +4 bonus if you remain 
  stationary. You may grant the same bonus to one 
  other character for every 1 point by which your 
  Survival check result exceeds 15.
   
  15  
  Keep from getting lost or avoid natural hazards, 
  such as quicksand.
   
  15  
  Predict the weather up to 24 hours in advance. 
  For every 5 points by which your Survival check 
  result exceeds 15, you can predict the weather for 
  one additional day in advance.
  Follow Tracks: To find tracks or to follow them for 1 mile 
  requires a successful Survival check. You must make another 
  Survival check every time the tracks become difficult to 
  follow. If you are not trained in this skill, you can make 
  untrained checks to find tracks, but you can follow them 
  only if the DC for the task is 10 or lower. Alternatively, you 
  can use the Perception skill to find a footprint or similar 
  sign of a creature’s passage using the same DCs, but you 
  can’t use Perception to follow tracks, even if someone else 
  has already found them.
  You move at half your normal speed while following 
  tracks (or at your normal speed with a –5 penalty on the 
  check, or at up to twice your normal speed with a –20 
  penalty on the check). The DC depends on the surface and 
  the prevailing conditions, as given on the table:
  Surface 
  Survival DC
  Very soft ground  
  5
  Soft ground  
  10
  Firm ground  
  15
  Hard ground  
  20
  Very Soft Ground: Any surface (fresh snow, thick 
  dust, wet mud) that holds deep, clear impressions of 
  footprints.
  Soft Ground: Any surface soft enough to yield to 
  pressure, but firmer than wet mud or fresh snow, in 
  which a creature leaves frequent but shallow footprints.
  Firm Ground: Most normal outdoor surfaces (such as 
  lawns, fields, woods, and the like) or exceptionally soft or 
  dirty indoor surfaces (thick rugs and very dirty or dusty 
  floors). The creature might leave some traces (broken 
  branches or tufts of hair), but it leaves only occasional or 
  partial footprints.
  Hard Ground: Any surface that doesn’t hold footprints 
  at all, such as bare rock or an indoor floor. Most 
  streambeds fall into this category, since any footprints 
  left behind are obscured or washed away. The creature 
  leaves only traces (scuff marks or displaced pebbles). 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  74
  Pathfinder Roleplaying Game
   
   
  Survival DC
  Condition  
  Modifier
  Every three creatures in the group being tracked  
  –1
  Size of creature or creatures being tracked:1 
   
  Fine  
  +8
   
  Diminutive  
  +4
   
  Tiny  
  +2
   
  Small  
  +1
   
  Medium  
  +0
   
  Large  
  –1
   
  Huge  
  –2
   
  Gargantuan  
  –4
   
  Colossal  
  –8
  Every 24 hours since the trail was made  
  +1
  Every hour of rain since the trail was made  
  +1
  Fresh snow cover since the trail was made  
  +10
  Poor visibility:2 
   
  Overcast or moonless night  
  +6
   
  Moonlight  
  +3
   
  Fog or precipitation  
  +3
  Tracked party hides trail (and moves at half speed)  +5
  1 For a group of mixed sizes, apply only the modifier for the 
  largest size category.
  2 Apply only the largest modifier from this category.
  Several modifiers may apply to the Survival check, as 
  given on the table above.
  Action: Varies. A single Survival check may represent 
  activity over the course of hours or a full day. A Survival 
  check made to find tracks is at least a full-round action, 
  and it may take even longer.
  Try Again: Varies. For getting along in the wild or 
  for gaining the Fortitude save bonus noted in the first 
  table on page 69, you make a Survival check once every 
  24 hours. The result of that check applies until the next 
  check is made. To avoid getting lost or avoid natural 
  hazards, you make a Survival check whenever the 
  situation calls for one. Retries to avoid getting lost in a 
  specific situation or to avoid a specific natural hazard 
  are not allowed. For finding tracks, you can retry a failed 
  check after 1 hour (outdoors) or 10 minutes (indoors)  
  of searching.
  Special: If you are trained in Survival, you can 
  automatically determine where true north lies in relation 
  to yourself.
  A ranger gains a bonus on Survival checks when using 
  this skill to find or follow the tracks of a favored enemy.
  If you have the Self-Sufficient feat, you get a +2 bonus on 
  Survival checks. 
  SWIM (STR; ARMOR CHECK PENALTY)
  You know how to swim and can do so even in stormy water.
  Check: Make a Swim check once per round while you 
  are in the water. Success means you may swim at up to 
  one-half your speed (as a full-round action) or at one-
  quarter your speed (as a move action). If you fail by 4 or 
  less, you make no progress through the water. If you fail 
  by 5 or more, you go underwater.
  If you are underwater, either because you failed a 
  Swim check or because you are swimming underwater 
  intentionally, you must hold your breath. You can 
  hold your breath for a number of rounds equal to your 
  Constitution score, but only if you do nothing other 
  than take move actions or free actions. If you take a 
  standard action or a full-round action (such as making 
  an attack), the remainder of the duration for which you 
  can hold your breath is reduced by 1 round. (Effectively, a 
  character in combat can hold his breath only half as long 
  as normal.) After that period of time, you must make 
  a DC 10 Constitution check every round to continue 
  holding your breath. Each round, the DC for that check 
  increases by 1. If you fail the Constitution check, you 
  begin to drown.
  The DC for the Swim check depends on the water, as 
  given on the table below.
  Water 
  Swim DC
  Calm water  
  10
  Rough water  
  15
  Stormy water  
  201
  1 You can’t take 10 on a Swim check in stormy water, even if 
  you aren’t otherwise being threatened or distracted.
  Each hour that you swim, you must make a DC 20 
  Swim check or take 1d6 points of nonlethal damage 
  from fatigue.
  Action: A successful Swim check allows you to swim 
  one-quarter of your speed as a move action or one-half 
  your speed as a full-round action.
  Special: A creature with a swim speed can move through 
  water at its indicated speed without making Swim checks. 
  It gains a +8 racial bonus on any Swim check to perform a 
  special action or avoid a hazard. The creature always can 
  choose to take 10 on a Swim check, even if distracted or 
  endangered when swimming. Such a creature can use the 
  run action while swimming, provided that it swims in a 
  straight line.
  USE MAGIC DEVICE  
  (CHA; TRAINED ONLY)
  You are skilled at activating magic items, even if you are 
  not otherwise trained in their use.
  Check: You can use this skill to read a spell or to activate 
  a magic item. Use Magic Device lets you use a magic item 
  as if you had the spell ability or class features of another 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  75
  Pathfinder RPG: Skills
  5
  class, as if you were a different race, or as if you were of a 
  different alignment.
  You make a Use Magic Device check each time you 
  activate a device such as a wand. If you are using the check 
  to emulate an alignment or some other quality in an 
  ongoing manner, you need to make the relevant Use Magic 
  Device check once per hour.
  You must consciously choose which requirement to 
  emulate. That is, you must know what you are trying to 
  emulate when you make a Use Magic Device check for that 
  purpose. The DCs for various tasks involving Use Magic 
  Device checks are summarized on the table below.
  Task  
  Use Magic Device DC
  Activate blindly  
  25
  Decipher a written spell  
  25 + spell level
  Use a scroll  
  20 + caster level
  Use a wand  
  20
  Emulate a class feature  
  20
  Emulate an ability score  
  See text
  Emulate a race  
  25
  Emulate an alignment  
  30
  Activate Blindly: Some magic items are activated by 
  special words, thoughts, or actions. You can activate 
  such an item as if you were using the activation word, 
  thought, or action, even when you’re not and even if you 
  don’t know it. You do have to perform some equivalent 
  activity in order to make the check. That is, you must 
  speak, wave the item around, or otherwise attempt to 
  get it to activate. You get a special +2 bonus on your 
  Use Magic Device check if you’ve activated the item in 
  question at least once before. If you fail by 9 or less, you 
  can’t activate the device. If you fail by 10 or more, you 
  suffer a mishap. A mishap means that magical energy 
  gets released but it doesn’t do what you wanted it to do. 
  The default mishaps are that the item affects the wrong 
  target or that uncontrolled magical energy is released, 
  dealing 2d6 points of damage to you. This mishap is in 
  addition to the chance for a mishap that you normally 
  run when you cast a spell from a scroll that you could 
  not otherwise cast yourself.
  Decipher a Written Spell: This usage works just like 
  deciphering a written spell with the Spellcraft skill, except 
  that the DC is 5 points higher. Deciphering a written spell 
  requires 1 minute of concentration.
  Emulate an Ability Score: To cast a spell from a scroll, you 
  need a high score in the appropriate ability (Intelligence 
  for wizard spells, Wisdom for divine spells, or Charisma 
  for sorcerer or bard spells). Your effective ability score 
  (appropriate to the class you’re emulating when you try to 
  cast the spell from the scroll) is your Use Magic Device 
  check result minus 15. If you already have a high enough 
  score in the appropriate ability, you don’t need to make 
  this check.
  Emulate an Alignment: Some magic items have positive 
  or negative effects based on the user’s alignment. Use 
  Magic Device lets you use these items as if you were of 
  an alignment of your choice. You can emulate only one 
  alignment at a time.
  Emulate a Class Feature: Sometimes you need to use a class 
  feature to activate a magic item. In this case, your effective 
  level in the emulated class equals your Use Magic Device 
  check result minus 20.  This skill does not let you actually use 
  the class feature of another class. It just lets you activate items 
  as if you had that class feature. If the class whose feature you 
  are emulating has an alignment requirement, you must meet 
  it, either honestly or by emulating an appropriate alignment 
  with a separate Use Magic Device check (see above).
  Emulate a Race: Some magic items work only for members 
  of certain races, or work better for members of those races. 
  You can use such an item as if you were a race of your 
  choice. You can emulate only one race at a time.
  Use a Scroll: If you are casting a spell from a scroll, you 
  have to decipher it first. Normally, to cast a spell from a 
  scroll, you must have the scroll’s spell on your class spell 
  list. Use Magic Device allows you to use a scroll as if you 
  had a particular spell on your class spell list. The DC is 
  equal to 20 + the caster level of the spell you are trying 
  to cast from the scroll. In addition, casting a spell from 
  a scroll requires a minimum score (10 + spell level) in the 
  appropriate ability. If you don’t have a sufficient score 
  in that ability, you must emulate the ability score with a 
  separate Use Magic Device check (see above).
  This use of the skill also applies to other spell completion 
  magic items.
  Use a Wand: Normally, to use a wand, you must have the 
  wand’s spell on your class spell list. This use of the skill 
  allows you to use a wand as if you had a particular spell 
  on your class spell list. This use of the skill also applies to 
  other spell trigger magic items, such as staffs.
  Action: None. The Use Magic Device check is made as part 
  of the action (if any) required to activate the magic item.
  Try Again: Yes, but if you ever roll a natural 1 while 
  attempting to activate an item and you fail, then you can’t 
  try to activate that item again for 24 hours.
  Special: You cannot take 10 with this skill.
  You can’t aid another on Use Magic Device checks. Only 
  the user of the item may attempt such a check.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  76
  Pathfinder Roleplaying Game
  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, 
  a ssuming that they meet the prerequisites.
  Item Creation Feats
  An item creation feat lets a spellcaster create a magic item 
  of a certain type. Regardless of the type of items they in-
  volve, the various item creation feats all have certain fea-
  tures in common.
  Raw Materials Cost: The cost of creating a magic item 
  equals one-half the sale cost of the item.
  Using an item creation feat also requires access to a 
  laboratory or magical workshop, special tools, and so on. 
  A character generally has access to what he needs unless 
  unusual circumstances apply.
  Time: The time to create a magic item depends on the feat 
  and the cost of the item. The minimum time is one day.
  F
  eats represent a number of unique abilities your 
  character possesses. Feats apply bonuses to your 
  statistics and grant you the ability to take actions 
  otherwise prohibited to you. 
  Prerequisites
  Some feats have prerequisites. Your character must have 
  the indicated ability score, class feature, feat, skill, base at-
  tack bonus, or other quality designated in order to select or 
  use that feat. A character can gain a feat at the same level at 
  which he gains the prerequisite.
  A character can’t use a feat if he has lost a prerequisite.
  tyPes of feats
  Some feats are general, meaning that no special rules 
  govern them as a group. Others are item creation feats, 
  which allow spellcasters to create magic items of all sorts. 
  A metamagic feat lets a spellcaster prepare and cast a spell 
  with greater effect, albeit as if the spell were a higher spell 
  level than it actually is.
  Feats
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  77
  Pathfinder RPG: Feats
  6
  Item Cost: Brew Potion, Craft Staff, Craft Wand, and 
  Scribe Scroll create items that directly reproduce spell 
  e ffects, and the power of these items depends on their cast-
  er level—that is, a spell from such an item has the power 
  it would have if cast by a spellcaster of that level. The price 
  of these items (and thus the cost of the raw materials) also 
  depends on the caster level. The caster level must be low 
  enough that the spellcaster creating the item can cast the 
  spell at that level. To find the final price in each case, mul-
  tiply the caster level by the spell level, then multiply the 
  result by a constant, as shown below:
  Scrolls: Base price = spell level × caster level × 25 gp.
  Potions: Base price = spell level × caster level × 50 gp.
  Wands: Base price = spell level × caster level × 750 gp.
  Staves: The price for staves is calculated using more com-
  plex formulas (see the Pathfinder RPG web enhancement).
  A 0-level spell is considered to have a spell level of 1/2 for 
  the purpose of this calculation.
  Extra Costs: Any potion, scroll, or wand that stores a spell 
  with a costly material component also carries a commensu-
  rate cost. For potions and scrolls, the creator must expend 
  the material component cost when creating the item.
  For a wand, the creator must expend 50 copies of the 
  m aterial component.
  Some magic items similarly incur extra costs in m aterial 
  components, as noted in their descriptions.
  Metamagic Feats
  As a spellcaster’s knowledge of magic grows, he can learn to 
  cast spells in ways slightly different from the ways in which 
  the spells were originally designed or learned. Preparing 
  and casting a spell in such a way is harder than normal 
  but, thanks to metamagic feats, at least it is possible.  Spells 
  modified by a metamagic feat use a spell slot higher than 
  normal. This does not change the level of the spell, so the 
  DC for saving throws against it does not go up.
  Wizards and Divine Spellcasters: Wizards and divine 
  spellcasters must prepare their spells in advance. During 
  preparation, the character chooses which spells to prepare 
  with metamagic feats (and thus which ones take up higher-
  level spell slots than normal).
  Sorcerers and Bards: Sorcerers and bards choose spells 
  as they cast them. They can choose when they cast their 
  spells whether to apply their metamagic feats to improve 
  them. As with other spellcasters, the improved spell 
  uses up a higher-level spell slot. Because the sorcerer or 
  bard has not prepared the spell in a metamagic form in 
  advance, he must apply the metamagic feat on the spot. 
  Therefore, such a character must also take more time to 
  cast a metamagic spell (one enhanced by a metamagic feat) 
  than he does to cast a regular spell. If the spell’s normal 
  casting time is a standard action, casting a metamagic ver-
  sion is a full-round action for a sorcerer or bard. This isn’t 
  the same as a 1-round casting time. The only exception is 
  for spells modified by the Quicken Spell metamagic feat, 
  which can be cast as normal using the feat.
  For a spell with a longer casting time, it takes an extra 
  full-round action to cast the spell.
  Spontaneous Casting and Metamagic Feats: A cleric 
  spontaneously casting a cure or inflict spell can cast a 
  metamagic version of it instead. Extra time is also re-
  quired in this case. Casting a standard action metamagic 
  spell spontaneously is a full-round action, and a spell 
  with a longer casting time takes an extra full-round ac-
  tion to cast. The only exception is for spells modified by 
  the Quicken Spell metamagic feat, which can be cast as 
  normal using the feat.
  Effects of Metamagic Feats on a Spell: In all ways, a 
  metamagic spell operates at its original spell level, even 
  though it is prepared and cast as a higher-level spell. 
  Saving throw modifications are not changed unless stated 
  otherwise in the feat description.
  The modifications made by these feats only apply to 
  spells cast directly by the feat user. A spellcaster can’t use 
  a metamagic feat to alter a spell being cast from a wand, 
  scroll, or other device.
  Metamagic feats that eliminate components of a spell 
  don’t eliminate the attack of opportunity provoked 
  by c asting a spell while threatened. Casting a spell 
  m odified by Quicken Spell does not provoke an attack 
  of opportunity.
  Metamagic feats cannot be used with all spells. See the 
  specific feat descriptions for the spells that a particular 
  feat can’t modify.
  Multiple Metamagic Feats on a Spell: A spellcaster can 
  apply multiple metamagic feats to a single spell. Changes 
  to its level are cumulative. You can’t apply the same 
  metamagic feat more than once to a single spell.
  Magic Items and Metamagic Spells: With the right item 
  creation feat, you can store a metamagic version of a spell 
  in a scroll, potion, or wand. Level limits for potions and 
  wands apply to the spell’s higher spell level (after the ap-
  plication of the metamagic feat). A character doesn’t need 
  the metamagic feat to activate an item storing a metamagic 
  version of a spell.
  Counterspelling Metamagic Spells: Whether or not 
  a spell has been enhanced by a metamagic feat does not 
  affect its vulnerability to counterspelling or its ability to 
  counterspell another spell.
  feat DesCriPtioNs
  The following format is used for all feat descriptions.
  Feat Name (type of feat)
  A basic description of what the feat does. Note that this 
  description is generally just for flavor.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  78
  Pathfinder Roleplaying Game
  Table 6–1: Feats
  Feat 
  Prerequisites 
  Benefits
  Acrobatic 
  — 
  +2 bonus on Acrobatics and Fly checks
  Agile Maneuvers 
  — 
  Use your Dex bonus when calculating your CMB
  Alertness 
  — 
  +2 bonus on Perception and Sense Motive checks
  Animal Affinity 
  — 
  +2 bonus on Handle Animal and Ride checks
  Arcane Armor Training1 
  Light Armor Proficiency, caster level 3rd 
  Reduce your arcane spell failure chance
   Arcane Armor Mastery1 
  Arcane Armor Training,  
  Further reduce your arcane spell failure chance
     
  Medium Armor Proficiency, caster level 7th
  Arcane Strike1 
  Ability to cast arcane spells 
  +1 damage and weapons are considered magic
  Armor Proficiency, Light 
  — 
  No penalties on attack rolls while wearing light armor
   Armor Proficiency, Medium 
  Light Armor Proficiency 
  No penalties on attack rolls while wearing medium armor
    Armor Proficiency, Heavy 
  Medium Armor Proficiency 
  No penalties on attack rolls while wearing heavy armor
  Athletic 
  — 
  +2 bonus on Climb and Swim checks
  Augment Summoning 
  Spell Focus (conjuration) 
  Summoned creatures gain a +4 Str and Con
  Blind-Fight1 
  — 
  Reroll miss chances for concealment
  Caught Off-Guard1 
  Base attack bonus +4 
  No penalties for improvised melee weapons
  Combat Casting 
  — 
  +4 bonus on Spellcraft checks for defensive casting
  Combat Expertise1 
  Int 13 
  Trade attack bonus for AC bonus
   Improved Disarm1 
  Combat Expertise 
  +2 bonus on disarm attempts, no attack of opportunity
   Improved Feint1 
  Combat Expertise 
  Feint as a move action
   Improved Trip1 
  Combat Expertise 
  +2 bonus on trip attempts, no attack of opportunity
   Whirlwind Attack1 
  Dex 13, Combat Expertise, Spring Attack,  
  Make one melee attack against all foes within reach
     
  base attack bonus +4 
  Combat Reflexes1 
  — 
  Make additional attacks of opportunity
  Dazzling Display1 
  Weapon Focus 
  Intimidate all foes within 30 feet
   Stunning Defense1 
  Dazzling Display, base attack bonus +6 
  Intimidated foes are flat-footed
    Deadly Stroke1 
  Greater Weapon Focus, Stunned Defense,  
  Deal double damage plus 1 Con bleed
     
  base attack bonus +11 
  Deadly Aim1 
  Dex 13, base attack bonus +1 
  Trade ranged attack bonus for damage
  Deceitful 
  — 
  +2 bonus on Bluff and Disguise checks
  Defensive Combat Training1 
  — 
  +4 to DC of combat maneuvers
  Deft Hands 
  — 
  +2 bonus on Disable Device and Sleight of Hand checks
  Dodge1 
  Dex 13 
  +1 dodge bonus to AC
   Mobility1 
  Dodge 
  +4 AC against attacks of opportunity from movement
    Spring Attack1 
  Mobility, base attack bonus +4 
  Move before and after melee attack
   Wind Stance1 
  Dodge, base attack bonus +6 
  Gain 20% concealment if you move
    Lightning Stance1 
  Dex 17, Wind Stance, base attack bonus +11 
  Gain 50% concealment if you double move
  Endurance 
  — 
  +4 bonus on checks to avoid nonlethal damage
   Diehard 
  Endurance 
  Remain conscious up to –9 hit points
  Eschew Materials 
  — 
  Cast spells without material components
  Exotic Weapon Proficiency1 
  Base attack bonus +1 
  No penalty on attacks made with one exotic weapon
  Extra Ki 
  Ki pool class feature 
  Increase your ki pool by 2 points
  Extra Lay on Hands 
  Lay on hands class feature 
  Use lay on hands two additional times per day
  Extra Rage 
  Rage class feature 
  Gain 6 rage points
  Extra Turning 
  Channel energy class feature 
  Channel energy two additional times per day
  Great Fortitude 
  — 
  +2 on Fortitude saves
  Improved Counterspell 
  — 
  Counterspell with any spell of the same school
  Improved Critical1 
  Proficiency with weapon, base attack bonus +8 Double the threat range of one weapon 
  Improved Familiar 
  Ability to acquire a familiar, see feat 
  Gain a more powerful familiar
  Improved Initiative1 
  — 
  +4 bonus on initiative checks
  Improved Turning 
  Channel energy class feature 
  +2 bonus on channel energy DC
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  79
  Pathfinder RPG: Feats
  6
  Feat 
  Prerequisites 
  Benefits
  Improved Unarmed Strike1 
  — 
  Always considered armed
   Deflect Arrows1 
  Dex 13, Improved Unarmed Strike 
  Avoid one ranged attack per round
    Snatch Arrows1 
  Dex 15, Deflect Arrows 
  Catch one ranged attack per round
   Improved Grapple1 
  Dex 13, Improved Unarmed Strike 
  +2 bonus on grapple attempts, no attack of opportunity
   Scorpion Style1 
  Improved Unarmed Strike 
  Reduce target’s speed to 5 ft.
    Gorgon’s Fist1 
  Scorpion Style, base attack bonus +6 
  Stagger a foe whose speed is reduced
     Medusa’s Wrath1 
  Gorgon’s Wrath, base attack bonus +11 
  Make 2 extra attacks against a hindered foe
   Stunning Fist1 
  Dex 13, Wis 13, Improved Unarmed Strike,  
  Stun opponent with an unarmed strike 
     
  base attack bonus +8 
  Intimidating Prowess1 
  — 
  Add Str to Intimidate in addition to Cha
  Iron Will 
  — 
  +2 bonus on Will saves
  Leadership 
  Character level 6th 
  Gain a cohort and followers
  Lightning Reflexes 
  — 
  +2 bonus on Reflex saves
  Magical Aptitude 
  — 
  +2 bonus on Spellcraft and Use Magic Device checks
  Martial Weapon Proficiency 
  — 
  No penalty on attacks made with one martial weapon
  Mounted Combat1 
  Ride 1 rank 
  Avoid attacks on mount with Ride check
   Mounted Archery1 
  Mounted Combat 
  Half penalty for ranged attacks while mounted
   Ride-By Attack1 
  Mounted Combat 
  Move before and after a charge attack while mounted
    Spirited Charge1 
  Ride-By Attack 
  Double damage on a mounted charge
   Trample1 
  Mounted Combat 
  Overrun targets while mounted
  Natural Spell 
  Wis 13, wild shape class feature 
  Case spells while using wild shape
  Overhand Chop1 
  — 
  Add double Str bonus with a 2-handed weapon
   Backswing1 
  Overhand Chop, base attack bonus +6 
  Deal extra damage with a 2-handed weapon
    Devastating Blow1 
  Backswing, base attack bonus +11 
  Make one attack an automatic critical hit
  Persuasive 
  — 
  +2 bonus on Diplomacy and Intimidate checks
  Point Blank Shot1 
  — 
  +1 attack and damage on targets within 30 feet
   Far Shot1 
  Point Blank Shot 
  Decrease ranged penalties by half
   Precise Shot1 
  Point Blank Shot 
  No penalty for shooting into melee
    Improved Precise Shot1 
  Dex 19, Precise Shot, base attack bonus +11 
  No cover or concealment chance on ranged attacks
     Pinpoint Targeting1 
  Improved Precise Shot, base attack bonus +16 
  No armor or shield bonus on one ranged attack
   Shot on the Run1 
  Dex 13, Mobility, Point Blank Shot,  
  Move before and after ranged attack 
     
  base attack bonus +4 
   Rapid Shot1 
  Dex 13, Point Blank Shot 
  Make one extra ranged attack
    Manyshot1 
  Dex 17, Rapid Shot, base attack bonus +6 
  Shoot two arrows simultaneously
  Power Attack1 
  Str 13, base attack bonus +1 
  Trade melee attack bonus for damage
   Cleave1 
  Power Attack 
  Make an additional attack if the first one hits
    Great Cleave1 
  Cleave, base attack bonus +4 
  Make an additional attack after each attack hits
   Improved Bull Rush1 
  Power Attack 
  +2 bonus on bull rush attempts, no attack of opportunity
   Improved Overrun1 
  Power Attack 
  +2 bonus on overrun attempts, no attack of opportunity
   Improved Sunder1 
  Power Attack 
  +2 bonus on sunder attempts, no attack of opportunity
  Quick Draw1 
  Base attack bonus +1 
  Draw weapon as a free action
  Rapid Reload1 
  — 
  Reload crossbow quickly
  Razor Sharp Chair Leg1 
  Caught Off Guard or Throw Anything,  
  Make an improvised weapon deadly 
     
  base attack bonus +8 
  Run 
  — 
  Run at 5 times your normal speed
  Selective Channeling 
  Cha 13, channel energy class feature 
  Choose who to affect with channel energy
  Self-Sufficient 
  — 
  +2 bonus on Heal and Survival checks
  Shield Proficiency 
  — 
  No penalties on attack rolls when using a shield
   Improved Shield Bash1 
  Shield Proficiency 
  Keep your shield bonus when shield bashing
    Shield Slam1 
  Improved Shield Bash, base attack bonus +6 Free bull rush with a bash attack
     Shield Master1 
  Shield Slam, base attack bonus +11 
  No two-weapon penalties when using a shield
   Tower Shield Proficiency1 
  Shield Proficiency 
  No penalties on attack rolls when using a tower shield
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  80
  Pathfinder Roleplaying Game
  Feat 
  Prerequisites 
  Benefits
  Simple Weapon Proficiency 
  — 
  No penalty on attacks made with simple weapons
  Skill Focus 
  — 
  +3 bonus on one skill
  Spell Focus 
  — 
  +1 bonus on save DCs for one school
   Greater Spell Focus 
  Spell Focus 
  +1 bonus on save DCs for one school
  Spell Mastery 
  1st level Wizard 
  Prepare some spells without a spellbook
  Spell Penetration 
  — 
  +2 bonus on level checks to beat spell resistance
   Greater Spell Penetration 
  Spell Penetration 
  +4 bonus on level checks to beat spell resistance
  Stealthy 
  — 
  +2 bonus on Escape Artist and Stealth checks
  Throw Anything1 
  — 
  No penalties for improvised ranged weapons
  Toughness 
  — 
  +3 hit points, +1 per Hit Die
  Turning Smite 
  Channel energy class feature 
  Add a turning attempt to your attack
  Two-Weapon Fighting1 
  Dex 15 
  Reduce two-weapon fighting penalties to –2
   Double Slice1 
  Two-Weapon Fighting 
  +2 bonus on attacks made with your off-hand
   Two-Weapon Rend1 
  Double Slice, Improved Two-Weapon 
  Rend a foe hit by both your weapons 
     
  Fighting, base attack bonus +11 
   Improved Two-Weapon Fighting1 Dex 17, Two-Weapon Fighting,  
  Gain additional off-hand attack 
     
  base attack bonus +6 
    Greater Two-Weapon Fighting1 Dex 19, Improved Two-Weapon Fighting,  
  Gain another off-hand attack 
     
  base attack bonus +11 
    Weapon Swap1 
  Dex 17, Improved Two-Weapon Fighting 
  Make all of your attacks with one weapon 
   Two-Weapon Defense1 
  Two-Weapon Fighting 
  Gain +1 shield bonus when wielding two weapons
  Vital Strike1 
  Base attack bonus +11 
  Take one fewer attack to deal extra damage
   Improved Vital Strike1 
  Vital Strike, base attack bonus +16 
  Take two fewer attacks to deal significantly more damage
  Weapon Finesse1 
  — 
  Use Dex instead of Str on attack rolls with light weapons
  Weapon Focus1 
  Proficiency with weapon, base attack bonus +1 +1 bonus on attack rolls with one weapon
   Greater Weapon Focus1 
  Weapon Focus, 8th level fighter 
  +1 bonus on attack rolls with one weapon
   Weapon Specialization1 
  Weapon Focus, 4th level fighter 
  +2 bonus on damage rolls with one weapon
    Greater Weapon Specialization1 Weapon Specialization, 12th level fighter 
  +4 bonus on damage rolls with one weapon
  Item Creation Feats 
  Prerequisites 
  Benefits
  Brew Potion 
  Caster level 3rd 
  Create magic potions
  Craft Magic Arms and Armor 
  Caster level 5th 
  Create magic armors, shields, and weapons
  Craft Rod 
  Caster level 9th 
  Create magic rods
  Craft Staff 
  Caster level 12th 
  Create magic staves
  Craft Wand 
  Caster level 5th 
  Create magic wands
  Craft Wondrous Items 
  Caster level 3rd 
  Create magic wondrous items
  Forge Rings 
  Caster level 12th 
  Create magic rings
  Scribe Scroll 
  Caster level 1st 
  Create magic scrolls
  Metamagic Feats 
  Prerequisites 
  Benefits
  Empower Spell 
  — 
  Increase spell variables by 50%
  Enlarge Spell 
  — 
  Double spell range
  Extend Spell 
  — 
  Double spell duration
  Heighten Spell 
  — 
  Treat spell as a higher level
  Maximize Spell 
  — 
  Maximize spell varables
  Quicken Spell 
  — 
  Cast spell as a swift action
  Silent Spell 
  — 
  Cast spell without verbal components
  Still Spell 
  — 
  Cast spell without somatic components
  Widen Spell 
  — 
  Double spell area
  1 This is a combat feat and can be selected as a fighter bonus feat 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  81
  Pathfinder RPG: Feats
  6
  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 a class level that a char-
  acter must have in order to acquire this feat. This entry is 
  absent if a feat has no prerequisite. A feat may have more 
  than one prerequisite.
  Benefit: What the 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 facts about the feat that may be help-
  ful while you decide whether or not to acquire the feat.
  Acrobatic
  You are skilled at leaping, jumping, and climbing.
  Benefit: You get a +2 bonus on all Acrobatics and Fly 
  skill checks. If you have 10 or more ranks in one of these 
  skills the bonus increase to +4 for that skill.
  Agile Maneuvers (Combat)
  Your learned to use your quickness in place of brute force 
  when performing combat maneuvers.
  Benefit: You add your Dexterity bonus to your base at-
  tack bonus and size bonus when determining your combat 
  maneuver bonus (see the Combat chapter) instead of your 
  Strength bonus.
  Normal: You add your Strength bonus to your base at-
  tack bonus and size bonus when determining your combat 
  maneuver bonus.
  Alertness
  Your keen senses allow you to perceive what others might 
  normally miss.
  Benefit: You get a +2 bonus on Perception and Sense 
  Motive skill checks. If you have 10 or more ranks in one of 
  these skills the bonus increase to +4 for that skill.
  Animal Affinity
  You are skilled at working with animals and mounts.
  Benefit: You get a +2 bonus on all Handle Animal and 
  Ride skill checks. If you have 10 or more ranks in one of 
  these skills the bonus increase to +4 for that skill.
  Arcane Armor Mastery (Combat)
  You have mastered the ability to cast spells while w earing 
  armor.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  82
  Pathfinder Roleplaying Game
  Prerequisites: 
  Arcane 
  Armor 
  Training, 
  Armor 
  Proficiency (Medium), caster level 7th.
  Benefit: As a swift action, reduce the arcane spell failure 
  chance due to the armor you are wearing by 20% for any 
  spells you cast this round. This bonus replaces, and does not 
  stack with, the bonus granted by Arcane Armor Training.
  Arcane Armor Training (Combat)
  You have learned how to cast spells while wearing armor.
  Prerequisites: Armor Proficiency (Light), caster level 3rd.
  Benefit: As a swift action, reduce the arcane spell failure 
  chance due to the armor you are wearing by 10% for any 
  spells you cast this round.
  Arcane Strike (Combat)
  You draw upon your arcane power to enhance your 
  weapons.
  Prerequisite: Ability to cast arcane spells.
  Benefit: As a swift action, you can imbue your weapons 
  with a fraction of your power. For 1 round, your weapons 
  deal +1 damage and are treated as magic for the purpose of 
  overcoming damage reduction. For every five caster levels 
  you possess, this bonus increases by +1, to a maximum of 
  +5 at 20th level.
  Armor Proficiency, Heavy
  You are skilled at wearing heavy armor.
  Prerequisites: Light Armor Proficiency, Medium 
  Armor Proficiency.
  Benefit: See Armor Proficiency, Light.
  Normal: See Armor Proficiency, Light.
  Special: Clerics, fighters, and paladins automatically 
  have Heavy Armor Proficiency as a bonus feat. They need 
  not select it.
  Armor Proficiency, Light
  You are skilled at wearing light armor.
  Benefit: When you wear a type of armor with which 
  you are proficient, the armor check penalty for that 
  armor applies only to Dexterity- and Strength-based 
  skill checks.
  Normal: A character who is wearing armor with which 
  he is not proficient applies its armor check penalty to 
  a ttack rolls and to all skill checks that involve moving.
  Special: All characters except monks, sorcerers, and 
  wizards automatically have Armor Proficiency (light) as a 
  bonus feat. They need not select it.
  Armor Proficiency, Medium
  You are skilled at wearing medium armor.
  Prerequisite: Light Armor Proficiency.
  Benefit: See Armor Proficiency, Light.
  Normal: See Armor Proficiency, Light.
  Special: Barbarians, bards, clerics, druids, fighters,  and 
  paladins automatically have Medium Armor Proficiency 
  as a bonus feat. They need not select it.
  Athletic
  You possess an inherent physical prowess.
  Benefit: You get a +2 bonus on Climb and Swim skill 
  checks. If you have 10 or more ranks in one of these skills 
  the bonus increase to +4 for that skill.
  Augment Summoning
  Your summoned creatures are more powerful and robust 
  than most.
  Prerequisite: Spell Focus (conjuration).
  Benefit: Each creature you conjure with any summon spell 
  gains a +4 enhancement bonus to Strength and Constitution 
  for the duration of the spell that s ummoned it.
  Backswing (Combat)
  You are skilled at using your return swing to deal a dditional 
  damage your foes.
  Prerequisites: Overhand Chop, base attack bonus +6.
  Benefit: When making a full-attack action with a two-
  handed melee weapon, add double your Strength bonus to 
  the damage roll of your first attack. If your base attack bo-
  nus is +11 or higher, add triple your Strength bonus to the 
  damage roll of your first attack.
  Normal: You normally add 1-1/2 times your Strength 
  modifier to damage rolls with a two-handed weapon.
  Blind-Fight (Combat)
  You are skilled at attacking opponents that you cannot 
  clearly perceive.
  Benefit: In melee, every time you miss because of con-
  cealment, you can reroll your miss chance percentile roll 
  one time to see if you actually hit.
  An invisible attacker gets no advantages related to h itting 
  you in melee. 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. The invisible attacker’s bonuses 
  do still apply for ranged attacks, however.
  You do not need to make Acrobatics skill checks to move 
  at full speed while blinded.
  Normal: Regular attack roll modifiers for invisible at-
  tackers trying to hit you apply, and you lose your Dexterity 
  bonus to AC. The speed reduction for darkness and poor 
  visibility also applies.
  Special: The Blind-Fight feat is of no use against a char-
  acter who is the subject of a blink spell.
  Brew Potion (Item Creation)
  You can create magic potions.
  Prerequisite: Caster level 3rd.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  83
  Pathfinder RPG: Feats
  6
  Benefit: You can create a potion of any 3rd-level or lower 
  spell that you know and that targets one or more creatures. 
  Brewing a potion takes 2 hours if its base price is 250 gp 
  or less, otherwise brewing a potion takes 1 day for each 
  1,000 gp in its base price. When you create a potion, you set 
  the caster level, which must be sufficient to cast the spell 
  in question and no higher than your own level. The base 
  price of a potion is its spell level × its caster level × 50 gp. To 
  brew a potion, you must use up raw materials costing one 
  half this base price.
  When you create a potion, you make any choices that 
  you would normally make when casting the spell. Whoever 
  drinks the potion is the target of the spell.
  Any potion that stores a spell with a costly material 
  component also carries a commensurate cost. In addition 
  to the costs derived from the base price, you must expend 
  the material component when creating the potion.
  Caught Off-Guard (Combat)
  Foes are surprised by your use of unorthodox weapons.
  Prerequisites: Base attack bonus +4.
  Benefit: You do not suffer any penalties for using 
  an improvised melee weapon. Unarmed opponents are 
  f lat-footed to any attacks you make with an improvised 
  melee weapon.
  Normal: You take a –4 penalty on attack rolls made with 
  an improvised weapon.
  Cleave (Combat)
  You can strike two adjacent foes with a single swing.
  Prerequisites: Str 13, Power Attack, base attack bonus +1.
  Benefit: As a full-round action, make a single melee at-
  tack against a foe within reach. If you hit, you deal damage 
  normally and can make an additional attack (at the same 
  bonus) against a foe that is adjacent to the first and also 
  within reach. Both of these attacks are made at your high-
  est attack bonus. You can only make one additional attack 
  per round with this feat.
  Combat Casting
  You are skilled at casting spells when threatened or 
  distracted.
  Benefit: You get a +4 bonus on Spellcraft checks made to 
  cast a spell or use a spell-like ability while casting on the 
  defensive or while grappled.
  Combat Expertise (Combat)
  You can increase your defense at the expense of your 
  accuracy.
  Prerequisites: Int 13.
  Benefit: You can only choose to use this feat when you 
  declare that you are making an attack or full-attack ac-
  tion with a melee weapon. Add an amount equal to your 
  Intelligence modifier (or your base attack bonus, which-
  ever is lower, minimum 1) as a Dodge bonus to your armor 
  class for 1 round. Subtract the same amount from your me-
  lee attack rolls for 1 round.
  Combat Reflexes (Combat)
  You can make additional attacks of opportunity.
  Benefit: You may make a number of additional attacks of 
  opportunity equal to your Dexterity bonus. With this feat, 
  you may also make attacks of opportunity while flat-footed.
  Normal: A character without this feat can make only one 
  attack of opportunity per round and can’t make attacks of 
  opportunity while flat-footed.
  Special: The Combat Reflexes feat does not allow a rogue 
  to use his opportunist ability more than once per round.
  Craft Magic Arms and Armor (Item 
  Creation)
  You can create magic armor, shields, and weapons.
  Prerequisite: Caster level 5th.
  Benefit: You can create any magic weapon, armor, or 
  shield whose prerequisites you meet. Enhancing a weapon, 
  suit of armor, or shield takes 1 day for each 1,000 gp in the 
  price of its magical features. To enhance a weapon, suit of 
  armor, or shield, you must use up raw materials costing 
  one-half of this total price.
  The weapon, armor, or shield to be enhanced must be a 
  masterwork item that you provide. Its cost is not included 
  in the above cost.
  You can also mend a broken magic weapon, suit of ar-
  mor, or shield if it is one that you could make. Doing so 
  costs half the raw materials and half the time it would take 
  to craft that item in the first place.
  Craft Rod (Item Creation)
  You can create magic rods.
  Prerequisite: Caster level 9th.
  Benefit: You can create any rod whose prerequisites you 
  meet. Crafting a rod takes 1 day for each 1,000 gp in its 
  base price. To craft a rod, you must use up raw materials 
  costing one-half of its base price.
  Some rods incur extra costs in material components as 
  noted in their descriptions. These costs are in addition to 
  those derived from the rod’s base price.
  Craft Staff (Item Creation)
  You can create magic staves.
  Prerequisite: Caster level 12th.
  Benefit: You can create any staff whose prerequisites 
  you meet. Crafting a staff takes 1 day for each 1,000 gp in 
  its base price. To craft a staff, you must use up raw materi-
  als costing one-half of its base price. A newly created staff 
  has 10 charges.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  84
  Pathfinder Roleplaying Game
  Some staffs incur extra costs in material components as 
  noted in their descriptions. These costs are in addition to 
  those derived from the staff ’s base price.
  Craft Wand (Item Creation)
  You can create magic wands.
  Prerequisite: Caster level 5th.
  Benefit: You can create a wand of any 4th-level or lower 
  spell that you know. Crafting a wand takes 1 day for each 
  1,000 gp in its base price. The base price of a wand is its 
  caster level × the spell level × 750 gp. To craft a wand, you 
  must use up raw materials costing one-half of this base 
  price. A newly created wand has 50 charges.
  Any wand that stores a spell with a costly material com-
  ponent also carries a commensurate cost. In addition to 
  the cost derived from the base price, you must expend 50 
  copies of the material component.
  Craft Wondrous Items (Item Creation)
  You can create wondrous items, a type of magic item.
  Prerequisite: Caster level 3rd.
  Benefit: You can create any wondrous item whose pre-
  requisites you meet. Enchanting a wondrous item takes 1 
  day for each 1,000 gp in its price. To enchant a wondrous 
  item, you must use up raw materials costing one half of its 
  base price.
  You can also mend a broken wondrous item if it is one 
  that you could make. Doing so costs half the raw materi-
  als and half the time it would take to craft that item in the 
  first place.
  Some wondrous items incur extra costs in material 
  components as noted in their descriptions. These costs 
  are in addition to those derived from the item’s base 
  price. You must pay such a cost to create an item or to 
  mend a broken one.
  Dazzling Display (Combat)
  Your skill with your favored weapon can frighten enemies.
  Prerequisite: Weapon Focus.
  Benefit: While wielding the weapon in which you have 
  Weapon Focus, you can perform a Dazzling Display as a 
  full-round action. Make an Intimidate check against all 
  foes within 30 feet who can see you. You can substitute an 
  attack roll in place of your Intimidate check if your attack 
  bonus is higher.
  Deadly Aim (Combat)
  You can make exceptionally deadly ranged attacks by pin-
  pointing a target’s weak spot, at the expense of making the 
  attack less likely to succeed.
  Prerequisite: Dex 13, base attack bonus +1.
  Benefit: Add an amount equal to your Dexterity modi-
  fier (or your base attack bonus, whichever is lower) to your 
  ranged damage rolls for 1 round (in addition to the normal 
  damage modifier from a high Strength score, if applica-
  ble). Subtract the same amount from your ranged attack 
  rolls for 1 round.
  Deadly Stroke (Combat)
  With one well-placed strike, you can bring an end to 
  most foes.
  Prerequisites: Dazzling Display, Greater Weapon Focus, 
  Stunned Defense, Weapon Focus, base attack b onus +11.
  Benefit: As a standard action, make a single attack 
  with the weapon for which you have Greater Weapon 
  Focus against a stunned or flat-footed opponent. If you 
  hit, you deal double the normal damage and the target 
  takes 1 point of Constitution bleed.
  Deceitful
  You are skilled at deceiving others.
  Benefit: You get a +2 bonus on all Bluff and Disguise 
  skill checks. If you have 10 or more ranks in one of these 
  skills the bonus increase to +4 for that skill.
  Defensive Combat Training (Combat)
  You have been trained to defend yourself from a variety of 
  combat maneuvers.
  Benefit: Add +4 to the DC of performing combat ma-
  neuvers against you, such as bull rush, grapple, and trip 
  (see the Chapter 9). 
  Deflect Arrows (Combat)
  You can knock arrows and other projectiles off course, pre-
  venting them from hitting you.
  Prerequisites: Dex 13, Improved Unarmed Strike.
  Benefit: You must have at least one hand free (holding 
  nothing) to use this feat. Once per round when you would 
  normally be hit with a ranged weapon, you may deflect it 
  so that you take no damage from it. You must be aware of 
  the attack and not flat-footed.
  Attempting to deflect a ranged weapon doesn’t count 
  as an action. Unusually massive ranged weapons (such as 
  boulders or ballista bolts) and ranged attacks generated by 
  spell effects can’t be deflected.
  Deft Hands
  You have exceptional manual dexterity.
  Benefit: You get a +2 bonus on Disable Device and Sleight 
  of Hand skill checks. If you have 10 or more ranks in one of 
  these skills the bonus increase to +4 for that skill.
  Devastating Blow (Combat)
  Your strike hits with devastating accuracy.
  Prerequisites: Backswing, Overhand Chop, base attack 
  bonus +11.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  85
  Pathfinder RPG: Feats
  6
  Benefit: As a standard action, make a single melee attack 
  with a two-handed melee weapon at a –5 penalty. If you 
  hit, you score a critical hit. Special weapon abilities that 
  activate only on a critical hit, such as vorpal and f laming 
  burst, do not activate.
  Diehard
  You are especially hard to kill and remain conscious with 
  even the most grievous wounds.
  Prerequisite: Endurance.
  Benefit: When reduced to between –1 and –9 hit points, 
  you automatically become stable. You don’t have to roll d% 
  to see if you lose 1 hit point each round.
  When reduced to negative hit points, you may choose to 
  act as if you were disabled, rather than dying. You must 
  make this decision as soon as you are reduced to nega-
  tive hit points (even if it isn’t your turn). If you do not 
  choose to act as if you were disabled, you immediately fall 
  unconscious.
  When using this feat, you are staggered. You can take a 
  move action without further injuring yourself, but if you 
  perform any standard action (or any other action deemed 
  as strenuous, including some free actions, such as casting 
  a quickened spell) you take 1 point of damage after com-
  pleting the act. If you reach –10 hit points, you immedi-
  ately fall unconscious or die if your Constitution score is 
  10 or less.
  Normal: A character without this feat who is reduced to 
  between –1 and –9 hit points is unconscious and dying.
  Dodge (Combat)
  You have mastered a defensive stance that allows to you 
  easily react to your opponents.
  Prerequisite: Dex 13
  Benefit: As a swift action, you gain a +1 dodge bonus to 
  your AC until your next turn. If you have 10 or more ranks 
  in Acrobatics, the dodge bonus increases to +2.
  Double Slice (Combat)
  When wielding two weapons, your off-hand weapon can be 
  used with great effectiveness
  Prerequisite: Dex 15, Two-Weapon Fighting.
  Benefit: Add your Strength bonus to damage rolls made 
  with your off-hand weapon.
  Normal: You normally add half your Strength modifier 
  to damage rolls made with your off-hand weapon.
  Empower Spell (Metamagic)
  You can increase the power of your spells, causing them to 
  deal more damage.
  Benefit: All variable, numeric effects of an empowered 
  spell are increased by one-half.
  Saving throws and opposed rolls are not affected, nor 
  are spells without random variables. An empowered spell 
  uses up a spell slot two levels higher than the spell’s ac-
  tual level.
  Endurance
  You are not easily tired from harsh conditions or long 
  exertions.
  Benefit: You gain a +4 bonus on the following checks 
  and saves: Swim checks made to resist nonlethal damage 
  from exhaustion, Constitution checks made to continue 
  running, Constitution checks made to avoid nonlethal 
  damage from a forced march, Constitution checks made to 
  hold your breath, Constitution checks made to avoid non-
  lethal damage from starvation or thirst, Fortitude saves 
  made to avoid nonlethal damage from hot or cold envi-
  ronments, and Fortitude saves made to resist damage from 
  suffocation. Also, you may sleep in light or medium armor 
  without becoming fatigued.
  Normal: A character without this feat who sleeps in 
  medium or heavier armor is automatically fatigued the 
  next day.
  Enlarge Spell (Metamagic)
  You can increase the range of your spells.
  Benefit: You can alter a spell with a range of close, me-
  dium, or long to increase its range by 100%. An enlarged 
  spell with a range of close now has a range of 50 ft. + 5 ft./
  level, while medium-range spells have a range of 200 ft. + 
  20 ft./level and long-range spells have a range of 800 ft. + 
  80 ft./level. An enlarged spell uses up a spell slot one level 
  higher than the spell’s actual level.
  Spells whose ranges are not defined by distance, as well 
  as spells whose ranges are not close, medium, or long, do 
  not have increased ranges.
  Eschew Materials
  You can cast spells without material components.
  Benefit: You can cast any spell that has a material compo-
  nent costing 1 gp or less without needing that component. 
  The casting of the spell still provokes attacks of opportu-
  nity as normal. If the spell requires a material component 
  that costs more than 1 gp, you must have the material com-
  ponent on hand to cast the spell, just as normal.
  Exotic Weapon Proficiency (Combat)
  Choose a type of exotic weapon. You understand how to 
  use that type of exotic weapon in combat.
  Prerequisite: Base attack bonus +1.
  Benefit: You make attack rolls with the weapon normally.
  Normal: A character who uses a weapon with which he is 
  not proficient takes a –4 penalty on attack rolls.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  86
  Pathfinder Roleplaying Game
  Special: You can gain Exotic Weapon Proficiency mul-
  tiple times. Each time you take the feat, it applies to a new 
  type of exotic weapon. Proficiency with the bastard sword or 
  the dwarven waraxe has an additional prerequisite of Str 13.
  Extend Spell (Metamagic)
  You can make your spells last twice as long.
  Benefit: An extended spell lasts twice as long as normal. 
  A spell with a duration of concentration, instantaneous, or 
  permanent is not affected by this feat. An extended spell uses 
  up a spell slot one level higher than the spell’s actual level.
  Extra Ki
  You can use your ki pool more times per day than most.
  Prerequisite: Ki pool class feature.
  Benefit: Your ki pool increases by 2. 
  Special: You can gain Extra Ki multiple times. Its 
  e ffects stack.
  Extra Lay On Hands
  You can use your lay on hands ability more times per day 
  than most.
  Prerequisite: Lay on hands class feature.
  Benefit: You can use your lay on hands ability two ad-
  ditional times per day. 
  Special: You can gain Extra Lay On Hands multiple 
  times. Its effects stack.
  Extra Rage
  You can use your rage ability more than normal.
  Prerequisite: Rage class feature.
  Benefit: You gain 6 additional rage points. 
  Special: You can gain Extra Rage multiple times. Its ef-
  fects stack.
  Extra Turning
  You can channel positive or negative energy more times 
  per day than most.
  Prerequisite: Ability to channel energy.
  Benefit: You can channel energy two additional times 
  per day.
  Far Shot (Combat)
  You are more accurate at longer ranges.
  Prerequisites: Point Blank Shot.
  Benefit: You only suffer a –1 penalty per full range 
  increment between you and your target when using a 
  ranged weapon.
  Normal: You suffer a –2 penalty per full range 
  i ncrement between you and your target.
  Forge Ring (Item Creation)
  You can create magic rings.
  Prerequisite: Caster level 12th.
  Benefit: You can create any ring whose prerequisites you 
  meet. Crafting a ring takes 1 day for each 1,000 gp in its 
  base price. To craft a ring, you must use up raw materials 
  costing one-half of its base price.
  You can also mend a broken ring if it is one that you 
  could make. Doing so costs half the raw materials and half 
  the time it would take to forge that ring in the first place.
  Some magic rings incur extra costs in material 
  c omponents as noted in their descriptions. You must pay 
  such a cost to forge such a ring or to mend a broken one.
  Gorgon’s Fist (Combat)
  With one well-placed blow, you can leave your target 
  reeling.
  Prerequisites: Improved Unarmed Strike, Scorpion 
  Style, base attack bonus +6.
  Benefit: As a standard action, make a single unarmed 
  melee attack. If the attack hits, you deal damage normally 
  and the target is staggered until the end of your next turn 
  unless it makes a Fortitude saving throw (DC 10 + 1/2 your 
  character level + your Wis modifier). This feat has no effect 
  on targets that are staggered.
  Great Cleave (Combat)
  You can strike a number of adjacent foes with a single 
  mighty swing.
  Prerequisites: Str 13, Cleave, Power Attack, base attack 
  bonus +4.
  Benefit: As a full-round action, make a single melee at-
  tack against a foe within reach. If you hit, you deal damage 
  normally and can make an additional attack (at the same 
  bonus) against a foe that is adjacent to the previous foe and 
  within reach. If you hit, you can continue to make attacks 
  against foes adjacent to the previous foe, so long as they 
  are within your reach. You cannot attack an individual foe 
  more than once in a round with this feat.
  Great Fortitude
  You are more resistant to poisons, diseases, and other 
  deadly maladies.
  Benefit: You get a +2 bonus on all Fortitude saving throws.
  Greater Spell Focus
  Choose a school of magic to which you already have ap-
  plied the Spell Focus feat. Any spells you cast of this school 
  are very hard to resist. 
  Benefit: Add +1 to the Difficulty Class for all saving 
  throws against spells from the school of magic you select. 
  This bonus stacks with the bonus from Spell Focus.
  Special: You can gain this feat multiple times. Its effects do 
  not stack. Each time you take the feat, it applies to a new school 
  to which you already have applied the Spell Focus feat.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  87
  Pathfinder RPG: Feats
  6
  Greater Spell Penetration
  Your spells break through spell resistance much more 
  e asily than most.
  Prerequisite: Spell Penetration.
  Benefit: You get a +2 bonus on caster level checks (1d20 + 
  caster level) made to overcome a creature’s spell resistance. 
  This bonus stacks with the one from Spell Penetration.
  Greater Two-Weapon Fighting (Combat)
  You are incredibly skilled at fighting with two weapons.
  Prerequisites: Dex 19, Improved Two-Weapon Fighting, 
  Two-Weapon Fighting, base attack bonus +11.
  Benefit: You get a third attack with your off-hand weap-
  on, albeit at a –10 penalty.
  Greater Weapon Focus (Combat)
  Choose one type of weapon for which you have already se-
  lected Weapon Focus. You can also choose unarmed strike 
  or grapple as your weapon for purposes of this feat. You are 
  a master at your chosen weapon.
   Prerequisites: Proficiency with selected weapon, 
  Weapon Focus with selected weapon, fighter level 8th.
  Benefit: You gain a +1 bonus on all attack rolls you make 
  using the selected weapon. This bonus stacks with other bo-
  nuses on attack rolls, including the one from Weapon Focus.
  Special: You can gain Greater Weapon Focus multiple 
  times. Its effects do not stack. Each time you take the feat, 
  it applies to a new type of weapon.
  Greater Weapon Specialization (Combat)
  Choose one type of weapon for which you have already se-
  lected Weapon Specialization. You can also choose u narmed 
  strike or grapple as your weapon for purposes of this feat.
   Prerequisites: Proficiency with selected weapon, Greater 
  Weapon Focus with selected weapon, Weapon Focus with 
  selected weapon, Weapon Specialization with selected 
  weapon, fighter level 12th.
  Benefit: You gain a +2 bonus on all damage rolls you 
  make using the selected weapon. This bonus stacks with 
  other bonuses on damage rolls, including the one from 
  Weapon Specialization.
  Special: You can gain Greater Weapon Specialization 
  multiple times. Its effects do not stack. Each time you take 
  the feat, it applies to a new type of weapon.
  Heighten Spell (Metamagic)
  You can cast spells as if there were a higher level, i ncreasing 
  their potency.
  Benefit: A heightened spell has a higher spell level 
  than normal (up to a maximum of 9th level). Unlike other 
  metamagic feats, Heighten Spell actually increases the ef-
  fective level of the spell that it modifies. All effects depen-
  dent on spell level (such as saving throw DCs and ability to 
  penetrate a lesser globe of invulnerability) are calculated ac-
  cording to the heightened level. The heightened spell is as 
  difficult to prepare and cast as a spell of its effective level. 
  Improved Bull Rush (Combat)
  You are skilled at pushing your foes around.
  Prerequisite: Str 13, Power Attack.
  Benefit: You do not provoke an attack of opportunity 
  when performing a bull rush combat maneuver. In addi-
  tion, you receive a +2 bonus on checks made to bull rush a 
  foe. In addition, increase the DC of performing a bull rush 
  combat maneuver against you by +2.
  Normal: You provoke an attack of opportunity when 
  performing a bull rush combat maneuver.
  Improved Counterspell
  You are skilled at countering the spells of others, using 
  similar spells.
  Benefit: When counterspelling, you may use a spell of 
  the same school that is one or more spell levels higher 
  than the target spell.
  Normal: Without this feat, you may counter a spell only 
  with the same spell or with a spell specifically designated 
  as countering the target spell.
  Improved Critical (Combat)
  Choose one type of weapon. Attacks made with your cho-
  sen weapon are especially deadly.
  Prerequisite: Proficient with weapon, base attack bo-
  nus +8.
  Benefit: When using the weapon you selected, your 
  threat range is doubled.
  Special: You can gain Improved Critical multiple times. 
  The effects do not stack. Each time you take the feat, it ap-
  plies to a new type of weapon.
  This effect doesn’t stack with any other effect that ex-
  pands the threat range of a weapon.
  Improved Disarm (Combat)
  You are skilled at knocking weapons from a foe’s grasp.
  Prerequisite: Int 13, Combat Expertise.
  Benefit: You do not provoke an attack of opportunity 
  when performing a disarm combat maneuver. In addition, 
  you receive a +2 bonus on checks made to disarm a foe. In 
  addition, increase the DC of performing a disarm combat 
  maneuver against you by +2.
  Normal: You provoke an attack of opportunity when 
  performing a disarm combat maneuver.
  Improved Familiar
  This feat allows you to acquire a new familiar from a non-
  standard list, but only when you could normally acquire a 
  new familiar.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  88
  Pathfinder Roleplaying Game
  Prerequisites: Ability to acquire a new familiar, compat-
  ible alignment, sufficiently high level (see below).
  Benefit: When choosing a familiar, the creatures 
  listed below are also available to you. You may choose a 
  familiar with an alignment up to one step away on each 
  of the alignment axis (lawful through chaotic, good 
  through evil).
   
  Arcane 
  Familiar  
  Alignment  
  Spellcaster Level
  Celestial hawk1 
  Neutral good 
  3rd
  Dire rat 
  Neutral 
  3rd
  Fiendish Tiny viper snake2 
  Neutral evil 
  3rd
  Elemental, Small (any type) 
  Neutral 
  5th
  Stirge  
  Neutral  
  5th
  Formian worker  
  Lawful neutral  
  7th
  Grig (without a fiddle) 
  Neutral good 
  7th
  Homunculus3 
  Any 
  7th
  Imp  
  Lawful evil  
  7th
  Mephit (any type) 
  Neutral 
  7th
  Pseudodragon  
  Neutral good  
  7th
  Quasit  
  Chaotic evil  
  7th
  1 Or other celestial animal from the standard familiar list.
  2 Or other fiendish animal from the standard familiar list.
  3 The master must first create the homunculus.
  Improved familiars otherwise use the rules for regu-
  lar familiars, with two exceptions: if the creature’s type 
  is something other than animal, its type does not change 
  and improved familiars do not gain the ability to speak 
  with other creatures of their kind (although many of them 
  already have the ability to communicate).
  Improved Feint (Combat)
  You are skilled at fooling your opponents in combat.
  Prerequisites: Int 13, Combat Expertise.
  Benefit: You can make a Bluff check to feint in combat 
  as a move action.
  Normal: Feinting in combat is a standard action.
  Improved Grapple (Combat)
  You are skilled at grappling opponents.
  Prerequisite: Dex 13, Improved Unarmed Strike.
  Benefit: You do not provoke an attack of opportunity 
  when performing a grapple combat maneuver. In addition, 
  you receive a +2 bonus on checks made to grapple a foe. In 
  addition, increase the DC of performing a grapple combat 
  maneuver against you by +2.
  Normal: You provoke an attack of opportunity when 
  performing a grapple combat maneuver.
  Improved Initiative (Combat)
  Your quick reflexes allow you to react quickly to danger.
  Benefit: You get a +4 bonus on initiative checks.
  Improved Overrun (Combat)
  You are skilled at running down your foes.
  Prerequisite: Str 13, Power Attack.
  Benefit: You do not provoke an attack of opportunity 
  when performing an overrun combat maneuver. In addi-
  tion, you receive a +2 bonus on checks made to overrrun a 
  foe. In addition, increase the DC of performing an overrun 
  combat maneuver against you by +2. Targets of your over-
  run attempt may not chose to avoid you.
  Normal: You provoke an attack of opportunity when 
  performing an overrun combat maneuver.
  Improved Precise Shot (Combat)
  Your ranged attacks ignore anything but total conceal-
  ment and cover.
  Prerequisites: Dex 19, Point Blank Shot, Precise Shot, 
  base attack bonus +11.
  Benefit: Your ranged attacks ignore the AC bonus 
  g ranted to targets by anything less than total cover, 
  and the miss chance granted to targets by anything 
  less than total concealment. Total cover and total 
  c oncealment p rovide their normal benefits against 
  your ranged attacks.
  Normal: See the normal rules on the effects of cover and 
  concealment. 
  Improved Shield Bash (Combat)
  You can protect yourself with your shield, even if you use 
  it to attack.
  Prerequisite: Shield Proficiency.
  Benefit: When you perform a shield bash, you may still 
  apply the shield’s shield bonus to your AC.
  Normal: Without this feat, a character that performs a 
  shield bash loses the shield’s shield bonus to AC until his 
  next turn.
  Improved Sunder (Combat)
  You are skilled at damaging your foes’ weapons and armor.
  Prerequisite: Str 13, Power Attack.
  Benefit: You do not provoke an attack of opportunity 
  when performing a sunder combat maneuver. In addition, 
  you receive a +2 bonus on checks made to sunder an item. 
  In addition, increase the DC of performing a sunder com-
  bat maneuver against you by +2.
  Normal: You provoke an attack of opportunity when 
  performing a sunder combat maneuver.
  Improved Trip (Combat)
  You are skilled at sending your opponents to the ground.
  Prerequisite: Int 13, Combat Expertise.
  Benefit: You do not provoke an attack of opportunity 
  when performing a trip combat maneuver. In addition, you 
  receive a +2 bonus on checks made to trip a foe. In addition, 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  89
  Pathfinder RPG: Feats
  6
  increase the DC of performing a trip combat maneuver 
  against you by +2.
  Normal: You provoke an attack of opportunity when 
  performing a trip combat maneuver.
  Improved Turning
  You turn or rebuke undead to greater effect.
  Prerequisite: Ability to channel energy creatures.
  Benefit: Add +2 to the DC of your channel energy ability. 
  Improved Two-Weapon Fighting (Combat)
  You are skilled at fighting with two weapons.
  Prerequisites: Dex 17, Two-Weapon Fighting, base attack 
  bonus +6.
  Benefit: In addition to the standard single extra attack 
  you get with an off-hand weapon, you get a second attack 
  with it, albeit at a –5 penalty.
  Normal: Without this feat, you can only get a single ex-
  tra attack with an off-hand weapon.
  Improved Unarmed Strike (Combat)
  You are skilled at fighting while unarmed.
  Benefit: You are considered to be armed even when un-
  armed—you do not provoke attacks or opportunity from 
  armed opponents when you attack them while unarmed.
  In addition, your unarmed strikes can deal lethal or 
  nonlethal damage, at your option.
  Normal: Without this feat, you are considered unarmed 
  when attacking with an unarmed strike, and you can deal 
  only nonlethal damage with such an attack.
  Improved Vital Strike (Combat)
  By taking two less attacks, you can deal a great deal of ad-
  ditional damage.
  Prerequisites: Vital Strike, base attack bonus +16.
  Benefit: When performing a full-attack action, you get 
  two fewer attacks (usually the two at your lowest bonus). 
  Any other attacks that hit as part of this full-attack action 
  deal additional damage. Roll the damage dice for all such 
  attacks three times, but do not multiply damage bonuses 
  from Strength, weapon abilities, such as flaming, or preci-
  sion-based damage, such as sneak attack. This bonus dam-
  age is not multiplied on a critical hit. You must choose to 
  use this ability before rolling any of your attacks.
  Intimidating Prowess (Combat)
  Your physical might is intimidating to others.
  Benefit: Add your Strength modifier to Intimidate skill 
  checks in addition to your Charisma modifier.
  Iron Will
  You are more resistant to mental effects.
  Benefit: You get a +2 bonus on all Will saving throws.
  Leadership
  You attract followers to your cause and a companion to join 
  you on your adventures.
  Prerequisite: Character level 6th.
  Benefits: Having this feat enables you to attract loyal 
  companions and devoted followers, subordinates who 
  assist you. See the table below for what sort of cohort 
  and how many followers you can recruit.
  Leadership Modifiers: Several factors can affect 
  a you Leadership score, causing it to vary from the 
  base score (character level + Cha modifier). Your rep-
  utation (from the point of view of the cohort or fol-
  lower you are trying to attract) raises or lowers your 
  Leadership score:
  Leader’s Reputation  
  Modifier
  Great renown  
  +2
  Fairness and generosity  
  +1
  Special power  
  +1
  Failure  
  –1
  Aloofness  
  –1
  Cruelty  
  –2
  Other modifiers may apply when you try to attract a 
  cohort:
  The Leader… 
  Modifier
  Has a familiar, special mount,  
   
  or animal companion  
  –2
  Recruits a cohort of a  
   
  different alignment 
  –1
  Caused the death of a cohort  
  –2*
  * Cumulative per cohort killed.
  Followers have different priorities from cohorts. When 
  you try to attract a new follower, use any of the following 
  modifiers that apply.
  The Leader…  
  Modifier
  Has a stronghold, base of operations,  
   
  guildhouse, or the like 
  +2
  Moves around a lot  
  –1
  Caused the death of other followers  
  –1
  Leadership Score: Your base Leadership score equals your 
  level plus your Charisma modifier. In order to take into 
  account negative Charisma modifiers, this table allows for 
  very low Leadership scores, but you must still be 6th level 
  or higher in order to gain the Leadership feat. Outside fac-
  tors can affect your Leadership score, as detailed above.
  Cohort Level: You can attract a cohort of up to this level. 
  Regardless of your Leadership score, you can only recruit 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  90
  Leadership 
  Cohort 
  Number of Followers by Level
  Score 
  Level 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th
  1 or lower 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  2 
  1st 
  — 
  — 
  — 
  — 
  — 
  —
  3 
  2nd 
  — 
  — 
  — 
  — 
  — 
  —
  4 
  3rd 
  — 
  — 
  — 
  — 
  — 
  —
  5 
  3rd 
  — 
  — 
  — 
  — 
  — 
  —
  6 
  4th 
  — 
  — 
  — 
  — 
  — 
  —
  7 
  5th 
  — 
  — 
  — 
  — 
  — 
  —
  8 
  5th 
  — 
  — 
  — 
  — 
  — 
  —
  9 
  6th 
  — 
  — 
  — 
  — 
  — 
  —
  10 
  7th 
  5 
  — 
  — 
  — 
  — 
  —
  11 
  7th 
  6 
  — 
  — 
  — 
  — 
  —
  12 
  8th 
  8 
  — 
  — 
  — 
  — 
  —
  13 
  9th 
  10 
  1 
  — 
  — 
  — 
  —
  14 
  10th 
  15 
  1 
  — 
  — 
  — 
  —
  15 
  10th 
  20 
  2 
  1 
  — 
  — 
  —
  16 
  11th 
  25 
  2 
  1 
  — 
  — 
  —
  17 
  12th 
  30 
  3 
  1 
  1 
  — 
  —
  18 
  12th 
  35 
  3 
  1 
  1 
  — 
  —
  19 
  13th 
  40 
  4 
  2 
  1 
  1 
  —
  20 
  14th 
  50 
  5 
  3 
  2 
  1 
  —
  21 
  15th 
  60 
  6 
  3 
  2 
  1 
  1
  22 
  15th 
  75 
  7 
  4 
  2 
  2 
  1
  23 
  16th 
  90 
  9 
  5 
  3 
  2 
  1
  24 
  17th 
  110 
  11 
  6 
  3 
  2 
  1
  25 or higher 
  17th 
  135 
  13 
  7 
  4 
  2 
  2
  Pathfinder Roleplaying Game
  a cohort who is two or more levels lower than yourself. 
  The cohort should be equipped with gear appropriate for 
  its level. You can try to attract a cohort of a particular 
  race, class, and alignment. The cohort’s alignment may 
  not be opposed to your alignment on either the law-vs-
  chaos or good-vs-evil axis, and you take a Leadership 
  penalty if you recruit a cohort of an alignment different 
  from your own.
  Cohorts earn XP as follows:
  The cohort does not count as a party member when de-
  termining the party’s XP.
  Divide the cohort’s level by your level.
  Multiply this result by the total XP awarded to you 
  and add that number of experience points to the co-
  hort’s total.
  If a cohort gains enough XP to bring it to a level one 
  lower than your level, the cohort does not gain the new 
  level—its new XP total is 1 less than the amount needed 
  attain the next level. 
  Number of Followers by Level: You can lead up to the indicat-
  ed number of characters of each level. Followers are similar 
  to cohorts, except they’re generally low-level NPCs. Because 
  they’re generally 5 or more levels behind you, they’re rarely 
  effective in combat.
  Followers don’t earn experience and thus don’t gain lev-
  els. When you gain a new level, though, consult the table 
  to determine if you have acquired more followers, some 
  of which may be higher level than the existing followers. 
  Don’t consult the table to see if your cohort gains levels, 
  however, because cohorts earn experience on their own.
  Lightning Reflexes
  You have faster than normal reflexes.
  Benefit: You get a +2 bonus on all Reflex saving throws.
  Lightning Stance (Combat)
  The speed at which you move makes it nearly impossible 
  for opponents to strike you.
  Prerequisites: Dex 17, Dodge, Wind Stance, base attack 
  bonus +11.
  Benefit: If you take two actions to move or a withdraw 
  action this turn, you gain 50% concealment for 1 round.
  Magical Aptitude
  You are skilled at spellcasting and using magic items.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  91
  Pathfinder RPG: Feats
  6
  Benefit: You get a +2 bonus on all Spellcraft checks and 
  Use Magic Device checks. If you have 10 or more ranks in 
  one of these skills the bonus increase to +4 for that skill.
  Manyshot (Combat)
  You can fire multiple arrows against a single target.
  Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, base 
  attack bonus +6.
  Benefit: When making a full-attack action with a bow, 
  your first attack fires two arrows. If the attack hits, both 
  arrows hit. Apply precision-based damage (such as sneak 
  attack) and critical hit damage only once for this attack. 
  Damage reduction and resistances apply separately to 
  each arrow.
  Martial Weapon Proficiency
  Choose a type of martial weapon. You understand how to 
  use that type of martial weapon in combat.
  Benefit: You make attack rolls with the selected weap-
  on normally.
  Normal: When using a weapon with which you are not 
  proficient, you take a –4 penalty on attack rolls.
  Special: Barbarians, fighters, paladins, and rangers are 
  proficient with all martial weapons. They need not select 
  this feat.
  You can gain Martial Weapon Proficiency mul-
  tiple times. Each time you take the feat, it ap-
  plies to a new type of weapon. 
  Maximize Spell (Metamagic)
  Your spells have the maximum possible effect.
  Benefit: All variable, numeric effects of a spell modi-
  fied by this feat are maximized. Saving throws and 
  o pposed rolls are not affected, nor are spells without ran-
  dom v ariables. A maximized spell uses up a spell slot three 
  l evels higher than the spell’s actual level.
  An empowered, maximized spell gains the separate 
  benefits of each feat: the maximum result plus one-half 
  the normally rolled result.
  Medusa’s Wrath (Combat)
  You can take advantage of your opponent’s confusion, de-
  livering multiple blows.
  Prerequisites: Improved Unarmed Strike, Gorgon’s Fist, 
  Scorpion Style, base attack bonus +11.
  Benefit: As a full-attack action, make two additional 
  unarmed strikes at your highest base attack bonus. All of 
  your unarmed strikes must be made against a dazed, flat-
  footed, paralyzed, staggered, stunned, or unconscious foe. 
  Mobility (Combat)
  You can easily move through a dangerous melee.
  Prerequisites: Dex 13, Dodge.
  Benefit: You get a +4 dodge bonus to Armor Class against 
  attacks of opportunity caused when you move out of or 
  within a threatened area. A condition that makes you lose 
  your Dexterity bonus to Armor Class (if any) also makes 
  you lose dodge bonuses.
  Dodge bonuses stack with each other, unlike most types 
  of bonuses.
  Mounted Archery (Combat)
  You are skilled at making ranged attacks while mounted.
  Prerequisites: Ride 1 rank, Mounted Combat.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  92
  Pathfinder Roleplaying Game
  Benefit: The penalty you take when using a ranged 
  weapon while mounted is halved: –2 instead of –4 if your 
  mount is taking a double move, and –4 instead of –8 if your 
  mount is running.
  Mounted Combat (Combat)
  You are adept at guiding your mount through combat.
  Prerequisite: Ride 1 rank.
  Benefit: Once per round when your mount is hit in 
  combat, you may attempt a Ride check (as an immediate 
  action) to negate the hit. The hit is negated if your Ride 
  check result is greater than the opponent’s attack roll.
  Natural Spell
  You can cast spells even while in a form that cannot nor-
  mally cast spells.
  Prerequisites: Wis 13, wild shape ability.
  Benefit: You can complete the verbal and somatic com-
  ponents of spells while using wild shape. You substitute 
  various noises and gestures for the normal verbal and so-
  matic components of a spell.
  You can also use any material components or focuses 
  you possess, even if such items are melded within your 
  current form. This feat does not permit the use of magic 
  items while you are in a form that could not ordinarily use 
  them, and you do not gain the ability to speak while using 
  wild shape.
  Overhand Chop (Combat)
  When wielding a two-handed melee weapon, you can de-
  liver a devastating blow.
  Benefit: As a standard action, make a single attack with 
  a two-handed melee weapon. If you hit, roll damage nor-
  mally but add double your Strength bonus to the damage 
  roll.
  Normal: You normally add 1-1/2 times your Strength 
  modifier to damage rolls with a two-handed weapon.
  Persuasive
  You are skilled at swaying attitudes and intimidating 
  others.
  Benefit: You get a +2 bonus on Diplomacy and Intimidate 
  skill checks. If you have 10 or more ranks in one of these 
  skills the bonus increase to +4 for that skill.
  Pinpoint Targeting (Combat)
  You can target the weak points in your opponent’s armor.
  Prerequisites: Dex 19, Improved Precise Shot, Point 
  Blank Shot, Precise Shot, base attack bonus +16.
  Benefit: As a standard action, make a single ranged at-
  tack. The target does not gain any armor, natural armor, 
  or shield bonuses to its Armor Class. You do not gain the 
  benefit of this feat if you move this round.
  Point Blank Shot (Combat)
  You are especially accurate when making ranged attacks 
  against close targets.
  Benefit: You get a +1 bonus on attack and damage rolls 
  with ranged weapons at ranges of up to 30 feet.
  Power Attack (Combat)
  You can make exceptionally deadly melee attacks by sacri-
  ficing accuracy for strength.
  Prerequisite: Str 13, base attack bonus +1.
  Benefit: Add an amount equal to your Strength 
  m odifier (or your base attack bonus, whichever is lower) 
  to your melee damage rolls for 1 round (in addition to the 
  normal damage modifier from a high Strength score). 
  Subtract the same amount from your melee attack rolls 
  for 1 round. If your attacks are made with a two-handed 
  weapon, add an amount equal to double your Strength 
  modifier (or your base attack bonus, whichever is l ower) 
  to your melee damage rolls for 1 round (the penalty 
  r emains the same).
  Precise Shot (Combat)
  You are adept at firing ranged attacks into melee.
  Prerequisite: Point Blank Shot.
  Benefit: You can shoot or throw ranged weapons at an 
  opponent engaged in melee without taking the standard 
  –4 penalty on your attack roll.
  Quick Draw (Combat)
  You can draw weapons faster than most.
  Prerequisite: Base attack bonus +1.
  Benefit: You can draw a weapon as a free action instead 
  of as a move action. You can draw a hidden weapon (see the 
  Sleight of Hand skill) as a move action. A character who 
  has selected this feat may throw weapons at his full normal 
  rate of attacks (much like a character with a bow).
  Alchemical items, potions, scrolls, and wands cannot be 
  drawn quickly using this feat.
  Normal: Without this feat, you may draw a weapon as a 
  move action, or (if your base attack bonus is +1 or higher) 
  as a free action as part of movement. Without this feat, you 
  can draw a hidden weapon as a standard action.
  Quicken Spells (Metamagic)
  You can cast spells in a fraction of the normal time.
  Benefit: Casting a quickened spell is a swift action. You 
  can perform another action, even casting another spell, in 
  the same round as you cast a quickened spell. A spell whose 
  casting time is more than 1 full-round action cannot be 
  quickened. A quickened spell uses up a spell slot four lev-
  els higher than the spell’s actual level. Casting a quickened 
  spell doesn’t provoke an attack of opportunity.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  93
  Pathfinder RPG: Feats
  6
  Special: This feat can be applied to any spell cast spon-
  taneously (including sorcerer spells, bard spells, and cleric 
  or druid spells cast spontaneously), allowing it to be cast 
  as a swift action.
  Rapid Reload (Combat)
  Choose a type of crossbow (hand, light, or heavy). You can 
  reload such weapons quickly.
  Prerequisite: Weapon Proficiency (crossbow type 
  chosen).
  Benefit: The time required for you to reload your cho-
  sen type of crossbow is reduced to a free action (for a hand 
  or light crossbow) or a move action (for a heavy cross-
  bow). Reloading a crossbow still provokes an attack of 
  opportunity.
  If you have selected this feat for hand crossbow or light 
  crossbow, you may fire that weapon as many times in a 
  full-attack action as you could attack if you were using 
  a bow.
  Normal: A character without this feat needs a move ac-
  tion to reload a hand or light crossbow, or a full-round ac-
  tion to reload a heavy crossbow. 
  Special: You can gain Rapid Reload multiple times. Each 
  time you take the feat, it applies to a new type of crossbow.
  Rapid Shot (Combat)
  You can make an additional ranged attack.
  Prerequisites: Dex 13, Point Blank Shot.
  Benefit: When making a full-attack action with a 
  ranged weapon, you can fire one additional time this 
  round. All of your attack rolls take a –2 penalty when 
  u sing Rapid Shot.
  Razor Sharp Chair Leg (Combat)
  You can turn practically any object into a deadly weapon.
  Prerequisites: Caught Off Guard or Throw Anything, 
  base attack bonus +8.
  Benefit: You do not suffer any penalties for using an 
  improvised weapon. Increase the amount of damage dealt 
  by the improvised weapon by one step (for example, 1d4 
  becomes 1d6) to a maximum of 1d8 (2d6 if the improvised 
  weapon is two-handed). The improvised weapon has a crit-
  ical threat range of 19–20, with a critical multiplier of ×2.
  Ride-By Attack (Combat)
  While mounted, you can move, strike a foe, and continue 
  moving.
  Prerequisites: Ride 1 rank, Mounted Combat.
  Benefit: When you are mounted and use the charge 
  action, you may move and attack as if with a standard 
  charge and then move again (continuing the straight line 
  of the charge). Your total movement for the round can’t 
  exceed double your mounted speed. You and your mount 
  do not provoke an attack of opportunity from the oppo-
  nent that you attack.
  Run
  You are swift of foot.
  Benefit: When running, you move five times your normal 
  speed (if wearing medium, light, or no armor and carrying 
  no more than a medium load) or four times your speed (if 
  wearing heavy armor or carrying a heavy load). If you make 
  a jump after a running start (see the Acrobatics skill de-
  scription), you gain a +4 bonus on your Acrobatics check. 
  While running, you retain your Dexterity bonus to AC.
  Normal: You move four times your speed while running 
  (if wearing medium, light, or no armor and carrying no 
  more than a medium load) or three times your speed (if 
  wearing heavy armor or carrying a heavy load), and you 
  lose your Dexterity bonus to AC.
  Scribe Scroll (Item Creation)
  You can create magic scrolls.
  Prerequisite: Caster level 1st.
  Benefit: You can create a scroll of any spell that you 
  know. Scribing a scroll takes 2 hours if its base price is 
  250 gp or less, otherwise scribing a scroll takes 1 day for 
  each 1,000 gp in its base price. The base price of a scroll 
  is its spell level × its caster level × 25 gp. To scribe a scroll, 
  you must use up raw materials costing one-half of this 
  base price.
  Any scroll that stores a spell with a costly material com-
  ponent also carries a commensurate cost. In addition to 
  the costs derived from the base price, you must expend the 
  material component when scribing the scroll.
  Scorpion Style (Combat)
  You can perform an unarmed strike that greatly hampers 
  your target’s movement.
  Prerequisite: Improved Unarmed Strike.
  Benefit: Make a single unarmed attack as a standard ac-
  tion. If the attack hits, you deal damage normally and the 
  target’s base land speed is reduced to 5 feet for a number of 
  rounds equal to your Wisdom modifier unless it makes a 
  Fortitude saving throw (DC 10 + 1/2 your character level + 
  your Wis modifier).
  Selective Channeling
  You can choose whom to affect when you channel energy.
  Prerequisite: Cha 13, ability to channel energy.
  Benefit: When you channel energy, you can choose a 
  number of targets in the area up to your Charisma modifier. 
  These targets are not affected by your channeled energy.
  Normal: All targets in a 30-foot burst are affected when 
  you channel energy. You can only choose whether or not 
  you are affected.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  94
  Pathfinder Roleplaying Game
  Self-Sufficient
  You know how to get along in the wild and how to effec-
  tively treat wounds.
  Benefit: You get a +2 bonus on all Heal checks and 
  Survival checks. If you have 10 or more ranks in one of 
  these skills the bonus increase to +4 for that skill.
  Shield Master (Combat)
  Your mastery of the shield allows you to fight with it with-
  out hindrance.
  Prerequisites: Improved Shield Bash, Shield Proficiency, 
  Shield Slam, Two-Weapon Fighting, base attack bonus +11.
  Benefit: You do not suffer any penalties on attack 
  rolls made with a shield while you are wielding another 
  weapon. Add your shield’s shield bonus to attacks and 
  damage rolls made with the shield as if it was an en-
  hancement bonus.
  Shield Proficiency
  You are trained in how to properly use a shield.
  Benefit: You can use a shield and take only the standard 
  penalties.
  Normal: When you are using a shield with which you are 
  not proficient, you take the shield’s armor check penalty 
  on attack rolls and on all skill checks that involve moving, 
  including Ride checks.
  Special: Barbarians, bards, clerics, druids, fighters, pal-
  adins, and rangers automatically have Shield Proficiency 
  as a bonus feat. They need not select it.
  Shield Slam (Combat)
  In the right position, your shield can be used to send op-
  ponents flying.
  Prerequisites: Improved Shield Bash, Shield Proficiency, 
  Two-Weapon Fighting, base attack bonus +6.
  Benefit: Any opponents hit by your shield bash are also 
  hit with a free bull rush attack, substituting your attack 
  roll for the combat maneuver check (see the Combat chap-
  ter). This bull rush does not provoke an attack of oppor-
  tunity. Opponents who cannot move back due to a wall or 
  other surface are knocked prone after moving the maxi-
  mum possible distance.
  Shot on the Run (Combat)
  You can move, fire a ranged weapon, and move again be-
  fore your foes can react.
  Prerequisites: Dex 13, Dodge, Mobility, Point Blank 
  Shot, base attack bonus +4.
  Benefit: As a full-round action, you can move up to your 
  speed and make a single ranged attack at any point during 
  your movement.
  Normal: You cannot move both before and after an 
  attack.
  Silent Spell (Metamagic)
  You can cast your spells without making any sound.
  Benefit: A silent spell can be cast with no verbal compo-
  nents. Spells without verbal components are not affected. 
  A silent spell uses up a spell slot one level higher than the 
  spell’s actual level.
  Special: Bard spells cannot be enhanced by this 
  metamagic feat.
  Simple Weapon Proficiency
  You are trained in the use of basic weapons.
  Benefit: You make attack rolls with simple weapons 
  normally.
  Normal: When using a weapon with which you are not 
  proficient, you take a –4 penalty on attack rolls.
  Special: All characters except for druids, monks, and 
  wizards are automatically proficient with all simple weap-
  ons. They need not select this feat.
  Skill Focus
  Choose a skill. You are particularly adept at that skill.
  Benefit: You get a +3 bonus on all checks involving 
  that skill. If you have 10 or more ranks in the chosen skill, 
  this bonus increase to +6.
  Special: You can gain this feat multiple times. Its effects 
  do not stack. Each time you take the feat, it applies to a 
  new skill.
  Snatch Arrows (Combat)
  Instead of knocking an arrow or ranged attack aside, you 
  can catch it in mid-flight.
  Prerequisites: Dex 15, Deflect Arrows, Improved 
  Unarmed Strike.
  Benefit: When using the Def lect Arrows feat you 
  may catch the weapon instead of just def lecting it. 
  Thrown weapons can immediately be thrown back at 
  the o riginal attacker (even though it isn’t your turn) or 
  kept for later use.
  You must have at least one hand free (holding nothing) 
  to use this feat.
  Spell Focus
  Choose a school of magic. Any spells you cast of that school 
  are more difficult to resist.
  Benefit: Add +1 to the Difficulty Class for all saving 
  throws against spells from the school of magic you select.
  Special: You can gain this feat multiple times. Its 
  e ffects do not stack. Each time you take the feat, it applies 
  to a new school of magic.
  Spell Mastery
  You can prepare a limited number of spells without refer-
  encing your spellbooks.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  95
  Pathfinder RPG: Feats
  6
  Prerequisite: Wizard level 1st.
  Benefit: Each time you take this feat, choose a n umber 
  of spells equal to your Intelligence modifier that you 
  a lready know. From that point on, you can prepare these 
  spells without referring to a spellbook.
  Normal: Without this feat, you must use a spellbook to 
  prepare all your spells, except read magic.
  Spell Penetration
  Your spells break through spell resistance more easily 
  than most.
  Benefit: You get a +2 bonus on caster level checks 
  (1d20 + caster level) made to overcome a creature’s spell 
  resistance.
  Spirited Charge (Combat)
  Your mounted charge attacks deal a tremendous amount 
  of damage.
  Prerequisites: Ride 1 rank, Mounted Combat, Ride-By 
  Attack.
  Benefit: When mounted and using the charge action, 
  you deal double damage with a melee weapon (or triple 
  damage with a lance).
  Spring Attack (Combat)
  You can deftly move up to a foe, strike, and withdraw be-
  fore he can react.
  Prerequisites: Dex 13, Dodge, Mobility, base attack 
  bonus +4.
  Benefit: You can move up to your speed and make a single 
  melee attack without provoking any attacks of opportunity 
  from the target of your attack. You can move both before and 
  after the attack, but you must move at least 10 feet before the 
  attack and the total distance that you move cannot be greater 
  than your speed. You cannot use this ability to attack a foe 
  that is adjacent to you at the start of your turn.
  Normal: You cannot move both before and after an attack.
  Stealthy
  You are good at avoiding attention and slipping out of 
  bonds.
  Benefit: You get a +2 bonus on all Escape Artist and 
  Stealth skill checks. If you have 10 or more ranks in one of 
  these skills the bonus increase to +4 for that skill.
  Still Spell (Metamagic)
  You can cast spells without moving.
  Benefit: A stilled spell can be cast with no somatic 
  components.
  Spells without somatic components are not affected. A 
  stilled spell uses up a spell slot one level higher than the 
  spell’s actual level.
  Stunning Defense (Combat)
  Your skill with your chosen weapon leaves opponents un-
  able to defend themselves.
  Prerequisites: Weapon Focus, Dazzling Display, base at-
  tack bonus +6.
  Benefit: Any shaken, frightened, or panicked opponent 
  hit by you this round is flat-footed to your attacks until the 
  end of your next turn. This includes any additional attacks 
  you make this round.
  Stunning Fist (Combat)
  You know just where to strike a foe.
  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). Stunning Fist forces a foe damaged by 
  your unarmed attack to make a Fortitude saving throw 
  (DC 10 + 1/2 your character level + your Wis modifier), in 
  addition to dealing damage normally. A defender who fails 
  this saving throw is stunned for 1 round (until just before 
  your next action). A stunned character can’t act, loses any 
  Dexterity bonus to AC, and takes a –2 penalty to AC. You 
  may attempt a stunning attack once per day for every four 
  levels you have attained (but see Special), and no more than 
  once per round. Constructs, oozes, plants, undead, incor-
  poreal creatures, and creatures immune to critical hits 
  cannot be stunned.
  Special: A monk may select Stunning Fist as a bonus feat 
  at 1st level, even if he does not meet the prerequisites. A 
  monk who selects this feat may attempt a stunning 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.
  Throw Anything (Combat)
  You are used to throwing things you have on hand.
  Benefit: You do not suffer any penalties for using an 
  improvised ranged weapon. You receive a +1 circumstance 
  bonus on attack rolls made with thrown splash weapons.
  Normal: You take a –4 penalty on attack rolls made with 
  an improvised weapon.
  Toughness
  You have enhanced physical stamina.
  Benefit: You gain +3 hit points plus 1 hit point per Hit 
  Die. Every time you gain a level or gain Hit Dice, you gain 
  +1 hit point.
  Tower Shield Proficiency
  You are trained in how to properly use a tower shield.
  Prerequisite: Shield Proficiency.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  96
  Pathfinder Roleplaying Game
  Benefit: You can use a tower shield and suffer only the 
  standard penalties.
  Normal: A character using a shield with which he is 
  not proficient takes the shield’s armor check penalty on 
  attack rolls and on all skill checks that involve moving, 
  i ncluding Ride.
  Special: Fighters automatically have Tower Shield 
  Proficiency as a bonus feat. They need not select it.
  Trample (Combat)
  While mounted, you can ride down opponents.
  Prerequisites: Ride 1 rank, Mounted Combat.
  Benefit: When you attempt to overrun an opponent 
  while mounted, your target may not choose to avoid you. 
  Your mount may make one hoof attack against any target 
  you knock down, gaining the standard +4 bonus on attack 
  rolls against prone targets.
  Turn Elemental
  Choose one elemental subtype, such as air, earth, fire, 
  or water. You can channel your divine energy to harm 
  e lemental creatures.
  Prerequisites: Ability to channel energy.
  Benefit: You can choose to have your ability to channel 
  energy affect elementals and outsiders of your chosen el-
  emental subtype as if they were undead. You must make 
  this choice each time you use your ability to channel en-
  ergy. This ability does not cause outsiders or elementals to 
  flee or fall under your command.
  Special: You can gain this feat multiple times. Its effects 
  do not stack. Each time you take the feat, it applies to a new 
  elemental subtype.
  Turn Outsider
  Choose one alignment subtype, such as chaos, evil, good, 
  or law. You can channel your divine energy to harm out-
  siders of that type.
  Prerequisites: Ability to channel energy.
  Benefit: You can choose to have your ability to chan-
  nel energy affect outsiders of your chosen alignment sub-
  type as if they were undead. You must make this choice 
  each time you use your ability to channel energy. This 
  ability does not cause outsiders to flee or fall under your 
  command.
  Special: You can gain this feat multiple times. Its effects 
  do not stack. Each time you take the feat, it applies to a new 
  alignment subtype.
  Turning Smite (Combat)
  You can channel your divine energy through your 
  weapon.
  Prerequisite: Ability to channel energy.
  Benefit: Before you make your attack roll, spend a use 
  of your channel energy ability as a swift action. If you hit, 
  your target takes normal damage and suffers the effect of 
  the channeled energy if applicable, including healing or 
  taking additional damage. Your target can make a Will save 
  as normal to resist your channeled energy. You can make 
  all of the choices normally associated with your channel 
  energy a bility (such as applying it to elementals or outsid-
  ers if you have that ability). If you miss, the channel energy 
  ability is still expended with no effect.
  Two-Weapon Defense (Combat)
  You are skilled at defending yourself while fighting with 
  two weapons.
  Prerequisites: Dex 15, Two-Weapon Fighting.
  Benefit: When wielding a double weapon or two weap-
  ons (not including natural weapons or unarmed strikes), 
  you gain a +1 shield bonus to your AC.
  When you are fighting defensively or using the total de-
  fense action, this shield bonus increases to +2.
  Two-Weapon Fighting (Combat)
  You can fight with a weapon in each hand. You can make 
  one extra attack each round with the second weapon.
  Prerequisite: Dex 15.
  Benefit: Your penalties on attack rolls for fighting with 
  two weapons are reduced. The penalty for your primary hand 
  lessens by 2 and the one for your off hand lessens by 6. See 
  Two-Weapon Fighting in Chapter 9.
  Normal: If you wield a second weapon in your off hand, 
  you can get one extra attack per round with that weapon. 
  When fighting in this way you suffer a –6 penalty with 
  your regular attack or attacks with your primary hand and 
  a –10 penalty to the attack with your off hand. If your off-
  hand weapon is light, the penalties are reduced by 2 each. 
  An unarmed strike is always considered light.
  Two-Weapon Rend (Combat)
  Striking with both your weapons simultaneously, you can 
  use them to deliver devastating wounds.
  Prerequisites: Dex 17, Double Slice, Improved Two-Weapon 
  Fighting, Two-Weapon Fighting, base attack bonus +11. 
  Benefit: If you hit an opponent with both your primary 
  hand and your off-hand weapon, you deal an additional 1d10 
  points of damage plus 1-1/2 times your Strength modifier. 
  You can only deal this additional damage once each round.
  Vital Strike (Combat)
  By taking one less attack, you can focus your remaining 
  attacks to deal more damage.
  Prerequisites: Base attack bonus +11.
  Benefit: When performing a full-attack action, you get 
  one fewer attack (usually the one at your lowest bonus). 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  97
  Pathfinder RPG: Feats
  6
  Any other attacks that hit as part of this full-attack action 
  deal additional damage. Roll the damage dice for all such 
  attacks twice, 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. You must choose to use this 
  ability before rolling any of your attacks.
  Weapon Finesse (Combat)
  You are training in using your agility in melee combat, as 
  opposed to brute strength.
  Benefit: With a light weapon, rapier, whip, or spiked 
  chain made for a creature of your size category, you may 
  use your Dexterity modifier instead of your Strength 
  modifier on attack rolls. If you carry a shield, its armor 
  check penalty applies to your attack rolls.
  Special: Natural weapons are always considered light 
  weapons.
  Weapon Focus (Combat)
  Choose one type of weapon. You can also choose unarmed 
  strike or grapple (or ray, if you are a spellcaster) as your 
  weapon for purposes of this feat.
  Prerequisites: Proficiency with selected weapon, base 
  attack bonus +1.
  Benefit: You gain a +1 bonus on all attack rolls you make 
  using the selected weapon.
  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 weapon.
  Weapon Specialization (Combat)
  You are skilled at dealing damage with one weapon. Choose 
  one type of weapon for which you have already selected the 
  Weapon Focus feat. You can also choose unarmed strike or 
  grapple as your weapon for p urposes of this feat. You deal 
  extra damage when using this weapon.
   Prerequisites: Proficiency with selected weapon, 
  Weapon Focus with selected weapon, fighter level 4th.
  Benefit: You gain a +2 bonus on all damage rolls you 
  make using the selected weapon.
  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 weapon.
  Weapon Swap (Combat)
  With an acrobatic twist, you can swap your weapons from 
  one hand to another.
  Prerequisites: Dex 17, Improved Two-Weapon Fighting, 
  Two-Weapon Fighting, base attack bonus +6.
  Benefit: After making all of your attacks with your pri-
  mary hand, you can swap your primary weapon to your 
  off hand and make attacks using that weapon in your off 
  hand. You take an additional –2 penalty on all attack rolls 
  made with your off hand this round.
  Whirlwind Attack (Combat)
  You can become a dervish, striking out at every foe 
  w ithin reach.
  Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, 
  Mobility, Spring Attack, base attack bonus +4.
  Benefit: When you use the full-attack action, you can 
  give up your regular attacks and instead make one melee 
  attack at your full base attack bonus against each opponent 
  within reach.
  When you use the Whirlwind Attack feat, you also forfeit 
  any bonus or extra attacks granted by other feats, spells, 
  or abilities.
  Widen Spell (Metamagic)
  You can cast your spells so that they occupy a larger space.
  Benefit: You can alter a burst, emanation, line, or spread 
  shaped spell to increase its area. Any numeric measure-
  ments of the spell’s area increase by 100%. A widened spell 
  uses up a spell slot three levels higher than the spell’s ac-
  tual level.
  Spells that do not have an area of one of these four sorts 
  are not affected by this feat.
  Wind Stance (Combat)
  Your erratic movements make it difficult for enemies to 
  pinpoint your location.
  Prerequisites: Dex 15, Dodge, base attack bonus +6.
  Benefit: If you move more than 5 feet this turn, you gain 
  20% concealment for 1 round against ranged attacks.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  98
  Pathfinder Roleplaying Game
  Other Wealth
  Merchants commonly exchange trade goods without 
  using currency. As a means of comparison, some trade 
  goods are detailed on Table 7–3.
  Table 7–3: Trade Goods
  Cost 
  Item
  1 cp 
  One pound of wheat
  2 cp 
  One pound of flour, or one chicken
  1 sp 
  One pound of iron
  5 sp 
  One pound of tobacco or copper
  1 gp 
  One pound of cinnamon, or one goat
  2 gp 
  One pound of ginger or pepper, or one sheep
  3 gp 
  One pig
  4 gp 
  One square yard of linen
  5 gp 
  One pound of salt or silver
  10 gp 
  One square yard of silk, or one cow
  15 gp 
  One pound of saffron or cloves, or one ox
  50 gp 
  One pound of gold
  500 gp 
  One pound of platinum
  Selling Treasure
  In general, a character can sell something for half its listed 
  price, including weapons, armor, gear, and magic items. 
  To keep things balanced, this also includes character-cre-
  ated items.
  Trade goods are the exception to the half-price rule. A 
  trade good, in this sense, is a valuable good that can be 
  easily exchanged almost as if it were cash itself.
  WEAPONS
  From the common longsword to the exotic dwarven urgosh, 
  weapons come in a wide variety. Weapons are grouped into 
  several interlocking sets of categories.
  These categories pertain to what training is needed to 
  become proficient in a weapon’s use (simple, martial, or 
  exotic), the weapon’s usefulness either in close combat (me-
  lee) or at a distance (ranged, which includes both thrown 
  and projectile weapons), its relative encumbrance (light, 
  one-handed, or two-handed), and its size (Small, Medium, 
  or Large).
  Simple, Martial, and Exotic Weapons: Anybody but a 
  druid, monk, rogue, or wizard is proficient with all simple 
  weapons (although all creatures are proficient with un-
  armed strikes). Barbarians, fighters, paladins, and rang-
  ers are proficient with all simple and all martial weapons. 
  Characters of other classes are proficient with an assortment 
  of mainly simple weapons and possibly also some martial or 
  A
  ssume a character owns at least one outfit of normal 
  clothes. Pick any one of the following clothing out-
  fits: artisan’s outfit, entertainer’s outfit, explorer’s 
  outfit, monk’s outfit, peasant’s outfit, scholar’s outfit, or 
  traveler’s outfit.
  WEALTH AND MONEY
  Each character begins play with an amount of gold that 
  they can spend on weapons, armor, and other equip-
  ment. As a character adventures, he will accumulate more 
  wealth that can be spent on better gear and magic items. 
  Table 7–1 lists the stating gold piece values by class. For 
  characters above 1st level, see Table 12–4.
  Table 7–1: Starting Character Wealth
   
  Starting Wealth 
  Average
  Barbarian 
  3d6 × 10 gp 
  105 gp
  Bard 
  3d6 × 10 gp 
  105 gp
  Cleric 
  4d6 × 10 gp 
  140 gp
  Druid 
  2d6 × 10 gp 
  70 gp
  Fighter 
  5d6 x 10 gp 
  175 gp
  Monk 
  1d6 × 10 gp 
  35 gp
  Paladin 
  5d6 × 10 gp 
  175 gp
  Ranger 
  5d6 × 10 gp 
  175 gp
  Rogue 
  4d6 × 10 gp 
  140 gp
  Sorcerer 
  2d6 × 10 gp 
  70 gp
  Wizard 
  2d6 × 10 gp 
  70 gp
  Coins
  The most common coin is the gold piece (gp). A gold 
  piece is worth 10 silver pieces. Each silver piece is worth 
  10 copper pieces (cp). In addition to copper, silver, and 
  gold coins, there are also platinum pieces (pp), which are 
  each worth 10 gp.
  The standard coin weighs about a third of an ounce (50 
  to the pound).
  Table 7–2: Coins
    
  Exchange Value
    
  CP 
  SP 
  GP 
  PP
  Copper piece (cp) = 
  1 
  1/10 
  1/100 
  1/1,000
  Silver piece (sp) = 
  10 
  1 
  1/10 
  1/100
  Gold piece (gp) = 
  100 
  10 
  1 
  1/10
  Platinum piece (pp) = 
  1,000 
  100 
  10 
  1
  EquipmEnt 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  99
  Pathfinder RPG: Equipment
  7
  even exotic weapons. All characters are proficient with an 
  unarmed strike. A character who uses a weapon with which 
  he is not proficient takes a –4 penalty on attack rolls.
  Melee and Ranged Weapons: Melee weapons are used 
  for making melee attacks, though some of them can be 
  thrown as well. Ranged weapons are thrown weapons or 
  projectile weapons that are not effective in melee.
  Reach Weapons: Glaives, guisarmes, lances, 
  longspears, ranseurs, spiked chains, and 
  whips are reach weapons. A reach weapon 
  is a melee weapon that allows its wielder to 
  strike at targets that aren’t adjacent to him. 
  Most reach weapons double the wielder’s 
  natural reach, meaning that a typical Small 
  or Medium wielder of such a weapon can 
  attack a creature 10 feet away, but not a crea-
  ture in an adjacent square. A typical Large 
  character wielding a reach weapon of the appro-
  priate size can attack a creature 15 or 20 feet away, but 
  not adjacent creatures or creatures up to 10 feet away.
  Double Weapons: Dire flails, dwarven urgroshes, gnome 
  hooked hammers, orc double axes, quarterstaffs, and 
  two-bladed swords are double weapons. A c haracter can 
  fight with both ends of a double weapon as if f ighting 
  with two weapons, but he incurs all the normal a ttack 
  penalties associated with two-weapon combat, just 
  as though the character were wielding a one-handed 
  w eapon and a light weapon.
  The character can also choose to use a double weapon 
  two handed, attacking with only one end of it. A creature 
  wielding a double weapon in one hand can’t use it as a 
  double weapon—only one end of the weapon can be used 
  in any given round.
  Thrown Weapons: Daggers, clubs, shortspears, spears, 
  darts, javelins, throwing axes, light hammers, tridents, 
  shuriken, and nets are thrown weapons. The wielder ap-
  plies his Strength modifier to damage dealt by thrown 
  weapons (except for splash weapons). It is possible to throw 
  a weapon that isn’t designed to be thrown (that is, a me-
  lee weapon that doesn’t have a numeric entry in the Range 
  Increment column on Table: Weapons), but a character 
  who does so takes a –4 penalty on the attack roll. Throwing 
  a light or one-handed weapon is a standard action, while 
  throwing a two-handed weapon is a full-round action. 
  Regardless of the type of weapon, such an attack scores a 
  threat only on a natural roll of 20 and deals double dam-
  age on a critical hit. Such a weapon has a range increment 
  of 10 feet.
  Projectile Weapons: Light crossbows, slings, heavy cross-
  bows, shortbows, composite shortbows, longbows, com-
  posite longbows, hand crossbows, and repeating crossbows 
  are projectile weapons. Most projectile weapons require 
  two hands to use (see specific weapon descriptions). A 
  character gets no Strength bonus on damage rolls with a 
  projectile weapon unless it’s a specially built composite 
  shortbow, specially built composite longbow, or sling. If 
  the character has a penalty for low Strength, apply it to 
  damage rolls when he uses a bow or a sling.
  Ammunition: Projectile weapons use ammunition: ar-
  rows (for bows), bolts (for crossbows), or sling bul-
  lets (for slings). When using a bow, a charac-
  ter can draw ammunition as a free action; 
  crossbows and slings require an action for 
  reloading. Generally speaking, ammuni-
  tion that hits its target is destroyed or 
  rendered useless, while normal ammu-
  nition that misses has a 50% chance of 
  being destroyed or lost.
  Although they are thrown weapons, 
  shuriken are treated as ammunition for 
  the purposes of drawing them, crafting mas-
  terwork or otherwise special versions of them (see 
  Masterwork Weapons), and what happens to them after 
  they are thrown.
  Light, One-Handed, and Two-Handed Melee Weapons: 
  This designation is a measure of how much effort it takes 
  to wield a weapon in combat. It indicates whether a me-
  lee weapon, when wielded by a character of the weapon’s 
  size category, is considered a light weapon, a one-handed 
  weapon, or a two-handed weapon.
  Light: A light weapon is easier to use in one’s off hand 
  than a one-handed weapon is, and it can be used while 
  grappling. A light weapon is used in one hand. Add the 
  wielder’s Strength bonus (if any) to damage rolls for me-
  lee attacks with a light weapon if it’s used in the primary 
  hand, or one-half the wielder’s Strength bonus if it’s used 
  in the off hand. Using two hands to wield a light weapon 
  gives no advantage on damage; the Strength bonus applies 
  as though the weapon were held in the wielder’s primary 
  hand only.
  An unarmed strike is always considered a light weapon.
  One-Handed: A one-handed weapon can be used in ei-
  ther the primary hand or the off hand. Add the wielder’s 
  Strength bonus to damage rolls for melee attacks with a 
  one-handed weapon if it’s used in the primary hand, or 
  1/2 his Strength bonus if it’s used in the off hand. If a one-
  handed weapon is wielded with two hands during melee 
  combat, add 1-1/2 times the character’s Strength bonus to 
  damage rolls.
  Two-Handed: Two hands are required to use a two-hand-
  ed melee weapon effectively. Apply 1-1/2 times the charac-
  ter’s Strength bonus to damage rolls for melee attacks with 
  such a weapon. 
  Weapon Size: Every weapon has a size category. This 
  designation indicates the size of the creature for which the 
  weapon was designed.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  100
  Pathfinder Roleplaying Game
  A weapon’s size category isn’t the same as its size as an 
  object. Instead, a weapon’s size category is keyed to the size 
  of the intended wielder. In general, a light weapon is an 
  object two size categories smaller than the wielder, a one-
  handed weapon is an object one size category smaller than 
  the wielder, and a two-handed weapon is an object of the 
  same size category as the wielder.
  Inappropriately Sized Weapons: A creature can’t make 
  o ptimum use of a weapon that isn’t properly sized for it. 
  A cumulative –2 penalty applies on attack rolls for each 
  size category of difference between the size of its intended 
  wielder and the size of its actual wielder. If the creature 
  isn’t proficient with the weapon, a –4 nonproficiency 
  p enalty also applies.
  The measure of how much effort it takes to use a weapon 
  (whether the weapon is designated as a light, one-handed, 
  or two-handed weapon for a particular wielder) is altered 
  by one step for each size category of difference between 
  the wielder’s size and the size of the creature for which the 
  weapon was designed. If a weapon’s designation would be 
  changed to something other than light, one-handed, or 
  two-handed by this alteration, the creature can’t wield the 
  weapon at all.
  Improvised Weapons: Sometimes objects not crafted to 
  be weapons nonetheless see use in combat. Because such 
  objects are not designed for this use, any creature that 
  uses an improvised weapon in combat is c onsidered to be 
  nonproficient with it and takes a –4 penalty on attack rolls 
  made with that object. To determine the size c ategory and 
  a ppropriate damage for an improvised weapon, c ompare 
  its relative size and damage potential to the weapon list 
  to find a r easonable match. An i mprovised weapon scores 
  a threat on a natural roll of 20 and deals double d amage 
  on a critical hit. An improvised thrown weapon has a 
  range i ncrement of 10 feet.
  Weapon Qualities
  Here is the format for weapon entries (given as column 
  headings on Table: Weapons, below).
  Cost: This value is the weapon’s cost in gold pieces (gp) 
  or silver pieces (sp). The cost includes miscellaneous gear 
  that goes with the weapon.
  This cost is the same for a Small or Medium version of 
  the weapon. A Large version costs twice the listed price.
  Damage: The Damage columns give the damage dealt by 
  the weapon on a successful hit. The column labeled “Dmg 
  (S)” is for Small weapons. The column labeled “Dmg (M)” is 
  for Medium weapons. If two damage ranges are given, then 
  the weapon is a double weapon. Use the second damage 
  f igure given for the double weapon’s extra attack. Table 7–4 
  gives weapon damage values for weapons of different sizes.
  Critical: The entry in this column notes how the weapon 
  is used with the rules for critical hits. When your character 
  scores a critical hit, roll the damage two, three, or four times, 
  as indicated by its critical multiplier (using all applicable 
  modifiers on each roll), and add all the results together.
  Dagger
  Short 
  Sword
  Long 
  Sword Rapier
  Bastard 
  Sword
  Morning 
  Star
  Warhammer
  Mace
  Battleaxe
  Nunchaku
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  101
  Pathfinder RPG: Equipment
  7
  Exception: Extra damage over and above a weapon’s nor-
  mal damage is not multiplied when you score a critical hit.
  ×2: The weapon deals double damage on a critical hit.
  ×3: The weapon deals triple damage on a critical hit.
  ×3/×4: One head of this double weapon deals triple dam-
  age on a critical hit. The other head deals quadruple dam-
  age on a critical hit.
  ×4: The weapon deals quadruple damage on a critical hit.
  19–20/×2: The weapon scores a threat on a natural roll of 
  19 or 20 (instead of just 20) and deals double damage on a 
  critical hit. (The weapon has a threat range of 19–20.)
  18–20/×2: The weapon scores a threat on a natural roll of 
  18, 19, or 20 (instead of just 20) and deals double damage on 
  a critical hit. (The weapon has a threat range of 18–20.)
  Range Increment: Any attack at less than this distance 
  is not penalized for range. However, each full range incre-
  ment imposes a cumulative –2 penalty on the attack roll. 
  A thrown weapon has a maximum range of five range in-
  crements. A projectile weapon can shoot out to ten range 
  increments.
  Weight: This column gives the weight of a Medium ver-
  sion of the weapon. Halve this number for Small weapons 
  and double it for Large weapons.
  Type: Weapons are classified according to the type of 
  damage they deal: bludgeoning, piercing, or slashing. 
  Some monsters may be resistant or immune to attacks 
  from certain types of weapons.
  Some weapons deal damage of multiple types. If a weap-
  on is of two types, the damage it deals is not half one type 
  and half another; all of it is both types. Therefore, a crea-
  ture would have to be immune to both types of damage to 
  ignore any of the damage from such a weapon.
  In other cases, a weapon can deal either of two types of 
  damage. In a situation when the damage type is signifi-
  cant, the wielder can choose which type of damage to deal 
  with such a weapon.
  Special: Some weapons have special features. See the 
  weapon descriptions for details.
  Weapon Descriptions
  Weapons found on Table 7–5 that have special options for 
  the wielder (“you”) are described below. Splash weapons 
  are described under Special Substances and Items.
  Arrows: An arrow used as a melee weapon is treated as 
  a light improvised weapon (–4 penalty on attack rolls) and 
  deals damage as a dagger of its size (critical multiplier ×2). 
  Arrows come in a leather quiver that holds 20 arrows. An 
  arrow that hits its target is destroyed; one that misses has 
  a 50% chance of being destroyed or lost.
  Axe, Orc Double: An orc double axe is a double weapon. 
  You can fight with it as if fighting with two weapons, but 
  if you do, you incur all the normal attack penalties associ-
  ated with fighting with two weapons, just as if you were 
  using a one-handed weapon and a light weapon.
  A creature wielding an orc double axe in one hand can’t 
  use it as a double weapon—only one end of the weapon can 
  be used in any given round.
  Blowgun: Blowguns are generally used to deliver de-
  bilitating (although infrequently fatal) poisons at a range. 
  They are nearly silent when fired.
  Bolas: You can use this weapon to make a ranged trip at-
  tack against an opponent. You can’t be tripped during your 
  own trip attempt when using a set of bolas.
  Bolts: A crossbow bolt used as a melee weapon is treat-
  ed as a light improvised weapon (–4 penalty on attack 
  rolls) and deals damage as a dagger of its size (crit ×2). 
  Bolts come in a wooden case that holds 10 bolts (or 5, 
  for a repeating crossbow). A bolt that hits its target is 
  destroyed; one that misses has a 50% chance of being de-
  stroyed or lost.
  Bullets, Sling: Bullets come in a leather pouch that holds 
  10 bullets. A bullet that hits its target is destroyed; one that 
  misses has a 50% chance of being destroyed or lost.
  Chain, Spiked: A spiked chain has reach, so you can 
  strike opponents 10 feet away with it. In addition, unlike 
  most other weapons with reach, it can be used against an 
  adjacent foe.
  You can make trip attacks with the chain. If you are 
  tripped during your own trip attempt, you can drop the 
  chain to avoid being tripped.
  When using a spiked chain, you get a +2 bonus on com-
  bat maneuver checks made to disarm an opponent.
  You can use the Weapon Finesse feat to apply your 
  Dexterity modifier instead of your Strength modifier to 
  attack rolls with a spiked chain sized for you, even though 
  it isn’t a light weapon.
  Crossbow, Hand: You can draw a hand crossbow back 
  by hand. Loading a hand crossbow is a move action that 
  provokes attacks of opportunity.
  Table 7–4: Tiny and Large Weapon Damage
   Medium Weapon 
  Tiny Weapon 
  Large Weapon
   
  Damage 
  Damage 
  Damage
   
  1d2 
  — 
  1d3
   
  1d3 
  1 
  1d4
   
  1d4 
  1d2 
  1d6
   
  1d6 
  1d3 
  1d8
   
  1d8 
  1d4 
  2d6
   
  1d10 
  1d6 
  2d8
   
  1d12 
  1d8 
  3d6
   
  2d4 
  1d4 
  2d6
   
  2d6 
  1d8 
  3d6
   
  2d8 
  1d10 
  3d8
   
  2d10 
  2d6 
  4d8
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  102
  Pathfinder Roleplaying Game
  Table 7–5: Weapons
  Simple Weapons 
  Cost 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range Increment 
  Weight1 
  Type2
  Unarmed Attacks
   
  Gauntlet 
  2 gp 
  1d2 
  1d3 
  ×2 
  — 
  1 lb. 
  Bludgeoning
   
  Unarmed strike 
  — 
  1d23 
  1d33 
  ×2 
  — 
  — 
  Bludgeoning
  Light Melee Weapons
   
  Dagger 
  2 gp 
  1d3 
  1d4 
  19–20/×2 
  10 ft. 
  1 lb. 
  Piercing or slashing
   
  Dagger, punching 
  2 gp 
  1d3 
  1d4 
  ×3 
  — 
  1 lb. 
  Piercing
   
  Gauntlet, spiked 
  5 gp 
  1d3 
  1d4 
  ×2 
  — 
  1 lb. 
  Piercing
   
  Mace, light 
  5 gp 
  1d4 
  1d6 
  ×2 
  — 
  4 lb. 
  Bludgeoning
   
  Sickle 
  6 gp 
  1d4 
  1d6 
  ×2 
  — 
  2 lb. 
  Slashing
  One-Handed Melee Weapons
   
  Club 
  — 
  1d4 
  1d6 
  ×2 
  10 ft. 
  3 lb. 
  Bludgeoning
   
  Mace, heavy 
  12 gp 
  1d6 
  1d8 
  ×2 
  — 
  8 lb. 
  Bludgeoning
   
  Morningstar 
  8 gp 
  1d6 
  1d8 
  ×2 
  — 
  6 lb. 
  Bludgeoning and piercing
   
  Shortspear 
  1 gp 
  1d4 
  1d6 
  ×2 
  20 ft. 
  3 lb. 
  Piercing
  Two-Handed Melee Weapons
   
  Longspear4 
  5 gp 
  1d6 
  1d8 
  ×3 
  — 
  9 lb. 
  Piercing
   
  Quarterstaff5 
  — 
  1d4/1d4 
  1d6/1d6 
  ×2 
  — 
  4 lb. 
  Bludgeoning
   
  Spear 
  2 gp 
  1d6 
  1d8 
  ×3 
  20 ft. 
  6 lb. 
  Piercing
  Ranged Weapons
   
  Blowgun 
  2 gp 
  1 
  1d2 
  ×2 
  20 ft. 
  1 lb. 
  Piercing
   
   
  Darts, blowgun (10) 
  5 sp 
  — 
  — 
  — 
  — 
  0 lb. 
  — 
   
  Crossbow, heavy 
  50 gp 
  1d8 
  1d10 
  19–20/×2 
  120 ft. 
  8 lb. 
  Piercing
   
   
  Bolts, crossbow (10) 
  1 gp 
  — 
  — 
  — 
  — 
  1 lb. 
  —
   
  Crossbow, light 
  35 gp 
  1d6 
  1d8 
  19–20/×2 
  80 ft. 
  4 lb. 
  Piercing
   
   
  Bolts, crossbow (10) 
  1 gp 
  — 
  — 
  — 
  — 
  1 lb. 
  —
   
  Dart 
  5 sp 
  1d3 
  1d4 
  ×2 
  20 ft. 
  1/2 lb. 
  Piercing
   
  Javelin 
  1 gp 
  1d4 
  1d6 
  ×2 
  30 ft. 
  2 lb. 
  Piercing
   
  Sling 
  — 
  1d3 
  1d4 
  ×2 
  50 ft. 
  0 lb. 
  Bludgeoning
   
   
  Bullets, sling (10) 
  1 sp 
  — 
  — 
  — 
  — 
  5 lb. 
  —
  Martial Weapons 
  Cost 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range Increment 
  Weight1 
  Type2
  Light Melee Weapons
   
  Axe, throwing 
  8 gp 
  1d4 
  1d6 
  ×2 
  10 ft. 
  2 lb. 
  Slashing
   
  Hammer, light 
  1 gp 
  1d3 
  1d4 
  ×2 
  20 ft. 
  2 lb. 
  Bludgeoning
   
  Handaxe 
  6 gp 
  1d4 
  1d6 
  ×3 
  — 
  3 lb. 
  Slashing
   
  Kukri 
  8 gp 
  1d3 
  1d4 
  18–20/×2 
  — 
  2 lb. 
  Slashing
   
  Pick, light 
  4 gp 
  1d3 
  1d4 
  ×4 
  — 
  3 lb. 
  Piercing
   
  Sap 
  1 gp 
  1d43 
  1d63 
  ×2 
  — 
  2 lb. 
  Bludgeoning
   
  Shield, light 
  special 
  1d2 
  1d3 
  ×2 
  — 
  special 
  Bludgeoning
   
  Spiked armor 
  special 
  1d4 
  1d6 
  ×2 
  — 
  special 
  Piercing
   
  Spiked shield, light 
  special 
  1d3 
  1d4 
  ×2 
  — 
  special 
  Piercing
   
  Starknife 
  24 gp 
  1d3 
  1d4 
  ×3 
  20 ft. 
  3 lb. 
  Piercing
   
  Sword, short 
  10 gp 
  1d4 
  1d6 
  19–20/×2 
  — 
  2 lb. 
  Piercing
  One-Handed Melee Weapons
   
  Battleaxe 
  10 gp 
  1d6 
  1d8 
  ×3 
  — 
  6 lb. 
  Slashing
   
  Flail 
  8 gp 
  1d6 
  1d8 
  ×2 
  — 
  5 lb. 
  Bludgeoning
   
  Longsword 
  15 gp 
  1d6 
  1d8 
  19–20/×2 
  — 
  4 lb. 
  Slashing
   
  Pick, heavy 
  8 gp 
  1d4 
  1d6 
  ×4 
  — 
  6 lb. 
  Piercing
   
  Rapier 
  20 gp 
  1d4 
  1d6 
  18–20/×2 
  — 
  2 lb. 
  Piercing
   
  Scimitar 
  15 gp 
  1d4 
  1d6 
  18–20/×2 
  — 
  4 lb. 
  Slashing
   
  Shield, heavy 
  special 
  1d3 
  1d4 
  ×2 
  — 
  special 
  Bludgeoning
   
  Spiked shield, heavy 
  special 
  1d4 
  1d6 
  ×2 
  — 
  special 
  Piercing
   
  Trident 
  15 gp 
  1d6 
  1d8 
  ×2 
  10 ft. 
  4 lb. 
  Piercing
   
  Warhammer 
  12 gp 
  1d6 
  1d8 
  ×3 
  — 
  5 lb. 
  Bludgeoning
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  103
  Pathfinder RPG: Equipment
  7
  Martial Weapons 
  Cost 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range Increment 
  Weight1 
  Type2
  Two-Handed Melee Weapons
   
  Falchion 
  75 gp 
  1d6 
  2d4 
  18–20/×2 
  — 
  8 lb. 
  Slashing
   
  Glaive4 
  8 gp 
  1d8 
  1d10 
  ×3 
  — 
  10 lb. 
  Slashing
   
  Greataxe 
  20 gp 
  1d10 
  1d12 
  ×3 
  — 
  12 lb. 
  Slashing
   
  Greatclub 
  5 gp 
  1d8 
  1d10 
  ×2 
  — 
  8 lb. 
  Bludgeoning
   
  Flail, heavy 
  15 gp 
  1d8 
  1d10 
  19–20/×2 
  — 
  10 lb. 
  Bludgeoning
   
  Greatsword 
  50 gp 
  1d10 
  2d6 
  19–20/×2 
  — 
  8 lb. 
  Slashing
   
  Guisarme4 
  9 gp 
  1d6 
  2d4 
  ×3 
  — 
  12 lb. 
  Slashing
   
  Halberd 
  10 gp 
  1d8 
  1d10 
  ×3 
  — 
  12 lb. 
  Piercing or slashing
   
  Lance4 
  10 gp 
  1d6 
  1d8 
  ×3 
  — 
  10 lb. 
  Piercing
   
  Ranseur4 
  10 gp 
  1d6 
  2d4 
  ×3 
  — 
  12 lb. 
  Piercing
   
  Scythe 
  18 gp 
  1d6 
  2d4 
  ×4 
  — 
  10 lb. 
  Piercing or slashing
  Ranged Weapons
   
  Longbow 
  75 gp 
  1d6 
  1d8 
  ×3 
  100 ft. 
  3 lb. 
  Piercing
   
   
  Arrows (20) 
  1 gp 
  — 
  — 
  — 
  — 
  3 lb. 
  —
   
  Longbow, composite 
  100 gp 
  1d6 
  1d8 
  ×3 
  110 ft. 
  3 lb. 
  Piercing
   
   
  Arrows (20) 
  1 gp 
  — 
  — 
  — 
  — 
  3 lb. 
  —
   
  Shortbow 
  30 gp 
  1d4 
  1d6 
  ×3 
  60 ft. 
  2 lb. 
  Piercing
   
   
  Arrows (20) 
  1 gp 
  — 
  — 
  — 
  — 
  3 lb. 
  —
   
  Shortbow, composite 
  75 gp 
  1d4 
  1d6 
  ×3 
  70 ft. 
  2 lb. 
  Piercing
   
   
  Arrows (20) 
  1 gp 
  — 
  — 
  — 
  — 
  3 lb. 
  —
  Exotic Weapons 
  Cost 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range Increment 
  Weight1 
  Type2
  Light Melee Weapons
   
  Kama 
  2 gp 
  1d4 
  1d6 
  ×2 
  — 
  2 lb. 
  Slashing
   
  Nunchaku 
  2 gp 
  1d4 
  1d6 
  ×2 
  — 
  2 lb. 
  Bludgeoning
   
  Sai  
  1 gp 
  1d3 
  1d4 
  ×2 
  10 ft. 
  1 lb. 
  Bludgeoning
   
  Siangham 
  3 gp 
  1d4 
  1d6 
  ×2 
  — 
  1 lb. 
  Piercing
  One-Handed Melee Weapons
   
  Sword, bastard 
  35 gp 
  1d8 
  1d10 
  19–20/×2 
  — 
  6 lb. 
  Slashing
   
  Waraxe, dwarven 
  30 gp 
  1d8 
  1d10 
  ×3 
  — 
  8 lb. 
  Slashing
   
  Whip4 
  1 gp 
  1d23 
  1d33 
  ×2 
   
  2 lb. 
  Slashing
  Two-Handed Melee Weapons
   
  Axe, orc double5 
  60 gp 
  1d6/1d6 
  1d8/1d8 
  ×3 
  — 
  15 lb. 
  Slashing
   
  Chain, spiked4 
  25 gp 
  1d6 
  2d4 
  ×2 
  — 
  10 lb. 
  Piercing
   
  Curve blade, elven 
  24 gp 
  1d10 
  2d6 
  ×3 
  — 
  7 lb. 
  Slashing
   
  Flail, dire5 
  90 gp 
  1d6/1d6 
  1d8/1d8 
  ×2 
  — 
  10 lb. 
  Bludgeoning
   
  Hammer, gnome hooked5 20 gp 
  1d6/1d4 
  1d8/1d6 
  ×3/×4 
  — 
  6 lb. 
  Bludgeoning and piercing
   
  Sword, two-bladed5 
  100 gp 
  1d6/1d6 
  1d8/1d8 
  19–20/×2 
  — 
  10 lb. 
  Slashing
   
  Urgrosh, dwarven5 
  50 gp 
  1d6/1d4 
  1d8/1d6 
  ×3 
  — 
  12 lb. 
  Slashing or piercing
  Ranged Weapons
   
  Bolas 
  5 gp 
  1d33 
  1d43 
  ×2 
  10 ft. 
  2 lb. 
  Bludgeoning
   
  Crossbow, hand 
  100 gp 
  1d3 
  1d4 
  19–20/×2 
  30 ft. 
  2 lb. 
  Piercing
   
   
  Bolts (10) 
  1 gp 
  — 
  — 
  — 
  — 
  1 lb. 
  —
   
  Crossbow, repeating heavy 400 gp 
  1d8 
  1d10 
  19–20/×2 
  120 ft. 
  12 lb. 
  Piercing
   
   
  Bolts (5) 
  1 gp 
  — 
  — 
  — 
  1 lb. 
  — 
   
  Crossbow, repeating light 250 gp 
  1d6 
  1d8 
  19–20/×2 
  80 ft. 
  6 lb. 
  Piercing
   
   
  Bolts (5) 
  1 gp 
  — 
  — 
  — 
  1 lb. 
  — 
   
  Net 
  20 gp 
  — 
  — 
  10 ft. 
  6 lb. 
  — 
   
  Shuriken (5) 
  1 gp 
  1 
  1d2 
  ×2 
  10 ft. 
  1/2 lb. 
  Piercing
  1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
  2 When two types are given, the weapon is both types if the entry specifies “and,” or either type (player’s choice at time of attack)  
  if the entry specifies “or.”
  3 The weapon deals nonlethal damage rather than lethal damage.
  4 Reach weapon. 
  5 Double weapon.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  104
  Pathfinder Roleplaying Game
  You can shoot, but not load, a hand crossbow with one 
  hand at no penalty. You can shoot a hand crossbow with 
  each hand, but you take a penalty on attack rolls as if at-
  tacking with two light weapons.
  Crossbow, Heavy: You draw a heavy crossbow back by 
  turning a small winch. Loading a heavy crossbow is a full-
  round action that provokes attacks of opportunity.
  Normally, operating a heavy crossbow requires two 
  hands. However, you can shoot, but not load, a heavy cross-
  bow with one hand at a –4 penalty on attack rolls. You can 
  shoot a heavy crossbow with each hand, but you take a 
  penalty on attack rolls as if attacking with two one-handed 
  weapons. This penalty is cumulative with the penalty for 
  one-handed firing.
  Crossbow, Light: You draw a light crossbow back by 
  pulling a lever. Loading a light crossbow is a move action 
  that provokes attacks of opportunity.
  Normally, operating a light crossbow requires two 
  hands. However, you can shoot, but not load, a light cross-
  bow with one hand at a –2 penalty on attack rolls. You can 
  shoot a light crossbow with each hand, but you take a pen-
  alty on attack rolls as if attacking with two light weapons. 
  This penalty is cumulative with the penalty for one-hand-
  ed firing.
  Crossbow, Repeating: The repeating crossbow (whether 
  heavy or light) holds 5 crossbow bolts. As long as it holds 
  bolts, you can reload it by pulling the reloading lever (a free 
  action). Loading a new case of 5 bolts is a full-round action 
  that provokes attacks of opportunity.
  You can fire a repeating crossbow with one hand or fire 
  a repeating crossbow in each hand in the same manner as 
  you would a normal crossbow of the same size. However, 
  you must fire the weapon with two hands in order to use 
  the reloading lever, and you must use two hands to load a 
  new case of bolts.
  Curve Blade, Elven: Essentially a longer version of 
  the normal kukri but with a thinner blade, elven great 
  kukris are rare. When using an elven curve blade, you 
  gain a +2 bonus on combat maneuver checks to disarm 
  an enemy.
  Dagger: You get a +2 bonus on Sleight of Hand checks 
  made to conceal a dagger on your body (see the Sleight of 
  Hand skill).
  Flail, Dire: A dire flail is a double weapon. You can 
  fight with it as if fighting with two weapons, but if you 
  do, you incur all the normal attack penalties associated 
  with fighting with two weapons, just as if you were u sing 
  a one-handed weapon and a light weapon. A creature 
  wielding a dire flail in one hand can’t use it as a double 
  weapon—only one end of the weapon can be used in any 
  given round.
  When using a dire flail, you get a +2 bonus on combat 
  maneuver checks to disarm an enemy.
  You can also use this weapon to make trip attacks. If you 
  are tripped during your own trip attempt, you can drop 
  the dire flail to avoid being tripped.
  Flail or Heavy Flail: With a flail, you get a +2 bonus on 
  combat maneuver checks to disarm an enemy.
  You can also use this weapon to make trip attacks. If you 
  are tripped during your own trip attempt, you can drop 
  the flail to avoid being tripped.
  Gauntlet: This metal glove lets you deal lethal 
  d amage rather than nonlethal damage with unarmed 
  strikes. A strike with a gauntlet is otherwise considered 
  an u narmed attack. The cost and weight given are for 
  a s ingle g auntlet. Medium and heavy armors (except 
  breastplate) come with gauntlets.
  Gauntlet, Spiked: Your opponent cannot use a disarm 
  action to disarm you of spiked gauntlets. The cost and 
  weight given are for a single gauntlet. An attack with a 
  spiked gauntlet is considered an armed attack.
  Glaive: A glaive has reach. You can strike opponents 
  10 feet away with it, but you can’t use it against an 
  a djacent foe.
  Guisarme: A guisarme has reach. You can strike oppo-
  nents 10 feet away with it, but you can’t use it against an 
  adjacent foe.
  You can also use it to make trip attacks. If you are tripped 
  during your own trip attempt, you can drop the guisarme 
  to avoid being tripped.
  Halberd: If you use a readied action to set a halberd 
  against a charge, you deal double damage on a successful 
  hit against a charging character.
  You can use a halberd to make trip attacks. If you are 
  tripped during your own trip attempt, you can drop the 
  halberd to avoid being tripped.
  Hammer, Gnome Hooked: A gnome hooked hammer 
  is a double weapon. You can fight with it as if fighting 
  with two weapons, but if you do, you incur all the normal 
  attack penalties associated with fighting with two weap-
  ons, just as if you were using a one-handed weapon and a 
  light weapon. The hammer’s blunt head is a bludgeoning 
  weapon that deals 1d6 points of damage (crit ×3). Its hook 
  is a piercing weapon that deals 1d4 points of damage (crit 
  ×4). You can use either head as the primary weapon. The 
  other head is the off-hand weapon. A creature wielding a 
  gnome hooked hammer in one hand can’t use it as a double 
  weapon—only one end of the weapon can be used in any 
  given round.
  You can use a gnome hooked hammer to make trip 
  a ttacks. If you are tripped during your own trip attempt, 
  you can drop the hooked hammer to avoid being tripped.
  Gnomes treat hooked hammers as martial weapons.
  Javelin: Since it is not designed for melee, you are treat-
  ed as nonproficient with it and take a –4 penalty on attack 
  rolls if you use a javelin as a melee weapon.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  105
  Pathfinder RPG: Equipment
  7
  Kama: The kama is a special monk weapon. This 
  d esignation gives a monk wielding a kama special options.
  You can use a kama to make trip attacks. If you are 
  tripped during your own trip attempt, you can drop the 
  kama to avoid being tripped.
  Lance: A lance deals double damage when used from the 
  back of a charging mount. It has reach, so you can strike 
  opponents 10 feet away with it, but you can’t use it against 
  an adjacent foe.
  While mounted, you can wield a lance with one hand.
  Longbow: You need at least two hands to use a bow, re-
  gardless of its size. A longbow is too unwieldy to use while 
  you are mounted. If you have a penalty for low Strength, 
  apply it to damage rolls when you use a longbow. If you 
  have a bonus for high Strength, you can apply it to damage 
  rolls when you use a composite longbow (see below) but not 
  when you use a regular longbow.
  Longbow, Composite: You need at least two hands to 
  use a bow, regardless of its size. You can use a composite 
  longbow while mounted. All composite bows are made 
  with a particular strength rating (that is, each requires 
  a minimum Strength modifier to use with proficiency). 
  If your Strength bonus is less than the strength rating 
  of the composite bow, you can’t effectively use it, so you 
  take a –2 penalty on attacks with it. The default compos-
  ite longbow requires a Strength modifier of +0 or high-
  er to use with proficiency. A composite longbow can be 
  made with a high strength rating to take advantage of an 
  above-average Strength score; this feature allows you to 
  add your Strength bonus to damage, up to the maximum 
  bonus indicated for the bow. Each point of Strength bo-
  nus granted by the bow adds 100 gp to its cost.
  For purposes of Weapon Proficiency and similar feats, a 
  composite longbow is treated as if it were a longbow.
  Longspear: A longspear has reach. You can strike 
  o pponents 10 feet away with it, but you can’t use it 
  against an adjacent foe. If you use a readied action to set 
  a longspear against a charge, you deal double damage on 
  a s uccessful hit against a charging character.
  Net: A net is used to entangle enemies. When you 
  throw a net, you make a ranged touch attack against 
  your target. A net’s maximum range is 10 feet. If you hit, 
  the target is entangled. An entangled creature takes a 
  –2 penalty on attack rolls and a –4 penalty on Dexterity, 
  can move at only half speed, and cannot charge or run. 
  If you control the trailing rope by succeeding on an op-
  posed Strength check while holding it, the entangled 
  creature can move only within the limits that the rope 
  allows. If the entangled creature attempts to cast a spell, 
  it must make a DC 15 Spellcraft check or be unable to 
  cast the spell.
  An entangled creature can escape with a DC 20 Escape 
  Artist check (a full-round action). The net has 5 hit points 
  and can be burst with a DC 25 Strength check (also a full-
  round action).
  A net is useful only against creatures within one size 
  category of you.
  A net must be folded to be thrown effectively. The first 
  time you throw your net in a fight, you make a normal 
  ranged touch attack roll. After the net is unfolded, you take 
  a –4 penalty on attack rolls with it. It takes 2 rounds for a 
  proficient user to fold a net and twice that long for a non-
  proficient one to do so.
  Nunchaku: The nunchaku is a special monk weapon. 
  This designation gives a monk wielding a nunchaku 
  special options. With a nunchaku, you get a +2 bonus on 
  combat maneuver checks to disarm an enemy.
  Quarterstaff: A quarterstaff is a double weapon. You 
  can fight with it as if fighting with two weapons, but if 
  you do, you incur all the normal attack penalties associ-
  ated with fighting with two weapons, just as if you were 
  using a one-handed weapon and a light weapon. A creature 
  wielding a quarterstaff in one hand can’t use it as a double 
  weapon—only one end of the weapon can be used in any 
  given round.
  The quarterstaff is a special monk weapon. This designa-
  tion gives a monk wielding a quarterstaff special options.
  Ranseur: A ranseur has reach. You can strike oppo-
  nents 10 feet away with it, but you can’t use it against an 
  adjacent foe.
  With a ranseur, you get a +2 bonus on combat maneuver 
  checks to disarm an enemy.
  Rapier: You can use the Weapon Finesse feat to apply 
  your Dexterity modifier instead of your Strength modi-
  fier to attack rolls with a rapier sized for you, even though 
  it isn’t a light weapon. You can’t wield a rapier in two 
  hands in order to apply 1-1/2 times your Strength bonus 
  to damage.
  Sai: With a sai, you get a +4 bonus on combat maneuver 
  checks to disarm an enemy.
  The sai is a special monk weapon. This designation 
  gives a monk wielding a sai special options.
  Scythe: A scythe can be used to make trip attacks. If you 
  are tripped during your own trip attempt, you can drop 
  the scythe to avoid being tripped.
  Shield, Heavy or Light: You can bash with a shield in-
  stead of using it for defense. See Armor for details.
  Shortbow: You need at least two hands to use a bow, 
  regardless of its size. You can use a shortbow while 
  mounted. If you have a penalty for low Strength, apply 
  it to damage rolls when you use a shortbow. If you have 
  a bonus for high Strength, you can apply it to damage 
  rolls when you use a composite shortbow (see below) but 
  not a regular shortbow.
  Shortbow, Composite: You need at least two hands to 
  use a bow, regardless of its size. You can use a composite 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  106
  Pathfinder Roleplaying Game
  shortbow while mounted. All composite bows are made 
  with a particular strength rating (that is, each requires 
  a minimum Strength modifier to use with proficiency). 
  If your Strength bonus is lower than the strength rating 
  of the composite bow, you can’t effectively use it, so you 
  take a –2 penalty on attacks with it. The default composite 
  shortbow requires a Strength modifier of +0 or higher to 
  use with proficiency. A composite shortbow can be made 
  with a high strength rating to take advantage of an above-
  average Strength score; this feature allows you to add your 
  Strength bonus to damage, up to the maximum bonus in-
  dicated for the bow. Each point of Strength bonus granted 
  by the bow adds 75 gp to its cost. 
  For purposes of Weapon Proficiency, Weapon Focus, 
  and similar feats, a composite shortbow is treated as if it 
  were a shortbow.
  Shortspear: A shortspear is small enough to wield one-
  handed. It may also be thrown.
  Shuriken: A shuriken is a special monk weapon. This 
  designation gives a monk wielding shuriken special op-
  tions. A shuriken can’t be used as a melee weapon.
  Although they are thrown weapons, shuriken are treated 
  as ammunition for the purposes of drawing them, craft-
  ing masterwork or otherwise special versions of them and 
  what happens to them after they are thrown.
  Siangham: The siangham is a special monk weapon. 
  This designation gives a monk wielding a siangham spe-
  cial options.
  Sickle: A sickle can be used to make trip attacks. If you 
  are tripped during your own trip attempt, you can drop 
  the sickle to avoid being tripped.
  Sling: Your Strength modifier applies to damage rolls 
  when you use a sling, just as it does for thrown weapons. 
  You can fire, but not load, a sling with one hand. Loading 
  a sling is a move action that requires two hands and pro-
  vokes attacks of opportunity.
  You can hurl ordinary stones with a sling, but stones are 
  not as dense or as round as bullets. Thus, such an attack 
  deals damage as if the weapon were designed for a creature 
  one size category smaller than you and you take a –1 pen-
  alty on attack rolls.
  Spear: A spear can be thrown. If you use a readied action 
  to set a spear against a charge, you deal double damage on 
  a successful hit against a charging character.
  Spiked Armor: You can outfit your armor with spikes, 
  which can deal damage in a grapple or as a separate attack. 
  See Armor for details.
  Spiked Shield, Heavy or Light: You can bash with a 
  spiked shield instead of using it for defense. See Armor 
  for details.
  Starknife: From a central metal ring, four tapering met-
  al blades extend like points on a compass rose. A wielder 
  can stab with the starknife or throw it. 
  Strike, Unarmed: A Medium character deals 1d3 points 
  of nonlethal damage with an unarmed strike. A Small 
  character deals 1d2 points of nonlethal damage. A monk 
  or any character with the Improved Unarmed Strike feat 
  can deal lethal or nonlethal damage with unarmed strikes, 
  at her option. The damage from an unarmed strike is con-
  sidered weapon damage for the purposes of effects that 
  give you a bonus on weapon damage rolls.
  An unarmed strike is always considered a light weapon. 
  Therefore, you can use the Weapon Finesse feat to apply 
  your Dexterity modifier instead of your Strength modifier 
  to attack rolls with an unarmed strike.
  Sword, Bastard: A bastard sword is too large to use in 
  one hand without special training; thus, it is an exotic 
  weapon. A character can use a bastard sword two-handed 
  as a martial weapon.
  Sword, Two-Bladed: A two-bladed sword is a double 
  weapon. You can fight with it as if fighting with two weap-
  ons, but if you do, you incur all the normal attack penalties 
  associated with fighting with two weapons, just as if you 
  were using a one-handed weapon and a light weapon. A 
  creature wielding a two-bladed sword in one hand can’t 
  use it as a double weapon—only one end of the weapon can 
  be used in any given round.
  Trident: This weapon can be thrown. If you use a r eadied 
  action to set a trident against a charge, you deal double 
  damage on a successful hit against a charging character.
  Urgrosh, Dwarven: A dwarven urgrosh is a double 
  weapon. You can fight with it as if fighting with two weap-
  ons, but if you do, you incur all the normal attack penal-
  ties associated with fighting with two weapons, just as if 
  you were using a one-handed weapon and a light weapon. 
  The urgrosh’s axe head is a slashing weapon that deals 1d8 
  points of damage. Its spear head is a piercing weapon that 
  deals 1d6 points of damage. You can use either head as 
  the primary weapon. The other is the off-hand weapon. A 
  creature wielding a dwarven urgrosh in one hand can’t use 
  it as a double weapon—only one end of the weapon can be 
  used in any given round.
  If you use a readied action to set an urgrosh against a 
  charge, you deal double damage if you score a hit against a 
  charging character. If you use an urgrosh against a charg-
  ing character, the spear head is the part of the weapon that 
  deals damage.
  Dwarves treat dwarven urgroshes as martial weapons.
  Waraxe, Dwarven: A dwarven waraxe is too large to use 
  in one hand without special training; thus, it is an exotic 
  weapon. A Medium character can use a dwarven waraxe two-
  handed as a martial weapon, or a Large creature can use it 
  one-handed in the same way. A dwarf treats a dwarven waraxe 
  as a martial weapon even when using it in one hand.
  Whip: A whip deals nonlethal damage. It deals no dam-
  age to any creature with an armor bonus of +1 or higher or 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  107
  Pathfinder RPG: Equipment
  7
  a natural armor bonus of +3 or higher. The whip is treated 
  as a melee weapon with 15-foot reach, though you don’t 
  threaten the area into which you can make an attack. In 
  addition, unlike most other weapons with reach, you can 
  use it against foes anywhere within your reach (including 
  adjacent foes).
  Using a whip provokes an attack of opportunity, just as 
  if you had used a ranged weapon.
  You can make trip attacks with a whip. If you are tripped 
  during your own trip attempt, you can drop the whip to 
  avoid being tripped.
  When using a whip, you get a +2 bonus on combat ma-
  neuver checks to disarm an enemy.
  You can use the Weapon Finesse feat to apply your 
  Dexterity modifier instead of your Strength modifier to 
  attack rolls with a whip sized for you, even though it isn’t 
  a light weapon.
  Masterwork Weapons
  A masterwork weapon is a finely crafted version of a nor-
  mal weapon. Wielding it provides a +1 enhancement bonus 
  on attack rolls.
  You can’t add the masterwork quality to a weapon after 
  it is created; it must be crafted as a masterwork weapon 
  (see the Craft skill). The masterwork quality adds 300 gp 
  to the cost of a normal weapon (or 6 gp to the cost of a 
  single unit of ammunition). Adding the masterwork qual-
  ity to a double weapon costs twice the normal increase 
  (+600 gp).
  Masterwork ammunition is damaged (effectively de-
  stroyed) when used. The enhancement bonus of master-
  work ammunition does not stack with any enhancement 
  bonus of the projectile weapon firing it.
  All magic weapons are automatically considered to be 
  of masterwork quality. The enhancement bonus granted 
  by the masterwork quality doesn’t stack with the enhance-
  ment bonus provided by the weapon’s magic.
  Even though some types of armor and shields can be 
  used as weapons, you can’t create a masterwork version of 
  such an item that confers an enhancement bonus on at-
  tack rolls. Instead, masterwork armor and shields have 
  lessened armor check penalties.
  ARMOR
  For most, armor is the simplest way to protect oneself from 
  the dangers of the world. Many characters can wear only 
  the simplest of armors. To wear heavier armor effectively, a 
  character can select the Armor Proficiency feats, but most 
  Longbow
  Shortbow
  Heavy 
  Crossbow
  Starknife
  Spear
  Glaive Ranseur
  Arrow
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  108
  Pathfinder Roleplaying Game
  classes are automatically proficient with the armors that 
  work best for them.
  Here is the format for armor entries (given as column 
  headings on Table 7–6).
  Cost: The cost of the armor for Small or Medium hu-
  manoid creatures. See Armor for Unusual Creatures, be-
  low, for armor prices for other creatures.
  Armor/Shield Bonus: Each armor grants an armor bo-
  nus to AC, while shields grant a shield bonus to AC. The 
  armor bonus from a suit of armor doesn’t stack with other 
  effects or items that grant an armor bonus. Similarly, the 
  shield bonus from a shield doesn’t stack with other effects 
  that grant a shield bonus.
  Maximum Dex Bonus: This number is the maximum 
  Dexterity bonus to AC that this type of armor allows. 
  Heavier armors limit mobility, reducing the wearer’s abil-
  ity to dodge blows. This restriction doesn’t affect any other 
  Dexterity-related abilities.
  Even if a character’s Dexterity bonus to AC drops to 0 
  because of armor, this situation does not count as losing a 
  Dexterity bonus to AC. 
  Your character’s encumbrance (the amount of gear he 
  carries) may also restrict the maximum Dexterity bonus 
  that can be applied to his Armor Class.
  Shields: Shields do not affect a character’s maximum 
  Dexterity bonus.
  Armor Check Penalty: Any armor heavier than leather 
  hurts a character’s ability to use Dexterity- and Strength-
  based skills. An armor check penalty number is the penalty 
  that applies to all Dexterity- and Strength-based skill checks. 
  Table 7–6: 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 
   
   
   
   
   
   
   
   
  Padded 
  5 gp 
  +1 
  +8 
  0 
  5% 
  30 ft. 
  20 ft. 
  10 lb.
   
  Leather 
  10 gp 
  +2 
  +6 
  0 
  10% 
  30 ft. 
  20 ft. 
  15 lb.
   
  Studded leather 
  25 gp 
  +3 
  +5 
  –1 
  15% 
  30 ft. 
  20 ft. 
  20 lb.
   
  Chain shirt 
  100 gp 
  +4 
  +4 
  –2 
  20% 
  30 ft. 
  20 ft. 
  25 lb.
  Medium armor 
   
   
   
   
   
   
   
   
  Hide 
  15 gp 
  +3 
  +4 
  –3 
  20% 
  20 ft. 
  15 ft. 
  25 lb.
   
  Scale mail 
  50 gp 
  +4 
  +3 
  –4 
  25% 
  20 ft. 
  15 ft. 
  30 lb.
   
  Chainmail 
  150 gp 
  +5 
  +2 
  –5 
  30% 
  20 ft. 
  15 ft. 
  40 lb.
   
  Breastplate 
  200 gp 
  +5 
  +3 
  –4 
  25% 
  20 ft. 
  15 ft. 
  30 lb.
  Heavy armor 
   
   
   
   
   
   
   
   
  Splint mail 
  200 gp 
  +6 
  +0 
  –7 
  40% 
  20 ft.2 
  15 ft.2 
  45 lb.
   
  Banded mail 
  250 gp 
  +6 
  +1 
  –6 
  35% 
  20 ft.2 
  15 ft.2 
  35 lb.
   
  Half-plate 
  600 gp 
  +7 
  +0 
  –7 
  40% 
  20 ft.2 
  15 ft.2 
  50 lb.
   
  Full plate 
  1,500 gp 
  +8 
  +1 
  –6 
  35% 
  20 ft.2 
  15 ft.2 
  50 lb.
  Shields 
   
   
   
   
   
   
   
   
  Buckler 
  15 gp 
  +1 
  — 
  –1 
  5% 
  — 
  — 
  5 lb.
   
  Shield, light wooden 
  3 gp 
  +1 
  — 
  –1 
  5% 
  — 
  — 
  5 lb.
   
  Shield, light steel 
  9 gp 
  +1 
  — 
  –1 
  5% 
  — 
  — 
  6 lb.
   
  Shield, heavy wooden 
  7 gp 
  +2 
  — 
  –2 
  15% 
  — 
  — 
  10 lb.
   
  Shield, heavy steel 
  20 gp 
  +2 
  — 
  –2 
  15% 
  — 
  — 
  15 lb.
   
  Shield, tower 
  30 gp 
  +43 
  +2 
  –10 
  50% 
  — 
  — 
  45 lb.
  Extras 
   
   
   
   
   
   
   
   
  Armor spikes 
  +50 gp 
  — 
  — 
  — 
  — 
  — 
  — 
  +10 lb.
   
  Gauntlet, locked 
  8 gp 
  — 
  — 
  Special 
  4 
  — 
  — 
  +5 lb.
   
  Shield spikes 
  +10 gp 
  — 
  — 
  — 
  — 
  — 
  — 
  +5 lb.
  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 heavy armor, you move only triple your speed, not quadruple.
  3 A tower shield can instead grant you cover. See the description.
  4 Hand not free to cast spells.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  109
  Pathfinder RPG: Equipment
  7
  A character’s encumbrance (the amount of gear carried, 
  i ncluding armor) may also apply an armor check penalty.
  Shields: If a character is wearing armor and using a 
  shield, both armor check penalties apply.
  Nonproficient with Armor Worn: A character who wears 
  armor and/or uses a shield with which he is not proficient 
  takes the armor’s (and/or shield’s) armor check penalty 
  on attack rolls and on all Dexterity- and Strength-based 
  ability and skill checks. The penalty for nonproficiency 
  with armor stacks with the penalty for nonproficiency 
  with shields.
  Sleeping in Armor: A character who sleeps in medium or 
  heavy armor is automatically fatigued the next day. He takes 
  a –2 penalty on Strength and Dexterity and can’t charge or 
  run. Sleeping in light armor does not cause fatigue.
  Arcane Spell Failure: Armor interferes with the gestures 
  that a spellcaster must make to cast an arcane spell that 
  has a somatic component. Arcane spellcasters face the 
  possibility of arcane spell failure if they’re wearing armor. 
  Bards can wear light armor without incurring any arcane 
  spell failure chance for their bard spells.
  Casting an Arcane Spell in Armor: A character who casts an 
  arcane spell while wearing armor must usually make an 
  arcane spell failure roll. The number in the Arcane Spell 
  Failure Chance column on Table 7–6 is the chance that the 
  spell fails and is ruined. If the spell lacks a somatic com-
  ponent, however, it can be cast with no chance of arcane 
  spell failure.
  Shields: If a character is wearing armor and using a 
  shield, add the two numbers together to get a single arcane 
  spell failure chance.
  Speed: Medium or heavy armor slows the wearer down. 
  The number on Table 7–6 is the character’s speed while 
  wearing the armor. Humans, elves, half-elves, and half-
  orcs have an unencumbered speed of 30 feet. They use the 
  first column. Dwarves, gnomes, and halflings have an un-
  encumbered speed of 20 feet. They use the second column. 
  Remember, however, that a dwarf ’s land speed remains 20 
  feet even in medium or heavy armor or when carrying a 
  medium or heavy load.
  Shields: Shields do not affect a character’s speed.
  Weight: This column gives the weight of the armor 
  sized for a Medium wearer. Armor fitted for Small charac-
  ters weighs half as much, and armor for Large characters 
  weighs twice as much.
  Armor Descriptions
  Any special benefits or accessories to the types of armor 
  found on Table 7–6 are described below.
  Armor Spikes: You can have spikes added to your armor, 
  which allow you to deal extra piercing damage (see Table 
  7–5) on a successful grapple attack. The spikes count as a 
  martial weapon. If you are not proficient with them, you 
  take a –4 penalty on grapple checks when you try to use 
  them. You can also make a regular melee attack (or off-
  hand attack) with the spikes, and they count as a light 
  weapon in this case. (You can’t also make an attack with 
  armor spikes if you have already made an attack with an-
  other off-hand weapon, and vice versa.)
  An enhancement bonus to a suit of armor does not im-
  prove the spikes’ effectiveness, but the spikes can be made 
  into magic weapons in their own right.
  Banded Mail: The suit includes gauntlets.
  Buckler: This small metal shield is worn strapped to 
  your forearm. You can use a bow or crossbow without pen-
  alty while carrying it. You can also use your shield arm to 
  wield a weapon (whether you are using an off-hand weapon 
  or using your off hand to help wield a two-handed weap-
  on), but you take a –1 penalty on attack rolls while doing so. 
  This penalty stacks with those that may apply for fighting 
  with your off hand and for fighting with two weapons. In 
  any case, if you use a weapon in your off hand, you don’t get 
  the buckler’s AC bonus for the rest of the round.
  You can’t bash someone with a buckler.
  Chainmail: The suit includes gauntlets.
  Full Plate: The suit includes gauntlets, heavy leather 
  boots, a visored helmet, and a thick layer of padding that 
  is worn underneath the armor. Each suit of full plate must 
  be individually fitted to its owner by a master armorsmith, 
  although a captured suit can be resized to fit a new owner 
  at a cost of 200 to 800 (2d4 × 100) gold pieces.
  Gauntlet, Locked: This armored gauntlet has small 
  chains and braces that allow the wearer to attach a weapon 
  to the gauntlet so that it cannot be dropped easily. It pro-
  vides a +10 bonus to your combat maneuver bonus to keep 
  from being disarmed in combat. Removing a weapon from a 
  locked gauntlet or attaching a weapon to a locked gauntlet is 
  a full-round action that provokes attacks of opportunity.
  The price given is for a single locked gauntlet. The 
  weight given applies only if you’re wearing a breastplate, 
  light armor, or no armor. Otherwise, the locked gauntlet 
  replaces a gauntlet you already have as part of the armor.
  While the gauntlet is locked, you can’t use the hand 
  wearing it for casting spells or employing skills. (You can 
  still cast spells with somatic components, provided that 
  your other hand is free.)
  Like a normal gauntlet, a locked gauntlet lets you deal 
  lethal damage rather than nonlethal damage with an un-
  armed strike.
  Half-Plate: The suit includes gauntlets.
  Hide Shirt:  This light armor is typically made from the 
  hide, bones, and thick scales of giant lizards.
  Scale Mail: The suit includes gauntlets.
  Shield, Heavy, Wooden or Steel: You strap a shield to your 
  forearm and grip it with your hand. A heavy shield is so heavy 
  that you can’t use your shield hand for anything else.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  110
  Pathfinder Roleplaying Game
  Wooden or Steel: Wooden and steel shields offer the 
  same basic protection, though they respond differently to 
  s pecial attacks.
  Shield Bash Attacks: You can bash an opponent with a heavy 
  shield, using it as an off-hand weapon. See Table 7–5 for the 
  damage dealt by a shield bash. Used this way, a heavy shield 
  is a martial bludgeoning weapon. For the purpose of pen-
  alties on attack rolls, treat a heavy shield as a one-handed 
  weapon. If you use your shield as a weapon, you lose its AC 
  bonus until your next action (usually until the next round). 
  An enhancement bonus on a shield does not improve the 
  e ffectiveness of a shield bash made with it, but the shield 
  can be made into a magic weapon in its own right.
  Shield, Light, Wooden or Steel: You strap a shield to 
  your forearm and grip it with your hand. A light shield’s 
  weight lets you carry other items in that hand, although 
  you cannot use weapons with it.
  Wooden or Steel: Wooden and steel shields offer the same 
  basic protection, though they respond differently to spe-
  cial attacks.
  Shield Bash Attacks: You can bash an opponent with a 
  light shield, using it as an off-hand weapon. See Table 
  7–5 for the damage dealt by a shield bash. Used this way, 
  Table 7–8: Donning Armor
  Armor Type 
  Don 
  Don Hastily 
  Remove
  Shield (any) 
  1 move action 
  n/a 
  1 move action
  Padded, leather, hide, studded leather, or chain shirt 
  1 minute 
  5 rounds 
  1 minute1
  Breastplate, scale mail, chainmail, banded mail, or splint mail 
  4 minutes1 
  1 minute 
  1 minute1
  Half-plate or full plate 
  4 minutes2 
  4 minutes1 
  1d4+1 minutes1
  1 If the character has some help, cut this time in half. A single character doing nothing else can help one or two adjacent characters. 
  Two characters can’t help each other don armor at the same time.
  2 The wearer must have help to don this armor. Without help, it can be donned only hastily.
  Studded Leather
  Splint Mail
  Leather Suit
  Chain Shirt
  Platemail
  Wooden Shield
  Scalemail
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  111
  Pathfinder RPG: Equipment
  7
  a light shield is a martial bludgeoning weapon. For the 
  purpose of penalties on attack rolls, treat a light shield 
  as a light weapon. If you use your shield as a weapon, 
  you lose its AC bonus until your next action (usually un-
  til the next round). An enhancement bonus on a shield 
  does not improve the effectiveness of a shield bash made 
  with it, but the shield can be made into a magic weapon 
  in its own right.
  Shield, Tower: This massive wooden shield is nearly 
  as tall as you are. In most situations, it provides the in-
  dicated shield bonus to your AC. However, you can in-
  stead use it as total cover, though you must give up your 
  attacks to do so. The shield does not, however, provide 
  cover against targeted spells; a spellcaster can cast a 
  spell on you by targeting the shield you are holding. You 
  cannot bash with a tower shield, nor can you use your 
  shield hand for anything else.
  When employing a tower shield in combat, you take 
  a –2 penalty on attack rolls because of the shield’s 
  encumbrance.
  Shield Spikes: When added to your shield, these 
  spikes turn it into a martial piercing weapon that in-
  creases the damage dealt by a shield bash as if the shield 
  were designed for a creature one size category larger 
  than you. You can’t put spikes on a buckler or a tower 
  shield. Otherwise, attacking with a spiked shield is like 
  making a shield bash attack.
  An enhancement bonus on a spiked shield does not 
  improve the effectiveness of a shield bash made with it, 
  but a spiked shield can be made into a magic weapon in 
  its own right.
  Splint Mail: The suit includes gauntlets.
  Masterwork Armor
  Just as with weapons, you can purchase or craft master-
  work versions of armor or shields. Such a well-made item 
  functions like the normal version, except that its armor 
  check penalty is lessened by 1. 
  A masterwork suit of armor or shield costs an extra 150 
  gp over and above the normal cost for that type of armor 
  or shield.
  The masterwork quality of a suit of armor or shield 
  never provides a bonus on attack or damage rolls, even if 
  the armor or shield is used as a weapon.
  All magic armors and shields are automatically consid-
  ered to be of masterwork quality.
  You can’t add the masterwork quality to armor or a 
  shield after it is created; it must be crafted as a master-
  work item.
  Armor for Unusual Creatures
  Armor and shields for unusually big creatures, unusually 
  little creatures, and nonhumanoid creatures have different 
  costs and weights from those given on Table 7–6. Refer to 
  the appropriate line on Table 7–7 and apply the multipliers 
  to cost and weight for the armor type in question.
  Table 7–7: Armor for Unusual Creatures
    
  Humanoid 
  Nonhumanoid
  Size Cost 
  Weight 
  Cost 
  Weight 
  Cost
  Tiny or smaller1 
  x1/2 
  x1/10 
  x1 
  x1/10
  Small 
  x1 
  x1/2 
  x2 
  x1/2
  Medium 
  x1 
  x1 
  x2 
  x1
  Large 
  x2 
  x2 
  x4 
  x2
  Huge 
  x4 
  x5 
  x8 
  x5
  Gargantuan 
  x8 
  x8 
  x16 
  x8
  Colossal 
  x16 
  x12 
  x32 
  x12
  1 Divide armor bonus by 2.
  Getting Into and Out of Armor
  The time required to don armor depends on its type; see 
  Table 7–8.
  Don: This column tells how long it takes a character 
  to put the armor on. (One minute is 10 rounds.) Readying 
  (strapping on) a shield is only a move action.
  Don Hastily: This column tells how long it takes to put 
  the armor on in a hurry. The armor check penalty and ar-
  mor bonus for hastily donned armor are each 1 point worse 
  than normal. 
  Remove: This column tells how long it takes to get the 
  armor off. Loosing a shield (removing it from the arm and 
  dropping it) is only a move action.
  GOODS AND SERVICES
  Beyond armor and weapons, there is a wide variety of gear 
  a character can carry, from rations to sustain him on long 
  travels, to rope, useful in countless circumstances. Most 
  of the common gear carried by a character is summarized 
  on Table 7–9.
  Adventuring Gear
  Some of the pieces of adventuring gear found on Table 7–9 
  are described below, along with any special benefits they 
  confer on the user (“you”).
  Caltrops: A caltrop is a four-pronged iron spike craft-
  ed so that one prong faces up no matter how the caltrop 
  comes to rest. You scatter caltrops on the ground in the 
  hope that your enemies step on them or are at least forced 
  to slow down to avoid them. One 2-pound bag of caltrops 
  covers an area 5 feet square.
  Each time a creature moves into an area covered by cal-
  trops (or spends a round fighting while standing in such 
  an area), it might step on one. The caltrops make an attack 
  roll (base attack bonus +0) against the creature. For this at-
  tack, the creature’s shield, armor, and deflection bonuses 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  112
  Pathfinder Roleplaying Game
  do not count. If the creature is wearing shoes or other foot-
  wear, it gets a +2 armor bonus to AC. If the caltrops suc-
  ceed on the attack, the creature has stepped on one. The 
  caltrop deals 1 point of damage, and the creature’s speed 
  is reduced by one-half because its foot is wounded. This 
  movement penalty lasts for 24 hours, until the creature is 
  successfully treated with a DC 15 Heal check, or until it 
  receives at least 1 point of magical curing. A charging or 
  running creature must immediately stop if it steps on a 
  caltrop. Any creature moving at half speed or slower can 
  pick its way through a bed of caltrops with no trouble.
  Caltrops may not be effective against unusual opponents.
  Candle: A candle dimly illuminates a 5-foot radius and 
  burns for 1 hour.
  Chain: Chain has hardness 10 and 5 hit points. It can be 
  burst with a DC 26 Strength check.
  Crowbar: A crowbar grants a +2 circumstance bonus on 
  Strength checks made to force open a door or chest. If used 
  in combat, treat a crowbar as a one-handed improvised 
  weapon that deals bludgeoning damage equal to that of a 
  club of its size.
  Flint and Steel: Lighting a torch with flint and steel is 
  a full-round action, and lighting any other fire with them 
  takes at least that long.
  Grappling Hook: Throwing a grappling hook success-
  fully requires a Use Rope check (DC 10, +2 per 10 feet of 
  distance thrown).
  Hammer: If a hammer is used in combat, treat it as a 
  one-handed improvised weapon that deals bludgeoning 
  damage equal to that of a spiked gauntlet of its size.
  Ink: This is black ink. You can buy ink in other colors, 
  but it costs twice as much.
  Jug, Clay: This basic ceramic jug is fitted with a stopper 
  and holds 1 gallon of liquid.
  Lamp, Common: A lamp clearly illuminates a 15-foot 
  radius, provides shadowy illumination out to a 30-foot ra-
  dius, and burns for 6 hours on a pint of oil. You can carry 
  a lamp in one hand. 
  Lantern, Bullseye: A bullseye lantern provides clear il-
  lumination in a 60-foot cone and shadowy illumination in 
  a 120-foot cone. It burns for 6 hours on a pint of oil. You 
  can carry a bullseye lantern in one hand.
  Lantern, Hooded: A hooded lantern clearly illuminates 
  a 30-foot radius and provides shadowy illumination in a 
  60-foot radius. It burns for 6 hours on a pint of oil. You can 
  carry a hooded lantern in one hand.
  Lock: The DC to open a lock with the Disable Device 
  skill depends on the lock’s quality: simple (DC 20), average 
  (DC 25), good (DC 30), or superior (DC 40).
  Rations
  Backpack
  Bedroll
  Block and 
  Tackle
  Crowbar
  Waterskin
  Manacles
  Spellbook
  Lantern
  Hemp Rope
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  113
  Pathfinder RPG: Equipment
  7
  Table 7–9: Goods and Services 
  Adventuring Gear 
   
   
  Item 
  Cost 
  Weight
   
  Backpack (empty) 
  2 gp 
  2 lb.1
   
  Barrel (empty) 
  2 gp 
  30 lb.
   
  Basket (empty) 
  4 sp 
  1 lb.
   
  Bedroll 
  1 sp 
  5 lb.1
   
  Bell 
  1 gp 
  —
   
  Blanket, winter 
  5 sp 
  3 lb.1
   
  Block and tackle 
  5 gp 
  5 lb.
   
  Bottle, wine, glass 
  2 gp 
  —
   
  Bucket (empty) 
  5 sp 
  2 lb.
   
  Caltrops 
  1 gp 
  2 lb.
   
  Candle 
  1 cp 
  —
   
  Canvas (sq. yd.) 
  1 sp 
  1 lb.
   
  Case, map or scroll 
  1 gp 
  1/2 lb.
   
  Chain (10 ft.) 
  30 gp 
  2 lb.
   
  Chalk, 1 piece 
  1 cp 
  —
   
  Chest (empty) 
  2 gp 
  25 lb.
   
  Crowbar 
  2 gp 
  5 lb.
   
  Firewood (per day) 
  1 cp 
  20 lb.
   
  Fishhook 
  1 sp 
  —
   
  Fishing net, 25 sq. ft. 
  4 gp 
  5 lb.
   
  Flask (empty) 
  3 cp 
  1-1/2 lb.
   
  Flint and steel 
  1 gp 
  —
   
  Grappling hook 
  1 gp 
  4 lb.
   
  Hammer 
  5 sp 
  2 lb.
   
  Ink (1 oz. vial) 
  8 gp 
  —
   
  Inkpen 
  1 sp 
  —
   
  Jug, clay 
  3 cp 
  9 lb.
   
  Ladder, 10-foot 
  5 cp 
  20 lb.
   
  Lamp, common 
  1 sp 
  1 lb.
   
  Lantern, bullseye 
  12 gp 
  3 lb.
   
  Lantern, hooded 
  7 gp 
  2 lb.
   
  Lock 
    
  1 lb.
   
   
  Very simple 
  20 gp 
  1 lb.
   
   
  Average 
  40 gp 
  1 lb.
   
   
  Good 
  80 gp 
  1 lb.
   
   
  Amazing 
  150 gp 
  1 lb.
   
  Manacles 
  15 gp 
  2 lb.
   
  Manacles, masterwork 
  50 gp 
  2 lb.
   
  Mirror, small steel 
  10 gp 
  1/2 lb.
   
  Mug/Tankard, clay 
  2 cp 
  1 lb.
   
  Oil (1-pint flask) 
  1 sp 
  1 lb.
   
  Paper (sheet) 
  4 sp 
  —
   
  Parchment (sheet) 
  2 sp 
  —
   
  Pick, miner’s 
  3 gp 
  10 lb.
   
  Pitcher, clay 
  2 cp 
  5 lb.
   
  Piton 
  1 sp 
  1/2 lb.
   
  Pole, 10-foot 
  2 sp 
  8 lb.
   
  Pot, iron 
  5 sp 
  10 lb.
   
  Pouch, belt (empty) 
  1 gp 
  1/2 lb.1
   
  Ram, portable 
  10 gp 
  20 lb.
   
  Rations, trail (per day) 
  5 sp 
  1 lb.1
   
  Rope, hemp (50 ft.) 
  1 gp 
  10 lb.
   
  Rope, silk (50 ft.) 
  10 gp 
  5 lb.
   
  Sack (empty) 
  1 sp 
  1/2 lb.1
   
  Sealing wax 
  1 gp 
  1 lb.
   
  Sewing needle 
  5 sp 
  —
   
  Signal whistle 
  8 sp 
  —
   
  Signet ring 
  5 gp 
  —
   
  Sledge 
  1 gp 
  10 lb.
   
  Soap (per lb.) 
  5 sp 
  1 lb.
   
  Spade or shovel 
  2 gp 
  8 lb.
   
  Spyglass 
  1,000 gp 
  1 lb.
   
  Tent 
  10 gp 
  20 lb.1
   
  Torch 
  1 cp 
  1 lb.
   
  Vial, ink or potion 
  1 gp 
  1/10 lb.
   
  Waterskin 
  1 gp 
  4 lb.1
   
  Whetstone 
  2 cp 
  1 lb.
  Special Substances and Items 
   
   
  Item 
  Cost 
  Weight
   
  Acid (flask) 
  10 gp 
  1 lb.
   
  Alchemist’s fire (flask) 
  20 gp 
  1 lb.
   
  Antitoxin (vial) 
  50 gp 
  —
   
  Everburning torch 
  110 gp 
  1 lb.
   
  Holy water (flask) 
  25 gp 
  1 lb.
   
  Smokestick 
  20 gp 
  1/2 lb.
   
  Sunrod 
  2 gp 
  1 lb.
   
  Tanglefoot bag 
  50 gp 
  4 lb.
   
  Thunderstone 
  30 gp 
  1 lb.
   
  Tindertwig 
  1 gp 
  —
  Tools and Skill Kits 
   
   
  Item 
  Cost 
  Weight
   
  Alchemist’s lab 
  500 gp 
  40 lb.
   
  Artisan’s tools 
  5 gp 
  5 lb.
   
  Artisan’s tools, masterwork 
  55 gp 
  5 lb.
   
  Climber’s kit 
  80 gp 
  5 lb.1
   
  Disguise kit 
  50 gp 
  8 lb.1
   
  Healer’s kit 
  50 gp 
  1 lb.
   
  Holly and mistletoe 
  — 
  —
   
  Holy symbol, wooden 
  1 gp 
  —
   
  Holy symbol, silver 
  25 gp 
  1 lb.
   
  Hourglass 
  25 gp 
  1 lb.
   
  Magnifying glass 
  100 gp 
  —
   
  Musical instrument, common 5 gp 
  3 lb.1
   
  Musical instrument, masterwork 100 gp 
  3 lb.1
   
  Scale, merchant’s 
  2 gp 
  1 lb.
   
  Spell component pouch 
  5 gp 
  2 lb.
   
  Spellbook, wizard’s (blank) 
  15 gp 
  3 lb.
   
  Thieves’ tools 
  30 gp 
  1 lb.
   
  Thieves’ tools, masterwork 
  100 gp 
  2 lb.
   
  Tool, masterwork 
  50 gp 
  1 lb.
   
  Water clock 
  1,000 gp 
  200 lb.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  114
  Pathfinder Roleplaying Game
  Manacles and Manacles, Masterwork: Manacles can 
  bind a Medium creature. A manacled creature can use the 
  Escape Artist skill to slip free (DC 30, or DC 35 for mas-
  terwork manacles). Breaking the manacles requires a 
  Strength check (DC 26, or DC 28 for masterwork mana-
  cles). Manacles have hardness 10 and 10 hit points.
  Most manacles have locks; add the cost of the lock you 
  want to the cost of the manacles.
  For the same cost, you can buy manacles for a Small 
  creature. For a Large creature, manacles cost ten times the 
  indicated amount, and for a Huge creature, one hundred 
   
  Saddle 
   
   
   
  Military 
  20 gp 
  30 lb.
   
   
  Pack 
  5 gp 
  15 lb.
   
   
  Riding 
  10 gp 
  25 lb.
   
   
  Saddle, Exotic 
   
   
   
  Military 
  60 gp 
  40 lb.
   
  Pack 
  15 gp 
  20 lb.
   
  Riding 
  30 gp 
  30 lb.
   
  Saddlebags 
  4 gp 
  8 lb.
   
  Stabling (per day) 
  5 sp 
  —
  Transport 
   
   
  Item 
  Cost 
  Weight
   
  Carriage 
  100 gp 
  600 lb.
   
  Cart 
  15 gp 
  200 lb.
   
  Galley 
  30,000 gp 
  —
   
  Keelboat 
  3,000 gp 
  —
   
  Longship 
  10,000 gp 
  —
   
  Rowboat 
  50 gp 
  100 lb.
   
  Oar 
  2 gp 
  10 lb.
   
  Sailing ship 
  10,000 gp 
  —
   
  Sled 
  20 gp 
  300 lb.
   
  Wagon 
  35 gp 
  400 lb.
   
  Warship 
  25,000 gp 
  —
  Spellcasting and Services 
   
   
  Service 
  Cost
   
  Coach cab 
  3 cp per mile
   
  Hireling, trained 
  3 sp per day
   
  Hireling, untrained 
  1 sp per day
   
  Messenger 
  2 cp per mile
   
  Road or gate toll 
  1 cp
   
  Ship’s passage 
  1 sp per mile
   
  Spellcasting 
  Caster level x spell level x 10 gp2
  — No weight, or no weight worth noting.
  1 These items weigh one-quarter this amount when made 
  for Small characters. Containers for Small characters also 
  carry one-quarter the normal amount.
  2 See spell description for additional costs. If the additional 
  costs put the spell’s total cost above 3,000 gp, that spell is 
  not generally available. 0-level spells count as 1/2 in this 
  formula.
  Clothing 
   
   
  Item 
  Cost 
  Weight
   
  Artisan’s outfit 
  1 gp 
  4 lb.1
   
  Cleric’s vestments 
  5 gp 
  6 lb.1
   
  Cold weather outfit 
  8 gp 
  7 lb.1
   
  Courtier’s outfit 
  30 gp 
  6 lb.1
   
  Entertainer’s outfit 
  3 gp 
  4 lb.1
   
  Explorer’s outfit 
  10 gp 
  8 lb.1
   
  Monk’s outfit 
  5 gp 
  2 lb.1
   
  Noble’s outfit 
  75 gp 
  10 lb.1
   
  Peasant’s outfit 
  1 sp 
  2 lb.1
   
  Royal outfit 
  200 gp 
  15 lb.1
   
  Scholar’s outfit 
  5 gp 
  6 lb.1
   
  Traveler’s outfit 
  1 gp 
  5 lb.1
  Food, Drink, and Lodging 
   
   
  Item 
  Cost 
  Weight
   
  Ale 
   
   
   
  Gallon 
  2 sp 
  8 lb.
   
   
  Mug 
  4 cp 
  1 lb.
   
  Banquet (per person) 
  10 gp 
  —
   
  Bread, per loaf 
  2 cp 
  1/2 lb.
   
  Cheese, hunk of 
  1 sp 
  1/2 lb.
   
  Inn stay (per day) 
   
   
   
  Good 
  2 gp 
  —
   
   
  Common 
  5 sp 
  —
   
   
  Poor 
  2 sp 
  —
   
  Meals (per day) 
   
   
   
  Good 
  5 sp 
  —
   
   
  Common 
  3 sp 
  —
   
   
  Poor 
  1 sp 
  —
   
  Meat, chunk of 
  3 sp 
  1/2 lb.
   
  Wine 
   
   
   
  Common (pitcher) 
  2 sp 
  6 lb.
   
   
  Fine (bottle) 
  10 gp 
  1-1/2 lb.
  Mounts and Related Gear 
   
   
  Item 
  Cost 
  Weight
   
  Barding 
   
   
   
  Medium creature 
  x2 
  x1
   
   
  Large creature 
  x4 
  x2
   
  Bit and bridle 
  2 gp 
  1 lb.
   
  Dog, guard 
  25 gp 
  —
   
  Dog, riding 
  150 gp 
  —
   
  Donkey or mule 
  8 gp 
  —
   
  Feed (per day) 
  5 cp 
  10 lb.
   
  Horse 
   
   
   
  Horse, heavy 
  200 gp 
  —
   
   
  Horse, light 
  75 gp 
  —
   
   
  Pony 
  30 gp 
  —
   
   
  Warhorse, heavy 
  400 gp 
  —
   
   
  Warhorse, light 
  150 gp 
  —
   
   
  Warpony 
  100 gp 
  —
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  115
  Pathfinder RPG: Equipment
  7
  times the indicated amount. Gargantuan, Colossal, Tiny, 
  Diminutive, and Fine creatures can be held only by spe-
  cially made manacles, which cost at least one hundred 
  times the indicated amount.
  Oil: A pint of oil burns for 6 hours in a lantern. You can 
  use a flask of oil as a splash weapon. Use the rules for al-
  chemist’s fire, except that it takes a full-round action to 
  prepare a flask with a fuse. Once it is thrown, there is a 
  50% chance of the flask igniting successfully.
  You can pour a pint of oil on the ground to cover an 
  area 5 feet square, provided that the surface is 
  smooth. If lit, the oil burns for 2 rounds and 
  deals 1d3 points of fire damage to each creature 
  in the area.
  Ram, Portable: This iron-shod wooden 
  beam gives you a +2 circumstance bonus on 
  Strength checks made to break open a door 
  and it allows a second person to help you 
  without having to roll, increasing your bo-
  nus by 2.
  Rope, Hemp: This rope has 2 hit points 
  and can be burst with a DC 23 Strength 
  check.
  Rope, Silk: This rope has 4 hit points and 
  can be burst with a DC 24 Strength check.
  Spyglass: Objects viewed through a spy-
  glass are magnified to twice their size.
  Torch: A torch burns for 1 hour, clearly il-
  luminating a 20-foot radius and providing 
  shadowy illumination out to a 40-foot radius. 
  If a torch is used in combat, treat it as a one-handed impro-
  vised weapon that deals bludgeoning damage equal to that 
  of a gauntlet of its size, plus 1 point of fire damage.
  Vial: A vial holds 1 ounce of liquid. The stoppered 
  container is usually no more than 1 inch wide and 3 
  inches high.
  Special Substances and Items
  Any of these substances except for the everburning torch 
  and holy water can be made by a character with the Craft 
  (alchemy) skill.
  Acid: You can throw a flask of acid as a splash weapon. 
  Treat this attack as a ranged touch attack with a range 
  increment of 10 feet. A direct hit deals 1d6 points of acid 
  damage. Every creature within 5 feet of the point where the 
  acid hits takes 1 point of acid damage from the splash.
  Alchemist’s Fire: You can throw a flask of alchemist’s 
  fire as a splash weapon. Treat this attack as a ranged touch 
  attack with a range increment of 10 feet.
  A direct hit deals 1d6 points of fire damage. Every crea-
  ture within 5 feet of the point where the flask hits takes 1 
  point of fire damage from the splash. On the round follow-
  ing a direct hit, the target takes an additional 1d6 points of 
  damage. If desired, the target can use a full-round action 
  to attempt to extinguish the flames before taking this ad-
  ditional damage. Extinguishing the flames requires a DC 
  15 Reflex save. Rolling on the ground provides the target a 
  +2 bonus on the save. Leaping into a lake or magically ex-
  tinguishing the flames automatically smothers the fire.
  Antitoxin: If you drink antitoxin, you get a +5 alchemi-
  cal bonus on Fortitude saving throws against poison for 
  1 hour.
  Everburning Torch: This otherwise normal torch has 
  a continual flame spell cast upon it. An everburn-
  ing torch clearly illuminates a 20-foot radius and 
  provides shadowy illumination out to a 40-foot 
  radius.
  Holy Water: Holy water damages undead 
  creatures and evil outsiders almost as if it 
  were acid. A flask of holy water can be thrown 
  as a splash weapon.
  Treat this attack as a ranged touch at-
  tack with a range increment of 10 feet. A 
  flask breaks if thrown against the body of 
  a corporeal creature, but to use it against 
  an incorporeal creature, you must open 
  the flask and pour the holy water out onto 
  the target. Thus, you can douse an incor-
  poreal creature with holy water only if you 
  are adjacent to it. Doing so is a ranged 
  touch attack that does not provoke attacks 
  of opportunity.
  A direct hit by a flask of holy water deals 
  2d4 points of damage to an undead creature or an evil out-
  sider. Each such creature within 5 feet of the point where 
  the flask hits takes 1 point of damage from the splash.
  Temples to good deities sell holy water at cost (making 
  no profit).
  Smokestick: This alchemically t reated wooden stick 
  instantly creates thick, opaque smoke when ignited. The 
  smoke fills a 10- foot cube (treat the effect as a fog cloud 
  spell, except that a moderate or stronger wind dissipates 
  the smoke in 1 round). The stick is consumed after 1 round, 
  and the smoke dissipates naturally.
  Sunrod: This 1-foot-long, gold-tipped, iron rod glows 
  brightly when struck. It clearly illuminates a 30-foot ra-
  dius and provides shadowy illumination out to a 60-foot 
  radius. It glows for 6 hours, after which the gold tip is 
  burned out and worthless.
  Tanglefoot Bag: When you throw a tanglefoot bag at a 
  creature (as a ranged touch attack with a range increment 
  of 10 feet), the bag comes apart and the goo bursts out, en-
  tangling the target and then becoming tough and resil-
  ient upon exposure to air. An entangled creature takes a 
  –2 penalty on attack rolls and a –4 penalty to Dexterity and 
  must make a DC 15 Reflex save or be glued to the floor, 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  116
  Pathfinder Roleplaying Game
  unable to move. Even on a successful save, it can move only 
  at half speed. Huge or larger creatures are unaffected by a 
  tanglefoot bag. A flying creature is not stuck to the floor, 
  but it must make a DC 15 Reflex save or be unable to fly 
  (assuming it uses its wings to fly) and fall to the ground. A 
  tanglefoot bag does not function underwater.
  A creature that is glued to the floor (or unable to fly) 
  can break free by making a DC 17 Strength check or by 
  dealing 15 points of damage to the goo with a slashing 
  weapon. A creature trying to scrape goo off itself, 
  or another creature assisting, does not need to 
  make an attack roll; hitting the goo is auto-
  matic, after which the creature that hit makes 
  a damage roll to see how much of the goo was 
  scraped off. Once free, the creature can move 
  (including flying) at half speed. A character 
  capable of spellcasting who is bound by the 
  goo must make a DC 15 Spellcraft check 
  to cast a spell. The goo becomes 
  brittle and fragile after 2d4 
  rounds, cracking apart and 
  losing its effectiveness. An ap-
  plication of universal solvent to 
  a stuck creature dissolves the 
  alchemical goo immediately.
  Thunderstone: You can throw 
  this stone as a ranged attack with 
  a range increment of 20 feet. When it 
  strikes a hard surface (or is struck hard), it cre-
  ates a deafening bang that is treated as a sonic attack. Each 
  creature within a 10-foot-radius spread must make a DC 15 
  Fortitude save or be deafened for 1 hour. A deafened crea-
  ture, in addition to the obvious effects, takes a –4 penalty 
  on initiative and has a 20% chance to miscast and lose any 
  spell with a verbal component that it tries to cast.
  Since you don’t need to hit a specific target, you can 
  simply aim at a particular 5-foot square. Treat the target 
  square as AC 5.
  Tindertwig: The alchemical substance on the end of 
  this small, wooden stick ignites when struck against a 
  rough surface. Creating a flame with a tindertwig is 
  much faster than creating a flame with flint and steel (or 
  a magnifying glass) and tinder. Lighting a torch with a 
  tindertwig is a standard action (rather than a full-round 
  action), and lighting any other fire with one is at least a 
  standard action.
  Tools and Skill Kits
  These items are particularly useful to characters with 
  certain skills and class abilities.
  Alchemist’s Lab: An alchemist’s lab always has the per-
  fect tool for making alchemical items, so it provides a +2 
  circumstance bonus on Craft (alchemy) checks. It has no 
  bearing on the costs related to the Craft (alchemy) skill. 
  Without this lab, a character with the Craft (alchemy) 
  skill is assumed to have enough tools to use the skill but 
  not enough to get the +2 bonus that the lab provides.
  Artisan’s Tools: These special tools include the items 
  needed to pursue any craft. Without them, you have to 
  use improvised tools (–2 penalty on Craft checks), if you 
  can do the job at all.
  Artisan’s Tools, Masterwork: These tools serve the 
  same purpose as artisan’s tools (above), but master-
  work artisan’s tools are the perfect 
  tools for the job, so you get a +2 
  circumstance bonus on Craft 
  checks made with them.
  Climber’s Kit: This is the 
  perfect tool for climbing and 
  gives you a +2 circumstance bo-
  nus on Climb checks.
  Disguise Kit: The kit is the 
  perfect tool for disguise and 
  provides a +2 circumstance 
  bonus on Disguise checks. A 
  disguise kit is exhausted after 
  ten uses.
  Healer’s Kit: It is the perfect 
  tool for healing and provides a 
  +2 circumstance bonus on Heal 
  checks. A healer’s kit is exhausted 
  after ten uses.
  Holy Symbol, Silver or Wooden: A holy sym-
  bol focuses positive energy. A cleric or paladin uses it as 
  the focus for his spells and as a tool for turning undead. 
  Each religion has its own holy symbol.
  Unholy Symbols: An unholy symbol is like a holy symbol 
  except that it focuses negative energy and is used by evil 
  clerics (or by neutral clerics who want to cast evil spells 
  or command undead).
  Magnifying Glass: This simple lens allows a closer look 
  at small objects. It is also useful as a substitute for flint 
  and steel when starting fires. Lighting a fire with a mag-
  nifying glass requires light as bright as sunlight to focus, 
  tinder to ignite, and at least a full-round a ction. A magni-
  fying glass grants a +2 circumstance bonus on Appraise 
  checks involving any item that is small or h ighly detailed.
  Musical Instrument, Common or Masterwork: A mas-
  terwork instrument grants a +2 circumstance bonus on 
  Perform checks involving its use.
  Scale, Merchant’s: A scale grants a +2 circumstance bo-
  nus on Appraise checks involving items that are valued by 
  weight, including anything made of precious metals.
  Spell Component Pouch: A spellcaster with a spell 
  component pouch is assumed to have all the material 
  components and focuses needed for spellcasting, except 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  117
  Pathfinder RPG: Equipment
  7
  for those components that have a specific cost, divine fo-
  cuses, and focuses that wouldn’t fit in a pouch.
  Spellbook, Wizard’s (Blank): A spellbook has 100 pages 
  of parchment, and each spell takes up one page per spell 
  level (one page each for 0-level spells).
  Thieves’ Tools: This kit contains the tools you 
  need to use the Disable Device skill. Without 
  these tools, you must improvise tools, and you 
  take a –2 circumstance penalty on Disable 
  Device checks.
  Thieves’ Tools, Masterwork: This kit 
  contains extra tools and tools of better 
  make, which grant a +2 circumstance 
  bonus on Disable Device checks.
  Tool, Masterwork: This well-made 
  item is the perfect tool for the job. It 
  grants a +2 circumstance bonus on a 
  related skill check (if any). Bonuses pro-
  vided by multiple masterwork items used 
  toward the same skill check do not stack.
  Water Clock: This large, bulky con-
  trivance gives the time accurate to within 
  half an hour per day since it was last set. 
  It requires a source of water, and it must 
  be kept still because it marks time by the 
  regulated flow of droplets of water.
  Clothing
  All characters begin play with one outfit, 
  valued at 10 gp or less. Additional outfits 
  can be purchased normally.
  Artisan’s Outfit: This outfit includes a shirt with 
  buttons, a skirt or pants with a drawstring, shoes, and 
  perhaps a cap or hat. It may also include a belt or a leather 
  or cloth apron for carrying tools.
  Cleric’s Vestments: These ecclesiastical clothes are for 
  performing priestly functions, not for adventuring. Cleric’s 
  vestements typically include a cassock, stole, and surplice. 
  Cold Weather Outfit: A cold weather outfit includes a 
  wool coat, linen shirt, wool cap, heavy cloak, thick pants 
  or skirt, and boots. This outfit grants a +5 circumstance 
  bonus on Fortitude s aving throws against exposure to 
  cold weather.
  Courtier’s Outfit: This outfit includes fancy, tailored 
  clothes in whatever fashion happens to be the current 
  style in the courts of the nobles. Anyone trying to influ-
  ence nobles or courtiers while wearing street dress will 
  have a hard time of it (–2 penalty on Charisma-based skill 
  checks to influence such individuals). If you wear this 
  outfit without jewelry (costing an additional 50 gp), you 
  look like an out-of-place commoner.
  Entertainer’s Outfit: This set of flashy, perhaps even 
  gaudy, clothes is for entertaining. While the outfit looks 
  whimsical, its practical design lets you tumble, dance, 
  walk a tightrope, or just run (if the audience turns ugly).
  Explorer’s Outfit: This is a full set of clothes for some-
  one who never knows what to expect. It includes sturdy 
  boots, leather breeches or a skirt, a belt, a shirt (perhaps 
  with a vest or jacket), gloves, and a cloak. Rather 
  than a leather skirt, a leather overtunic may 
  be worn over a cloth skirt. The clothes have 
  plenty of pockets (especially the cloak). 
  The outfit also includes any extra items 
  you might need, such as a scarf or a 
  wide-brimmed hat.
  Monk’s Outfit: This simple outfit 
  includes sandals, loose breeches, and 
  a loose shirt, and is all bound together 
  with sashes. The outfit is designed to 
  give you maximum mobility, and it’s 
  made of high-quality fabric. You can 
  hide small weapons in pockets hidden 
  in the folds, and the sashes are strong 
  enough to serve as short ropes.
  Noble’s Outfit: This set of clothes is 
  designed specifically to be expensive 
  and to show it. Precious metals and 
  gems are worked into the clothing. To 
  fit into the noble crowd, every would-
  be noble also needs a signet ring (see 
  Adventuring Gear, above) and jewelry (worth at 
  least 100 gp).
  Peasant’s Outfit: This set of clothes consists of 
  a loose shirt and baggy breeches, or a loose shirt 
  and skirt or overdress. Cloth wrappings are used for 
  shoes.
  Royal Outfit: This is just the clothing, not the royal 
  scepter, crown, ring, and other accoutrements. Royal 
  clothes are ostentatious, with gems, gold, silk, and fur in 
  abundance.
  Scholar’s Outfit: Perfect for a scholar, this outfit in-
  cludes a robe, a belt, a cap, soft shoes, and possibly a cloak.
  Traveler’s Outfit: This set of clothes consists of 
  boots, a wool skirt or breeches, a sturdy belt, a shirt 
  (perhaps with a vest or jacket), and an ample cloak with 
  a hood.
  Food and Lodging
  These prices are for meals and accommodations at estab-
  lishments in an average city. Smaller and larger commu-
  nities might be significantly more expensive, depending 
  on demand and the local economy.
  Inn: Poor accommodations at an inn amount to a place 
  on the floor near the hearth. Common accommodations 
  consist of a place on a raised, heated floor and the use of 
  a blanket and a pillow. Good accommodations consist of 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  118
  Pathfinder Roleplaying Game
  a small, private room with one bed, some amenities, and 
  a covered chamber pot in the corner.
  Meals: Poor meals might be composed of bread, baked 
  turnips, onions, and water. Common meals might con-
  sist of bread, chicken stew, carrots, and watered-down ale 
  or wine. Good meals might be composed of bread and 
  pastries, beef, peas, and ale or wine.
  Mounts and Related Gear
  These are the common mounts available in most cities. 
  Some might have additional creatures—such as camels 
  or even hippogriffs—available, depending on the terrain. 
  Such additional choices are up to GM discretion.
  Barding, Medium Creature and Large Creature: 
  Barding is a type of armor that covers the head, neck, 
  chest, body, and possibly legs of a horse or other mount. 
  Barding made of medium or heavy armor provides better 
  protection than light barding, but at the expense of speed. 
  Barding can be made of any of the armor types found on 
  Table 7–6.
  Armor for a horse (a Large nonhumanoid creature) 
  costs four times as much as armor for a human (a Medium 
  humanoid creature) and also weighs twice as much as 
  the armor found on Table 7–6 (see Armor for Unusual 
  Creatures). If the barding is for a pony or other Medium 
  mount, the cost is only double, and the weight is the same 
  as for Medium armor worn by a humanoid. Medium or 
  heavy barding slows a mount that wears it, as shown on 
  the table below.
  Flying mounts can’t fly in medium or heavy barding.
  Removing and fitting barding takes five times as long 
  as the figures given on Table 7–8. A barded animal can-
  not be used to carry any load other than the rider and 
  normal saddlebags.
   
  Base Speed
  Barding 
  (40 ft.) 
  (50 ft.) 
  (60 ft.)
  Medium 
  30 ft. 
  35 ft. 
  40 ft.
  Heavy 
  30 ft.1 
  35 ft.1 
  40 ft.1
  1 A mount wearing heavy armor moves at only triple its normal 
  speed when running instead of quadruple.
  Dog, Riding: This Medium dog is specially trained 
  to carry a Small humanoid rider. It is brave in combat 
  like a warhorse. You take no damage when you fall from 
  a r iding dog.
  Donkey or Mule: Donkeys and mules are stolid in the 
  face of danger, hardy, surefooted, and capable of carrying 
  heavy loads over vast distances. Unlike a horse, a donkey 
  or a mule is willing (though not eager) to enter dungeons 
  and other strange or threatening places.
  Feed: Horses, donkeys, mules, and ponies can graze to 
  sustain themselves, but providing feed for them is much 
  better. If you have a riding dog, you have to feed it at least 
  some meat.
  Horse: A horse (other than a pony) is suitable as a mount 
  for a human, dwarf, elf, half-elf, or half-orc. A pony is 
  smaller than a horse and is a suitable mount for a gnome 
  or halfling.
  Warhorses and warponies can be ridden easily into 
  combat. Light horses, ponies, and heavy horses are hard to 
  control in combat.
  Saddle, Exotic: An exotic saddle is like a normal saddle 
  of the same sort except that it is designed for an unusual 
  mount. Exotic saddles come in military, pack, and riding 
  styles.
  Saddle, Military: A military saddle braces the rider, pro-
  viding a +2 circumstance bonus on Ride checks related to 
  staying in the saddle. If you’re knocked unconscious while 
  in a military saddle, you have a 75% chance to stay in the 
  saddle (compared to 50% for a riding saddle).
  Saddle, Pack: A pack saddle holds gear and supplies, but 
  not a rider. It holds as much gear as the mount can carry.
  Saddle, Riding: The standard riding saddle supports 
  a rider.
  Transport
  The prices listed are to purchase the vehicle listed. These 
  prices do not generally include the crew or animals needed 
  to operate the vehicle.
  Carriage: This four-wheeled vehicle can transport as 
  many as four people within an enclosed cab, plus two driv-
  ers. In general, two horses (or other beasts of burden) draw 
  it. A carriage comes with the harness needed to pull it.
  Cart: This two-wheeled vehicle can be drawn by a 
  single horse (or other beast of burden). It comes with 
  a harness.
  Galley: This three-masted ship has 70 oars on either 
  side and requires a total crew of 200. A galley is 130 feet 
  long and 20 feet wide, and it can carry 150 tons of cargo 
  or 250 soldiers. For 8,000 gp more, it can be fitted with a 
  ram and castles with firing platforms fore, aft, and amid-
  ships. This ship cannot make sea voyages and sticks to the 
  coast. It moves about 4 miles per hour when being rowed 
  or under sail.
  Keelboat: This 50- to 75-foot-long ship is 15 to 20 feet 
  wide and has a few oars to supplement its single mast with 
  a square sail. It has a crew of 8 to 15 and can carry 40 to 50 
  tons of cargo or 100 soldiers. It can make sea voyages, as 
  well as sail down rivers (thanks to its flat bottom). It moves 
  about 1 mile per hour.
  Longship: This 75-foot-long ship with forty oars requires 
  a total crew of 50. It has a single mast and a square sail, and 
  it can carry 50 tons of cargo or 120 soldiers. A longship can 
  make sea voyages. It moves about 3 miles per hour when 
  being rowed or under sail.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  119
  Pathfinder RPG: Equipment
  7
  Rowboat: This 8- to 12-foot-long boat holds two or three 
  Medium passengers. It moves about 1-1/2 miles per hour.
  Sailing Ship: This larger, seaworthy ship is 75 to 90 feet 
  long, 20 feet wide, and has a crew of 20. It can carry 150 tons 
  of cargo. It has square sails on its two masts and can make 
  sea voyages. It moves about 2 miles per hour.
  Sled: This is a wagon on runners for moving through 
  snow and over ice. In general, two 
  horses (or other beasts of burden) 
  draw it. A sled comes with the har-
  ness needed to pull it.
  Wagon: This is a four-wheeled, 
  open vehicle for transporting heavy 
  loads. In general, two horses (or oth-
  er beasts of burden) draw it. A wagon 
  comes with the harness needed to 
  pull it.
  Warship: This 100-foot-long ship 
  has a single mast, although oars can 
  also propel it. It has a crew of 60 to 
  80 rowers. This ship can carry 160 
  soldiers, but not for long distances, 
  since there isn’t room for supplies to 
  support that many people. The warship cannot 
  make sea voyages and sticks to the coast. It is not 
  used for cargo. It moves about 2-1/2 miles per hour 
  when being rowed or under sail.
  Spellcasting and Services
  Sometimes the best solution to a problem is to hire 
  someone else to take care of it.
  Coach Cab: The price given is for a ride in a 
  coach that transports people (and light cargo) be-
  tween towns. For a ride in a cab that transports 
  passengers within a city, 1 copper piece usually 
  takes you anywhere you need to go.
  Hireling, Trained: The amount given is 
  the typical daily wage for mercenary warriors, masons, 
  craftsmen, cooks, scribes, teamsters, and other trained 
  hirelings. This value represents a minimum wage; many 
  such hirelings require significantly higher pay.
  Hireling, Untrained: The amount shown is the typical 
  daily wage for laborers, porters, maids, and other menial 
  workers.
  Messenger: This entry includes horse-riding messen-
  gers and runners. Those willing to carry a message to a 
  place they were going anyway may ask for only half the 
  indicated amount.
  Road or Gate Toll: A toll is sometimes charged to cross 
  a well-trodden, well-kept, and well-guarded road to pay 
  for patrols on it and for its upkeep. Occasionally, a large, 
  walled city charges a toll to enter or exit (or sometimes 
  just to enter).
  Ship’s Passage: Most ships do not specialize in pas-
  sengers, but many have the capability to take a few along 
  when transporting cargo. Double the given cost for crea-
  tures larger than Medium or creatures that are otherwise 
  difficult to bring aboard a ship.
  Spell: The indicated amount is how much it costs to 
  get a spellcaster to cast a spell for you. This cost assumes 
  that you can go to the spellcaster and have the spell cast at 
  his convenience (generally at least 24 hours later, so that 
  the spellcaster has time to prepare the spell in question). 
  If you want to bring the spellcaster somewhere to cast a 
  spell you need to negotiate with him, and 
  the default answer is no.
  The cost given is for a spell with 
  no cost for a material component. 
  If the spell includes a material 
  component, add the cost of that 
  component to the cost of the 
  spell. If the spell has a focus 
  component (other than a divine 
  focus), add 1/10 the cost of that 
  focus to the cost of the spell.
  Furthermore, if a spell has 
  dangerous 
  consequences, 
  the spellcaster will certainly 
  require proof that you can and 
  will pay for dealing with any such 
  consequences (that is, assuming that 
  the spellcaster even agrees to cast such a 
  spell, which isn’t certain). In the case of 
  spells that transport the caster and charac-
  ters over a distance, you will likely have to 
  pay for two castings of the spell, even if you 
  aren’t returning with the caster.
  In addition, not every town or village 
  has a spellcaster of sufficient level to cast 
  any spell. In general, you must travel to a 
  small town (or larger settlement) to be reasonably assured 
  of finding a spellcaster capable of casting 1st-level spells, 
  a large town for 2nd-level spells, a small city for 3rd- or 
  4th-level spells, a large city for 5th- or 6th-level spells, 
  and a metropolis for 7th- or 8th-level spells. Even a me-
  tropolis isn’t guaranteed to have a local spellcaster able to 
  cast 9th-level spells.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  120
  Description
  Pathfinder Roleplaying Game
  “Good” implies altruism, respect for life, and a concern 
  for the dignity of sentient beings. Good characters make 
  personal sacrifices to help others.
  “Evil” implies hurting, oppressing, and killing others. 
  Some evil creatures simply have no compassion for others 
  and kill without qualms if doing so is convenient. Others 
  actively pursue evil, killing for sport or out of duty to some 
  evil deity or master. 
  People who are neutral with respect to good and evil 
  have compunctions against killing the innocent, but 
  lack the commitment to make sacrifices to protect or 
  help others. 
  Animals and other creatures incapable of moral action 
  are neutral rather than good or evil. Even deadly vipers 
  and tigers that eat people are neutral because they lack the 
  capacity for morally right or wrong behavior.
  ALIGNMENT
  A creature’s general moral and personal attitudes are rep-
  resented by its alignment: lawful good, neutral good, cha-
  otic good, lawful neutral, neutral, chaotic neutral, lawful 
  evil, neutral evil, or chaotic evil.
  Alignment is a tool for developing your character’s iden-
  tity. It is not a straitjacket for restricting your character. 
  Each alignment represents a broad range of personality 
  types or personal philosophies, so two characters of the 
  same alignment can still be quite different from each oth-
  er. In addition, few people are completely consistent.
  Good Versus Evil
  Good characters and creatures protect innocent life. Evil 
  characters and creatures debase or destroy innocent life, 
  whether for fun or profit.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  121
  Pathfinder RPG: Description
  8
  Law Versus Chaos
  Lawful characters tell the truth, keep their word, respect 
  authority, honor tradition, and judge those who fall short 
  of their duties. Chaotic characters follow their consciences, 
  resent being told what to do, favor new ideas over tradition, 
  and do what they promise if they feel like it.
  “Law” implies honor, trustworthiness, obedience to 
  authority, and reliability. On the downside, lawfulness 
  can include close-mindedness, reactionary adherence to 
  tradition, judgmental, and a lack of adaptability. Those 
  who consciously promote lawfulness say that only lawful 
  behavior creates a society in which people can depend on 
  each other and make the right decisions in full confidence 
  that others will act as they should.
  “Chaos” implies freedom, adaptability, and f lexibil-
  ity. On the downside, chaos can include recklessness, 
  resentment toward legitimate authority, arbitrary ac-
  tions, and irresponsibility. Those who promote chaotic 
  behavior say that only unfettered personal freedom al-
  lows people to express themselves fully and lets soci-
  ety benefit from the potential that its individuals have 
  within them.
  Someone who is neutral with respect to law and chaos 
  has a normal respect for authority and feels neither a com-
  pulsion to obey nor a compulsion to rebel. She is honest, 
  but can be tempted into lying or deceiving others.
  Animals and other creatures incapable of moral action 
  are neutral. Dogs may be obedient and cats free-spirited, 
  but they do not have the moral capacity to be truly lawful 
  or chaotic.
  The Nine Alignments
  Nine distinct alignments define all the possible combina-
  tions of the lawful–chaotic axis with the good–evil axis. 
  Each alignment description below depicts a typical char-
  acter of that alignment. Remember that individuals vary 
  from this norm, and that a given character may act more 
  or less in accord with his alignment from day to day. Use 
  these descriptions as guidelines, not as scripts.
  The first six alignments, lawful good through chaotic 
  neutral, are the standard alignments for player charac-
  ters. The three evil alignments are usually for monsters 
  and villains.
  Lawful Good, “Crusader”: A lawful good character acts 
  as a good person is expected or required to act. She com-
  bines a commitment to oppose evil with the discipline to 
  fight relentlessly. She tells the truth, keeps her word, helps 
  those in need, and speaks out against injustice. A lawful 
  good character hates to see the guilty go unpunished.
  Lawful good is the best alignment you can be because it 
  combines honor and compassion.
  Neutral Good, “Benefactor”: A neutral good character 
  does the best that a good person can do. He is devoted to 
  helping others. He works with kings and magistrates but 
  does not feel beholden to them.
  Neutral good is the best alignment you can be because it 
  means doing what is good without bias for or against order.
  Chaotic Good, “Rebel”: A chaotic good character acts as 
  his conscience directs him with little regard for what oth-
  ers expect of him. He makes his own way, but he’s kind 
  and benevolent. He believes in goodness and right but has 
  little use for laws and regulations. He hates it when people 
  try to intimidate others and tell them what to do. He fol-
  lows his own moral compass, which, although good, may 
  not agree with that of society.
  Chaotic good is the best alignment you can be because it 
  combines a good heart with a free spirit.
  Lawful Neutral, “Judge”: A lawful neutral character acts 
  as law, tradition, or a personal code directs her. Order and 
  organization are paramount to her. She may believe in per-
  sonal order and live by a code or standard, or she may believe 
  in order for all and favor a strong, organized government.
  Lawful neutral is the best alignment you can be be-
  cause it means you are reliable and honorable without 
  being a zealot.
  Neutral, “Undecided”: A neutral character does what 
  seems to be a good idea. She doesn’t feel strongly one way 
  or the other when it comes to good vs. evil or law vs. chaos. 
  Most neutral characters exhibit a lack of conviction or bias 
  rather than a commitment to neutrality. Such a character 
  thinks of good as better than evil—after all, she would 
  rather have good neighbors and rulers than evil ones. Still, 
  she’s not personally committed to upholding good in any 
  abstract or universal way.
  Some neutral characters, on the other hand, commit 
  themselves philosophically to neutrality. They see good, 
  evil, law, and chaos as prejudices and dangerous extremes. 
  They advocate the middle way of neutrality as the best, 
  most balanced road in the long run.
  Neutral is the best alignment you can be because it means 
  you act naturally, without prejudice or compulsion.
  Chaotic Neutral, “Free Spirit”: A chaotic neutral char-
  acter follows his whims. He is an individualist first and 
  last. He values his own liberty but doesn’t strive to protect 
  others’ freedom. He avoids authority, resents restrictions, 
  and challenges traditions. A chaotic neutral character does 
  not intentionally disrupt organizations as part of a cam-
  paign of anarchy. To do so, he would have to be motivated 
  either by good (and a desire to liberate others) or evil (and 
  a desire to make those different from himself suffer). A 
  chaotic neutral character may be unpredictable, but his 
  behavior is not totally random. He is not as likely to jump 
  off a bridge as to cross it.
  Chaotic neutral is the best alignment you can be because 
  it represents true freedom from both society’s restrictions 
  and a do-gooder’s zeal.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  122
  Pathfinder Roleplaying Game
  Lawful Evil, “Dominator”: A lawful evil villain methodi-
  cally takes what he wants within the limits of his code of 
  conduct without regard for whom it hurts. He cares about 
  tradition, loyalty, and order, but not about freedom, dignity, 
  or life. He plays by the rules but without mercy or compas-
  sion. He is comfortable in a hierarchy and would like to rule, 
  but is willing to serve. He condemns others not according to 
  their actions but according to race, religion, homeland, or 
  social rank. He is loath to break laws or promises.
  This reluctance comes partly from his nature and partly 
  because he depends on order to protect himself from those 
  who oppose him on moral grounds. Some lawful evil vil-
  lains have particular taboos, such as not killing in cold 
  blood (but having underlings do it) or not letting children 
  come to harm (if it can be helped). They imagine that these 
  compunctions put them above unprincipled villains.
  Some lawful evil people and creatures commit them-
  selves to evil with a zeal like that of a crusader committed 
  to good. Beyond being willing to hurt others for their own 
  ends, they take pleasure in spreading evil as an end unto 
  itself. They may also see doing evil as part of a duty to an 
  evil deity or master.
  Lawful evil is sometimes called “diabolical,” because 
  devils are the epitome of lawful evil.
  Lawful evil is the most dangerous alignment because 
  it represents methodical, intentional, and frequently suc-
  cessful evil.
  Neutral Evil, “Malefactor”: A neutral evil villain does 
  whatever she can get away with. She is out for herself, pure 
  and simple. She sheds no tears for those she kills, whether 
  for profit, sport, or convenience. She has no love of order 
  and holds no illusions that following laws, traditions, or 
  codes would make her any better or more noble. On the 
  other hand, she doesn’t have the restless nature or love of 
  conflict that a chaotic evil villain has.
  Some neutral evil villains hold up evil as an ideal, com-
  mitting evil for its own sake. Most often, such villains are 
  devoted to evil deities or secret societies.
  Neutral evil is the most dangerous alignment because it 
  represents pure evil without honor and without variation.
  Chaotic Evil, “Destroyer”: A chaotic evil character does 
  whatever his greed, hatred, and lust for destruction drive 
  him to do. He is hot-tempered, vicious, arbitrarily violent, 
  and unpredictable. If he is simply out for whatever he can 
  get, he is ruthless and brutal. If he is committed to the 
  spread of evil and chaos, he is even worse. Thankfully, his 
  plans are haphazard, and any groups he joins or forms 
  are poorly organized. Typically, chaotic evil people can be 
  made to work together only by force, and their leader lasts 
  only as long as he can thwart attempts to topple or assas-
  sinate him.
  Chaotic evil is sometimes called “demonic” because de-
  mons are the epitome of chaotic evil.
  Chaotic evil is the most dangerous alignment because it 
  represents the destruction not only of beauty and life but 
  also of the order on which beauty and life depend.
  VITAL STATISTICS
  Age
  You can choose or randomly generate your character’s 
  age. If you choose it, it must be at least the minimum age 
  for the character’s race and class (see Table 8–1). Your 
  character’s minimum starting age is the adulthood age 
  of his race plus the number of dice indicated in the en-
  try corresponding to the character’s race and class on 
  Table 8–1.
  Alternatively, roll the dice indicated on Table 8–1 and 
  add the result to the adulthood number to determine 
  how old your character is.
  With age, a character’s physical ability scores decrease 
  and his mental ability scores increase (see Table 8–2). 
  The effects of each aging step are cumulative. However, 
  none of a character’s ability scores can be reduced below 
  1 in this way.
  When a character reaches venerable age, secretly 
  roll his maximum age—which is the number from the 
  Venerable column on Table 8–2 plus the result of the dice 
  roll indicated on the Maximum Age column on that table, 
  and record the result, which the player does not know. A 
  character who reaches his maximum age dies of old age at 
  some time during the following year.
  The maximum ages are for player characters. Most 
  people in the world at large die from pestilence, accidents, 
  infections, or violence before getting to venerable age.
  Table 8–1: Random Starting Ages
   
   
   
  Bard 
  Cleric
   
   
  Barbarian 
  Fighter 
  Druid
   
   
  Rogue 
  Paladin 
  Monk
  Race 
  Adulthood 
  Sorcerer 
  Ranger 
  Wizard
  Human 
  15 years 
  +1d4 
  +1d6 
  +2d6
  Dwarf 
  40 years 
  +3d6 
  +5d6 
  +7d6
  Elf 
  110 years 
  +4d6 
  +6d6 
  +10d6
  Gnome 
  40 years 
  +4d6 
  +6d6 
  +9d6
  Half-elf 
  20 years 
  +1d6 
  +2d6 
  +3d6
  Half-orc 
  14 years 
  +1d4 
  +1d6 
  +2d6
  Halfling 
  20 years 
  +2d4 
  +3d6 
  +4d6
  Height and Weight
  The dice roll given on Table 8–3 in the Height Modifier 
  column determines the character’s extra height beyond the 
  base height. That same number multiplied by the dice roll 
  or quantity given in the Weight Modifier column deter-
  mines the character’s extra weight beyond the base weight.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  123
  Pathfinder RPG: Description
  8
  Carrying Capacity
  Encumbrance rules determine how much a character’s equip-
  ment slows him down. Encumbrance comes in two parts: en-
  cumbrance by armor and encumbrance by total weight.
  Encumbrance by Armor: A character’s armor defines 
  his maximum Dexterity bonus to AC, armor check pen-
  alty, speed, and running speed. Unless your character is 
  weak or carrying a lot of gear, that’s all you need to know. 
  The extra gear your character carries won’t slow him down 
  any more than the armor already does.
  If your character is weak or carrying a lot of gear, how-
  ever, then you’ll need to calculate encumbrance by weight. 
  Doing so is most important when your character is trying 
  to carry some heavy object.
  Weight: If you want to determine whether your charac-
  ter’s gear is heavy enough to slow him down more than the 
  armor already does, total the weight of all the character’s 
  items, including armor, weapons, and gear. Compare this 
  total to the character’s Strength on Table 8–4. Depending 
  on how the weight compares to the character’s carrying 
  Table 8–2: Aging Effects
  Race  
  Middle Age1 
  Old2 
  Venerable3 
  Maximum Age
  Human 
  35 years 
  53 years 
  70 years 
  +2d20 years
  Dwarf 
  125 years 
  188 years 
  250 years 
  +2d% years
  Elf 
  175 years 
  263 years 
  350 years 
  +4d% years
  Gnome 
  100 years 
  150 years 
  200 years 
  +3d% years
  Half-elf 
  62 years 
  93 years 
  125 years 
  +3d20 years
  Half-orc 
  30 years 
  45 years 
  60 years 
  +2d10 years
  Halfling 
  50 years 
  75 years 
  100 years 
  +5d20 years
  1 At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2 At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3 At venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  124
  Table 8–3: Random Height and Weight
  Race 
  Base Height 
  Height Modifier 
  Base Weight 
  Weight Modifier
  Human, male 
  4 ft.–10 in. 
  +2d10 in. 
  120 lb. 
  × (2d4) lb.
  Human, female 
  4 ft.–5 in. 
  +2d10 in. 
  85 lb. 
  × (2d4) lb.
  Dwarf, male 
  3 ft.–9 in. 
  +2d4 in. 
  150 lb. 
  × (2d6) lb.
  Dwarf, female 
  3 ft.–7 in. 
  +2d4 in. 
  120 lb. 
  × (2d6) lb.
  Elf, male 
  5 ft.–2 in. 
  +2d8 in. 
  100 lb. 
  × (1d6) lb.
  Elf, female 
  5 ft.–2 in. 
  +2d6 in. 
  90 lb. 
  × (1d6) lb.
  Gnome, male 
  3 ft.–0 in. 
  +2d4 in. 
  35 lb. 
  × 1 lb.
  Gnome, female 
  2 ft.–10 in. 
  +2d4 in. 
  30 lb. 
  × 1 lb.
  Half-elf, male 
  5 ft.–0 in. 
  +2d8 in. 
  110 lb. 
  × (2d4) lb.
  Half-elf, female 
  4 ft.–10 in. 
  +2d8 in. 
  90 lb. 
  × (2d4) lb.
  Half-orc, male 
  4 ft.–10 in. 
  +2d12 in. 
  150 lb. 
  × (2d6) lb.
  Half-orc, female 
  4 ft.–5 in. 
  +2d12 in. 
  110 lb. 
  × (2d6) lb.
  Halfling, male 
  2 ft.–8 in. 
  +2d4 in. 
  30 lb. 
  × 1 lb.
  Halfling, female 
  2 ft.–6 in. 
  +2d4 in. 
  25 lb. 
  × 1 lb.
  Pathfinder Roleplaying Game
  capacity, he or she may be carrying a light, medium, or 
  heavy load. Like armor, a character’s load affects his maxi-
  mum Dexterity bonus to AC, carries a check penalty (which 
  works like an armor check penalty), reduces the character’s 
  speed, and affects how fast the character can run, as shown 
  on Table 8–5. A medium or heavy load counts as medium 
  or heavy armor for the purpose of abilities or skills that 
  are restricted by armor. Carrying a light load does not en-
  cumber a character.
  If your character is wearing armor, use the worse figure 
  (from armor or from load) for each category. Do not stack 
  the penalties.
  Lifting and Dragging: A character can lift as much as 
  his maximum load over his head.
  A character can lift as much as double his maximum 
  load off the ground, but he or she can only stagger around 
  with it. While overloaded in this way, the character loses 
  any Dexterity bonus to AC and can move only 5 feet per 
  round (as a full-round action).
  A character can generally push or drag along the 
  ground as much as five times his maximum load. 
  Favorable conditions can double these numbers, and 
  bad circumstances can reduce them to one-half or less.
  Bigger and Smaller Creatures: The figures on Table 8–4 
  are for Medium bipedal creatures. A larger bipedal crea-
  ture can carry more weight depending on its size category, 
  as follows: Large ×2, Huge ×4, Gargantuan ×8, Colossal ×16. 
  A smaller creature can carry less weight depending on its 
  size category, as follows: Small ×3/4, Tiny ×1/2, Diminutive 
  ×1/4, Fine ×1/8.
  Quadrupeds can carry heavier loads than charac-
  ters can. Instead of the multipliers given above, multi-
  ply the value corresponding to the creature’s Strength 
  score from Table 8–4 by the appropriate modifier, as 
  follows: Fine ×1/4, Diminutive ×1/2, Tiny ×3/4, Small 
  ×1, Medium ×1-1/2, Large ×3, Huge ×6, Gargantuan ×12, 
  Colossal ×24.
  Tremendous Strength: For Strength scores not shown 
  on Table 8–4, find the Strength score between 20 and 29 
  that has the same number in the “ones” digit as the crea-
  ture’s Strength score does and multiply the numbers in 
  that by 4 for every 10 points the creature’s Strength is above 
  the score for that row.
  Armor and Encumbrance for Other Base Speeds
  The table below provides reduced speed figures for all base 
  speeds from 20 feet to 100 feet (in 10-foot increments).
  Base Speed 
  Reduced Speed
  20 ft. 
  15 ft.
  30 ft. 
  20 ft.
  40 ft. 
  30 ft.
  50 ft. 
  35 ft.
  60 ft. 
  40 ft.
  70 ft. 
  50 ft.
  80 ft. 
  55 ft.
  90 ft. 
  60 ft.
  100 ft. 
  70 ft.
  MoVEMENT
  There are three movement scales, as follows:
  • Tactical, for combat, measured in feet (or squares) 
  per round.
  • Local, for exploring an area, measured in feet per 
  minute.
  • Overland, for getting from place to place, measured 
  in miles per hour or miles per day.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  125
  Table 8–4: Carrying Capacity
  Strength 
  Light 
  Medium 
  Heavy
  Score 
  Load 
  Load 
  Load
  1 
  3 lb. or less 
  4–6 lb. 
  7–10 lb.
  2 
  6 lb. or less 
  7–13 lb. 
  14–20 lb.
  3 
  10 lb. or less 
  11–20 lb. 
  21–30 lb.
  4 
  13 lb. or less 
  14–26 lb. 
  27–40 lb.
  5 
  16 lb. or less 
  17–33 lb. 
  34–50 lb.
  6 
  20 lb. or less 
  21–40 lb. 
  41–60 lb.
  7 
  23 lb. or less 
  24–46 lb. 
  47–70 lb.
  8 
  26 lb. or less 
  27–53 lb. 
  54–80 lb.
  9 
  30 lb. or less 
  31–60 lb. 
  61–90 lb.
  10 
  33 lb. or less 
  34–66 lb. 
  67–100 lb.
  11 
  38 lb. or less 
  39–76 lb. 
  77–115 lb.
  12 
  43 lb. or less 
  44–86 lb. 
  87–130 lb.
  13 
  50 lb. or less 
  51–100 lb. 
  101–150 lb.
  14 
  58 lb. or less 
  59–116 lb. 
  117–175 lb.
  15 
  66 lb. or less 
  67–133 lb. 
  134–200 lb.
  16 
  76 lb. or less 
  77–153 lb. 
  154–230 lb.
  17 
  86 lb. or less 
  87–173 lb. 
  174–260 lb.
  18 
  100 lb. or less 
  101–200 lb. 
  201–300 lb.
  19 
  116 lb. or less 
  117–233 lb. 
  234–350 lb.
  20 
  133 lb. or less 
  134–266 lb. 
  267–400 lb.
  21 
  153 lb. or less 
  154–306 lb. 
  307–460 lb.
  22 
  173 lb. or less 
  174–346 lb. 
  347–520 lb.
  23 
  200 lb. or less 
  201–400 lb. 
  401–600 lb.
  24 
  233 lb. or less 
  234–466 lb. 
  467–700 lb.
  25 
  266 lb. or less 
  267–533 lb. 
  534–800 lb.
  26 
  306 lb. or less 
  307–613 lb. 
  614–920 lb.
  27 
  346 lb. or less 
  347–693 lb. 
  694–1,040 lb.
  28 
  400 lb. or less 
  401–800 lb. 
  801–1,200 lb.
  29 
  466 lb. or less 
  467–933 lb. 
  934–1,400 lb.
  +10 
  x4 
  x4 
  x4
  Table  8–5: Carrying Loads
   
  Speed
  Load 
  Max Dex Check Penalty 
  (30 ft.) 
  (20 ft.) Run
  Medium 
  +3 
  –3 
  20 ft. 
  15 ft. 
  x4
  Heavy 
  +1 
  –6 
  20 ft. 
  15 ft. 
  x3
  Pathfinder RPG: Description
  8
  Modes of Movement: While moving at the different 
  movement scales, creatures generally walk, hustle, or run.
  Walk: A walk represents unhurried but purposeful move-
  ment at 3 miles per hour for an unencumbered human.
  Hustle: A hustle is a jog at about 6 miles per hour for 
  an unencumbered human. A character moving his speed 
  twice in a single round, or moving that speed in the same 
  round that he or she performs a standard action or another 
  move action is hustling when he or she moves.
  Run (×3): Moving three times speed is a running pace for 
  a character in heavy armor. It represents about 9 miles per 
  hour for a human in full plate.
  Run (×4): Moving four times speed is a running pace for 
  a character in light, medium, or no armor. It represents 
  about 12 miles per hour for an unencumbered human, or 8 
  miles per hour for a human in chainmail.
  Tactical Movement
  Use tactical movement for combat. Characters generally 
  don’t walk during combat—they hustle or run. A char-
  acter who moves his speed and takes some action is hus-
  tling for about half the round and doing something else 
  the other half.
  Hampered Movement: Difficult terrain, obstacles, or 
  poor visibility can hamper movement. When movement is 
  hampered, each square moved into usually counts as two 
  squares, effectively reducing the distance that a character 
  can cover in a move. 
  If more than one condition applies, multiply together all 
  additional costs that apply. This is a specific exception to 
  the normal rule for doubling. 
  In some situations, your movement may be so hampered 
  that you don’t have sufficient speed even to move 5 feet (1 
  square). In such a case, you may use a full-round action 
  to move 5 feet (1 square) in any direction, even diagonally. 
  Even though this looks like a 5-foot step, it’s not, and thus 
  it provokes attacks of opportunity normally. (You can’t take 
  advantage of this rule to move through impassable terrain 
  or to move when all movement is prohibited to you.)
  You can’t run or charge through any square that would 
  hamper your movement.
  Local Movement
  Characters exploring an area use local movement, mea-
  sured in feet per minute.
  Walk: A character can walk without a problem on the 
  local scale.
  Hustle: A character can hustle without a problem on 
  the local scale. See Overland Movement, below, for move-
  ment measured in miles per hour.
  Run: A character with a Constitution score of 9 or high-
  er can run for a minute without a problem. Generally, a 
  character can run for a minute or two before having to 
  rest for a minute
  Overland Movement
  Characters covering long distances cross-country use over-
  land movement. Overland movement is measured in miles 
  per hour or miles per day. A day represents 8 hours of ac-
  tual travel time. For rowed watercraft, a day represents 10 
  hours of rowing. For a sailing ship, it represents 24 hours.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  126
  Walk: A character can walk 8 hours in a day of travel 
  without a problem. Walking for longer than that can wear 
  him out (see Forced March).
  Hustle: A character can hustle for 1 hour without a prob-
  lem. Hustling for a second hour in between sleep cycles 
  deals 1 point of nonlethal damage, and each additional 
  hour deals twice the damage taken during the previous 
  hour of hustling. A character who takes any nonlethal 
  damage from hustling becomes fatigued.
  A fatigued character can’t run or charge and takes a pen-
  alty of –2 to Strength and Dexterity. Eliminating the non-
  lethal damage also eliminates the fatigue.
  Run: A character can’t run for an extended period of 
  time. Attempts to run and rest in cycles effectively work 
  out to a hustle.
  Terrain: The terrain through which a character travels 
  affects how much distance he or she can cover in an hour 
  or a day (see Table 8–8). A highway is a straight, major, 
  paved road. A road is typically a dirt track. A trail is like a 
  road, except that it allows only single-file travel and does 
  not benefit a party traveling with vehicles. Trackless ter-
  rain is a wild area with no paths.
  Forced March: In a day of normal walking, a character 
  walks for 8 hours. The rest of the daylight time is spent 
  making and breaking camp, resting, and eating.
  A character can walk for more than 8 hours in a day by 
  making a forced march. For each hour of marching be-
  yond 8 hours, a Constitution check (DC 10, +2 per extra 
  hour) is required. If the check fails, the character takes 
  1d6 points of nonlethal damage. A character who takes any 
  nonlethal damage from a forced march becomes fatigued. 
  Eliminating the nonlethal damage also eliminates the fa-
  tigue. It’s possible for a character to march into uncon-
  sciousness by pushing himself too hard.
  Mounted Movement: A mount bearing a rider can move 
  at a hustle. The damage it takes when doing so, however, 
  is lethal damage, not nonlethal damage. The creature 
  can also be ridden in a forced march, but its Constitution 
  checks automatically fail, and, again, the damage it takes 
  is lethal damage. Mounts also become fatigued when they 
  take any damage from hustling or forced marches.
  See Table: Mounts and Vehicles for mounted speeds and 
  speeds for vehicles pulled by draft animals.
  Waterborne Movement: See Table: Mounts and Vehicles 
  for speeds for water vehicles.
  Evasion and Pursuit
  In round-by-round movement, when simply counting off 
  squares, it’s impossible for a slow character to get away 
  from a determined fast character without mitigating cir-
  cumstances. Likewise, it’s no problem for a fast character 
  to get away from a slower one. 
  When the speeds of the two concerned characters are 
  equal, there’s a simple way to resolve a chase: If one crea-
  ture is pursuing another, both are moving at the same 
  speed, and the chase continues for at least a few rounds, 
  Table 8–6: Movement and Distance
   
  Speed
   
   
  15 feet 
  20 feet 
  30 feet 
  40 feet
  One Round (Tactical)1 
   
   
   
   
  Walk 
  15 ft. 
  20 ft. 
  30 ft. 
  40 ft.
   
  Hustle 
  30 ft. 
  40 ft. 
  60 ft. 
  80 ft.
   
  Run (x3) 
  45 ft. 
  60 ft. 
  90 ft. 
  120 ft.
   
  Run (x4) 
  60 ft. 
  80 ft. 
  120 ft. 
  160 ft.
  One Minute (Local) 
   
   
   
   
  Walk 
  150 ft. 
  200 ft. 
  300 ft. 
  400 ft.
   
  Hustle 
  300 ft. 
  400 ft. 
  600 ft. 
  800 ft.
   
  Run (x3) 
  450 ft. 
  600 ft. 
  900 ft. 
  1,200 ft.
   
  Run (x4) 
  600 ft. 
  800 ft. 
  1,200 ft. 
  1,600 ft.
  One Hour (Overland)  
   
   
   
  Walk 
  1-1/2 miles 2 miles 
  3 miles 
  4 miles
   
  Hustle 
  3 miles 
  4 miles 
  6 miles 
  8 miles
   
  Run 
  — 
  — 
  — 
  —
  One Day (Overland)  
   
   
   
  Walk 
  12 miles 
  16 miles 
  24 miles 
  32 miles
   
  Hustle 
  — 
  — 
  — 
  —
   
  Run 
  — 
  — 
  — 
  —
  1 Tactical movement is often measured in squares on the battle 
  grid (1 square = 5 feet) rather than feet.
  Table 8–7: Hampered Movement
  Condition 
  Additional Movement Cost
  Difficult terrain 
  x2
  Obstacle1 
  x2
  Poor visibility 
  x2
  Impassable 
  —
  1 May require a skill check
  Table 8–8: Terrain and Overland Movement
  Terrain  
  Highway 
  Road or Trail 
  Trackless
  Desert, sandy 
  x1 
  x1/2 
  x1/2
  Forest 
  x1 
  x1 
  x1/2
  Hills 
  x1 
  x3/4 
  x1/2
  Jungle 
  x1 
  x3/4 
  x1/4
  Moor 
  x1 
  x1 
  x3/4
  Mountains 
  x3/4 
  x3/4 
  x1/2
  Plains 
  x1 
  x1 
  x3/4
  Swamp 
  x1 
  x3/4 
  x1/2
  Tundra, frozen 
  x1 
  x3/4 
  x3/4
  Pathfinder Roleplaying Game
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  127
  have them make opposed Dexterity checks to see who 
  is the faster over those rounds. If the creature being 
  chased wins, it escapes. If the pursuer wins, it catches 
  the f leeing creature. 
  Sometimes a chase occurs overland and could last all 
  day, with the two sides only occasionally getting glimpses 
  of each other at a distance. In the case of a long chase, 
  an opposed Constitution check made by all parties de-
  termines which can keep pace the longest. If the creature 
  being chased rolls the highest, it gets away. If not, the 
  chaser runs down its prey, outlasting it with stamina.
  EXPLoRATIoN
  There are a few rules that are vital to the success of any 
  adventurer, including vision, lighting, and how to break 
  things. Each of these rules is referenced here.
  Vision and Light
  Dwarves and half-orcs have darkvision, but everyone else 
  needs light to see by. See Table 8–10 for the radius that a 
  light source illuminates and how long it lasts.
  In an area of bright light, all characters can see clearly. 
  A creature can’t hide in an area of bright light unless it is 
  invisible or has cover.
  In an area of shadowy illumination, a character can see 
  dimly. Creatures within this area have concealment rela-
  tive to that character. A creature in an area of shadowy il-
  lumination can make a Stealth check to conceal itself.
  In areas of darkness, creatures without darkvision are 
  effectively blinded. In addition to the obvious effects, a 
  blinded creature has a 50% miss chance in combat (all op-
  ponents have total concealment), loses any Dexterity bo-
  nus to AC, takes a –2 penalty to AC, and takes a –4 penalty 
  on sight-based Perception checks and most Strength and 
  Dexterity-based skill checks.
  Characters with low-light vision (elves, gnomes, and 
  half-elves) can see objects twice as far away as the given 
  radius. Double the effective radius of bright light and of 
  shadowy illumination for such characters.
  Characters with darkvision (dwarves and half-orcs) can 
  see lit areas normally as well as dark areas within 60 feet. 
  A creature can’t hide within 60 feet of a character with 
  darkvision unless it is invisible or has cover.
  Breaking and Entering
  When attempting to break an object, you have two choices: 
  smash it with a weapon or break it with sheer strength.
  Smashing an Object
  Smashing a weapon or shield with a slashing or bludgeon-
  ing weapon is accomplished by the sunder combat maneu-
  ver. Smashing an object is a lot like sundering a weapon or 
  shield, except that your combat maneuver check is opposed 
  by the object’s AC. Generally, you can smash an object only 
  with a bludgeoning or slashing weapon.
  Armor Class: Objects are easier to hit than creatures be-
  cause they usually don’t move, but many are tough enough 
  to shrug off some damage from each blow. An object’s 
  Armor Class is equal to 10 + its size modifier (see Table 
  8–11) + its Dexterity modifier. An inanimate object has 
  not only a Dexterity of 0 (–5 penalty to AC), but also an 
  additional –2 penalty to its AC. Furthermore, if you take a 
  full-round action to line up a shot, you get an automatic hit 
  with a melee weapon and a +5 bonus on attack rolls with a 
  ranged weapon.
  Table 8–9: Mounts and Vehicles
  Mount/Vehicle 
  Per Hour 
  Per Day
  Mount (carrying load) 
   
   
  Light horse or light warhorse 
  6 miles 
  48 miles
   
  Light horse (151–450 lb.)1 
  4 miles 
  32 miles
   
  Light warhorse (231–690 lb.)1 
  4 miles 
  32 miles
   
  Heavy horse or heavy warhorse 
  5 miles 
  40 miles
   
  Heavy horse (201–600 lb.)1 
  3-1/2 miles 
  28 miles
   
  Heavy warhorse (301–900 lb.)1 
  3-1/2 miles 
  28 miles
   
  Pony or warpony 
  4 miles 
  32 miles
   
  Pony (76–225 lb.)1 
  3 miles 
  24 miles
   
  Warpony (101–300 lb.)1 
  3 miles 
  24 miles
   
  Donkey or mule 
  3 miles 
  24 miles
   
  Donkey (51–150 lb.)1 
  2 miles 
  16 miles
   
  Mule (231–690 lb.)1 
  2 miles 
  16 miles
   
  Dog, riding 
  4 miles 
  32 miles
   
  Dog, riding (101–300 lb.)1 
  3 miles 
  24 miles
   
  Cart or wagon 
  2 miles 
  16 miles
  Ship 
   
   
  Raft or barge (poled or towed)2 
  1/2 mile 
  5 miles
   
  Keelboat (rowed)2 
  1 mile 
  10 miles
   
  Rowboat (rowed)2 
  1-1/2 miles 
  15 miles
   
  Sailing ship (sailed) 
  2 miles 
  48 miles
   
  Warship (sailed and rowed) 
  2-1/2 miles 
  60 miles
   
  Longship (sailed and rowed) 
  3 miles 
  72 miles
   
  Galley (rowed and sailed) 
  4 miles 
  96 miles
  1 Quadrupeds, such as horses, can carry heavier loads than 
  characters can. See Carrying Capacity, above, for more infor-
  mation.
  2 Rafts, barges, keelboats, and rowboats are used on lakes 
  and rivers.
  If going downstream, add the speed of the current (typically 3 
  miles per hour) to the speed of the vehicle. In addition to 10 
  hours of being rowed, the vehicle can also float an additional 
  14 hours, if someone can guide it, so add an additional 42 
  miles to the daily distance traveled. These vehicles can’t be 
  rowed against any significant current, but they can be pulled 
  upstream by draft animals on the shores.
  Pathfinder RPG: Description
  8
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  128
  Hardness: Each object has hardness—a number that 
  represents how well it resists damage. Whenever an ob-
  ject takes damage, subtract its hardness from the damage. 
  Only damage in excess of its hardness is deducted from 
  the object’s hit points (see Table 8–12, Table 8–13, and Table 
  8–14).
  Hit Points: An object’s hit point total depends on what 
  it is made of and how big it is (see Table 8–12, Table 8–13, 
  and Table 8–14). Objects that take damage gain the broken 
  condition. When an object’s hit points reach 0, it’s ruined.
  Very large objects have separate hit point totals for dif-
  ferent sections.
  Energy Attacks: Acid and sonic attacks deal damage to 
  most objects just as they do to creatures; roll damage and 
  apply it normally after a successful hit. Electricity and fire 
  attacks deal half damage to most objects; divide the dam-
  age dealt by 2 before applying the hardness. Cold attacks 
  deal one-quarter damage to most objects; divide the dam-
  age dealt by 4 before applying the hardness.
  Ranged Weapon Damage: Objects take half damage from 
  ranged weapons (unless the weapon is a siege engine or 
  something similar). Divide the damage dealt by 2 before 
  applying the object’s hardness.
  Ineffective Weapons: Certain weapons just can’t effectively 
  deal damage to certain objects.
  Immunities: Objects are immune to nonlethal damage 
  and to critical hits.
  Even animated objects, which are otherwise consid-
  ered creatures, have these immunities because they are 
  constructs.
  Magic Armor, Shields, and Weapons: Each +1 of enhance-
  ment bonus adds 2 to the hardness of armor, a weapon, or 
  a shield and +10 to the item’s hit points.
  Vulnerability to Certain Attacks: Certain attacks are espe-
  cially successful against some objects. In such cases, at-
  tacks deal double their normal damage and may ignore the 
  object’s hardness.
  Damaged Objects: A damaged object remains functional 
  with the broken condition until the item’s hit points are 
  reduced to 0, at which point it is destroyed.
  Damaged (but not destroyed) objects can be repaired 
  with the Craft skill and a number of spells.
  Saving Throws: Nonmagical, unattended items never 
  make saving throws. They are considered to have failed 
  their saving throws, so they always are affected by spells. 
  An item attended by a character (being grasped, touched, 
  or worn) makes saving throws as the character (that is, us-
  ing the character’s saving throw bonus).
  Magic items always get saving throws. A magic item’s 
  Fortitude, Reflex, and Will save bonuses are equal to 2 + 
  one-half its caster level. An attended magic item either 
  makes saving throws as its owner or uses its own saving 
  throw bonus, whichever is better.
  Animated Objects: Animated objects count as creatures 
  for purposes of determining their Armor Class (do not 
  treat them as inanimate objects).
  Breaking Items
  When a character tries to break something with sud-
  den force rather than by dealing damage, use a Strength 
  check (rather than an attack roll and damage roll, as with 
  the sunder special attack) to see whether he succeeds. The 
  Table 8–10: Light Sources and Illumination
  Object 
  Bright 
  Shadowy 
  Duration
   
  Candle 
  n/a1 
  5 ft. 
  1 hr.
   
  Everburning torch 
  20 ft. 
  40 ft. 
  Permanent
   
  Lamp, common 
  15 ft. 
  30 ft. 
  6 hr./pint
   
  Lantern, bullseye2 
  60-ft. cone 
  120-ft. cone 
  6 hr./pint
   
  Lantern, hooded 
  30 ft. 
  60 ft. 
  6 hr./pint
   
  Sunrod 
  30 ft. 
  60 ft. 
  6 hr.
   
  Torch 
  20 ft. 
  40 ft. 
  1 hr.
  Spell  
  Bright 
  Shadowy 
  Duration
   
  Continual flame 
  20 ft. 
  40 ft. 
  Permanent
   
  Dancing lights (torches) 
  20 ft. (each) 
  40 ft. (each) 
  1 min.
   
  Daylight 
  60 ft. 
  120 ft. 
  30 min.
   
  Light 
  20 ft. 
  40 ft. 
  10 min.
  1 A candle does not provide bright illumination, only shadowy illumination.
  2 A bullseye lantern illuminates a cone, not a radius.
  Pathfinder Roleplaying Game
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  129
  Table 8–13: Substance Hardness  
  and Hit Points
  Substance 
  Hardness 
  Hit Points
  Glass 
  1 
  1/inch of thickness
  Paper or cloth 
  0 
  2/inch of thickness
  Rope 
  0 
  2/inch of thickness
  Ice 
  0 
  3/inch of thickness
  Leather or hide 
  2 
  5/inch of thickness
  Wood 
  5 
  10/inch of thickness
  Stone 
  8 
  15/inch of thickness
  Iron or steel 
  10 
  30/inch of thickness
  Mithral 
  15 
  30/inch of thickness
  Adamantine 
  20 
  40/inch of thickness
  Table 8–14: Object Hardness and Hit Points
  Object 
  Hardness Hit Points Break DC
  Rope (1 inch diam.) 
  0 
  2 
  23
  Simple wooden door 
  5 
  10 
  13
  Small chest 
  5 
  1 
  17
  Good wooden door 
  5 
  15 
  18
  Treasure chest 
  5 
  15 
  23
  Strong wooden door 
  5 
  20 
  23
  Masonry wall (1 ft. thick) 
  8 
  90 
  35
  Hewn stone (3 ft. thick) 
  8 
  540 
  50
  Chain 
  10 
  5 
  26
  Manacles 
  10 
  10 
  26
  Masterwork manacles 
  10 
  10 
  28
  Iron door (2 in. thick) 
  10 
  60 
  28
  Table 8–15: DCs to Break or Burst Items
  Strength Check to: 
  DC
  Break down simple door 
  13
  Break down good door 
  18
  Break down strong door 
  23
  Burst rope bonds 
  23
  Bend iron bars 
  24
  Break down barred door 
  25
  Burst chain bonds 
  26
  Break down iron door 
  28
  Condition 
  DC Adjustment1
  Hold portal 
  +5
  Arcane lock 
  +10
  1 If both apply, use the larger number.
  DC depends more on the construction of the item than 
  on the material.
  If an item has lost half or more of its hit points, the DC 
  to break it drops by 2.
  Larger and smaller creatures get size bonuses and size 
  penalties on Strength checks to break open doors as fol-
  lows: Fine –16, Diminutive –12, Tiny –8, Small –4, Large 
  +4, Huge +8, Gargantuan +12, Colossal +16.
  A crowbar or portable ram improves a character’s chance 
  of breaking open a door.
  Table 8–11: Size and Armor Class of Objects
  Size 
  AC Modifier
  Colossal 
  –8
  Gargantuan 
  –4
  Huge 
  –2
  Large 
  –1
  Medium 
  +0
  Small 
  +1
  Tiny 
  +2
  Diminutive 
  +4
  Fine 
  +8
  Table 8–12: Common Armor, Weapon, and 
  Shield Hardness and Hit Points
  Weapon or Shield 
  Hardness 
  HP1
  Light blade 
  10 
  2
  One-handed blade 
  10 
  5
  Two-handed blade 
  10 
  10
  Light metal-hafted weapon 
  10 
  10
  One-handed metal-hafted weapon 
  10 
  20
  Light hafted weapon 
  5 
  2
  One-handed hafted weapon 
  5 
  5
  Two-handed hafted weapon 
  5 
  10
  Projectile weapon 
  5 
  5
  Armor 
  special2 armor bonus × 5
  Buckler 
  10 
  5
  Light wooden shield 
  5 
  7
  Heavy wooden shield 
  5 
  15
  Light steel shield 
  10 
  10
  Heavy steel shield 
  10 
  20
  Tower shield 
  5 
  20
  1 The hp value given is for Medium armor, weapons, and 
  shields. Divide by 2 for each size category of the item smaller 
  than Medium, or multiply it by 2 for each size category larger 
  than Medium.
  2 Varies by material; see Table: Substance Hardness and 
  Hit Points.
  Pathfinder RPG: Description
  8
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  130
  Combat
  Pathfinder Roleplaying Game
  The combatants who are aware of the opponents can act 
  in the surprise round, so they roll for initiative. In ini-
  tiative order (highest to lowest), combatants who started 
  the battle aware of their opponents each take one action 
  (either a standard action or a move action) during the sur-
  prise round. Combatants who were unaware do not get to 
  act in the surprise round. If no one or everyone starts the 
  battle aware, there is no surprise round.
  3. Combatants who have not yet rolled initiative do so. 
  All combatants are now ready to begin their first regular 
  round of combat.
  4. Combatants act in initiative order (highest to lowest).
  5. When everyone has had a turn, the combatant with 
  the highest initiative acts again, and steps 4 and 5 repeat 
  until combat ends.
  I
  n the wild parts of the world, where monsters hold 
  dominion, a sharp sword and sturdy shield are a far more 
  effective means of communication than words. Combat 
  is a common part of the Pathfinder RPG and the following 
  rules are here to help explain this crucial process.
  HOW COMBAT WORKS
  Combat is cyclical; everybody acts in turn in a regular 
  cycle of rounds. Combat follows this sequence:
  1. Each combatant starts out flat-footed. Once a com-
  batant acts, he or she is no longer flat-footed.
  2. Determine which characters are aware of their op-
  ponents at the start of the battle. If some but not all of 
  the combatants are aware of their opponents, a surprise 
  round happens before regular rounds of combat begin. 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  131
  Pathfinder RPG: Combat
  9
  COMBAT STATISTICS
  This section summarizes the statistics that determine 
  success in combat, and then details how to use them.
  Attack Roll
  An attack roll represents your attempt to strike your 
  opponent on your turn in a round. When you make an 
  attack roll, you roll a d20 and add your attack bonus. 
  (Other modifiers may also apply to this roll.) If your 
  r esult equals or beats the target’s Armor Class, you hit 
  and deal damage.
  Automatic Misses and Hits: A natural 1 (the d20 comes 
  up 1) on an attack roll is always a miss. A natural 20 (the 
  d20 comes up 20) is always a hit. A natural 20 is also a 
  threat—a possible critical hit.
  Attack Bonus
  Your attack bonus with a melee weapon is:
  Base attack bonus + Strength modifier + size modifier
  With a ranged weapon, your attack bonus is:
  Base attack bonus + Dexterity modifier +  
  size modifier + range penalty
  Table 9–1: Size Modifiers to Attack Rolls
  Size 
  Size Modifier
  Colossal 
  –8
  Gargantuan 
  –4
  Huge 
  –2
  Large 
  –1
  Medium 
  +0
  Small 
  +1
  Tiny 
  +2
  Diminutive 
  +4
  Fine 
  +8
  Damage
  When your attack succeeds, you deal damage. The type 
  of weapon used determines the amount of damage 
  you deal. Effects that modify weapon damage apply to 
  u narmed strikes and the natural physical attack forms 
  of creatures.
  Damage reduces a target’s current hit points.
  Minimum Damage: If penalties reduce the damage re-
  sult to less than 1, a hit still deals 1 point of damage.
  Strength Bonus: When you hit with a melee or thrown 
  weapon, including a sling, add your Strength modi-
  fier to the damage result. A Strength penalty, but not a 
  b onus, applies on attacks made with a bow that is not a 
  c omposite bow.
  Off-Hand Weapon: When you deal damage with a weapon 
  in your off hand, you add only 1/2 your Strength bonus.
  Wielding a Weapon Two-Handed: When you deal damage 
  with a weapon that you are wielding two-handed, you add 
  1-1/2 times your Strength bonus. You don’t get this higher 
  Strength bonus, however, when using a light weapon with 
  two hands.
  Multiplying Damage: Sometimes you multiply damage 
  by some factor, such as on a critical hit. Roll the damage 
  (with all modifiers) multiple times and total the results. 
  Note: When you multiply damage more than once, each 
  multiplier works off the original, unmultiplied damage.
  Exception: Extra damage dice over and above a weapon’s 
  normal damage are never multiplied.
  Ability Damage: Certain creatures and magical effects 
  can cause temporary or permanent ability damage (a re-
  duction to an ability score).
  Armor Class
  Your Armor Class (AC) represents how hard it is for op-
  ponents to land a solid, damaging blow on you. It’s the 
  attack roll result that an opponent needs to achieve to hit 
  you. Your AC is equal to the following: 
  10 + armor bonus + shield bonus + Dexterity modifier + 
  size modifier
  Note that armor limits your Dexterity bonus, so if 
  you’re wearing armor, you might not be able to apply your 
  whole Dexterity bonus to your AC.
  Sometimes you can’t use your Dexterity bonus (if you 
  have one). If you can’t react to a blow, you can’t use your 
  Dexterity bonus to AC. (If you don’t have a Dexterity bo-
  nus, nothing happens.)
  Other Modifiers: Many other factors modify your AC.
  Enhancement Bonuses: Enhancement effects make your 
  armor better.
  Deflection Bonus: Magical deflection effects ward off at-
  tacks and improve your AC.
  Natural Armor: Natural armor improves your AC.
  Dodge Bonuses: Some other AC bonuses represent ac-
  tively avoiding blows. These bonuses are called dodge 
  bonuses. Any situation that denies you your Dexterity 
  bonus also denies you dodge bonuses. (Wearing armor, 
  however, does not limit these bonuses the way it limits 
  a Dexterity bonus to AC.) Unlike most sorts of bonuses, 
  dodge bonuses stack with each other.
  Touch Attacks: Some attacks disregard armor, in-
  cluding shields and natural armor. In these cases, the 
  attacker makes a touch attack roll (either ranged or me-
  lee). When you are the target of a touch attack, your AC 
  doesn’t include any armor bonus, shield bonus, or natu-
  ral armor bonus. All other modifiers, such as your size 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  132
  Pathfinder Roleplaying Game
  modifier, Dexterity modifier, and deflection bonus (if 
  any) apply normally.
  Hit Points
  When your hit point total reaches 0, you’re disabled. 
  When it reaches –1, you’re dying. When it gets to –10 
  (or a negative amount equal to your Constitution score, 
  whichever is less), you’re dead. See Injury and Dying for 
  more information.
  Speed
  Your speed tells you how far you can move in a round 
  and still do something, such as attack or cast a spell. 
  Your speed depends mostly on your race and what armor 
  you’re wearing.
  Dwarves, gnomes, and halflings have a speed of 20 feet 
  (4 squares), or 15 feet (3 squares) when wearing medium 
  or heavy armor (except for dwarves, who move 20 feet in 
  any armor).
  Humans, elves, half-elves, and half-orcs have a speed 
  of 30 feet (6 squares), or 20 feet (4 squares) in medium or 
  heavy armor.
  If you use two move actions in a round (sometimes 
  called a “double move” action), you can move up to double 
  your speed. If you spend the entire round to run all out, 
  you can move up to quadruple your speed (or triple if you 
  are in heavy armor).
  Saving Throws
  Generally, when you are subject to an unusual or magical 
  attack, you get a saving throw to avoid or reduce the effect. 
  Like an attack roll, a saving throw is a d20 roll plus a bonus 
  based on your class, level, and an ability score. Your saving 
  throw modifier is:
  Base save bonus + ability modifier. 
  Saving Throw Types: The three different kinds of 
  s aving throws are Fortitude, Reflex, and Will:
  Fortitude: These saves measure your ability to stand up 
  to physical punishment or attacks against your vitality 
  and health. Apply your Constitution modifier to your 
  Fortitude saving throws. 
  Reflex: These saves test your ability to dodge area at-
  tacks. Apply your Dexterity modifier to your Reflex 
  s aving throws. 
  Will: These saves reflect your resistance to mental 
  influence as well as many magical effects. Apply your 
  Wisdom modifier to your Will saving throws.
  Saving Throw Difficulty Class: The DC for a save is 
  determined by the attack itself.
  Automatic Failures and Successes: A natural 1 (the d20 
  comes up 1) on a saving throw is always a failure (and may 
  cause damage to exposed items; see Items Surviving after 
  a Saving Throw). A natural 20 (the d20 comes up 20) is 
  always a success.
  Initiative
  At the start of a battle, each combatant makes an initia-
  tive check. An initiative check is a Dexterity check. Each 
  character applies his or her Dexterity modifier to the roll. 
  Characters act in order, counting down from highest re-
  sult to lowest. In every round that follows, the characters 
  act in the same order (unless a character takes an action 
  that results in his or her initiative changing; see Special 
  Initiative Actions).
  If two or more combatants have the same initiative 
  check result, the combatants who are tied act in order 
  of total initiative modifier (highest first). If there is still 
  a tie, the tied characters should roll again to determine 
  which one of them goes before the other.
  Flat-Footed: At the start of a battle, before you have 
  had a chance to act (specifically, before your first regular 
  turn in the initiative order), you are flat-footed. You can’t 
  use your Dexterity bonus to AC (if any) while flat-footed. 
  Barbarians and rogues have the uncanny dodge extraor-
  dinary ability, which allows them to avoid losing their 
  Dexterity bonus to AC due to being flat-footed.
  A f lat-footed character can’t make attacks of 
  opportunity.
  Inaction: Even if you can’t take actions, you retain your 
  initiative score for the duration of the encounter.
  Surprise
  When a combat starts, if you are not aware of your oppo-
  nents and they are aware of you, you’re surprised.
  Sometimes all the combatants on a side are aware of their 
  opponents, sometimes none are, and sometimes only some 
  of them are. Sometimes a few combatants on each side are 
  aware and the other combatants on each side are unaware.
  Determining awareness may call for Perception checks 
  or other checks.
  The Surprise Round: If some but not all of the com-
  batants are aware of their opponents, a surprise round 
  happens before regular rounds begin. Any combatants 
  aware of the opponents can act in the surprise round, so 
  they roll for initiative. In initiative order (highest to low-
  est), combatants who started the battle aware of their op-
  ponents each take a standard action during the surprise 
  round. You can also take free actions during the surprise 
  round. If no one or everyone is surprised, no surprise 
  round occurs.
  Unaware Combatants: Combatants who are unaware at 
  the start of battle don’t get to act in the surprise round. 
  Unaware combatants are flat-footed because they have 
  not acted yet, so they lose any Dexterity bonus to AC.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  133
  Pathfinder RPG: Combat
  9
  Attacks of Opportunity
  Sometimes a combatant in a melee lets her guard down. 
  In this case, combatants near her can take advantage of 
  her lapse in defense to attack her for free. These free at-
  tacks are called attacks of opportunity.
  Threatened Squares: You threaten all squares into 
  which you can make a melee attack, even when it is not 
  your action. Generally, that means everything in all 
  squares adjacent to your space (including diagonally). An 
  enemy that takes certain actions while in a threatened 
  square provokes an attack of opportunity from you. If 
  you’re unarmed, you don’t normally threaten any squares 
  and thus can’t make attacks of opportunity.
  Reach Weapons: Most creatures of Medium or smaller 
  size have a reach of only 5 feet. This means that they can 
  make melee attacks only against creatures up to 5 feet 
  (1 square) away. However, Small and Medium creatures 
  wielding reach weapons threaten more squares than a 
  typical creature. In addition, most creatures larger than 
  Medium have a natural reach of 10 feet or more.
  Provoking an Attack of Opportunity: Two kinds of ac-
  tions can provoke attacks of opportunity: moving out of 
  a threatened square and performing an action within a 
  threatened square.
  Moving: Moving out of a threatened square usually 
  provokes an attack of opportunity from the threatening 
  opponent. There are two common methods of avoiding 
  such an attack—the 5-foot-step and the withdraw action 
  (see below).
  Performing a Distracting Act: Some actions, when per-
  formed in a threatened square, provoke attacks of oppor-
  tunity as you divert your attention from the battle. Table: 
  Actions in Combat notes many of the actions that provoke 
  attacks of opportunity.
  Remember that even actions that normally provoke at-
  tacks of opportunity may have exceptions to this rule.
  Making an Attack of Opportunity: An attack of oppor-
  tunity is a single melee attack, and you can only make one 
  per round. You don’t have to make an attack of opportu-
  nity if you don’t want to.
  An experienced character gets additional regular me-
  lee attacks (by using the full attack action), but at a lower 
  attack bonus. You make your attack of opportunity, how-
  ever, at your normal attack bonus—even if you’ve already 
  attacked in the round.
  An attack of opportunity “interrupts” the normal flow 
  of actions in the round. If an attack of opportunity is 
  p rovoked, immediately resolve the attack of o pportunity, 
  then continue with the next character’s turn (or c omplete 
  the current turn, if the attack of opportunity was p rovoked 
  in the midst of a character’s turn).
  Combat Reflexes and Additional Attacks of Opportunity: 
  If you have the Combat Reflexes feat, you can add 
  your Dexterity modifier to the number of attacks of 
  o pportunity you can make in a round. This feat does 
  not let you make more than one attack for a given 
  o pportunity, but if the same opponent provokes two 
  attacks of o pportunity from you, you could make two 
  s eparate attacks of o pportunity (since each one repre-
  sents a d ifferent opportunity). Moving out of more than 
  one square threatened by the same opponent in the same 
  round doesn’t count as more than one opportunity for 
  that opponent. All these attacks are at your full normal 
  attack bonus.
  ACTIONS IN COMBAT
  The Combat Round
  Each round represents 6 seconds in the game world. A 
  round presents an opportunity for each character in-
  volved in a combat situation to take an action. 
  Each round’s activity begins with the character with 
  the highest initiative result and then proceeds, in order, 
  from there. Each round of a combat uses the same ini-
  tiative order. When a character’s turn comes up in the 
  initiative sequence, that character performs his entire 
  round’s worth of actions. (For exceptions, see Attacks of 
  Opportunity and Special Initiative Actions.)
  For almost all purposes, there is no relevance to the 
  end of a round or the beginning of a round. A round can 
  be a segment of game time starting with the first charac-
  ter to act and ending with the last, but it usually means 
  a span of time from 1 round to the same initiative count 
  in the next round. Effects that last a certain number of 
  rounds end just before the same initiative count that they 
  began on.
  Action Types
  An action’s type essentially tells you how long the action 
  takes to perform (within the framework of the 6-second 
  combat round) and how movement is treated. There are 
  fived types of actions: standard actions, move actions, 
  full-round actions, swift actions, and free actions.
  In a normal round, you can perform a standard ac-
  tion and a move action, or you can perform a full-round 
  Designer Notes: CMB
  A number of the special actions that you can perform in 
  combat all function off the same basic formula. This change 
  was made to simplify these maneuvers and speed up combat. 
  Generally speaking, these rules also make performing these 
  maneuvers a bit more difficult than they were under the 
  3.5 rules set. We also removed the opposed roll for these 
  maneuvers, much for the same reasons.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  134
  Pathfinder Roleplaying Game
  action. You can also perform one swift action and one or 
  more free actions. You can always take a move action in 
  place of a standard action.
  In some situations (such as in a surprise round), you 
  may be limited to taking only a single move action or 
  standard action.
  Standard Action: A standard action allows you to do 
  something, most commonly make an attack or cast a spell. 
  See Table: Actions in Combat for other standard actions.
  Move Action: A move action allows you to move your 
  speed or perform an action that takes a similar amount 
  of time. See Table: Actions in Combat.
  You can take a move action in place of a standard ac-
  tion. If you move no actual distance in a round (common-
  ly because you have swapped your move for one or more 
  equivalent actions), you can take one 5-foot step either 
  before, during, or after the action.
  Full-Round Action: A full-round action consumes all 
  your effort during a round. The only movement you can 
  take during a full-round action is a 5-foot step before, 
  during, or after the action. You can also perform free 
  a ctions and swift actions (see below).
  Some full-round actions do not allow you to take a 
  5-foot step.
  Some full-round actions can be taken as standard ac-
  tions, but only in situations when you are limited to per-
  forming only a standard action during your round. The 
  descriptions of specific actions, below, detail which ac-
  tions allow this option.
  Free Action: Free actions consume a very small 
  amount of time and effort. You can perform one or 
  more free actions while taking another action normally. 
  However, there are reasonable limits on what you can 
  really do for free.
  Swift Action: A swift action consumes a very small 
  amount of time, but represents a larger expenditure of ef-
  fort and energy than a free action. You can perform only a 
  single swift action per turn.
  Immediate Action: An immediate action is very simi-
  lar to a swift action, but can be performed at any time—
  even if it’s not your turn.
  Not an Action: Some activities are so minor that they 
  are not even considered free actions. They literally don’t 
  take any time at all to do and are considered an inherent 
  part of doing something else.
  Restricted Activity: In some situations, you may be un-
  able to take a full round’s worth of actions. In such cases, 
  you are restricted to taking only a single standard action 
  or a single move action (plus free actions as normal). You 
  can’t take a full-round action (though you can start or 
  complete a full-round action by using a standard action; 
  see below).
  Standard Actions
  Most of the common actions characters take, aside from 
  movement, fall into the realm of standard actions.
  Attack
  Making an attack is a standard action.
  Melee Attacks: With a normal melee weapon, you can 
  strike any opponent within 5 feet. (Opponents within 5 
  feet are considered adjacent to you.) Some melee weapons 
  have reach, as indicated in their descriptions. With a typ-
  ical reach weapon, you can strike opponents 10 feet away, 
  but you can’t strike adjacent foes (those within 5 feet).
  Unarmed Attacks: Striking for damage with punches, 
  kicks, and head butts is much like attacking with a melee 
  weapon, except for the following:
  Attacks of Opportunity: Attacking unarmed provokes an 
  attack of opportunity from the character you attack, pro-
  vided she is armed. The attack of opportunity comes be-
  fore your attack. An unarmed attack does not provoke at-
  tacks of opportunity from other foes, nor does it provoke 
  an attack of opportunity from an unarmed foe.
  An unarmed character can’t take attacks of opportu-
  nity (but see “Armed” Unarmed Attacks, below).
  “Armed” Unarmed Attacks: Sometimes a character’s or 
  creature’s unarmed attack counts as an armed attack. A 
  monk, a character with the Improved Unarmed Strike 
  feat, a spellcaster delivering a touch attack spell, and a 
  creature with natural physical weapons all count as be-
  ing armed.
  Note that being armed counts for both offense and de-
  fense (the character can make attacks of opportunity)
  Unarmed Strike Damage: An unarmed strike from a 
  Medium character deals 1d3 points of damage (plus your 
  Strength modifier, as normal). A Small character’s un-
  armed strike deals 1d2 points of damage, while a Large 
  character’s unarmed strike deals 1d4 points of damage. 
  All damage from unarmed strikes is nonlethal damage. 
  Unarmed strikes count as light weapons (for purposes of 
  two-weapon attack penalties and so on).
  Dealing Lethal Damage: You can specify that your un-
  armed strike will deal lethal damage before you make 
  your attack roll, but you take a –4 penalty on your attack 
  roll. If you have the Improved Unarmed Strike feat, you 
  can deal lethal damage with an unarmed strike without 
  taking a penalty on the attack roll.
  Ranged Attacks: With a ranged weapon, you can 
  shoot or throw at any target that is within the weapon’s 
  m aximum range and in line of sight. The maximum 
  range for a thrown weapon is five range increments. 
  For projectile weapons, it is ten range increments. Some 
  ranged weapons have shorter maximum ranges, as 
  s pecified in their descriptions.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  135
  Pathfinder RPG: Combat
  9
  Attack Rolls: An attack roll represents your attempts to 
  strike your opponent. 
  Table 9–2: Actions in Combat
   
  Attack of  
  Standard Action 
  Opportunity1
  Attack (melee) 
  No
  Attack (ranged) 
  Yes
  Attack (unarmed) 
  Yes
  Activate a magic item other than a potion or oil 
  No
  Aid another 
  Maybe2
  Cast a spell (1 standard action casting time) 
  Yes
  Channel energy 
  No
  Concentrate to maintain an active spell 
  No
  Dismiss a spell 
  No
  Draw a hidden weapon (see Sleight of Hand skill) No
  Drink a potion or apply an oil 
  Yes
  Escape a grapple 
  No
  Feint 
  No
  Light a torch with a tindertwig 
  Yes
  Lower spell resistance 
  No
  Make a dying friend stable (see Heal skill) 
  Yes
  Read a scroll 
  Yes
  Ready (triggers a standard action) 
  No
  Total defense 
  No
  Use extraordinary ability 
  No
  Use skill that takes 1 action 
  Usually
  Use spell-like ability 
  Yes
  Use supernatural ability 
  No
   
  Attack of  
  Move Action 
  Opportunity1
  Move 
  Yes
  Control a frightened mount 
  Yes
  Direct or redirect an active spell 
  No
  Draw a weapon3 
  No
  Load a hand crossbow or light crossbow 
  Yes
  Open or close a door 
  No
  Mount a horse or dismount 
  No
  Move a heavy object 
  Yes
  Pick up an item 
  Yes
  Sheathe a weapon 
  Yes
  Stand up from prone 
  Yes
  Ready or loose a shield3 
  No
  Retrieve a stored item 
  Yes
   
  Attack of  
  Full-Round Action 
  Opportunity1
  Full attack 
  No
  Charge4 
  No
  Deliver coup de grace 
  Yes
  Escape from a net 
  Yes
  Extinguish flames 
  No
  Light a torch 
  Yes
  Load a heavy or repeating crossbow 
  Yes
  Lock or unlock weapon in locked gauntlet 
  Yes
  Prepare to throw splash weapon 
  Yes
  Run 
  Yes
  Use skill that takes 1 round 
  Usually
  Use touch spell on up to six friends 
  Yes
  Withdraw4 
  No
   
  Attack of  
  Free Action 
  Opportunity1
  Cease concentration on a spell 
  No
  Drop an item 
  No
  Drop to the floor 
  No
  Prepare spell components to cast a spell5 
  No
  Speak 
  No
   
  Attack of  
  Swift Action 
  Opportunity1
  Cast a quickened spell 
  No
   
  Attack of  
  Immediate Action 
  Opportunity1
  Cast feather fall 
  No
   
  Attack of  
  No Action 
  Opportunity1
  Delay 
  No
  5-foot step 
  No
   
  Attack of  
  Action Type Varies 
  Opportunity1
  Perform a combat maneuver6 
  Yes
  Use feat7 
  Varies
  1 Regardless of the action, if you move out of a threatened 
  square, you usually provoke an attack of opportunity. This 
  column indicates whether the action itself, not moving, pro-
  vokes an attack of opportunity.
  2 If you aid someone performing an action that would nor-
  mally provoke an attack of opportunity, then the act of aid-
  ing another provokes an attack of opportunity as well.
  3 If you have a base attack bonus of +1 or higher, you can 
  combine one of these actions with a regular move. If you 
  have the Two- Weapon Fighting feat, you can draw two light 
  or one-handed weapons in the time it would normally take 
  you to draw one.
  4 May be taken as a standard action if you are limited to taking 
  only a single action in a round.
  5 Unless the component is an extremely large or awkward 
  item.
  6 Some combat maneuvers substitute for a melee attack, not 
  an action. As melee attacks, they can be used once in an 
  attack or charge action, one or more times in a full-attack 
  action, or even as an attack of opportunity. Others are used 
  as a separate action.
  7 The description of a feat defines its effect.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  136
  Your attack roll is 1d20 + your attack bonus with the 
  weapon you’re using. If the result is at least as high as the 
  target’s AC, you hit and deal damage.
  Automatic Misses and Hits: A natural 1 (the d20 comes 
  up 1) on the attack roll is always a miss. A natural 20 (the 
  d20 comes up 20) is always a hit. A natural 20 is also a 
  threat—a possible critical hit.
  Damage Rolls: If the attack roll result equals or exceeds 
  the target’s AC, the attack hits and you deal damage. Roll 
  the appropriate damage for your weapon. Damage is 
  d educted from the target’s current hit points.
  Multiple Attacks: A character who can make more 
  than one attack per round must use the full-attack 
  a ction (see Full-Round Actions) in order to get more 
  than one attack.
  Shooting or Throwing into a Melee: If you shoot 
  or throw a ranged weapon at a target engaged in me-
  lee with a friendly character, you take a –4 penalty on 
  your attack roll. Two characters are engaged in melee 
  if they are enemies of each other and either threatens 
  the other. (An unconscious or otherwise immobilized 
  character is not considered engaged unless he is actu-
  ally being attacked.)
  If your target (or the part of your target you’re aiming 
  at, if it’s a big target) is at least 10 feet away from the near-
  est friendly character, you can avoid the –4 penalty, even 
  if the creature you’re aiming at is engaged in melee with 
  a friendly character. If your target is two size categories 
  larger than the friendly characters it is engaged with, this 
  penalty is reduced to a –2. There is no penalty for firing 
  at a creature that is three size categories larger than the 
  friendly characters it is engaged with.
  Precise Shot: If you have the Precise Shot feat, you don’t 
  take this penalty.
  Fighting Defensively as a Standard Action: You can 
  choose to fight defensively when attacking. If you do so, 
  you take a –4 penalty on all attacks in a round to gain a +2 
  dodge bonus to AC for the same round.
  Critical Hits: When you make an attack roll and get a 
  natural 20 (the d20 shows 20), you hit regardless of your 
  target’s Armor Class, and you have scored a threat. The 
  hit might be a critical hit (or “crit”). To find out if it’s a 
  critical hit, you immediately make a critical roll—anoth-
  er attack roll with all the same modifiers as the attack 
  roll you just made. If the critical roll also results in a hit 
  against the target’s AC, your original hit is a critical hit. 
  (The critical roll just needs to hit to give you a crit. It 
  doesn’t need to come up 20 again.) If the critical roll is a 
  miss, then your hit is just a regular hit.
  A critical hit means that you roll your damage more 
  than once, with all your usual bonuses, and add the 
  rolls together. Unless otherwise specified, the threat 
  range for a critical hit on an attack roll is 20, and the 
  multiplier is x2.
  Exception: Extra damage over and above a weapon’s 
  normal damage is not multiplied when you score a criti-
  cal hit.
  Increased Threat Range: Sometimes your threat range is 
  greater than 20. That is, you can score a threat on a lower 
  number. In such cases, a roll of lower than 20 is not an 
  automatic hit. Any attack roll that doesn’t result in a hit 
  is not a threat.
  Increased Critical Multiplier: Some weapons deal better 
  than double damage on a critical hit.
  Spells and Critical Hits: A spell that requires an attack 
  roll can score a critical hit. A spell attack that requires no 
  attack roll cannot score a critical hit.
  Activate Magic Item
  Many magic items don’t need to be activated. Certain 
  magic items, however, do need to be activated, e specially 
  potions, scrolls, wands, rods, and staffs. Activating a 
  magic item is a standard action (unless the item descrip-
  tion indicates otherwise).
  Spell Completion Items: Activating a spell completion 
  item is the equivalent of casting a spell. It requires con-
  centration and provokes attacks of opportunity. You lose 
  the spell if your concentration is broken, and you can at-
  tempt to activate the item while on the defensive, as with 
  casting a spell.
  Spell Trigger, Command Word, or Use-Activated Items: 
  Activating any of these kinds of items does not require con-
  centration and does not provoke attacks of opportunity.
  Cast a Spell
  Most spells require 1 standard action to cast. You can cast 
  such a spell either before or after you take a move action. 
  Note: You retain your Dexterity bonus to AC while 
  casting.
  Spell Components: To cast a spell with a verbal (V) 
  component, your character must speak in a firm voice. 
  If you’re gagged or in the area of a silence spell, you can’t 
  cast such a spell. A spellcaster who has been deafened has 
  a 20% chance to spoil any spell he tries to cast if that spell 
  has a verbal component.
  To cast a spell with a somatic (S) component, you must 
  gesture freely with at least one hand. You can’t cast a spell 
  of this type while bound, grappling, or with both your 
  hands full or occupied.
  To cast a spell with a material (M), focus (F), or divine 
  focus (DF) component, you have to have the proper ma-
  terials, as described by the spell. Unless these materials 
  are elaborate, preparing these materials is a free action. 
  For material components and focuses whose costs are not 
  Pathfinder Roleplaying Game
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  137
  listed, you can assume that you have them if you have 
  your spell component pouch.
  Concentration: You must concentrate to cast a spell. 
  If you can’t concentrate you can’t cast a spell. If you 
  start casting a spell but something interferes with your 
  c oncentration you must make a Spellcraft check or lose 
  the spell. The check’s DC depends on what is t hreatening 
  your concentration (see the Spellcraft skill). If you fail, 
  the spell fizzles with no effect. If you prepare spells, 
  it is lost from preparation. If you cast at will, it counts 
  against your daily limit of spells even though you did not 
  cast it successfully.
  Concentrating to Maintain a Spell: Some spells 
  r equire continued concentration to keep them going. 
  Concentrating to maintain a spell is a standard action 
  that doesn’t provoke an attack of opportunity. Anything 
  that could break your concentration when casting a spell 
  can keep you from concentrating to maintain a spell. If 
  your concentration breaks, the spell ends.
  Casting Time: Most spells have a casting time of 1 
  standard action. A spell cast in this manner immediately 
  takes effect.
  Attacks of Opportunity: Generally, if you cast a spell, 
  you provoke attacks of opportunity from threatening 
  enemies. If you take damage from an attack of opportu-
  nity, you must make a Spellcraft check (DC 10 + points of 
  damage taken + spell level) or lose the spell. Spells that 
  require only a free action to cast don’t provoke attacks 
  of opportunity.
  Casting on the Defensive: Casting a spell while on the 
  defensive does not provoke an attack of opportunity. It 
  does, however, require a Spellcraft check (DC 15 + spell 
  level) to pull off. Failure means that you lose the spell.
  Touch Spells in Combat: Many spells have a range of 
  touch. To use these spells, you cast the spell and then 
  touch the subject, either in the same round or any time 
  later. In the same round that you cast the spell, you may 
  also touch (or attempt to touch) the target. You may take 
  your move before casting the spell, after touching the tar-
  get, or between casting the spell and touching the target. 
  You can automatically touch one friend or use the spell 
  on yourself, but to touch an opponent, you must succeed 
  on an attack roll.
  Touch Attacks: Touching an opponent with a touch 
  spell is considered to be an armed attack and there-
  fore does not provoke attacks of opportunity. The act 
  of casting a spell, however, does provoke an attack of 
  opportunity. Touch attacks come in two types: melee 
  touch attacks and ranged touch attacks. You can score 
  critical hits with either type of attack. Your opponent’s 
  AC against a touch attack does not include any armor 
  bonus, shield bonus, or natural armor bonus. His size 
  modifier, Dexterity modifier, and def lection bonus (if 
  any) all apply normally.
  Holding the Charge: If you don’t discharge the spell in 
  the round when you cast the spell, you can hold the dis-
  charge of the spell (hold the charge) indefinitely. You 
  can continue to make touch attacks round after round. 
  You can touch one friend as a standard action or up to 
  six friends as a full-round action. If you touch anything 
  or anyone while holding a charge, even unintentionally, 
  the spell discharges. If you cast another spell, the touch 
  spell dissipates. Alternatively, you may make a normal 
  unarmed attack (or an attack with a natural weapon) 
  while holding a charge. In this case, you aren’t consid-
  ered armed and you provoke attacks of opportunity as 
  normal for the attack. If your unarmed attack or natural 
  weapon attack doesn’t provoke attacks of opportunity, 
  neither does this attack. If the attack hits, you deal nor-
  mal damage for your unarmed attack or natural weapon 
  and the spell discharges. If the attack misses, you are 
  still holding the charge.
  Dismiss a Spell: Dismissing an active spell is a stan-
  dard action that doesn’t provoke attacks of opportunity.
  Start/Complete Full-Round Action
  The “start full-round action” standard action lets you 
  start undertaking a full-round action, which you can 
  complete in the following round by using another stan-
  dard action. You can’t use this action to start or complete 
  a full attack, charge, run, or withdraw.
  Total Defense
  You can defend yourself as a standard action. You get a +4 
  dodge bonus to your AC for 1 round. Your AC improves 
  at the start of this action. You can’t combine total de-
  fense with fighting defensively or with the benefit of the 
  Combat Expertise feat (since both of those require you to 
  declare an attack or full attack). You can’t make attacks of 
  opportunity while using total defense.
  Use Special Ability
  Using a special ability is usually a standard action, but 
  whether it is a standard action, a full-round action, or not 
  an action at all is defined by the ability.
  Spell-Like Abilities: Using a spell-like ability works 
  like casting a spell in that it requires concentration and 
  provokes attacks of opportunity. Spell-like abilities can 
  be disrupted. If your concentration is broken, the at-
  tempt to use the ability fails, but the attempt counts as if 
  you had used the ability. The casting time of a spell-like 
  ability is 1 standard action, unless the ability description 
  notes otherwise.
  Using a Spell-Like Ability on the Defensive: You may at-
  tempt to use a spell-like ability on the defensive, just 
  Pathfinder RPG: Combat
  9
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  138
  as with casting a spell. If the Spellcraft check (DC 15 + 
  spell level) fails, you can’t use the ability, but the attempt 
  counts as if you had used the ability.
  Supernatural Abilities: Using a supernatural ability 
  is usually a standard action (unless defined otherwise 
  by the ability’s description). Its use cannot be disrupted, 
  does not require concentration, and does not provoke at-
  tacks of opportunity.
  Extraordinary Abilities: Using an extraordinary ability 
  is usually not an action because most extraordinary abili-
  ties automatically happen in a reactive fashion. Those ex-
  traordinary abilities that are actions are usually standard 
  actions that cannot be disrupted, do not require concen-
  tration, and do not provoke attacks of opportunity.
  Move Actions
  With the exception of specific movement-related skills, 
  most move actions don’t require a check.
  Move
  The simplest move action is moving your speed. If you 
  take this kind of move action during your turn, you can’t 
  also take a 5-foot step.
  Many nonstandard modes of movement are covered 
  under this category, including climbing (up to one-quar-
  ter of your speed) and swimming (up to one-quarter of 
  your speed).
  Accelerated Climbing: You can climb one-half your 
  speed as a move action by accepting a –5 penalty on your 
  Climb check.
  Crawling: You can crawl 5 feet as a move action. 
  Crawling incurs attacks of opportunity from any attack-
  ers who threaten you at any point of your crawl.
  Direct or Redirect a Spell
  Some spells allow you to redirect the effect to new tar-
  gets or areas after you cast the spell. Redirecting a spell 
  requires a move action and does not provoke attacks of 
  opportunity or require concentration.
  Draw or Sheathe a Weapon
  Drawing a weapon so that you can use it in combat, or 
  putting it away so that you have a free hand, requires 
  a move action. This action also applies to weapon-like 
  objects carried in easy reach, such as wands. If your 
  weapon or weapon-like object is stored in a pack or oth-
  erwise out of easy reach, treat this action as retrieving 
  a stored item.
  If you have a base attack bonus of +1 or higher, you may 
  draw a weapon as a free action combined with a regular 
  move. If you have the Two-Weapon Fighting feat, you 
  can draw two light or one-handed weapons in the time it 
  would normally take you to draw one.
  Drawing ammunition for use with a ranged weapon (such 
  as arrows, bolts, sling bullets, or shuriken) is a free action.
  Manipulate an Item
  In most cases, moving or manipulating an item is a 
  move action.
  This includes retrieving or putting away a stored 
  item, picking up an item, moving a heavy object, and 
  opening a door. Examples of this kind of action, along 
  with whether they incur an attack of opportunity, are 
  given in Table 9–2.
  Mount/Dismount a Steed
  Mounting or dismounting from a steed requires a move 
  action.
  Fast Mount or Dismount: You can mount or dismount 
  as a free action with a DC 20 Ride check. If you fail the 
  check, mounting or dismounting is a move action in-
  stead. You can’t attempt a fast mount or fast dismount 
  unless you can perform the mount or dismount as a move 
  action in the current round.
  Ready or Loose a Shield
  Strapping a shield to your arm to gain its shield bonus 
  to your AC, or unstrapping and dropping a shield so you 
  can use your shield hand for another purpose, requires 
  a move action. If you have a base attack bonus of +1 or 
  higher, you can ready or loose a shield as a free action 
  combined with a regular move.
  Dropping a carried (but not worn) shield is a free action.
  Stand Up
  Standing up from a prone position requires a move action 
  and provokes attacks of opportunity.
  Full-Round Actions
  A full-round action requires an entire round to com-
  plete. Thus, it can’t be coupled with a standard or a 
  move a ction, though if it does not involve moving any 
  distance, you can take a 5-foot step.
  Full Attack
  If you get more than one attack per round because your 
  base attack bonus is high enough, because you fight with 
  two weapons or a double weapon, or for some s pecial 
  reason, you must use a full-round action to get your 
  a dditional attacks. You do not need to specify the targets 
  of your attacks ahead of time. You can see how the earlier 
  attacks turn out before assigning the later ones.
  The only movement you can take during a full attack 
  is a 5-foot step. You may take the step before, after, or be-
  tween your attacks.
  Pathfinder Roleplaying Game
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  139
  If you get multiple attacks because your base attack bo-
  nus is high enough, you must make the attacks in order 
  from highest bonus to lowest. If you are using two weap-
  ons, you can strike with either weapon first. If you are 
  using a double weapon, you can strike with either part of 
  the weapon first.
  Deciding Between an Attack or a Full Attack: After your 
  first attack, you can decide to take a move action instead 
  of making your remaining attacks, depending on how the 
  first attack turns out. If you’ve already taken a 5-foot step, 
  you can’t use your move action to move any distance, but 
  you could still use a different kind of move action.
  Fighting Defensively as a Full-Round Action: You 
  can choose to fight defensively when taking a full-at-
  tack action. If you do so, you take a –4 penalty on all 
  attacks in a round to gain a +2 dodge bonus to AC for 
  the same round.
  Cast a Spell
  A spell that takes 1 round to cast is a full-round action. It 
  comes into effect just before the beginning of your turn 
  in the round after you began casting the spell. You then 
  act normally after the spell is completed.
  A spell that takes 1 minute to cast comes into effect just 
  before your turn 1 minute later (and for each of those 10 
  rounds, you are casting a spell as a full-round action). 
  These actions must be consecutive and uninterrupted, or 
  the spell automatically fails.
  When you begin a spell that takes 1 round or longer to 
  cast, you must continue the invocations, gestures, and 
  concentration from 1 round to just before your turn in 
  the next round (at least). If you lose concentration after 
  starting the spell and before it is complete, you lose the 
  spell.
  You only provoke attacks of opportunity when you be-
  gin casting a spell, even though you might continue cast-
  ing for at least 1 full round. While casting a spell, you 
  don’t threaten any squares around you.
  This action is otherwise identical to the cast a spell ac-
  tion described under Standard Actions.
  Casting a Metamagic Spell: Sorcerers and bards 
  must take more time to cast a metamagic spell (one en-
  hanced by a metamagic feat) than a regular spell. If a 
  spell’s normal casting time is 1 standard action, casting 
  a metamagic version of the spell is a full-round action 
  for a sorcerer or bard (except for spells modified by the 
  Quicken Spell feat, which take 1 swift action to cast). 
  Note that this isn’t the same as a spell with a 1-round 
  casting time—that kind of spell takes effect in the same 
  round that you begin casting, and you aren’t required 
  to continue the invocations, gestures, and concentra-
  tion until your next turn. For spells with a longer cast-
  ing time, it takes an extra full-round action to cast the 
  metamagic spell.
  Clerics must take more time to spontaneously cast a 
  metamagic version of a cure or inflict spell. Spontaneously 
  casting a metamagic version of a spell with a casting 
  time of 1 standard action is a full-round action, and 
  spells with longer casting times take an extra full-round 
  action to cast.
  Move 5 Feet through Difficult Terrain
  In some situations, your movement may be so ham-
  pered that you don’t have sufficient speed even to move 
  5 feet (a single square). In such a case, you may spend 
  a full-round action to move 5 feet (1 square) in any di-
  rection, even diagonally. Even though this looks like a 
  5-foot step, it’s not, and thus it provokes attacks of op-
  portunity normally.
  Run
  You can run as a full-round action. If you do, you do 
  not also get a 5-foot step. When you run, you can move 
  up to four times your speed in a straight line (or three 
  times your speed if you’re in heavy armor). You lose any 
  Dexterity bonus to AC unless you have the Run feat 
  You can run for a number of rounds equal to your 
  Constitution score, but after that you must make a DC 
  10 Constitution check to continue running. You must 
  check again each round in which you continue to run, 
  and the DC of this check increases by 1 for each check 
  you have made. When you fail this check, you must stop 
  running. A character who has run to his limit must rest 
  for 1 minute (10 rounds) before running again. During a 
  rest period, a character can move no faster than a normal 
  move action.
  You can’t run across difficult terrain or if you can’t see 
  where you’re going.
  A run represents a speed of about 13 miles per hour for 
  an unencumbered human.
  Use Special Ability
  Using a special ability is usually a standard action, 
  but some may be full-round actions, as defined by the 
  ability.
  Withdraw
  Withdrawing from melee combat is a full-round a ction. 
  When you withdraw, you can move up to double your 
  speed. The square you start out in is not considered 
  threatened by any opponent you can see, and t herefore 
  visible enemies do not get attacks of opportunity 
  against you when you move from that square. Invisible 
  enemies still get attacks of opportunity against you, 
  and you can’t withdraw from combat if you’re blinded. 
  Pathfinder RPG: Combat
  9
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  140
  You can’t take a 5-foot step during the same round in 
  which you withdraw.
  If, during the process of withdrawing, you move out 
  of a threatened square (other than the one you started 
  in), enemies get attacks of opportunity as normal.
  You may not withdraw using a form of movement for 
  which you don’t have a listed speed. 
  Note that despite the name of this action, you don’t 
  actually have to leave combat entirely.
  Restricted Withdraw: If you are limited to taking 
  only a standard action each round you can withdraw 
  as a standard action. In this case, you may move up to 
  your speed (rather than up to double your speed).
  Free Actions
  Free actions don’t take any time at all, though there 
  may be limits to the number of free actions you can 
  perform in a turn. Free actions rarely incur attacks of 
  opportunity. Some common free actions are described 
  below.
  Cease Concentration on Spell
  You can stop concentrating on an active spell as a free 
  action.
  Drop an Item
  Dropping an item in your space or into an adjacent square 
  is a free action.
  Drop Prone
  Dropping to a prone position in your space is a free action.
  Speak
  In general, speaking is a free action that you can perform 
  even when it isn’t your turn. Speaking more than few sen-
  tences is generally beyond the limit of a free action.
  Swift Actions
  A swift action consumes a very small amount of time, but 
  represents a larger expenditure of effort and energy than 
  a free action. You can perform one swift action per turn 
  without affecting your ability to perform other actions. 
  In that regard, a swift action is like a free action. You can, 
  Pathfinder Roleplaying Game
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  141
  however, perform only one single swift action per turn, 
  regardless of what other actions you take. You can take 
  a swift action any time you would normally be allowed 
  to take a free action. Swift actions usually involve spell-
  casting, activating a feat, or the activation of magic items; 
  many characters (especially those who don’t cast spells) 
  never have an opportunity to take a swift action.
  Cast a Quickened Spell
  You can cast a quickened spell (see the Quicken Spell 
  feat) or any spell whose casting time is designated as 
  a free or swift action as a swift action. Only one such 
  spell can be cast in any round, and such spells don’t 
  count toward your normal limit of one spell per round. 
  Casting a spell as a swift action doesn’t incur an attack 
  of opportunity.
  Immediate Actions
  Much like a swift action, an immediate action consumes a 
  very small amount of time, but represents a larger expen-
  diture of effort and energy than a free action. However, 
  unlike a swift action, an immediate action can be per-
  formed at any time — even if it’s not your turn. Casting 
  feather fall is an immediate action, since the spell can be 
  cast at any time.
  Using an immediate action on your turn is the same 
  as using a swift action, and counts as your swift action 
  for that turn. You cannot use another immediate a ction 
  or a swift action until after your next turn if you have 
  used an immediate action when it is not currently your 
  turn (effectively, using an immediate action before your 
  turn is equivalent to using your swift action for the 
  coming turn). You also cannot use an immediate action 
  if you are f lat-footed.
  Miscellaneous Actions
  The following actions take a variable amount of time to ac-
  complish or otherwise work differently than other actions.
  Take 5-Foot Step
  You can move 5 feet in any round when you don’t perform 
  any other kind of movement. Taking this 5-foot step nev-
  er provokes an attack of opportunity. You can’t take more 
  than one 5-foot step in a round, and you can’t take a 5-foot 
  step in the same round when you move any distance.
  You can take a 5-foot step before, during, or after your 
  other actions in the round. 
  You can only take a 5-foot-step if your movement isn’t 
  hampered by difficult terrain or darkness. Any creature 
  with a speed of 5 feet or less can’t take a 5-foot step, since 
  moving even 5 feet requires a move action for such a slow 
  creature.
  You may not take a 5-foot step using a form of move-
  ment for which you do not have a listed speed. 
  Use Feat
  Certain feats let you take special actions in combat. Other 
  feats do not require actions themselves, but they give you 
  a bonus when attempting something you can already do. 
  Some feats are not meant to be used within the frame-
  work of combat. The individual feat descriptions tell you 
  what you need to know about them.
  Use Skill
  Most skill uses are standard actions, but some might be 
  move actions, full-round actions, free actions, or some-
  thing else entirely.
  The individual skill descriptions tell you what sorts of 
  actions are required to perform skills.
  INjuRy ANd deATH
  Your hit points measure how hard you are to kill. No 
  matter how many hit points you lose, your character 
  isn’t hindered in any way until your hit points drop to 
  0 or lower.
  Loss of Hit Points
  The most common way that your character gets hurt is to 
  take lethal damage and lose hit points.
  What Hit Points Represent: Hit points mean two 
  things in the game world: the ability to take physical 
  punishment and keep going, and the ability to turn a se-
  rious blow into a less serious one.
  Effects of Hit Point Damage: Damage doesn’t slow you 
  down until your current hit points reach 0 or lower. At 0 
  hit points, you’re disabled.
  If if your hit point total is negative, but not equal to 
  or greater than your Constitution score (or –10 if your 
  Constitution score is 9 or less), you’re dying.
  When your negative hit point total is equal to your 
  Constitution (or –10 if your Constitution is 9 or less), 
  you’re dead.
  Massive Damage: If you ever sustain a single attack 
  that deals an amount of damage equal to half your to-
  tal hit points (minimum 50 points of damage) or more 
  and it doesn’t kill you outright, you must make a DC 
  15 Fortitude save. If this saving throw fails, you die re-
  gardless of your current hit points. If you take half your 
  total hit points in damage or more from multiple at-
  tacks, no one of which dealt more than half your total 
  hit points (minimum 50), the massive damage rule does 
  not apply.
  Pathfinder RPG: Combat
  9
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  142
  Disabled (0 Hit Points)
  When your current hit points drop to exactly 0, you’re 
  disabled.
  You gain the staggered condition and can only take a 
  single move or standard action each turn (but not both, 
  nor can you take full-round actions). You can take move 
  actions without further injuring yourself, but if you per-
  form any standard action (or any other strenuous action) 
  you take 1 point of damage after the completing the act. 
  Unless your activity increased your hit points, you are 
  now at –1 hit points, and you’re dying.
  Healing that raises your hit points above 0 makes you 
  fully functional again, just as if you’d never been reduced 
  to 0 or fewer hit points.
  You can also become disabled when recovering from 
  dying. In this case, it’s a step toward recovery, and you 
  can have fewer than 0 hit points (see Stable Characters 
  and Recovery).
  Dying (Negative Hit Points)
  If if your hit point total is negative, but not equal to or 
  greater than your Constitution score (or –10 if your 
  Constitution score is 9 or less), you’re dying.
  A dying character immediately falls unconscious and 
  can take no actions.
  A dying character loses 1 hit point every round. This 
  continues until the character dies or becomes stable.
  Dead
  When your character’s current hit points drop to a nega-
  tive amount equal to his Consitution score or lower, or 
  if he takes massive damage, he’s dead. Characters with a 
  Constitution score of 9 or less die when their hit points 
  drop to –10 or less. A character can also die from taking 
  ability damage or suffering an ability drain that reduces 
  his Constitution score to 0.
  Stable Characters and Recovery
  On the next turn after a character is reduced to negative 
  hit points (but not dead) and on all subsequent turns, roll 
  d% to see whether the dying character becomes stable. 
  He has a 10% chance of becoming stable. If he doesn’t, 
  he loses 1 hit point. A character who’s unconscious or dy-
  ing can’t use any special action that changes the initiative 
  count on which his action occurs.
  You can keep a dying character from losing any more 
  hit points and make him stable with a DC 15 Heal check.
  If any sort of healing cures the dying character of 
  even 1 point of damage, he stops losing hit points and 
  becomes stable.
  Healing that raises the dying character’s hit points to 
  0 makes him conscious and disabled. Healing that raises 
  his hit points to 1 or more makes him fully functional 
  again, just as if he’d never been reduced to 0 or lower. 
  A spellcaster retains the spellcasting capability she had 
  before dropping below 0 hit points.
  A stable character who has been tended by a healer or 
  who has been magically healed eventually regains con-
  sciousness and recovers hit points naturally. If the char-
  acter has no one to tend him, however, his life is still in 
  danger, and he may yet slip away.
  Recovering with Help: One hour after a tended, dying 
  character becomes stable, roll d%. He has a 10% chance of 
  becoming conscious, at which point he is disabled (as if he 
  had 0 hit points). If he remains unconscious, he has the 
  same chance to revive and become disabled every hour. 
  Even if unconscious, he recovers hit points naturally. He 
  is back to normal when his hit points rise to 1 or higher.
  Recovering without Help: A severely wounded charac-
  ter left alone usually dies. He has a small chance, how-
  ever, of recovering on his own. 
  A character who becomes stable on his own (by making 
  the 10% roll while dying) and who has no one to tend to 
  him still loses hit points, just at a slower rate. He has a 
  10% chance each hour of becoming conscious. Each time 
  he misses his hourly roll to become conscious, he loses 
  1 hit point. He also does not recover hit points through 
  natural healing.
  Even once he becomes conscious and is disabled, an un-
  aided character still does not recover hit points naturally. 
  Instead, each day he has a 10% chance to start recovering 
  hit points naturally (starting with that day); otherwise, he 
  loses 1 hit point.
  Once an unaided character starts recovering hit points 
  naturally, he is no longer in danger of naturally losing hit 
  points (even if his current hit point total is negative).
  Healing
  After taking damage, you can recover hit points through 
  natural healing or through magical healing. In any case, 
  you can’t regain hit points past your full normal hit 
  point total.
  Natural Healing: With a full night’s rest (8 hours of 
  sleep or more), you recover 1 hit point per character level. 
  Any significant interruption during your rest prevents 
  you from healing that night.
  If you undergo complete bed rest for an entire day and 
  night, you recover twice your character level in hit points. 
  Magical Healing: Various abilities and spells can re-
  store hit points.
  Healing Limits: You can never recover more hit points 
  than you lost. Magical healing won’t raise your current 
  hit points higher than your full normal hit point total.
  Healing Ability Damage: Temporary ability damage 
  returns at the rate of 1 point per night of rest (8 hours) for 
  Pathfinder Roleplaying Game
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  143
  each affected ability score. Complete bed rest restores 2 
  points per day (24 hours) for each affected ability score.
  Temporary Hit Points
  Certain effects give a character temporary hit points. 
  When a character gains temporary hit points, note his 
  current hit point total. When the temporary hit points 
  go away, the character’s hit points drop to his current 
  hit point total. If the character’s hit points are below his 
  current hit point total at that time, all the temporary hit 
  points have already been lost and the character’s hit point 
  total does not drop further.
  When temporary hit points are lost, they cannot be re-
  stored as real hit points can be, even by magic.
  Increases in Constitution Score and Current Hit 
  Points: An increase in a character’s Constitution score, 
  even a temporary one, can give her more hit points (an ef-
  fective hit point increase), but these are not temporary hit 
  points. They can be restored, and they are not lost first as 
  temporary hit points are.
  Nonlethal Damage
  Nonlethal damage represents harm to a character that is 
  not life-threatening. Unlike normal damage, nonlethal 
  damage is healed quickly with rest.
  Dealing Nonlethal Damage: Certain attacks deal 
  nonlethal damage. Other effects, such as heat or being 
  exhausted, also deal nonlethal damage. When you take 
  nonlethal damage, keep a running total of how much 
  you’ve accumulated. Do not deduct the nonlethal dam-
  age number from your current hit points. It is not “real” 
  damage. Instead, when your nonlethal damage equals 
  your current hit points, you’re staggered, and when it 
  exceeds your current hit points, you fall unconscious. It 
  doesn’t matter whether the nonlethal damage equals or 
  exceeds your current hit points because the nonlethal 
  damage has gone up or because your current hit points 
  have gone down.
  Nonlethal Damage with a Weapon that Deals Lethal Damage: 
  You can use a melee weapon that deals lethal damage to 
  deal nonlethal damage instead, but you take a –4 penalty 
  on your attack roll.
  Lethal Damage with a Weapon that Deals Nonlethal 
  Damage: You can use a weapon that deals nonlethal dam-
  age, including an unarmed strike, to deal lethal damage 
  instead, but you take a –4 penalty on your attack roll.
  Staggered and Unconscious: When your nonlethal 
  damage equals your current hit points, you’re staggered. 
  You can only take a standard action or a move action in 
  each round. You cease being staggered when your current 
  hit points once again exceed your nonlethal damage.
  When your nonlethal damage exceeds your current 
  hit points, you fall unconscious. While unconscious, 
  you are helpless.
  Spellcasters who fall unconscious retain any spellcast-
  ing ability they had before going unconscious.
  Healing Nonlethal Damage: You heal nonlethal dam-
  age at the rate of 1 hit point per hour per character level. 
  When a spell or ability cures hit point damage, it also 
  removes an equal amount of nonlethal damage.
  MOVeMeNT, POSITION, ANd 
  dISTANCe
  Miniatures are on the 30mm scale—a miniature figure 
  of a six-foot-tall human is approximately 30mm tall. A 
  square on the battle grid is 1 inch across, representing a 
  5-foot-by-5-foot area.
  Tactical Movment
  Your speed is determined by your race and your armor 
  (see Table 9–3). Your speed while unarmored is your base 
  land speed.
  Encumbrance: A character encumbered by carrying a 
  large amount of gear, treasure, or fallen comrades may 
  move slower than normal.
  Hampered Movement: Difficult terrain, obstacles, or 
  poor visibility can hamper movement.
  Movement in Combat: Generally, you can move your 
  speed in a round and still do something (take a move ac-
  tion and a standard action).
  If you do nothing but move (that is, if you use both 
  of your actions in a round to move your speed), you can 
  move double your speed.
  If you spend the entire round running, you can move 
  quadruple your speed. If you do something that requires 
  a full round, you can only take a 5-foot step.
  Bonuses to Speed: A barbarian has a +10 foot bonus to 
  his speed (unless he’s wearing heavy armor). Experienced 
  monks also have higher speed (unless they’re wearing ar-
  mor of any sort). In addition, many spells and magic items 
  can affect a character’s speed. Always apply any modifi-
  ers to a character’s speed before adjusting the character’s 
  speed based on armor or encumbrance, and remember 
  that multiple bonuses of the same type to a character’s 
  speed don’t stack.
  Measuring Distance
  Distance is measured assuming that 1 square equals 5 feet.
  Diagonals: When measuring distance, the first diago-
  nal counts as 1 square, the second counts as 2 squares, the 
  third counts as 1, the fourth as 2, and so on.
  You can’t move diagonally past a corner (even by taking 
  a 5-foot step). You can move diagonally past a creature, 
  even an opponent.
  Pathfinder RPG: Combat
  9
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  144
  You can also move diagonally past other impassable 
  obstacles, such as pits.
  Closest Creature: When it’s important to determine 
  the closest square or creature to a location, if two squares 
  or creatures are equally close, randomly determine which 
  one counts as closest by rolling a die.
  Moving through a Square
  You can move through an unoccupied square without 
  difficulty in most circumstances. Difficult terrain and 
  a number of spell effects might hamper your movement 
  through open spaces.
  Friend: You can move through a square occupied by a 
  friendly character, unless you are charging. When you 
  move through a square occupied by a friendly character, 
  that character doesn’t provide you with cover.
  Opponent: You can’t move through a square occu-
  pied by an opponent unless the opponent is helpless. 
  You can move through a square occupied by a helpless 
  opponent without penalty. Some creatures, particular-
  ly very large ones, may present an obstacle even when 
  helpless. In such cases, each square you move through 
  counts as 2 squares.
  Ending Your Movement: You can’t end your move-
  ment in the same square as another creature unless it 
  is helpless.
  Overrun: During your movement, you can attempt to 
  move through a square occupied by an opponent.
  Tumbling: A trained character can attempt to use 
  Acrobatics to move through a square occupied by an op-
  ponent (see the Acrobatics skill).
  Very Small Creature: A Fine, Diminutive, or Tiny crea-
  ture can move into or through an occupied square. The 
  creature provokes attacks of opportunity when doing so.
  Square Occupied by Creature Three Sizes Larger or 
  Smaller: Any creature can move through a square occu-
  pied by a creature three size categories larger than it is.
  A big creature can move through a square occupied by a 
  creature three size categories smaller than it is.
  Designated Exceptions: Some creatures break the 
  above rules. A creature that completely fills the squares it 
  occupies cannot be moved past, even with the Acrobatics 
  skill or similar special abilities.
  Terrain and Obstacles
  From tangled plants to broken stone, there are a number 
  of terrain features that can affect your movement.
  Difficult Terrain: Difficult terrain hampers move-
  ment. Each square of difficult terrain counts as 2 squares 
  of movement. Each diagonal move into a difficult terrain 
  square counts as 3 squares. You can’t run or charge across 
  difficult terrain.
  If you occupy squares with different kinds of terrain, 
  you can move only as fast as the most difficult terrain you 
  occupy will allow.
  Flying and incorporeal creatures are not hampered by 
  difficult terrain.
  Obstacles: Like difficult terrain, obstacles can hamper 
  movement. If an obstacle hampers movement but doesn’t 
  completely block it, each obstructed square or obstacle be-
  tween squares counts as 2 squares of movement. You must 
  pay this cost to cross the barrier, in addition to the cost to 
  move into the square on the other side. If you don’t have 
  sufficient movement to cross the barrier and move into 
  the square on the other side, you can’t cross the barrier. 
  Some obstacles may also require a skill check to cross.
  On the other hand, some obstacles block movement en-
  tirely. A character can’t move through a blocking obstacle.
  Flying and incorporeal creatures can avoid most 
  obstacles.
  Squeezing: In some cases, you may have to squeeze 
  into or through an area that isn’t as wide as the space you 
  take up. You can squeeze through or into a space that is at 
  least half as wide as your normal space. Each move into or 
  through a narrow space counts as if it were 2 squares, and 
  while squeezed in a narrow space, you take a –4 penalty 
  on attack rolls and a –4 penalty to AC.
  When a Large creature (which normally takes up 4 
  squares) squeezes into a space that’s 1 square wide, the 
  creature’s miniature figure occupies 2 squares, centered 
  on the line between the 2 squares. For a bigger creature, 
  center the creature likewise in the area it squeezes into.
  A creature can squeeze past a creature while moving 
  but it can’t end its movement in an occupied square.
  To squeeze through or into a space less than half your 
  space’s width, you must use the Escape Artist skill. You 
  can’t attack while using Escape Artist to squeeze through 
  Table 9–3: Tactical Speed 
  Race  
  No Armor or Light Armor 
  Medium or Heavy Armor
  Human, elf, half-elf, half-orc 
  30 ft.(6 squares) 
  20 ft.(4 squares)
  Dwarf 
  20 ft.(4 squares) 
  20 ft.(4 squares)
  Halfling, gnome 
  20 ft.(4 squares) 
  15 ft.(3 squares)
  Pathfinder Roleplaying Game
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  145
  or into a narrow space, you take a –4 penalty to AC, and 
  you lose any Dexterity bonus to AC.
  Special Movement Rules
  These rules cover special movement situations.
  Accidentally Ending Movement in an Illegal Space: 
  Sometimes a character ends its movement while moving 
  through a space where it’s not allowed to stop. When that 
  happens, put your miniature in the last legal position you 
  occupied, or the closest legal position, if there’s a legal 
  position that’s closer.
  Double Movement Cost: When your movement is ham-
  pered in some way, your movement usually costs double. 
  For example, each square of movement through diffi-
  cult terrain counts as 2 squares, and each diagonal move 
  through such terrain counts as 3 squares (just as two di-
  agonal moves normally do).
  If movement cost is doubled twice, then each square 
  counts as 4 squares (or as 6 squares if moving diagonal-
  ly). If movement cost is doubled three times, then each 
  square counts as 8 squares (12 if diagonal) and so on. This 
  is an exception to the general rule that two doublings are 
  equivalent to a tripling.
  Minimum Movement: Despite whatever penalties to 
  movement you might have, you can take a full-round ac-
  tion to move 5 feet (1 square) in any direction, even di-
  agonally. This rule doesn’t allow you to move through 
  impassable terrain or to move when all movement is pro-
  hibited. Such movement provokes attacks of opportunity 
  as normal (despite the distance covered, this move isn’t a 
  5-foot step).
  BIG ANd LITTLe CReATuReS IN 
  COMBAT
  Creatures smaller than Small or larger than Medium 
  have special rules relating to position. 
  Tiny, Diminutive, and Fine Creatures: Very small 
  creatures take up less than 1 square of space. This 
  means that more than one such creature can fit into 
  a single square. A Tiny creature typically occupies a 
  space only 2-1/2 feet across, so four can fit into a single 
  square. 25 Diminutive creatures or 100 Fine creatures 
  can fit into a single square. Creatures that take up less 
  than 1 square of space typically have a natural reach of 
  0 feet, meaning they can’t reach into adjacent squares. 
  They must enter an opponent’s square to attack in me-
  lee. This provokes an attack of opportunity from the 
  opponent. You can attack into your own square if you 
  need to, so you can attack such creatures normally. 
  Since they have no natural reach, they do not threat-
  en the squares around them. You can move past them 
  without provoking attacks of opportunity. They also 
  can’t f lank an enemy.
  Large, Huge, Gargantuan, and Colossal Creatures: 
  Very large creatures take up more than 1 square.
  Table 9–4: Creature Size and Scale 
  Creature Size 
  Space1 
  Natural Reach1
  Fine 
  1/2 ft. 
  0
  Diminutive 
  1 ft. 
  0
  Tiny 
  2-1/2 ft. 
  0
  Small 
  5 ft. 
  5 ft.
  Medium 
  5 ft. 
  5 ft.
  Large (tall) 
  10 ft. 
  10 ft.
  Large (long) 
  10 ft. 
  5 ft.
  Huge (tall) 
  15 ft. 
  15 ft.
  Huge (long) 
  15 ft. 
  10 ft.
  Gargantuan (tall) 
  20 ft. 
  20 ft.
  Gargantuan (long) 
  20 ft. 
  15 ft.
  Colossal (tall) 
  30 ft. 
  30 ft.
  Colossal (long) 
  30 ft. 
  20 ft.
  1 These values are typical for creatures of the indicated size. 
  Some exceptions exist.
  Table 9–5: Attack Roll Modifiers 
  Attacker is . . . 
  Melee 
  Ranged
  Dazzled 
  –1 
  –1
  Entangled 
  –21 
  –21
  Flanking defender 
  +2 
  —
  Invisible 
  +22 
  +22
  On higher ground 
  +1 
  +0
  Prone 
  –4 
  —3
  Shaken or frightened 
  –2 
  –2
  Squeezing through a space 
  –4 
  –4
  1 An entangled character also takes a –4 penalty to Dexterity, 
  which may affect his attack roll.
  2 The defender loses any Dexterity bonus to AC.
  3 Most ranged weapons can’t be used while the attacker is 
  prone, but you can use a crossbow or shuriken while prone 
  at no penalty.
  Creatures that take up more than 1 square typically 
  have a natural reach of 10 feet or more, meaning that 
  they can reach targets even if they aren’t in adjacent 
  squares.
  Unlike when someone uses a reach weapon, a crea-
  ture with greater than normal natural reach (more than 
  5 feet) still threatens squares adjacent to it. A creature 
  with greater than normal natural reach usually gets an 
  attack of opportunity against you if you approach it, be-
  cause you must enter and move within the range of its 
  Pathfinder RPG: Combat
  9
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  146
  Partial Cover: If a creature has cover, but more than 
  half the creature is visible, its cover bonus is reduced to 
  a +2 to AC and a +1 bonus on Reflex saving throws. This 
  partial cover is subject to the GM’s discretion.
  Total Cover: If you don’t have line of effect to your tar-
  get, he is considered to have total cover from you. You 
  can’t make an attack against a target that has total cover.
  Improved Cover: In some cases, cover may provide a 
  greater bonus to AC and Reflex saves. In such situations, 
  the normal cover bonuses to AC and Reflex saves can 
  be doubled (to +8 and +4, respectively). A creature with 
  this improved cover effectively gains improved evasion 
  against any attack to which the Reflex save bonus applies. 
  Furthermore, improved cover provides a +10 bonus on 
  Stealth checks.
  Concealment
  To determine whether your target has concealment from 
  your ranged attack, choose a corner of your square. If any 
  line from this corner to any corner of the target’s square 
  passes through a square or border that provides conceal-
  ment, the target has concealment.
  When making a melee attack against an adjacent tar-
  get, your target has concealment if his space is entirely 
  within an effect that grants concealment. When mak-
  ing a melee attack against a target that isn’t adjacent to 
  you, use the rules for determining concealment from 
  ranged attacks.
  In addition, some magical effects provide concealment 
  against all attacks, regardless of whether any intervening 
  concealment exists.
  Concealment Miss Chance: Concealment gives the 
  subject of a successful attack a 20% chance that the at-
  tacker missed because of the concealment. If the attacker 
  hits, the defender must make a miss chance percentile 
  roll to avoid being struck. Multiple concealment condi-
  tions do not stack.
  Concealment and Stealth Checks: You can use conceal-
  ment to make a Stealth check. Without concealment, you 
  usually need cover to make a Stealth check.
  Total Concealment: If you have line of effect to a tar-
  get but not line of sight, he is considered to have total 
  concealment from you. You can’t attack an opponent 
  that has total concealment, though you can attack into 
  a square that you think he occupies. A successful attack 
  into a square occupied by an enemy with total conceal-
  ment has a 50% miss chance (instead of the normal 20% 
  miss chance for an opponent with concealment).
  You can’t execute an attack of opportunity against an 
  opponent with total concealment, even if you know what 
  square or squares the opponent occupies.
  Ignoring Concealment: Concealment isn’t always ef-
  fective. A shadowy area or darkness doesn’t provide 
  reach before you can attack it. This attack of opportu-
  nity is not provoked if you take a 5-foot step.
  Large or larger creatures using reach weapons can 
  strike up to double their natural reach but can’t strike at 
  their natural reach or less. 
  COMBAT MOdIFIeRS
  A number of factors and conditions can influence an at-
  tack roll. Many of these situations grant a bonus or pen-
  alty on attack rolls or to a defender’s Armor Class.
  Cover
  To determine whether your target has cover from your 
  ranged attack, choose a corner of your square. If any line 
  from this corner to any corner of the target’s square pass-
  es through a square or border that blocks line of effect or 
  provides cover, or through a square occupied by a crea-
  ture, the target has cover (+4 to AC).
  When making a melee attack against an adjacent tar-
  get, your target has cover if any line from your square to 
  the target’s square goes through a wall (including a low 
  wall). When making a melee attack against a target that 
  isn’t adjacent to you (such as with a reach weapon), use the 
  rules for determining cover from ranged attacks.
  Low Obstacles and Cover: A low obstacle (such as a 
  wall no higher than half your height) provides cover, but 
  only to creatures within 30 feet (6 squares) of it. The at-
  tacker can ignore the cover if he’s closer to the obstacle 
  than his target.
  Cover and Attacks of Opportunity: You can’t execute 
  an attack of opportunity against an opponent with cover 
  relative to you.
  Cover and Reflex Saves: Cover grants you a +2 bonus 
  on Reflex saves against attacks that originate or burst out 
  from a point on the other side of the cover from you. Note 
  that spread effects can extend around corners and thus 
  negate this cover bonus.
  Cover and Stealth Checks: You can use cover to make 
  a Stealth check. Without cover, you usually need conceal-
  ment (see below) to make a Stealth check.
  Soft Cover: Creatures, even your enemies, can provide 
  you with cover against ranged attacks, giving you a +4 bo-
  nus to AC. However, such soft cover provides no bonus 
  on Reflex saves, nor does soft cover allow you to make a 
  Stealth check.
  Big Creatures and Cover: Any creature with a space 
  larger than 5 feet (1 square) determines cover against me-
  lee attacks slightly differently than smaller creatures do. 
  Such a creature can choose any square that it occupies 
  to determine if an opponent has cover against its melee 
  attacks. Similarly, when making a melee attack against 
  such a creature, you can pick any of the squares it occu-
  pies to determine if it has cover against you.
  Pathfinder Roleplaying Game
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  147
  any concealment against an opponent with darkvision. 
  Characters with low-light vision can see clearly for a great-
  er distance with the same light source than other char-
  acters. Although invisibility provides total concealment, 
  sighted opponents may still make Perception checks to 
  notice the location of an invisible character. An invisible 
  character gains a +20 bonus on Stealth checks if moving, 
  or a +40 bonus on Stealth checks when not m oving (even 
  though opponents can’t see you, they might be able to fig-
  ure out where you are from other visual clues).
  Varying Degrees of Concealment: Certain situations 
  may provide more or less than typical concealment, and 
  modify the miss chance accordingly.
  Flanking
  When making a melee attack, you get a +2 flanking bonus 
  if your opponent is threatened by a character or creature 
  friendly to you on the opponent’s opposite border or op-
  posite corner.
  When in doubt about whether two friendly characters 
  flank an opponent in the middle, trace an imaginary line 
  between the two friendly characters’ centers. If the line 
  passes through opposite borders of the opponent’s space 
  (including corners of those borders), then the opponent 
  is flanked.
  Exception: If a flanker takes up more than 1 square, it 
  gets the flanking bonus if any square it occupies counts 
  for flanking.
  Only a creature or character that threatens the defend-
  er can help an attacker get a flanking bonus.
  Creatures with a reach of 0 feet can’t flank an opponent.
  Helpless Defenders
  A helpless opponent is someone who is bound, sleeping, 
  paralyzed, unconscious, or otherwise at your mercy.
  Regular Attack: A helpless character takes a –4 penalty 
  to AC against melee attacks, but no penalty to AC against 
  ranged attacks.
  A helpless defender can’t use any Dexterity bonus to 
  AC. In fact, his Dexterity score is treated as if it were 0 
  and his Dexterity modifier to AC as if it were –5 (and a 
  rogue can sneak attack him).
  Coup de Grace: As a full-round action, you can use a 
  melee weapon to deliver a coup de grace to a helpless op-
  ponent. You can also use a bow or crossbow, provided you 
  are adjacent to the target.
  You automatically hit and score a critical hit. If the de-
  fender survives the damage, he must make a Fortitude 
  save (DC 10 + damage dealt) or die. A rogue also gets her 
  extra sneak attack damage against a helpless opponent 
  when delivering a coup de grace.
  Delivering a coup de grace provokes attacks of oppor-
  tunity from threatening opponents.
  You can’t deliver a coup de grace against a creature that 
  is immune to critical hits. You can deliver a coup de grace 
  against a creature with total concealment, but doing this 
  requires two consecutive full-round actions (one to “find” 
  the creature once you’ve determined what square it’s in, 
  and one to deliver the coup de grace).
  Table 9–6: Armor Class Modifiers
  Defender is . . . 
  Melee 
  Ranged
  Behind cover 
  +4 
  +4
  Blinded 
  –21 
  –21
  Concealed or invisible 
  — See Concealment —
  Cowering 
  –21 
  –21
  Entangled 
  +02 
  +02
  Flat-footed (such as surprised, balancing, climbing) 
  +01 
  +01
  Grappling (but attacker is not) 
  +01 
  +01
  Helpless (such as paralyzed, sleeping, or bound) 
  –43 
  +03
  Kneeling or sitting 
  –2 
  +2
  Pinned 
  –43 
  +03
  Prone 
  –4 
  +4
  Squeezing through a space 
  –4 
  –4
  Stunned 
  –21 
  –21
  1 The defender loses any Dexterity bonus to AC.
  2 An entangled character takes a –4 penalty to Dexterity.
  3 Treat the defender’s Dexterity as 0 (–5 modifier). Rogues can sneak attack helpless or pinned defenders.
  Pathfinder RPG: Combat
  9
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  148
  SPeCIAL ATTACKS
  This section discusses all of the various standard maneu-
  vers you can perform during combat other than normal 
  attacks, casting spells, or using other class abilities.
  Aid Another
  In melee combat, you can help a friend attack or de-
  fend by distracting or interfering with an opponent. 
  If you’re in position to make a melee attack on an op-
  ponent that is engaging a friend in melee combat, you 
  can attempt to aid your friend as a standard action. You 
  make an attack roll against AC 10. If you succeed, your 
  friend gains either a +2 bonus on his next attack roll 
  against that opponent or a +2 bonus to AC against that 
  opponent’s next attack (your choice), as long as that 
  attack comes before the beginning of your next turn. 
  Multiple characters can aid the same friend, and simi-
  lar bonuses stack.
  You can also use this standard action to help a friend 
  in other ways, such as when he is affected by a spell, or to 
  assist another character’s skill check.
  Channel Energy
  Drawing upon the power of your deity, you can cause a 
  wave of energy to emanate from you, dealing damage 
  to undead creatures or causing them to become immo-
  bilized for a number of rounds. With sufficient power, 
  you can even cause them to be destroyed outright or bend 
  them to your will.
  Channeling energy is a supernatural ability you can 
  perform as a standard action. It does not provoke attacks 
  of opportunity, but you must be able to present your holy 
  symbol to use this ability. Good characters, or those who 
  worship good deities, use this ability to channel positive 
  energy, which harms undead creatures and causes them 
  to flee. Evil characters, or those who worship evil deities, 
  channel negative energy instead, which heals undead and 
  can cause them to obey the will of the character. Neutral 
  characters that worship neutral deities must choose 
  whether to channel positive or negative energy when they 
  gain this ability.
  Some feats allow channeled energy to be used on oth-
  er creatures. Regardless of the character’s alignment, 
  such attempts only deal damage and do not cause such 
  Pathfinder Roleplaying Game
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  149
  creatures to flee or allow the character to gain control of 
  creatures other than undead. 
  Channel Positive Energy
  When you channel positive energy, you unleash a wave 
  of positive energy in a 30-foot burst. All undead in this 
  radius take 1d6 points of positive energy damage plus 
  1d6 points of positive energy damage for every two cleric 
  levels you have attained beyond 1st (1d6 at 1st level, 2d6 
  at 3rd, 3d6 at 5th, and so on) and must flee from you (as 
  if frightened) for 1d4 rounds + your Charisma modifier. 
  Undead in this radius are allowed a Will save that negates 
  the frightened condition and results in half damage. The 
  DC of this save is equal to 10 + 1/2 your cleric level + your 
  Charisma modifier. Undead who take damage greater 
  than their hit points crumble to dust and are destroyed 
  by the power of your deity. If a fleeing undead is sub-
  ject to channeled negative energy, it is not controlled, but 
  does receive a new saving throw to dispel the flee effect.
  Living creatures within the area are healed a like 
  amount by this wave of positive energy. You can choose 
  whether or not to include yourself in this effect. Hit 
  points gained above a living creature’s total are lost.
  Channel Negative Energy
  When you channel negative energy, you unleash a wave 
  of negative energy in a 30-foot burst. All living creatures 
  in this radius take 1d6 points of negative energy damage 
  plus 1d6 points of negative energy damage for every two 
  cleric levels you have attained beyond 1st (1d6 at 1st level, 
  2d6 at 3rd, 3d6 at 5th, and so on). Living creatures in this 
  radius are allowed a Will save that results in half damage. 
  The DC of this save is equal to 10 + 1/2 your cleric level + 
  your Charisma modifier. You can choose whether or not 
  to include yourself in this effect.
  Undead creatures within the area are healed a like 
  amount by this wave of negative energy. Hit points above 
  the undead’s total are lost. Undead who are within the 
  area of this effect must make a Will save or fall under 
  your command. A cleric can command any number of un-
  dead whose total Hit Dice do not exceed his level. Clerics 
  can relinquish control of undead to gain control of new 
  undead. Commanding undead is a standard action that 
  requires line of effect. Intelligent undead receive a new 
  saving throw each day to break free of from your com-
  mand. If a commanded undead is subject to channeled 
  positive energy, it might flee, but it also receives a new 
  saving throw to dispel the command effect.
  Charge
  Charging is a special full-round action that allows you to 
  move up to twice your speed and attack during the action. 
  Charging, however, carries tight restrictions on how you 
  can move.
  Movement During a Charge: You must move before 
  your attack, not after. You must move at least 10 feet (2 
  squares) and may move up to double your speed directly 
  toward the designated opponent.
  You must have a clear path toward the opponent, and 
  nothing can hinder your movement (such as difficult 
  terrain or obstacles). You must move to the closest space 
  from which you can attack the opponent. If this space is 
  occupied or otherwise blocked, you can’t charge. If any 
  line from your starting space to the ending space passes 
  through a square that blocks movement, slows movement, 
  or contains a creature (even an ally), you can’t charge. 
  Helpless creatures don’t stop a charge.
  If you don’t have line of sight to the opponent at the 
  start of your turn, you can’t charge that opponent.
  You can’t take a 5-foot step in the same round as a charge.
  If you are able to take only a standard action or a move 
  action on your turn, you can still charge, but you are only 
  allowed to move up to your speed (instead of up to double 
  your speed). You can’t use this option unless you are re-
  stricted to taking only a standard action or move action 
  on your turn.
  Attacking on a Charge: After moving, you may make a 
  single melee attack. You get a +2 bonus on the attack roll 
  and take a –2 penalty to your AC until the start of your 
  next turn.
  A charging character gets a +2 bonus on combat ma-
  neuver attack rolls made to bull rush an opponent (see 
  Bull Rush).
  Even if you have extra attacks, such as from having a 
  high enough base attack bonus or from using multiple 
  weapons, you only get to make one attack during a charge.
  Designer Notes: Channeled Healing
  In an attempt to give adventuring groups a ready supply of 
  healing without dramatically boosting the spells for clerics, 
  we unified the rules for positive and negative energy. This 
  means that channeled positive energy harms undead, but 
  also heals the living who are in the radius (both friend and 
  foe). This allows it to work much like the cure and inflict 
  spells. This is a significant change, though, as it dramatically 
  increases the amount of healing available in a group. We 
  hope this means that the clerics of the world can actually cast 
  their spells instead of just converting them to healing. We are 
  also hoping that this eliminates the need for low-level parties 
  to rest after only a handful of encounters. As with all of the 
  rules in the Pathfinder RPG, give these a try and let us know 
  what you think.
  Pathfinder RPG: Combat
  9
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  150
  Lances and Charge Attacks: A lance deals double dam-
  age if employed by a mounted character in a charge.
  Weapons Readied against a Charge: Spears, tridents, 
  and certain other piercing weapons deal double damage 
  when readied (set) and used against a charging character.
  Combat Maneuvers 
  During combat, you can attempt to perform a number 
  of maneuvers that can hinder or even cripple your foe, 
  including bull rush, disarm, grapple, overrun, sunder, 
  and trip. Although these maneuvers have vastly different 
  results, they all use a similar mechanic to determine the 
  degree of success.
  Combat Maneuver Bonus: Each character and crea-
  ture has a combat maneuver bonus (or CMB) that rep-
  resents its skill at performing and resisting combat 
  maneuvers. A creature’s CMB is determined using the 
  following formula:
  CMB = Base attack bonus + Strength modifier + 
  s pecial size modifier
  The special size modifier for a creature’s combat ma-
  neuver bonus is as follows: Fine –8, Diminutive –4, Tiny 
  –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan 
  +4, Colossal +8. Some feats and abilities grant a bonus to 
  your CMB when performing specific maneuvers.
  Performing a Combat Maneuver: When performing 
  a combat maneuver, you must use an action appropriate 
  to the maneuver you are attempting to perform. While 
  most combat maneuvers can be performed as part of an 
  attack action (in place of a melee attack), others require 
  specific actions. Unless otherwise stated, performing 
  a combat maneuver provokes an attack of opportunity 
  from the target of the maneuver. If you are hit by the 
  target, add the damage to the DC to perform the ma-
  neuver. If your target is immobilized, unconscious, or 
  otherwise incapacitated, your maneuver automatically 
  succeeds. If your target is stunned, you receive a +4 bo-
  nus on your attack roll to perform a combat manuever 
  against it.
  When you perform a combat maneuver, make an attack 
  roll and add your CMB to the result plus any bonuses you 
  might have due to specific feats or abilities. The DC to 
  successfully perform the maneuver is determined using 
  the following formula:
  DC = 15 + the target’s CMB
  Determine Success: If your attack roll equals or ex-
  ceeds the DC of the target, your maneuver is a success 
  and has the listed effect. Some maneuvers, such as bull 
  rush, have varying levels of success depending on how 
  much your result exceeds the DC. Rolling a natural 20 
  while attempting a combat maneuver is always a success, 
  while rolling a natural 1 is always a failure.
  Bull Rush
  You can make a bull rush as a standard action or as part 
  of a charge. You can only bull rush an opponent who 
  is one size category larger than you or smaller. A bull 
  rush attempts to push an opponent straight back with-
  out doing any harm. If you do not have the Improved 
  Bull Rush feat, or a similar ability, initiating a bull 
  rush provokes an attack of opportunity from the target 
  of your maneuver.
  If your attack is successful, your target is pushed back 
  5 feet. For every 5 by which your attack exceeds the DC 
  you can push the target back an additional 5 feet. You can 
  move with the target if you wish but you must have the 
  available movement to do so. If your attack fails, your 
  movement ends in front of the target.
  Disarm
  You can attempt to disarm your opponent as part of an 
  attack action in place of a melee attack. If you do not have 
  the Improved Disarm feat, or a similar ability, attempt-
  ing to disarm a foe provokes an attack of opportunity 
  from the target of your maneuver. Attempting to disarm 
  a foe while unarmed imposes a –4 penalty on the attack.
  If your attack is successful, your target drops one item 
  it is carrying (of your choice). If your attack exceeds the 
  DC of the target by 10 or more, the target drops the items 
  it is carrying in both hands (maximum two items if the 
  target has more than two hands). If your attack fails by 
  10 or more, you drop the weapon that you were using to 
  attempt the disarm. If you successfully disarm your op-
  ponent without using a weapon, you automatically pick 
  up the item dropped.
  Grapple
  As a standard action, you can attempt to grapple a foe, hin-
  dering his combat options. If you do not have Improved 
  Grapple, improved grab, or a similar ability, attempting to 
  grapple a foe provokes an attack of opportunity from the tar-
  get of your maneuver. Humanoid creatures without two free 
  hands attempting to grapple a foe take a –4 penalty on the 
  combat maneuver roll. If successful, both you and the target 
  gain the grappled condition (see the Glossary chapter). If you 
  successfully grapple a creature that is not adjacent to you, 
  move that creature to an adjacent open space (if no space is 
  available, your grapple fails). If you successfully grapple an 
  opponent, you must continue to make a check each round, as 
  a standard action, to maintain the hold. If your target does 
  not break the grapple, you get a +5 circumstance bonus on 
  grapple checks made against the same target in subsequent 
  Pathfinder Roleplaying Game
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  151
  rounds. Once you are grappling an opponent, a successful 
  check allows you to continue grappling the foe, and also al-
  lows you to perform one of the following actions.
  Move: You can move both you and your target up to half 
  your speed. At the end of your movement, you can place your 
  target in any square adjacent to you. If you attempt to place 
  your foe in a hazardous location, such as in a wall of fire or 
  over a pit, the target receives a free attempt to break your 
  grapple with a +4 bonus.
  Damage: You can inflict damage to your target equal to 
  your unarmed damage. This damage can be either lethal or 
  nonlethal.
  Pin: You can give your opponent the pinned condition. 
  Despite pinning your opponent, you still only have the grap-
  pled condition, but you lose your Dexterity bonus to AC.
  If you are grappled, you can attempt to break the grapple 
  as a standard action by making a combat maneuver check 
  (DC 15 + opponent’s CMB, this does not provoke an attack 
  of opportunity) or Escape Artist check (DC 10 + opponent’s 
  CMB). If you succeed, you break the grapple and can act 
  normally.
  If you have your target pinned or otherwise restrained, 
  or unconscious, you can use rope to tie them up. This works 
  like a pin effect, but with a + 5 circumstance bonus to deter-
  mine the DC to escape the bonds (making the DC equal to 20 
  + your CMB). The ropes do not need to make a check every 
  round to maintain the pin. If you are grappling the target, 
  you can attempt to tie him up in ropes, but doing so requires 
  a combat maneuver check at a –10 penalty. 
  Overrun
  As a standard action taken during your move, or as part of 
  a charge, you can attempt to overrun your target, moving 
  through its square. You can only overrun an opponent who 
  is one size category larger than you or smaller. If you do not 
  have the Improved Overrun feat, or a similar ability, initiat-
  ing an overrun provokes an attack of opportunity from the 
  target of your maneuver.
  When you attempt to overrun a target, it can choose to 
  avoid you, allowing you to pass through its square without 
  requiring an attack. If your target does not avoid you, make a 
  combat maneuver attack roll as normal. If your attack is suc-
  cessful, you move through the target’s space. If your attack 
  exceeds the DC by 5 or more, you move through the target’s 
  space and the target is knocked prone. If the target has more 
  than two legs, add +2 to the DC of the combat maneuver at-
  tack roll for each additional leg it has.
  Sunder
  You can attempt to sunder an item held or worn by your 
  opponent as part of an attack action in place of a melee 
  attack. If you do not have the Improved Sunder feat, or a 
  similar ability, attempting to sunder an item provokes an 
  attack of opportunity from the target of your maneuver. 
  You must be wielding a weapon to attempt a sunder.
  If your attack is successful, you deal damage to the item 
  normally. If the damage you deal exceeds the object’s 
  hardness, the object gains the broken condition (see the 
  Glossary chapter). If the damage you deal exceeds the ob-
  ject’s hardness and hit points, you can choose to destroy 
  it. If you do not choose to destroy it, the object is left with 
  only 1 hit point.
  Trip
  You can attempt to trip an opponent as a melee attack. You 
  can only trip an opponent who is one size category larger 
  than you or smaller. If you do not have the Improved Trip 
  feat, or a similar ability, initiating a trip provokes an at-
  tack of opportunity from the target of your maneuver.
  If your attack is successful, the target is knocked prone. 
  If your attack fails by 10 or more, you are knocked prone 
  instead. If the target has more than two legs, add +2 to 
  the DC of the combat maneuver attack roll for each ad-
  ditional leg it has. Some creatures, such as oozes without 
  legs and flying creatures, cannot be tripped.
  Feint
  Feinting is a standard action. To feint, make a Bluff skill 
  check. The DC of this check is equal to 10 + your oppo-
  nent’s base attack bonus + your opponent’s Wisdom mod-
  ifier. If your opponent is trained in Sense Motive, the 
  DC is instead equal to 10 + your opponent’s Sense Motive 
  bonus, if higher. If successful, the next melee attack you 
  make against the target does not allow him to use his 
  Dexterity bonus to AC (if any). This attack must be made 
  on or before your next turn.
  When feinting in this way against a nonhumanoid you 
  take a –4 penalty. Against a creature of animal Intelligence 
  (1 or 2), you take a –8 penalty. Against a creature lacking 
  an Intelligence score, it’s impossible. Feinting in combat 
  does not provoke attacks of opportunity.
  Feinting as a Move Action: With the Improved Feint 
  feat, you can attempt a feint as a move action instead of as 
  a standard action.
  Mounted Combat
  These rules cover being mounted on a horse in combat, 
  but can also be applied to more unusual steeds, such as a 
  griffon or dragon.
  Horses in Combat: Warhorses and warponies can serve 
  readily as combat steeds. Light horses, ponies, and heavy 
  horses, however, are frightened by combat. If you don’t dis-
  mount, you must make a DC 20 Ride check each round as a 
  move action to control such a horse. If you succeed, you can 
  perform a standard action after the move action. If you fail, 
  Pathfinder RPG: Combat
  9
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  152
  the move action becomes a full-round action and you can’t 
  do anything else until your next turn.
  Your mount acts on your initiative count as you direct it. 
  You move at its speed, but the mount uses its action to move.
  A horse (not a pony) is a Large creature and thus takes up 
  a space 10 feet (2 squares) across. For simplicity, assume that 
  you share your mount’s space during combat.
  Combat while Mounted: With a DC 5 Ride check, you can 
  guide your mount with your knees so as to use both hands to 
  attack or defend yourself. This is a free action.
  When you attack a creature smaller than your mount that 
  is on foot, you get the +1 bonus on melee attacks for being on 
  higher ground. If your mount moves more than 5 feet, you 
  can only make a single melee attack. Essentially, you have to 
  wait until the mount gets to your enemy before attacking, so 
  you can’t make a full attack. Even at your mount’s full speed, 
  you don’t take any penalty on melee attacks while mounted.
  If your mount charges, you also take the AC penalty as-
  sociated with a charge. If you make an attack at the end of 
  the charge, you receive the bonus gained from the charge. 
  When charging on horseback, you deal double damage with 
  a lance (see Charge).
  You can use ranged weapons while your mount is taking a 
  double move, but at a –4 penalty on the attack roll. You can 
  use ranged weapons while your mount is running (quadruple 
  speed), at a –8 penalty. In either case, you make the attack roll 
  when your mount has completed half its movement. You can 
  make a full attack with a ranged weapon while your mount is 
  moving. Likewise, you can take move actions normally
  Casting Spells while Mounted: You can cast a spell nor-
  mally if your mount moves up to a normal move (its speed) 
  either before or after you cast. If you have your mount move 
  both before and after you cast a spell, then you’re casting 
  the spell while the mount is moving, and you have to make 
  a Spellcraft check due to the vigorous motion (DC 10 + spell 
  level) or lose the spell. If the mount is running (quadruple 
  speed), you can cast a spell when your mount has moved up 
  to twice its speed, but your Spellcraft check is more difficult 
  due to the violent motion (DC 15 + spell level).
  If Your Mount Falls in Battle: If your mount falls, you have 
  to succeed on a DC 15 Ride check to make a soft fall and take 
  no damage. If the check fails, you take 1d6 points of damage.
  If You Are Dropped: If you are knocked unconscious, you 
  have a 50% chance to stay in the saddle (or 75% if you’re in a 
  military saddle). Otherwise you fall and take 1d6 points of 
  damage.
  Without you to guide it, your mount avoids combat.
  Throw Splash Weapon
  A splash weapon is a ranged weapon that breaks on im-
  pact, splashing or scattering its contents over its target and 
  nearby creatures or objects. To attack with a splash weap-
  on, make a ranged touch attack against the target. Thrown 
  weapons require no weapon proficiency, so you don’t take 
  the –4 nonproficiency penalty. A hit deals direct hit dam-
  age to the target, and splash damage to all creatures within 
  5 feet of the target. Splash weapons do not deal precision 
  based damage (such as sneak attack).
  You can instead target a specific grid intersection. Treat 
  this as a ranged attack against AC 5. However, if you target 
  a grid intersection, creatures in all adjacent squares are 
  dealt the splash damage, and the direct hit damage is not 
  dealt to any creature. You can’t target a grid intersection 
  occupied by a creature, such as a Large or larger creature; 
  in this case, you’re aiming at the creature.
  If you miss the target (whether aiming at a creature or a 
  grid intersection), roll 1d8. This determines the misdirection 
  of the throw, with 1 being straight back at you and 2 through 
  8 counting clockwise around the grid intersection or target 
  creature. Then, count a number of squares in the indicated 
  direction equal to the range increment of the throw.
  After you determine where the weapon landed, it deals 
  splash damage to all creatures in adjacent squares.
  Two-Weapon Fighting
  If you wield a second weapon in your off hand, you can get 
  one extra attack per round with that weapon. You suffer 
  a –6 penalty with your regular attack or attacks with your 
  primary hand and a –10 penalty to the attack with your 
  off hand when you fight this way. You can reduce these 
  penalties in two ways. First, if your off-hand weapon is 
  light, the penalties are reduced by 2 each. An u narmed 
  strike is always considered light. Second, the Two-Weapon 
  Fighting feat lessens the primary hand penalty by 2, and 
  the off-hand penalty by 6.
  Table 9–7 summarizes the interaction of all these factors.
  Table 9–7: Two-Weapon Fighting Penalties
  Circumstances 
  Primary Hand 
  Off Hand
  Normal penalties 
  –6 
  –10
  Off-hand weapon is light 
  –4 
  –8
  Two-Weapon Fighting feat 
  –4 
  –4
  Off-hand weapon is light and 
  –2 
  –2
   Two-Weapon Fighting feat
  Double Weapons: You can use a double weapon to make 
  an extra attack with the off-hand end of the weapon as if 
  you were fighting with two weapons. The penalties apply 
  as if the off-hand end of the weapon was a light weapon.
  Thrown Weapons: The same rules apply when you 
  throw a weapon from each hand. Treat a dart or shuriken 
  as a light weapon when used in this manner, and treat a 
  bolas, javelin, net, or sling as a one-handed weapon.
  Pathfinder Roleplaying Game
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  153
  SPeCIAL INITIATIVe ACTIONS
  Here are ways to change when you act during combat by 
  altering your place in the initiative order.
  Delay
  By choosing to delay, you take no action and then act 
  normally on whatever initiative count you decide to act. 
  When you delay, you voluntarily reduce your own initia-
  tive result for the rest of the combat. When your new, 
  lower initiative count comes up later in the same round, 
  you can act normally. You can specify this new initiative 
  result or just wait until some time later in the round 
  and act then, thus fixing your new initiative count at 
  that point.
  You never get back the time you spend wait-
  ing to see what’s going to happen. You also 
  can’t interrupt anyone else’s action (as you can 
  with a readied action).
  Initiative Consequences of Delaying: Your ini-
  tiative result becomes the count on which you took 
  the delayed action. If you come 
  to your next action and have 
  not yet performed an action, 
  you don’t get to take a delayed 
  action (though you can delay 
  again).
  If you take a delayed action in the 
  next round, before your regular turn 
  comes up, your initiative count rises 
  to that new point in the order of battle, 
  and you do not get your regular action 
  that round.
  Ready
  The ready action lets you prepare to take 
  an action later, after your turn is over but 
  before your next one has begun. Readying 
  is a standard action. It does not provoke an 
  attack of opportunity (though the action that 
  you ready might do so).
  Readying an Action: You can ready a stan-
  dard action, a move action, a swift action, or 
  a free action. To do so, specify the action you 
  will take and the conditions under which you 
  will take it. Then, any time before your next 
  action, you may take the readied action in re-
  sponse to that condition. The action occurs just 
  before the action that triggers it. If the triggered 
  action is part of another character’s activities, 
  you interrupt the other character. Assuming 
  he is still capable of doing so, he continues 
  his actions once you complete your readied 
  action. Your initiative result changes. For 
  the rest of the encounter, your initiative result is the count 
  on which you took the readied action, and you act imme-
  diately ahead of the character whose action triggered your 
  readied action.
  You can take a 5-foot step as part of your readied action, 
  but only if you don’t otherwise move any distance during 
  the round. 
  Initiative Consequences of Readying: Your initiative re-
  sult becomes the count on which you took the readied action. 
  If you come to your next action and have not yet performed 
  your readied action, you don’t get to take the readied action 
  (though you can ready the same action again). If you take 
  your readied action in the next round, before your regular 
  turn comes up, your initiative count rises to that new point 
  in the order of battle, and you do not get your regular 
  action that round.
  Distracting Spellcasters: You can ready an at-
  tack against a spellcaster with the trigger “if she 
  starts casting a spell.” If you damage the spell-
  caster, she may lose the spell she was trying 
  to cast (as determined by her Spellcraft check 
  result).
  Readying to Counterspell: You may ready 
  a counterspell against a spellcaster (often 
  with the trigger “if she starts cast-
  ing a spell”). In this case, when 
  the spellcaster starts a spell, you 
  get a chance to identify it with 
  a Spellcraft check (DC 15 + 
  spell level). If you do, and if 
  you can cast that same spell 
  (are able to cast it and have 
  it prepared, if you prepare 
  spells), you can cast the spell 
  as a counterspell and automati-
  cally ruin the other spellcaster’s 
  spell. Counterspelling works even 
  if one spell is divine and the other 
  arcane.
  A spellcaster can use dispel magic 
  to counterspell another spellcaster, 
  but it doesn’t always work.
  Readying a Weapon against a Charge: You can 
  ready certain piercing weapons, setting them to 
  receive charges. A readied weapon of this type 
  deals double damage if you score a hit with it 
  against a charging character
  Pathfinder RPG: Combat
  9
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  154
  Magic
  Pathfinder Roleplaying Game
  wizard, you select from among spells prepared earlier in 
  the day and not yet cast (see Preparing Wizard Spells and 
  Preparing Divine Spells).
  If you’re a bard or sorcerer, you can select any spell you 
  know, provided you are capable of casting spells of that level 
  or higher.
  To cast a spell, you must be able to speak (if the spell has 
  a verbal component), gesture (if it has a somatic compo-
  nent), and manipulate the material components or focus 
  (if any). Additionally, you must concentrate to cast a spell.
  If a spell has multiple versions, you choose which version 
  to use when you cast it. You don’t have to prepare (or learn, in 
  the case of a bard or sorcerer) a specific version of the spell.
  Once you’ve cast a prepared spell, you can’t cast it again 
  until you prepare it again. (If you’ve prepared multiple cop-
  ies of a single spell, you can cast each copy once.) If you’re 
  a bard or sorcerer, casting a spell counts against your daily 
  limit for spells of that spell level, but you can cast the same 
  spell again if you haven’t reached your limit.
  Concentration
  To cast a spell, you must concentrate. If something in-
  terrupts your concentration while you’re casting, you 
  A 
  spell is a one-time magical effect. Spells come in two 
  types: arcane (cast by bards, sorcerers, and wizards) 
  and divine (cast by clerics, druids, and experienced 
  paladins and rangers). Some spellcasters select their spells 
  from a limited list of spells known, while others have 
  access to a wide variety of options.
  Most spellcasters prepare their spells in advance—whether 
  from a spellbook or through prayers—while some cast spells 
  spontaneously without preparation. Despite these different 
  ways characters use to learn or prepare their spells, when it 
  comes to casting them, the spells are very much alike.
  Cutting across the categories of arcane and divine spells 
  are the eight schools of magic. These schools represent the 
  different ways that spells take effect.
  Casting spells
  Whether a spell is arcane or divine, and whether a charac-
  ter prepares spells in advance or chooses them on the spot, 
  casting a spell works the same way.
  Choosing a Spell
  First you must choose which spell to cast. If you’re a 
  c leric, druid, experienced paladin, experienced ranger, or 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  155
  Pathfinder RPG: Magic 10
  must make a Spellcraft check or lose the spell. The more 
  d istracting the interruption and the higher the level of 
  the spell you are trying to cast, the higher the DC. If you 
  fail the check, you lose the spell just as if you had cast it 
  to no effect.
  Injury: If while trying to cast a spell you take dam-
  age, you must make a Spellcraft check (DC 10 + points of 
  damage taken + the level of the spell you’re casting). If 
  you fail the check, you lose the spell without effect. The 
  i nterrupting event strikes during spellcasting if it comes 
  between when you start and when you complete a spell (for 
  a spell with a casting time of 1 full round or more) or if it 
  comes in response to your casting the spell (such as an at-
  tack of opportunity provoked by the spell or a contingent 
  attack, such as a readied action).
  If you are taking continuous damage, half the damage 
  is considered to take place while you are casting a spell. 
  You must make a Spellcraft check (DC 10 + 1/2 the damage 
  that the continuous source last dealt + the level of the spell 
  you’re casting). If the last damage dealt was the last dam-
  age that the effect could deal, then the damage is over and 
  does not distract you.
  Repeated damage does not count as continuous damage.
  Spell: If you are affected by a spell while attempting to 
  cast a spell of your own, you must make a Spellcraft check 
  or lose the spell you are casting. If the spell affecting you 
  deals damage, the DC is 10 + points of damage + the level 
  of the spell you’re casting.
  If the spell interferes with you or distracts you in some 
  other way, the DC is the spell’s saving throw DC + the level 
  of the spell you’re casting. For a spell with no saving throw, 
  it’s the DC that the spell’s saving throw would have if a save 
  were allowed.
  Grappling or Pinned: The only spells you can cast while 
  grappling or pinned are those without somatic compo-
  nents and whose material components (if any) you have in 
  hand. Even so, you must make a Spellcraft check (DC 20 + 
  the level of the spell you’re casting) or lose the spell.
  Vigorous Motion: If you are riding on a moving mount, 
  taking a bouncy ride in a wagon, on a small boat in rough 
  water, below-decks in a storm-tossed ship, or simply being 
  jostled in a similar fashion, you must make a Spellcraft 
  check (DC 10 + the level of the spell you’re casting) or lose 
  the spell. 
  Violent Motion: If you are on a galloping horse, t aking 
  a very rough ride in a wagon, on a small boat in rapids 
  or in a storm, on deck in a storm-tossed ship, or being 
  tossed roughly about in a similar fashion, you must make 
  a Spellcraft check (DC 15 + the level of the spell you’re 
  c asting) or lose the spell.
  Violent Weather: You must make a Spellcraft check if 
  you try to cast a spell in violent weather. If you are in a 
  high wind carrying blinding rain or sleet, the DC is 5 + the 
  level of the spell you’re casting. If you are in wind-driven 
  hail, dust, or debris, the DC is 10 + the level of the spell 
  you’re casting. In either case, you lose the spell if you fail 
  the Spellcraft check. If the weather is caused by a spell, use 
  the rules as described in the Spell subsection.
  Casting Defensively: If you want to cast a spell w ithout 
  provoking any attacks of opportunity, you must make 
  a Spellcraft check (DC 15 + the level of the spell you’re 
  c asting) to succeed. You lose the spell if you fail.
  Entangled: If you want to cast a spell while entangled 
  in a net or by a tanglefoot bag or while you’re affected by a 
  spell with similar effects, you must make a DC 15 Spellcraft 
  check to cast the spell. You lose the spell if you fail.
  Counterspells
  It is possible to cast any spell as a counterspell. By doing 
  so, you are using the spell’s energy to disrupt the casting 
  of the same spell by another character. Counterspelling 
  works even if one spell is divine and the other arcane.
  How Counterspells Work: To use a counterspell, you 
  must select an opponent as the target of the counterspell. 
  You do this by choosing to ready an action. In doing so, you 
  elect to wait to complete your action until your opponent 
  tries to cast a spell. You may still move your speed, since 
  ready is a standard action.
  If the target of your counterspell tries to cast a spell, 
  make a Spellcraft check (DC 15 + the spell’s level). This 
  check is a free action. If the check succeeds, you correctly 
  identify the opponent’s spell and can attempt to counter it. 
  If the check fails, you can’t do either of these things.
  To complete the action, you must then cast the correct 
  spell. As a general rule, a spell can only counter itself. If you 
  are able to cast the same spell and you have it prepared (if 
  you prepare spells), you cast it, altering it slightly to create a 
  counterspell effect. If the target is within range, both spells 
  automatically negate each other with no other results.
  Counterspelling Metamagic Spells: Metamagic feats are 
  not taken into account when determining whether a spell 
  can be countered
  Specific Exceptions: Some spells specifically counter 
  each other, especially when they have diametrically op-
  posed effects.
  Dispel Magic as a Counterspell: You can usually use d ispel 
  magic to counterspell another spellcaster, and you don’t 
  need to identify the spell he is casting. Dispel magic doesn’t 
  always work as a counterspell (see the spell description).
  Caster Level
  A spell’s power often depends on its caster level, which for 
  most spellcasting characters is equal to your class level in 
  the class you’re using to cast the spell. 
  You can cast a spell at a lower caster level than normal, 
  but the caster level you choose must be high enough for 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  156
  Pathfinder Roleplaying Game
  you to cast the spell in question, and all level-dependent 
  features must be based on the same caster level. 
  In the event that a class feature or other special abil-
  ity provides an adjustment to your caster level, that ad-
  justment applies not only to effects based on caster level 
  (such as range, duration, and damage dealt), but also to 
  your caster level check to overcome your target’s spell 
  resistance and to the caster level used in dispel checks 
  (both the dispel check and the DC of the check). 
  Spell Failure
  If you ever try to cast a spell in conditions where the char-
  acteristics of the spell cannot be made to conform, the 
  casting fails and the spell is wasted.
  Spells also fail if your concentration is broken and 
  might fail if you’re wearing armor while casting a spell 
  with s omatic components.
  The Spell’s Result
  Once you know which creatures (or objects or areas) are 
  a ffected, and whether those creatures have made success-
  ful saving throws (if any were allowed), you can apply what-
  ever results a spell entails.
  Special Spell Effects
  Many special spell effects are handled according to the 
  school of the spells in question. Certain other special 
  spell features are found across spell schools.
  Attacks: Some spell descriptions refer to attacking. All 
  offensive combat actions, even those that don’t damage 
  opponents, are considered attacks. Attempts to channel 
  energy count as attacks if it would harm any creatures 
  in the area. All spells that opponents resist with saving 
  throws, that deal damage, or that otherwise harm or 
  hamper subjects are attacks. Spells that summon mon-
  sters or other allies are not attacks because the spells 
  themselves don’t harm anyone.
  Bonus Types: Usually, a bonus has a type that indi-
  cates how the spell grants the bonus. The important 
  aspect of bonus types is that two bonuses of the same 
  type don’t generally stack. With the exception of dodge 
  bonuses, most circumstance bonuses, and racial bo-
  nuses, only the better bonus of a given type works (see 
  Combining Magical Effects). The same principle applies 
  to penalties—a character taking two or more penalties of 
  the same type applies only the worst one, although most 
  penalties have not type and thus always stack.
  Bringing Back the Dead: Several spells have the power 
  to restore slain characters to life.
  When a living creature dies, its soul departs its body, 
  leaves the Material Plane, travels through the Astral 
  Plane, and goes to abide on the plane where the crea-
  ture’s deity resides. If the creature did not worship a 
  deity, its soul departs to the plane corresponding to its 
  alignment. Bringing someone back from the dead means 
  retrieving his soul and returning it to his body.
  Negative Levels: Any creature brought back to life usu-
  ally gains one or more permanent negative levels. These 
  levels apply a penalty to most rolls until removed through 
  spells such as restoration. If the character was 1st level at 
  the time of death, he loses 2 points of Constitution in-
  stead of gaining a negative level.
  Preventing Revivification: Enemies can take steps to 
  make it more difficult for a character to be returned 
  from the dead. Keeping the body prevents others from 
  using raise dead or resurrection to restore the slain charac-
  ter to life. Casting trap the soul prevents any sort of revivi-
  fication u nless the soul is first released.
  Revivification Against One’s Will: A soul cannot be 
  r eturned to life if it does not wish to be. A soul knows the 
  name, alignment, and patron deity (if any) of the charac-
  ter attempting to revive it and may refuse to return on 
  that basis.
  Combining Magic Effects
  Spells or magical effects usually work as described, no 
  matter how many other spells or magical effects happen 
  to be operating in the same area or on the same r ecipient. 
  Except in special cases, a spell does not affect the way 
  another spell operates. Whenever a spell has a specific 
  effect on other spells, the spell description explains that 
  effect. Several other general rules apply when spells or 
  magical effects operate in the same place:
  Stacking Effects: Spells that provide bonuses or 
  p enalties on attack rolls, damage rolls, saving throws, 
  and other attributes usually do not stack with themselves. 
  More generally, two bonuses of the same type don’t stack 
  even if they come from different spells (or from effects 
  other than spells; see Bonus Types, above). 
  Different Bonus Names: The bonuses or penalties from 
  two different spells stack if the modifiers are of different 
  types. A bonus that isn’t named stacks with any bonus.
  Same Effect More than Once in Different Strengths: In 
  cases when two or more identical spells are operating 
  in the same area or on the same target, but at different 
  strengths, only the best one applies.
  Same Effect with Differing Results: The same spell can 
  sometimes produce varying effects if applied to the same 
  recipient more than once. Usually the last spell in the 
  series trumps the others. None of the previous spells are 
  actually removed or dispelled, but their effects become 
  irrelevant while the final spell in the series lasts.
  One Effect Makes Another Irrelevant: Sometimes, one 
  spell can render a later spell irrelevant. Both spells are 
  still active, but one has rendered the other useless in 
  some fashion.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  157
  Pathfinder RPG: Magic 10
  Multiple Mental Control Effects: Sometimes magical 
  e ffects that establish mental control render each o ther 
  irrelevant, such as a spell that removes the subject’s 
  ability to act. Mental controls that don’t remove the 
  r ecipient’s ability to act usually do not interfere with 
  each other. If a creature is under the mental control of 
  two or more creatures, it tends to obey each to the best 
  of its ability, and to the extent of the control each effect 
  allows. If the controlled creature receives conf licting 
  orders simultaneously, the competing controllers must 
  make opposed Charisma checks to determine which one 
  the creature obeys.
  Spells with Opposite Effects: Spells with opposite 
  effects apply normally, with all bonuses, penalties, or 
  changes accruing in the order that they apply. Some 
  spells negate or counter each other. This is a special ef-
  fect that is noted in a spell’s description. 
  Instantaneous Effects: Two or more spells with in-
  stantaneous durations work cumulatively when they af-
  fect the same target.
  spell DesCRiptiOns
  The description of each spell is presented in a standard 
  format. Each category of information is explained and de-
  fined below.
  Name
  The first line of every spell description gives the name by 
  which the spell is generally known.
  School (Subschool)
  Beneath the spell name is a line giving the school of 
  magic (and the subschool, if appropriate) that the spell 
  belongs to.
  Almost every spell belongs to one of eight schools of 
  magic. A school of magic is a group of related spells that 
  work in similar ways. A small number of spells (arcane 
  mark, limited wish, permanency, prestidigitation, and wish) are 
  universal, belonging to no school.
  Abjuration
  Abjurations are protective spells. They create physical 
  or magical barriers, negate magical or physical abilities, 
  harm trespassers, or even banish the subject of the spell to 
  another plane of existence. 
  If one abjuration spell is active within 10 feet of a nother 
  for 24 hours or more, the magical fields interfere with 
  each other and create barely visible energy fluctuations. 
  The DC to find such spells with the Perception skill 
  drops by 4.
  If an abjuration creates a barrier that keeps certain 
  types of creatures at bay, that barrier cannot be used 
  to push away those creatures. If you force the barrier 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  158
  Pathfinder Roleplaying Game
  against such a creature, you feel a discernible pressure 
  against the b arrier. If you continue to apply pressure, 
  you end the spell.
  Conjuration
  Each conjuration spell belongs to one of five subschools. 
  Conjurations transport creatures from another plane of 
  existence to your plane (calling), create objects or effects 
  on the spot (creation), heal (healing), bring manifestations 
  of objects, creatures, or some form of energy to you (the 
  summoning subschool), or transport creatures or objects 
  over great distances (teleportation). Creatures you conjure 
  usually, but not always, obey your commands.
  A creature or object brought into being or transported 
  to your location by a conjuration spell cannot appear in-
  side another creature or object, nor can it appear floating 
  in an empty space. It must arrive in an open location on a 
  surface capable of supporting it.
  The creature or object must appear within the spell’s 
  range, but it does not have to remain within the range.
  Calling: A calling spell transports a creature from 
  a nother plane to the plane you are on. The spell grants 
  the creature the one-time ability to return to its plane of 
  o rigin, although the spell may limit the circumstances 
  under which this is possible. Creatures who are called 
  a ctually die when they are killed; they do not disappear 
  and reform, as do those brought by a summoning spell (see 
  below). The duration of a calling spell is instantaneous, 
  which means that the called creature can’t be dispelled.
  Creation: A creation spell manipulates matter to create 
  an object or creature in the place the spellcaster desig-
  nates (subject to the limits noted above). If the spell has 
  a duration other than instantaneous, magic holds the 
  creation together, and when the spell ends, the conjured 
  creature or object vanishes without a trace. If the spell has 
  an instantaneous duration, the created object or creature 
  is merely assembled through magic. It lasts indefinitely 
  and does not depend on magic for its existence.
  Healing: Certain divine conjurations heal creatures or 
  even bring them back to life.
  Summoning: A summoning spell instantly brings a 
  creature or object to a place you designate. When the spell 
  ends or is dispelled, a summoned creature is instantly 
  sent back to where it came from, but a summoned object 
  is not sent back unless the spell description specifically 
  indicates this. A summoned creature also goes away if it is 
  killed or if its hit points drop to 0 or lower. It is not really 
  dead. It takes 24 hours for the creature to reform, during 
  which time it can’t be summoned again.
  When the spell that summoned a creature ends and the 
  creature disappears, all the spells it has cast expire. A sum-
  moned creature cannot use any innate summoning abili-
  ties it may have.
  Teleportation: A teleportation spell transports one or 
  more creatures or objects a great distance. The most pow-
  erful of these spells can cross planar boundaries. Unlike 
  summoning spells, the transportation is (unless otherwise 
  noted) one-way and not dispellable.
  Teleportation is instantaneous travel through the 
  Astral Plane. Anything that blocks astral travel also blocks 
  teleportation.
  Divination
  Divination spells enable you to learn secrets long f orgotten, 
  to predict the future, to find hidden things, and to foil 
  d eceptive spells.
  Many divination spells have cone-shaped areas. These 
  move with you and extend in the direction you look. The 
  cone defines the area that you can sweep each round. If 
  you study the same area for multiple rounds, you can often 
  gain additional information, as noted in the descriptive 
  text for the spell.
  Scrying: A scrying spell creates an invisible m agical 
  s ensor that sends you information. Unless noted o therwise, 
  the sensor has the same powers of sensory a cuity that you 
  possess. This level of acuity includes any spells or effects 
  that target you, but not spells or effects that e manate 
  from you. The sensor, however, is treated as a separate, 
  i ndependent sensory organ of yours, and thus it fu nctions 
  normally even if you have been blinded, d eafened, or 
  o therwise suffered sensory impairment.
  Any creature with an Intelligence score of 12 or higher 
  can notice the sensor by making a DC 20 Intelligence check. 
  The sensor can be dispelled as if it were an a ctive spell.
  Lead sheeting or magical protection blocks a scrying 
  spell, and you sense that the spell is so blocked.
  Enchantment
  Enchantment spells affect the minds of others, influenc-
  ing or controlling their behavior.
  All enchantments are mind-affecting spells. Two 
  types of enchantment spells grant you inf luence over a 
  subject creature.
  Charm: A charm spell changes how the subject views 
  you, typically making it see you as a good friend.
  Compulsion: A compulsion spell forces the subject 
  to act in some manner or changes the way its mind 
  works. Some compulsion spells determine the subject’s 
  actions or the effects on the subject, some compulsion 
  spells allow you to determine the subject’s actions when 
  you cast the spell, and others give you ongoing control 
  over the subject.
  Evocation
  Evocation spells manipulate energy or tap an unseen 
  source of power to produce a desired end. In effect, they 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  159
  Pathfinder RPG: Magic 10
  create something out of nothing. Many of these spells 
  produce spectacular effects, and evocation spells can deal 
  large amounts of damage.
  Illusion
  Illusion spells deceive the senses or minds of others. They 
  cause people to see things that are not there, not see things 
  that are there, hear phantom noises, or remember things 
  that never happened.
  Figment: A figment spell creates a false sensation. 
  Those who perceive the figment perceive the same thing, 
  not their own slightly different versions of the figment. It 
  is not a personalized mental i mpression. Figments c annot 
  make something seem to be s omething else. A figment 
  that includes audible effects cannot d uplicate i ntelligible 
  speech unless the spell d escription s pecifically says it can. 
  If intelligible speech is p ossible, it must be in a language 
  you can speak. If you try to d uplicate a language you can-
  not speak, the image p roduces gibberish. Likewise, you 
  cannot make a visual copy of something unless you know 
  what it looks like (or copy another sense exactly unless 
  you have experienced it).
  Because figments and glamers (see below) are unreal, 
  they cannot produce real effects the way that other types 
  of illusions can. They cannot cause damage to objects 
  or creatures, support weight, provide nutrition, or pro-
  vide protection from the elements. Consequently, these 
  spells are useful for confounding or delaying foes, but 
  useless for attacking them directly. 
  A figment’s AC is equal to 10 + its size modifier.
  Glamer: A glamer spell changes a subject’s sensory 
  qualities, making it look, feel, taste, smell, or sound like 
  something else, or even seem to disappear.
  Pattern: Like a figment, a pattern spell creates an im-
  age that others can see, but a pattern also affects the 
  minds of those who see it or are caught in it. All patterns 
  are mind-affecting spells.
  Phantasm: A phantasm spell creates a mental image 
  that usually only the caster and the subject (or subjects) 
  of the spell can perceive. This impression is totally in 
  the minds of the subjects. It is a personalized mental 
  impression. It’s all in their heads and not a fake picture 
  or something that they actually see. Third parties view-
  ing or studying the scene don’t notice the phantasm. All 
  phantasms are mind-affecting spells.
  Shadow: A shadow spell creates something that is par-
  tially real from extradimensional energy. Such illusions 
  can have real effects. Damage dealt by a shadow illusion 
  is real.
  Saving Throws and Illusions (Disbelief ): Creatures 
  encountering an illusion usually do not receive saving 
  throws to recognize it as illusory until they study it care-
  fully or interact with it in some fashion.
  A successful saving throw against an illusion reveals it 
  to be false, but a figment or phantasm remains as a trans-
  lucent outline.
  A failed saving throw indicates that a character fails to 
  notice something is amiss. A character faced with proof 
  that an illusion isn’t real needs no saving throw. If any 
  viewer successfully disbelieves an illusion and communi-
  cates this fact to others, each such viewer gains a saving 
  throw with a +4 bonus.
  Necromancy
  Necromancy spells manipulate the power of death, unlife, 
  and the life force. Spells involving undead creatures make 
  up a large part of this school. 
  Transmutation
  Transmutation spells change the properties of some crea-
  ture, thing, or condition. 
  Polymorph Subschool: A polymorph spell transforms 
  your physical body to take on the shape of another crea-
  ture. While these spells make you appear to be the creature, 
  granting you a +20 bonus on Disguise skill checks, they do 
  not grant you all of the abilities and powers of the crea-
  ture. Each polymorph spell allows you to assume the form 
  of a creature of a specific type, granting you a number of 
  bonuses to your ability scores and a bonus to your natural 
  armor. In addition, each polymorph spell can grant you a 
  number of other benefits, including movement types, re-
  sistances, and senses. If the form you choose grants these 
  benefits, or a greater ability of the same type, you gain the 
  listed benefit. If the form grants a lesser ability of the same 
  type, you gain the lesser ability instead. Your base speed 
  changes to match that of the form you assume. If the form 
  grants a swim or burrow speed, you maintain the ability 
  to breathe if you are swimming or burrowing. The DC for 
  any of these abilities equals your DC for the polymorph 
  spell used to change you into that form. 
  In addition to these benefits, you gain any of the natu-
  ral attacks of the base creature. These attacks are based 
  on your base attack bonus, modified by your Strength or 
  Dexterity as appropriate, and use your Strength modifier 
  for determining damage bonuses.
  If a polymorph spell causes you to change size, apply 
  the size modifiers appropriately, changing your armor 
  class, attack bonus, combat maneuver bonus, and Stealth 
  skill modifiers. You ability scores are not modified by this 
  change unless noted by the spell.
  Unless otherwise noted, polymorph spells cannot be 
  used to change into a specific individual. Although many 
  of the fine details can be controlled, your appearance is 
  always that of a generic member of that creature’s type.
  When you cast a polymorph spell that changes you 
  into a creature of the animal, dragon, elemental, magical 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  160
  Pathfinder Roleplaying Game
  beast, plant, or vermin type, all of your gear melds into 
  your body. Items that provide constant b onuses and do not 
  need to be activated continue to function while melded 
  in this way (with the exception of armor b onuses, which 
  cease to function). Items that require a ctivation cannot be 
  used while you maintain that form. While in such a form, 
  you cannot cast any spells that require m aterial compo-
  nents, and can only cast spells with s omatic or verbal 
  components if the form you choose has the c apability to 
  make such movements or speak, such as a dragon. Other 
  polymorph spells might be subject to this restriction as 
  well, if they change you into a form that is unlike your 
  original form (subject to GM d iscretion). If your new 
  form does not cause your e quipment to meld into your 
  form, the equipment r esizes to match your new size. 
  If a polymorph spell is cast by a creature that is smaller 
  than Small or larger than Medium, first adjust its ability 
  scores to one of these two sizes using the following table 
  before applying the b onuses granted by the polymorph 
  spell. If the creature’s new size is the same as its previous 
  size, do not make these adjustments.
  Creature’s Size 
  Str 
  Dex 
  Con 
  New Size
  Fine 
  +6 
  –6 
  — 
  Small
  Diminutive 
  +6 
  –4 
  — 
  Small
  Tiny 
  +4 
  –2 
  — 
  Small
  Large 
  –4 
  +2 
  –2 
  Medium
  Huge 
  –8 
  +4 
  –4 
  Medium
  Gargantuan 
  –12 
  +4 
  –6 
  Medium
  Colossal 
  –16 
  +4 
  –8 
  Medium
  [Descriptor]
  Appearing on the same line as the school and sub-
  school, when applicable, is a descriptor that further 
  categorizes the spell in some way. Some spells have 
  more than one descriptor.
  The descriptors are acid, air, chaotic, cold, d arkness, 
  death, earth, electricity, evil, fear, fire, force, good, lan-
  guage-dependent, lawful, light, mind-affecting, sonic, 
  and water.
  Most of these descriptors have no game effect by 
  themselves, but they govern how the spell interacts 
  with other spells, with special abilities, with unusual 
  c reatures, with alignment, and so on.
  A language-dependent spell uses intelligible l anguage 
  as a medium for communication. If the target cannot 
  understand or cannot hear what the caster of a l anguage-
  dependant spell says the spell fails.
  A mind-affecting spell works only against creatures 
  with an Intelligence score of 1 or higher.
  Level
  The next line of a spell description gives the spell’s level, 
  a number between 0 and 9 that defines the spell’s r elative 
  power. This number is preceded by the class whose 
  m embers can cast the spell. A spell’s level affects the DC 
  for any save allowed against the effect.
  Components
  A spell’s components are what you must do or possess to cast 
  it. The Components entry in a spell description i ncludes 
  abbreviations that tell you what type of components it has. 
  Specifics for material and focus components are given at 
  the end of the descriptive text. Usually you don’t worry 
  about components, but when you can’t use a component 
  for some reason or when a material or focus component is 
  expensive, then the components are important.
  Verbal (V): A verbal component is a spoken i ncantation. 
  To provide a verbal component, you must be able to 
  speak in a strong voice. A silence spell or a gag spoils the 
  i ncantation (and thus the spell). A spellcaster who has been 
  deafened has a 20% chance of spoiling any spell with a 
   verbal c omponent that he tries to cast.
  Somatic (S): A somatic component is a measured and 
  precise movement of the hand. You must have at least one 
  hand free to provide a somatic component.
  Material (M): A material component is one or more 
  p hysical substances or objects that are annihilated by 
  the spell energies in the casting process. Unless a cost 
  is g iven for a material component, the cost is negligible. 
  Don’t bother to keep track of material components with 
  n egligible cost. Assume you have all you need as long as 
  you have your spell component pouch.
  Designer Notes: Polymorph Problems
  Of all the spells in the 3.5 rules set, none has caused more 
  arguments or been more abused than polymorph. Such 
  problems stem from two sources. First, the spell has never 
  been the most clearly worded. What abilities you gain and 
  lose are always subject to question. For example, do you lose 
  your human bonus feat when you take on another form? 
  Second, the spell relies upon the balance of monster abilities to 
  function. When you consider the fact that there are thousands 
  of monsters to choose from, and some are more powerful than 
  others of an equal Hit Dice, this problem becomes apparent.
  To alleviate this problem, we have broken the spell down 
  into a host of other spells that allow you to take on the form 
  of creatures of a specific type. The spells themselves grant 
  you bonuses to your ability scores and special abilities. This 
  means that we can balance the spells against each other, 
  rather than against all of the monsters ever printed. So while 
  your abilities won’t exactly match those of the form you take, 
  you will look like the creature and be able to do a number of 
  the things the creature can do. Give these spells a try and let 
  us know what you think.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  161
  Pathfinder RPG: Magic 10
  Focus (F): A focus component is a prop of some sort. 
  Unlike a material component, a focus is not consumed 
  when the spell is cast and can be reused. As with material 
  components, the cost for a focus is negligible unless a price 
  is given. Assume that focus components of negligible cost 
  are in your spell component pouch.
  Divine Focus (DF): A divine focus component is an 
  item of spiritual significance. The divine focus for a 
  cleric or a paladin is a holy symbol appropriate to the 
  character’s faith. 
  If the Components line includes F/DF or M/DF, the 
  a rcane version of the spell has a focus component or a 
  m aterial component (the abbreviation before the slash) 
  and the divine version has a divine focus component (the 
  abbreviation after the slash).
  Casting Time
  Most spells have a casting time of 1 standard action. 
  Others take 1 round or more, while a few require only a 
  free action.
  A spell that takes 1 round to cast is a full-round action. 
  It comes into effect just before the beginning of your turn 
  in the round after you began casting the spell. You then act 
  normally after the spell is completed.
  A spell that takes 1 minute to cast comes into effect just 
  before your turn 1 minute later (and for each of those 10 
  rounds, you are casting a spell as a full-round action, just 
  as noted above for 1-round casting times). These a ctions 
  must be consecutive and uninterrupted, or the spell 
  a utomatically fails.
  When you begin a spell that takes 1 round or longer to 
  cast, you must continue the concentration from the c urrent 
  round to just before your turn in the next round (at least). 
  If you lose concentration before the casting is complete, 
  you lose the spell.
  A spell with a casting time of 1 free action doesn’t count 
  against your normal limit of one spell per round. However, 
  you may cast such a spell only once per round. Casting a 
  spell with a casting time of 1 free action doesn’t provoke 
  attacks of opportunity.
  You make all pertinent decisions about a spell (range, 
  target, area, effect, version, and so forth) when the spell 
  comes into effect.
  Range
  A spell’s range indicates how far from you it can reach, 
  as defined in the Range entry of the spell description. A 
  spell’s range is the maximum distance from you that the 
  spell’s effect can occur, as well as the maximum distance 
  at which you can designate the spell’s point of origin. If 
  any portion of the spell’s area would extend beyond this 
  range, that area is wasted. Standard ranges include the 
  following.
  Personal: The spell affects only you.
  Touch: You must touch a creature or object to affect it. 
  A touch spell that deals damage can score a critical hit 
  just as a weapon can. A touch spell threatens a c ritical 
  hit on a natural roll of 20 and deals double damage on 
  a s uccessful critical hit. Some touch spells allow you to 
  touch multiple targets. You can touch as many willing 
  targets as you can reach as part of the casting, but all tar-
  gets of the spell must be touched in the same round that 
  you finish casting the spell.
  Close: The spell reaches as far as 25 feet away from you. 
  The maximum range increases by 5 feet for every two full 
  caster levels.
  Medium: The spell reaches as far as 100 feet + 10 feet per 
  caster level.
  Long: The spell reaches as far as 400 feet + 40 feet per 
  caster level.
  Unlimited: The spell reaches anywhere on the same 
  plane of existence.
  Range Expressed in Feet: Some spells have no standard 
  range category, just a range expressed in feet.
  Aiming a Spell
  You must make some choice about whom the spell is to 
  affect or where the effect is to originate, depending on 
  the type of spell. The next entry in a spell description 
  d efines the spell’s target (or targets), its effect, or its area, 
  as appropriate.
  Target or Targets: Some spells have a target or targets. 
  You cast these spells on creatures or objects, as defined 
  by the spell itself. You must be able to see or touch the 
  target, and you must specifically choose that target. You 
  do not have to select your target until you finish casting 
  the spell.
  If the target of a spell is yourself (the spell description 
  has a line that reads Target: You), you do not receive a 
  saving throw, and spell resistance does not apply. The 
  Saving Throw and Spell Resistance lines are omitted 
  from such spells.
  Some spells restrict you to willing targets only. 
  Declaring yourself as a willing target is something that 
  can be done at any time (even if you’re flat-footed or it 
  isn’t your turn). Unconscious creatures are a utomatically 
  c onsidered w illing, but a character who is conscious 
  but immobile or h elpless (such as one who is bound, 
  c owering, g rappling, paralyzed, pinned, or stunned) is not 
  a utomatically willing.
  Some spells allow you to redirect the effect to new t argets 
  or areas after you cast the spell. Redirecting a spell is a 
  move action that does not provoke attacks of opportunity.
  Effect: Some spells create or summon things rather 
  than affecting things that are already present.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  162
  Pathfinder Roleplaying Game
  You must designate the location where these things 
  are to appear, either by seeing it or defining it. Range 
  d etermines how far away an effect can appear, but if the 
  effect is mobile, after it appears it can move regardless of 
  the spell’s range.
  Ray: Some effects are rays. You aim a ray as if using a 
  ranged weapon, though typically you make a ranged 
  touch attack rather than a normal ranged attack. As with a 
  ranged weapon, you can fire into the dark or at an invisible 
  creature and hope you hit something. You don’t have to see 
  the creature you’re trying to hit, as you do with a targeted 
  spell. Intervening creatures and obstacles, however, can 
  block your line of sight or provide cover for the creature 
  you’re aiming at.
  If a ray spell has a duration, it’s the duration of the 
  e ffect that the ray causes, not the length of time the ray 
  itself persists.
  If a ray spell deals damage, you can score a critical hit 
  just as if it were a weapon. A ray spell threatens a critical 
  hit on a natural roll of 20 and deals double damage on a 
  successful critical hit.
  Spread: Some effects, notably clouds and fogs, spread out 
  from a point of origin, which must be a grid intersection. 
  The effect can extend around corners and into areas that 
  you can’t see. Figure distance by actual distance traveled, 
  taking into account turns the spell effect takes. When 
  d etermining distance for spread effects, count around 
  walls, not through them. As with movement, do not trace 
  diagonals across corners. You must designate the point 
  of origin for such an effect, but you need not have line of 
  e ffect (see below) to all portions of the effect.
  Area: Some spells affect an area. Sometimes a spell 
  d escription specifies a specially defined area, but usually 
  an area falls into one of the categories defined below.
  Regardless of the shape of the area, you select the 
  point where the spell originates, but otherwise you don’t 
  c ontrol which creatures or objects the spell affects. The 
  point of origin of a spell is always a grid intersection. 
  When d etermining whether a given creature is within the 
  area of a spell, count out the distance from the point of 
  o rigin in squares just as you do when moving a character 
  or when determining the range for a ranged attack. The 
  only d ifference is that instead of counting from the c enter 
  of one square to the center of the next, you count from 
  i ntersection to intersection.
  You can count diagonally across a square, but r emember 
  that every second diagonal counts as 2 squares of d istance. 
  If the far edge of a square is within the spell’s area, 
  a nything within that square is within the spell’s area. If 
  the spell’s area only touches the near edge of a square, 
  however, a nything within that square is u naffected by 
  the spell.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  163
  Pathfinder RPG: Magic 10
  Burst, Emanation, or Spread: Most spells that affect an 
  area function as a burst, an emanation, or a spread. In each 
  case, you select the spell’s point of origin and measure its 
  effect from that point.
  A burst spell affects whatever it catches in its area, 
  even including creatures that you can’t see. It can’t af-
  fect c reatures with total cover from its point of origin (in 
  other words, its effects don’t extend around corners). The 
  default shape for a burst effect is a sphere, but some burst 
  spells are specifically described as cone-shaped. A burst’s 
  area defines how far from the point of origin the spell’s 
  effect extends.
  An emanation spell functions like a burst spell, except 
  that the effect continues to radiate from the point of origin 
  for the duration of the spell. Most emanations are cones 
  or spheres.
  A spread spell spreads out like a burst but can turn 
  c orners. You select the point of origin, and the spell 
  spreads out a given distance in all directions. Figure the 
  area the spell effect fills by taking into account any turns 
  the spell effect takes.
  Cone, Cylinder, Line, or Sphere: Most spells that affect an 
  area have a particular shape, such as a cone, cylinder, line, 
  or sphere.
  A cone-shaped spell shoots away from you in a q uarter-
  circle in the direction you designate. It starts from any 
  corner of your square and widens out as it goes. Most cones 
  are either bursts or emanations (see above), and thus won’t 
  go around corners.
  When casting a cylinder-shaped spell, you select 
  the spell’s point of origin. This point is the center of a 
  h orizontal circle, and the spell shoots down from the 
  c ircle, filling a cylinder. A cylinder-shaped spell ignores 
  any obstructions within its area.
  A line-shaped spell shoots away from you in a line in 
  the direction you designate. It starts from any corner 
  of your square and extends to the limit of its range or 
  until it strikes a barrier that blocks line of effect. A line-
  shaped spell affects all creatures in squares that the line 
  passes through.
  A sphere-shaped spell expands from its point of origin 
  to fill a spherical area. Spheres may be bursts, emanations, 
  or spreads.
  Creatures: A spell with this kind of area affects creatures 
  directly (like a targeted spell), but it affects all creatures in 
  an area of some kind rather than individual creatures you 
  select. The area might be a spherical burst , a cone-shaped 
  burst, or some other shape.
  Many spells affect “living creatures,” which means all 
  creatures other than constructs and undead. Creatures in 
  the spell’s area that are not of the appropriate type do not 
  count against the creatures affected.
  Objects: A spell with this kind of area affects objects 
  within an area you select (as Creatures, but affecting 
  o bjects instead).
  Other: A spell can have a unique area, as defined in its 
  description.
  (S) Shapeable: If an Area or Effect entry ends with “(S),” 
  you can shape the spell. A shaped effect or area can have no 
  dimension smaller than 10 feet. Many effects or areas are 
  given as cubes to make it easy to model irregular shapes. 
  Three-dimensional volumes are most often needed to 
  d efine aerial or underwater effects and areas.
  Line of Effect: A line of effect is a straight, unblocked 
  path that indicates what a spell can affect. A line of effect is 
  canceled by a solid barrier. It’s like line of sight for ranged 
  weapons, except that it’s not blocked by fog, darkness, and 
  other factors that limit normal sight.
  You must have a clear line of effect to any target that you 
  cast a spell on or to any space in which you wish to create 
  an effect. You must have a clear line of effect to the point of 
  origin of any spell you cast.
  A burst, cone, cylinder, or emanation spell affects only 
  an area, creatures, or objects to which it has line of effect 
  from its origin (a spherical burst’s center point, a cone-
  shaped burst’s starting point, a cylinder’s circle, or an 
  emanation’s point of origin).
  An otherwise solid barrier with a hole of at least 1 square 
  foot through it does not block a spell’s line of effect. Such 
  an opening means that the 5-foot length of wall c ontaining 
  the hole is no longer considered a barrier for purposes of a 
  spell’s line of effect.
  Duration
  A spell’s Duration entry tells you how long the magical 
  e nergy of the spell lasts.
  Timed Durations: Many durations are measured in 
  rounds, minutes, hours, or some other increment. When 
  the time is up, the magic goes away and the spell ends. If a 
  spell’s duration is variable, the duration is rolled secretly 
  so the caster doesn’t know how long the spell will last. 
  Instantaneous: The spell energy comes and goes the in-
  stant the spell is cast, though the consequences might be 
  long-lasting.
  Permanent: The energy remains as long as the effect 
  does. This means the spell is vulnerable to dispel magic. 
  Concentration: The spell lasts as long as you concen-
  trate on it. Concentrating to maintain a spell is a stan-
  dard action that does not provoke attacks of opportunity. 
  Anything that could break your concentration when cast-
  ing a spell can also break your concentration while you’re 
  maintaining one, causing the spell to end.
  You can’t cast a spell while concentrating on another 
  one. Sometimes a spell lasts for a short time after you 
  cease concentrating.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  164
  Pathfinder Roleplaying Game
  Subjects, Effects, and Areas: If the spell affects creatures 
  directly, the result travels with the subjects for the spell’s 
  duration. If the spell creates an effect, the effect lasts for 
  the duration. The effect might move or remain still. Such 
  an effect can be destroyed prior to when its duration ends. 
  If the spell affects an area, then the spell stays with that 
  area for its duration. 
  Creatures become subject to the spell when they enter 
  the area and are no longer subject to it when they leave.
  Touch Spells and Holding the Charge: In most cases, 
  if you don’t discharge a touch spell on the round you 
  cast it, you can hold the charge (postpone the discharge 
  of the spell) indefinitely. You can make touch attacks 
  round after round. If you cast another spell, the touch 
  spell dissipates.
  Some touch spells allow you to touch multiple targets as 
  part of the spell. You can’t hold the charge of such a spell; 
  you must touch all targets of the spell in the same round 
  that you finish casting the spell.
  Discharge: Occasionally a spells lasts for a set duration 
  or until triggered or discharged.
  (D) Dismissible: If the Duration line ends with “(D),” 
  you can dismiss the spell at will. You must be within 
  range of the spell’s effect and must speak words of 
  d ismissal, which are usually a modified form of the 
  spell’s verbal c omponent. If the spell has no verbal 
  component, you can dismiss the effect with a gesture. 
  Dismissing a spell is a standard action that does not 
  provoke attacks of opportunity.
  A spell that depends on concentration is dismissible 
  by its very nature, and dismissing it does not take an 
  a ction, since all you have to do to end the spell is to stop 
  c oncentrating on your turn.
  Saving Throw
  Usually a harmful spell allows a target to make a saving 
  throw to avoid some or all of the effect. The Saving Throw 
  entry in a spell description defines which type of saving 
  throw the spell allows and describes how saving throws 
  against the spell work.
  Negates: The spell has no effect on a subject that makes 
  a successful saving throw.
  Partial: The spell causes an effect on its subject. A 
  s uccessful saving throw means that some lesser effect 
  occurs.
  Half: The spell deals damage, and a successful saving 
  throw halves the damage taken (round down).
  None: No saving throw is allowed.
  Disbelief: A successful save lets the subject ignore the 
  effect. 
  (object): The spell can be cast on objects, which r eceive 
  saving throws only if they are magical or if they are a ttended 
  (held, worn, grasped, or the like) by a creature resisting the 
  spell, in which case the object uses the c reature’s saving 
  throw bonus unless its own bonus is greater. This n otation 
  does not mean that a spell can be cast only on objects. 
  Some spells of this sort can be cast on creatures or objects. 
  A magic item’s saving throw bonuses are each equal to 2 + 
  one-half the item’s caster level. 
  (harmless): The spell is usually beneficial, not harm-
  ful, but a targeted creature can attempt a saving throw if 
  it desires.
  Saving Throw Difficulty Class: A saving throw against 
  your spell has a DC of 10 + the level of the spell + your bonus 
  for the relevant ability (Intelligence for a w izard, Charisma 
  for a sorcerer or bard, or Wisdom for a cleric, druid, p aladin, 
  or ranger). A spell’s level can vary d epending on your class. 
  Always use the spell level applicable to your class.
  Succeeding on a Saving Throw: A creature that 
  s uccessfully saves against a spell that has no o bvious 
  p hysical effects feels a hostile force or a tingle, but c annot 
  deduce the exact nature of the attack. Likewise, if a 
  c reature’s saving throw succeeds against a targeted spell 
  you sense that the spell has failed. You do not sense when 
  creatures succeed on saves against effect and area spells.
  Automatic Failures and Successes: A natural 1 (the d20 
  comes up 1) on a saving throw is always a failure, and 
  the spell may cause damage to exposed items (see Items 
  Surviving after a Saving Throw, below). A natural 20 (the 
  d20 comes up 20) is always a success.
  Voluntarily Giving up a Saving Throw: A creature can 
  voluntarily forego a saving throw and willingly accept a 
  spell’s result. Even a character with a special resistance to 
  magic can suppress this quality.
  Items Surviving after a Saving Throw: Unless the 
  d escriptive text for the spell specifies otherwise, all items 
  carried or worn by a creature are assumed to s urvive a 
  m agical attack. If a creature rolls a natural 1 on its s aving 
  throw against the effect, however, an exposed item is 
  harmed (if the attack can harm objects). Refer to Table: 
  Items Affected by Magical Attacks. Determine which four 
  objects carried or worn by the creature are most likely to 
  be affected and roll randomly among them. The randomly 
  determined item must make a saving throw against the at-
  tack form and take whatever damage the attack deal.
  If an item is not carried or worn and is not magical, it 
  does not get a saving throw. It simply is dealt the appropri-
  ate damage.
  Spell Resistance
  Spell resistance is a special defensive ability. If your spell is 
  being resisted by a creature with spell resistance, you must 
  make a caster level check (1d20 + caster level) at least equal 
  to the creature’s spell resistance for the spell to affect that 
  creature. The defender’s spell resistance is like an Armor 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  165
  Pathfinder RPG: Magic 10
  Class against magical attacks. Include any adjustments to 
  your caster level to this caster level check.
  The Spell Resistance entry and the descriptive text of a 
  spell description tell you whether spell resistance protects 
  creatures from the spell. In many cases, spell resistance 
  applies only when a resistant creature is targeted by the 
  spell, not when a resistant creature encounters a spell that 
  is already in place.
  The terms “object” and “harmless” mean the same thing 
  for spell resistance as they do for saving throws. A creature 
  with spell resistance must voluntarily lower the resistance 
  (a standard action) in order to be affected by a spell noted 
  as harmless. In such a case, you do not need to make the 
  caster level check described above.
  Descriptive Text
  This portion of a spell description details what the spell 
  does and how it works. If one of the previous entries in 
  the description included “see text,” this is where the 
  e xplanation is found. 
  aRCane spells
  Wizards, sorcerers, and bards cast arcane spells. Compared 
  to divine spells, arcane spells are more likely to produce 
  dramatic results.
  Preparing Wizard Spells
  A wizard’s level limits the number of spells she can prepare 
  and cast. Her high Intelligence score might allow her to 
  prepare a few extra spells. She can prepare the same spell 
  more than once, but each preparation counts as one spell 
  toward her daily limit. To prepare a spell, the wizard must 
  have an Intelligence score of at least 10 + the spell’s level.
  Rest: To prepare her daily spells, a wizard must first 
  sleep for 8 hours. The wizard does not have to slumber 
  for every minute of the time, but she must refrain from 
  m ovement, combat, spellcasting, skill use, conversation, or 
  any other fairly demanding physical or mental task d uring 
  the rest period. If her rest is interrupted, each i nterruption 
  adds 1 hour to the total amount of time she has to rest in 
  order to clear her mind, and she must have at least 1 hour 
  of uninterrupted rest immediately prior to preparing her 
  spells. If the character does not need to sleep for some 
  r eason, she still must have 8 hours of restful calm before 
  preparing any spells. 
  Recent Casting Limit/Rest Interruptions: If a wizard 
  has cast spells recently, the drain on her resources r educes 
  her capacity to prepare new spells. When she prepares 
  spells for the coming day, all the spells she has cast within 
  the last 8 hours count against her daily limit.
  Preparation Environment: To prepare any spell, a w izard 
  must have enough peace, quiet, and comfort to a llow for 
  proper concentration. The wizard’s s urroundings need not 
  be luxurious, but they must be free from overt d istractions. 
  Exposure to inclement weather p revents the necessary 
  concentration, as does any injury or failed s aving throw 
  the character might experience while s tudying. Wizards 
  also must have access to their spellbooks to study from 
  and sufficient light to read them by. There is one major 
  e xception: A wizard can prepare a read magic spell even 
  without a spellbook. 
  Spell Preparation Time: After resting, a wizard must 
  study her spellbook to prepare any spells that day. If she 
  wants to prepare all her spells, the process takes 1 hour. 
  Preparing some smaller portion of her daily capacity takes 
  a proportionally smaller amount of time, but always at 
  least 15 minutes, the minimum time required to achieve 
  the proper mental state.
  Spell Selection and Preparation: Until she prepares 
  spells from her spellbook, the only spells a wizard has 
  available to cast are the ones that she already had prepared 
  from the previous day and has not yet used. During the 
  study period, she chooses which spells to prepare. If a 
  w izard already has spells prepared (from the previous day) 
  that she has not cast, she can abandon some or all of them 
  to make room for new spells.
  When preparing spells for the day, a wizard can leave 
  some of these spell slots open. Later during that day, she 
  can repeat the preparation process as often as she likes, 
  time and circumstances permitting. During these extra 
  sessions of preparation, the wizard can fill these unused 
  spell slots. She cannot, however, abandon a previously 
  prepared spell to replace it with another one or fill a slot 
  that is empty because she has cast a spell in the meantime. 
  That sort of preparation requires a mind fresh from rest. 
  Like the first session of the day, this preparation takes at 
  Table 10–1: Items Affected by  
  Magical Attacks
  Order1 
  Item
  1st 
  Shield
  2nd 
  Armor
  3rd 
  Magic helmet, hat, or headband
  4th 
  Item in hand  
   
  (including weapon, wand, or the like)
  5th 
  Magic cloak
  6th 
  Stowed or sheathed weapon
  7th 
  Magic bracers
  8th 
  Magic clothing
  9th 
  Magic jewelry (including rings)
  10th 
  Anything else
  1 In order of most likely to least likely to be affected.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  166
  Pathfinder Roleplaying Game
  least 15 minutes, and it takes longer if the wizard prepares 
  more than one-quarter of her spells.
  Spell Slots: The various character class tables show 
  how many spells of each level a character can cast per 
  day. These openings for daily spells are called spell slots. 
  A spellcaster always has the option to fill a higher-level 
  spell slot with a lower-level spell. A spellcaster who lacks 
  a high enough ability score to cast spells that would oth-
  erwise be his due still gets the slots but must fill them 
  with spells of lower level.
  Prepared Spell Retention: Once a wizard prepares 
  a spell, it remains in her mind as a nearly cast spell 
  until she uses the prescribed components to complete 
  and trigger it or until she abandons it. Certain other 
  events, such as the effects of magic items or special at-
  tacks from monsters, can wipe a prepared spell from a 
  character’s mind.
  Death and Prepared Spell Retention: If a spellcaster 
  dies, all prepared spells stored in his mind are wiped 
  away. Potent magic (such as raise dead, resurrection, or true 
  r esurrection) can recover the lost energy when it recovers 
  the character.
  Arcane Magical Writings
  To record an arcane spell in written form, a character 
  uses complex notation that describes the magical forces 
  i nvolved in the spell. The writer uses the same system no 
  matter what her native language or culture. However, each 
  character uses the system in her own way. Another p erson’s 
  magical writing remains incomprehensible to even the 
  most powerful wizard until she takes time to study and 
  decipher it.
  To decipher an arcane magical writing (such as a sin-
  gle spell in written form in another’s spellbook or on a 
  scroll), a character must make a Spellcraft check (DC 20 
  + the spell’s level). If the skill check fails, the character 
  cannot attempt to read that particular spell again until 
  the next day. A read magic spell automatically deciphers 
  a magical writing without a skill check. If the person 
  who created the magical writing is on hand to help the 
  reader, success is also automatic.
  Once a character deciphers a particular m agical 
  w riting, she does not need to decipher it again. 
  Deciphering a magical writing allows the reader to 
  i dentify the spell and gives some idea of its effects 
  (as e xplained in the spell description). If the m agical 
  w riting was a scroll and the reader can cast arcane 
  spells, she can attempt to use the scroll.
  Wizard Spells and Borrowed Spellbooks
  A wizard can use a borrowed spellbook to prepare a spell 
  she already knows and has recorded in her own s pellbook, 
  but preparation success is not assured. First, the w izard 
  must decipher the writing in the book (see Arcane 
  Magical Writings, above). Once a spell from a nother 
  spellcaster’s book is deciphered, the reader must make a 
  Spellcraft check (DC 15 + spell’s level) to prepare the spell. 
  If the check succeeds, the wizard can prepare the spell. 
  She must repeat the check to prepare the spell again, no 
  matter how many times she has prepared it b efore. If 
  the check fails, she cannot try to prepare the spell from 
  the same source again until the next day. However, as 
  explained above, she does not need to repeat a check to 
  d ecipher the writing.
  Adding Spells to a Wizard’s Spellbook
  Wizards can add new spells to their spellbooks through 
  several methods. If a wizard has chosen to specialize in 
  a school of magic, she can learn spells only from schools 
  whose spells she can cast.
  Spells Gained at a New Level: Wizards perform a cer-
  tain amount of spell research between adventures. Each 
  time a character attains a new wizard level, she gains 
  two spells of her choice to add to her spellbook. The two 
  free spells must be of spell levels she can cast. If she has 
  chosen to specialize in a school of magic, one of the two 
  free spells must be from her specialty school.
  Spells Copied from Another’s Spellbook or a Scroll: 
  A wizard can also add a spell to her book whenever she 
  e ncounters one on a magic scroll or in another wiz-
  ard’s spellbook. No matter what the spell’s source, the 
  w izard must first decipher the magical writing (see 
  Arcane Magical Writings). Next, she must spend one 
  hour s tudying the spell. At the end of the hour, she must 
  make a Spellcraft check (DC 15 + spell’s level). A wiz-
  ard who has specialized in a school of spells gains a +2 
  bonus on the Spellcraft check if the new spell is from 
  her specialty school. If the check succeeds, the wizard 
  understands the spell and can copy it into her spellbook 
  (see Writing a New Spell into a Spellbook). The process 
  leaves a spellbook that was c opied from unharmed, but a 
  spell successfully copied from a magic scroll disappears 
  from the parchment.
  If the check fails, the wizard cannot understand or copy 
  the spell. She cannot attempt to learn or copy that spell 
  again until she gains another rank in Spellcraft. A spell 
  that was being copied from a scroll does not vanish from 
  the scroll.
  In most cases, wizards charge a fee for the privilege of 
  copying spells from their spellbooks. This fee is usually 
  equal to the spell’s level × 50 gp.
  Independent Research: A wizard also can research 
  a spell independently, duplicating an existing spell or 
  c reating an entirely new one.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  167
  Pathfinder RPG: Magic 10
  Writing a New Spell into a Spellbook
  Once a wizard understands a new spell, she can record it 
  into her spellbook.
  Time: The process takes 1 hour per spell level. Cantrips 
  (0 levels spells) take 30 minutes to record.
  Space in the Spellbook: A spell takes up one page 
  of the spellbook per spell level. Even a 0-level spell 
  (cantrip) takes one page. A spellbook has one hundred 
  pages.
  Materials and Costs: Materials for writing the spell cost 
  100 gp per page.
  Note that a wizard does not have to pay these costs 
  in time or gold for the spells she gains for free at each 
  new level. 
  Replacing and Copying Spellbooks
  A wizard can use the procedure for learning a spell 
  to r econstruct a lost spellbook. If she already has a 
  p articular spell prepared, she can write it directly 
  into a new book at a cost of 100 gp per page (as noted 
  in Writing a New Spell into a Spellbook). The process 
  wipes the prepared spell from her mind, just as casting 
  it would. If she does not have the spell prepared, she can 
  prepare it from a borrowed spellbook and then write it 
  into a new book.
  Duplicating an existing spellbook uses the same proce-
  dure as replacing it, but the task is much easier. The time 
  requirement and cost per page are halved.
  Selling a Spellbook
  Captured spellbooks can be sold for a gp amount equal 
  to one-half the cost of purchasing and inscribing the 
  spells within (that is, one-half of 100 gp per page of 
  spells). A spellbook entirely filled with spells (that is, 
  with one hundred pages of spells inscribed in it) is 
  worth 5,000 gp.
  Sorcerers and Bards
  Sorcerers and bards cast arcane spells, but they do not have 
  spellbooks and do not prepare their spells. A sorcerer’s or 
  bard’s class level limits the number of spells he can cast 
  (see these class descriptions). His high Charisma score 
  might allow him to cast a few extra spells. A member of 
  either class must have a Charisma score of at least 10 + a 
  spell’s level to cast the spell.
  Daily Readying of Spells: Each day, sorcerers and bards 
  must focus their minds on the task of casting their spells. 
  A sorcerer or bard needs 8 hours of rest (just like a wiz-
  ard), after which he spends 15 minutes concentrating. (A 
  bard must sing, recite, or play an instrument of some 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  168
  Pathfinder Roleplaying Game
  kind while concentrating.) During this period, the sor-
  cerer or bard readies his mind to cast his daily allotment 
  of spells. Without such a period to refresh himself, the 
  character does not regain the spell slots he used up the 
  day before.
  Recent Casting Limit: As with wizards, any spells cast 
  within the last 8 hours count against the sorcerer’s or 
  bard’s daily limit.
  Adding Spells to a Sorcerer’s or Bard’s Repertoire: A 
  sorcerer or bard gains spells each time he attains a new 
  level in his class and never gains spells any other way. 
  When your sorcerer or bard gains a new level, consult 
  Table 4–4 or Table 4–13 to learn how many spells from 
  the appropriate spell list he now knows. With permis-
  sion from the GM, sorcerers and bards can also select 
  the spells they gain from new and unusual spells that 
  they have attained some u nderstanding of.
  DiVine spells
  Clerics, druids, experienced paladins, and experienced 
  rangers can cast divine spells. Unlike arcane spells, d ivine 
  spells draw power from a divine source. Clerics gain spell 
  power from deities or from divine forces. The divine force 
  of nature powers druid and ranger spells. The divine 
  f orces of law and good power paladin spells. Divine spells 
  tend to focus on healing and protection and are less flashy, 
  destructive, and disruptive than arcane spells.
  Preparing Divine Spells
  Divine spellcasters prepare their spells in largely the 
  same manner as wizards do, but with a few d ifferences. 
  The r elevant ability for divine spells is Wisdom. To 
  p repare a divine spell, a character must have a Wisdom 
  score of 10 + the spell’s level. Likewise, bonus spells are 
  based on Wisdom.
  Time of Day: A divine spellcaster chooses and p repares 
  spells ahead of time, just as a wizard does. A d ivine 
  s pellcaster does not require a period of rest to prepare 
  spells. Instead, the character chooses a particular part 
  of the day to pray and receive spells. The time is usually 
  a ssociated with some daily event. If some event prevents a 
  character from praying at the proper time, he must do so 
  as soon as possible. If the character does not stop to pray 
  for spells at the first opportunity, he must wait until the 
  next day to prepare spells.
  Spell Selection and Preparation: A divine s pellcaster 
  s elects and prepares spells ahead of time through 
  prayer and meditation at a particular time of day. The 
  time r equired to prepare spells is the same as it is for 
  a w izard (1 hour), as is the requirement for a relatively 
  peaceful e nvironment. A divine spellcaster does not have 
  to p repare all his spells at once. The character’s mind 
  is considered fresh only d uring his first daily spell 
  p reparation, so a d ivine spellcaster cannot fill a slot 
  that is empty because he has cast a spell or abandoned a 
  p reviously prepared spell.
  Divine spellcasters do not require spellbooks. However, 
  such a character’s spell selection is limited to the spells 
  on the list for his class. Clerics, druids, paladins, and 
  rangers have separate spell lists. A cleric also has access 
  to two domains determined during his character cre-
  ation. Each domain gives him access a number of special 
  abilities and bonus spells.
  Spell Slots: The character class tables show how many 
  spells of each level a character can cast per day.
  These openings for daily spells are called spell slots. A 
  spellcaster always has the option to fill a higher-level spell 
  slot with a lower level spell. A spellcaster who lacks a high 
  enough ability score to cast spells that would otherwise be 
  his due still gets the slots but must fill them with spells of 
  lower level. 
  Recent Casting Limit: As with arcane spells, at the time 
  of preparation any spells cast within the previous 8 hours 
  count against the number of spells that can be prepared.
  Spontaneous Casting of Cure and Inflict Spells: A good 
  cleric (or a cleric of a good deity) can spontaneously cast a 
  cure spell in place of a prepared spell of the same level or 
  higher, but not in place of a bonus domain spell. An evil 
  cleric (or a cleric of an evil deity) can spontaneously cast 
  an inflict spell in place of a prepared spell (one that is not 
  a d omain spell) of the same level or higher. Each n eutral 
  cleric of a neutral deity either spontaneously casts cure 
  spells like a good cleric or inflict spells like an evil one, 
  d epending on which option the player chooses when 
  c reating the character. The divine energy of the spell that 
  the cure or inflict spell substitutes for is converted into 
  the cure or inflict spell as if that spell had been prepared 
  all along.
  Spontaneous Casting of Summon Nature’s Ally Spells: A 
  druid can spontaneously cast a summon nature’s ally spell 
  in place of a prepared spell of the same level or higher. 
  The divine energy of the spell that the summon nature’s 
  ally spell substitutes for is converted into the summon 
  spell as if that spell had been prepared all along.
  Divine Magical Writings
  Divine spells can be written down and deciphered just 
  as arcane spells can (see Arcane Magical Writings). 
  Any character with the Spellcraft skill can attempt to 
  d ecipher the divine magical writing and identify it. 
  Only characters who have the spell in question (in its 
  divine form) on their class spell list can cast a divine 
  spell from a scroll.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  169
  Pathfinder RPG: Magic 10
  New Divine Spells
  Divine spellcasters most frequently gain new spells in 
  one of the following two ways.
  Spells Gained at a New Level: Characters who can 
  cast divine spells undertake a certain amount of study 
  b etween adventures. Each time such a character receives 
  a new level of divine spells, he learns new spells from that 
  level automatically.
  Independent Research: A divine spellcaster also 
  can r esearch a spell independently, much as an arcane 
  s pellcaster can. Only the creator of such a spell can p repare 
  and cast it, unless he decides to share it with others.
  speCial aBilities
  A number of classes and creature gain the use of special 
  abilities, many of which function like spells.
  Spell-Like Abilities: Usually, a spell-like ability 
  works just like the spell of that name. A few spell-like 
  abilities are unique; these are explained in the text 
  where they are described.
  A spell-like ability has no verbal, somatic, or material 
  component, nor does it require a focus. The user a ctivates 
  it mentally. Armor never affects a spell-like ability’s 
  use, even if the ability resembles an arcane spell with a 
  s omatic component.
  A spell-like ability has a casting time of 1 standard 
  a ction unless noted otherwise in the ability or spell 
  d escription. In all other ways, a spell-like ability f unctions 
  just like a spell.
  Spell-like abilities are subject to spell resistance and 
  to being dispelled by dispel magic. They do not function 
  in areas where magic is suppressed or negated. Spell-like 
  abilities cannot be used to counterspell, nor can they be 
  counterspelled.
  Some creatures are actually sorcerers of a sort. They 
  cast arcane spells as sorcerers do, using components when 
  required. In fact, an individual creature could have some 
  spell-like abilities and also cast other spells as a sorcerer.
  Supernatural Abilities: These abilities cannot be 
  d isrupted in combat, as spells can, and they generally do 
  not provoke attacks of opportunity. Supernatural a bilities 
  are not subject to spell resistance, counterspells, or to 
  b eing dispelled by dispel magic, but they do not function in 
  areas where magic is suppressed or negated.
  Extraordinary Abilities: These abilities cannot be 
  d isrupted in combat, as spells can, and they g enerally do not 
  provoke attacks of opportunity. Effects or areas that n egate 
  or disrupt magic have no effect on e xtraordinary a bilities. 
  They are not subject to dispelling, and they f unction 
  n ormally in an antimagic field. Indeed, e xtraordinary 
  a bilities do not qualify as magical, though they may break 
  the laws of physics.
  Natural Abilities: This category includes abilities a 
  c reature has because of its physical nature. Natural a bilities 
  are those not otherwise designated as e xtraordinary, 
  s upernatural, or spell-like.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  170
  Spells
  Pathfinder Roleplaying Game
  casting a particular spell. A creature with no classes has a 
  caster level equal to its Hit Dice unless otherwise specified. 
  The word “level” in the spell lists that follow always refers to 
  caster level.
  Creatures and Characters: The words “creature” and 
  “character” are used synonymously in the spell descriptions.
  BARD SPELLS
  0-Level Bard Spells
  Dancing Lights: Creates torches or other lights.
  Daze: Humanoid creature of 4 HD or less loses next action.
  Detect Magic: Detects spells and magic items within 60 ft.
  Flare: Dazzles one creature (–1 on attack rolls).
  Ghost Sound: Figment sounds.
  Know Direction: You discern north.
  Light: Object shines like a torch.
  Lullaby: Makes subject drowsy; –5 on Perception checks, –2 on 
  Will saves against sleep.
  Mage Hand: 5-pound telekinesis.
  Mending: Makes minor repairs on an object.
  Message: Whispered conversation at distance.
  Open/Close: Opens or closes small or light things.
  Prestidigitation: Performs minor tricks.
  SPELL LiStS
  An M or F appearing at the end of a spell’s name in the spell 
  lists denotes a spell with a material or focus component, 
  respectively, that is not normally included in a spell 
  component pouch.
  An S appearing at the end of a spell’s name denotes that the 
  spell’s full description is not included in this book. This spell 
  can be found in the 3.5 system reference document (SRD) or as 
  part of the Pathfinder RPG Beta Web Enhancement, available 
  for free at paizo.com.
  Order of Presentation: In the spell lists and the spell 
  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 description 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 number of 
  Hit Dice of creatures. Creatures with Hit Dice only from 
  their race, not from classes, still have character levels equal 
  to their Hit Dice.
  Caster Level: A spell’s power often depends on caster level, 
  which is defined as the caster’s class level for the purpose of 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  171
  Pathfinder RPG: Spells
  11
  Read Magic: Read scrolls and spellbooks.
  Resistance: Subject gains +1 on saving throws.
  Summon Instrument: Summons one instrument of the 
  caster’s choice.
  1st-Level Bard Spells
  Alarm: Wards an area for 2 hours/level.
  Animate RopeS: Makes a rope move at your command.
  Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
  Charm Person: Makes one person your friend.
  Comprehend Languages: You understand all spoken and 
  written languages.
  Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
  Detect Secret Doors: Reveals hidden doors within 60 ft.
  Disguise Self: Changes your appearance.
  Erase: Mundane or magical writing vanishes.
  Expeditious Retreat: Your base land speed increases by 30 ft.
  Feather Fall: Objects or creatures fall slowly.
  Grease: Makes 10-ft. square or one object slippery.
  Hideous Laughter: Subject loses actions for 1 round/ level.
  Hypnotism: Fascinates 2d4 HD of creatures.
  Identify: Determines properties of magic item.
  Lesser Confusion: One creature is confused for 1 round.
  Magic MouthMS: Speaks once when triggered.
  Magic AuraS: Alters object’s magic aura.
  Obscure Object: Masks object against scrying.
  Remove Fear: Suppresses fear or gives +4 on saves against fear 
  for one subject + one per four levels.
  Silent Image: Creates minor illusion of your design.
  Sleep: Puts 4 HD of creatures into magical slumber.
  Summon Monster I: Calls extraplanar creature to fight 
  for you.
  Undetectable Alignment: Conceals alignment for 24 hours.
  Unseen Servant: Invisible force obeys your commands.
  Ventriloquism: Throws voice for 1 min./level.
  2nd-Level Bard Spells
  Alter Self: Assume form of a similar creature.
  Animal Messenger: Sends a Tiny animal to a specific place.
  Animal Trance: Fascinates 2d6 HD of animals.
  Blindness/Deafness: Makes subject blind or deaf.
  Blur: Attacks miss subject 20% of the time.
  Calm Emotions: Calms creatures, negating emotion effects.
  Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
  Cure Moderate Wounds: Cures 2d8 damage +1/level (max 
  +10).
  Darkness: 20-ft. radius of supernatural shadow.
  Daze Monster: Living creature of 6 HD or less loses next 
  action.
  Delay Poison: Stops poison from harming subject for 1 
  hour/ level.
  Detect Thoughts: Allows “listening” to surface thoughts.
  Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
  Enthrall: Captivates all within 100 ft. + 10 ft./level.
  Fox’s Cunning: Subject gains +4 to Int for 1 min./level.
  Glitterdust: Blinds creatures, outlines invisible creatures.
  Designer Notes: Polymorph Problems
  Of all the spells in the 3.5 rules set, none has caused more 
  arguments or been more abused than polymorph. Such 
  problems stem from two sources. First, the spell has never been 
  very clearly worded. What abilities you gain and lose are always 
  subject to question. For example, do you lose your human 
  bonus feat when you take on another form? Second, the spell 
  relies upon the balance of monster abilities to function. When 
  you consider the fact that there are thousands of monsters to 
  choose from, and some are more powerful than others of an 
  equal Hit Dice, this problem becomes apparent.
  To alleviate this problem, we have broken the spell down 
  into a host of other spells that allow you to take on the form 
  of creatures of a specific type. The spells themselves grant 
  you bonuses to your ability scores and special abilities. This 
  means that we can balance the spells against each other, 
  rather than against all of the monsters ever printed. So while 
  your abilities won’t exactly match those of the form you take, 
  you will look like the creature and be able to do a number of 
  the things the creature can do. Give these spells a try and let 
  us know what you think.
  Heroism: Gives +2 on attack rolls, saves, skill checks.
  Hold Person: Paralyzes one humanoid for 1 round/level.
  Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
  Invisibility: Subject is invisible for 1 min./level or until it 
  attacks.
  Locate Object: Senses direction toward object (specific or 
  type).
  Minor Image: As silent image, plus some sound.
  Mirror Image: Creates decoy duplicates of you (1d4 +1 per 
  three levels, max 8).
  Misdirection: Misleads divinations for one creature or 
  object.
  Pyrotechnics: Turns fire into blinding light or choking 
  smoke.
  Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
  Scare: Panics creatures of less than 6 HD.
  Shatter: Sonic vibration damages objects or crystalline 
  creatures.
  Silence: Negates sound in 20-ft. radius.
  Sound Burst: Deals 1d8 sonic damage to subjects; may 
  stun them.
  Suggestion: Compels subject to follow stated course of 
  action.
  Summon Monster II: Calls extraplanar creature to fight 
  for you.
  Summon Swarm: Summons swarm of bats, rats, or spiders.
  Tongues: Speak any language.
  Whispering Wind: Sends a short message 1 mile/level.
  3rd-Level Bard Spells
  Blink: You randomly vanish and reappear for 1 round/level.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  172
  Pathfinder Roleplaying Game
  Charm Monster: Makes monster believe it is your ally.
  Clairaudience/Clairvoyance: Hear or see at a distance for 1 
  min./level.
  Confusion: Subjects behave oddly for 1 round/level.
  Crushing Despair: Subjects take –2 on attack rolls, damage 
  rolls, saves, and checks.
  Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
  Daylight: 60-ft. radius of bright light.
  Deep Slumber: Puts 10 HD of creatures to sleep.
  Dispel Magic: Cancels magical spells and effects.
  Displacement: Attacks miss subject 50% of the time.
  Fear: Subjects within cone flee for 1 round/level.
  Gaseous Form: Subject becomes insubstantial and can fly 
  slowly.
  Geas, Lesser: Commands subject of 7 HD or less.
  Glibness: You gain +30 bonus on Bluff checks, and your lies 
  can escape magical discernment.
  Good Hope: Subjects gain +2 on attack rolls, damage rolls, 
  saves, and checks.
  Haste: One creature/level moves faster, +1 on attack rolls, AC, 
  and Reflex saves.
  Illusory ScriptMS: Only intended reader can decipher.
  Invisibility Sphere: Makes everyone within 10 ft. invisible.
  Major Image: As silent image, plus sound, smell and thermal 
  effects.
  Phantom SteedS: Magic horse appears for 1 hour/level.
  Remove Curse: Frees object or person from curse.
  ScryingF: Spies on subject from a distance.
  Sculpt Sound: Creates new sounds or changes existing ones.
  Secret PageS: Changes one page to hide its real content.
  See Invisibility: Reveals invisible creatures or objects.
  Sepia Snake SigilM: Creates text symbol that immobilizes 
  reader.
  Slow: One subject/level takes only one action/round, –1 to AC, 
  Reflex saves, and attack rolls.
  Speak with Animals: You can communicate with animals.
  Summon Monster III: Calls extraplanar creature to fight for 
  you.
  Tiny HutS: Creates shelter for 10 creatures.
  4th-Level Bard Spells
  Break Enchantment: Frees subjects from enchantments, 
  alterations, curses, and petrification.
  Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
  Detect Scrying: Alerts you to magical eavesdropping.
  Dimension Door: Teleports you short distance.
  Dominate Person: Controls humanoid telepathically.
  Freedom of Movement: Subject moves normally despite 
  impediments.
  Hallucinatory Terrain: Makes one type of terrain appear like 
  another (field into forest, or the like).
  Hold Monster: As hold person, but any creature.
  Invisibility, Greater: As invisibility, but subject can attack and 
  stay invisible.
  Legend LoreMF: Lets you learn tales about a person, place, 
  or thing.
  Locate Creature: Indicates direction to familiar creature.
  Modify Memory: Changes 5 minutes of subject’s memories.
  Neutralize Poison: Immunizes subject against poison, 
  detoxifies venom in or on subject.
  Rainbow PatternS: Lights fascinate 24 HD of creatures.
  Repel VerminS: Insects, spiders, and other vermin stay 10 
  ft. away.
  Secure ShelterS: Creates sturdy cottage.
  Shadow ConjurationS: Mimics conjuring below 4th level, but 
  only 20% real.
  Shout: Deafens all within cone and deals 5d6 sonic damage.
  Speak with Plants: You can talk to normal plants and plant 
  creatures.
  Summon Monster IV: Calls extraplanar creature to fight for 
  you.
  Zone of Silence: Keeps eavesdroppers from overhearing 
  conversations.
  5th-Level Bard Spells
  Cure Light Wounds, Mass: Cures 1d8 damage +1/level for 
  many creatures.
  Dispel Magic, Greater: As dispel magic, but +20 on check.
  DreamS: Sends message to anyone sleeping.
  False VisionM: Fools scrying with an illusion.
  Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill 
  checks; immunity to fear; temporary hp.
  Mind FogS: Subjects in fog get –10 to Wis and Will checks.
  Mirage Arcana: As hallucinatory terrain, plus structures.
  Mislead: Turns you invisible and creates illusory double.
  NightmareS: Sends vision dealing 1d10 damage, fatigue.
  Persistent Image: As major image, but no concentration 
  required.
  Seeming: Changes appearance of one person per two levels.
  Shadow EvocationS: Mimics evocation of lower than 5th level, 
  but only 20% real.
  Shadow Walk: Step into shadow to travel rapidly.
  Song of Discord: Forces targets to attack each other.
  Suggestion, Mass: As suggestion, plus one subject/level.
  Summon Monster V: Calls extraplanar creature to fight for 
  you.
  6th-Level Bard Spells
  Analyze DweomerF: Reveals magical aspects of subject.
  Animate ObjectsS: Objects attack your foes.
  Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
  Charm Monster, Mass: As charm monster, but all within 30 ft.
  Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for 
  many creatures.
  Eagle’s Splendor, Mass: As eagle’s splendor, affects one 
  subject/level.
  Eyebite: Target becomes panicked, sickened, and comatose.
  Find the Path: Shows most direct way to a location.
  Fox’s Cunning, Mass: As fox’s cunning, affects one subject/
  level.
  Geas/Quest: As lesser geas, plus it affects any creature.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  173
  Pathfinder RPG: Spells
  11
  Heroes’ Feast: Food for one creature/level cures and grants 
  combat bonuses.
  Irresistible Dance: Forces subject to dance.
  Permanent Image: Includes sight, sound, and smell.
  Programmed ImageM: As major image, plus triggered by 
  event.
  Project Image: Illusory double can talk and cast spells.
  Scrying, Greater: As scrying, but faster and longer.
  Shout, Greater: Devastating yell deals 10d6 sonic damage; 
  stuns creatures.
  Summon Monster VI: Calls extraplanar creature to fight for 
  you.
  Sympathetic VibrationS: Deals 2d10 damage/round to 
  freestanding structure.
  VeilS: Changes appearance of group of creatures.
  CLERiC SPELLS
  0-Level Cleric Spells (Orisons)
  Bleed: Cause a stabilized creature to resume dying.
  Create Water: Creates 2 gallons/level of pure water.
  Detect Magic: Detects spells and magic items within 60 ft.
  Detect Poison: Detects poison in one creature or object.
  Guidance: +1 on one attack roll, saving throw, or skill check.
  Light: Object shines like a torch.
  Mending: Makes minor repairs on an object.
  Purify Food and Drink: Purifies 1 cu. ft./level of food or 
  water.
  Read Magic: Read scrolls and spellbooks.
  Resistance: Subject gains +1 on saving throws.
  Stabilize: Cause a dying creature to stabilize.
  Virtue: Subject gains 1 temporary hp.
  1st-Level Cleric Spells
  Bane: Enemies take –1 on attack rolls and saves against fear.
  Bless: Allies gain +1 on attack rolls and saves against fear.
  Bless WaterM: Makes holy water.
  Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
  Command: One subject obeys selected command for 1 round.
  Comprehend Languages: You understand all spoken and 
  written languages.
  Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
  Curse WaterM: Makes unholy water.
  Deathwatch: Reveals how near death subjects within 30 
  ft. are.
  Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or 
  objects of selected alignment.
  Detect Undead: Reveals undead within 60 ft.
  Divine Favor: You gain +1 per three levels on attack and 
  damage rolls.
  Doom: One subject takes –2 on attack rolls, damage rolls, 
  saves, and checks.
  Endure Elements: Exist comfortably in hot or cold 
  environments.
  Entropic Shield: Ranged attacks against you have 20% miss 
  chance.
  Hide from Undead: Undead can’t perceive one subject/level.
  Inflict Light Wounds: Touch deals 1d8 damage +1/level (max 
  +5).
  Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 
  damage.
  Magic Weapon: Weapon gains +1 bonus.
  Obscuring Mist: Fog surrounds you.
  Protection from Chaos/Evil/Good/Law: +2 to AC and saves, 
  counter mind control, hedge out elementals and outsiders.
  Remove Fear: Suppresses fear or gives +4 on saves against fear 
  for one subject + one per four levels.
  Sanctuary: Opponents can’t attack you, and you can’t attack.
  Shield of Faith: Aura grants +2 or higher deflection bonus.
  Summon Monster I: Calls extraplanar creature to fight for 
  you.
  2nd–Level Cleric Spells
  Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp 
  +1/level (max +10).
  Align Weapon: Weapon becomes good, evil, lawful, or 
  chaotic.
  AuguryMF: Learns whether an action will be good or bad.
  Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
  Bull’s Strength: Subject gains +4 to Str for 1 min./level.
  Calm Emotions: Calms creatures, negating emotion effects.
  ConsecrateMS: Fills area with positive energy, making undead 
  weaker.
  Cure Moderate Wounds: Cures 2d8 damage +1/level (max 
  +10).
  Darkness: 20-ft. radius of supernatural shadow.
  Death Knell: Kills dying creature; you gain 1d8 temporary hp, 
  +2 to Str, and +1 level.
  Delay Poison: Stops poison from harming subject for 1 hour/
  level.
  DesecrateMS: Fills area with negative energy, making undead 
  stronger.
  Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
  Enthrall: Captivates all within 100 ft. + 10 ft./level.
  Find Traps: Notice traps as a rogue does.
  Gentle Repose: Preserves one corpse.
  Hold Person: Paralyzes one humanoid for 1 round/level.
  Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level 
  (max +10).
  Make Whole: Repairs an object.
  Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
  Remove Paralysis: Frees one or more creatures from paralysis 
  or slow effect.
  Resist Energy: Ignores 10 (or more) points of damage/attack 
  from specified energy type.
  Restoration, Lesser: Dispels magical ability penalty or repairs 
  1d4 ability damage.
  Shatter: Sonic vibration damages objects or crystalline 
  creatures.
  Shield OtherF: You take half of subject’s damage.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  174
  Pathfinder Roleplaying Game
  Silence: Negates sound in 20-ft. radius.
  Sound Burst: Deals 1d8 sonic damage to subjects; may stun 
  them.
  Spiritual Weapon: Magic weapon attacks on its own.
  Status: Monitors condition, position of allies.
  Summon Monster II: Calls extraplanar creature to fight for 
  you.
  Undetectable Alignment: Conceals alignment for 24 hours.
  Zone of Truth: Subjects within range cannot lie.
  3rd–Level Cleric 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.
  Blindness/Deafness: Makes subject blinded or deafened.
  Contagion: Infects subject with chosen disease.
  Continual FlameM: Makes a permanent, heatless torch.
  Create Food and Water: Feeds three humans (or one horse)/
  level.
  Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
  Daylight: 60-ft. radius of bright light.
  Deeper Darkness: Object sheds supernatural shadow in 
  60-ft. radius.
  Dispel Magic: Cancels spells and magical effects.
  Glyph of WardingMS: Inscription harms those who pass it.
  Helping HandS: Ghostly hand leads subject to you.
  Inflict Serious Wounds: Touch attack, 3d8 damage +1/level 
  (max +15).
  Invisibility Purge: Dispels invisibility within 5 ft./level.
  Locate Object: Senses direction toward object (specific or 
  type).
  Magic Circle against Chaos/Evil/Good/Law: As protection 
  spells, but 10-ft. radius and 10 min./level.
  Magic Vestment: Armor or shield gains +1 enhancement per 
  four levels.
  Meld into Stone: You and your gear merge with stone.
  Obscure Object: Masks object against scrying.
  Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
  Protection from Energy: Absorb 12 points/level of damage 
  from one kind of energy.
  Remove Blindness/Deafness: Cures normal or magical 
  conditions.
  Remove Curse: Frees object or person from curse.
  Remove Disease: Cures all diseases affecting subject.
  Searing Light: Ray deals 1d8/two levels damage, more 
  against undead.
  Speak with Dead: Corpse answers one question/two levels.
  Stone Shape: Sculpts stone into any shape.
  Summon Monster III: Calls extraplanar creature to fight 
  for you.
  Water Breathing: Subjects can breathe underwater.
  Water Walk: Subject treads on water as if solid.
  Wind Wall: Def lects arrows, smaller creatures, and gases.
  4th–Level Cleric Spells
  Air Walk: Subject treads on air as if solid (climb at 45-degree 
  angle).
  Chaos Hammer: Harms and slows lawful creatures (1d8/2 
  levels).
  Control WaterS: Raises or lowers bodies of water.
  Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
  Death Ward: Grants immunity to death spells and negative 
  energy effects.
  Dimensional Anchor: Bars extradimensional movement.
  Discern Lies: Reveals deliberate falsehoods.
  Dismissal: Forces a creature to return to native plane.
  DivinationM: Provides useful advice for specific proposed 
  actions.
  Divine Power: You gain attack bonuses and 1 hp/level.
  Freedom of Movement: Subject moves normally despite 
  impediments.
  Giant VerminS: Turns centipedes, scorpions, or spiders into 
  giant vermin.
  Holy Smite: Harms and blinds evil creatures (1d8/2 levels).
  Imbue with Spell Ability: Transfer spells to subject.
  Inflict Critical Wounds: Touch attack, 4d8 damage +1/level 
  (max +20).
  Magic Weapon, Greater: +1 bonus/four levels (max +5).
  Neutralize Poison: Immunizes subject against poison, 
  detoxifies venom in or on subject.
  Order’s Wrath: Harms and dazes chaotic creatures (1d8/2 
  levels).
  Planar Ally, LesserMS: Exchange services with a 6 HD 
  extraplanar creature.
  Poison: Touch deals 1d10 Con damage, repeats in 1 min.
  Repel VerminS: Insects, spiders, and other vermin stay 10 ft. 
  away.
  RestorationM: Restores level and ability score drains.
  Sending: Delivers short message anywhere, instantly.
  Spell Immunity: Subject is immune to one spell per four 
  levels.
  Summon Monster IV: Calls extraplanar creature to fight for 
  you.
  Tongues: Speak any language.
  Unholy Blight: Harms and sickens good creatures (1d8/2 
  levels).
  5th–Level Cleric Spells
  AtonementFMS: Removes burden of misdeeds from subject.
  Break Enchantment: Frees subjects from enchantments, 
  alterations, curses, and petrification.
  Breath of Life: Cures 5d8 damage +1/level and restores life to 
  recently dead creatures.
  Command, Greater: As command, but affects one subject/
  level.
  CommuneM: Deity answers one yes-or-no question/level.
  Cure Light Wounds, Mass: Cures 1d8 damage +1/level for 
  many creatures.
  Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  175
  Pathfinder RPG: Spells
  11
  Disrupting Weapon: Melee weapon destroys undead.
  Flame Strike: Smites foes with divine fire (1d6/level damage).
  HallowMS: Designates location as holy.
  Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to 
  many creatures.
  Insect Plague: Locust swarms attack creatures.
  Mark of Justice: Designates action that will trigger curse on 
  subject.
  Plane ShiftF: As many as eight subjects travel to another 
  plane.
  Raise DeadM: Restores life to subject who died as long as one 
  day/level ago.
  Righteous Might: Your size increases, and you gain combat 
  bonuses.
  ScryingF: Spies on subject from a distance.
  Slay Living: Touch attack kills subject.
  Spell Resistance: Subject gains SR 12 + level.
  Summon Monster V: Calls extraplanar creature to fight for 
  you.
  Symbol of PainMS: Triggered rune wracks nearby creatures 
  with pain.
  Symbol of SleepMS: Triggered rune puts nearby creatures into 
  catatonic slumber.
  True SeeingM: Lets you see all things as they really are.
  UnhallowMS: Designates location as unholy.
  Wall of Stone: Creates a stone wall that can be shaped.
  6th–Level Cleric Spells
  Animate ObjectsS: Objects attack your foes.
  Antilife Shell: 10-ft. field hedges out living creatures.
  Banishment: Banishes 2 HD/level of extraplanar creatures.
  Bear’s Endurance, Mass: As bear’s endurance, affects one 
  subject/ level.
  Blade Barrier: Wall of blades deals 1d6/level damage.
  Bull’s Strength, Mass: As bull’s strength, affects one subject/
  level.
  Create UndeadS: Create ghouls, ghasts, mummies, or mohrgs.
  Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for 
  many creatures.
  Dispel Magic, Greater: As dispel magic, but up to +20 on 
  check.
  Eagle’s Splendor, Mass: As eagle’s splendor, affects one 
  subject/level.
  Find the Path: Shows most direct way to a location.
  ForbiddanceMS: Blocks planar travel, damages creatures of 
  different alignment.
  Geas/Quest: As lesser geas, plus it affects any creature.
  Glyph of Warding, GreaterS: As glyph of warding, but up to 10d8 
  damage or 6th-level spell.
  Harm: Deals 10 points/level damage to target.
  Heal: Cures 10 points/level of damage, all diseases and 
  mental conditions.
  Heroes’ Feast: Food for one creature/level cures and grants 
  combat bonuses.
  Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to 
  many creatures.
  Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/
  level.
  Planar AllyMS: As lesser planar ally, but up to 12 HD.
  Summon Monster VI: Calls extraplanar creature to fight for 
  you.
  Symbol of FearMS: Triggered rune panics nearby creatures.
  Symbol of PersuasionMS: Triggered rune charms nearby 
  creatures.
  Undeath to DeathM: Destroys 1d4 HD/level undead (max 
  20d4).
  Wind Walk: You and your allies turn vaporous and travel fast.
  Word of Recall: Teleports you back to designated place.
  7th–Level Cleric Spells
  BlasphemyS: Kills, paralyzes, weakens, or dazes nonevil 
  subjects.
  Control Weather: Changes weather in local area.
  Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for 
  many creatures.
  DestructionF: Kills subject and destroys remains.
  DictumS: Kills, paralyzes, slows, or deafens nonlawful 
  subjects.
  Ethereal JauntS: You become ethereal for 1 round/level.
  Holy WordS: Kills, paralyzes, blinds, or deafens nongood 
  subjects.
  Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to 
  many creatures.
  RefugeM: Alters item to transport its possessor to you.
  Regenerate: Subject’s severed limbs grow back, cures 4d8 
  damage +1/level (max +35).
  Repulsion: Creatures can’t approach you.
  Restoration, GreaterM: As restoration, plus restores all levels 
  and ability scores.
  ResurrectionM: Fully restore dead subject.
  Scrying, Greater: As scrying, but faster and longer.
  Summon Monster VII: Calls extraplanar creature to fight 
  for you.
  Symbol of StunningMS: Triggered rune stuns nearby 
  creatures.
  Symbol of WeaknessMS: Triggered rune weakens nearby 
  creatures.
  Word of ChaosS: Kills, confuses, stuns, or deafens nonchaotic 
  subjects.
  8th–Level Cleric Spells
  Antimagic FieldS: Negates magic within 10 ft.
  Cloak of ChaosF: +4 to AC, +4 resistance, and SR 25 against 
  lawful spells.
  Create Greater UndeadMS: Create shadows, wraiths, spectres, 
  or devourers.
  Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for 
  many creatures.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  176
  Pathfinder Roleplaying Game
  Dimensional Lock: Teleportation and interplanar travel 
  blocked for one day/level.
  Discern Location: Reveals exact location of creature or 
  object.
  EarthquakeS: Intense tremor shakes 80-ft.-radius.
  Fire Storm: Deals 1d6/level fire damage.
  Holy AuraF: +4 to AC, +4 resistance, and SR 25 against evil 
  spells.
  Planar Ally, GreaterMS: As lesser planar ally, but up to 18 HD.
  Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to 
  many creatures.
  Shield of LawF: +4 to AC, +4 resistance, and SR 25 against 
  chaotic spells.
  Spell Immunity, Greater: As spell immunity, but up to 8th-level 
  spells.
  Summon Monster VIII: Calls extraplanar creature to fight 
  for you.
  Symbol of DeathMS: Triggered rune slays nearby creatures.
  Symbol of InsanityMS: Triggered rune renders nearby 
  creatures insane.
  Unholy AuraF: +4 to AC, +4 resistance, and SR 25 against good 
  spells.
  9th–Level Cleric Spells
  Astral ProjectionMS: Projects you and companions onto 
  Astral Plane.
  Energy Drain: Subject gains 2d4 negative levels.
  EtherealnessS: Travel to Ethereal Plane with companions.
  GateMS: Connects two planes for travel or summoning.
  Heal, Mass: As heal, but with several subjects.
  Implosion: Kills one creature/round.
  MiracleM: Requests a deity’s intercession.
  Soul BindF: Traps newly dead soul to prevent resurrection.
  Storm of Vengeance: Storm rains acid, lightning, and hail.
  Summon Monster IX: Calls extraplanar creature to fight for 
  you.
  True ResurrectionM: As resurrection, plus remains aren’t 
  needed.
  DomAinS
  Each deity has a number of spheres of inf luence, ideals and 
  concepts that they represent and champion. Their followers 
  can draw upon these domains for additional powers and 
  abilities. Each cleric chooses two of the domains granted by 
  their deity upon taking their first level. Druids who forgo 
  taking an animal companion can choose one domain from 
  the following list: air, animal, earth, fire, plant, water, or 
  weather (see the Classes Chapter).
  Domains grant one ability at 1st level and a second 
  ability at 8th level, as noted in their description. Unless 
  otherwise noted, these abilities are activated by using a 
  standard action. The cleric’s (or druid’s) level is used when 
  determining the caster level of these effects. The DC for any 
  save is equal to 10 + the spell’s level + the caster’s Charisma 
  modifier. In addition, each domain grants a number of 
  bonus spells. These spells are prepared along with the 
  cleric’s other spells for the day. A cleric gains the listed 
  bonus spells from both of his domains.
  Air Domain
  Deities: Gozreh, Shelyn.
  Caster
  Level 
  Ability
  1st 
  Lightning Arc (Su): As a standard action you can 
  unleash an arc of electricity targeting any foe within 
  30 feet as a ranged touch attack. The lightning arc 
  deals 1d6 points of electricity damage +1 for every 
  two caster levels you possess.
  2nd 
  Obscuring Mist (Sp): You can cast obscuring mist 1/day 
  per 2 caster levels you possess.
  4th 
  Gust of Wind (Sp): You can cast gust of wind 1/day.
  8th 
  Walk on Air (Su): You can walk on air as if it were solid 
  for a number of rounds per day equal to your caster 
  level. These rounds do not need to be consecutive. 
  This ability otherwise functions as air walk.
  12th 
  Chain Lightning (Sp): You can cast chain lightning 1/
  day.
  16th 
  Control Weather (Sp): You can cast control weather 1/
  day.
  20th 
  Elemental Swarm (Sp): You can cast elemental swarm 1/
  day, summoning only air creatures.
  Animal Domain
  Deities: Erastil, Gozreh.
  Caster
  Level 
  Ability
  1st 
  Summon Companion (Su): As a standard action, you 
  can summon one animal to aid you as per summon 
  nature’s ally I. The creature remains until you 
  dismiss it, and you can never have more than one 
  such creature in your service at one time. Once 
  the creature dies or is dismissed, you must wait 1 
  hour before summoning another. At 6th level, and 
  every four levels thereafter, you may summon a 
  more powerful companion, increasing the summon 
  nature’s ally spell by 1 (II at 6th level, III at 10th, IV 
  at 14th, and V at 18th). 
  2nd 
  Speak with Animals (Sp): You can cast speak with 
  animals 1/day per 2 caster levels you possess.
  4th 
  Hold Animal (Sp): You can cast hold animal 1/day.
  8th 
  Animal Form (Su): You can assume the form of 
  any animal you can summon using your summon 
  companion ability for a number of rounds per day 
  equal to your caster level. These rounds do not need 
  to be consecutive. This ability otherwise functions 
  as beast shape III.
  12th 
  Commune with Nature (Sp): You can cast commune 
  with nature 1/day.
  16th 
  Antilife Shell (Sp): You can cast antilife shell 3/day.
  20th 
  Shapechange (Sp): You can cast shapechange 1/day.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  177
  Pathfinder RPG: Spells
  11
  Artifice Domain
  Deities: Torag.
  Caster
  Level 
  Ability
  1st 
  Artificer’s Touch (Su): You can repair objects at will 
  with a touch, as per mending. In addition, you can 
  damage objects and constructs as a melee touch 
  attack. This attack does not provoke an attack 
  of opportunity. Objects and constructs take 1d6 
  points of damage +1 for every two caster levels 
  you possess. Objects damaged in this way gain the 
  broken condition (see the Glossary Chapter).
  2nd 
  Animate Rope (Sp): You can cast animate rope 1/day 
  per 2 caster levels you possess.
  4th 
  Wood Shape (Sp): You can cast wood shape 1/day.
  8th 
  Creation (Su): You can create nonmagical objects a 
  number of times per day equal to your caster level. 
  The volume of created items cannot exceed 1 cubic 
  foot per caster level. Objects created out of vegetable 
  matter, such as wood, last for 1 minute per caster 
  level. Objects created out of precious materials 
  (such as gold, silver, adamantine, or diamond) last 
  1 round. All other objects last 1 round per caster 
  level. Created objects cannot be used as material 
  components.
  12th 
  Fabricate (Sp): You can cast fabricate 1/day.
  16th 
  Animate Objects (Sp): You can cast animate objects 3/
  day.
  20th 
  Prismatic Sphere (Sp): You can cast prismatic sphere 
  1/day.
  Chaos Domain
  Deities: Calistria, Cayden Cailean, Desna, Gorum, Lamashtu, 
  Rovagug.
  Caster
  Level 
  Ability
  1st 
  Touch of Chaos (Su): You may imbue a target with 
  chaos as a melee touch attack. For the next 3 rounds, 
  any time the target rolls a d20, he must roll twice 
  and take the less favorable result. This effect fades 
  after 3 rounds or when the target fails an attack roll, 
  save, skill, or ability check. Once a target has been 
  affected by the touch of chaos, he is immune to its 
  effects for 1 day.
  2nd 
  Protection from Law (Sp): You can cast protection from 
  law 1/day per 2 caster levels you possess.
  4th 
  Align Weapon (Sp): You can cast align weapon 1/day, 
  causing the weapon touched to become chaos-
  aligned for the purpose of overcoming damage 
  reduction.
  8th 
  Chaos Blade (Su): You can cause one melee weapon 
  you possess to gain the anarchic weapon property 
  for a number of rounds equal to your caster level. 
  These rounds do not need to be consecutive. If the 
  weapon leaves your possession, it loses this ability.
  12th 
  Chaos Hammer (Sp): You can cast chaos hammer 3/
  day.
  16th 
  Word of Chaos (Sp): You can cast word of chaos 1/day.
  20th 
  Summon Monster IX (Sp): You can cast summon 
  monster IX 1/day to summon chaotic creatures.
  Charm Domain
  Deities: Calistria, Cayden Cailean, Norgorber, Shelyn.
  Caster
  Level 
  Ability
  1st 
  Dazing Touch (Su): You can cause a living creature to 
  become dazed as a melee touch attack. This ability 
  has no effect on creatures of a higher level than you 
  or with more HD. Once a creature has been affected 
  by dazing touch, it is immune to its effects for 1 day.
  2nd 
  Charm Person (Sp): You can cast charm person 1/day 
  per 2 caster levels you possess.
  4th 
  Calm Emotions (Sp): You can cast calm emotions 1/
  day.
  8th 
  Charming Touch (Su): You can use charm monster as a 
  melee touch attack. You can only have one creature 
  charmed in this way at a time. The total duration of 
  this effect per day is 1 round per caster level. These 
  rounds do not need to be consecutive. Each attempt 
  to use this ability consumes 1 round of its duration, 
  whether or not the creature succeeds at its save to 
  resist the effect.
  12th 
  Geas/Quest (Sp): You can cast geas/quest 1/day.
  16th 
  Insanity (Sp): You can cast insanity 1/day.
  20th 
  Dominate Monster (Sp): You can cast dominate 
  monster 1/day.
  Community Domain
  Deities: Erastil.
  Caster
  Level 
  Ability
  1st 
  Calming Touch (Su): You can touch a creature as a 
  standard action to heal the target of 1d6 points of 
  nonlethal damage + 1 point per caster level. This 
  touch also removes the fatigued, shaken, and 
  sickened conditions (but has no effect on more 
  severe conditions).
  2nd 
  Bless (Sp): You can cast bless 1/day per 2 caster levels 
  you possess.
  4th 
  Status (Sp): You can cast status 1/day.
  8th 
  Aura of Prayer (Su): You can emit a 40 ft. radius aura 
  of prayer for a number of rounds per day equal to 
  your caster level. You and all of your allies in the 
  area gain a +1 luck bonus on attack rolls, weapon 
  damage rolls, saves, and skill checks, while each 
  of your foes takes a –1 penalty on such rolls. These 
  rounds do not need to be consecutive.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  178
  Pathfinder Roleplaying Game
  16th 
  Create Undead (Sp): You can cast create undead 3/day.
  20th 
  Wail of the Banshee (Sp): You can cast wail of the 
  banshee 1/day.
  Destruction Domain
  Deities: Gorum, Nethys, Rovagug, Zon-Kuthon.
  Caster
  Level 
  Ability
  1st 
  Destructive Smite (Su): As a full-round action, you 
  can make a single melee attack against an opponent 
  with a bonus on damage equal to 1/2 your caster level 
  (minimum 1). If the attack hits, all critical threats 
  against the target are automatically confirmed for 
  1 round, including this attack. 
  2nd 
  Inflict Light Wounds (Sp): You can cast inflict light 
  wounds 1/day per 2 caster levels you possess.
  4th 
  Shatter (Sp): You can cast shatter 1/day.
  8th 
  Aura of Destruction (Su): You can emit a 30 ft. aura of 
  destruction for a number of rounds per day equal 
  to your caster level. All attacks made against targets 
  inside this aura (including you) gain a bonus to 
  damage equal to 1/2 your caster level and all critical 
  threats are automatically confirmed. These rounds 
  do not need to be consecutive.
  12th 
  Inflict Critical Wounds (Sp): You can cast inflict critical 
  wounds 3/day.
  16th 
  Disintegrate (Sp): You can cast disintegrate 1/day.
  20th 
  Implosion (Sp): You can cast implosion 1/day.
  Earth Domain
  Deities: Abadar, Torag.
  Caster
  Level 
  Ability
  1st 
  Acid Dart (Su): As a standard action, you can unleash 
  an acid dart targeting any foe within 30 feet as a 
  ranged touch attack. The acid dart deals 1d6 points 
  of acid damage + 1 for every two caster levels you 
  possess. 
  2nd 
  Magic Stone (Sp): You can cast magic stone 1/day per 2 
  caster levels you possess. 
  4th 
  Soften Earth and Stone (Sp): You can cast soften earth 
  and stone 1/day.
  8th 
  Body of Stone (Su): Your skin can take on the 
  appearance of stone for a number of rounds per 
  day equal to your caster level. While affected in this 
  way, you gain DR 5/adamantine. These rounds do 
  not need to be consecutive.
  12th 
  Wall of Stone (Sp): You can cast wall of stone 1/day.
  16th 
  Earthquake (Sp): You can cast earthquake 1/day.
  20th 
  Elemental Swarm (Sp): You can cast elemental swarm 
  1/day, summoning only earth creatures.
  12th 
  Heroes’ Feast (Sp): You can cast heroes’ feast 1/day.
  16th 
  Refuge (Sp): You can cast refuge 1/day.
  20th 
  Mass Heal (Sp): You can cast mass heal 1/day.
  Darkness Domain
  Deities: Zon-Kuthon.
  Caster
  Level 
  Ability
  1st 
  Touch of Darkness (Su): As a melee touch attack, you 
  can cause a creature’s vision to become fraught 
  with shadows and darkness, causing them to take 
  a –2 penalty on attack rolls and saves against fear 
  effects. This effect persists for 1 round per caster 
  level. Touching a creature affected by this ability 
  causes the duration to reset but does not stack. This 
  touch also automatically extinguishes non-magical 
  light sources such as torches and lanterns.
  2nd 
  Obscuring Mist (Sp): You can cast obscuring mist 1/day 
  per 2 caster levels you possess.
  4th 
  Blindness (Sp): You can cast blindness 1/day.
  8th 
  Aura of Shadows (Su): You can emit a 30-ft. aura of 
  shadow for a number of rounds per day equal to 
  your caster level. You and all of your allies in the 
  area gain 20% concealment while inside this aura. 
  These rounds do not need to be consecutive.
  12th 
  Shadow Walk (Sp): You can cast shadow walk 1/day.
  16th 
  Power Word Blind (Sp): You can cast power word blind 
  1/day.
  20th 
  Imprisonment (Sp): You can cast imprisonment 1/day.
  Death Domain
  Deities: Norgorber, Pharasma, Urgathoa, Zon-Kuthon.
  Caster
  Level 
  Ability
  1st 
  Bleeding Touch (Su): As a melee touch attack, you can 
  cause a living creature to take 1d6 points of damage 
  per round. This effect persists for 1 round per caster 
  level or until stopped with a DC 15 Heal check or 
  any spell or effect that heals damage. Touching a 
  creature affected by this ability causes the duration 
  to reset but does not stack. This is a bleed effect (see 
  the Glossary Chapter).
  2nd 
  Cause Fear (Sp): You can cast cause fear 1/day per 2 
  caster levels you possess.
  4th 
  Death Knell (Sp): You can cast death knell 1/day.
  8th 
  Call Undead (Su): You can summon undead to aid 
  you. With this ability you can summon a number 
  of skeletons and zombies whose total Hit Dice do 
  not exceed your caster level. These undead do not 
  count against the total number of undead you can 
  control and remain until destroyed. You cannot use 
  this ability again until 1 hour after the last undead 
  created by this ability is destroyed.
  12th 
  Slay Living (Sp): You can cast slay living 1/day.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  179
  Pathfinder RPG: Spells
  11
  Evil Domain
  Deities: Asmodeus, Lamashtu, Norgorber, Rovagug, Urgathoa, 
  Zon-Kuthon.
  Caster
  Level 
  Ability
  1st 
  Touch of Evil (Su): You can cause a creature to 
  become sickened as a melee touch attack. While 
  sickened, the target is treated as good-aligned for 
  the purposes of spells with the evil descriptor. This 
  effect persists for 1 round against evil and neutral 
  creatures. Against good creatures, this effect 
  persists for 3 rounds. Once a creature has been 
  affected by touch of evil, it is immune to its effects 
  for 1 day.
  2nd 
  Protection from Good (Sp): You can cast protection from 
  good 1/day per 2 caster levels you possess.
  4th 
  Align Weapon (Sp): You can cast align weapon 1/day, 
  causing the weapon touched to become evil-aligned 
  for the purpose of overcoming damage reduction.
  8th 
  Scythe of Evil (Su): You can cause one melee weapon 
  you possess to gain the evil weapon property for a 
  number of rounds equal to your caster level. These 
  rounds do not need to be consecutive. If the weapon 
  leaves your possession, it loses this ability.
  12th 
  Unholy Blight (Sp): You can cast unholy blight 3/day.
  16th 
  Blasphemy (Sp): You can cast blasphemy 1/day.
  20th 
  Summon Monster IX (Sp): You can cast summon 
  monster IX 1/day to summon evil creatures.
  Fire Domain
  Deities: Asmodeus, Sarenrae.
  Caster
  Level 
  Ability
  1st 
  Fire Bolt (Su): As a standard action, you can unleash a 
  fire bolt targeting any foe within 30 feet as a ranged 
  touch attack. The fire bolt deals 1d6 points of fire 
  damage +1 for every two caster levels you possess.
  2nd 
  Burning Hands (Sp): You can cast burning hands 1/day 
  per 2 caster levels you possess.
  4th 
  Resist Energy (Sp): You can cast resist energy 1/day, 
  protecting against fire.
  8th 
  Crown of Flames (Su): A crown of flames can appear 
  on your brow for a number of rounds per day equal 
  to your caster level. While the crown of flames is in 
  effect, any adjacent foe striking you with a melee 
  weapon takes 1d6 points of fire damage +1 per two 
  caster levels you possess.
  12th 
  Wall of Fire (Sp): You can cast wall of fire 3/day.
  16th 
  Fire Storm (Sp): You can cast fire storm 1/day.
  20th 
  Elemental Swarm (Sp): You can cast elemental swarm 
  1/day, summoning only fire creatures.
  Glory Domain
  Deities: Iomedae, Sarenrae.
  Caster
  Level 
  Ability
  1st 
  Touch of Glory (Su): You can touch a creature as 
  a standard action, giving it a bonus to a single 
  Charisma-based skill check or ability check equal to 
  your caster level. This bonus lasts 3 rounds or until 
  it is used. Once a creature has benefited from touch of 
  glory, it gains no further benefit from this ability for 
  1 hour.
  2nd 
  Shield of Faith (Sp): You can cast shield of faith 1/day 
  per 2 caster levels you possess.
  4th 
  Bless Weapon (Sp): You can cast bless weapon 1/day.
  8th 
  Divine Presence (Su): You can emit a 30-ft. aura of 
  presence for a number of rounds per day equal to 
  your caster level. Any creature attempting to strike 
  or otherwise directly attack you or your allies in this 
  area must make a Will save. The DC for this save is 
  equal to 10 + 1/2 your caster level + your Charisma 
  modifier. If the save fails, the opponent cannot 
  follow through with the attack and the action is 
  lost. These rounds do not need to be consecutive. 
  If you or any of your allies attack an opponent, or 
  leave the area, the effect ends for that individual.
  12th 
  Righteous Might (Sp): You can cast righteous might 3/
  day.
  16th 
  Resurrection (Sp): You can cast resurrection 1/day.
  20th 
  Gate (Sp): You can cast gate 1/day to summon good 
  creatures.
  Good Domain
  Deities: Cayden Cailean, Desna, Erastil, Iomedae, Sarenrae, 
  Shelyn, Torag.
  Caster
  Level 
  Ability
  1st 
  Touch of Good (Su): You can touch a creature as a 
  standard action giving it a bonus to a single attack 
  roll, skill check, ability check, or saving throw 
  equal to your caster level. This bonus lasts 3 rounds 
  or until it is used. Once a creature has benefited 
  from touch of good, it can gain no further benefit 
  from this ability for 1 day.
  2nd 
  Protection from Evil (Sp): You can cast protection from 
  evil 1/day per 2 caster levels you possess.
  4th 
  Align Weapon (Sp): You can cast align weapon 1/day, 
  causing the weapon touched to become good-
  aligned for the purpose of overcoming damage 
  reduction.
  8th 
  Holy Lance (Su): You can cause one melee weapon 
  you possess to gain the holy weapon property for a 
  number of rounds equal to your caster level. These 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  180
  Pathfinder Roleplaying Game
  rounds do not need to be consecutive. If the weapon 
  leaves your possession, it loses this ability.
  12th 
  Holy Smite (Sp): You can cast holy smite 3/day.
  16th 
  Holy Word (Sp): You can cast holy word 1/day.
  20th 
  Summon Monster IX (Sp): You can cast summon 
  monster IX 1/day to summon good creatures.
  Healing Domain
  Deities: Irori, Pharasma, Sarenrae.
  Caster
  Level 
  Ability
  1st 
  Rebuke Death (Su): You can touch a creature as a 
  standard action, healing it of 1d4 points of damage 
  plus 1 for every two caster levels you possess. You 
  can only use this ability on a creature that is below 
  0 hit points. If you touch an undead creature with 
  this effect, it is shaken for a number of rounds 
  equal to your caster level.
  2nd 
  Cure Light Wounds (Sp): You can cast cure light wounds 
  1/day per 2 caster levels you possess.
  4th 
  Lesser Restoration (Sp): You can cast lesser restoration 
  1/day.
  8th 
  Healer’s Blessing (Su): You can emit a 30 ft. aura of 
  healing for a number of rounds per day equal to 
  your caster level. You and your allies within this 
  aura gain fast healing equal to 1/4 your caster level 
  as long as they remain in range. This fast healing 
  only applies to damage caused after the aura began. 
  These rounds do not need to be consecutive.
  12th 
  Mass Cure Light Wounds (Sp): You can cast mass cure 
  light wounds 1/day.
  16th 
  Greater Restoration (Sp): You can cast greater restoration 
  1/day.
  20th 
  Mass Heal (Sp): You can cast mass heal 1/day.
  Knowledge Domain
  Deities: Calistria, Irori, Nethys, Norgorber, Pharasma.
  Caster
  Level 
  Ability
  1st 
  Lore Keeper (Su): Add all Knowledge skills to your 
  list of class skills. You can touch a creature to 
  learn about its abilities and weaknesses as a melee 
  touch attack. If successful, you gain information 
  as if you had made the appropriate Knowledge 
  skill check with a result equal to 10 + your caster 
  level + your Intelligence modifier.
  2nd 
  Comprehend Languages (Sp): You can cast comprehend 
  languages 1/day per 2 caster levels you possess.
  4th 
  Detect Thoughts (Sp): You can cast detect thoughts 1/
  day.
  8th 
  Remote Viewing (Su): You can hear and see at a 
  distance for a number of rounds per day equal to 
  your caster level. These rounds do not need to be 
  consecutive. This ability works like a combination 
  of both clairvoyance and clairaudience.
  12th 
  True Seeing (Sp): You can cast true seeing 1/day.
  16th 
  Legend Lore (Sp): You can cast legend lore 1/day.
  20th 
  Foresight (Sp): You can cast foresight 1/day.
  Law Domain
  Deities: Abadar, Asmodeus, Erastil, Iomedae, Irori, Torag, 
  Zon-Kuthon.
  Caster
  Level 
  Ability
  1st 
  Touch of Law (Su): As a standard action, you can touch 
  a creature, giving it the ability to treat one d20 roll 
  as if its natural result was an 11. This ability lasts 3 
  rounds or until it is used. This ability can be used 
  after the die is rolled to change the result. Once a 
  creature has benefited from touch of law, it can gain 
  no further benefit from this ability for 1 day. 
  2nd 
  Protection from Chaos (Sp): You can cast protection 
  from chaos 1/day per 2 caster levels you possess.
  4th 
  Align Weapon (Sp): You can cast align weapon 1/day, 
  causing the weapon touched to become lawful-
  aligned for the purpose of overcoming damage 
  reduction.
  8th 
  Staff of Order (Su): You can cause one melee weapon 
  you possess to gain the axiomatic weapon property 
  for a number of rounds equal to your caster level. 
  These rounds do not need to be consecutive. If the 
  weapon leaves your possession, it loses this ability.
  12th 
  Order’s Wrath (Sp): You can cast order’s wrath 3/day.
  16th 
  Dictum (Sp): You can cast dictum 1/day.
  20th 
  Summon Monster IX (Sp): You can cast summon 
  monster IX 1/day to summon lawful creatures.
  Liberation Domain
  Deities: Desna.
  Caster
  Level 
  Ability
  1st 
  Inspiring Word (Su): As a standard action, you can 
  speak an inspiring word to a creature within 30 ft. 
  For the next round, the target adds a bonus to its 
  attack rolls, skill checks, ability checks, and saving 
  throws equal to your Charisma-bonus. Once a 
  target has been affected by inspiring word, he can 
  gain no further benefit from it for 1 day. 
  2nd 
  Remove Fear (Sp): You can cast remove fear 1/day per 2 
  caster levels you possess.
  4th 
  Remove Paralysis (Sp): You can cast remove paralysis 
  1/day.
  8th 
  Freedom’s Call (Su): You can emit a 30-ft. aura of 
  freedom for a number of rounds per day equal to 
  your caster level. Allies within this aura are not 
  affected by the confused, grappled, frightened, 
  panicked, paralyzed, pinned, or shaken conditions. 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  181
  Pathfinder RPG: Spells
  11
  This aura only suppresses these effects and they 
  return once a creature leaves the aura or when the 
  aura ends, if applicable. These rounds do not need 
  to be consecutive.
  12th 
  Greater Dispel Magic (Sp): You can cast greater dispel 
  magic 1/day.
  16th 
  Refuge (Sp): You can cast refuge 1/day.
  20th 
  Freedom (Sp): You can cast freedom 1/day.
  Luck Domain
  Deities: Calistria, Desna, Shelyn.
  Caster
  Level 
  Ability
  1st 
  Bit of Luck (Su): As a standard action, you can touch 
  a creature, giving it a bit of luck. For the next 3 
  rounds, any time the target rolls a d20, he can roll 
  twice and take the better result. The target must 
  decide to use this ability before rolling the dice. 
  This effect fades after 3 rounds or when the reroll 
  is used. Once a target has been affected by bit of luck, 
  he can gain no further benefit from it for 1 day. 
  2nd 
  True Strike (Sp): You can cast true strike 1/day per 2 
  caster levels you possess.
  4th 
  Blur (Sp): You can cast blur 1/day.
  8th 
  Lucky Aura (Su): You can emit a 30-ft. aura of luck 
  for a number of rounds per day equal to your caster 
  level. Allies within this aura automatically succeed 
  on stabilization checks, checks made to overcome 
  concealment, and gain a +2 luck bonus on all d20 
  rolls. If an attack roll or saving throw made by 
  an ally in the aura results in a natural 1, it is not 
  automatically considered a failure. These rounds 
  do not need to be consecutive.
  12th 
  Break Enchantment (Sp): You can cast break 
  enchantment 1/day.
  16th 
  Spell Turning (Sp): You can cast spell turning 1/day.
  20th 
  Miracle (Sp): You can cast miracle 1/day.
  Madness Domain
  Deities: Lamashtu.
  Caster
  Level 
  Ability
  1st 
  Vision of Madness (Su): You can give a creature a 
  vision of madness as a melee touch attack. Choose 
  one of the following: attack rolls, saving throws, 
  or skill checks. The target receives a bonus to the 
  chosen rolls equal to your Charisma modifier and 
  a penalty to the other two types of rolls equal to 
  your Charisma modifier. This effect fades after 3 
  rounds. Once a target has been affected by vision of 
  madness, it has no effect on him for 1 day. 
  2nd 
  Lesser Confusion (Sp): You can cast lesser confusion 1/
  day per 2 caster levels you possess.
  4th 
  Touch of Idiocy (Sp): You can cast touch of idiocy 1/
  day.
  8th 
  Aura of Madness (Su): You can emit a 30-ft. aura of 
  madness for a number of rounds per day equal 
  to your caster level. Enemies within this aura 
  are affected by confusion unless they make a Will 
  save when they enter the area (or when the aura 
  is created). The confusion effect ends immediately 
  when the creature leaves the area or the aura expires. 
  These rounds do not need to be consecutive.
  12th 
  Phantasmal Killer (Sp): You can cast phantasmal 
  killer 3/day.
  16th 
  Insanity (Sp): You can cast insanity 1/day.
  20th 
  Weird (Sp): You can cast weird 1/day.
  Magic Domain
  Deities: Asmodeus, Nethys, Urgathoa.
  Caster
  Level 
  Ability
  1st 
  Hand of the Acolyte (Su): As a standard action, you 
  can summon a ghostly hand to do your bidding. 
  This functions like mage hand with the following 
  changes. When summoned, the hand can draw a 
  weapon (including a magic weapon) on your person 
  as a free action, so long as you are proficient in it. 
  The hand can be directed to make a single attack 
  against a foe within 30 feet, using your base attack 
  bonus, plus your Wisdom modifier on both attack 
  and damage rolls. The hand does not threaten foes 
  and does not make attacks of opportunity. You 
  must concentrate on the hand each round or it 
  winks out, returning any item held to you before it 
  disappears.
  2nd 
  Detect Magic (Sp): You can cast detect magic at will.
  4th 
  Magic Mouth (Sp): You can cast magic mouth 1/day.
  8th 
  Dispelling Touch (Su): You can use a targeted dispel 
  magic as a melee touch attack. If you hit, roll to 
  dispel the spells affecting the target normally. You 
  can use this ability once per day for every two caster 
  levels you possess.
  12th 
  Spell Resistance (Sp): You can cast spell resistance 1/
  day.
  16th 
  Spell Turning (Sp): You can cast spell turning 1/day.
  20th 
  Disjunction (Sp): You can cast disjunction 1/day.
  Nobility Domain
  Deities: Abadar.
  Caster
  Level 
  Ability
  1st 
  Noble Blessing (Su): You can touch a creature as a 
  standard action, giving it a noble blessing. The 
  target gains a +2 morale bonus on attack rolls, skill 
  checks, ability checks, and saving throws. This 
  effect lasts for a number of rounds equal to your 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  182
  Pathfinder Roleplaying Game
  caster level. Once a target has been affected by 
  noble blessing, he can gain no further benefit from 
  it for 1 day.
  2nd 
  Divine Favor (Sp): You can cast divine favor 1/day per 2 
  caster levels you possess.
  4th 
  Enthrall (Sp): You can cast enthrall 1/day.
  8th 
  Divine Right (Su): You can issue a number of 
  commands per day equal to your caster level. This 
  functions as greater command, except that it only 
  affects one creature within 30 ft. A creature cannot 
  be affected by your divine right ability more than 
  once per day.
  12th 
  Geas/Quest (Sp): You can cast geas/quest 1/day.
  16th 
  Repulsion (Sp): You can cast repulsion 1/day.
  20th 
  Storm of Vengeance (Sp): You can cast storm of vengeance 
  1/day.
  Plant Domain
  Deities: Erastil, Gozreh.
  Caster
  Level 
  Ability
  1st 
  Wooden Fist (Su): Your unarmed strikes do not 
  provoke attacks of opportunity and gain a bonus 
  on damage rolls equal to 1/2 your caster level. 
  2nd 
  Entangle (Sp): You can cast entangle 1/day per 2 caster 
  levels you possess.
  4th 
  Barkskin (Sp): You can cast barkskin 1/day.
  8th 
  Bramble Armor (Su): A host of wooden thorns bursts 
  from your skin for a number of rounds per day 
  equal to your caster level. While bramble armor is in 
  effect, any foe striking you with an unarmed strike 
  or a melee weapon without reach takes 1d6 points of 
  damage +1 per two caster levels you possess. These 
  rounds do not need to be consecutive.
  12th 
  Wall of Thorns (Sp): You can cast wall of thorns 1/day.
  16th 
  Animate Plants (Sp): You can cast animate plants 1/
  day.
  20th 
  Shambler (Sp): You can cast shambler 1/day.
  Protection Domain
  Deities: Abadar, Nethys, Shelyn, Torag.
  Caster
  Level 
  Ability
  1st 
  Resistant Touch (Su): You gain a +1 resistance bonus 
  on saving throws. This bonus increases by +1 for 
  every 5 levels you possess. As a standard action, you 
  can touch an ally and grant them your resistance 
  bonus for 1 minute. When you use this ability, you 
  lose your resistance bonus granted by this ability 
  for 1 minute. 
  2nd 
  Sanctuary (Sp): You can cast sanctuary 1/day per 2 
  caster levels you possess.
  4th 
  Shield Other (Sp): You can cast shield other 1/day.
  8th 
  Aura of Protection (Su): You can emit a 30-ft. aura of 
  protection for a number of rounds per day equal 
  to your caster level. You and your allies within this 
  aura gain a +1 resistance bonus on all saving throws 
  and a +1 deflection bonus to AC. These bonuses 
  increase by +1 for every 4 caster levels you possess 
  beyond 8th level. These rounds do not need to be 
  consecutive.
  12th 
  Spell Resistance (Sp): You can cast spell resistance 1/
  day.
  16th 
  Repulsion (Sp): You can cast repulsion 1/day.
  20th 
  Prismatic Sphere (Sp): You can cast prismatic sphere 1/
  day.
  Repose Domain
  Deities: Pharasma.
  Caster
  Level 
  Ability
  1st 
  Gentle Rest (Su): You can cause a living creature 
  to fall asleep for 1 round as a melee touch attack. 
  This ability has no effect on creatures of a higher 
  level than you or with more HD. Undead creatures 
  touched by you are slowed for a number of rounds 
  equal to your Charisma modifier. Once a creature 
  has been affected by gentle rest, it is immune to its 
  effects for 1 day. 
  2nd 
  Deathwatch (Sp): You can cast deathwatch 1/day per 2 
  caster levels you possess.
  4th 
  Gentle Repose (Sp): You can cast gentle repose 1/day.
  8th 
  Ward Against Death (Su): You can emit a 30-ft. ward 
  against death for a number of rounds per day equal 
  to your caster level. Living creatures in this area are 
  immune to death effects, energy drain, and effects 
  that cause negative levels. This ward does not 
  remove negative levels that a creature has already 
  gained, but the negative levels have no effect while 
  the creature is inside the warded area. These 
  rounds do not need to be consecutive.
  12th 
  Undeath to Death (Sp): You can cast undeath to death 
  1/day.
  16th 
  Destruction (Sp): You can cast destruction 1/day.
  20th 
  Wail of the Banshee (Sp): You can cast wail of the 
  banshee 1/day.
  Rune Domain
  Deities: Irori, Nethys.
  Caster
  Level 
  Ability
  1st 
  Minor Rune (Su): As a standard action, you can 
  create a minor rune in any adjacent square. Any 
  creature entering this square takes 1d6 points of 
  damage + 1 for every two caster levels you possess. 
  This rune deals either acid, cold, electricity, or 
  fire damage, decided when you create the rune. 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  183
  Pathfinder RPG: Spells
  11
  The rune is invisible and lasts a number of rounds 
  equal to your caster level or until discharged. 
  You cannot create a rune in a square occupied by 
  another creature.
  2nd 
  Erase (Sp): You can cast erase 1/day per 2 caster levels 
  you possess.
  4th 
  Secret Page (Sp): You can cast secret page 1/day.
  8th 
  Major Rune (Su): You can create a major rune in 
  any adjacent square as a standard action. Any 
  creature entering this square takes 1d6 points of 
  damage for every two caster levels you possess. 
  This rune deals acid, cold, electricity, or fire 
  damage, decided when you create the rune. The 
  rune is invisible and lasts a number of rounds 
  equal to your caster level or until discharged. You 
  can create a number of major runes per day equal 
  to your caster level. You can also place these runes 
  on doorways, chests, or other objects that can be 
  opened and closed, causing them to trigger when 
  a creature opens the object. You cannot create a 
  rune in a square occupied by another creature or 
  on one of their possessions.
  12th 
  Greater Glyph of Warding (Sp): You can cast greater 
  glyph of warding 1/day.
  16th 
  Symbol of Stunning (Sp): You can cast symbol of 
  stunning 1/day.
  20th 
  Symbol of Death (Sp): You can cast symbol of death 3/
  day.
  Strength Domain
  Deities: Cayden Cailean, Gorum, Lamashtu, Urgathoa.
  Caster
  Level 
  Ability
  1st 
  Strength Surge (Su): As a standard action, you can 
  touch a creature, giving it great strength. For the 
  next 3 rounds, the target may add an enhancement 
  bonus equal to 1/2 your caster level on one melee 
  attack roll or Strength check (minimum +1). The 
  target must decide to use this ability before rolling 
  the dice. This effect fades after 3 rounds or when 
  the reroll is used. Once a target has been affected by 
  strength surge, he can gain no further benefit from 
  it for 1 day. 
  2nd 
  Enlarge Person (Sp): You can cast enlarge person 1/day 
  per 2 caster levels you possess.
  4th 
  Bull’s Strength (Sp): You can cast bull’s strength 1/day.
  8th 
  Might of the Gods (Su): You can add your caster level 
  as an enhancement bonus to your Strength score 
  for a number of rounds per day equal to your caster 
  level. This bonus only applies on Strength checks 
  and Strength-based skill checks. These rounds do 
  not need to be consecutive.
  12th 
  Righteous Might (Sp): You can cast righteous might 1/
  day.
  16th 
  Mass Bull’s Strength (Sp): You can cast mass bull’s 
  strength 3/day.
  20th 
  Crushing Hand (Sp): You can cast crushing hand 1/
  day.
  Sun Domain
  Deities: Iomedae, Sarenrae.
  Caster
  Level 
  Ability
  1st 
  Sun’s Touch (Su): You can smite an undead creature 
  as a melee touch attack, dealing 1d8 points of 
  positive energy damage +1 for every two caster 
  levels you possess. This touch has no effect on 
  living creatures.
  2nd 
  Produce Flame (Sp): You can cast produce flame 1/day 
  per 2 caster levels you possess.
  4th 
  Heat Metal (Sp): You can cast heat metal 1/day.
  8th 
  Nimbus of Light (Su): You can emit a 30-ft. nimbus 
  of light for a number of rounds per day equal 
  to your caster level. Undead within this radius 
  take 1d8 points of positive energy damage +1 for 
  every two caster levels you possess. Spells and 
  spell-like abilities with the darkness descriptor 
  are automatically dispelled if brought inside 
  this nimbus. These rounds do not need to be 
  consecutive. This nimbus has no effect on living 
  creatures.
  12th 
  Flame Strike (Sp): You can cast flame strike 1/day.
  16th 
  Sunbeam (Sp): You can cast sunbeam 1/day.
  20th 
  Prismatic Sphere (Sp): You can cast prismatic sphere 1/
  day.
  Travel Domain
  Deities: Abadar, Cayden Cailean, Desna.
  Caster
  Level 
  Ability
  1st 
  Dimensional Hop (Su): You can teleport up to 10 
  feet per caster level per day as a swift action. This 
  teleportation must be used in 5-foot increments 
  and such movement does not provoke attacks of 
  opportunity. You can bring other willing creatures 
  with you, but you must expend an equal amount of 
  distance for each creature brought with you.
  2nd 
  Expeditious Retreat (Sp): You can cast expeditious 
  retreat 1/day per 2 caster levels you possess.
  4th 
  Levitate (Sp): You can cast levitate 1/day.
  8th 
  Flight (Su): You can fly at your base speed for a 
  number of rounds per day equal to your caster level. 
  These rounds do not need to be consecutive. Your 
  maneuverability while flying in this manner is 
  perfect, granting you a +8 racial bonus on Fly skill 
  checks.
  12th 
  Dimension Door (Sp): You can cast dimension door 3/
  day.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  184
  Pathfinder Roleplaying Game
  16th 
  Greater Teleport (Sp): You can cast greater teleport 1/
  day.
  20th 
  Astral Projection (Sp): You can cast astral projection 1/
  day.
  Trickery Domain
  Deities: Asmodeus, Calistria, Lamashtu, Norgorber.
  Caster
  Level 
  Ability
  1st 
  Copy Cat (Su): You can create an illusory double of 
  yourself as a move action. This double functions 
  as a single mirror image and lasts for a number of 
  rounds equal to your caster level (unless dispelled 
  or destroyed). You can have no more than one copy 
  cat at a time. This ability does not stack with mirror 
  image. 
  2nd 
  Disguise Self (Sp): You can cast disguise self 1/day per 2 
  caster levels you possess.
  4th 
  Invisibility (Sp): You can cast invisibility 1/day.
  8th 
  Master’s Illusion (Su): You can create an illusion that 
  hides the appearance of yourself and any number of 
  allies within 30 feet for one round per caster level. 
  This ability otherwise functions like the spell veil. 
  The rounds do not need to be consecutive.
  12th 
  Confusion (Sp): You can cast confusion 3/day.
  16th 
  Mass Invisibility (Sp): You can cast mass invisibility 1/
  day.
  20th 
  Time Stop (Sp): You can cast time stop 1/day.
  War Domain
  Deities: Gorum, Iomedae, Rovagug, Urgathoa.
  Caster
  Level 
  Ability
  1st 
  Battle Smite (Su): You can touch your deity’s favored 
  weapon and give it the ability to deal a battle 
  smite. For the next 3 rounds, anyone wielding the 
  weapon may add an enhancement bonus on one 
  damage roll equal to 1/2 your caster level for one 
  attack roll. The target must decide to use this 
  ability before rolling to attack. This effect fades 
  after 3 rounds or when the battle smite is used. 
  Once a wielder has used a battle smite, he can gain 
  no further benefit from it for 1 day. 
  2nd 
  Magic Weapon (Sp): You can cast magic weapon 1/day 
  per 2 caster levels you possess.
  4th 
  Spiritual Weapon (Sp): You can cast spiritual weapon 
  1/day.
  8th 
  Weapon Master (Su): You gain the use of one combat 
  feat for a number of rounds per day equal to 
  your caster level. These rounds do not need to be 
  consecutive and you can change the feat chosen 
  each time you use this ability. You must meet the 
  prerequisites to use these feats.
  12th 
  Flame Strike (Sp): You can cast flame strike 1/day.
  16th 
  Blade Barrier (Sp): You can cast blade barrier 3/day.
  20th 
  Power Word Kill (Sp): You can cast power word kill 1/
  day.
  Water Domain
  Deities: Gozreh, Pharasma.
  Caster
  Level 
  Ability
  1st 
  Icicle (Su): As a standard action, you can fire an icicle 
  from your finger, targeting any foe within 30 feet as 
  a ranged touch attack. The icicle deals 1d6 points 
  of cold damage +1 for every two caster levels you 
  possess.
  2nd 
  Obscuring Mist (Sp): You can cast obscuring mist 1/day 
  per 2 caster levels you possess.
  4th 
  Resist Energy (Sp): You can cast resist energy 1/day, 
  protecting against cold.
  8th 
  Mantle of Ice (Su): A mantle of ice appears on your 
  shoulders for a number of rounds per day equal 
  to your caster level. While the mantle of ice is in 
  effect, any adjacent foe striking you with a melee 
  weapon takes 1d6 points of cold damage +1 per two 
  caster levels you possess.
  12th 
  Ice Storm (Sp): You can cast ice storm 1/day.
  16th 
  Cone of Cold (Sp): You can cast cone of cold 3/day.
  20th 
  Elemental Swarm (Sp): You can cast elemental swarm 
  1/day, summoning only water creatures.
  Weather Domain
  Deities: Gozreh, Rovagug.
  Caster
  Level 
  Ability
  1st 
  Storm Burst (Su): As a standard action, you can 
  create a storm burst targeting any foe within 30 
  feet as a ranged touch attack. The storm burst deals 
  1d6 points of nonlethal damage + 1 for every two 
  caster levels you possess. In addition, the target is 
  buffeted by winds and rain, causing it to take a –2 
  penalty on attack rolls for 1 round.
  2nd 
  Obscuring Mist (Sp): You can cast obscuring mist 1/day 
  per 2 caster levels you possess.
  4th 
  Fog Cloud (Sp): You can cast fog cloud 1/day.
  8th 
  Lightning Lord (Su): You can call down a number of 
  bolts of lightning per day equal to your caster level. 
  You can call down as many bolts as you want with a 
  single standard action, but no creature can be the 
  target of more than one bolt and no two targets can 
  be more than 30 feet apart. This ability otherwise 
  functions as call lightning.
  12th 
  Control Winds (Sp): You can cast control winds 1/day.
  16th 
  Control Weather (Sp): You can cast control weather 1/
  day.
  20th 
  Storm of Vengeance (Sp): You can cast storm of vengeance 
  1/day.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  185
  Pathfinder RPG: Spells
  11
  DRUiD SPELLS
  0-Level Druid Spells (Orisons)
  Create Water: Creates 2 gallons/level of pure water.
  Detect Magic: Detects spells and magic items within 60 ft.
  Detect Poison: Detects poison in one creature or object.
  Flare: Dazzles one creature (–1 penalty on attack rolls).
  Guidance: +1 on one attack roll, saving throw, or skill check.
  Know Direction: You discern north.
  Light: Object shines like a torch.
  Mending: Makes minor repairs on an object.
  Purify Food and Drink: Purifies 1 cu. ft./level of food or 
  water.
  Read Magic: Read scrolls and spellbooks.
  Resistance: Subject gains +1 bonus on saving throws.
  Stabilize: Cause a dying creature to stabilize.
  Virtue: Subject gains 1 temporary hp.
  1st-Level Druid Spells
  Calm Animals: Calms (2d4 + level) HD of animals.
  Charm Animal: Makes one animal your friend.
  Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
  Detect Animals or PlantsS: Detects kinds of animals or 
  plants.
  Detect Snares and Pits: Reveals natural or primitive traps.
  Endure Elements: Exist comfortably in hot or cold 
  environments.
  Entangle: Plants entangle everyone in 40-ft.-radius.
  Faerie Fire: Outlines subjects with light, canceling blur, 
  concealment, and the like.
  Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
  Hide from Animals: Animals can’t perceive one subject/level.
  Jump: Subject gets bonus on Acrobatics checks.
  Longstrider: Your speed increases by 10 ft.
  Magic Fang: One natural weapon of subject creature gets +1 
  on attack and damage rolls.
  Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 
  damage.
  Obscuring Mist: Fog surrounds you.
  Pass without Trace: One subject/level leaves no tracks.
  Produce Flame: 1d6 damage +1/level, touch or thrown.
  Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10 
  damage) for 1 min./level.
  Speak with Animals: You can communicate with animals.
  Summon Nature’s Ally I: Calls creature to fight.
  2nd-Level Druid Spells
  Animal Messenger: Sends a Tiny animal to a specific place.
  Animal Trance: Fascinates 2d6 HD of animals.
  Barkskin: Grants +2 (or higher) enhancement to natural 
  armor.
  Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
  Bull’s Strength: Subject gains +4 to Str for 1 min./level.
  Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
  Chill Metal: Cold metal damages those who touch it.
  Delay Poison: Stops poison from harming subject for 1 hour/
  level.
  Fire TrapM: Opened object deals 1d4 +1/level damage.
  Flame Blade: Touch attack deals 1d8 +1/two levels damage.
  Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 
  1 round/level.
  Fog Cloud: Fog obscures vision.
  Gust of WindS: Blows away or knocks down smaller 
  creatures.
  Heat Metal: Makes metal so hot it damages those who touch 
  it.
  Hold Animal: Paralyzes one animal for 1 round/level.
  Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
  Reduce Animal: Shrinks one willing animal.
  Resist Energy: Ignores 10 (or more) points of damage/attack 
  from specified energy type.
  Restoration, Lesser: Dispels magical ability penalty or repairs 
  1d4 ability damage.
  Soften Earth and StoneS: Turns stone to clay or dirt to sand 
  or mud.
  Spider Climb: Grants ability to walk on walls and ceilings.
  Summon Nature’s Ally II: Calls creature to fight.
  Summon Swarm: Summons swarm of bats, rats, or spiders.
  Tree Shape: You look exactly like a tree for 1 hour/level.
  Warp Wood: Bends wood (shaft, handle, door, plank).
  Wood Shape: Rearranges wooden objects to suit you.
  3rd-Level Druid Spells
  Call Lightning: Calls down lightning bolts (3d6 per bolt) 
  from sky.
  Contagion: Infects subject with chosen disease.
  Cure Moderate Wounds: Cures 2d8 damage +1/level (max 
  +10).
  Daylight: 60-ft. radius of bright light.
  Diminish PlantsS: Reduces size or blights growth of normal 
  plants.
  Dominate Animal: Subject animal obeys silent mental 
  commands.
  Magic Fang, Greater: One natural weapon gets +1/three levels 
  (max +5).
  Meld into Stone: You and your gear merge with stone.
  Neutralize Poison: Immunizes subject against poison, 
  detoxifies venom in or on subject.
  Plant GrowthS: Grows vegetation, improves crops.
  Poison: Touch deals 1d10 Con damage, repeats in 1 min.
  Protection from Energy: Absorbs 12 points/level of damage 
  from one kind of energy.
  QuenchS: Extinguishes nonmagical fires or one magic item.
  Remove Disease: Cures all diseases affecting subject.
  Sleet Storm: Hampers vision and movement.
  Snare: Creates a magic booby trap.
  Speak with Plants: You can talk to normal plants and plant 
  creatures.
  Spike Growth: Creatures in area take 1d4 damage, may be 
  slowed.
  Stone Shape: Sculpts stone into any shape.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  186
  Pathfinder Roleplaying Game
  Summon Nature’s Ally III: Calls creature to fight.
  Water Breathing: Subjects can breathe underwater.
  Wind Wall: Deflects arrows, smaller creatures, and gases.
  4th-Level Druid Spells
  Air Walk: Subject treads on air as if solid (climb at 45-degree 
  angle).
  Antiplant Shell: Keeps animated plants at bay.
  BlightS: Withers one plant or deals 1d6/level damage to plant 
  creature.
  Command PlantsS: Sways the actions of one or more plant 
  creatures.
  Control WaterS: Raises or lowers bodies of water.
  Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
  Dispel Magic: Cancels spells and magical effects.
  Flame Strike: Smites foes with divine fire (1d6/level damage).
  Freedom of Movement: Subject moves normally despite 
  impediments.
  Giant VerminS: Turns centipedes, scorpions, or spiders into 
  giant vermin.
  Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
  Reincarnate: Brings dead subject back in a random body.
  Repel VerminS: Insects, spiders, and other vermin stay 10 ft. 
  away.
  Rusting Grasp: Your touch corrodes iron and alloys.
  ScryingF: Spies on subject from a distance.
  Spike Stones: Creatures in area take 1d8 damage, may be 
  slowed.
  Summon Nature’s Ally IV: Calls creature to fight.
  5th-Level Druid Spells
  Animal Growth: One animal/two levels doubles in size.
  AtonementFMS: Removes burden of misdeeds from subject.
  AwakenM: Animal or tree gains human intellect.
  Baleful Polymorph: Transforms subject into harmless 
  animal.
  Call Lightning Storm: As call lightning, but 5d6 damage per 
  bolt.
  Commune with Nature: Learn about terrain for 1 mile/level.
  Control WindsS: Changes wind direction and speed.
  Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
  Death Ward: Grants immunity to all death spells and negative 
  energy effects.
  HallowS: Designates location as holy.
  Insect Plague: Locust swarms attack creatures.
  StoneskinM: Ignore 10 points of damage per attack.
  Summon Nature’s Ally V: Calls creature to fight.
  Transmute Mud to RockS: Transforms two 10-ft. cubes per 
  level.
  Transmute Rock to MudS: Transforms two 10-ft. cubes per 
  level.
  Tree Stride: Step from one tree to another far away.
  UnhallowMS: Designates location as unholy.
  Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 
  20 ft. Passing through wall deals 2d6 damage +1/level.
  Wall of ThornsS: Thorns damage anyone who tries to pass.
  6th-Level Druid Spells
  Antilife Shell: 10-ft.-radius field hedges out living creatures.
  Bear’s Endurance, Mass: As bear’s endurance, affects one 
  subject/ level.
  Bull’s Strength, Mass: As bull’s strength, affects one subject/
  level.
  Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
  Cure Light Wounds, Mass: Cures 1d8 damage +1/level for 
  many creatures.
  Dispel Magic, Greater: As dispel magic, but +20 on check.
  Find the Path: Shows most direct way to a location.
  Fire SeedsS: Acorns and berries become grenades and bombs.
  Ironwood: Magic wood is strong as steel.
  LiveoakS: Oak becomes treant guardian.
  Move Earth: Digs trenches and builds hills.
  Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/
  level.
  Repel WoodS: Pushes away wooden objects.
  Spellstaff: Stores one spell in wooden quarterstaff.
  Stone Tell: Talk to natural or worked stone.
  Summon Nature’s Ally VI: Calls creature to fight.
  Transport via PlantsS: Move instantly from one plant to 
  another of the same kind.
  Wall of Stone: Creates a stone wall that can be shaped.
  7th-Level Druid Spells
  Animate Plants: One or more plants animate and fight for 
  you.
  ChangestaffS: Your staff becomes a treant on command.
  Control Weather: Changes weather in local area.
  Creeping Doom: Swarms of centipedes attack at your 
  command.
  Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for 
  many creatures.
  Fire Storm: Deals 1d6/level fire damage.
  Heal: Cures 10 points/level of damage, all diseases and 
  mental conditions.
  Scrying, Greater: As scrying, but faster and longer.
  Summon Nature’s Ally VII: Calls creature to fight.
  Sunbeam: Beam blinds and deals 4d6 damage.
  Transmute Metal to WoodS: Metal within 40 ft. becomes 
  wood.
  True SeeingM: Lets you see all things as they really are.
  Wind Walk: You and your allies turn vaporous and travel fast.
  8th-Level Druid Spells
  Animal Shapes: One ally/level polymorphs into chosen 
  animal.
  Control PlantsS: Controls actions of one or more plant 
  creatures.
  Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for 
  many creatures.
  EarthquakeS: Intense tremor shakes 80-ft.-radius.
  Finger of Death: Kills one subject.
  Repel Metal or Stone: Pushes away metal and stone.
  Reverse Gravity: Objects and creatures fall upward.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  187
  Pathfinder RPG: Spells
  11
  Summon Nature’s Ally VIII: Calls creature to fight.
  Sunburst: Blinds all within 10 ft., deals 6d6 damage.
  WhirlwindS: Cyclone deals damage and can pick up 
  creatures.
  Word of Recall: Teleports you back to designated place.
  9th-Level Druid Spells
  AntipathyS: Object or location affected by spell repels certain 
  creatures.
  Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for 
  many creatures.
  Elemental Swarm: Summons multiple elementals.
  Foresight: “Sixth sense” warns of impending danger.
  Regenerate: Subject’s severed limbs grow back, cures 4d8 
  damage +1/level (max +35).
  Shambler: Summons 1d4+2 shambling mounds to fight for 
  you.
  ShapechangeF: Transforms you into any creature, and change 
  forms once per round.
  Storm of Vengeance: Storm rains acid, lightning, and hail.
  Summon Nature’s Ally IX: Calls creature to fight.
  SympathyMS: Object or location attracts certain creatures.
  PALADin SPELLS
  1st-Level Paladin Spells
  Bless: Allies gain +1 on attack rolls and +1 on saves against 
  fear.
  Bless Water: Makes holy water.
  Bless Weapon: Weapon strikes true against evil foes.
  Create Water: Creates 2 gallons/level of pure water.
  Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
  Detect Poison: Detects poison in one creature or small 
  object.
  Detect Undead: Reveals undead within 60 ft.
  Divine Favor: You gain +1 per three levels on attack and 
  damage rolls.
  Endure Elements: Exist comfortably in hot or cold 
  environments.
  Magic Weapon: Weapon gains +1 bonus.
  Protection from Chaos/Evil: +2 to AC and saves, counter mind 
  control, hedge out elementals and outsiders.
  Read Magic: Read scrolls and spellbooks.
  Resistance: Subject gains +1 on saving throws.
  Restoration, Lesser: Dispels magical ability penalty or repairs 
  1d4 ability damage.
  Virtue: Subject gains 1 temporary hp.
  2nd-Level Paladin Spells
  Bull’s Strength: Subject gains +4 to Str for 1 min./level.
  Delay Poison: Stops poison from harming subject for 1 hour/
  level.
  Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
  Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
  Remove Paralysis: Frees one or more creatures from paralysis 
  or slow effect.
  Resist Energy: Ignores 10 (or more) points of damage/attack 
  from specified energy type.
  Shield OtherF: You take half of subject’s damage.
  Undetectable Alignment: Conceals alignment for 24 hours.
  Zone of Truth: Subjects within range cannot lie.
  3rd-Level Paladin Spells
  Cure Moderate Wounds: Cures 2d8 damage +1/level (max 
  +10).
  Daylight: 60-ft. radius of bright light.
  Discern Lies: Reveals deliberate falsehoods.
  Dispel Magic: Cancels spells and magical effects.
  Heal Mount: As heal on warhorse or other special mount.
  Magic Circle against Chaos: As protection from chaos, but 10-ft. 
  radius and 10 min./level.
  Magic Circle against Evil: As protection from evil, but 10-ft. 
  radius and 10 min./level.
  Magic Weapon, Greater: +1 bonus/four levels (max +5).
  Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
  Remove Blindness/Deafness: Cures normal or magical 
  conditions.
  Remove Curse: Frees object or person from curse.
  4th-Level Paladin Spells
  Break Enchantment: Frees subjects from enchantments, 
  alterations, curses, and petrification.
  Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
  Death Ward: Grants immunity to death spells and negative 
  energy effects.
  Dispel Chaos: +4 bonus against attacks by chaotic creatures.
  Dispel Evil: +4 bonus against attacks by evil creatures.
  Holy Sword: Weapon becomes +5, deals +2d6 damage against 
  evil.
  Mark of Justice: Designates action that will trigger curse on 
  subject.
  Neutralize Poison: Immunizes subject against poison, 
  detoxifies venom in or on subject.
  RestorationM: Restores level and ability score drains.
  RAnGER SPELLS
  1st-Level Ranger Spells
  Alarm: Wards an area for 2 hours/level.
  Animal Messenger: Sends a Tiny animal to a specific place.
  Calm Animals: Calms (2d4 + level) HD of animals.
  Charm Animal: Makes one animal your friend.
  Delay Poison: Stops poison from harming subject for 1 hour/
  level.
  Detect Animals or PlantsS: Detects kinds of animals or 
  plants.
  Detect Poison: Detects poison in one creature or object.
  Detect Snares and Pits: Reveals natural or primitive traps.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  188
  Pathfinder Roleplaying Game
  Endure Elements: Exist comfortably in hot or cold 
  environments.
  Entangle: Plants entangle everyone in 40-ft.-radius circle.
  Hide from Animals: Animals can’t perceive one subject/level.
  Jump: Subject gets bonus on Acrobatics checks.
  Longstrider: Increases your speed.
  Magic Fang: One natural weapon of subject creature gets +1 
  on attack and damage rolls.
  Pass without Trace: One subject/level leaves no tracks.
  Read Magic: Read scrolls and spellbooks.
  Resist Energy: Ignores 10 (or more) points of damage/attack 
  from specified energy type.
  Speak with Animals: You can communicate with animals.
  Summon Nature’s Ally I: Calls animal to fight for you.
  2nd-Level Ranger Spells
  Barkskin: Grants +2 (or higher) enhancement to natural 
  armor.
  Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
  Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
  Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
  Hold Animal: Paralyzes one animal for 1 round/level.
  Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
  Protection from Energy: Absorbs 12 points/level of damage 
  from one kind of energy.
  Snare: Creates a magic booby trap.
  Speak with Plants: You can talk to normal plants and plant 
  creatures.
  Spike Growth: Creatures in area take 1d4 damage, may be 
  slowed.
  Summon Nature’s Ally II: Calls animal to fight for you.
  Wind Wall: Deflects arrows, smaller creatures, and gases.
  3rd-Level Ranger Spells
  Command PlantsS: Sway the actions of one or more plant 
  creatures.
  Cure Moderate Wounds: Cures 2d8 damage +1/level (max 
  +10).
  Darkvision: See 60 ft. in total darkness.
  Diminish PlantsS: Reduces size or blights growth of normal 
  plants.
  Magic Fang, Greater: One natural weapon gets +1/three caster 
  levels (max +5).
  Neutralize Poison: Immunizes subject against poison, 
  detoxifies venom in or on subject.
  Plant GrowthS: Grows vegetation, improves crops.
  Reduce Animal: Shrinks one willing animal.
  Remove Disease: Cures all diseases affecting subject.
  Repel VerminS: Insects, spiders, and other vermin stay 10 ft. 
  away.
  Summon Nature’s Ally III: Calls animal to fight for you.
  Tree Shape: You look exactly like a tree for 1 hour/level.
  Water Walk: Subject treads on water as if solid.
  4th-Level Ranger Spells
  Animal Growth: One animal/two levels doubles in size.
  Commune with Nature: Learn about terrain for 1 mile/level.
  Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
  Freedom of Movement: Subject moves normally despite 
  impediments.
  NondetectionM: Hides subject from divination, scrying.
  Summon Nature’s Ally IV: Calls animal to fight for you.
  Tree Stride: Step from one tree to another far away.
  SoRCERER/WiZARD SPELLS
  0-Level Sorcerer/Wizard Spells (Cantrips)
  Aburation
  Resistance: Subject gains +1 on saving throws.
  Conjuration
  Acid Splash: Orb deals 1d3 acid damage.
  Divination
  Detect Poison: Detects poison in one creature or small 
  object.
  Detect Magic: Detects spells and magic items within 60 ft.
  Read Magic: Read scrolls and spellbooks.
  Enchantment
  Daze: Humanoid creature of 4 HD or less loses next 
  action.
  Evocation
  Dancing Lights: Creates torches or other lights.
  Flare: Dazzles one creature (–1 on attack rolls).
  Light: Object shines like a torch.
  Ray of Frost: Ray deals 1d3 cold damage.
  Illusion
  Ghost Sound: Figment sounds.
  Necromancy
  Bleed: Cause a stabilized creature to resume dying.
  Disrupt Undead: Deals 1d6 damage to one undead.
  Touch of Fatigue: Touch attack fatigues target.
  Transmutation
  Mage Hand: 5-pound telekinesis.
  Mending: Makes minor repairs on an object.
  Message: Whispered conversation at distance.
  Open/Close: Opens or closes small or light things.
  Universal
  Arcane Mark: Inscribes a personal rune (visible or 
  invisible).
  Prestidigitation: Performs minor tricks.
  1st-Level Sorcerer/Wizard Spells
  Aburation
  Alarm: Wards an area for 2 hours/level.
  Endure Elements: Exist comfortably in hot or cold 
  environments.
  Hold Portal: Holds door shut.
  Protection from Chaos/Evil/Good/Law: +2 to AC and 
  saves, counter mind control, hedge out elementals and 
  outsiders.
  Shield: Invisible disc gives +4 to AC, blocks magic missiles.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  189
  Pathfinder RPG: Spells
  11
  Conjuration
  Grease: Makes 10-ft. square or one object slippery.
  Mage Armor: Gives subject +4 armor bonus.
  Mount: Summons riding horse for 2 hours/level.
  Obscuring Mist: Fog surrounds you.
  Summon Monster I: Calls extraplanar creature to fight for you.
  Unseen Servant: Invisible force obeys your commands.
  Divination
  Comprehend Languages: You understand all spoken and 
  written languages.
  Detect Secret Doors: Reveals hidden doors within 60 ft.
  Detect Undead: Reveals undead within 60 ft.
  Identify: Determines properties of magic item.
  True Strike: +20 on your next attack roll.
  Enchantment
  Charm Person: Makes one person your friend.
  Hypnotism: Fascinates 2d4 HD of creatures.
  Sleep: Puts 4 HD of creatures into magical slumber.
  Evocation
  Burning Hands: 1d4/level fire damage (max 5d4).
  Floating Disk: Creates 3-ft.-diameter horizontal disk that 
  holds 100 lb./level.
  Magic Missile: 1d4 +1 damage; +1 missile per two levels 
  above 1st (max 5).
  Shocking Grasp: Touch delivers 1d6/level electricity 
  damage (max 5d6).
  Illusion
  Color Spray: Knocks unconscious, blinds, and/or stuns 
  weak creatures.
  Disguise Self: Changes your appearance.
  Magic AuraS: Alters object’s magic aura.
  Silent Image: Creates minor illusion of your design.
  Ventriloquism: Throws voice for 1 min./level.
  Necromancy
  Cause Fear: One creature of 5 HD or less flees for 1d4 
  rounds.
  Chill Touch: One touch/level deals 1d6 damage and possibly 
  1 Str damage.
  Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str 
  damage.
  Transmutation
  Animate RopeS: Makes a rope move at your command.
  Enlarge Person: Humanoid creature doubles in size.
  Erase: Mundane or magical writing vanishes.
  Expeditious Retreat: Your speed increases by 30 ft.
  Feather Fall: Objects or creatures fall slowly.
  Jump: Subject gets bonus on Acrobatics checks.
  Magic Weapon: Weapon gains +1 bonus.
  Reduce Person: Humanoid creature halves in size.
  2nd-Level Sorcerer/Wizard Spells
  Aburation
  Arcane LockM: Magically locks a portal or chest.
  Obscure Object: Masks object against scrying.
  Protection from Arrows: Subject immune to most ranged 
  attacks.
  Resist Energy: Ignores first 10 (or more) points of damage/
  attack from specified energy type.
  Conjuration
  Acid Arrow: Ranged touch attack; 2d4 damage for 1 round 
  +1 round/three levels.
  Fog Cloud: Fog obscures vision.
  Glitterdust: Blinds creatures, outlines invisible creatures.
  Summon Monster II: Calls extraplanar creature to fight 
  for you.
  Summon Swarm: Summons swarm of bats, rats, or spiders.
  Web: Fills 20-ft.-radius spread with sticky spiderwebs.
  Divination
  Detect Thoughts: Allows “listening” to surface thoughts.
  Locate Object: Senses direction toward object (specific or 
  type).
  See Invisibility: Reveals invisible creatures or objects.
  Enchantment
  Daze Monster: Living creature of 6 HD or less loses next 
  action.
  Hideous Laughter: Subject loses actions for 1 round/level.
  Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and 
  Cha damage.
  Evocation
  Continual FlameM: Makes a permanent, heatless torch.
  Darkness: 20-ft. radius of supernatural shadow.
  Flaming Sphere: Creates rolling ball of fire, 3d6 damage, 
  lasts 1 round/level.
  Gust of WindS: Blows away or knocks down smaller 
  creatures.
  Scorching Ray: Ranged touch attack deals 4d6 fire damage, 
  +1 ray/four levels (max 3).
  Shatter: Sonic vibration damages objects or crystalline 
  creatures.
  Illusion
  Blur: Attacks miss subject 20% of the time.
  Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
  Invisibility: Subject is invisible for 1 min./level or until it 
  attacks.
  Magic MouthMS: Speaks once when triggered.
  Minor Image: As silent image, plus some sound.
  Mirror Image: Creates decoy duplicates of you (1d4 +1 per 
  three levels, max 8).
  Misdirection: Misleads divinations for one creature or 
  object.
  Phantom TrapMS: Makes item seem trapped.
  Necromancy
  Blindness/Deafness: Makes subject blinded or deafened.
  Command 
  Undead: 
  Undead 
  creature 
  obeys 
  your 
  commands.
  False Life: Gain 1d10 temporary hp +1/level (max +10).
  Ghoul Touch: Paralyzes one subject, which exudes stench 
  that makes those nearby sickened.
  Scare: Panics creatures of less than 6 HD.
  Spectral Hand: Creates disembodied glowing hand to 
  deliver touch attacks.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  190
  Pathfinder Roleplaying Game
  Transmutation
  Alter Self: Assume form of a similar creature.
  Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
  Bull’s Strength: Subject gains +4 to Str for 1 min./level.
  Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
  Darkvision: See 60 ft. in total darkness.
  Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
  Fox’s Cunning: Subject gains +4 to Int for 1 min./level.
  Knock: Opens locked or magically sealed door.
  Levitate: Subject moves up and down at your direction.
  Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
  Pyrotechnics: Turns fire into blinding light or choking 
  smoke.
  Rope Trick: As many as eight creatures hide in 
  extradimensional space.
  Spider Climb: Grants ability to walk on walls and ceilings.
  Whispering Wind: Sends a short message 1 mile/level.
  3rd-Level Sorcerer/Wizard Spells
  Aburation
  Dispel Magic: Cancels magical spells and effects.
  Explosive Runes: Deals 6d6 damage when read.
  Magic Circle against Chaos/Evil/Good/Law: As protection 
  spells, but 10-ft. radius and 10 min./level.
  NondetectionM: Hides subject from divination, scrying.
  Protection from Energy: Absorbs 12 points/level of damage 
  from one kind of energy.
  Conjuration
  Phantom SteedS: Magic horse appears for 1 hour/level.
  Sepia Snake SigilMS: Creates text symbol that immobilizes 
  reader.
  Sleet Storm: Hampers vision and movement.
  Stinking Cloud: Nauseating vapors, 1 round/level.
  Summon Monster III: Calls extraplanar creature to fight 
  for you.
  Divination
  Arcane Sight: Magical auras become visible to you.
  Clairaudience/Clairvoyance: Hear or see at a distance for 1 
  min./level.
  Tongues: Speak any language.
  Enchantment
  Deep Slumber: Puts 10 HD of creatures to sleep.
  Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
  Hold Person: Paralyzes one humanoid for 1 round/level.
  Rage: Subjects gains +2 to Str and Con, +1 on Will saves, 
  –2 to AC.
  Suggestion: Compels subject to follow stated course of 
  action.
  Evocation
  Daylight: 60-ft. radius of bright light.
  Fireball: 1d6 damage per level, 20-ft. radius.
  Lightning Bolt: Electricity deals 1d6/level damage.
  Tiny HutS: Creates shelter for ten creatures.
  Wind Wall: Deflects arrows, smaller creatures, and gases.
  Illusion
  Displacement: Attacks miss subject 50% of the time.
  Illusory ScriptMS: Only intended reader can decipher.
  Invisibility Sphere: Makes everyone within 10 ft. invisible.
  Major Image: As silent image, plus sound, smell and thermal 
  effects.
  Necromancy
  Gentle Repose: Preserves one corpse.
  Halt UndeadS: Immobilizes undead for 1 round/level.
  Ray of Exhaustion: Ray makes subject exhausted.
  Vampiric Touch: Touch deals 1d6/two levels damage; caster 
  gains damage as hp.
  Transmutation
  Beast Shape I: You take the form of a Small or Medium 
  animal.
  Blink: You randomly vanish and reappear for 1 round/
  level.
  Flame Arrow: Arrows deal +1d6 fire damage.
  Fly: Subject flies at speed of 60 ft.
  Gaseous Form: Subject becomes insubstantial and can fly 
  slowly.
  Haste: One creature/level moves faster, +1 on attack rolls, 
  AC, and Reflex saves.
  Keen Edge: Doubles normal weapon’s threat range.
  Magic Weapon, Greater: +1/four levels (max +5).
  Secret PageS: Changes one page to hide its real content.
  Shrink ItemS: Object shrinks to one-sixteenth size.
  Slow: One subject/level takes only one action/round, –1 to 
  AC, Reflex saves, and attack rolls.
  Water Breathing: Subjects can breathe underwater.
  4th-Level Sorcerer/Wizard Spells
  Aburation
  Dimensional Anchor: Bars extradimensional movement.
  Fire TrapM: Opened object deals 1d4 damage +1/level.
  Globe of Invulnerability, Lesser: Stops 1st- through 3rd-
  level spell effects.
  Remove Curse: Frees object or person from curse.
  StoneskinM: Ignore 10 points of damage per attack.
  Conjuration
  Black Tentacles: Tentacles grapple all within 20 ft. spread.
  Dimension Door: Teleports you short distance.
  Minor CreationS: Creates one cloth or wood object.
  Secure ShelterS: Creates sturdy cottage.
  Solid Fog: Blocks vision and slows movement.
  Summon Monster IV: Calls extraplanar creature to fight 
  for you.
  Divination
  Arcane Eye: Invisible floating eye moves 30 ft./round.
  Detect Scrying: Alerts you of magical eavesdropping.
  Locate Creature: Indicates direction to familiar creature.
  ScryingF: Spies on subject from a distance.
  Enchantment
  Charm Monster: Makes monster believe it is your ally.
  Confusion: Subjects behave oddly for 1 round/level.
  Crushing Despair: Subjects take –2 on attack rolls, damage 
  rolls, saves, and checks.
  Geas, Lesser: Commands subject of 7 HD or less.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  191
  Pathfinder RPG: Spells
  11
  Evocation
  Fire Shield: Creatures attacking you take fire damage; 
  you’re protected from heat or cold.
  Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
  Resilient SphereS: Force globe protects but traps one 
  subject.
  Shout: Deafens all within cone and deals 5d6 sonic 
  damage.
  Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out 
  to 20 ft. Passing through wall deals 2d6 damage +1/level.
  Wall of Ice: Ice plane creates wall with 15 hp +1/level, or 
  hemisphere can trap creatures inside.
  Illusion
  Hallucinatory Terrain: Makes one type of terrain appear 
  like another (field into forest, or the like).
  Illusory Wall: Wall, floor, or ceiling looks real, but anything 
  can pass through.
  Invisibility, Greater: As invisibility, but subject can attack 
  and stay invisible.
  Phantasmal Killer: Fearsome illusion kills subject or deals 
  3d6 damage.
  Rainbow PatternS: Lights fascinate 24 HD of creatures.
  Shadow ConjurationS: Mimics conjuration below 4th level, 
  but only 20% real.
  Necromancy
  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.
  Enervation: Subject gains 1d4 negative levels.
  Fear: Subjects within cone flee for 1 round/level.
  Transmutation
  Beast Shape II: You take the form of a Tiny or Large 
  animal.
  Elemental Body I: Turns you into a Small elemental.
  Enlarge Person, Mass: Enlarges several creatures.
  Mnemonic EnhancerFS: Wizard only. Prepare extra spells or 
  retain one just cast.
  Reduce Person, Mass: Reduces several creatures.
  Stone Shape: Sculpts stone into any shape.
  5th-Level Sorcerer/Wizard Spells
  Aburation
  Break Enchantment: Frees subjects from enchantments, 
  alterations, curses, and petrification.
  Dismissal: Forces a creature to return to native plane.
  Mage’s Private SanctumS: Prevents anyone from viewing or 
  scrying an area for 24 hours.
  Conjuration
  Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD 
  take Con damage.
  Mage’s Faithful HoundS: Phantom dog can guard, attack.
  Major CreationS: As minor creation, plus stone and metal.
  Planar Binding, LesserS: Traps extraplanar creature of 6 
  HD or less until it performs a task.
  Secret ChestFS: Hides expensive chest on Ethereal Plane; 
  you retrieve it at will.
  Summon Monster V: Calls extraplanar creature to fight 
  for you.
  Teleport: Instantly transports you as far as 100 miles/level.
  Wall of Stone: Creates a stone wall that can be shaped.
  Divination
  Contact Other Plane: Lets you ask question of extraplanar 
  entity.
  Prying EyesS: 1d4 +1/level floating eyes scout for you.
  Telepathic Bond: Link lets allies communicate.
  Enchantment
  Dominate Person: Controls humanoid telepathically.
  Feeblemind: Subject’s Int and Cha drop to 1.
  Hold Monster: As hold person, but any creature.
  Mind FogS: Subjects in fog get –10 to Wis and Will checks.
  Symbol of SleepM: Triggered rune puts nearby creatures 
  into catatonic slumber.
  Evocation
  Cone of Cold: 1d6/level cold damage.
  Interposing HandS: Hand provides cover against one 
  opponent.
  Sending: Delivers short message anywhere, instantly.
  Wall of Force: Wall is immune to damage.
  Illusion
  DreamS: Sends message to anyone sleeping.
  False VisionM: Fools scrying with an illusion.
  Mirage Arcana: As hallucinatory terrain, plus structures.
  NightmareS: Sends vision dealing 1d10 damage, fatigue.
  Persistent Image: As major image, but no concentration 
  required.
  Seeming: Changes appearance of one person per two 
  levels.
  Shadow EvocationS: Mimics evocation below 5th level, but 
  only 20% real.
  Necromancy
  Blight: Withers one plant or deals 1d6/level damage to 
  plant creature.
  Magic JarFS: Enables possession of another creature.
  Symbol of PainM: Triggered rune wracks nearby creatures 
  with pain.
  Waves of Fatigue: Several targets become fatigued.
  Transmutation
  Animal Growth: One animal/two levels doubles in size.
  Baleful Polymorph: Transforms subject into harmless 
  animal.
  Beast Shape III: You take the form of a Diminutive or Huge 
  animal.
  Elemental Body II: Turns you into a Medium elemental.
  FabricateS: Transforms raw materials into finished items.
  Overland Flight: You fly at a speed of 40 ft. and can hustle 
  over long distances.
  Passwall: Creates passage through wood or stone wall.
  Plant Shape I: Turns you into a Small or Medium plant.
  Polymorph: Gives one willing subject a new form.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  192
  Pathfinder Roleplaying Game
  TelekinesisS: Moves object, attacks creature, or hurls object 
  or creature.
  Transmute Mud to RockS: Transforms two 10-ft. cubes per 
  level.
  Transmute Rock to MudS: Transforms two 10-ft. cubes per 
  level.
  Universal
  PermanencyMS: Makes certain spells permanent.
  6th-Level Sorcerer/Wizard Spells
  Aburation
  Antimagic FieldS: Negates magic within 10 ft.
  Dispel Magic, Greater: As dispel magic, but +20 on check.
  Globe of Invulnerability: As lesser globe of invulnerability, 
  plus 4th-level spell effects.
  Guards and WardsS: Array of magic effects protect area.
  Repulsion: Creatures can’t approach you.
  Conjuration
  Acid Fog: Fog deals acid damage.
  Planar BindingS: As lesser planar binding, but up to 12 HD.
  Summon Monster VI: Calls extraplanar creature to fight 
  for you.
  Wall of IronMS: 30 hp/four levels; can topple onto foes.
  Divination
  Analyze DweomerF: Reveals magical aspects of subject.
  Legend LoreMF: Lets you learn tales about a person, place, 
  or thing.
  True SeeingM: Lets you see all things as they really are.
  Enchantment
  Geas/Quest: As lesser geas, plus it affects any creature.
  Heroism, Greater: Gives +4 bonus on attack rolls, saves, 
  skill checks; immunity to fear; temporary hp.
  Suggestion, Mass: As suggestion, plus one subject/level.
  Symbol of PersuasionM: Triggered rune charms nearby 
  creatures.
  Evocation
  Chain Lightning: 1d6/level damage; 1 secondary bolt/level 
  each deals half damage.
  ContingencyF: Sets trigger condition for another spell.
  Forceful HandS: Hand pushes creatures away.
  Freezing SphereS: Freezes water or deals cold damage.
  Illusion
  Mislead: Turns you invisible and creates illusory double.
  Permanent Image: Includes sight, sound, and smell.
  Programmed ImageM: As major image, plus triggered by 
  event.
  Shadow Walk: Step into shadow to travel rapidly.
  VeilS: Changes appearance of group of creatures.
  Necromancy
  Circle of DeathM: Kills 1d4/level HD of creatures.
  Create UndeadMS: Creates ghouls, ghasts, mummies, or 
  mohrgs.
  Eyebite: 
  Target 
  becomes 
  panicked, 
  sickened, 
  and 
  comatose.
  Symbol of FearM: Triggered rune panics nearby creatures.
  Undeath to DeathM: Destroys 1d4/level HD of undead (max 
  20d4).
  Transmutation
  Bear’s Endurance, Mass: As bear’s endurance, affects one 
  subject/level.
  Beast Shape IV: You take the form of a Tiny or Large 
  magical beast.
  Bull’s Strength, Mass: As bull’s strength, affects one subject/ 
  level.
  Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
  Control WaterS: Raises or lowers bodies of water.
  Disintegrate: Makes one creature or object vanish.
  Eagle’s Splendor, Mass: As eagle’s splendor, affects one 
  subject/level.
  Elemental Body III: Turns you into a Large elemental.
  Flesh to Stone: Turns subject creature into statue.
  Form of the Dragon I: Turns you into a Medium dragon.
  Fox’s Cunning, Mass: As fox’s cunning, affects one subject/ 
  level.
  Mage’s LucubrationS: Wizard only. Recalls spell of 5th level 
  or lower.
  Move Earth: Digs trenches and build hills.
  Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/ 
  level.
  Plant Shape II: Turns you into a Large plant.
  Stone to Flesh: Restores petrified creature.
  TransformationMS: You gain combat bonuses.
  7th-Level Sorcerer/Wizard Spells
  Aburation
  Banishment: Banishes 2 HD/level of extraplanar creatures.
  SequesterS: Subject is invisible to sight and scrying; renders 
  creature comatose.
  Spell Turning: Reflect 1d4+6 spell levels back at caster.
  Conjuration
  Instant SummonsMS: Prepared object appears in your 
  hand.
  Mage’s 
  Magnificent 
  MansionFS: 
  Door 
  leads 
  to 
  extradimensional mansion.
  Phase Door: Creates an invisible passage through wood or 
  stone.
  Plane ShiftF: As many as eight subjects travel to another 
  plane.
  Summon Monster VII: Calls extraplanar creature to fight 
  for you.
  Teleport, Greater: As teleport, but no range limit and no off-
  target arrival.
  Teleport Object: As teleport, but affects a touched object.
  Divination
  Arcane Sight, Greater: As arcane sight, but also reveals magic 
  effects on creatures and objects.
  Scrying, Greater: As scrying, but faster and longer.
  VisionM: As legend lore, but quicker and strenuous.
  Enchantment
  Hold Person, Mass: As hold person, but all within 30 ft.
  Insanity: Subject suffers continuous confusion.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  193
  Pathfinder RPG: Spells
  11
  Power Word Blind: Blinds creature with 200 hp or less.
  Symbol of StunningM: Triggered rune stuns nearby 
  creatures.
  Evocation
  Delayed Blast Fireball: 1d6/level fire damage; you can 
  postpone blast for up to 5 rounds.
  ForcecageM: Cube or cage of force imprisons all inside.
  Grasping HandS: Hand provides cover, pushes, or 
  grapples.
  Mage’s SwordFS: Floating magic blade strikes opponents.
  Prismatic Spray: Rays hit subjects with variety of effects.
  Illusion
  Invisibility, Mass: As invisibility, but affects all in range.
  Project Image: Illusory double can talk and cast spells.
  Shadow Conjuration, GreaterS: As shadow conjuration, but up 
  to 6th level and 60% real.
  SimulacrumMS: Creates partially real double of a creature.
  Necromancy
  Control Undead: Undead don’t attack you while under your 
  command.
  Finger of Death: Kills one subject.
  Symbol of WeaknessMS: Triggered rune weakens nearby 
  creatures.
  Waves of Exhaustion: Several targets become exhausted.
  Transmutation
  Control Weather: Changes weather in local area.
  Ethereal JauntS: You become ethereal for 1 round/level.
  Elemental Body IV: Turns you into a Huge elemental.
  Form of the Dragon II: Turns you into a Large dragon.
  Giant Form I: Turns you into a Large giant.
  Plant Shape III: Turns you into a Huge plant.
  Polymorph, Greater: Gives one willing subject a new, more 
  powerful form.
  Reverse Gravity: Objects and creatures fall upward.
  StatueS: Subject can become a statue at will.
  Universal
  Limited WishM: Alters reality—within spell limits.
  8th-Level Sorcerer/Wizard Spells
  Aburation
  Dimensional Lock: Teleportation and interplanar travel 
  blocked for one day/level.
  Mind Blank: Subject is immune to mental/emotional magic 
  and scrying.
  Prismatic Wall: Wall’s colors have array of effects.
  Protection from SpellsMF: Confers +8 resistance bonus.
  Conjuration
  Incendiary Cloud: Cloud deals 4d6 fire damage/round.
  Maze: Traps subject in extradimensional maze.
  Planar Binding, GreaterS: As lesser planar binding, but up to 
  18 HD.
  Summon Monster VIII: Calls extraplanar creature to fight 
  for you.
  Trap the SoulMFS: Imprisons subject within gem.
  Divination
  Discern Location: Reveals exact location of creature or 
  object.
  Moment of Prescience: You gain an insight bonus on single 
  attack roll, check, or save.
  Prying Eyes, GreaterS: As prying eyes, but eyes have true 
  seeing.
  Enchantment
  AntipathyS: Object or location affected by spell repels 
  certain creatures.
  BindingMS: Utilizes an array of techniques to imprison a 
  creature.
  Charm Monster, Mass: As charm monster, but all within 30 
  ft.
  Demand: As sending, plus you can send suggestion.
  Irresistible Dance: Forces subject to dance.
  Power Word Stun: Stuns creature with 150 hp or less.
  Symbol of InsanityMS: Triggered rune renders nearby 
  creatures insane.
  SympathyFS: Object or location attracts certain creatures.
  Evocation
  Clenched FistS: Large hand provides cover, pushes, or 
  attacks your foes.
  Polar Ray: Ranged touch attack deals 1d6/level cold 
  damage.
  Shout, Greater: Devastating yell deals 10d6 sonic damage; 
  stuns creatures, damages objects.
  Sunburst: Blinds all within 10 ft., deals 6d6 damage.
  Telekinetic SphereS: As resilient sphere, but you move sphere 
  telekinetically.
  Illusion
  Scintillating Pattern: Twisting colors confuse, stun, or 
  render unconscious.
  Screen: Illusion hides area from vision, scrying.
  Shadow Evocation, GreaterS: As shadow evocation, but up to 
  7th level and 60% real.
  Necromancy
  CloneMFS: Duplicate awakens when original dies.
  Create Greater UndeadMS: Creates shadows, wraiths, 
  spectres, or devourers.
  Horrid Wilting: Deals 1d6/level damage within 30 ft.
  Symbol of DeathMS: Triggered rune slays nearby creatures.
  Transmutation
  Form of the Dragon III: Turns you into a Huge dragon.
  Giant Form II: Turns you into a Huge giant.
  Iron BodyS: Your body becomes living iron.
  Polymorph Any ObjectS: Changes any subject into anything 
  else.
  Temporal StasisM: Puts subject into suspended animation.
  9th-Level Sorcerer/Wizard Spells
  Aburation
  Freedom: Releases creature from imprisonment.
  Imprisonment: Entombs subject beneath the earth.
  Mage’s Disjunction: Dispels magic, disenchants magic 
  items.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  194
  Pathfinder Roleplaying Game
  Prismatic Sphere: As prismatic wall, but surrounds on all 
  sides.
  Conjuration
  GateMS: Connects two planes for travel or summoning.
  RefugeM: Alters item to transport its possessor to you.
  Summon Monster IX: Calls extraplanar creature to fight 
  for you.
  Teleportation CircleM: Circle teleports any creature inside 
  to designated spot.
  Divination
  Foresight: “Sixth sense” warns of impending danger.
  Enchantment
  Dominate Monster: As dominate person, but any creature.
  Hold Monster, Mass: As hold monster, but all within 30 ft.
  Power Word Kill: Kills one creature with 100 hp or less.
  Evocation
  Crushing HandS: Large hand provides cover, pushes, or 
  crushes your foes.
  Meteor Swarm: Four exploding spheres each deal 6d6 fire 
  damage.
  Illusion
  ShadesS: As shadow conjuration, but up to 8th level and 80% 
  real.
  Weird: As phantasmal killer, but affects all within 30 ft.
  Necromancy
  Astral ProjectionMS: Projects you and companions onto 
  Astral Plane.
  Energy Drain: Subject gains 2d4 negative levels.
  Soul BindF: Traps newly dead soul to prevent resurrection.
  Wail of the Banshee: Kills one creature/level.
  Transmutation
  EtherealnessS: Travel to Ethereal Plane with companions.
  ShapechangeF: Transforms you into any creature, and 
  change forms once per round.
  Time Stop: You act freely for 1d4+1 rounds.
  Universal
  WishM: As limited wish, but with fewer limits.
  ARCAnE SChooLS
  Most wizards chose one school of magic over all others. Due 
  to their devotion, they gain a number of abilities based on the 
  school of magic chosen. In addition, each school grants the 
  specialist wizard a bonus ability so long as he did not prepare 
  any spells of his opposition schools that day. Wizards without 
  a favored school gain access to the universal school and do not 
  gain a specialist bonus ability.
  Arcane schools grant one ability at 1st level, 8th level, and 
  20th level, as noted in their description. Unless otherwise 
  noted, these abilities are activated by using a standard action. 
  The wizard’s level is used when determining the caster level 
  of these effects. The DC for any save is equal to 10 + the spell’s 
  level + the caster’s Charisma modifier. Arcane school powers 
  that mimic spells are spell-like abilities, while the others are 
  supernatural.
  In addition to these abilities, each school also grants a 
  number of bonus spells. Whenever a wizard attains the listed 
  level, he can choose one spell from his school to prepare every 
  day as a bonus spell. Instead of gaining a spell of the listed 
  level, the wizard can instead choose a spell of a lower level, 
  which he can then prepare twice per day (except for 2nd level). 
  A universalist can choose spells from any school. Once chosen, 
  these spells cannot be changed. 
  2nd Level: The wizard can cast any first level spell from his 
  chosen school. This spell is prepared once per day for every 
  two caster levels he possesses.
  4th Level: The wizard can cast any second level spell from 
  his chosen school once per day. 
  6th Level: The wizard can cast any third level spell from his 
  chosen school once per day. 
  10th Level: The wizard can cast any fifth level spell from his 
  chosen school once per day. 
  12th Level: The wizard can cast any sixth level spell from his 
  chosen school once per day. 
  14th Level: The wizard can cast any seventh level spell from 
  his chosen school once per day. 
  16th Level: The wizard can cast any eighth level spell from 
  his chosen school once per day. 
  18th Level: The wizard can cast any ninth level spell from his 
  chosen school once per day. 
  Abjuration School
  Specialist Bonus: You gain resistance 5 to an energy type of 
  your choice, chosen when you prepare spells. This resistance 
  can be changed each day. At 11th level, this resistance increases 
  to 10.
  Caster
  Level 
  Ability
  1st 
  Protective Ward (Su): As a standard action, you can 
  create a 10-foot-radius field of protective magic 
  centered on you. All allies in this area receive a +1 
  deflection bonus to their AC for one round. This 
  Designer Notes: Find the Path
  You would think that a spell called find the path would be 
  a perfect fit for the Pathfinder RPG, but nothing could be 
  further from the truth. As written in the 3.5 rules set, this spell 
  was a deal breaker. It sucked all the fun out of an adventure 
  and its level was way too low for its abilities. After a bit of 
  transmutation, the spell now allows you to find a major 
  location, but not the whereabouts of the lich’s treasure vault. 
  While this is an improvement, we have been debating about 
  pulling this spell altogether. How can you have a “lost” city 
  when this spell would make it easy to find? We’ve let it live for 
  now, but it only has a few hit points left. What do you think?
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  195
  Pathfinder RPG: Spells
  11
  bonus increases by +1 for every 5 caster levels you 
  possess.
  8th 
  Energy Absorption (Su): You gain an amount of 
  energy absorption equal to 3 times your level per 
  day. Whenever you take energy damage, apply 
  resistance and immunity first and apply the rest to 
  this absorption, reducing your daily total by that 
  amount. Any damage in excess of your absorption 
  is applied to you normally.
  20th 
  Elemental Immunity (Su): Choose one element upon 
  gaining 20th level. You are immune to damage 
  from that element.
  Conjuration School
  Specialist Bonus: You gain a +2 armor bonus to your Armor 
  Class. This bonus increases by +1 for every 5 caster levels you 
  possess, to a maximum of +6 at 20th level.
  Caster
  Level 
  Ability
  1st 
  Acid Dart (Su): As a standard action, you can unleash 
  an acid dart targeting any foe within 30 feet as a 
  ranged touch attack. The acid dart deals 1d6 points 
  of acid damage +1 for every two caster levels you 
  possess.
  8th 
  Dimensional Steps (Su): You can teleport up to 30 feet 
  per caster level per day as a standard action. This 
  teleportation must be used in 5-foot increments 
  and such movement does not provoke an attack of 
  opportunity. You can bring other willing creatures 
  with you, but you must expend an equal amount of 
  distance for each creature brought with you.
  20th 
  Summoning Master (Su): Once per day, you can cast 
  any summon monster spell that you have prepared, 
  extending its duration to 1 day. Creatures 
  summoned in this way have maximum hit points 
  and gain a +2 insight bonus on ability checks, 
  attack rolls, saving throws, and skill checks.
  Divination School
  Specialist Bonus: You can always act in the surprise round, but 
  you are still considered flat-footed until you take an action.
  Caster
  Level 
  Ability
  1st 
  Diviner’s Fortune (Su): You can touch a creature as a 
  standard action, giving it an enhancement bonus 
  to a single attack roll, skill check, ability check, or 
  saving throw equal to your caster level. This bonus 
  lasts 3 rounds or until used. Once a creature has 
  benefitted from diviner’s fortune, it can gain no 
  further benefit from this ability for 1 day.
  8th 
  Scrying Adept (Su): You are always aware when you are 
  being observed via magic, as if you had a permanent 
  detect scrying. In addition, whenever you scry on a 
  subject, treat the subject as one step more familiar 
  to you. Very familiar subjects get a –10 penalty on 
  their save to avoid your scrying attempts.
  20th 
  Near Omniscience (Su): You are never surprised and 
  cannot be caught flat-footed. You can cast scrying 
  at will and subjects get a –10 penalty on their save, 
  regardless of how familiar they are to you. You can 
  even use this ability to scry on areas protected from 
  scrying, although the subjects get a +5 bonus on 
  their save to resist.
  Enchantment School
  Specialist Bonus: You gain a +2 enhancement bonus on Bluff, 
  Diplomacy, and Intimidate skill checks. This bonus increases 
  by +1 for every 5 caster levels you possess, to a maximum of +6 
  at 20th level.
  Caster
  Level 
  Ability
  1st 
  Dazing Touch (Su): You can cause a living creature to 
  become dazed as a melee touch attack. This ability 
  has no effect on creatures of a higher level than you 
  or with more HD. Once a creature has been affected 
  by dazing touch, it is immune to its effects for 1 
  day.
  8th 
  Aura of Despair (Su): You can emit a 30-ft. aura of 
  despair for a number of rounds per day equal to 
  your caster level. Enemies within this aura take a 
  –2 penalty on ability checks, attack rolls, damage 
  rolls, saving throws, and skill checks. These rounds 
  do not need to be consecutive.
  20th 
  Legendary Charm (Su): You can cast dominate monster 
  1/day with a duration of permanent. You can only 
  have one such creature in your service at a time. 
  If you cast this spell again, the first creature is 
  immediately released.
  Evocation School
  Specialist Bonus: Whenever you cast an evocation spell that 
  deals damage, it deals +1 damage. This bonus only applies 
  once to a spell, not once per missile or ray. This damage is of 
  the same type as the spell. This bonus increases by +1 for every 
  5 caster levels you possess, to a maximum of +5 at 20th level.
  Caster
  Level 
  Ability
  1st 
  Energy Ray (Su): As a standard action, you can 
  unleash an energy ray targeting any foe within 
  30 feet as a ranged touch attack. The energy ray 
  deals 1d6 points of damage + 1 for every two caster 
  levels you possess. The type of damage is acid, cold, 
  electricity, or fire, chosen by the caster when the 
  ray is unleashed. Your specialist bonus does not 
  apply to this ability.
  8th 
  Elemental Wall (Su): You can create a wall of energy 
  that lasts for a number of rounds per day equal to 
  your caster level. These rounds do not need to be 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  196
  Pathfinder Roleplaying Game
  consecutive. This wall deals acid, cold, electricity, 
  or fire damage, determined when you create it. The 
  elemental wall otherwise functions like wall of fire.
  20th 
  Elemental Power (Su): Creatures affected by your 
  spells only receive 1/2 their energy resistance. 
  Creatures with energy immunity are instead 
  treated as if they have resistance 20 against that 
  energy.
  Illusion School
  Specialist Bonus: Any illusion spell you cast with a duration 
  of “concentration” lasts an additional 2 rounds after you stop 
  maintaining concentration. This bonus increases by 1 round 
  for every 5 levels you possess, to a maximum of 6 rounds at 
  20th level.
  Caster
  Level 
  Ability
  1st 
  Blinding Ray (Su): As a standard action, you can fire 
  a blinding ray targeting any foe within 30 feet as 
  a ranged touch attack. The ray causes creatures to 
  be blinded for 1 round. Creatures with more Hit 
  Dice than your caster level are dazzled for 1 round 
  instead. Blind creatures are immune to this effect.
  8th 
  Invisibility Field (Su): You can make yourself 
  invisible as a swift action for a number of rounds 
  per day equal to your caster level. These rounds 
  do not need to be consecutive. This otherwise 
  functions as greater invisibility.
  20th 
  Master of Illusions (Su): You can assume the form of 
  any creature of your size as a standard action. You 
  can make yourself appear to be carrying any sort 
  of gear or clothing as well. You can also use this 
  ability to exactly mimic any specific individual 
  you have observed for more than 1 minute in the 
  past day. This illusion includes all five senses and 
  does not radiate magic if checked. True seeing and 
  similar effects reveal that an illusion is present, but 
  do not reveal your identity.
  Necromancy School
  Specialist Bonus: You can control 8 HD worth of undead 
  creatures per caster level. If you prepare spells of your 
  opposition schools, excess undead immediately become free-
  willed and do not return to your control when you regain this 
  bonus. You choose which undead are released.
  Caster
  Level 
  Ability
  1st 
  Grave Touch (Su): As a standard action, you can 
  make a melee touch attack that deals 1d6 points 
  of cold damage + 1 for every two caster levels 
  you possess. Creatures damaged by this attack 
  automatically fail all stabilization checks made 
  within 1 minute of your touch.
  8th 
  Animate (Su): You can animate a number of skeletons 
  and zombies per day with a total number of HD 
  equal to your caster level. This ability otherwise 
  functions as animate dead without the material 
  component.
  20th 
  Deathless (Su): You cease to age and your type 
  changes to undead, granting you all undead 
  immunities and weaknesses. You are immune to 
  positive energy damage.
  Transmutation School
  Specialist Bonus: You gain a +1 enhancement bonus to one 
  physical ability score (Strength, Dexterity, or Constitution). 
  This bonus increases by +1 for every 5 caster levels you possess, 
  to a maximum of +5 at 20th level. You can change this bonus to 
  a new ability score when you prepare spells.
  Caster
  Level 
  Ability
  1st 
  Telekinetic Fist (Su): As a standard action, you can 
  strike with a telekinetic fist targeting any foe within 
  30 feet as a ranged touch attack. The telekinetic 
  fist deals 1d4 points of bludgeoning damage +1 for 
  every two caster levels you possess.
  8th 
  Change Shape (Su): You can change your shape for 
  a number of rounds per day equal to your caster 
  level. These rounds do not need to be consecutive. 
  This ability otherwise functions like beast shape II 
  or elemental body I.
  20th 
  Fluid Form (Su): As a swift action, you gain one of 
  the following abilities: blindsense with a range of 
  30 feet, burrow with a speed of 30 feet, climb with a 
  speed of 60 feet, darkvision with a range of 120 feet, 
  fly with a speed of 120 feet, gaseous form, or swim 
  with a speed of 60 feet. You can only have one of 
  these abilities at any one time, but you can change 
  the ability as often as you like.
  Universal School
  The universal school does not grant a specialist ability.
  Caster
  Level 
  Ability
  1st 
  Hand of the Apprentice (Su): As a standard action, you 
  can summon a ghostly hand to do your bidding. 
  This functions like mage hand, with the following 
  changes. When summoned, the hand can draw a 
  weapon (including a magic weapon) on your person 
  as a free action, so long as you are proficient in it. 
  The hand can be directed to make a single attack 
  against a foe within 30 feet, using your base attack 
  bonus, plus your Intelligence modifier on both 
  attack and damage rolls. The hand does not threaten 
  foes and does not make attacks of opportunity. You 
  must concentrate on the hand each round or it 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  197
  Pathfinder RPG: Spells
  11
  winks out, returning any item held to you before 
  it disappears.
  8th 
  Metamagic Mastery (Su): You can apply any one 
  metamagic feat that you know to a spell you are 
  about to cast. This does not alter the level of the 
  spell or the casting time. You can use this ability 
  once per day per two caster levels you possess. Any 
  time you use this ability to apply a metamagic feat 
  that increases the spell level by more than 1, you 
  must use an additional daily usage for each level 
  above 1 that the feat adds to the spell.
  20th 
  Mastery of All Schools (Su): All of your spell DCs 
  increase by +2 and you gain a +4 insight bonus 
  on caster level checks made to overcome spell 
  resistance.
  Acid Arrow
  School conjuration (creation) [acid]; Level sorcerer/wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, S, M (rhubarb leaf and an adder’s stomach), F (a dart)
  EFFEcT
  range long (400 ft. + 40 ft./level)
  Effect one arrow of acid
  duration 1 round + 1 round per three levels
  Saving Throw none; Spell resistance no
  dEScriPTioN
  A magical arrow of acid springs from your hand and speeds to its 
  target. You must succeed on a ranged touch attack to hit your target. 
  The arrow deals 2d4 points of acid damage with no splash damage. For 
  every three caster levels you possess (to a maximum of 6 additional 
  rounds at 18th level), the acid, unless somehow neutralized, lasts for 
  another round, dealing another 2d4 points of damage in that round.
  Acid FoG
  School conjuration (creation) [acid]; Level sorcerer/wizard 6
  cASTiNG
  casting Time 1 standard action
  components V, S, M/DF (powdered peas and an animal hoof)
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Effect fog spreads in 20-ft. radius, 20 ft. high
  duration 1 round/level
  Saving Throw none; Spell resistance no
  dEScriPTioN
  Acid fog creates a billowing mass of misty vapors similar to that 
  produced by a solid fog spell. In addition to slowing creatures down 
  and obscuring sight, this spell’s vapors are highly acidic. Each round on 
  your turn, starting when you cast the spell, the fog deals 2d6 points of 
  acid damage to each creature and object within it.
  Aid
  School enchantment (compulsion) [mind-affecting]; Level cleric 2
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range touch
  Target living creature touched
  duration 1 min./level
  Saving Throw none; Spell resistance yes (harmless) 
  dEScriPTioN
  Aid grants the target a +1 morale bonus on attack rolls and saves against 
  fear effects, plus temporary hit points equal to 1d8 + caster level (to a 
  maximum of 1d8+10 temporary hit points at caster level 10th).
  Air wALk
  School transmutation [air]; Level cleric 4, druid 4
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range touch
  Target creature (Gargantuan or smaller) touched
  duration 10 min./level
  Saving Throw none; Spell resistance yes (harmless)
  dEScriPTioN
  The subject can tread on air as if walking on solid ground. Moving 
  upward is similar to walking up a hill. The maximum upward or 
  downward angle possible is 45 degrees, at a rate equal to one-half the 
  air walker’s normal speed.
  A strong wind (21+ mph) can push the subject along or hold it back. 
  At the end of its turn each round, the wind blows the air walker 5 feet 
  for each 5 miles per hour of wind speed. The creature may be subject to 
  additional penalties in exceptionally strong or turbulent winds, such as 
  loss of control over movement or physical damage from being buffeted 
  about.
  Should the spell duration expire while the subject is still aloft, the 
  magic fails slowly. The subject floats downward 60 feet per round for 
  1d6 rounds. If it reaches the ground in that amount of time, it lands 
  safely. If not, it falls the rest of the distance, taking 1d6 points of damage 
  per 10 feet of fall. Since dispelling a spell effectively ends it, the subject 
  also descends in this way if the air walk spell is dispelled, but not if it is 
  negated by an antimagic field.
  You can cast air walk on a specially trained mount so it can be ridden 
  through the air. You can train a mount to move with the aid of air walk 
  (counts as a trick; see Handle Animal skill) with one week of work and a 
  DC 25 Handle Animal check.
  ALArm
  School abjuration; Level bard 1, ranger 1, sorcerer/wizard 1
  cASTiNG
  casting Time 1 standard action
  components V, S, F/DF (a tiny bell and a piece of very fine silver wire)
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Area 20-ft.-radius emanation centered on a point in space
  duration 2 hours/level (D)
  Saving Throw none; Spell resistance no
  dEScriPTioN
  Alarm sounds a mental or audible alarm each time a creature of Tiny or 
  larger size enters the warded area or touches it. A creature that speaks 
  the password (determined by you at the time of casting) does not set 
  off the alarm. You decide at the time of casting whether the alarm will 
  be mental or audible.
  Mental Alarm A mental alarm alerts you (and only you) so long as you 
  remain within 1 mile of the warded area. You note a single mental 
  “ping” that awakens you from normal sleep but does not otherwise 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  198
  Pathfinder Roleplaying Game
  disturb concentration. A silence spell has no effect on a mental alarm.
  Audible Alarm An audible alarm produces the sound of a hand bell, and 
  anyone within 60 feet of the warded area can hear it clearly. Reduce the 
  distance by 10 feet for each interposing closed door and by 20 feet for 
  each substantial interposing wall.
  In quiet conditions, the ringing can be heard faintly as far as 180 feet 
  away. The sound lasts for 1 round. Creatures within a silence spell cannot 
  hear the ringing.
  Ethereal or astral creatures do not trigger the alarm.
  Alarm can be made permanent with a permanency spell.
  ALiGN FANG
  School transmutation [see text]; Level druid 2, ranger 2
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  Range touch
  Target living creature touched
  Duration 1 min/level
  Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  dEScriPTioN
  Align fang makes one natural weapon of the subject good, evil, lawful, 
  or chaotic, as you choose. A natural weapon that is aligned can bypass 
  the damage reduction of certain creatures. This spell has no effect on a 
  natural weapon that already has an alignment.
  When you make a natural weapon good, evil, lawful, or chaotic, align 
  fang is a good, evil, lawful, or chaotic spell, respectively.
  ALiGN wEAPoN
  School transmutation [see text]; Level cleric 2
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range touch
  Target weapon touched or fifty projectiles (all of which must be in 
  contact with each other at the time of casting)
  duration 1 min./level
  Saving Throw Will negates (harmless, object); Spell resistance yes 
  (harmless, object)
  dEScriPTioN
  Align weapon makes a weapon good, evil, lawful, or chaotic, as you 
  choose. A weapon that is aligned can bypass the damage reduction of 
  certain creatures. This spell has no effect on a weapon that already has 
  an alignment.
  You can’t cast this spell on a natural weapon, such as an unarmed 
  strike.
  When you make a weapon good, evil, lawful, or chaotic, align weapon 
  is a good, evil, lawful, or chaotic spell, respectively.
  ALTEr SELF
  School transmutation (polymorph); Level bard 2, sorcerer/wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, S, M (a piece of the creature whose form you plan to 
  assume)
  EFFEcT
  range personal
  Target you
  duration 1 min/level (D)
  dEScriPTioN
  When you cast this spell, you can assume the form of any Small or 
  Medium creature of the humanoid type. If the form you assume has 
  any of the following abilities, you gain the listed ability: swim 30 feet, 
  darkvision 60 feet, low-light vision, and scent.
  Small creature: If the form you take is that of a Small humanoid, you 
  gain a +2 enhancement bonus to your Dexterity.
  Medium creature: If the form you take is that of a Medium humanoid, 
  you gain a +2 enhancement bonus to your Strength.
  ANALyzE dwEomEr
  School divination; Level bard 6, sorcerer/wizard 6
  cASTiNG
  casting Time 1 standard action
  components V, S, F (a ruby and gold lens worth 1,500 gp)
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Targets one object or creature per caster level
  duration 1 round/level (D)
  Saving Throw none or Will negates, see text; Spell resistance no
  dEScriPTioN
  You discern all spells and magical properties present in a number of 
  creatures or objects. Each round, you may examine a single creature or 
  object that you can see as a free action. In the case of a magic item, you 
  learn its functions, how to activate its functions (if appropriate), and 
  how many charges are left (if it uses charges). In the case of an object or 
  creature with active spells cast upon it, you learn each spell, its effect, 
  and its caster level.
  An attended object may attempt a Will save to resist this effect if 
  its holder so desires. If the save succeeds, you learn nothing about the 
  object except what you can discern by looking at it. An object that makes 
  its save cannot be affected by any other analyze dweomer spells for 24 
  hours.
  Analyze dweomer does not function when used on an artifact.
  ANimAL GrowTh
  School transmutation; Level druid 5, ranger 4, sorcerer/wizard 5
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Target one animal (Gargantuan or smaller)
  duration 1 min/level
  Saving Throw Fortitude negates; Spell resistance yes
  dEScriPTioN
  The target animal grows to twice its normal size and eight times its 
  normal weight. This alteration changes the animal’s size category to 
  the next largest, grants it a +8 size bonus to Strength and a +4 size 
  bonus to Constitution (and thus an extra 2 hit points per HD), and 
  imposes a –2 size penalty to Dexterity. The creature’s existing natural 
  armor bonus increases by 2. The size change also affects the animal’s 
  modifier to AC and attack rolls and its base damage. The animal’s 
  space and reach change as appropriate to the new size, but its speed 
  does not change.
  If insufficient room is available for the desired growth, the creature 
  attains the maximum possible size and may make a Strength check 
  (using its increased Strength) to burst any enclosures in the process. If 
  it fails, it is constrained without harm by the materials enclosing it—the 
  spell cannot be used to crush a creature by increasing its size.
  All equipment worn or carried by the animal is similarly enlarged by 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  199
  Pathfinder RPG: Spells
  11
  the spell, though this change has no effect on the magical properties of 
  any such equipment.
  Any enlarged item that leaves the enlarged creature’s possession 
  instantly returns to its normal size.
  The spell gives no means of command or influence over the enlarged 
  animal.
  Multiple magical effects that increase size do not stack.
  ANimAL mESSENGEr
  School enchantment (compulsion) [mind-affecting]; Level bard 2, druid 
  2, ranger 1
  cASTiNG
  casting Time 1 standard action
  components V, S, M (a morsel of food the animal likes)
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one Tiny animal
  duration 1 day/level
  Saving Throw none; see text; Spell resistance yes
  dEScriPTioN
  You compel a Tiny animal to go to a spot you designate. The most 
  common use for this spell is to get an animal to carry a message to your 
  allies. The animal cannot be one tamed or trained by someone else, 
  including such creatures as familiars and animal companions.
  Using some type of food desirable to the animal as a lure, you call the 
  animal to you. It advances and awaits your bidding. You can mentally 
  impress on the animal a certain place well known to you or an obvious 
  landmark. The directions must be simple, because the animal depends 
  on your knowledge and can’t find a destination on its own. You can attach 
  some small item or note to the messenger. The animal then goes to the 
  designated location and waits there until the duration of the spell expires, 
  whereupon it resumes its normal activities.
  During this period of waiting, the messenger allows others to 
  approach it and remove any scroll or token it carries. The intended 
  recipient gains no special ability to communicate with the animal or 
  read any attached message (if it’s written in a language he doesn’t know, 
  for example).
  ANimAL ShAPES
  School transmutation (polymorph); Level druid 8
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Targets up to one willing creature per level, all within 30 ft. of each 
  other.
  duration 1 hour/level (D)
  Saving Throw none, see text; Spell resistance yes (harmless)
  dEScriPTioN
  As beast shape III, except you change the form of up to one willing 
  creature per caster level into an animal of your choice; the spell has no 
  effect on unwilling creatures. All creatures must take the same kind of 
  animal form. Recipients remain in the animal form until the spell expires 
  or until you dismiss it for all recipients. In addition, an individual subject 
  may choose to resume its normal form as a full-round action; doing so 
  ends the spell for that subject alone.
  ANimAL TrANcE
  School enchantment (compulsion) [mind-affecting, sonic]; Level bard 
  2, druid 2
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Targets animals or magical beasts with Intelligence 1 or 2
  duration concentration
  Saving Throw Will negates; see text; Spell resistance yes
  dEScriPTioN
  Your swaying motions and music (or singing, or chanting) compel 
  animals and magical beasts to do nothing but watch you. Only a 
  creature with an Intelligence score of 1 or 2 can be fascinated by 
  this spell. Roll 2d6 to determine the total number of HD worth of 
  creatures that you fascinate. The closest targets are selected first 
  until no more targets within range can be affected.
  A magical beast, a dire animal, or an animal trained to attack or 
  guard is allowed a saving throw; an animal not trained to attack or 
  guard is not.
  ANimATE dEAd
  School necromancy [evil]; Level cleric 3, sorcerer/wizard 4
  cASTiNG
  casting Time 1 standard action
  components V, S, M (an onyx gem worth at least 25 gp per Hit Die of 
  the undead)
  EFFEcT
  range touch
  Targets one or more corpses touched
  duration instantaneous
  Saving Throw none; Spell resistance no
  dEScriPTioN
  This spell turns the bones or bodies of dead creatures into undead 
  skeletons or zombies that follow your spoken commands.
  The undead can follow you, or they can remain in an area and attack 
  any creature (or just a specific kind of creature) entering the place. They 
  remain animated until they are destroyed. A destroyed skeleton or 
  zombie can’t be animated again.
  Regardless of the type of undead you create with this spell, 
  you can’t create more HD of undead than twice your caster level 
  with a single casting of animate dead. The desecrate spell doubles 
  this limit.
  The undead you create remain under your control indefinitely. No 
  matter how many times you use this spell, however, you can control 
  only 4 HD worth of undead creatures per caster level. If you exceed 
  this number, all the newly created creatures fall under your control, and 
  any excess undead from previous castings become uncontrolled. You 
  choose which creatures are released. If you are a cleric, any undead you 
  might command by virtue of your power to command or rebuke undead 
  do not count toward the limit.
  Skeletons A skeleton can be created only from a mostly intact corpse 
  or skeleton. The corpse must have bones. If a skeleton is made from a 
  corpse, the flesh falls off the bones. 
  Zombies A zombie can be created only from a mostly intact corpse. 
  The corpse must be that of a creature with a true anatomy.
  ANimATE PLANTS
  School transmutation; Level druid 7
  cASTiNG
  casting Time 1 standard action
  components V
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  200
  Pathfinder Roleplaying Game
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Targets one Large plant per three caster levels or all plants within 
  range; see text
  duration 1 round/level or 1 hour/level; see text
  Saving Throw none; Spell resistance no
  dEScriPTioN
  You imbue inanimate plants with mobility and a semblance of 
  life. Each animated plant then immediately attacks whomever or 
  whatever you initially designate as though it were an animated 
  object of the appropriate size category. You may animate one Large 
  or smaller plant, or an equivalent number of larger plants, per three 
  caster levels. A Huge plant counts as two Large or smaller plants, 
  a Gargantuan plant as four, and a Colossal plant as eight. You can 
  change the designated target or targets as a move action, as if 
  directing an active spell.
  Use the statistics for animated objects, except that plants smaller 
  than Large usually don’t have hardness.
  Animate plants cannot affect plant creatures, nor does it affect 
  nonliving vegetable material.
  Entangle Alternatively, you may imbue all plants within range with 
  a degree of mobility, which allows them to entwine around creatures 
  in the area. This usage of the spell duplicates the effect of an entangle 
  spell. Spell resistance does not keep creatures from being entangled. 
  This effect lasts 1 hour per caster level.
  ANTiLiFE ShELL
  School abjuration; Level cleric 6, druid 6
  cASTiNG
  components V, S, DF
  casting Time 1 round
  EFFEcT
  range 10 ft.
  Area 10-ft.-radius emanation, centered on you
  duration 10 min./level (D)
  Saving Throw none; Spell resistance yes
  dEScriPTioN
  You bring into being a mobile, hemispherical energy field that prevents 
  the entrance of most types of living creatures.
  The effect hedges out animals, aberrations, dragons, fey, giants, 
  humanoids, magical beasts, monstrous humanoids, oozes, plants, and 
  vermin, but not constructs, elementals, outsiders, or undead.
  This spell may be used only defensively, not aggressively. Forcing an 
  abjuration barrier against creatures that the spell keeps at bay collapses 
  the barrier.
  ANTiPLANT ShELL
  School abjuration; Level druid 4
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range 10 ft.
  Area 10-ft.-radius emanation, centered on you
  duration 10 min./level (D)
  Saving Throw none; Spell resistance yes
  dEScriPTioN
  The antiplant shell spell creates an invisible, mobile barrier that 
  keeps all creatures within the shell protected from attacks by plant 
  creatures or animated plants. As with many abjuration spells, forcing 
  the barrier against creatures that the spell keeps at bay strains and 
  collapses the field.
  ArcANE EyE
  School divination (scrying); Level sorcerer/wizard 4
  cASTiNG
  casting Time 10 minutes
  components V, S, M (a bit of bat fur)
  EFFEcT
  range unlimited
  Effect magical sensor
  duration 1 min./level (D)
  Saving Throw none; Spell resistance no
  dEScriPTioN
  You create an invisible magical sensor that sends you visual information. 
  You can create the arcane eye at any point you can see, but it can then 
  travel outside your line of sight without hindrance. An arcane eye travels 
  at 30 feet per round (300 feet per minute) if viewing an area ahead as a 
  human would (primarily looking at the floor) or 10 feet per round (100 
  feet per minute) if examining the ceiling and walls as well as the floor 
  ahead. It sees exactly as you would see if you were there.
  The eye can travel in any direction as long as the spell lasts. Solid 
  barriers block its passage, but it can pass through a hole or space as small 
  as 1 inch in diameter. The eye can’t enter another plane of existence, even 
  through a gate or similar magical portal.
  You must concentrate to use an arcane eye. If you do not concentrate, 
  the eye is inert until you again concentrate.
  ArcANE Lock
  School abjuration; Level sorcerer/wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, S, M (gold dust worth 25 gp)
  EFFEcT
  range touch
  Target door, chest, or portal touched, up to 30 sq. ft./level in size
  duration permanent
  Saving Throw none; Spell resistance no
  dEScriPTioN
  An arcane lock spell cast upon a door, chest, or portal magically locks 
  it. You can freely pass your own arcane lock without affecting it. If the 
  locked object has a lock, the DC to open that lock increases by 10 while 
  it remains attached to the object. If the object does not have a lock, this 
  spell creates one that can only be opened with a DC 20 Disable Device 
  skill check. A door or object secured with this spell can be opened only 
  by breaking in or with a successful dispel magic or knock spell. Add 10 to 
  the normal DC to break open a door or portal affected by this spell. A 
  knock spell does not remove an arcane lock; it only suppresses the effect 
  for 10 minutes.
  ArcANE mArk
  School universal; Level sorcerer/wizard 0
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range 0 ft.
  Effect one personal rune or mark, all of which must fit within 1 sq. ft.
  duration permanent
  Saving Throw none; Spell resistance no
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  201
  Pathfinder RPG: Spells
  11
  dEScriPTioN
  This spell allows you to inscribe your personal rune or mark, which 
  can consist of no more than six characters. The writing can be 
  visible or invisible. An arcane mark spell enables you to etch the 
  rune upon any substance without harm to the material upon which 
  it is placed. If an invisible mark is made, a detect magic spell causes 
  it to glow and be visible, though not necessarily understandable.
  See invisibility, true seeing, a gem of seeing, or a robe of eyes 
  likewise allows the user to see an invisible arcane mark. A read 
  magic spell reveals the words, if any. The mark cannot be dispelled, 
  but it can be removed by the caster or by an erase spell.
  If an arcane mark is placed on a living being, normal wear 
  gradually causes the effect to fade in about a month.
  Arcane mark must be cast on an object prior to casting instant 
  summons on the same object (see that spell description for 
  details).
  ArcANE SiGhT
  School divination; Level sorcerer/wizard 3
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range personal
  Target you
  duration 1 min./level (D)
  dEScriPTioN
  This spell makes your eyes glow blue and allows you to see magical 
  auras within 120 feet of you. The effect is similar to that of a detect magic 
  spell, but arcane sight does not require concentration and discerns aura 
  location and power more quickly.
  You know the location and power of all magical auras within your 
  sight. An aura’s power depends on a spell’s functioning level or an item’s 
  caster level, as noted in the description of the detect magic spell. If the 
  items or creatures bearing the auras are in line of sight, you can make 
  Spellcraft skill checks to determine the school of magic involved in each. 
  (Make one check per aura; DC 15 + spell level, or 15 + one-half caster level 
  for a nonspell effect.)
  If you concentrate on a specific creature within 120 feet of you as a 
  standard action, you can determine whether it has any spellcasting or 
  spell-like abilities, whether these are arcane or divine (spell-like abilities 
  register as arcane), and the strength of the most powerful spell or spell-
  like ability the creature currently has available for use.
  As with detect magic, you can use this spell to identify the properties of 
  magic items, but not artifacts.
  Arcane sight can be made permanent with a permanency spell.
  ArcANE SiGhT, GrEATEr
  School divination; Level sorcerer/wizard 7
  This spell functions like arcane sight, except that you automatically 
  know which spells or magical effects are active upon any individual or 
  object you see.
  Unlike arcane sight, this spell cannot be made permanent with a 
  permanency spell.
  AuGury
  School divination; Level cleric 2
  cASTiNG
  casting Time 1 minute
  components V, S, M (incense worth at least 25 gp), F (a set of marked 
  sticks or bones worth at least 25 gp)
  EFFEcT
  range personal
  Target you
  duration instantaneous
  dEScriPTioN
  An augury can tell you whether a particular action will bring good or bad 
  results for you in the immediate future.
  The base chance for receiving a meaningful reply is 70% + 1% per 
  caster level, to a maximum of 90%; this roll is made secretly. A question 
  may be so straightforward that a successful result is automatic, or so 
  vague as to have no chance of success. If the augury succeeds, you get 
  one of four results
  –Weal (if the action will probably bring good results).
  –Woe (for bad results).
  –Weal and woe (for both).
  –Nothing (for actions that don’t have especially good or bad results).
  If the spell fails, you get the “nothing” result. A cleric who gets the 
  “nothing” result has no way to tell whether it was the consequence of a 
  failed or successful augury.
  The augury can see into the future only about half an hour, so 
  anything that might happen after that does not affect the result. Thus, 
  the result might not take into account the long-term consequences of a 
  contemplated action. All auguries cast by the same person about the same 
  topic use the same dice result as the first casting.
  AwAkEN
  School transmutation; Level druid 5
  cASTiNG
  casting Time 24 hours
  components V, S, DF, M (herbs and oils worth 2,000 gp)
  EFFEcT
  range touch
  Target animal or tree touched
  duration instantaneous
  Saving Throw Will negates; Spell resistance yes
  dEScriPTioN
  You awaken a tree or animal to humanlike sentience. To succeed, you 
  must make a Will save (DC 10 + the animal’s current HD, or the HD the 
  tree will have once awakened). The awakened animal or tree is friendly 
  toward you. You have no special empathy or connection with a creature 
  you awaken, although it serves you in specific tasks or endeavors 
  if you communicate your desires to it. If you cast awaken again, any 
  previously awakened creatures remain friendly to you, but they no 
  longer undertake tasks for you unless it is in their best interests.
  An awakened tree has characteristics as if it were an animated object, 
  except that it gains the plant type and its Intelligence, Wisdom, and Charisma 
  scores are each 3d6. An awakened plant gains the ability to move its limbs, 
  roots, vines, creepers, and so forth, and it has senses similar to a human’s.
  An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. 
  Its type becomes magical beast (augmented animal). An awakened animal 
  can’t serve as an animal companion, familiar, or special mount. 
  An awakened tree or animal can speak one language that you know, 
  plus one additional language that you know per point of Intelligence 
  bonus (if any). This spell does not function on an animal or plant with an 
  Intelligence greater than 2.
  BALEFuL PoLymorPh
  School transmutation (polymorph); Level druid 5, sorcerer/wizard 5
  cASTiNG
  casting Time 1 standard action
  components V, S
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  202
  Pathfinder Roleplaying Game
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one creature
  duration permanent
  Saving Throw: Fortitude negates, Will partial, see text; Spell 
  resistance: yes
  dEScriPTioN
  As beast shape III, except that you change the subject into a Small or 
  smaller animal of no more than 1 HD. If the new form would prove fatal 
  to the creature, such as an aquatic creature not in water, the subject 
  gets a +4 bonus on the save.
  If the spell succeeds, the subject must also make a Will save. If this 
  second save fails, the creature loses its extraordinary, supernatural, and 
  spell-like abilities, loses its ability to cast spells (if it had the ability), and 
  gains the alignment, special abilities, and Intelligence, Wisdom, and 
  Charisma scores of its new form in place of its own. It still retains its 
  class and level (or HD), as well as all benefits deriving therefrom (such as 
  base attack bonus, base save bonuses, and hit points). It retains any class 
  features (other than spellcasting) that aren’t extraordinary, supernatural, 
  or spell-like abilities.
  Incorporeal or gaseous creatures are immune to baleful polymorph, 
  and a creature with the shapechanger subtype can revert to its natural 
  form as a standard action.
  BANE
  School enchantment (compulsion) [fear, mind-affecting]; Level cleric 1
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range 50 ft.
  Area all enemies within 50 ft.
  duration 1 min./level
  Saving Throw Will negates; Spell resistance yes
  dEScriPTioN
  Bane fills your enemies with fear and doubt. Each affected creature 
  takes a –1 penalty on attack rolls and a –1 penalty on saving throws 
  against fear effects.
  Bane counters and dispels bless.
  BANiShmENT
  School abjuration; Level cleric 6, sorcerer/wizard 7
  cASTiNG
  casting Time 1 standard action
  components V, S, F (any item that is distasteful to the subject)
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Targets one or more extraplanar creatures, no two of which can be 
  more than 30 ft. apart
  duration instantaneous
  Saving Throw Will negates; Spell resistance yes
  dEScriPTioN
  A banishment spell is a more powerful version of the dismissal spell. It 
  enables you to force extraplanar creatures out of your home plane. As 
  many as 2 Hit Dice of creatures per caster level can be banished.
  You can improve the spell’s chance of success by presenting at least one 
  object or substance that the target hates, fears, or otherwise opposes. For 
  each such object or substance, you gain a +1 bonus on your caster level 
  check to overcome the target’s spell resistance (if any), and the saving 
  throw DC increases by 2. 
  Certain rare items might work twice as well as a normal item for the 
  purpose of the bonuses (each providing a +2 bonus on the caster level 
  check against spell resistance and increasing the save DC by 4).
  BArkSkiN
  School transmutation; Level druid 2, ranger 2
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range touch
  Target living creature touched
  duration 10 min./level
  Saving Throw none; Spell resistance yes (harmless)
  dEScriPTioN
  Barkskin toughens a creature’s skin. The effect grants a +2 enhancement 
  bonus to the creature’s existing natural armor bonus. This enhancement 
  bonus increases by 1 for every three caster levels above 3rd, to a 
  maximum of +5 at caster level 12th.
  The enhancement bonus provided by barkskin stacks with the target’s 
  natural armor bonus, but not with other enhancement bonuses to natural 
  armor. A creature without natural armor has an effective natural armor 
  bonus of +0.
  BEAr’S ENdurANcE
  School transmutation; Level cleric 2, druid 2, ranger 2, sorcerer/wizard 
  2
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range touch
  Target creature touched
  duration 1 min./level
  Saving Throw Will negates (harmless); Spell resistance yes
  dEScriPTioN
  The affected creature gains greater vitality and stamina. The spell 
  grants the subject a +4 enhancement bonus to Constitution, which 
  adds the usual benefits to hit points, Fortitude saves, Constitution 
  checks, and so forth.
  Hit points gained by a temporary increase in Constitution score are 
  not temporary hit points. They go away when the subject’s Constitution 
  drops back to normal. They are not lost first as temporary hit points are.
  BEAr’S ENdurANcE, mASS
  School transmutation; Level cleric 6, druid 6, sorcerer/wizard 6
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Targets one creature/level, no two of which can be more than 30 ft. 
  apart
  dEScriPTioN
  Mass bear’s endurance works like bear ’s endurance, except that it affects 
  multiple creatures.
  BEAST ShAPE i
  School transmutation (polymorph); Level wizard/sorcerer 3
  cASTiNG
  casting Time 1 standard action
  components V, S, M (a piece of the creature whose form you plan to 
  assume)
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  203
  Pathfinder RPG: Spells
  11
  EFFEcT
  range personal
  Target you
  duration 1 min/level (D)
  dEScriPTioN
  When you cast this spell, you can assume the form of any Small or 
  Medium creature of the animal type. If the form you assume has any of 
  the following abilities, you gain the listed ability: climb 30 feet, fly 30 
  feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-
  light vision, and scent.
  Small animal: If the form you take is that of a Small animal, you gain a 
  +2 enhancement bonus to your Dexterity and a +1 natural armor bonus.
  Medium animal: If the form you take is that of a Medium animal, you 
  gain a +2 enhancement bonus to your Strength and a +2 natural armor 
  bonus.
  BEAST ShAPE ii
  School transmutation (polymorph); Level wizard/sorcerer 4
  dEScriPTioN
  This spell functions as beast shape I, except that it also allows you to 
  assume the form of a Tiny or Large creature of the animal type. If the 
  form you assume has any of the following abilities, you gain the listed 
  ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, 
  darkvision 60 feet, low-light vision, scent, improved grab, pounce, and 
  trip.
  Tiny animal: If the form you take is that of a Tiny animal, you gain a +4 
  enhancement bonus to your Dexterity, a –2 penalty to your Strength, and 
  a +1 natural armor bonus.
  Large animal: If the form you take is that of a Large animal, you gain a 
  +4 enhancement bonus to your Strength, a –2 penalty to your Dexterity, 
  and a +4 natural armor bonus.
  BEAST ShAPE iii
  School transmutation (polymorph); Level wizard/sorcerer 5
  dEScriPTioN
  This spell functions as beast shape II, except that it also allows you to 
  assume the form of a Diminutive or Huge creature of the animal type. 
  This spell also allows you to take on the form of a Small or Medium 
  creature of the magical beast type. If the form you assume has any of 
  the following abilities, you gain the listed ability: burrow 30 feet, climb 
  90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 
  30 feet, darkvision 60 feet, low-light vision, scent, constrict, ferocity, 
  improved grab, jet, poison, pounce, rake, trample, trip, and web.
  Diminutive animal: If the form you take is that of a Diminutive animal, 
  you gain a +6 enhancement bonus to your Dexterity, a –4 penalty to your 
  Strength, and a +1 natural armor bonus.
  Huge animal: If the form you take is that of a Huge animal, you gain a 
  +6 enhancement bonus to your Strength, a –4 penalty to your Dexterity, 
  and a +6 natural armor bonus.
  Small magical beast: If the form you take is that of a Small magical 
  beast, you gain a +4 enhancement bonus to your Dexterity and a +2 
  natural armor bonus.
  Medium magical beast: If the form you take is that of a Medium magical 
  beast, you gain a +4 enhancement bonus to your Strength and a +4 natural 
  armor bonus.
  BEAST ShAPE iV
  School transmutation (polymorph); Level wizard/sorcerer 6
  dEScriPTioN
  This spell functions as beast shape III except that it also allows you 
  to assume the form of a Tiny or Large creature of the magical beast 
  type. If the form you assume has any of the following abilities you 
  gain the listed ability: burrow 60 feet, climb 90 feet, fly 120 feet (good 
  maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, 
  low-light vision, scent, tremorsense 60 feet, breath weapon, constrict, 
  ferocity, improved grab, jet, poison, pounce, rake, rend, roar, spikes, 
  trample, trip, and web. If the creature has immunity or resistance to any 
  elements, you gain resistance 20 to those elements. If the creature has 
  vulnerability to an element, you gain that vulnerability.
  Tiny magical beast: If the form you take is that of a Tiny magical beast, 
  you gain a –2 penalty to your Strength, a +8 enhancement bonus to your 
  Dexterity and a +3 natural armor bonus.
  Large magical beast: If the form you take is that of a Large magical 
  beast, you gain a +6 enhancement bonus to your Strength, a –2 penalty 
  on your Dexterity, a +2 enhancement bonus on your Constitution, and a 
  +6 natural armor bonus.
  BESTow curSE
  School necromancy; Level cleric 3, sorcerer/wizard 4
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range touch
  Target creature touched
  duration permanent
  Saving Throw Will negates; Spell resistance yes
  dEcriPTioN
  You place a curse on the subject. Choose one of the following three 
  effects.
  • –6 decrease to an ability score (minimum 1).
  • –4 penalty on attack rolls, saves, ability checks, and skill checks.
  • Each turn, the target has a 50% chance to act normally; otherwise, 
  it takes no action.
  You may also invent your own curse, but it should be no more powerful 
  than those described above.
  The curse bestowed by this spell cannot be dispelled, but it can be 
  removed with a break enchantment, limited wish, miracle, remove curse, or 
  wish spell.
  Bestow curse counters remove curse.
  BLAck TENTAcLES
  School conjuration (creation); Level sorcerer/wizard 4
  cASTiNG
  casting Time 1 standard action
  components V, S, M (octopus or squid tentacle)
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Area 20-ft.-radius spread
  duration 1 round/level (D)
  Saving Throw: none; Spell resistance: no
  dEScriPTioN
  This spell causes a field of rubbery black tentacles to appear, burrowing 
  up from the floor and reaching for any creature in the area. 
  Every creature within the area of the spell is the target of a combat 
  maneuver check made to grapple each round at the beginning of your 
  turn, including the round that black tentacles is cast. Creatures that enter 
  the area of effect are also automatically attacked. The tentacles do not 
  provoke attacks of opportunity. When determining the tentacles’ combat 
  maneuver bonus, the tentacles use your caster level as their base attack 
  bonus and receive a +4 bonus due to their Strength and a +1 size bonus. 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  204
  Pathfinder Roleplaying Game
  Roll only once for the entire spell effect and apply the result to all creatures 
  in the area of effect.
  If the tentacles succeed in grappling a foe, that foe takes 1d6+4 points 
  of damage and gains the grappled condition. Grappled opponents cannot 
  move without first breaking the grapple. All other movement is prohibited 
  unless the creature breaks the grapple first. The black tentacles spell receives 
  a +5 bonus on grapple checks made against opponents it is already grappling, 
  but cannot move foes or pin foes. Each round that black tentacles succeeds 
  on a grapple check, it deals an additional 1d6+4 points of damage.
  The tentacles created by this spell cannot be damaged, but they 
  can be dispelled as normal. The entire area of effect is considered 
  difficult terrain while the tentacles last.
  BLAdE BArriEr
  School evocation [force]; Level cleric 6
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Effect wall of whirling blades up to 20 ft. long/level, or a ringed wall of 
  whirling blades with a radius of up to 5 ft. per two levels; either form 
  20 ft. high
  duration 1 min./level (D)
  Saving Throw Reflex half or Reflex negates; see text; Spell resistance yes
  dEScriPTioN
  An immobile, vertical curtain of whirling blades shaped of pure force 
  springs into existence. Any creature passing through the wall takes 1d6 
  points of damage per caster level (maximum 15d6), with a Reflex save 
  for half damage.
  If you evoke the barrier so that it appears where creatures are, each 
  creature takes damage as if passing through the wall. Each such creature 
  can avoid the wall (ending up on the side of its choice) and thus take no 
  damage by making a successful Reflex save.
  A blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex 
  saves) against attacks made through it.
  BLEEd
  School necromancy; Level cleric 0, sorcerer/wizard 0
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  duration instantaneous
  Saving Throw: Will negates; Spell resistance: yes
  dEScriPTioN
  You cause a living creature that is below 0 hit points, but stabilized, 
  to resume dying. Upon casting this spell, you target a living creature 
  that has –1 or fewer hit points. That creature begins dying, taking 
  1 point of damage per round. The creature can be stabilized later 
  normally. This spell causes a creature that is dying to take 1 point 
  of damage.
  BLESS
  School enchantment (compulsion) [mind-affecting]; Level cleric 1, 
  paladin 1
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range 50 ft.
  Area The caster and all allies within a 50-ft. burst, centered on the 
  caster
  duration 1 min./level
  Saving Throw none; Spell resistance yes (harmless)
  dEScriPTioN
  Bless fills your allies with courage. Each ally gains a +1 morale bonus on 
  attack rolls and on saving throws against fear effects.
  Bless counters and dispels bane.
  BLESS wATEr
  School transmutation [good]; Level cleric 1, paladin 1
  cASTiNG
  casting Time 1 minute
  components V, S, M (5 pounds of powdered silver worth 25 gp)
  EFFEcT
  range touch
  Target flask of water touched
  duration instantaneous
  Saving Throw Will negates (object); Spell resistance yes (object)
  dEScriPTioN
  This transmutation imbues a flask (1 pint) of water with positive energy, 
  turning it into holy water.
  BLESS wEAPoN
  School transmutation; Level paladin 1
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range touch
  Target weapon touched
  duration 1 min./level
  Saving Throw none; Spell resistance no
  dEScriPTioN
  This transmutation makes a weapon strike true against evil foes. The 
  weapon is treated as having a +1 enhancement bonus for the purpose 
  of bypassing the damage reduction of evil creatures or striking 
  evil incorporeal creatures (though the spell doesn’t grant an actual 
  enhancement bonus). The weapon also becomes good, which means 
  it can bypass the damage reduction of certain creatures. (This effect 
  overrides and suppresses any other alignment the weapon might 
  have.) Individual arrows or bolts can be transmuted, but affected 
  projectile weapons (such as bows) don’t confer the benefit to the 
  projectiles they shoot.
  In addition, all critical hit rolls against evil foes are automatically 
  successful, so every threat is a critical hit. This last effect does not apply 
  to any weapon that already has a magical effect related to critical hits, 
  such as a keen weapon or a vorpal sword.
  BLiNdNESS/dEAFNESS
  School necromancy; Level bard 2, cleric 3, sorcerer/wizard 2
  cASTiNG
  casting Time 1 standard action
  components V
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Target one living creature
  duration permanent (D)
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  205
  Pathfinder RPG: Spells
  11
  Saving Throw Fortitude negates; Spell resistance yes
  dEScriPTioN
  You call upon the powers of unlife to render the subject blinded or 
  deafened, as you choose.
  BLiNk
  School transmutation; Level bard 3, sorcerer/wizard 3
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range personal
  Target you
  duration 1 round/level (D)
  dEScriPTioN
  You “blink” quickly back and forth between the Material Plane and the 
  Ethereal Plane, and look as though you’re winking in and out of reality 
  at random. Blink has several effects, as follows.
  Physical attacks against you have a 50% miss chance, and the Blind-
  Fight feat doesn’t help opponents, since you’re ethereal and not merely 
  invisible. If the attack is capable of striking ethereal creatures, the miss 
  chance is only 20% (for concealment).
  If the attacker can see invisible creatures, the miss chance is also only 
  20%. (For an attacker who can both see and strike ethereal creatures, 
  there is no miss chance.) Likewise, your own attacks have a 20% miss 
  chance, since you sometimes go ethereal just as you are about to strike.
  Any individually targeted spell has a 50% chance to fail against you 
  while you’re blinking unless your attacker can target invisible, ethereal 
  creatures. Your own spells have a 20% chance to activate just as you go 
  ethereal, in which case they typically do not affect the Material Plane.
  While blinking, you take only half damage from area attacks (but full 
  damage from those that extend onto the Ethereal Plane). Although you 
  are only partially visible, you are not considered invisible and targets 
  retain their Dexterity bonus to AC against your attacks. You do receive a 
  +2 bonus on attack rolls made against enemies that cannot see invisible 
  creatures.
  You take only half damage from falling, since you fall only while you 
  are material.
  While blinking, you can step through (but not see through) solid 
  objects. For each 5 feet of solid material you walk through, there is a 
  50% chance that you become material. If this occurs, you are shunted 
  off to the nearest open space and take 1d6 points of damage per 5 
  feet so traveled. You can move at only three-quarters speed (because 
  movement on the Ethereal Plane is at half speed, and you spend half 
  your time there and half your time material.)
  Since you spend about half your time on the Ethereal Plane, you 
  can see and even attack ethereal creatures. You interact with ethereal 
  creatures roughly the same way you interact with material ones.
  An ethereal creature is invisible, incorporeal, and capable of moving in 
  any direction, even up or down. As an incorporeal creature, you can move 
  through solid objects, including living creatures.
  An ethereal creature can see and hear the Material Plane, but everything 
  looks gray and insubstantial. Sight and hearing on the Material Plane are 
  limited to 60 feet.
  Force effects and abjurations affect you normally. Their effects extend 
  onto the Ethereal Plane from the Material Plane, but not vice versa. An 
  ethereal creature can’t attack material creatures, and spells you cast while 
  ethereal affect only other ethereal things. Certain material creatures or 
  objects have attacks or effects that work on the Ethereal Plane. Treat other 
  ethereal creatures and objects as material.
  BLur
  School illusion (glamer); Level bard 2, sorcerer/wizard 2
  cASTiNG
  casting Time 1 standard action
  components V
  EFFEcT
  range touch
  Target creature touched
  duration 1 min./level (D)
  Saving Throw Will negates (harmless); Spell resistance yes (harmless)
  dEScriPTioN
  The subject’s outline appears blurred, shifting and wavering. This 
  distortion grants the subject concealment (20% miss chance).
  A see invisibility spell does not counteract the blur effect, but a true 
  seeing spell does.
  Opponents that cannot see the subject ignore the spell’s effect (though 
  fighting an unseen opponent carries penalties of its own).
  BrEAk ENchANTmENT
  School abjuration; Level bard 4, cleric 5, paladin 4, sorcerer/wizard 5
  cASTiNG
  casting Time 1 minute
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Targets up to one creature per level, all within 30 ft. of each other
  duration instantaneous
  Saving Throw see text; Spell resistance no
  dEScriPTioN
  This spell frees victims from enchantments, transmutations, and 
  curses. Break enchantment can reverse even an instantaneous effect. 
  For each such effect, you make a caster level check (1d20 + caster level, 
  maximum +15) against a DC of 11 + caster level of the effect. Success 
  means that the creature is free of the spell, curse, or effect. For a cursed 
  magic item, the DC is 25.
  If the spell is one that cannot be dispelled by dispel magic, break 
  enchantment works only if that spell is 5th level or lower. 
  If the effect comes from some permanent magic item, break 
  enchantment does not remove the curse from the item, but it does frees 
  the victim from the item’s effects. 
  BrEATh oF LiFE
  School conjuration (healing); Level cleric 5
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range touch
  Target creature touched
  Designer Notes: XP Costs
  A number of existing spells require you to expend XP to 
  cast them. Since we are removing XP expenditure from the 
  Pathfinder Roleplaying Game, multiply all of these costs by 5 
  and treat them instead as special material component costs. 
  For example, atonement can require a 500 XP expenditure to 
  cast the spell. In these cases, the spell requires a 2,500 gp 
  expenditure instead.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  206
  Pathfinder Roleplaying Game
  duration instantaneous
  Saving Throw Will negates (harmless) or Will half, see text; Spell 
  resistance yes (harmless) or yes, see text
  dEScriPTioN
  This spell cures 5d8 points of damage +1 point per caster level 
  (maximum +25). 
  Unlike other spells that heal damage, breath of life can bring recently 
  slain creatures back to life. If cast upon a creature that has died within 1 
  round, apply the healing from this spell to the creature. If this healing 
  brings the creature up to –9 or fewer hit points, it comes back to life 
  and stabilizes at its new hit point total. If the healing fails to bring the 
  creature’s hit point total up past –10 hit points, the creature remains dead. 
  Creatures brought back to life through breath of life gain a temporary 
  negative level that lasts for 1 day.
  Creatures slain by death effects cannot be saved by breath of life.
  Like cure spells, breath of life deals damage to undead creatures rather 
  than curing them.
  BuLL’S STrENGTh
  School transmutation; Level cleric 2, druid 2, paladin 2, sorcerer/
  wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, S, M/DF (a few hairs, or a pinch of dung, from a bull)
  EFFEcT
  range touch
  Target creature touched
  duration 1 min./level
  Saving Throw Will negates (harmless); Spell resistance yes (harmless)
  dEScriPTioN
  The subject becomes stronger. The spell grants a +4 enhancement 
  bonus to Strength, adding the usual benefits to melee attack rolls, 
  melee damage rolls, and other uses of the Strength modifier.
  BuLL’S STrENGTh, mASS
  School transmutation; Level cleric 6, druid 6, sorcerer/wizard 6
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Targets one creature/level, no two of which can be more than 30 ft. 
  apart
  dEScriPTioN
  This spell functions like bull’s strength, except that it affects multiple 
  creatures.
  BurNiNG hANdS
  School evocation [fire]; Level sorcerer/wizard 1
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range 15 ft.
  Area cone-shaped burst
  duration instantaneous
  Saving Throw Reflex half; Spell resistance yes
  dEScriPTioN
  A cone of searing flame shoots from your fingertips. Any creature 
  in the area of the flames takes 1d4 points of fire damage per caster 
  level (maximum 5d4). Flammable materials burn if the flames 
  touch them. A character can extinguish burning items as a full-
  round action.
  cALL LiGhTNiNG
  School evocation [electricity]; Level druid 3
  cASTiNG
  casting Time 1 round
  components V, S
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Effect one or more 30-ft.-long vertical lines of lightning
  duration 1 min./level
  Saving Throw Reflex half; Spell resistance yes
  dEScriPTioN
  Immediately upon completion of the spell, and once per round 
  thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical 
  bolt of lightning that deals 3d6 points of electricity damage. The bolt 
  of lightning flashes down in a vertical stroke at whatever target point 
  you choose within the spell’s range (measured from your position at 
  the time). Any creature in the target square or in the path of the bolt 
  is affected.
  You need not call a bolt of lightning immediately; other actions, even 
  spellcasting, can be performed. Each round after the first you may use a 
  standard action (concentrating on the spell) to call a bolt. You may call a 
  total number of bolts equal to your caster level (maximum 10 bolts).
  If you are outdoors and in a stormy area—a rain shower, clouds and 
  wind, hot and cloudy conditions, or even a tornado (including a whirlwind 
  formed by a djinni or an air elemental of at least Large size)—each bolt 
  deals 3d10 points of electricity damage instead of 3d6.
  This spell functions indoors or underground but not underwater.
  cALL LiGhTNiNG STorm
  School evocation [electricity]; Level druid 5
  EFFEcT
  range long (400 ft. + 40 ft./level)
  dEScriPTioN
  This spell functions like call lightning, except that each bolt deals 5d6 
  points of electricity damage (or 5d10 if created outdoors in a stormy 
  area), and you may call a maximum of 15 bolts.
  cALm ANimALS
  School enchantment (compulsion) [mind-affecting]; Level druid 1, 
  ranger 1
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Targets animals within 30 ft. of each other
  duration 1 min./level
  Saving Throw Will negates; see text; Spell resistance yes
  dEScriPTioN
  This spell soothes and quiets animals, rendering them docile and 
  harmless. Only ordinary animals (those with Intelligence scores of 
  1 or 2) can be affected by this spell. All the subjects must be of the 
  same kind, and no two may be more than 30 feet apart. The maximum 
  number of Hit Dice of animals you can affect is equal to 2d4 + caster 
  level. A dire animal or an animal trained to attack or guard is allowed a 
  saving throw; other animals are not.
  The affected creatures remain where they are and do not attack or flee. 
  They are not helpless and defend themselves normally if attacked. Any 
  threat breaks the spell on the threatened creatures.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  207
  Pathfinder RPG: Spells
  11
  cALm EmoTioNS
  School enchantment (compulsion) [mind-affecting]; Level bard 2, cleric 2
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Area creatures in a 20-ft.-radius spread
  duration concentration, up to 1 round/level (D)
  Saving Throw Will negates; Spell resistance yes
  dEScriPTioN
  This spell calms agitated creatures. You have no control over the 
  affected creatures, but calm emotions can stop raging creatures from 
  fighting or joyous ones from reveling. Creatures so affected cannot 
  take violent actions (although they can defend themselves) or do 
  anything destructive. Any aggressive action against or damage dealt 
  to a calmed creature immediately breaks the spell on all calmed 
  creatures.
  This spell automatically suppresses (but does not dispel) any morale 
  bonuses granted by spells such as bless, good hope, and rage, as well as 
  negating a bard’s ability to inspire courage or a barbarian’s rage ability. 
  It also suppresses any fear effects and removes the confused condition 
  from all targets. While the spell lasts, a suppressed spell or effect has 
  no effect. When the calm emotions spell ends, the original spell or effect 
  takes hold of the creature again, provided that its duration has not 
  expired in the meantime.
  cAT’S GrAcE
  School transmutation; Level bard 2, druid 2, ranger 2, sorcerer/
  wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, S, M (pinch of cat fur)
  EFFEcT
  range touch
  Target creature touched
  duration 1 min./level
  Saving Throw Will negates (harmless); Spell resistance yes
  dEScriPTioN
  The transmuted creature becomes more graceful, agile, and 
  coordinated. The spell grants a +4 enhancement bonus to Dexterity, 
  adding the usual benefits to AC, Reflex saves, and other uses of the 
  Dexterity modifier.
  cAT’S GrAcE, mASS
  School transmutation; Level bard 6, druid 6, sorcerer/wizard 6
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Targets one creature/level, no two of which can be more than 30 ft. 
  apart
  dEScriPTioN
  This spell functions like cat’s grace, except that it affects multiple 
  creatures.
  cAuSE FEAr
  School necromancy [fear, mind-affecting]; Level bard 1, cleric 1, 
  sorcerer/wizard 1
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one living creature with 5 or fewer HD
  duration 1d4 rounds or 1 round; see text
  Saving Throw Will partial; Spell resistance yes
  dEScriPTioN
  The affected creature becomes frightened. If the subject succeeds on 
  a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice 
  are immune to this effect.
  Cause fear counters and dispels remove fear.
  chAiN LiGhTNiNG
  School evocation [electricity]; Level sorcerer/wizard 6
  cASTiNG
  casting Time 1 standard actio
  components V, S, F (a bit of fur; a piece of amber, glass, or a crystal rod; 
  plus one silver pin for each of your caster levels)
  EFFEcT
  range long (400 ft. + 40 ft./level)
  Targets one primary target, plus one secondary target/level (each of 
  which must be within 30 ft. of the primary target)
  duration instantaneous
  Saving Throw Reflex half; Spell resistance yes
  dEScriPTioN
  This spell creates an electrical discharge that begins as a single stroke 
  commencing from your fingertips. Unlike lightning bolt, chain lightning 
  strikes one object or creature initially, then arcs to other targets.
  The bolt deals 1d6 points of electricity damage per caster level 
  (maximum 20d6) to the primary target. After it strikes, lightning can arc 
  to a number of secondary targets equal to your caster level (maximum 
  20). The secondary bolts each strike one target and deal half as much 
  damage as the primary one did (rounded down).
  Each target can attempt a Reflex saving throw for half damage. You 
  choose secondary targets as you like, but they must all be within 30 feet of 
  the primary target, and no target can be struck more than once. You can 
  choose to affect fewer secondary targets than the maximum.
  chAoS hAmmEr
  School evocation [chaotic]; Level cleric 4
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Area 20-ft.-radius burst
  duration instantaneous (1d6 rounds); see text
  Saving Throw Will partial; see text; Spell resistance yes
  dEScriPTioN
  You unleash chaotic power to smite your enemies. The power takes the 
  form of a multicolored explosion of leaping, ricocheting energy. Only 
  lawful and neutral (not chaotic) creatures are harmed by the spell.
  The spell deals 1d8 points of damage per two caster levels (maximum 
  5d8) to lawful creatures (or 1d6 points of damage per caster level, 
  maximum 10d6, to lawful outsiders) and slows them for 1d6 rounds (see 
  the slow spell). A successful Will save reduces the damage by half and 
  negates the slow effect.
  The spell deals only half damage against creatures who are 
  neither lawful nor chaotic, and they are not slowed. Such a creature 
  can reduce the damage by half again (down to one-quarter) with a 
  successful Will save.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  208
  Pathfinder Roleplaying Game
  chArm ANimAL
  School enchantment (charm) [mind-affecting]; Level druid 1, ranger 1
  EFFEcT
  Target one animal
  dEScriPTioN
  This spell functions like charm person, except that it affects a creature 
  of the animal type.
  chArm moNSTEr
  School enchantment (charm) [mind-affecting]; Level bard 3, sorcerer/
  wizard 4
  EFFEcT
  Target one living creature
  duration 1 day/level
  dEScriPTioN
  This spell functions like charm person, except that the effect is not 
  restricted by creature type or size.
  chArm moNSTEr, mASS
  School enchantment (charm) [mind-affecting]; Level bard 6, sorcerer/
  wizard 8
  cASTiNG
  components V
  EFFEcT
  Targets One or more creatures, no two of which can be more than 30 
  ft. apart
  duration 1 day/level
  dEScriPTioN
  This spell functions like charm monster, except that mass charm monster 
  affects a number of creatures whose combined HD do not exceed twice 
  your level, or at least one creature regardless of HD. If there are more 
  potential targets than you can affect, you choose them one at a time 
  until you choose a creature with too many HD.
  chArm PErSoN
  School enchantment (charm) [mind-affecting]; Level bard 1, sorcerer/
  wizard 1
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one humanoid creature
  duration 1 hour/level
  Saving Throw Will negates; Spell resistance yes
  dEScriPTioN
  This charm makes a humanoid creature regard you as its trusted 
  friend and ally (treat the target’s attitude as friendly). If the creature is 
  currently being threatened or attacked by you or your allies, however, it 
  receives a +5 bonus on its saving throw.
  The spell does not enable you to control the charmed person as if it 
  were an automaton, but it perceives your words and actions in the most 
  favorable way. You can try to give the subject orders, but you must win 
  an opposed Charisma check to convince it to do anything it wouldn’t 
  ordinarily do. (Retries are not allowed.) An affected creature never 
  obeys suicidal or obviously harmful orders, but it might be convinced 
  that something very dangerous is worth doing.  Any act by you or your 
  apparent allies that threatens the charmed person breaks the spell. You 
  must speak the person’s language to communicate your commands, or 
  else be good at pantomiming.
  chiLL mETAL
  School transmutation [cold]; Level druid 2
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target metal equipment of one creature per two levels, no two of which 
  can be more than 30 ft. apart; or 25 lb. of metal/level, none of which 
  can be more than 30 ft. away from any of the rest
  duration 7 rounds
  Saving Throw Will negates (object); Spell resistance yes (object)
  dEScriPTioN
  Chill metal makes metal extremely cold. Unattended, nonmagical metal 
  gets no saving throw. Magical metal is allowed a saving throw against 
  the spell. An item in a creature’s possession uses the creature’s saving 
  throw bonus unless its own is higher.
  A creature takes cold damage if its equipment is chilled. It takes full 
  damage if its armor is affected or if it is holding, touching, wearing, 
  or carrying metal weighing one-fifth of its weight. The creature takes 
  minimum damage (1 point or 2 points; see the table) if it’s not wearing 
  metal armor and the metal that it’s carrying weighs less than one-fifth 
  of its weight.
  On the first round of the spell, the metal becomes chilly and 
  uncomfortable to touch but deals no damage. The same effect also 
  occurs on the last round of the spell’s duration. During the second (and 
  also the next-to-last) round, icy coldness causes pain and damage. In the 
  third, fourth, and fifth rounds, the metal is freezing cold, causing more 
  damage, as shown on the table below.
  round 
  metal Temperature 
  damage
  1 
  Cold 
  None
  2 
  Icy 
  1d4 points
  3–5 
  Freezing 
  2d4 points
  6 
  Icy 
  1d4 points
  7 
  Cold 
  None
  Any heat intense enough to damage the creature negates cold damage 
  from the spell (and vice versa) on a point-for-point basis. Underwater, chill 
  metal deals no damage, but ice immediately forms around the affected 
  metal, making it more buoyant.
  Chill metal counters and dispels heat metal.
  chiLL Touch
  School necromancy; Level sorcerer/wizard 1
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range touch
  Targets creature or creatures touched (up to one/level)
  duration instantaneous
  Saving Throw Fortitude partial or Will negates; see text; Spell 
  resistance yes
  dEScriPTioN
  A touch from your hand, which glows with blue energy, disrupts the 
  life force of living creatures. Each touch channels negative energy that 
  deals 1d6 points of damage. The touched creature also takes 1 point of 
  Strength damage unless it makes a successful Fortitude saving throw. 
  You can use this melee touch attack up to one time per level.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  209
  Pathfinder RPG: Spells
  11
  An undead creature you touch takes no damage of either sort, but it 
  must make a successful Will saving throw or flee as if panicked for 1d4 
  rounds +1 round per caster level.
  circLE oF dEATh
  School necromancy [death]; Level sorcerer/wizard 6
  cASTiNG
  casting Time 1 standard action
  components V, S, M (a crushed black pearl worth 500 gp)
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Area several living creatures within a 40-ft.-radius burst
  duration instantaneous
  Saving Throw Fortitude negates; Spell resistance yes
  dEScriPTioN
  A circle of death snuffs out the life force of living creatures, killing 
  them instantly.
  The spell slays 1d4 HD worth of living creatures per caster level 
  (maximum 20d4). Creatures with the fewest HD are affected first; 
  among creatures with equal HD, those who are closest to the burst’s 
  point of origin are affected first. No creature of 9 or more HD can be 
  affected, and Hit Dice that are not sufficient to affect a creature are 
  wasted.
  cLAirAudiENcE/cLAirVoyANcE
  School divination (scrying); Level bard 3, sorcerer/wizard 3
  cASTiNG
  casting Time 10 minutes
  components V, S, F/DF (a small horn or a glass eye)
  EFFEcT
  range long (400 ft. + 40 ft./level)
  Effect magical sensor
  duration 1 min./level (D)
  Saving Throw None; Spell resistance no
  dEScriPTioN
  Clairaudience/clairvoyance creates an invisible magical sensor at a specific 
  location that enables you to hear or see (your choice) almost as if you 
  were there. You don’t need line of sight or line of effect, but the locale 
  must be known—a place familiar to you or an obvious one. Once you 
  have selected the locale, the sensor doesn’t move, but you can rotate it 
  in all directions to view the area as desired. Unlike other scrying spells, 
  this spell does not allow magically or supernaturally enhanced senses to 
  work through it. If the chosen locale is magically dark, you see nothing. 
  If it is naturally pitch black, you can see in a 10- foot radius around the 
  center of the spell’s effect. Clairaudience/clairvoyance functions only on 
  the plane of existence you are currently occupying.
  cLoAk oF chAoS
  School abjuration [chaotic]; Level cleric 8
  cASTiNG
  casting Time 1 standard action
  components V, S, F (a tiny reliquary worth 500 gp)
  EFFEcT
  range 20 ft.
  Targets one creature/level in a 20-ft.-radius burst centered on you
  duration 1 round/level (D)
  Saving Throw See text; Spell resistance yes (harmless)
  dEScriPTioN
  A random pattern of color surrounds the subjects, protecting them from 
  attacks, granting them resistance to spells cast by lawful creatures, and 
  causing lawful creatures that strike the subjects to become confused. 
  This abjuration has four effects.
  First, each warded creature gains a +4 deflection bonus to AC and a 
  +4 resistance bonus on saves. Unlike protection from law, the benefit of 
  this spell applies against all attacks, not just against attacks by lawful 
  creatures.
  Second, each warded creature gains spell resistance 25 against lawful 
  spells and spells cast by lawful creatures.
  Third, the abjuration blocks possession and mental influence, just as 
  protection from law does.
  Finally, if a lawful creature succeeds on a melee attack against a 
  warded creature, the offending attacker is confused for 1 round (Will 
  save negates, as with the confusion spell, but against the save DC of 
  cloak of chaos).
  cLoudkiLL
  School conjuration (creation); Level sorcerer/wizard 5
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Effect cloud spreads in 20-ft. radius, 20 ft. high
  duration 1 min./level
  Saving Throw Fortitude partial; see text; Spell resistance no
  dEScriPTioN
  This spell generates a bank of fog, similar to a fog cloud, except that its 
  vapors are yellowish green and poisonous. These vapors automatically 
  kill any living creature with 3 or fewer HD (no save). A living creature 
  with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which 
  case it takes 1d4 points of Constitution damage on your turn each 
  round while in the cloud).
  A living creature with 6 or more HD takes 1d4 points of Constitution 
  damage on your turn each round while in the cloud (a successful Fortitude 
  save halves this damage). Holding one’s breath doesn’t help, but creatures 
  immune to poison are unaffected by the spell.
  Unlike a fog cloud, the cloudkill moves away from you at 10 feet per 
  round, rolling along the surface of the ground.
  Figure out the cloud’s new spread each round based on its new point 
  of origin, which is 10 feet farther away from the point of origin where you 
  cast the spell.
  Because the vapors are heavier than air, they sink to the lowest level 
  of the land, even pouring down den or sinkhole openings. It cannot 
  penetrate liquids, nor can it be cast underwater.
  coLor SPrAy
  School illusion (pattern) [mind-affecting]; Level sorcerer/wizard 1
  cASTiNG
  casting Time 1 standard action
  components V, S, M (red, yellow, and blue powder or colored sand)
  EFFEcT
  range 15 ft.
  Area cone-shaped burst
  duration instantaneous; see text
  Saving Throw Will negates; Spell resistance yes
  dEScriPTioN
  A vivid cone of clashing colors springs forth from your hand, causing 
  creatures to become stunned, perhaps also blinded, and possibly 
  knocking them unconscious. Each creature within the cone is affected 
  according to its Hit Dice.
  2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  210
  Pathfinder Roleplaying Game
  rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 
  round. (Only living creatures are knocked unconscious.)
  3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then 
  stunned for 1 round.
  5 or more HD: The creature is stunned for 1 round.
  Sightless creatures are not affected by color spray.
  commANd
  School enchantment (compulsion) [language-dependent, mind-
  Affecting]; Level cleric 1
  cASTiNG
  casting Time 1 standard action
  components V
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  duration 1 round
  Saving Throw Will negates; Spell resistance yes
  dEScriPTioN
  You give the subject a single command, which it obeys to the best 
  of its ability at its earliest opportunity. You may select from the 
  following options.
  Approach: On its turn, the subject moves toward you as quickly and 
  directly as possible for 1 round. The creature may do nothing but move 
  during its turn, and it provokes attacks of opportunity for this movement 
  as normal.
  Drop: On its turn, the subject drops whatever it is holding. It can’t pick 
  up any dropped item until its next turn.
  Fall: On its turn, the subject falls to the ground and remains prone 
  for 1 round. It may act normally while prone but takes any appropriate 
  penalties.
  Flee: On its turn, the subject moves away from you as quickly as 
  possible for 1 round. It may do nothing but move during its turn, and it 
  provokes attacks of opportunity for this movement as normal.
  Halt: The subject stands in place for 1 round. It may not take any 
  actions but is not considered helpless.
  If the subject can’t carry out your command on its next turn, the spell 
  automatically fails.
  commANd, GrEATEr
  School enchantment (compulsion) [language-dependent, mind-
  affecting]; Level cleric 5 
  EFFEcT
  Targets one creature/level, no two of which can be more than 30 ft. 
  apart
  duration 1 round/level
  dEScriPTioN
  This spell functions like command, except that up to one creature per 
  level may be affected, and the activities continue beyond 1 round. At 
  the start of each commanded creature’s action after the first, it gets 
  another Will save to attempt to break free from the spell. Each creature 
  must receive the same command.
  commANd uNdEAd
  School necromancy; Level sorcerer/wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, S, M (a shred of raw meat and a splinter of bone)
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Targets one undead creature
  duration 1 day/level
  Saving Throw Will negates; see text; Spell resistance yes
  dEScriPTioN
  This spell allows you some degree of control over an undead creature. 
  Assuming the subject is intelligent, it perceives your words and 
  actions in the most favorable way (treat its attitude as friendly). It will 
  not attack you while the spell lasts. You can try to give the subject 
  orders, but you must win an opposed Charisma check to convince 
  it to do anything it wouldn’t ordinarily do. Retries are not allowed. 
  An intelligent commanded undead never obeys suicidal or obviously 
  harmful orders, but it might be convinced that something very 
  dangerous is worth doing.
  A nonintelligent undead creature gets no saving throw against this 
  spell. When you control a mindless being, you can communicate only 
  basic commands, such as “come here,” “go there,” “fight,” “stand still,” 
  and so on. Nonintelligent undead won’t resist suicidal or obviously 
  harmful orders.
  Any act by you or your apparent allies that threatens the commanded 
  undead (regardless of its Intelligence) breaks the spell.
  Your commands are not telepathic. The undead creature must be able 
  to hear you.
  commuNE
  School divination; Level cleric 5
  cASTiNG
  casting Time 10 minutes
  components V, S, M (holy [or unholy] water and incense worth 500 
  gp), DF
  EFFEcT
  range personal
  Target you
  duration 1 round/level
  dEScriPTioN
  You contact your deity—or agents thereof—and ask questions that 
  can be answered by a simple yes or no. (A cleric of no particular deity 
  contacts a philosophically allied deity.) You are allowed one such 
  question per caster level. The answers given are correct within the limits 
  of the entity’s knowledge. “Unclear” is a legitimate answer, because 
  powerful beings of the Outer Planes are not necessarily omniscient. In 
  cases where a one-word answer would be misleading or contrary to the 
  deity’s interests, a short phrase (five words or less) may be given as an 
  answer instead.
  The spell, at best, provides information to aid character decisions. The 
  entities contacted structure their answers to further their own purposes. 
  If you lag, discuss the answers, or go off to do anything else, the spell 
  ends.
  commuNE wiTh NATurE
  School divination; Level druid 5, ranger 4
  cASTiNG
  casting Time 10 minutes
  components V, S
  EFFEcT
  range personal
  Target you
  duration Instantaneous
  dEScriPTioN
  You become one with nature, attaining knowledge of the surrounding 
  territory. You instantly gain knowledge of as many as three facts from 
  among the following subjects: the ground or terrain, plants, minerals, 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  211
  Pathfinder RPG: Spells
  11
  bodies of water, people, general animal population, presence of 
  woodland creatures, presence of powerful unnatural creatures, or even 
  the general state of the natural setting.
  In outdoor settings, the spell operates in a radius of 1 mile per caster 
  level. In natural underground settings—caves, caverns, and the like—the 
  radius is limited to 100 feet per caster level. The spell does not function 
  where nature has been replaced by construction or settlement, such as 
  in dungeons and towns.
  comPrEhENd LANGuAGES
  School divination; Level bard 1, cleric 1, sorcerer/wizard 1
  cASTiNG
  casting Time 1 standard action
  components V, S, M/DF (pinch of soot and salt)
  EFFEcT
  range personal
  Target you
  duration 10 min./level
  dEScriPTioN
  You can understand the spoken words of creatures or read otherwise 
  incomprehensible written messages. In either case, you must touch the 
  creature or the writing. The ability to read does not necessarily impart 
  insight into the material, merely its literal meaning. The spell enables you 
  to understand or read an unknown language, not speak or write it.
  Written material can be read at the rate of one page (250 words) per 
  minute. Magical writing cannot be read, though the spell reveals that it 
  is magical. This spell can be foiled by certain warding magic (such as the 
  secret page and illusory script spells). It does not decipher codes or reveal 
  messages concealed in otherwise normal text.
  Comprehend languages can be made permanent with a permanency spell.
  coNE oF coLd
  School evocation [cold]; Level sorcerer/wizard 5
  cASTiNG
  casting Time 1 standard action
  components V, S, M (a small crystal or glass cone)
  EFFEcT
  range 60 ft.
  Area cone-shaped burst
  duration instantaneous
  Saving Throw Reflex half; Spell resistance yes
  dEScriPTioN
  Cone of cold creates an area of extreme cold, originating at your hand 
  and extending outward in a cone. It drains heat, dealing 1d6 points of 
  cold damage per caster level (maximum 15d6).
  coNFuSioN
  School enchantment (compulsion) [mind-affecting]; Level bard 3, 
  sorcerer/wizard 4
  cASTiNG
  casting Time 1 standard action
  components V, S, M/DF (three nutshells)
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Targets all creatures in a 15-ft.-radius burst
  duration 1 round/level
  Saving Throw Will negates; Spell resistance yes
  dEScriPTioN
  This spell causes the targets to become confused, making them unable 
  to independently determine what they will do.
  Roll on the following table at the beginning of each subject’s turn each 
  round to see what it does in that round.
  d% 
  Behavior
  01–25 
  Act normally.
  26–50 
  Do nothing but babble incoherently.
  51–75 
  Deal 1d8 points of damage + Str modifier to self with item 
  in hand.
  76–100 
  Attack nearest creature (for this purpose, a familiar counts 
  as part of the subject’s self).
  A confused character who can’t carry out the indicated action does 
  nothing but babble incoherently. Attackers are not at any special 
  advantage when attacking a confused character. Any confused character 
  who is attacked automatically attacks its attackers on its next turn, as 
  long as it is still confused when its turn comes. Note that a confused 
  character will not make attacks of opportunity against any creature that 
  it is not already devoted to attacking (either because of its most recent 
  action or because it has just been attacked).
  coNFuSioN, LESSEr
  School enchantment (compulsion) [mind-affecting]; Level bard 1
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  duration 1 round
  Saving Throw Will negates; Spell resistance yes
  dEScriPTioN
  This spell causes a single creature to become confused for 1 round. 
  coNTAcT oThEr PLANE
  School divination; Level sorcerer/wizard 5
  cASTiNG
  casting Time 10 minutes
  components V
  EFFEcT
  range personal
  Target you
  duration concentration
  dEScriPTioN
  You send your mind to another plane of existence (an Elemental 
  Plane or some plane farther removed) in order to receive advice and 
  information from powers there. See the accompanying table for 
  possible consequences and results of the attempt. The powers reply 
  in a language you understand, but they resent such contact and give 
  only brief answers to your questions. All questions are answered 
  with “yes,” “no,” “maybe,” “never,” “irrelevant,” or some other one-
  word answer.
  You must concentrate on maintaining the spell (a standard action) in 
  order to ask questions at the rate of one per round. A question is answered 
  by the power during the same round. For every two caster levels, you may 
  ask one question.
  Contact with minds far removed from your home plane increases the 
  probability that you will incur a decrease in Intelligence and Charisma, 
  but the chance of the power knowing the answer, as well as the probability 
  of the entity answering correctly, are likewise increased by moving to 
  distant planes.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  212
  Pathfinder Roleplaying Game
  Once the Outer Planes are reached, the power of the deity contacted 
  determines the effects. (Random results obtained from the table are 
  subject to the personalities of individual deities.)
  On rare occasions, this divination may be blocked by an act of certain 
  deities or forces.
  Avoid Int/Cha Decrease: You must succeed on an Intelligence check 
  against this DC to avoid a decrease in Intelligence and Charisma. If the 
  check fails, your Intelligence and Charisma scores each fall to 8 for the 
  stated duration, and you become unable to cast arcane spells. If you lose 
  Intelligence and Charisma, the effect strikes as soon as the first question 
  is asked, and no answer is received. (The entries in parentheses are for 
  questions that pertain to the appropriate Elemental Plane.)
  results of a Successful contact d% is rolled for the result shown on 
  the table:
  True Answer: You get a true, one-word answer. Questions that cannot 
  be answered in this way are answered randomly.
  Don’t Know: The entity tells you that it doesn’t know.
  Lie: The entity intentionally lies to you.
  Random Answer: The entity tries to lie but doesn’t know the answer, 
  so it makes one up.
  coNTAGioN
  School necromancy [evil]; Level cleric 3, druid 3, sorcerer/wizard 4
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range touch
  Target living creature touched
  duration instantaneous
  Saving Throw Fortitude negates; Spell resistance yes
  dEScriPTioN
  The subject contracts one of the following diseases: blinding sickness, 
  cackle fever, filth fever, mindfire, red ache, shakes, or slimy doom. Once 
  contracted, use the standard DCs for any subsequent saving throws 
  (use contagion’s normal save DC for the initial saving throw). For more 
  information on these diseases, see the Glossary Chapter. 
  coNTiNGENcy
  School evocation; Level sorcerer/wizard 6
  cASTiNG
  casting Time At least 10 minutes; see text
  components V, S, M (quicksilver and an eyelash of a spell-using 
  creature), F (ivory statuette of you worth 1,500 gp)
  EFFEcT
  range personal
  Target you
  duration 1 day/level (D) or until discharged
  dEScriPTioN
  You can place another spell upon your person so that it comes into 
  effect under some condition you dictate when casting contingency. The 
  contingency spell and the companion spell are cast at the same time. 
  The 10-minute casting time is the minimum total for both castings; if 
  the companion spell has a casting time longer than 10 minutes, use that 
  instead. You must pay any costs associated with the companion spell 
  when you cast contingency.
  The spell to be brought into effect by the contingency must be one that 
  affects your person and be of a spell level no higher than one-third your 
  caster level (rounded down, maximum 6th level).
  The conditions needed to bring the spell into effect must be clear, 
  although they can be general. In all cases, the contingency immediately 
  brings into effect the companion spell, the latter being “cast” 
  instantaneously when the prescribed circumstances occur. If complicated 
  or convoluted conditions are prescribed, the whole spell combination 
  (contingency and the companion magic) may fail when called on. The 
  companion spell occurs based solely on the stated conditions, regardless 
  of whether you want it to.
  You can use only one contingency spell at a time; if a second is cast, the 
  first one (if still active) is dispelled.
  coNTiNuAL FLAmE
  School evocation [light]; Level cleric 3, sorcerer/wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, S, M (ruby dust worth 50 gp)
  EFFEcT
  range touch
  Target object touched
  Effect magical, heatless flame
  duration permanent
  Saving Throw None; Spell resistance no
  dEScriPTioN
  A flame, equivalent in brightness to a torch, springs forth from an 
  object that you touch. The effect looks like a regular flame, but it creates 
  no heat and doesn’t use oxygen. A continual flame can be covered and 
  hidden but not smothered or quenched.
  Light spells counter and dispel darkness spells of an equal or lower 
  level.
  coNTroL uNdEAd
  School necromancy; Level sorcerer/wizard 7
  cASTiNG
  casting Time 1 standard action
  components V, S, M (a piece of bone and a piece of raw meat)
  Plane  
  Avoid int/ 
  True 
  don’t 
   
  random
  contacted 
  cha decrease 
  Answer 
  know 
  Lie 
  Answer
  Elemental Plane 
  DC 7/1 week 
  01–34 
  35–62 
  63–83 
  84–100
  (appropriate) 
  (DC 7/1 week) 
  (01–68) 
  (69–75) 
  (76–98) 
  (99–100)
  Positive/Negative Energy Plane 
  DC 8/1 week 
  01–39 
  40–65 
  66–86 
  87–100
  Astral Plane 
  DC 9/1 week 
  01–44 
  45–67 
  68–88 
  89–100
  Outer Plane, demideity 
  DC 10/2 weeks 
  01–49 
  50–70 
  71–91 
  92–100
  Outer Plane, lesser deity 
  DC 12/3 weeks 
  01–60 
  61–75 
  76–95 
  96–100
  Outer Plane, intermediate deity 
  DC 14/4 weeks 
  01–73 
  74–81 
  82–98 
  99–100
  Outer Plane, greater deity 
  DC 16/5 weeks 
  01–88 
  89–90 
  91–99 
  100
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  213
  Pathfinder RPG: Spells
  11
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Targets up to 2 HD/level of undead creatures, no two of which can be 
  more than 30 ft. apart
  duration 1 min./level
  Saving Throw Will negates; Spell resistance yes
  dEScriPTioN
  This spell enables you to command undead creatures for a short period 
  of time. You command them by voice and they understand you, no 
  matter what language you speak. Even if vocal communication is 
  impossible, the controlled undead do not attack you. At the end of the 
  spell, the subjects revert to their normal behavior.
  Intelligent undead creatures remember that you controlled them.
  coNTroL wEAThEr
  School transmutation; Level cleric 7, druid 7, sorcerer/wizard 7
  cASTiNG
  casting Time 10 minutes; see text
  components V, S
  EFFEcT
  range 2 miles
  Area 2-mile-radius circle, centered on you; see text
  duration 4d12 hours; see text
  Saving Throw None; Spell resistance no
  dEScriPTioN
  You change the weather in the local area. It takes 10 minutes to cast 
  the spell and an additional 10 minutes for the effects to manifest. You 
  can call forth weather appropriate to the climate and season of the area 
  you are in.
  Season 
  Possible weather
  Spring 
  Tornado, thunderstorm, sleet storm, or hot 
  weather
  Summer 
  Torrential rain, heat wave, or hailstorm
  Autumn 
  Hot or cold weather, fog, or sleet
  Winter 
  Frigid cold, blizzard, or thaw
  Late winter 
  Hurricane-force winds or early spring
  You control the general tendencies of the weather, such as the direction 
  and intensity of the wind. You cannot control specific applications of 
  the weather—where lightning strikes, for example, or the exact path 
  of a tornado. When you select a certain weather condition to occur, the 
  weather assumes that condition 10 minutes later (changing gradually, 
  not abruptly). The weather continues as you left it for the duration, or 
  until you use a standard action to designate a new kind of weather (which 
  fully manifests itself 10 minutes later). Contradictory conditions are not 
  possible simultaneously.
  Control weather can do away with atmospheric phenomena (naturally 
  occurring or otherwise) as well as create them.
  A druid casting this spell doubles the duration and affects a circle with 
  a 3-mile radius.
  crEATE Food ANd wATEr
  School conjuration (creation); Level cleric 3
  cASTiNG
  casting Time 10 minutes
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Effect food and water to sustain three humans or one horse/level for 
  24 hours
  duration 24 hours; see text
  Saving Throw None; Spell resistance no
  dEScriPTioN
  The food that this spell creates is simple fare of your choice—highly 
  nourishing, if rather bland. Food so created decays and becomes 
  inedible within 24 hours, although it can be kept fresh for another 24 
  hours by casting a purify food and water spell on it. The water created 
  by this spell is just like clean rain water, and it doesn’t go bad as the 
  food does.
  crEATE wATEr
  School conjuration (creation) [water]; Level cleric 0, druid 0, paladin 1
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Effect up to 2 gallons of water/level
  duration Instantaneous
  Saving Throw None; Spell resistance no
  dEScriPTioN
  This spell generates wholesome, drinkable water, just like clean rain 
  water. Water can be created in an area as small as will actually contain 
  the liquid, or in an area three times as large—possibly creating a 
  downpour or filling many small receptacles.
  Note: Conjuration spells can’t create substances or objects within a 
  creature. Water weighs about 8 pounds per gallon. One cubic foot of 
  water contains roughly 8 gallons and weighs about 60 pounds.
  crEEPiNG doom
  School conjuration (summoning); Level druid 7
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)/100 ft.; see text
  Effect four swarms of insects
  duration 1 round/level
  Saving Throw Fort partial, see text; Spell resistance no
  dEScriPTioN
  This spell summons four massive swarms of biting and stinging 
  insects. These swarms appear adjacent to one another, but can be 
  directed to move independently. Treat these swarms as centipede 
  swarms with the following adjustments. The swarms have a fly 
  speed of 30 feet with perfect maneuverability. The swarms have 
  60 hit point each and deal 4d6 points of damage with their swarm 
  attack. The save to resist their poison and distraction effects is equal 
  to the save DC of this spell. Creatures caught in multiple swarms 
  only take damage and make saves once.
  You may summon the swarms so that they share the area of other 
  creatures. As a standard action, you can command any number of 
  the swarms to move toward any prey within 100 feet of you. You 
  cannot command any swarm to move more than 100 feet away 
  from you, and if you move more than 100 feet from any swarm, that 
  swarm remains stationary, attacking any creatures in its area (but 
  can be commanded again if you move within 100 feet).
  cruShiNG dESPAir
  School enchantment (compulsion) [mind-affecting]; Level bard 3, 
  sorcerer/wizard 4
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  214
  Pathfinder Roleplaying Game
  cASTiNG
  casting Time 1 standard action
  components V, S, M
  EFFEcT
  range 30 ft.
  Area cone-shaped burst
  duration 1 min./level
  Saving Throw Will negates; Spell resistance yes
  dEScriPTioN
  An invisible cone of despair causes great sadness in the subjects. Each 
  affected creature takes a –2 penalty on attack rolls, saving throws, 
  ability checks, skill checks, and weapon damage rolls.
  Crushing despair counters and dispels good hope.
  curE criTicAL wouNdS
  School conjuration (healing); Level bard 4, cleric 4, druid 5
  dEScriPTioN
  This spell functions like cure light wounds, except that it cures 4d8 points 
  of damage +1 point per caster level (maximum +20).
  curE criTicAL wouNdS, mASS
  School conjuration (healing); Level cleric 8, druid 9
  dEScriPTioN
  This spell functions like mass cure light wounds, except that it cures 4d8 
  points of damage +1 point per caster level (maximum +40).
  curE LiGhT wouNdS
  School conjuration (healing); Level bard 1, cleric 1, druid 1, paladin 1, 
  ranger 2
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range touch
  Target creature touched
  duration instantaneous
  Saving Throw Will half (harmless); see text; Spell resistance yes 
  (harmless); see text
  dEScriPTioN
  When laying your hand upon a living creature, you channel positive 
  energy that cures 1d8 points of damage +1 point per caster level 
  (maximum +5).
  Since undead are powered by negative energy, this spell deals damage 
  to them instead of curing their wounds. An undead creature can apply 
  spell resistance, and can attempt a Will save to take half damage.
  curE LiGhT wouNdS, mASS
  School conjuration (healing); Level bard 5, cleric 5, druid 6
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one creature/level, no two of which can be more than 30 ft. 
  apart
  duration instantaneous
  Saving Throw Will half (harmless) or Will half; see text; Spell resistance 
  yes (harmless) or yes; see text
  dEScriPTioN
  You channel positive energy to cure 1d8 points of damage +1 point per 
  caster level (maximum +25) in each selected creature.
  Like other cure spells, mass cure light wounds deals damage to undead 
  in its area rather than curing them. Each affected undead may attempt a 
  Will save for half damage.
  curE modErATE wouNdS
  School conjuration (healing); Level bard 2, cleric 2, druid 3, paladin 3, 
  ranger 3
  dEScriPTioN
  This spell functions like cure light wounds, except that it cures 2d8 points 
  of damage +1 point per caster level (maximum +10).
  curE modErATE wouNdS, mASS
  School conjuration (healing); Level bard 6, cleric 6, druid 7
  dEScriPTioN
  This spell functions like mass cure light wounds, except that it cures 2d8 
  points of damage +1 point per caster level (maximum +30).
  curE SEriouS wouNdS
  School conjuration (healing); Level bard 3, cleric 3, druid 4, paladin 4, 
  ranger 4
  dEScriPTioN
  This spell functions like cure light wounds, except that it cures 3d8 points 
  of damage +1 point per caster level (maximum +15).
  curE SEriouS wouNdS, mASS
  School conjuration (healing); Level cleric 7, druid 8
  dEScriPTioN
  This spell functions like mass cure light wounds, except that it cures 3d8 
  points of damage +1 point per caster level (maximum +35).
  curSE wATEr
  School necromancy [evil];Level cleric 1
  cASTiNG
  casting Time 1 minute
  components V, S, M (5 pounds of powdered silver worth 25 gp)
  EFFEcT
  range touch
  Target flask of water touched
  duration instantaneous
  Saving Throw Will negates (object); Spell resistance yes (object)
  dEScriPTioN
  This spell imbues a flask (1 pint) of water with negative energy, turning 
  it into unholy water. Unholy water damages good outsiders the way 
  holy water damages undead and evil outsiders.
  dANciNG LiGhTS
  School evocation [light]; Level bard 0, sorcerer/wizard 0
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Effect Up to four lights, all within a 10-ft.-radius area
  duration 1 minute (D)
  Saving Throw none; Spell resistance no
  dEScriPTioN
  Depending on the version selected, you create up to four lights that 
  resemble lanterns or torches (and cast that amount of light), or up to 
  four glowing spheres of light (which look like will-o’-wisps), or one 
  faintly glowing, vaguely humanoid shape. The dancing lights must stay 
  within a 10-foot-radius area in relation to each other but otherwise 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  215
  Pathfinder RPG: Spells
  11
  move as you desire (no concentration required): forward or back, up or 
  down, straight or turning corners, or the like. The lights can move up 
  to 100 feet per round. A light winks out if the distance between you and 
  it exceeds the spell’s range.
  Dancing lights can be made permanent with a permanency spell.
  dArkNESS
  School evocation [darkness]; Level bard 2, cleric 2, sorcerer/wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, M/DF (bat fur and a piece of coal)
  EFFEcT
  range touch
  Target object touched
  duration 1 min/level (D)
  Saving Throw none; Spell resistance no
  dEScriPTioN
  This spell causes an object to radiate darkness out to a 20-foot radius. 
  Creatures without darkvision are effectively blinded in this area. Normal 
  lights (torches, candles, lanterns, and so forth) and light spells brought 
  inside the area of darkness can brighten the area, allowing a creature to 
  see normally in the light’s radius.
  If darkness is cast on a small object that is then placed inside or under 
  a lightproof covering, the spell’s effect is blocked until the covering is 
  removed.
  Darkness can be used to counter or dispel any light spell of equal or 
  lower spell level.
  dArkViSioN
  School transmutation; Level ranger 3, sorcerer/wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, S, M (either a pinch of dried carrot or an agate)
  EFFEcT
  range touch
  Target creature touched
  duration 1 hour/level
  Saving Throw Will negates (harmless); Spell resistance yes (harmless)
  dEScriPTioN
  The subject gains the ability to see 60 feet even in total darkness. 
  Darkvision is black and white only but otherwise like normal sight. 
  Darkvision can be made permanent with a permanency spell.
  dAyLiGhT
  School evocation [light]; Level bard 3, cleric 3, druid 3, paladin 3, 
  sorcerer/wizard 3
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range touch
  Target object touched
  duration 10 min./level (D)
  Saving Throw none; Spell resistance no
  dEScriPTioN
  The object touched sheds light as bright as full daylight in a 60-foot 
  radius, and dim light for an additional 60 feet beyond that. Creatures 
  that take penalties in bright light also take them while within the radius 
  of this magical light. Despite its name, this spell is not the equivalent 
  of daylight for the purposes of creatures that are damaged or destroyed 
  by bright light.
  If daylight is cast on a small object that is then placed inside or under 
  a light- proof covering, the spell’s effects are blocked until the covering 
  is removed.
  Daylight brought into an area of magical darkness (or vice versa) is 
  temporarily negated, so that the otherwise prevailing light conditions 
  exist in the overlapping areas of effect.
  Daylight counters or dispels any darkness spell of equal or lower level, 
  such as darkness.
  dAzE
  School enchantment (compulsion) [mind-affecting]; Level bard 0, 
  sorcerer/wizard 0
  cASTiNG
  casting Time 1 standard action
  components V, S, M (a pinch of wool or similar substance)
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one humanoid creature of 4 HD or less
  duration 1 round
  Saving Throw Will negates; Spell resistance yes
  dEScriPTioN
  This enchantment clouds the mind of a humanoid creature with 4 or 
  fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD 
  are not affected. A dazed subject is not stunned, so attackers get no 
  special advantage against it.
  dAzE moNSTEr
  School enchantment (compulsion) [mind-affecting]; Level bard 2, 
  sorcerer/wizard 2
  EFFEcT
  range medium (100 ft. + 10 ft./level)
   
  Aura Power
  creature/object 
  None 
  Faint 
  moderate 
  Strong 
  overwhelming
  Evil creature1 (HD) 
  5 or lower 
  5–10 
  11–25 
  26–50 
  51 or higher
  Undead (HD) 
  — 
  2 or lower 
  3–8 
  9–20 
  21 or higher
  Evil outsider (HD) 
  — 
  1 or lower 
  2–4 
  5–10 
  11 or higher
  Cleric of an evil deity2 (class levels) 
  — 
  1 
  2–4 
  5–10 
  11 or higher
  Evil magic item or spell (caster level) 
  5th or lower 
  6th–10th 
  11th–15th 
  16th–20th 
  21st or higher
  1 Except for undead and outsiders, which have their own entries on the table.
  2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  216
  Pathfinder Roleplaying Game
  Target one living creature of 6 HD or less
  dEScriPTioN
  This spell functions like daze, but daze monster can affect any one living 
  creature of any type. Creatures of 7 or more HD are not affected.
  dEATh kNELL
  School necromancy [death, evil]; Level cleric 2
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range touch
  Target living creature touched
  duration instantaneous/10 minutes per HD of subject; see text
  Saving Throw Will negates; Spell resistance yes
  dEScriPTioN
  You draw forth the ebbing life force of a creature and use it to fuel your 
  own power. Upon casting this spell, you touch a living creature that 
  has –1 or fewer hit points. If the subject fails its saving throw, it dies, 
  and you gain 1d8 temporary hit points and a +2 bonus to Strength. 
  Additionally, your effective caster level goes up by +1, improving spell 
  effects dependent on caster level. This increase in effective caster level 
  does not grant you access to more spells. These effects last for 10 
  minutes per HD of the subject creature.
  dEATh wArd
  School necromancy; Level cleric 4, druid 5, paladin 4
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range touch
  Target living creature touched
  duration 1 min./level
  Saving Throw Will negates (harmless); Spell resistance yes (harmless)
  dEScriPTioN
  The subject gains a +4 morale bonus on saves against all death spells 
  and magical death effects. The subject is granted a save to negate such 
  effects even if one is not normally allowed. The subject is immune to 
  energy drain and any negative energy effects, including channeled 
  negative energy.
  This spell does not remove negative levels that the subject has already 
  gained, but it does remove the penalties from negative levels for the 
  duration of its effect.
  Death ward does not protect against other sorts of attacks, even if 
  those attacks might be lethal.
  dEAThwATch
  School necromancy; Level cleric 1
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range 30 ft.
  Area cone-shaped emanation
  duration 10 min./level
  Saving Throw none; Spell resistance no
  dEScriPTioN
  Using the powers of necromancy, you can determine the condition of 
  creatures near death within the spell’s range. You instantly know whether 
  each creature within the area is dead, fragile (alive and wounded, with 
  3 or fewer hit points left), fighting off death (alive with 4 or more hit 
  points), undead, or neither alive nor dead (such as a construct).
  Deathwatch sees through any spell or ability that allows creatures to 
  feign death.
  dEEP SLumBEr
  School enchantment (compulsion) [mind-affecting]; Level bard 3, 
  sorcerer/wizard 3
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  dEScriPTioN
  This spell functions like sleep, except that it affects 10 HD of creatures.
  dEEPEr dArkNESS
  School evocation [darkness]; Level cleric 3
  EFFEcT
  duration 10 min/level (D)
  dEScriPTioN
  This spell functions as darkness, except that the object radiates darkness 
  in a 60-foot radius. Nonmagical light sources cannot illuminate an area 
  of deeper darkness, but darkvision still allows creatures to see normally. 
  Deeper Darkness can be used to counter or dispel any light spell of 
  equal or lower spell level.
  dELAy PoiSoN
  School conjuration (healing); Level bard 2, cleric 2, druid 2, paladin 2, 
  ranger 1
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range touch
  Target creature touched
  duration 1 hour/level
  Saving Throw Fortitude negates (harmless); Spell resistance yes 
  (harmless)
  dEScriPTioN
  The subject becomes temporarily immune to poison. Any poison in its 
  system or any poison to which it is exposed during the spell’s duration 
  does not affect the subject until the spell’s duration has expired. Delay 
  poison does not cure any damage that poison may have already done.
  dELAyEd BLAST FirEBALL
  School evocation [fire]; Level sorcerer/wizard 7
    
  Aura Power
  Spell or object 
  Faint 
  moderate 
  Strong 
  overwhelming
  Functioning spell (spell level) 
  3rd or lower 
  4th–6th 
  7th–9th 
  10th+ (deity-level)
  Magic item (caster level) 
  5th or lower 
  6th–11th 
  12th–20th 
  21st+ (artifact)
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  217
  Pathfinder RPG: Spells
  11
  EFFEcT
  duration 5 rounds or less; see text
  dEScriPTioN
  This spell functions like fireball, except that it is more powerful and can 
  detonate up to 5 rounds after the spell is cast. The burst of flame deals 
  1d6 points of fire damage per caster level (maximum 20d6).
  The glowing bead created by delayed blast fireball can detonate 
  immediately if you desire, or you can choose to delay the burst for as 
  many as 5 rounds. You select the amount of delay upon completing the 
  spell, and that time cannot change once it has been set unless someone 
  touches the bead. If you choose a delay, the glowing bead sits at its 
  destination until it detonates. A creature can pick up and hurl the bead 
  as a thrown weapon (range increment 10 feet). If a creature handles and 
  moves the bead within 1 round of its detonation, there is a 25% chance 
  that the bead detonates while being handled.
  dEmANd
  School enchantment (compulsion) [mind-affecting]; Level sorcerer/
  wizard 8
  EFFEcT
  Saving Throw Will partial; Spell resistance yes
  dEScriPTioN
  This spell functions like sending, but the message can also contain a 
  suggestion (see the suggestion spell), which the subject does its best to 
  carry out. A successful Will save negates the suggestion effect but not 
  the contact itself. The demand, if received, is understood even if the 
  subject’s Intelligence score is as low as 1. If the message is impossible 
  or meaningless according to the circumstances that exist for the subject 
  at the time the demand is issued, the message is understood but the 
  suggestion is ineffective.
  The demand’s message to the creature must be 25 words or less, 
  including the suggestion. The creature can also give a short reply 
  immediately.
  dESTrucTioN
  School necromancy [death]; Level cleric 7
  cASTiNG
  casting Time 1 standard action
  components V, S, F (holy or unholy symbol costing 500 gp)
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one creature
  duration instantaneous
  Saving Throw Fortitude partial; Spell resistance yes
  dEScriPTioN
  This spell instantly delivers 10 points of damage per caster level. If the 
  spell slays the target, it consumes the remains utterly in holy (or unholy) 
  fire (but not its equipment or possessions). If the target’s Fortitude 
  saving throw succeeds, it instead takes 10d6 points of damage. The 
  only way to restore life to a character who has failed to save against this 
  spell (and was slain) is to use true resurrection, a carefully worded wish 
  spell followed by resurrection, or miracle.
  dETEcT chAoS
  School divination; Level cleric 1
  dEScriPTioN
  This spell functions like detect evil, except that it detects the auras of 
  chaotic creatures, clerics of chaotic deities, chaotic spells, and chaotic 
  magic items, and you are vulnerable to an overwhelming chaotic aura 
  if you are lawful.
  dETEcT EViL
  School divination; Level cleric 1
  cASTiNG 
  casting Time 1 standard action
  component V, S, DF
  EFFEcT
  range 60 ft.
  Area cone-shaped emanation
  duration concentration, up to 10 min./ level (D)
  Saving Throw none; Spell resistance no
  dEScriPTioN
  You can sense the presence of evil. The amount of information revealed 
  depends on how long you study a particular area or subject.
  1st Round: Presence or absence of evil.
  2nd Round: Number of evil auras (creatures, objects, or spells) in the 
  area and the power of the most potent evil aura present.
  If you are of good alignment, and the strongest evil aura’s power is 
  overwhelming (see below), and the HD or level of the aura’s source is 
  at least twice your character level, you are stunned for 1 round and the 
  spell ends.
  3rd Round: The power and location of each aura. If an aura is outside 
  your line of sight, then you discern its direction but not its exact 
  location.
  Aura Power: An evil aura’s power depends on the type of evil creature 
  or object that you’re detecting and its HD, caster level, or (in the case of 
  a cleric) class level; see the accompanying table. If an aura falls into more 
  than one strength category, the spell indicates the stronger of the two.
  Lingering Aura: An evil aura lingers after its original source dissipates (in 
  the case of a spell) or is destroyed (in the case of a creature or magic item). 
  If detect evil is cast and directed at such a location, the spell indicates an 
  aura strength of dim (even weaker than a faint aura). How long the aura 
  lingers at this dim level depends on its original power:
  original Strength 
  duration of Lingering Aura
  Faint 
  1d6 rounds
  Moderate  
  1d6 minutes
  Strong 
  1d6x10 minutes
  Overwhelming 
  1d6 days
  Animals, traps, poisons, and other potential perils are not evil, and as 
  such this spell does not detect them. Creatures with actively evil intents 
  count as evil creatures for the purpose of this spell.
  Each round, you can turn to detect evil in a new area. The spell can 
  penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin 
  sheet of lead, or 3 feet of wood or dirt blocks it.
  dETEcT Good
  School divination; Level cleric 1
  dEScriPTioN
  This spell functions like detect evil, except that it detects the auras 
  of good creatures, clerics or paladins of good deities, good spells, 
  and good magic items, and you are vulnerable to an overwhelming 
  good aura if you are evil. Healing potions, antidotes, and similar 
  beneficial items are not good.
  dETEcT LAw
  School divination; Level cleric 1
  dEScriPTioN
  This spell functions like detect evil, except that it detects the auras 
  of lawful creatures, clerics of lawful deities, lawful spells, and 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  218
  Pathfinder Roleplaying Game
  lawful magic items, and you are vulnerable to an overwhelming 
  lawful aura if you are chaotic.
  dETEcT mAGic
  School divination; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
  cASTiNG
  casting Time 1 standard action
  component: V, S
  EFFEcT
  range 60 ft.
  Area cone-shaped emanation
  duration concentration, up to 1 min./level (D)
  Saving Throw none; Spell resistance no
  dEScriPTioN
  You detect magical auras. The amount of information revealed depends 
  on how long you study a particular area or subject.
  1st Round: Presence or absence of magical auras.
  2nd Round: Number of different magical auras and the power of the 
  most potent aura.
  3rd Round: The strength and location of each aura. If the items or 
  creatures bearing the auras are in line of sight, you can make Knowledge 
  (arcane) skill checks to determine the school of magic involved in each. 
  (Make one check per aura: DC 15 + spell level, or 15 + half caster level for 
  a nonspell effect.)
  Magical areas, multiple types of magic, or strong local magical 
  emanations may distort or conceal weaker auras.
  Aura Strength: An aura’s power depends on a spell’s functioning spell 
  level or an item’s caster level. If an aura falls into more than one category, 
  detect magic indicates the stronger of the two.
  Lingering Aura: A magical aura lingers after its original source dissipates 
  (in the case of a spell) or is destroyed (in the case of a magic item). If detect 
  magic is cast and directed at such a location, the spell indicates an aura 
  strength of dim (even weaker than a faint aura). How long the aura lingers 
  at this dim level depends on its original power:
  original Strength 
  duration of Lingering Aura
  Faint 
  1d6 rounds
  Moderate 
  1d6 minutes
  Strong 
  1d6x10 minutes
  Overwhelming 
  1d6 days
  Outsiders and elementals are not magical in themselves, but if they 
  are summoned, the conjuration spell registers.
  Each round, you can turn to detect magic in a new area. The spell can 
  penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin 
  sheet of lead, or 3 feet of wood or dirt blocks it.
  Detect magic can be made permanent with a permanency spell.
  dETEcT PoiSoN
  School divination; Level cleric 0, druid 0, paladin 1, ranger 1, sorcerer/
  wizard 0
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target or Area one creature, one object, or a 5-ft. cube
  duration instantaneous
  Saving Throw none; Spell resistance no
  dEScriPTioN
  You determine whether a creature, object, or area has been poisoned or 
  is poisonous. You can determine the exact type of poison with a DC 20 
  Wisdom check. A character with the Craft (alchemy) skill may try a DC 
  20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft 
  (alchemy) check prior to the Wisdom check.
  The spell can penetrate barriers, but 1 foot of stone, 1 inch of common 
  metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
  dETEcT ScryiNG
  School divination; Level bard 4, sorcerer/wizard 4
  cASTiNG
  casting Time 1 standard action
  components V, S, M (a piece of mirror and a miniature brass 
  hearing trumpet)
  EFFEcT
  range 40 ft.
  Area 40-ft.-radius emanation centered on you
  duration 24 hours
  Saving Throw none; Spell resistance no
  dEScriPTioN
  You immediately become aware of any attempt to observe you by means 
  of a divination (scrying) spell or effect. The spell’s area radiates from 
  you and moves as you move. You know the location of every magical 
  sensor within the spell’s area.
  If the scrying attempt originates within the area, you also know its 
  location; otherwise, you and the scrier immediately make opposed caster 
  level checks (1d20 + caster level). If you at least match the scrier’s result, 
  you get a visual image of the scrier and an accurate sense of his direction 
  and distance from you.
  dETEcT SEcrET doorS
  School divination; Level bard 1, sorcerer/wizard 1
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range 60 ft.
  Area cone-shaped emanation
  duration Concentration, up to 1 min./level (D)
  Saving Throw none; Spell resistance no
  dEScriPTioN
  You can detect secret doors, compartments, caches, and so forth. Only 
  passages, doors, or openings that have been specifically constructed to 
  escape detection are detected by this spell. The amount of information 
  revealed depends on how long you study a particular area or subject.
  1st Round: Presence or absence of secret doors.
  2nd Round: Number of secret doors and the location of each. If an 
  aura is outside your line of sight, then you discern its direction but not 
  its exact location.
  Each Additional Round: The mechanism or trigger for one particular 
  secret portal closely examined by you. Each round, you can turn to detect 
  secret doors in a new area. The spell can penetrate barriers, but 1 foot of 
  stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or 
  dirt blocks it.
  dETEcT SNArES ANd PiTS
  School divination; Level druid 1, ranger 1
  cASTiNG
  casting Time 1 standard action
  components V, S
  cASTiNG
  range 60 ft.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  219
  Pathfinder RPG: Spells
  11
  Area cone-shaped emanation
  duration concentration, up to 10 min./level (D)
  Saving Throw none; Spell resistance no
  dEScriPTioN
  You can detect simple pits, deadfalls, and snares as well as mechanical 
  traps constructed of natural materials. The spell does not detect 
  complex traps, including trapdoor traps.
  Detect snares and pits does detect certain natural hazards—quicksand 
  (a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall). It 
  does not reveal other potentially dangerous conditions. The spell does 
  not detect magic traps (except those that operate by pit, deadfall, or 
  snaring; see the spell snare), nor mechanically complex ones, nor those 
  that have been rendered safe or inactive.
  The amount of information revealed depends on how long you study 
  a particular area.
  1st Round: Presence or absence of hazards.
  2nd Round: Number of hazards and the location of each. If a hazard is 
  outside your line of sight, then you discern its direction but not its exact 
  location.
  Each Additional Round: The general type and trigger for one particular 
  hazard closely examined by you.
  Each round, you can turn to detect snares and pits in a new area. The 
  spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, 
  a thin sheet of lead, or 3 feet of wood or dirt blocks it.
  dETEcT ThouGhTS
  School divination [mind-affecting]; Level bard 2, sorcerer/wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, S, F/DF (a copper piece)
  EFFEcT
  range 60 ft.
  Area cone-shaped emanation
  duration concentration, up to 1 min./level (D)
  Saving Throw Will negates; see text; Spell resistance no
  dEScriPTioN
  You detect surface thoughts. The amount of information revealed 
  depends on how long you study a particular area or subject.
  1st Round: Presence or absence of thoughts (from conscious creatures 
  with Intelligence scores of 1 or higher).
  2nd Round: Number of thinking minds and the Intelligence score of 
  each. If the highest Intelligence is 26 or higher (and at least 10 points 
  higher than your own Intelligence score), you are stunned for 1 round 
  and the spell ends. This spell does not let you determine the location of 
  the thinking minds if you can’t see the creatures whose thoughts you are 
  detecting.
  3rd Round: Surface thoughts of any mind in the area. A target’s Will 
  save prevents you from reading its thoughts, and you must cast detect 
  thoughts again to have another chance. Creatures of animal intelligence 
  (Int 1 or 2) have simple, instinctual thoughts that you can pick up.
  Each round, you can turn to detect thoughts in a new area. The spell 
  can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin 
  sheet of lead, or 3 feet of wood or dirt blocks it.
  dETEcT uNdEAd
  School divination; Level cleric 1, paladin 1, sorcerer/wizard 1
  cASTiNG
  casting Time 1 standard action
  components V, S, M/DF (earth from a grave)
  EFFEcT
  range 60 ft.
  Area cone-shaped emanation
  duration concentration, up to 1 minute/ level (D)
  Saving Throw none; Spell resistance no
  dEScriPTioN
  You can detect the aura that surrounds undead creatures. The 
  amount of information revealed depends on how long you study a 
  particular area.
  1st Round: Presence or absence of undead auras.
  2nd Round: Number of undead auras in the area and the strength of 
  the strongest undead aura present. If you are of good alignment, and the 
  strongest undead aura’s strength is overwhelming (see below), and the 
  creature has HD of at least twice your character level, you are stunned for 
  1 round and the spell ends.
  3rd Round: The strength and location of each undead aura. If an aura 
  is outside your line of sight, then you discern its direction but not its 
  exact location.
  Aura Strength: The strength of an undead aura is determined by the 
  HD of the undead creature, as given on the following table:
  hd 
  Strength
  1 or lower 
  Faint
  2–4 
  Moderate
  5–10 
  Strong
  11 or higher 
  Overwhelming
  Lingering Aura: An undead aura lingers after its original source is 
  destroyed. If detect undead is cast and directed at such a location, the 
  spell indicates an aura strength of dim (even weaker than a faint aura). 
  How long the aura lingers at this dim level depends on its original 
  power:
  original Strength 
  duration of Lingering Aura
  Faint 
  1d6 rounds
  Moderate 
  1d6 minutes
  Strong 
  1d6x10 minutes
  Overwhelming 
  1d6 days
  Each round, you can turn to detect undead in a new area. The spell can 
  penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin 
  sheet of lead, or 3 feet of wood or dirt blocks it.
  dimENSioN door
  School conjuration (teleportation); Level bard 4, sorcerer/wizard 4
  cASTiNG
  casting Time 1 standard action
  components V
  EFFEcT
  range long (400 ft. + 40 ft./level)
  Target you and touched objects or other touched willing creatures
  duration instantaneous
  Saving Throw none and Will negates (object); Spell resistance no and 
  yes (object)
  dEScriPTioN
  You instantly transfer yourself from your current location to any other 
  spot within range. You always arrive at exactly the spot desired—
  whether by simply visualizing the area or by stating direction. After 
  using this spell, you can’t take any other actions until your next turn. 
  You can bring along objects as long as their weight doesn’t exceed your 
  maximum load. You may also bring one additional willing Medium or 
  smaller creature (carrying gear or objects up to its maximum load) or 
  its equivalent per three caster levels. A Large creature counts as two 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  220
  Pathfinder Roleplaying Game
  Medium creatures, a Huge creature counts as two Large creatures, and 
  so forth. All creatures to be transported must be in contact with one 
  another, and at least one of those creatures must be in contact with 
  you.
  If you arrive in a place that is already occupied by a solid body, you 
  and each creature traveling with you take 1d6 points of damage and are 
  shunted to a random open space on a suitable surface within 100 feet of 
  the intended location.
  If there is no free space within 100 feet, you and each creature traveling 
  with you take an additional 2d6 points of damage and are shunted to a 
  free space within 1,000 feet. If there is no free space within 1,000 feet, 
  you and each creature travelling with you take an additional 4d6 points of 
  damage and the spell simply fails.
  dimENSioNAL ANchor
  School abjuration; Level cleric 4, sorcerer/wizard 4
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Effect ray
  duration 1 min./level
  Saving Throw none; Spell resistance yes (object)
  dEScriPTioN
  A green ray springs from your outstretched hand. You must make a 
  ranged touch attack to hit the target. Any creature or object struck by the 
  ray is covered with a shimmering emerald field that completely blocks 
  extradimensional travel. Forms of movement barred by a dimensional 
  anchor include astral projection, blink, dimension door, ethereal jaunt, 
  etherealness, gate, maze, plane shift, shadow walk, teleport, and similar 
  spell-like or psionic abilities. The spell also prevents the use of a gate or 
  teleportation circle for the duration of the spell.
  A dimensional anchor does not interfere with the movement of creatures 
  already in ethereal or astral form when the spell is cast, nor does it block 
  extradimensional perception or attack forms. Also, dimensional anchor 
  does not prevent summoned creatures from disappearing at the end of 
  a summoning spell.
  dimENSioNAL Lock
  School abjuration; Level cleric 8, sorcerer/wizard 8
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Area 20-ft.-radius emanation centered on a point in space
  duration 1 day/level
  Saving Throw none; Spell resistance yes
  dEScriPTioN
  You create a shimmering emerald barrier that completely blocks 
  extradimensional travel. Forms of movement barred include astral 
  projection, blink, dimension door, ethereal jaunt, etherealness, gate, 
  maze, plane shift, shadow walk, teleport, and similar spell-like or psionic 
  abilities. Once dimensional lock is in place, extradimensional travel into 
  or out of the area is not possible.
  A dimensional lock does not interfere with the movement of creatures 
  already in ethereal or astral form when the spell is cast, nor does it 
  block extradimensional perception or attack forms. Also, the spell does 
  not prevent summoned creatures from disappearing at the end of a 
  summoning spell.
  diScErN LiES
  School divination; Level cleric 4, paladin 3
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Targets one creature/level, no two of which can be more than 30 ft. 
  apart
  duration Concentration, up to 1 round/level
  Saving Throw Will negates; Spell resistance no
  dEScriPTioN
  Each round, you concentrate on one target, who must be within 
  range. You know if the target deliberately and knowingly speaks a lie 
  by discerning disturbances in its aura caused by lying. The spell does 
  not reveal the truth, uncover unintentional inaccuracies, or necessarily 
  reveal evasions.
  Each round, you may concentrate on a different target.
  diScErN LocATioN
  School divination; Level cleric 8, sorcerer/wizard 8
  cASTiNG
  casting Time 10 minutes
  components V, S, DF
  EFFEcT
  range unlimited
  Target one creature or object
  duration instantaneous
  Saving Throw none; Spell resistance no
  dEScriPTioN
  A discern location spell is among the most powerful means of locating 
  creatures or objects. Nothing short of a mind blank spell or the direct 
  intervention of a deity keeps you from learning the exact location of a 
  single individual or object. Discern location circumvents normal means 
  of protection from scrying or location. The spell reveals the name of 
  the creature or object’s location (place, name, business name, building 
  name, or the like), community, county (or similar political division), 
  country, continent, and the plane of existence where the target lies.
  To find a creature with the spell, you must have seen the creature or 
  have some item that once belonged to it. To find an object, you must have 
  touched it at least once.
  diSGuiSE SELF
  School illusion (glamer); Level bard 1, sorcerer/wizard 1
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range personal
  Target you
  duration 10 min./level (D)
  dEScriPTioN
  You make yourself—including clothing, armor, weapons, and 
  equipment—look different. You can seem 1 foot shorter or taller, thin, 
  fat, or in between. You cannot change your body type. Otherwise, the 
  extent of the apparent change is up to you. You could add or obscure a 
  minor feature or look like an entirely different person.
  The spell does not provide the abilities or mannerisms of the chosen 
  form, nor does it alter the perceived tactile (touch) or audible (sound) 
  properties of you or your equipment. If you use this spell to create a 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  221
  Pathfinder RPG: Spells
  11
  disguise, you get a +10 bonus on the Disguise check. A creature that 
  interacts with the glamer gets a Will save to recognize it as an illusion.
  diSiNTEGrATE
  School transmutation; Level sorcerer/wizard 6
  cASTiNG
  casting Time 1 standard action
  components V, S, M/DF (a lodestone and a pinch of dust)
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Effect ray
  duration instantaneous
  Saving Throw Fortitude partial (object); Spell resistance yes
  dEScriPTioN
  A thin, green ray springs from your pointing finger. You must make a 
  successful ranged touch attack to hit. Any creature struck by the ray 
  takes 2d6 points of damage per caster level (to a maximum of 40d6). 
  Any creature reduced to 0 or fewer hit points by this spell is entirely 
  disintegrated, leaving behind only a trace of fine dust. A disintegrated 
  creature’s equipment is unaffected.
  When used against an object, the ray simply disintegrates as much 
  as one 10-foot cube of nonliving matter. Thus, the spell disintegrates 
  only part of any very large object or structure targeted. The ray affects 
  even objects constructed entirely of force, such as forceful hand or a wall 
  of force, but not magical effects such as a globe of invulnerability or an 
  antimagic field.
  A creature or object that makes a successful Fortitude save is partially 
  affected, taking only 5d6 points of damage. If this damage reduces the 
  creature or object to 0 or fewer hit points, it is entirely disintegrated.
  Only the first creature or object struck can be affected; that is, the ray 
  affects only one target per casting.
  diSmiSSAL
  School abjuration; Level cleric 4, sorcerer/wizard 5
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one extraplanar creature
  duration instantaneous
  Saving Throw Will negates; see text; Spell resistance yes
  dEScriPTioN
  This spell forces an extraplanar creature back to its proper plane if it 
  fails a special Will save (DC = spell’s save DC – creature’s HD + your 
  caster level). If the spell is successful, the creature is instantly whisked 
  away, but there is a 20% chance of actually sending the subject to a 
  plane other than its own.
  diSPEL chAoS
  School abjuration [lawful]; Level cleric 5, paladin 4
  dEScriPTioN
  This spell functions like dispel evil, except that you are surrounded by 
  constant, blue, lawful energy, and the spell affects chaotic creatures 
  and spells rather than evil ones.
  diSPEL EViL
  School abjuration [good]; Level cleric 5, paladin 4
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range touch
  Target or Targets you and a touched evil creature from another plane, 
  or you and an enchantment or evil spell on a touched creature or 
  object
  duration 1 round/level or until discharged, whichever comes first 
  Saving Throw see text; Spell resistance see text
  dEScriPTioN
  Shimmering, white, holy energy surrounds you. This power has 
  three effects. First, you gain a +4 deflection bonus to AC against 
  attacks by evil creatures.
  Second, on making a successful melee touch attack against an evil 
  creature from another plane, you can choose to drive that creature 
  back to its home plane. The creature can negate the effects with a 
  successful Will save (spell resistance applies). This use discharges and 
  ends the spell.
  Third, with a touch you can automatically dispel any one enchantment 
  spell cast by an evil creature or any one evil spell. Spells that can’t be 
  dispelled by dispel magic also can’t be dispelled by dispel evil. Saving 
  throws and spell resistance do not apply to this effect. This use discharges 
  and ends the spell.
  diSPEL Good
  School abjuration [evil]; Level cleric 5
  dEScriPTioN
  This spell functions like dispel evil, except that you are surrounded by 
  dark, wavering, unholy energy, and the spell affects good creatures and 
  spells rather than evil ones.
  diSPEL LAw
  School abjuration [chaotic]; Level cleric 5
  dEScriPTioN
  This spell functions like dispel evil, except that you are surrounded by 
  flickering, yellow, chaotic energy, and the spell affects lawful creatures 
  and spells rather than evil ones.
  diSPEL mAGic
  School abjuration; Level bard 3, cleric 3, druid 4, paladin 3, sorcerer/
  wizard 3
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Target or Area one spellcaster, creature, or object, or 20-ft.-radius 
  burst
  duration instantaneous
  Saving Throw none; Spell resistance no
  dEScriPTioN
  You can use dispel magic to end ongoing spells that have been cast 
  on a creature or object, to temporarily suppress the magical abilities 
  of a magic item, to end ongoing spells (or at least their effects) within 
  an area, or to counter another spellcaster’s spell. A dispelled spell 
  ends as if its duration had expired. Some spells, as detailed in their 
  descriptions, can’t be defeated by dispel magic. Dispel magic can dispel 
  (but not counter) spell-like effects just as it does spells. The effect of 
  a spell with an instantaneous duration can’t be dispelled, because the 
  magical effect is already over before the dispel magic can take effect. 
  You choose to use dispel magic in one of three ways: a targeted dispel, 
  an area dispel, or a counterspell:
  Targeted Dispel: One object, creature, or spell is the target of the dispel 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  222
  Pathfinder Roleplaying Game
  magic spell. You make a dispel check (1d20 + your caster level, maximum 
  +10) against the spell or against each ongoing spell currently in effect on 
  the object or creature. The DC for this dispel check is 11 + the spell’s caster 
  level. If you succeed on a particular check, that spell is dispelled; if you 
  fail, that spell remains in effect.
  If you target an object or creature that is the effect of an ongoing spell 
  (such as a monster summoned by monster summoning), you make a dispel 
  check to end the spell that conjured the object or creature.
  If the object that you target is a magic item, you make a dispel check 
  against the item’s caster level. If you succeed, all the item’s magical 
  properties are suppressed for 1d4 rounds, after which the item recovers 
  on its own. A suppressed item becomes nonmagical for the duration 
  of the effect. An interdimensional interface (such as a bag of holding) is 
  temporarily closed. A magic item’s physical properties are unchanged: 
  A suppressed magic sword is still a sword (a masterwork sword, in fact). 
  Artifacts and deities are unaffected by mortal magic such as this.
  You automatically succeed on your dispel check against any spell that 
  you cast yourself.
  Area Dispel: When dispel magic is used in this way, the spell affects 
  everything within a 20-foot radius.
  For each creature within the area that is the subject of one or more 
  spells, you make a dispel check against the spell with the highest caster 
  level. If that check fails, you make dispel checks against progressively 
  weaker spells until you dispel one spell (which discharges the dispel magic 
  spell so far as that target is concerned) or until you fail all your checks. The 
  creature’s magic items are not affected.
  For each object within the area that is the target of one or more spells, 
  you make dispel checks as with creatures. Magic items are not affected 
  by an area dispel.
  For each ongoing area or effect spell whose point of origin is within the 
  area of the dispel magic spell, you can make a dispel check to dispel the 
  spell. For each ongoing spell whose area overlaps that of the dispel magic 
  spell, you can make a dispel check to end the effect, but only within the 
  overlapping area.
  If an object or creature that is the effect of an ongoing spell (such 
  as a monster summoned by monster summoning) is in the area, you can 
  make a dispel check to end the spell that conjured that object or creature 
  (returning it whence it came) in addition to attempting to dispel spells 
  targeting the creature or object.
  You may choose to automatically succeed on dispel checks against any 
  spell that you have cast.
  Counterspell: When dispel magic is used in this way, the spell targets 
  a spellcaster and is cast as a counterspell. Unlike a true counterspell, 
  however, dispel magic may not work; you must make a dispel check to 
  counter the other spellcaster’s spell.
  diSPEL mAGic, GrEATEr
  School abjuration; Level bard 5, cleric 6, druid 6, sorcerer/wizard 6
  dEScriPTioN
  This spell functions like dispel magic, except that the maximum caster 
  level on your dispel check is +20 instead of +10.
  Additionally, greater dispel magic has a chance to dispel any effect that 
  remove curse can remove, even if dispel magic can’t dispel that effect.
  diSPLAcEmENT
  School illusion (glamer); Level bard 3, sorcerer/wizard 3
  cASTiNG
  casting Time 1 standard action
  components V, M (a small loop of leather)
  EFFEcT
  range touch
  Target creature touched
  duration 1 round/level (D)
  Saving Throw Will negates (harmless); Spell resistance yes (harmless)
  dEScriPTioN
  The subject of this spell appears to be about 2 feet away from its true 
  location. The creature benefits from a 50% miss chance as if it had 
  total concealment. Unlike actual total concealment, displacement does 
  not prevent enemies from targeting the creature normally. True seeing 
  reveals its true location and negates the miss chance.
  diSruPT uNdEAd
  School necromancy; Level sorcerer/wizard 0
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Effect ray
  duration instantaneous
  Saving Throw none; Spell resistance yes
  dEScriPTioN
  You direct a ray of positive energy. You must make a ranged touch 
  attack to hit, and if the ray hits an undead creature, it deals 1d6 points 
  of damage to it.
  diSruPTiNG wEAPoN
  School transmutation; Level cleric 5
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range touch
  Targets one melee weapon
  duration 1 round/level
  Saving Throw Will negates (harmless, object); see text; Spell resistance 
  yes (harmless, object)
  dEScriPTioN
  This spell makes a melee weapon deadly to undead. Any undead creature 
  with HD equal to or less than your caster level must succeed on a Will 
  save or be destroyed utterly if struck in combat with this weapon. Spell 
  resistance does not apply against the destruction effect.
  diViNATioN
  School divination; Level cleric 4
  cASTiNG
  casting Time 10 minutes
  components V, S, M (incense and an appropriate offering worth 25 
  gp)
  EFFEcT
  range personal
  Target you
  duration instantaneous 
  dEScriPTioN
  Similar to augury but more powerful, a divination spell can provide 
  you with a useful piece of advice in reply to a question concerning a 
  specific goal, event, or activity that is to occur within one week. The 
  advice can be as simple as a short phrase, or it might take the form of 
  a cryptic rhyme or omen. If your party doesn’t act on the information, 
  the conditions may change so that the information is no longer useful. 
  The base chance for a correct divination is 70% + 1% per caster level, to a 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  223
  Pathfinder RPG: Spells
  11
  maximum of 90%. If the dice roll fails, you know the spell failed, unless 
  specific magic yielding false information is at work.
  As with augury, multiple divinations about the same topic by the same 
  caster use the same dice result as the first divination spell and yield the 
  same answer each time.
  diViNE FAVor
  School evocation; Level cleric 1, paladin 1
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range personal
  Target you
  duration 1 minute
  dEScriPTioN
  Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus 
  on attack and weapon damage rolls for every three caster levels you have 
  (at least +1, maximum +6). The bonus doesn’t apply to spell damage.
  diViNE PowEr
  School evocation; Level cleric 4
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range personal
  Target you
  duration 1 round/level
  dEScriPTioN
  Calling upon the divine power of your patron, you imbue yourself 
  with strength and skill in combat. You gain a +1 luck bonus on attack 
  rolls, weapon damage rolls, Strength checks, and Strength-based skill 
  checks for every three caster levels you have (maximum +6). You also 
  gain 1 temporary hit point per caster level. Whenever you make a 
  full-attack action, you can make on additional attack at your full base 
  attack bonus, plus any appropriate modifiers. This additional attack is 
  not cumulative with similar effects, such as haste or weapons with the 
  speed special ability.
  domiNATE ANimAL
  School enchantment (compulsion) [mind-affecting]; Level druid 3
  cASTiNG
  casting Time 1 round
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one animal
  duration 1 round/level
  Saving Throw Will negates; Spell resistance yes
  dEScriPTioN
  You can enchant an animal and direct it with simple commands such 
  as “Attack,” “Run,” and “Fetch.” Suicidal or self-destructive commands 
  (including an order to attack a creature two or more size categories 
  larger than the dominated animal) are simply ignored.
  Dominate animal establishes a mental link between you and the subject 
  creature. The animal can be directed by silent mental command as long 
  as it remains in range. You need not see the creature to control it. You 
  do not receive direct sensory input from the creature, but you know what 
  it is experiencing. Because you are directing the animal with your own 
  intelligence, it may be able to undertake actions normally beyond its own 
  comprehension. You need not concentrate exclusively on controlling the 
  creature unless you are trying to direct it to do something it normally 
  couldn’t do. Changing your instructions or giving a dominated creature 
  a new command is the equivalent of redirecting a spell, so it is a move 
  action.
  domiNATE moNSTEr
  School enchantment (compulsion) [mind-affecting]; Level sorcerer/
  wizard 9
  EFFEcT
  Target one creature
  dEScriPTioN
  This spell functions like dominate person, except that the spell is not 
  restricted by creature type.
  domiNATE PErSoN
  School enchantment (compulsion) [mind-affecting]; Level bard 4, 
  sorcerer/wizard 5
  cASTiNG
  casting Time 1 round
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one humanoid
  duration 1 day/level
  Saving Throw Will negates; Spell resistance yes
  dEScriPTioN
  You can control the actions of any humanoid creature through a 
  telepathic link that you establish with the subject’s mind.
  If you and the subject have a common language, you can generally force 
  the subject to perform as you desire, within the limits of its abilities. If no 
  common language exists, you can communicate only basic commands, 
  such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know 
  what the subject is experiencing, but you do not receive direct sensory 
  input from it, nor can it communicate with you telepathically.
  Once you have given a dominated creature a command, it continues to 
  attempt to carry out that command to the exclusion of all other activities 
  except those necessary for day-to-day survival (such as sleeping, eating, 
  and so forth). Because of this limited range of activity, a Sense Motive 
  check against DC 15 (rather than DC 25) can determine that the subject’s 
  behavior is being influenced by an enchantment effect (see the Sense 
  Motive skill description).
  Changing your instructions or giving a dominated creature a new 
  command is the equivalent of redirecting a spell, so it is a move 
  action.
  By concentrating fully on the spell (a standard action), you can receive 
  full sensory input as interpreted by the mind of the subject, though it 
  still can’t communicate with you. You can’t actually see through the 
  subject’s eyes, so it’s not as good as being there yourself, but you still 
  get a good idea of what’s going on.
  Subjects resist this control, and any subject forced to take actions 
  against its nature receives a new saving throw with a +2 bonus. 
  Obviously self-destructive orders are not carried out. Once control is 
  established, the range at which it can be exercised is unlimited, as long 
  as you and the subject are on the same plane. You need not see the 
  subject to control it.
  If you don’t spend at least 1 round concentrating on the spell 
  each day, the subject receives a new saving throw to throw off the 
  domination.
  Protection from evil or a similar spell can prevent you from exercising 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  224
  Pathfinder Roleplaying Game
  control or using the telepathic link while the subject is so warded, but 
  such an effect neither prevents the establishment of domination nor 
  dispels it.
  doom
  School necromancy [fear, mind-affecting]; Level cleric 1
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Target one living creature
  duration 1 min./level
  Saving Throw Will negates; Spell resistance yes
  dEScriPTioN
  This spell fills a single subject with a feeling of horrible dread that 
  causes it to become shaken.
  EAGLE’S SPLENdor
  School transmutation; Level bard 2, cleric 2, paladin 2, sorcerer/wizard 
  2
  cASTiNG
  casting Time 1 standard action
  components V, S, M/DF (feathers or droppings from an eagle)
  EFFEcT
  range touch
  Target creature touched
  duration 1 min./level
  Saving Throw Will negates (harmless); Spell resistance yes
  dEScriPTioN
  The transmuted creature becomes more poised, articulate, and 
  personally forceful. The spell grants a +4 enhancement bonus to 
  Charisma, adding the usual benefits to Charisma-based skill checks 
  and other uses of the Charisma modifier. Bards, paladins, and sorcerers 
  (and other spellcasters who rely on Charisma) affected by this spell do 
  not gain any additional bonus spells for the increased Charisma, but the 
  save DCs for spells they cast while under this spell’s effect do increase.
  EAGLE’S SPLENdor, mASS
  School transmutation; Level bard 6, cleric 6, sorcerer/wizard 6
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target One creature/level, no two of which can be more than 30 ft. 
  apart
  dEScriPTioN
  This spell functions like eagle’s splendor, except that it affects 
  multiple creatures.
  ELEmENTAL Body i
  School transmutation (polymorph); Level sorcerer/wizard 4
  cASTiNG
  casting Time 1 standard action
  components V, S, M (the element you plan to assume)
  EFFEcT
  range personal
  Target you
  duration 1 min/level (D)
  dEScriPTioN
  When you cast this spell, you can assume the form of a Small air, earth, 
  fire or water elemental. The abilities you gain depend upon the type of 
  elemental you change into. Elemental abilities based on size, such as 
  burn, vortex, and whirlwind, use the size of the elemental you transform 
  into to determine their effect.
  Air elemental: If the form you take is that of a Small air elemental, you 
  gain a +2 enhancement bonus to your Dexterity and a +2 natural armor 
  bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the 
  ability to create a whirlwind.
  Earth elemental: If the form you take is that of a Small earth elemental, 
  you gain a +2 enhancement bonus to your Strength and a +4 natural 
  armor bonus. You also gain darkvision 60 feet, the push ability, and the 
  ability to earthglide.
  Fire elemental: If the form you take is that of a Small fire elemental, you 
  gain a +2 enhancement bonus to your Dexterity and a +2 natural armor 
  bonus. Your base land speed also increases by 10 feet. You gain darkvision 
  60 feet, resist fire 20, vulnerability to cold, and the burn ability.
  Water elemental: If the form you take is that of a Small water elemental, you 
  gain a +2 enhancement bonus to your Constitution and a +4 natural armor 
  bonus. You also gain swim 60 feet, darkvision 60 feet, and the ability to create 
  a vortex.
  ELEmENTAL Body ii
  School transmutation (polymorph); Level sorcerer/wizard 5
  dEScriPTioN
  This spell functions as elemental body I, except that it also allows you to 
  assume the form of a Medium air, earth, fire, or water elemental. The 
  abilities you gain depend upon the type of elemental you change into.
  Air elemental: As elemental body I except that you gain a +4 enhancement 
  bonus to your Dexterity and a +3 natural armor bonus. 
  Earth elemental: As elemental body I except that you gain a +4 
  enhancement bonus to your Strength and a +5 natural armor bonus. 
  Fire elemental: As elemental body I except that you gain a +4 enhancement 
  bonus to your Dexterity and a +3 natural armor bonus.
  Water elemental: As elemental body I except that you gain a +4 
  enhancement bonus to your Constitution and a +5 natural armor bonus. 
  ELEmENTAL Body iii
  School transmutation (polymorph); Level sorcerer/wizard 6
  dEScriPTioN
  This spell functions as elemental body I, except that it also allows you 
  to assume the form of a Large air, earth, fire, or water elemental. 
  The abilities you gain depend upon the type of elemental you change 
  into. You are also immune to critical hits and sneak attacks while in 
  elemental form.
  Air elemental: As elemental body I except that you gain a +2 enhancement 
  bonus to your Strength, +4 enhancement bonus to your Dexterity, and a 
  +4 natural armor bonus. 
  Earth elemental: As elemental body I except that you gain a +6 enhancement 
  bonus to your Strength, a –2 penalty on your Dexterity, a +2 enhancement 
  bonus to your Constitution, and a +6 natural armor bonus. 
  Fire elemental: As elemental body I except that you gain a +4 enhancement 
  bonus to your Dexterity, a +2 enhancement bonus to your Constitution, 
  and a +4 natural armor bonus.
  Water elemental: As elemental body I except that you gain a +2 
  enhancement bonus to your Strength, a –2 penalty on your Dexterity, a +6 
  enhancement bonus to your Constitution, and a +6 natural armor bonus. 
  ELEmENTAL Body iV
  School transmutation (polymorph); Level sorcerer/wizard 7
  dEScriPTioN
  This spell functions as elemental body I, except that it also allows you 
  to assume the form of a Huge air, earth, fire, or water elemental. The 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  225
  Pathfinder RPG: Spells
  11
  abilities you gain depend upon the type of elemental you change into. 
  You are also immune to critical hits and sneak attacks while in elemental 
  form and gain DR 5/—.
  Air elemental: As elemental body I except that you gain a +4 
  enhancement bonus to your Strength, +6 enhancement bonus to your 
  Dexterity, and a +4 natural armor bonus. You also gain fly 120 feet 
  (perfect).
  Earth elemental: As elemental body I except that you gain a +8 
  enhancement bonus to your Strength, a –2 penalty on your Dexterity, 
  a +4 enhancement bonus to your Constitution, and a +6 natural armor 
  bonus. 
  Fire elemental: As elemental body I except that you gain a +6 
  enhancement bonus to your Dexterity, a +4 enhancement bonus to 
  your Constitution, and a +4 natural armor bonus. Your base land speed 
  also increases by 20 feet.
  Water elemental: As elemental body I except that you gain a +4 
  enhancement bonus to your Strength, a –2 penalty on your Dexterity, 
  a +8 enhancement bonus to your Constitution, and a +6 natural armor 
  bonus. You also gain swim 120 feet.
  ELEmENTAL SwArm
  School conjuration (summoning) [see text]; Level druid 9
  cASTiNG
  casting Time 10 minutes
  components V, S
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Effect two or more summoned creatures, no two of which can be more 
  than 30 ft. apart
  duration 10 min./level (D)
  Saving Throw none; Spell resistance no
  dEScriPTioN
  This spell opens a portal to an Elemental Plane and summons elementals 
  from it. A druid can choose the plane (Air, Earth, Fire, or Water); a cleric 
  opens a portal to the plane matching his domain.
  When the spell is complete, 2d4 Large elementals appear. Ten 
  minutes later, 1d4 Huge elementals appear. Ten minutes after that, one 
  greater elemental appears. Each elemental has maximum hit points per 
  HD. Once these creatures appear, they serve you for the duration of 
  the spell.
  The elementals obey you explicitly and never attack you, even if 
  someone else manages to gain control over them. You do not need to 
  concentrate to maintain control over the elementals. You can dismiss 
  them singly or in groups at any time.
  When you use a summoning spell to summon an air, earth, fire, or 
  water creature, it is a spell of that type.
  ENdurE ELEmENTS
  School abjuration; Level cleric 1, druid 1, paladin 1, ranger 1, sorcerer/
  wizard 1
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range touch
  Target creature touched
  duration 24 hours
  Saving Throw Will negates (harmless); Spell resistance yes (harmless)
  dEScriPTioN
  A creature protected by endure elements suffers no harm from being 
  in a hot or cold environment. It can exist comfortably in conditions 
  between –50 and 140 degrees Fahrenheit without having to make 
  Fortitude saves. The creature’s equipment is likewise protected.
  Endure elements doesn’t provide any protection from fire or cold 
  damage, nor does it protect against other environmental hazards such as 
  smoke, lack of air, and so forth.
  ENErGy drAiN
  School necromancy; Level cleric 9, sorcerer/wizard 9
  EFFEcT
  Saving Throw Fortitude partial; see text for enervation
  dEScriPTioN
  This spell functions like enervation, except that the creature struck gains 
  2d4 temporary negative levels, and the negative levels last longer.
  There is no saving throw to avoid gaining the negative levels, but 
  24 hours after gaining them, the subject must make a Fortitude saving 
  throw (DC = energy drain spell’s save DC) for each negative level. If the 
  save succeeds, that negative level is removed. If it fails, the negative level 
  becomes permanent.
  An undead creature struck by the ray gains 2d4x5 temporary hit points 
  for 1 hour.
  ENErVATioN
  School necromancy; Level sorcerer/wizard 4
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Effect ray of negative energy
  duration instantaneous
  Saving Throw none; Spell resistance yes
  dEScriPTioN
  You point your finger and utter the incantation, releasing a black ray 
  of crackling negative energy that suppresses the life force of any living 
  creature it strikes. You must make a ranged touch attack to hit. If the 
  attack succeeds, the subject gains 1d4 temporary negative levels.
  If the subject has at least as many negative levels as HD, it dies. Each 
  negative level gives a creature a –1 penalty on attack rolls, saving throws, 
  skill checks, ability checks, and effective level (for determining the power, 
  duration, DC, and other details of spells or special abilities). Negative 
  levels stack.
  Assuming the subject survives, it regains lost levels after a number of 
  hours equal to your caster level (maximum 15 hours). Usually, negative 
  levels have a chance of becoming permanent, but the negative levels from 
  enervation don’t last long enough to do so.
  An undead creature struck by the ray gains 1d4x5 temporary hit points 
  for 1 hour.
  ENLArGE PErSoN
  School transmutation; Level sorcerer/wizard 1
  cASTiNG
  casting Time 1 round
  components V, S, M (powdered iron)
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one humanoid creature
  duration 1 min./level (D)
  Saving Throw Fortitude negates; Spell resistance yes
  dEScriPTioN
  This spell causes instant growth of a humanoid creature, doubling 
  its height and multiplying its weight by 8. This increase changes the 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  226
  Pathfinder Roleplaying Game
  creature’s size category to the next larger one. The target gains a +2 size 
  bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), 
  and a –1 penalty on attack rolls and AC due to its increased size.
  A humanoid creature whose size increases to Large has a space of 10 
  feet and a natural reach of 10 feet. This spell does not change the target’s 
  speed.
  If insufficient room is available for the desired growth, the creature 
  attains the maximum possible size and may make a Strength check (using 
  its increased Strength) to burst any enclosures in the process. If it fails, 
  it is constrained without harm by the materials enclosing it—the spell 
  cannot be used to crush a creature by increasing its size.
  All equipment worn or carried by a creature is similarly enlarged by 
  the spell. Melee weapons affected by this spell deal more damage. Other 
  magical properties are not affected by this spell. Any enlarged item that 
  leaves an enlarged creature’s possession (including a projectile or thrown 
  weapon) instantly returns to its normal size. This means that thrown 
  weapons deal their normal damage, and projectiles deal damage based 
  on the size of the weapon that fired them. Magical properties of enlarged 
  items are not increased by this spell.
  Multiple magical effects that increase size do not stack,.
  Enlarge person counters and dispels reduce person.
  Enlarge person can be made permanent with a permanency spell.
  ENLArGE PErSoN, mASS
  School transmutation; Level sorcerer/wizard 4
  EFFEcT
  Target One humanoid creature/level, no two of which can be more than 
  30 ft. apart
  dEScriPTioN
  This spell functions like enlarge person, except that it affects 
  multiple creatures.
  ENTANGLE
  School transmutation; Level druid 1, ranger 1
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range long (400 ft. + 40 ft./level)
  Area plants in a 40-ft.-radius spread
  duration 1 min/level (D)
  Saving Throw: Reflex partial; see text; Spell resistance: no
  dEScriPTioN
  This spell causes plants to wrap around foes in the area of effect or 
  those that enter the area. Creatures that fail their save gain the 
  entangled condition. Creatures that make their save can move as 
  normal, but those that remain in the area must save again at the end 
  of your turn. Creatures that move into the area must save immediately. 
  Those that fail must end their movement and gain the entangled 
  condition. Entangled creatures can attempt to break free as a move 
  action, making a Strength or Escape Artist check. The DC for this check 
  is equal to the DC of the spell. The entire area of effect is considered 
  difficult terrain while the effect lasts.
  If the plants in the area are covered in thorns, those in the area take 
  1 point of damage each time they fail a save versus the entangle or fail a 
  check made to break free. Other effects, depending on the local plants, 
  might be possible at GM discretion.
  ENThrALL
  School enchantment (charm) [language dependent, mind-affecting, 
  sonic]; Level bard 2, cleric 2
  cASTiNG
  casting Time 1 round
  components V, S
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Targets any number of creatures
  duration 1 hour or less
  Saving Throw Will negates; see text; Spell resistance yes
  dEScriPTioN
  If you have the attention of a group of creatures, you can use this spell 
  to hold them spellbound. To cast the spell, you must speak or sing 
  without interruption for 1 full round. Thereafter, those affected give 
  you their undivided attention, ignoring their surroundings. They are 
  considered to have an attitude of friendly while under the effect of the 
  spell. Any potentially affected creature of a race or religion unfriendly 
  to yours gets a +4 bonus on the saving throw.
  A creature with 4 or more HD or with a Wisdom score of 16 or higher 
  remains aware of its surroundings and has an attitude of indifferent. It 
  gains a new saving throw if it witnesses actions that it opposes.
  The effect lasts as long as you speak or sing, to a maximum of 1 hour. 
  Those enthralled by your words take no action while you speak or sing 
  and for 1d3 rounds thereafter while they discuss the topic or performance. 
  Those entering the area during the performance must also successfully 
  save or become enthralled. The speech ends (but the 1d3-round delay 
  still applies) if you lose concentration or do anything other than speak 
  or sing.
  If those not enthralled have unfriendly or hostile attitudes toward 
  you, they can collectively make a Charisma check to try to end the spell 
  by jeering and heckling. For this check, use the Charisma bonus of the 
  creature with the highest Charisma in the group; others may make 
  Charisma checks to assist. The heckling ends the spell if this check result 
  beats your Charisma check result. Only one such challenge is allowed per 
  use of the spell.
  If any member of the audience is attacked or subjected to some other 
  overtly hostile act, the spell ends and the previously enthralled members 
  become immediately unfriendly toward you. Each creature with 4 or more 
  HD or with a Wisdom score of 16 or higher becomes hostile.
  ENTroPic ShiELd
  School abjuration; Level cleric 1
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range personal
  Target you
  duration 1 min./level (D)
  dEScriPTioN
  A magical field appears around you, glowing with a chaotic blast of 
  multicolored hues. This field deflects incoming arrows, rays, and 
  other ranged attacks. Each ranged attack directed at you for which the 
  attacker must make an attack roll has a 20% miss chance (similar to the 
  effects of concealment). Other attacks that simply work at a distance 
  are not affected.
  ErASE
  School transmutation; Level bard 1, sorcerer/wizard 1
  cASTiNG
  casting Time 1 standard action
  components V, S
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  227
  Pathfinder RPG: Spells
  11
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one scroll or two pages
  duration instantaneous
  Saving Throw see text; Spell resistance no
  dEScriPTioN
  Erase removes writings of either magical or mundane nature from a 
  scroll or from one or two pages of paper, parchment, or similar surfaces. 
  With this spell, you can remove explosive runes, a glyph of warding, a 
  sepia snake sigil, or an arcane mark, but not illusory script or a symbol 
  spell. Nonmagical writing is automatically erased if you touch it and 
  no one else is holding it. Otherwise, the chance of erasing nonmagical 
  writing is 90%.
  Magic writing must be touched to be erased, and you also must 
  succeed on a caster level check (1d20 + caster level) against DC 15. A 
  natural 1 is always a failure on this check. If you fail to erase explosive 
  runes, a glyph of warding, or a sepia snake sigil, you accidentally activate 
  that writing instead.
  ExPEdiTiouS rETrEAT
  School transmutation; Level bard 1, sorcerer/wizard 1
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range personal
  Target you
  duration 1 min./level (D)
  dEScriPTioN
  This spell increases your base land speed by 30 feet. This adjustment is 
  treated as an enhancement bonus. There is no effect on other modes 
  of movement, such as burrow, climb, fly, or swim. As with any effect 
  that increases your speed, this spell affects your jumping distance (see 
  the Acrobatics skill).
  ExPLoSiVE ruNES
  School abjuration [force]; Level sorcerer/wizard 3
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range touch
  Target one touched object weighing no more than 10 lb.
  duration permanent until discharged (D)
  Saving Throw see text; Spell resistance yes
  dEScriPTioN
  You trace these mystic runes upon a book, map, scroll, or similar 
  object bearing written information. The explosive runes detonate 
  when read, dealing 6d6 points of force damage. Anyone next to the 
  explosive runes (close enough to read them) takes the full damage 
  with no saving throw; any other creature within 10 feet of the 
  explosive runes is entitled to a Reflex save for half damage. The object 
  on which the explosive runes were written also takes full damage (no 
  saving throw).
  You and any characters you specifically instruct can read the 
  protected writing without triggering the explosive runes. Likewise, you 
  can remove the explosive runes whenever desired. Another creature 
  can remove them with a successful dispel magic or erase spell, but 
  attempting to dispel or erase the explosive runes and failing to do so 
  triggers the explosion.
  Magic traps such as explosive runes are hard to detect and disable. A 
  rogue (only) can use the Perception skill to find the explosive runes and 
  Disable Device to thwart them. The DC in each case is 25 + spell level, or 
  28 for explosive runes.
  EyEBiTE
  School necromancy; Level bard 6, sorcerer/wizard 6
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range Close (25 ft. + 5 ft./2 levels)
  Target one living creature
  duration 1 round/level
  Saving Throw: Fortitude negates; Spell resistance: yes
  dEScriPTioN
  Each round, you may target a single living creature, striking it with 
  waves of evil power. Depending on the target’s HD, this attack has as 
  many as three effects.
  hd 
  Effect
  10 or more 
  Sickened
  5–9 
  Panicked, sickened
  4 or less 
  Comatose, panicked, sickened
  The effects are cumulative and concurrent.
  Sickened: Sudden pain and fever sweeps over the subject’s body. 
  A creature affected by this spell remains sickened for 10 minutes per 
  caster level. The effects cannot be negated by a remove disease or heal 
  spell, but a remove curse is effective.
  Panicked: The subject becomes panicked for 1d4 rounds. Even after 
  the panic ends, the creature remains shaken for 10 minutes per caster 
  level, and it automatically becomes panicked again if it comes within 
  sight of you during that time. This is a fear effect.
  Comatose: The subject falls into a catatonic coma for 10 minutes 
  per caster level. During this time, it cannot be awakened by any means 
  short of dispelling the effect. This is not a sleep effect, and thus elves 
  are not immune to it.
  You must spend a swift action each round after the first to target 
  a foe.
  FAEriE FirE
  School evocation [light]; Level druid 1
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range long (400 ft. + 40 ft./level)
  Area creatures and objects within a 5-ft.-radius burst
  duration 1 min./level (D)
  Saving Throw none; Spell resistance yes
  dEScriPTioN
  A pale glow surrounds and outlines the subjects. Outlined subjects 
  shed light as candles. Outlined creatures do not benefit from the 
  concealment normally provided by darkness (though a 2nd-level or 
  higher magical darkness effect functions normally), blur, displacement, 
  invisibility, or similar effects. The light is too dim to have any special 
  effect on undead or dark-dwelling creatures vulnerable to light. The 
  faerie fire can be blue, green, or violet, according to your choice at the 
  time of casting. The faerie fire does not cause any harm to the objects 
  or creatures thus outlined.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  228
  Pathfinder Roleplaying Game
  FALSE LiFE
  School necromancy; Level sorcerer/wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, S, M (a drop of blood)
  EFFEcT
  range personal
  Target you
  duration 1 hour/level or until discharged; see text
  dEScriPTioN
  You harness the power of unlife to grant yourself a limited ability to 
  avoid death. While this spell is in effect, you gain temporary hit points 
  equal to 1d10 +1 per caster level (maximum +10).
  FALSE ViSioN
  School illusion (glamer); Level bard 5, sorcerer/wizard 5
  cASTiNG
  casting Time 1 standard action
  components V, S, M (crushed jade worth 250 gp)
  EFFEcT
  range touch
  Area 40-ft.-radius emanation
  duration 1 hour/level (D)
  Saving Throw none; Spell resistance no
  dEScriPTioN
  Any divination (scrying) spell used to view anything within the area of 
  this spell instead receives a false image (as the major image spell), as 
  defined by you at the time of casting. As long as the duration lasts, 
  you can concentrate to change the image as desired. While you aren’t 
  concentrating, the image remains static.
  FEAr
  School necromancy [fear, mind-affecting]; Level bard 3, sorcerer/wizard 
  4
  cASTiNG
  casting Time 1 standard action
  components V, S, M (the heart of a hen or a white feather)
  EFFEcT
  range 30 ft.
  Area cone-shaped burst
  duration 1 round/level or 1 round; see text
  Saving Throw Will partial; Spell resistance yes
  dEScriPTioN
  An invisible cone of terror causes each living creature in the area to 
  become panicked unless it succeeds on a Will save. If cornered, a 
  panicked creature begins cowering. If the Will save succeeds, the 
  creature is shaken for 1 round.
  FEAThEr FALL
  School transmutation; Level bard 1, sorcerer/wizard 1
  cASTiNG
  casting Time 1 immediate action
  components V
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Targets one Medium or smaller freefalling object or creature/level, no 
  two of which may be more than 20 ft. apart
  duration until landing or 1 round/level
  Saving Throw Will negates (harmless) or Will negates (object); Spell 
  resistance yes (object)
  dEScriPTioN
  The affected creatures or objects fall slowly. Feather fall instantly 
  changes the rate at which the targets fall to a mere 60 feet per round 
  (equivalent to the end of a fall from a few feet), and the subjects take 
  no damage upon landing while the spell is in effect. When the spell 
  duration expires, a normal rate of falling resumes.
  The spell affects one or more Medium or smaller creatures (including 
  gear and carried objects up to each creature’s maximum load) or objects, 
  or the equivalent in larger creatures: A Large creature or object counts as 
  two Medium creatures or objects, a Huge creature or object counts as 
  two Large creatures or objects, and so forth.
  This spell has no special effect on ranged weapons unless they are 
  falling quite a distance. If the spell is cast on a falling item, the object does 
  half normal damage based on its weight, with no bonus for the height of 
  the drop.
  Feather fall works only upon free-falling objects. It does not affect a 
  sword blow or a charging or flying creature.
  FEEBLEmiNd
  School enchantment (compulsion) [mind-affecting]; Level sorcerer/
  wizard 5
  cASTiNG
  casting Time 1 standard action
  components V, S, M (a handful of clay, crystal, or glass spheres)
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Target one creature
  duration instantaneous
  Saving Throw Will negates; see text; Spell resistance yes
  dEScriPTioN
  If the target creature fails the Will saving throw, its Intelligence and 
  Charisma scores each drop to 1. The affected creature is unable to 
  use Intelligence- or Charisma-based skills, cast spells, understand 
  language, or communicate coherently. Still, it knows who its friends 
  are and can follow them and even protect them. The subject remains in 
  this state until a heal, limited wish, miracle, or wish spell is used to cancel 
  the effect of the feeblemind. A creature that can cast arcane spells, such 
  as a sorcerer or a wizard, takes a –4 penalty on its saving throw.
  FiNd ThE PATh
  School divination; Level bard 6, cleric 6, druid 6
  cASTiNG
  casting Time 3 rounds
  components V, S, F (a set of divination counters)
  EFFEcT
  range personal or touch
  Target you or creature touched
  duration 10 min/level
  Saving Throw none or Will negates (harmless); Spell resistance no or 
  yes (harmless)
  dEScriPTioN
  The recipient of this spell can find the shortest, most direct physical 
  route to a large specified destination, such as a city, keep, lake, or 
  dungeon. The locale can be outdoors or underground, as long as it is 
  large. For example, a hunter’s cabin is not large enough, but a logging 
  camp is. Find the path works with respect to locations, not objects or 
  creatures at a locale. The location must be on the same plane as the 
  subject at the time of casting.
  The spell enables the subject to sense the correct direction that will 
  eventually lead it to its destination, indicating at appropriate times the 
  exact path to follow or physical actions to take. For example, the spell 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  229
  Pathfinder RPG: Spells
  11
  enables the subject to sense what cavern corridor to take when a choice 
  presents itself. The spell ends when the destination is reached or the 
  duration expires, whichever comes first. Find the path can be used to 
  remove the subject and its companions from the effect of a maze spell in 
  a single round, specifying the destination as “outside the maze.”
  This divination is keyed to the recipient, not its companions, and its 
  effect does not predict or allow for the actions of creatures (including 
  guardians).
  FiNd TrAPS
  School divination; Level cleric 2
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range personal
  Target you
  duration 1 min./level
  dEScriPTioN
  You gain intuitive insight into the workings of traps. You can use the 
  Perception skill to detect traps just as a rogue can. In addition, you gain 
  an insight bonus equal to one-half your caster level (maximum +10) on 
  Perception checks made to find traps while the spell is in effect.
  Note that find traps grants no ability to disable the traps that you 
  may find.
  FiNGEr oF dEATh
  School necromancy [death]; Level druid 8, sorcerer/wizard 7
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one creature
  duration instantaneous
  Saving Throw Fortitude partial; Spell resistance yes
  dEScriPTioN
  This spell instantly delivers 10 points of damage per caster level. If the 
  target’s Fortitude saving throw succeeds, it instead takes 3d6 points of 
  damage +1 point per caster level. The subject might die from damage 
  even if it succeeds on its saving throw.
  FirE ShiELd
  School evocation [fire or cold]; Level sorcerer/wizard 4
  cASTiNG
  casting Time 1 standard action
  components V, S, M (phosphorus for the warm shield; a firefly or 
  glowworm for the chill shield)
  EFFEcT
  range personal
  Target you
  duration 1 round/level (D)
  dEScriPTioN
  This spell wreathes you in flame and causes damage to each creature 
  that attacks you in melee. The flames also protect you from either cold-
  based or fire-based attacks (your choice).
  Any creature striking you with its body or a handheld weapon deals 
  normal damage, but at the same time the attacker takes 1d6 points of 
  damage +1 point per caster level (maximum +15). This damage is either 
  cold damage (if the fire shield protects against fire-based attacks) or 
  fire damage (if the fire shield protects against cold-based attacks). If the 
  attacker has spell resistance, it applies to this effect. Creatures wielding 
  weapons with exceptional reach are not subject to this damage if they 
  attack you.
  When casting this spell, you appear to immolate yourself, but the flames 
  are thin and wispy, giving off light equal to only half the illumination of a 
  normal torch (10 feet). The color of the flames is blue or green if the chill 
  shield is cast, violet or blue if the warm shield is employed. The special 
  powers of each version are as follows.
  Warm Shield: The flames are warm to the touch. You take only half 
  damage from cold-based attacks. If such an attack allows a Reflex save for 
  half damage, you take no damage on a successful save.
  Chill Shield: The flames are cool to the touch. You take only half damage 
  from fire-based attacks. If such an attack allows a Reflex save for half 
  damage, you take no damage on a successful save.
  FirE STorm
  School evocation [fire]; Level cleric 8, druid 7
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Area two 10-ft. cubes per level (S)
  duration instantaneous
  Saving Throw Reflex half; Spell resistance yes
  dEScriPTioN
  When a fire storm spell is cast, the whole area is shot through with 
  sheets of roaring flame. The raging flames do not harm natural 
  vegetation, ground cover, and any plant creatures in the area that you 
  wish to exclude from damage. Any other creature within the area takes 
  1d6 points of fire damage per caster level (maximum 20d6). Creatures 
  that fail their Reflex save catch on fire, taking 4d6 points of fire damage 
  each round until the flames are extinguished. Extinguishing the flames 
  is a full-round action that requires a DC 20 Reflex save.
  FirE TrAP
  School abjuration [fire]; Level druid 2, sorcerer/wizard 4
  cASTiNG
  casting Time 10 minutes
  components V, S, M (gold dust worth 25 gp)
  EFFEcT
  range touch
  Target object touched
  duration permanent until discharged (D)
  Saving Throw Reflex half; see text; Spell resistance yes
  dEScriPTioN
  Fire trap creates a fiery explosion when an intruder opens the item 
  that the trap protects. A fire trap can ward any object that can be 
  opened and closed.
  When casting fire trap, you select a point on the object as the 
  spell’s center. When someone other than you opens the object, a fiery 
  explosion fills the area within a 5-foot radius around the spell’s center. 
  The flames deal 1d4 points of fire damage +1 point per caster level 
  (maximum +20). The item protected by the trap is not harmed by this 
  explosion.
  A fire trapped item cannot have a second closure or warding spell 
  placed on it. A knock spell does not bypass a fire trap. An unsuccessful 
  dispel magic spell does not detonate the spell. Underwater, this ward deals 
  half damage and creates a large cloud of steam.
  You can use the fire trapped object without discharging it, as can 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  230
  Pathfinder Roleplaying Game
  any individual to whom the object was specifically attuned when cast. 
  Attuning a fire trapped object to an individual usually involves setting a 
  password that you can share with friends.
  Magic traps such as fire trap are hard to detect and disable. A rogue 
  (only) can use the Perception skill to find a fire trap and Disable Device to 
  thwart it. The DC in each case is 25 + spell level (DC 27 for a druid’s fire trap 
  or DC 29 for the arcane version).
  FirEBALL
  School evocation [fire]; Level sorcerer/wizard 3
  cASTiNG
  casting Time 1 standard action
  components V, S, M (a ball of bat guano and sulfur)
  EFFEcT
  range long (400 ft. + 40 ft./level)
  Area 20-ft.-radius spread
  duration instantaneous
  Saving Throw Reflex half; Spell resistance yes
  dEScriPTioN
  A fireball spell is an explosion of flame that detonates with a low roar 
  and deals 1d6 points of fire damage per caster level (maximum 10d6) 
  to every creature within the area. Unattended objects also take this 
  damage. The explosion creates almost no pressure.
  You point your finger and determine the range (distance and 
  height) at which the fireball is to burst. A glowing, pea-sized bead 
  streaks from the pointing digit and, unless it impacts upon a 
  material body or solid barrier prior to attaining the prescribed range, 
  blossoms into the fireball at that point. An early impact results in an 
  early detonation. If you attempt to send the bead through a narrow 
  passage, such as through an arrow slit, you must “hit” the opening 
  with a ranged touch attack, or else the bead strikes the barrier and 
  detonates prematurely.
  The fireball sets fire to combustibles and damages objects in the 
  area. It can melt metals with low melting points, such as lead, gold, 
  copper, silver, and bronze. If the damage caused to an interposing 
  barrier shatters or breaks through it, the fireball may continue beyond 
  the barrier if the area permits; otherwise it stops at the barrier just as 
  any other spell effect does.
  FLAmE Arrow
  School transmutation [fire]; Level sorcerer/wizard 3
  cASTiNG
  casting Time 1 standard action
  components V, S, M (a drop of oil and a small piece of flint)
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target fifty projectiles, all of which must be in contact with each other 
  at the time of casting
  duration 10 min./level
  Saving Throw none; Spell resistance no
  dEScriPTioN
  You turn ammunition (such as arrows, bolts, shuriken, and stones) into 
  fiery projectiles. Each piece of ammunition deals an extra 1d6 points of 
  fire damage to any target it hits. A flaming projectile can easily ignite a 
  flammable object or structure, but it won’t ignite a creature it strikes.
  FLAmE BLAdE
  School evocation [fire]; Level druid 2
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range 0 ft.
  Effect sword-like beam
  duration 1 min./level (D)
  Saving Throw none; Spell resistance yes
  dEScriPTioN
  A 3-foot-long, blazing beam of red-hot fire springs forth from your 
  hand. You wield this blade-like beam as if it were a scimitar. Attacks 
  with the flame blade are melee touch attacks. The blade deals 1d8 
  points of fire damage +1 point per two caster levels (maximum +10). 
  Since the blade is immaterial, your Strength modifier does not apply 
  to the damage. A flame blade can ignite combustible materials such as 
  parchment, straw, dry sticks, and cloth.
  The spell does not function underwater.
  FLAmE STrikE
  School evocation [fire]; Level cleric 5, druid 4
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Area cylinder (10-ft. radius, 40 ft. high)
  duration instantaneous
  Saving Throw Reflex half; Spell resistance yes
  dEScriPTioN
  A flame strike produces a vertical column of divine fire roaring downward. 
  The spell deals 1d6 points of damage per caster level (maximum 15d6). 
  Half the damage is fire damage, but the other half results directly 
  from divine power and is therefore not subject to being reduced by 
  resistance to fire-based attacks.
  FLAmiNG SPhErE
  School evocation [fire]; Level druid 2, sorcerer/wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, S, M/DF (tallow, brimstone, and powdered iron)
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Effect 5-ft.-diameter sphere
  duration 1 round/level
  Saving Throw Reflex negates; Spell resistance yes
  dEScriPTioN
  A burning globe of fire rolls in whichever direction you point and burns 
  those it strikes. It moves 30 feet per round. As part of this movement, 
  it can ascend or jump up to 30 feet to strike a target. If it enters a space 
  with a creature, it stops moving for the round and deals 3d6 points of 
  fire damage to that creature, though a successful Reflex save negates 
  that damage. A flaming sphere rolls over barriers less than 4 feet tall. It 
  ignites flammable substances it touches and illuminates the same area 
  as a torch would.
  The sphere moves as long as you actively direct it (a move action for 
  you); otherwise, it merely stays at rest and burns. It can be extinguished 
  by any means that would put out a normal fire of its size. The surface 
  of the sphere has a spongy, yielding consistency and so does not cause 
  damage except by its flame. It cannot push aside unwilling creatures or 
  batter down large obstacles. A flaming sphere winks out if it exceeds the 
  spell’s range.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  231
  Pathfinder RPG: Spells
  11
  FLArE
  School evocation [light]; Level bard 0, druid 0, sorcerer/wizard 0
  cASTiNG
  casting Time 1 standard action
  components V
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Effect burst of light
  duration instantaneous
  Saving Throw Fortitude negates; Spell resistance yes
  dEScriPTioN
  This cantrip creates a burst of light. If you cause the light to burst 
  directly in front of a single creature, that creature is dazzled for 1 
  minute unless it makes a successful Fortitude save. Sightless creatures, 
  as well as creatures already dazzled, are not affected by flare.
  FLESh To SToNE
  School transmutation; Level sorcerer/wizard 6
  cASTiNG
  casting Time 1 standard action
  components V, S, M (lime, water, and earth)
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Target one creature
  duration instantaneous
  Saving Throw Fortitude negates; Spell resistance yes
  dEScriPTioN
  The subject, along with all its carried gear, turns into a mindless, inert 
  statue. If the statue resulting from this spell is broken or damaged, 
  the subject (if ever returned to its original state) has similar damage or 
  deformities. The creature is not dead, but it does not seem to be alive 
  either when viewed with spells such as deathwatch.
  Only creatures made of flesh are affected by this spell.
  FLy
  School transmutation; Level sorcerer/wizard 3
  cASTiNG
  casting Time 1 standard action
  components V, S, F (a wing feather)
  EFFEcT
  range touch
  Target creature touched
  duration 1 min./level
  Saving Throw Will negates (harmless); Spell resistance yes (harmless)
  dEScriPTioN
  The subject can fly at a speed of 60 feet (or 40 feet if it wears medium 
  or heavy armor, or if it carries a medium or heavy load). It can ascend 
  at half speed and descend at double speed, and its maneuverability is 
  good. Using a fly spell requires only as much concentration as walking, 
  so the subject can attack or cast spells normally. The subject of a fly 
  spell can charge but not run, and it cannot carry aloft more weight than 
  its maximum load, plus any armor it wears. The subject gains a bonus 
  on Fly skill checks equal to half your caster level.
  Should the spell duration expire while the subject is still aloft, the 
  magic fails slowly. The subject floats downward 60 feet per round for 
  1d6 rounds. If it reaches the ground in that amount of time, it lands 
  safely. If not, it falls the rest of the distance, taking 1d6 points of damage 
  per 10 feet of fall. Since dispelling a spell effectively ends it, the subject 
  also descends safely in this way if the fly spell is dispelled, but not if it is 
  negated by an antimagic field.
  FLoATiNG diSk
  School evocation [force]; Level sorcerer/wizard 1
  cASTiNG
  casting Time 1 standard action
  components V, S, M (a drop of mercury)
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Effect 3-ft.-diameter disk of force
  duration 1 hour/level
  Saving Throw none; Spell resistance no
  dEScriPTioN
  You create a slightly concave, circular plane of force that follows you 
  about and carries loads for you. The disk is 3 feet in diameter and 1 inch 
  deep at its center. It can hold 100 pounds of weight per caster level. 
  If used to transport a liquid, its capacity is 2 gallons. The disk floats 
  approximately 3 feet above the ground at all times and remains level. It 
  floats along horizontally within spell range and will accompany you at 
  a rate of no more than your normal speed each round. If not otherwise 
  directed, it maintains a constant interval of 5 feet between itself and 
  you. The disk winks out of existence when the spell duration expires. 
  The disk also winks out if you move beyond its range or try to take the 
  disk more than 3 feet away from the surface beneath it. When the disk 
  winks out, whatever it was supporting falls to the surface beneath it.
  FoG cLoud
  School conjuration (creation); Level druid 2, sorcerer/wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range medium (100 ft. + 10 ft. level)
  Effect fog spreads in 20-ft. radius, 20 ft. high
  duration 10 min./level
  Saving Throw none; Spell resistance no
  dEScriPTioN
  A bank of fog billows out from the point you designate. The fog obscures 
  all sight, including darkvision, beyond 5 feet. A creature within 5 feet 
  has concealment (attacks have a 20% miss chance). Creatures farther 
  away have total concealment (50% miss chance, and the attacker can’t 
  use sight to locate the target).
  A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong 
  wind (21+ mph) disperses the fog in 1 round.
  The spell does not function underwater.
  ForcEcAGE
  School evocation [force]; Level sorcerer/wizard 7
  cASTiNG
  casting Time 1 standard action
  components V, S, M
  EFFEcT
  range Close (25 ft. + 5 ft./2 levels)
  Area barred cage (20-ft. cube) or windowless cell (10-ft. cube)
  duration 1 round/level (D)
  Saving Throw Reflex negates; Spell resistance no
  dEScriPTioN
  This powerful spell brings into being an immobile, invisible cubical prison 
  composed of either bars of force or solid walls of force (your choice).
  Creatures within the area are caught and contained unless they are too 
  big to fit inside, in which case the spell automatically fails. Teleportation 
  and other forms of astral travel provide a means of escape, but the force 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  232
  Pathfinder Roleplaying Game
  walls or bars extend into the Ethereal Plane, blocking ethereal travel.
  Like a wall of force spell, a forcecage resists dispel magic, but is vulnerable 
  to a disintegrate spell, and can be destroyed by a sphere of annihilation or 
  a rod of cancellation.
  Barred Cage: This version of the spell produces a 20-foot cube made 
  of bands of force (similar to a wall of force spell) for bars. The bands 
  are a half-inch wide, with half-inch gaps between them. Any creature 
  capable of passing through such a small space can escape; others are 
  confined. You can’t attack a creature in a barred cage with a weapon 
  unless the weapon can fit between the gaps. Even against such weapons 
  (including arrows and similar ranged attacks), a creature in the barred 
  cage has cover. All spells and breath weapons can pass through the gaps 
  in the bars.
  Windowless Cell: This version of the spell produces a 10-foot cube with 
  no way in and no way out. Solid walls of force form its six sides.
  ForESiGhT
  School divination; Level druid 9, sorcerer/wizard 9
  cASTiNG
  casting Time 1 standard action
  components V, S, M/DF (a hummingbird’s feather)
  EFFEcT
  range personal or touch
  Target see text
  duration 10 min./level
  Saving Throw none or Will negates (harmless); Spell resistance no or 
  yes (harmless)
  dEScriPTioN
  This spell grants you a powerful sixth sense in relation to yourself or 
  another. Once foresight is cast, you receive instantaneous warnings of 
  impending danger or harm to the subject of the spell. You are never 
  surprised or flat-footed. In addition, the spell gives you a general idea 
  of what action you might take to best protect yourself and gives you 
  a +2 insight bonus to AC and Reflex saves. This insight bonus is lost 
  whenever you would lose a Dexterity bonus to AC.
  When another creature is the subject of the spell, you receive 
  warnings about that creature. You must communicate what you learn 
  to the other creature for the warning to be useful, and the creature can 
  be caught unprepared in the absence of such a warning. Shouting a 
  warning, yanking a person back, and even telepathically communicating 
  (via an appropriate spell) can all be accomplished before some danger 
  befalls the subject, provided you act on the warning without delay. The 
  subject, however, does not gain the insight bonus to AC and Reflex 
  saves.
  Form oF ThE drAGoN i
  School transmutation (polymorph); Level sorcerer/wizard 6
  cASTiNG
  casting Time 1 standard action
  components V, S, M (a scale of the dragon type you plan to assume)
  EFFEcT
  range personal
  Target you
  duration 1 min/level (D)
  Save see below; Sr no
  dEScriPTioN
  When you cast this spell you assume the form of a Medium chromatic 
  or metallic dragon. You gain the following abilities: a +4 enhancement 
  bonus to Strength, a +2 enhancement bonus to Constitution, a +4 
  natural armor bonus, fly 60 feet (poor), darkvision 60 feet, a breath 
  weapon, and resistance to one element. You also gain one bite (1d8), 
  two claws (1d6), and two wing attacks (1d4). Your breath weapon and 
  resistance depend on the type of dragon that you transform into. You 
  can only use the breath weapon once per casting of this spell. All breath 
  weapons deal 6d8 points of damage and allow a Reflex save for half 
  damage. In addition, some of the dragon types grant additional abilities 
  as noted below.
  Black dragon: 60-foot line of acid, resist acid 20, swim 60 feet
  Blue dragon: 60-foot line of electricity, resist electricity 20, burrow 20 
  feet
  Green dragon: 30-foot cone of acid, resist acid 20, swim 40 feet
  Red dragon: 30-foot cone of fire, resist fire 30, vulnerability to cold
  White dragon: 30-foot cone of cold, resist cold 20, swim 60 feet, 
  vulnerability to fire
  Brass dragon: 60-foot line of fire, resist fire 20, burrow 30 feet, 
  vulnerability to cold
  Bronze dragon: 60-foot line of electricity, resist electricity 20, swim 
  60 feet
  Copper dragon: 60-foot line of acid, resist acid 20, spider climb (always 
  active)
  Gold dragon: 30-foot cone of fire, resist fire 20, swim 60 feet
  Silver dragon: 30-foot cone of cold, resist cold 30, vulnerability to fire
  Form oF ThE drAGoN ii
  School transmutation (polymorph); Level sorcerer/wizard 7
  dEScriPTioN
  This spell functions as form of the dragon I except that it also allows 
  you to assume the form of a Large chromatic or metallic dragon. You 
  gain the following abilities: a +6 enhancement bonus to Strength, a 
  +4 enhancement bonus to Constitution, a +6 natural armor bonus, fly 
  90 feet (poor), darkvision 60 feet, a breath weapon, DR 5/magic, and 
  resistance to one element. You also gain one bite (2d6), two claws (1d8), 
  two wing attacks (1d6), and one tail slap attack (1d8). You can only use 
  the breath weapon twice per casting of this spell, and you must wait 1d4 
  rounds between uses. All breath weapons deal 8d8 points of damage 
  and allow a Reflex save for half damage. Line breath weapons increase 
  to 80-foot lines and cones increase to 40-foot cones.
  Form oF ThE drAGoN iii
  School transmutation (polymorph); Level sorcerer/wizard 8
  dEScriPTioN
  This spell functions as form of the dragon I except that it also allows 
  you to assume the form of a Huge chromatic or metallic dragon. You 
  gain the following abilities: a +10 enhancement bonus to Strength, a +8 
  enhancement bonus to Constitution, a +8 natural armor bonus, fly 120 
  feet (poor), blindsense 60 feet, darkvision 120 feet, a breath weapon, 
  DR 10/magic, frightful presence (DC equal to the DC for this spell), 
  and immunity to one element (of the same type form of the dragon I 
  grants resistance to). You also gain one bite (2d8), two claws (2d6), two 
  wing attacks (1d8), and one tail slap attack (2d6). You can use the breath 
  weapon as often as you like, but you must wait 1d4 rounds between 
  uses. All breath weapons deal 12d8 points of damage and allow a Reflex 
  save for half damage. Line breath weapons increase to 100-foot lines 
  and cones increase to 50-foot cones.
  Fox’S cuNNiNG
  School transmutation; Level bard 2, sorcerer/wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, S, M/DF (hairs or dung from a fox)
  EFFEcT
  range touch
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  233
  Pathfinder RPG: Spells
  11
  Target creature touched
  duration 1 min./level
  Saving Throw Will negates (harmless); Spell resistance yes
  dEScriPTioN
  The transmuted creature becomes smarter. The spell grants a +4 
  enhancement bonus to Intelligence, adding the usual benefits to 
  Intelligence-based skill checks and other uses of the Intelligence 
  modifier. Wizards (and other spellcasters who rely on Intelligence) 
  affected by this spell do not gain any additional bonus spells for the 
  increased Intelligence, but the save DCs for spells they cast while 
  under this spell’s effect do increase. This spell doesn’t grant extra skill 
  points.
  Fox’S cuNNiNG, mASS
  School transmutation; Level bard 6, sorcerer/wizard 6
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one creature/level, no two of which can be more than 30 ft. 
  apart
  dEScriPTioN
  This spell functions like fox’s cunning, except that it affects multiple 
  creatures.
  FrEEdom
  School abjuration; Level sorcerer/wizard 9
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels) or see text
  Target one creature
  duration instantaneous
  Saving Throw Will negates (harmless); Spell resistance yes
  dEScriPTioN
  The subject is freed from spells and effects that restrict its movement, 
  including binding, entangle, grappling, imprisonment, maze, paralysis, 
  petrification, pinning, sleep, slow, stunning, temporal stasis, and web. 
  To free a creature from imprisonment or maze, you must know its name 
  and background, and you must cast this spell at the spot where it was 
  entombed or banished into the maze.
  FrEEdom oF moVEmENT
  School abjuration; Level bard 4, cleric 4, druid 4, ranger 4
  cASTiNG
  casting Time 1 standard action
  components V, S, M (a leather strip bound to the target), DF
  EFFEcT
  range personal or touch
  Target you or creature touched
  duration 10 min./level
  Saving Throw Will negates (harmless); Spell resistance yes (harmless)
  dEScriPTioN
  This spell enables you or a creature you touch to move and attack 
  normally for the duration of the spell, even under the influence of 
  magic that usually impedes movement, such as paralysis, solid fog, 
  slow, and web. All combat maneuver checks made to grapple the 
  target automatically fail. The subject automatically succeeds on any 
  combat maneuver checks and Escape Artist checks made to escape 
  a grapple or a pin.
  The spell also allows the subject to move and attack normally while 
  underwater, even with slashing weapons such as axes and swords or with 
  bludgeoning weapons such as flails, hammers, and maces, provided that 
  the weapon is wielded in the hand rather than hurled. The freedom of 
  movement spell does not, however, allow water breathing.
  GASEouS Form
  School transmutation; Level bard 3, sorcerer/wizard 3
  cASTiNG
  casting Time 1 standard action
  components S, M/DF (a bit of gauze and a wisp of smoke)
  EFFEcT
  range touch
  Target willing corporeal creature touched
  duration 2 min./level (D)
  Saving Throw none; Spell resistance no
  dEScriPTioN
  The subject and all its gear become insubstantial, misty, and translucent. 
  Its material armor (including natural armor) becomes worthless, 
  though its size, Dexterity, deflection bonuses, and armor bonuses 
  from force effects still apply. The subject gains damage reduction 10/
  magic and becomes immune to poison and critical hits. It can’t attack 
  or cast spells with verbal, somatic, material, or focus components while 
  in gaseous form. This does not rule out the use of certain spells that 
  the subject may have prepared using the feats Silent Spell, Still Spell, 
  and Eschew Materials. The subject also loses supernatural abilities 
  while in gaseous form. If it has a touch spell ready to use, that spell is 
  discharged harmlessly when the gaseous form spell takes effect.
  A gaseous creature can’t run, but it can fly at a speed of 10 feet and it 
  automatically succeeds on all Fly skill checks. It can pass through small 
  holes or narrow openings, even mere cracks, with all it was wearing or 
  holding in its hands, as long as the spell persists. The creature is subject 
  to the effects of wind, and it can’t enter water or other liquid. It also can’t 
  manipulate objects or activate items, even those carried along with its 
  gaseous form. Continuously active items remain active, though in some 
  cases their effects may be moot.
  GEAS/QuEST
  School enchantment (compulsion) [language-dependent, mind-
  affecting]; Level bard 6, cleric 6, sorcerer/wizard 6
  cASTiNG
  casting Time 10 minutes
  EFFEcT
  Target one living creature
  Saving Throw none; Spell resistance yes
  dEScriPTioN
  This spell functions similarly to lesser geas, except that it affects a 
  creature of any HD and allows no saving throw.
  If the subject is prevented from obeying the geas/quest for 24 hours, 
  it takes a –3 penalty to each of its ability scores. Each day, another –3 
  penalty accumulates, up to a total of –12. No ability score can be reduced 
  to less than 1 by this effect. The ability score penalties are removed 24 
  hours after the subject resumes obeying the geas/quest.
  A remove curse spell ends a geas/quest spell only if its caster level is at 
  least two higher than your caster level. Break enchantment does not end a 
  geas/quest, but limited wish, miracle, and wish do.
  Bards, sorcerers, and wizards usually refer to this spell as geas, while 
  clerics call the same spell quest.
  GEAS, LESSEr
  School enchantment (compulsion) [language-dependent, mind-
  affecting]; Level bard 3, sorcerer/wizard 4
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  234
  Pathfinder Roleplaying Game
  cASTiNG
  casting Time 1 round
  components V
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one living creature with 7 HD or less
  duration 1 day/level or until discharged (D)
  Saving Throw Will negates; Spell resistance yes
  dEScriPTioN
  A lesser geas places a magical command on a creature to carry out 
  some service or to refrain from some action or course of activity, as 
  desired by you. The creature must have 7 or fewer Hit Dice and be able 
  to understand you. While a geas cannot compel a creature to kill itself 
  or perform acts that would result in certain death, it can cause almost 
  any other course of activity.
  The geased creature must follow the given instructions until the geas is 
  completed, no matter how long it takes.
  If the instructions involve some open-ended task that the recipient 
  cannot complete through his own actions, the spell remains in effect for 
  a maximum of 1 day per caster level. A clever recipient can subvert some 
  instructions.
  If the subject is prevented from obeying the lesser geas for 24 hours, 
  it takes a –2 penalty to each of its ability scores. Each day, another –2 
  penalty accumulates, up to a total of –8. No ability score can be reduced 
  to less than 1 by this effect. The ability score penalties are removed 24 
  hours after the subject resumes obeying the lesser geas.
  A lesser geas (and all ability score penalties) can be ended by break 
  enchantment, limited wish, remove curse, miracle, or wish. Dispel magic does 
  not affect a lesser geas.
  GENTLE rEPoSE
  School necromancy; Level cleric 2, sorcerer/wizard 3
  cASTiNG
  casting Time 1 standard action
  components V, S, M/DF (salt and a copper piece for each eye of the 
  corpse)
  EFFEcT
  range touch
  Target corpse touched
  duration 1 day/level
  Saving Throw Will negates (object); Spell resistance yes (object)
  dEScriPTioN
  You preserve the remains of a dead creature so that they do not decay. 
  Doing so effectively extends the time limit on raising that creature 
  from the dead (see raise dead). Days spent under the influence of this 
  spell don’t count against the time limit. Additionally, this spell makes 
  transporting a fallen comrade more pleasant.
  The spell also works on severed body parts and the like.
  GhoST SouNd
  School illusion (figment); Level bard 0, sorcerer/wizard 0
  cASTiNG
  casting Time 1 standard action
  components V, S, M (a bit of wool or a small lump of wax)
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Effect illusory sounds
  duration 1 round/level (D)
  Saving Throw Will disbelief; Spell resistance no
  dEScriPTioN
  Ghost sound allows you to create a volume of sound that rises, recedes, 
  approaches, or remains at a fixed place. You choose what type of sound 
  ghost sound creates when casting it and cannot thereafter change the 
  sound’s basic character.
  The volume of sound created depends on your level. You can produce 
  as much noise as four normal humans per caster level (maximum twenty 
  humans). Thus, talking, singing, shouting, walking, marching, or running 
  sounds can be created. The noise a ghost sound spell produces can be 
  virtually any type of sound within the volume limit. A horde of rats running 
  and squeaking is about the same volume as eight humans running and 
  shouting. A roaring lion is equal to the noise from 16 humans, while a 
  roaring dragon is equal to the noise from 32 humans. Anyone who hears 
  a ghost sound receives a Will save to disbelieve.
  Ghost sound can enhance the effectiveness of a silent image spell.Ghost 
  sound can be made permanent with a permanency spell.
  GhouL Touch
  School necromancy; Level sorcerer/wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, S, M (cloth from a ghoul or earth from a ghoul’s lair)
  EFFEcT
  range touch
  Target living humanoid touched
  duration 1d6+2 rounds
  Saving Throw Fortitude negates; Spell resistance yes
  dEScriPTioN
  Imbuing you with negative energy, this spell allows you to paralyze a 
  single living humanoid for the duration of the spell with a successful 
  melee touch attack.
  Additionally, the paralyzed subject exudes a carrion stench that causes 
  all living creatures (except you) in a 10-foot-radius spread to become 
  sickened (Fortitude negates). A neutralize poison spell removes the effect 
  from a sickened creature, and creatures immune to poison are unaffected 
  by the stench.
  GiANT Form i
  School transmutation (polymorph); Level sorcerer/wizard 7
  cASTiNG
  casting Time 1 standard action
  components V, S, M (a piece of the creature whose form you plan to 
  assume)
  EFFEcT
  range personal
  Target you
  duration 1 min/level (D)
  dEScriPTioN
  When you cast this spell you can assume the form of any Large creature 
  of the giant type. You gain the following abilities: a +6 enhancement 
  bonus to Strength, a –2 penalty to Dexterity, a +4 enhancement bonus 
  to Constitution, a +4 natural armor bonus, low-light vision, and a +10 
  foot enhancement bonus to your speed. If the form you assume has any 
  of the following abilities, you gain the listed ability: darkvision 60 feet, 
  rend (2d6 damage), regeneration 5, rock catching, and rock throwing 
  (range 60 feet, 2d6 damage). If the creature has immunity or resistance 
  to any elements, you gain resistance 20 to those elements. If the 
  creature has vulnerability to an element, you gain that vulnerability.
  GiANT Form ii
  School Transmutation (polymorph); Level sorcerer/wizard 8
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  235
  Pathfinder RPG: Spells
  11
  dEScriPTioN
  This spell functions as giant form I except that it also allows you to 
  assume the form of any Huge creature of the giant type. You gain the 
  following abilities: a +8 enhancement bonus to Strength, a –2 penalty 
  to Dexterity, a +6 enhancement bonus to Constitution, a +6 natural 
  armor bonus, low-light vision, and a +10 foot enhancement bonus to 
  your speed. If the form you assume has any of the following abilities, 
  you gain the listed ability: swim 60 feet, darkvision 60 feet, rend (2d8 
  damage), regeneration 5, rock catching, and rock throwing (range 120 
  feet, 2d10 damage). If the creature has immunity or resistance to one 
  element, you gain that immunity or resistance. If the creature has 
  vulnerability to an element, you gain that vulnerability.
  GLiBNESS
  School transmutation; Level bard 3
  cASTiNG
  casting Time 1 standard action
  components S
  EFFEcT
  range personal
  Target you
  duration 10 min./level (D)
  dEScriPTioN
  Your speech becomes fluent and more believable. You gain a +20 bonus 
  on Bluff checks made to convince another of the truth of your words. 
  This bonus doesn’t apply to other uses of the Bluff skill, such as feinting 
  in combat, creating a diversion to hide, or communicating a hidden 
  message via innuendo.
  If a magical effect is used against you that would detect your lies or 
  force you to speak the truth, the user of the effect must succeed on a 
  caster level check (1d20 + caster level) against a DC of 15 + your caster level 
  to succeed. Failure means the effect does not detect your lies or force you 
  to speak only the truth.
  GLiTTErduST
  School conjuration (creation); Level bard 2, sorcerer/wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, S, M (ground mica)
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Area creatures and objects within 10-ft.-radius spread
  duration 1 round/level
  Save Will negates (blinding only); Sr no
  dEScriPTioN
  A cloud of golden particles covers everyone and everything in the area, 
  causing creatures to become blinded and visibly outlining invisible 
  things for the duration of the spell. All within the area are covered 
  by the dust, which cannot be removed and continues to sparkle until 
  it fades. Each round at the end of their turn blinded creatures may 
  attempt new saving throws to end the blindness effect.
  Any creature covered by the dust takes a –40 penalty on Stealth 
  checks.
  GLoBE oF iNVuLNErABiLiTy
  School abjuration; Level sorcerer/wizard 6
  dEScriPTioN
  This spell functions like lesser globe of invulnerability, except that it also 
  excludes 4th-level spells and spell-like effects.
  GLoBE oF iNVuLNErABiLiTy, LESSEr
  School abjuration; Level sorcerer/wizard 4
  cASTiNG
  casting Time 1 standard action
  components V, S, M (a glass or crystal bead)
  EFFEcT
  range 10 ft.
  Area 10-ft.-radius spherical emanation, centered on you
  duration 1 round/level (D)
  Saving Throw none; Spell resistance no
  dEScriPTioN
  An immobile, faintly shimmering magical sphere surrounds you and 
  excludes all spell effects of 3rd level or lower. The area or effect 
  of any such spells does not include the area of the lesser globe of 
  invulnerability. Such spells fail to affect any target located within 
  the globe. Excluded effects include spell-like abilities and spells or 
  spell-like effects from items. Any type of spell, however, can be cast 
  through or out of the magical globe. Spells of 4th level and higher 
  are not affected by the globe, nor are spells already in effect when 
  the globe is cast. The globe can be brought down by a targeted 
  dispel magic spell, but not by an area dispel magic. You can leave and 
  return to the globe without penalty.
  Note that spell effects are not disrupted unless their effects 
  enter the globe, and even then they are merely suppressed, not 
  dispelled. 
  If a given spell has more than one level depending on which 
  character class is casting it, use the level appropriate to the caster to 
  determine whether lesser globe of invulnerability stops it.
  GoodBErry
  School transmutation; Level druid 1
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range touch
  Targets 2d4 fresh berries touched
  duration 1 day/level
  Saving Throw none; Spell resistance yes
  dEScriPTioN
  Casting goodberry upon a handful of freshly picked berries makes 2d4 
  of them magical. You (as well as any other druid of 3rd or higher level) 
  can immediately discern which berries are affected. Each transmuted 
  berry provides nourishment as if it were a normal meal for a Medium 
  creature. The berry also cures 1 point of damage when eaten, subject to 
  a maximum of 8 points of such curing in any 24-hour period.
  Good hoPE
  School enchantment (compulsion) [mind-affecting]; Level bard 3
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Targets one living creature/level, no two of which may be more than 
  30 ft. apart
  duration 1 min./level
  Saving Throw Will negates (harmless); Spell resistance yes (harmless)
  dEScriPTioN
  This spell instills powerful hope in the subjects. Each affected creature 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  236
  Pathfinder Roleplaying Game
  gains a +2 morale bonus on saving throws, attack rolls, ability checks, 
  skill checks, and weapon damage rolls.
  Good hope counters and dispels crushing despair.
  GrEASE
  School conjuration (creation); Level bard 1, sorcerer/wizard 1
  cASTiNG
  casting Time 1 standard action
  components V, S, M (butter)
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one object or 10-ft. square
  duration 1 min/level (D)
  Save see text; Sr no
  dEScriPTioN
  A grease spell covers a solid surface with a layer of slippery grease. Any 
  creature in the area when the spell is cast must make a successful Reflex 
  save or fall. A creature can walk within or through the area of grease 
  at half normal speed with a DC 10 Acrobatics check. Failure means it 
  can’t move that round (and must then make a Reflex save or fall), while 
  failure by 5 or more means it falls (see the Acrobatics skill for details). 
  Creatures that move no more than 5 feet in 1 round do not need to 
  make this check and are not considered flat-footed.
  The spell can also be used to create a greasy coating on an item. 
  Material objects not in use are always affected by this spell, while an 
  object wielded or employed by a creature requires its bearer to make a 
  Reflex saving throw to avoid the effect. If the initial saving throw fails, the 
  creature immediately drops the item. A saving throw must be made in 
  each round that the creature attempts to pick up or use the greased item. 
  A creature wearing greased armor or clothing gains a +10 circumstance 
  bonus on Escape Artist checks and on their combat maneuver bonus in 
  regards to being grappled and checks made to escape a grapple.
  GrEATEr (SPELL NAmE)
  Any spell whose name begins with greater is alphabetized in this chapter 
  according to the spell name. Thus, the description of a greater spell 
  appears near the description of the spell on which it is based. Spell 
  chains that have greater spells in them include those based on the spells 
  arcane sight, command, dispel magic, glyph of warding, invisibility, magic 
  fang, magic weapon, planar ally, planar binding, polymorph, prying eyes, 
  restoration, scrying, shadow conjuration, shadow evocation, shout, and 
  teleport.
  GuidANcE
  School divination; Level cleric 0, druid 0
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range touch
  Target creature touched
  duration 1 minute or until discharged
  Saving Throw Will negates (harmless); Spell resistance yes
  dEScriPTioN
  This spell imbues the subject with a touch of divine guidance. The 
  creature gets a +1 competence bonus on a single attack roll, saving 
  throw, or skill check. It must choose to use the bonus before making 
  the roll to which it applies.
  hALLuciNATory TErrAiN
  School illusion (glamer); Level bard 4, sorcerer/wizard 4
  cASTiNG
  casting Time 10 minutes
  components V, S, M (a stone, a twig, and a green leaf)
  EFFEcT
  range long (400 ft. + 40 ft./level)
  Area one 30-ft. cube/level (S)
  duration 2 hours/level (D)
  Saving Throw Will disbelief (if interacted with); Spell resistance no
  dEScriPTioN
  You make natural terrain look, sound, and smell like some other sort 
  of natural terrain. Structures, equipment, and creatures within the area 
  are not hidden or changed in appearance.
  hArm
  School necromancy; Level cleric 6
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range touch
  Target creature touched
  duration instantaneous
  Saving Throw Will half; see text; Spell resistance yes
  dEScriPTioN
  Harm charges a subject with negative energy that deals 10 points of 
  damage per caster level (to a maximum of 150 points at 15th level). If the 
  creature successfully saves, harm deals half this amount, but it cannot 
  reduce the target’s hit points to less than 1.
  If used on an undead creature, harm acts like heal.
  hASTE
  School transmutation; Level bard 3, sorcerer/wizard 3
  cASTiNG
  casting Time 1 standard action
  components V, S, M (a shaving of licorice root)
  EFFEcT
  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)
  dEScriPTioN
  The transmuted creatures move and act more quickly than normal. This 
  extra speed has several effects.
  When making a full attack action, a hasted creature may make one extra 
  attack with any weapon he is holding. The attack is made using the creature’s 
  full base attack bonus, plus any modifiers appropriate to the situation. (This 
  effect is not cumulative with similar effects, such as that provided by a 
  weapon of speed, nor does it 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.)
  A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus 
  to AC and Reflex saves. Any condition that makes you lose your Dexterity 
  bonus to Armor Class (if any) also makes you lose dodge bonuses.
  All of the hasted creature’s modes of movement (including land 
  movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum 
  of twice the subject’s normal speed using that form of movement. This 
  increase counts as an enhancement bonus, and it affects the creature’s 
  jumping distance as normal for increased speed.
  Multiple haste effects don’t stack. Haste dispels and counters slow.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  237
  Pathfinder RPG: Spells
  11
  hEAL
  School conjuration (healing); Level cleric 6, druid 7
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range touch
  Target creature touched
  duration instantaneous
  Saving Throw Will negates (harmless); Spell resistance yes 
  (harmless)
  dEScriPTioN
  Heal enables you to channel positive energy into a creature to wipe away 
  injury and afflictions. It immediately ends any and all of the following 
  adverse conditions affecting the target: ability damage, blinded, 
  confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, 
  feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It 
  also cures 10 hit points of damage per level of the caster, to a maximum 
  of 150 points at 15th level.
  Heal does not remove negative levels or restore permanently drained 
  ability score points.
  If used against an undead creature, heal instead acts like harm.
  hEAL, mASS
  School conjuration (healing); Level cleric 9
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Targets one or more creatures, no two of which can be more than 
  30 ft. apart
  dEScriPTioN
  This spell functions like heal, except as noted above. The maximum 
  number of hit points restored to each creature is 250.
  hEAL mouNT
  School conjuration (healing); Level paladin 3
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range touch
  Target your mount touched
  duration instantaneous
  Saving Throw Will negates (harmless); Spell resistance yes (harmless)
  dEScriPTioN
  This spell functions like heal, but it affects only the paladin’s special 
  mount (typically a warhorse).
  hEAT mETAL
  School transmutation [fire]; Level druid 2
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target metal equipment of one creature per two levels, no two of which 
  can be more than 30 ft. apart; or 25 lb. of metal/level, all of which must 
  be within a 30-ft. circle
  duration 7 rounds 
  Saving Throw Will negates (object); Spell resistance yes (object)
  dEScriPTioN
  Heat metal makes metal extremely warm. Unattended, nonmagical 
  metal gets no saving throw. Magical metal is allowed a saving throw 
  against the spell. An item in a creature’s possession uses the creature’s 
  saving throw bonus unless its own is higher.
  A creature takes fire damage if its equipment is heated. It takes full 
  damage if its armor is affected or if it is holding, touching, wearing, 
  or carrying metal weighing one-fifth of its weight. The creature takes 
  minimum damage (1 or 2 points) if it’s not wearing metal armor and the 
  metal that it’s carrying weighs less than one-fifth of its weight.
  On the first round of the spell, the metal becomes warm and 
  uncomfortable to touch but deals no damage. The same effect also occurs 
  on the last round of the spell’s duration. During the second (and also the 
  next-to-last) round, intense heat causes pain and damage. In the third, 
  fourth, and fifth rounds, the metal is searing hot, causing more damage, 
  as shown on the table below.
  round 
  metal Temperature 
  damage
  1 
  Warm 
  None
  2 
  Hot 
  1d4 points
  3–5 
  Searing 
  2d4 points
  6 
  Hot 
  1d4 points
  7 
  Warm 
  None
  Any cold intense enough to damage the creature negates fire damage 
  from the spell (and vice versa) on a point-for-point basis. If cast underwater, 
  heat metal deals half damage and boils the surrounding water.
  Heat metal counters and dispels chill metal.
  hEroES’ FEAST
  School conjuration [creation]; Level bard 6, cleric 6
  cASTiNG
  casting Time 10 minutes
  components V, S, DF
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Effect feast for one creature/level
  duration 1 hour plus 12 hours; see text
  Saving Throw none; Spell resistance no
  dEScriPTioN
  You bring forth a great feast, including a magnificent table, chairs, 
  service, and food and drink. The feast takes 1 hour to consume, and 
  the beneficial effects do not set in until this hour is over. Every creature 
  partaking of the feast is cured of all sickness and nausea, receives the 
  benefits of both neutralize poison and remove disease, and gains 1d8 
  temporary hit points +1 point per two caster levels (maximum +10) 
  after imbibing the nectar-like beverage that is part of the feast. The 
  ambrosial food that is consumed grants each creature that partakes a 
  +1 morale bonus on attack rolls and Will saves and a +4 morale bonus 
  on saving throws against poison and fear effects for 12 hours.
  If the feast is interrupted for any reason, the spell is ruined and all 
  effects of the spell are negated.
  hEroiSm
  School enchantment (compulsion) [mind-affecting]; Level bard 2, 
  sorcerer/wizard 3
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range touch
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  238
  Pathfinder Roleplaying Game
  Target creature touched
  duration 10 min./level
  Saving Throw Will negates (harmless); Spell resistance yes (harmless)
  dEScriPTioN
  This spell imbues a single creature with great bravery and morale in 
  battle. The target gains a +2 morale bonus on attack rolls, saves, and 
  skill checks.
  hEroiSm, GrEATEr
  School enchantment (compulsion) [mind-affecting]; Level bard 5, 
  sorcerer/wizard 6
  EFFEcT
  duration 1 min./level
  dEScriPTioN
  This spell functions like heroism, except the creature gains a +4 morale 
  bonus on attack rolls, saves, and skill checks, immunity to fear effects, 
  and temporary hit points equal to your caster level (maximum 20).
  hidE From ANimALS
  School abjuration; Level druid 1, ranger 1
  cASTiNG
  casting Time 1 standard action
  components S, DF
  EFFEcT
  range touch
  Targets one creature touched/level
  duration 10 min./level (D)
  Saving Throw Will negates (harmless); Spell resistance yes
  dEScriPTioN
  Animals cannot see, hear, or smell the warded creatures. Even 
  extraordinary or supernatural sensory capabilities, such as blindsense, 
  blindsight, scent, and tremorsense, cannot detect or locate warded 
  creatures. Animals simply act as though the warded creatures are not 
  there. If a warded character touches an animal or attacks any creature, 
  even with a spell, the spell ends for all recipients.
  hidE From uNdEAd
  School abjuration; Level cleric 1
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range touch
  Targets one touched creature/level
  duration 10 min./level (D)
  Saving Throw Will negates (harmless); see text; Spell resistance yes
  dEScriPTioN
  Undead cannot see, hear, or smell the warded creatures. Even 
  extraordinary or supernatural sensory capabilities, such as blindsense, 
  blindsight, scent, and tremorsense, cannot detect or locate warded 
  creatures. Nonintelligent undead creatures are automatically affected 
  and act as though the warded creatures are not there. An intelligent 
  undead creature gets a single Will saving throw. If it fails, the subject 
  can’t see any of the warded creatures. If it has reason to believe unseen 
  opponents are present, however, it can attempt to find or strike them. 
  If a warded creature attempts to turn or command undead, touches an 
  undead creature, or attacks any creature (even with a spell), the spell 
  ends for all recipients.
  hidEouS LAuGhTEr
  School enchantment (compulsion) [mind-affecting]; Level bard 1, 
  sorcerer/wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, S, M (tiny fruit tarts and a feather)
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one creature; see text
  duration 1 round/level
  Saving Throw Will negates; Spell resistance yes
  dEScriPTioN
  This spell afflicts the subject with uncontrollable laughter. It collapses 
  into gales of manic laughter, falling prone. The subject can take no 
  actions while laughing, but is not considered helpless. After the spell 
  ends, it can act normally.
  A creature with an Intelligence score of 2 or lower is not affected. A 
  creature whose type is different from the caster’s receives a +4 bonus on 
  its saving throw, because humor doesn’t “translate” well.
  hoLd ANimAL
  School enchantment (compulsion) [mind-affecting]; Level druid 2, 
  ranger 2
  cASTiNG
  components: V, S
  EFFEcT
  Target one animal
  dEScriPTioN
  This spell functions like hold person, except that it affects an animal 
  instead of a humanoid.
  hoLd moNSTEr
  School enchantment (compulsion) [mind-affecting]; Level bard 4, 
  sorcerer/wizard 5
  cASTiNG
  components: V, S, M/DF (one hard metal bar or rod, which can be as 
  small as a three-penny nail)
  EFFEcT
  Target one living creature
  dEScriPTioN
  This spell functions like hold person, except that it affects any living 
  creature that fails its Will save.
  hoLd moNSTEr, mASS
  School enchantment (compulsion) [mind-affecting]; Level sorcerer/
  wizard 9
  EFFEcT
  Targets one or more creatures, no two of which can be more than 
  30 ft. apart
  dEScriPTioN
  This spell functions like hold person, except that it affects multiple 
  creatures and holds any living creature that fails its Will save.
  hoLd PErSoN
  School enchantment (compulsion) [mind-affecting]; Level bard 2, cleric 
  2, sorcerer/wizard 3
  cASTiNG
  casting Time 1 standard action
  components V, S, F/DF (a small, straight piece of iron)
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  239
  Pathfinder RPG: Spells
  11
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Target one humanoid creature
  duration 1 round/level (D); see text
  Saving Throw Will negates; see text; Spell resistance yes
  dEScriPTioN
  The subject becomes paralyzed and freezes in place. It is aware and 
  breathes normally but cannot take any actions, even speech. Each 
  round on its turn, the subject may attempt a new saving throw to 
  end the effect. This is a full-round action that does not provoke 
  attacks of opportunity.
  A winged creature who is paralyzed cannot flap its wings and falls. A 
  swimmer can’t swim and may drown.
  hoLd PErSoN, mASS
  School enchantment (compulsion) [mind-affecting]; Level sorcerer/
  wizard 7
  EFFEcT
  Targets one or more humanoid creatures, no two of which can be more 
  than 30 ft. apart
  dEScriPTioN
  This spell functions like hold person, except as noted above.
  hoLd PorTAL
  School abjuration; Level sorcerer/wizard 1
  cASTiNG
  casting Time 1 standard action
  component V
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Target one portal, up to 20 sq. ft./level
  duration 1 min./level (D)
  Saving Throw none; Spell resistance no
  dEScriPTioN
  This spell magically holds shut a door, gate, window, or shutter of 
  wood, metal, or stone. The magic affects the portal just as if it were 
  securely closed and normally locked. A knock spell or a successful dispel 
  magic spell can negate a hold portal spell.
  For a portal affected by this spell, add 5 to the normal DC for forcing 
  open the portal.
  hoLy AurA
  School abjuration [good]; Level cleric 8
  cASTiNG
  casting Time 1 standard action
  components V, S, F (a tiny reliquary worth 500 gp)
  EFFEcT
  range 20 ft.
  Targets one creature/level in a 20-ft.-radius burst centered on you
  duration 1 round/level (D)
  Saving Throw see text; Spell resistance yes (harmless)
  dEScriPTioN
  A brilliant divine radiance surrounds the subjects, protecting them from 
  attacks, granting them resistance to spells cast by evil creatures, and 
  causing evil creatures to become blinded when they strike the subjects. 
  This abjuration has four effects.
  First, each warded creature gains a +4 deflection bonus to AC and a +4 
  resistance bonus on saves. Unlike protection from evil, this benefit applies 
  against all attacks, not just against attacks by evil creatures.
  Second, each warded creature gains spell resistance 25 against evil 
  spells and spells cast by evil creatures.
  Third, the abjuration blocks possession and mental influence, just as 
  protection from evil does.
  Finally, if an evil creature succeeds on a melee attack against a warded 
  creature, the offending attacker is blinded (Fortitude save negates, as 
  blindness/deafness, but against holy aura’s save DC).
  hoLy SmiTE
  School evocation [good]; Level cleric 4
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Area 20-ft.-radius burst
  duration instantaneous (1 round); see text
  Saving Throw Will partial; see text; Spell resistance yes
  dEScriPTioN
  You draw down holy power to smite your enemies. Only evil and neutral 
  creatures are harmed by the spell; good creatures are unaffected.
  The spell deals 1d8 points of damage per two caster levels (maximum 
  5d8) to each evil creature in the area (or 1d6 points of damage per caster 
  level, maximum 10d6, to an evil outsider) and causes it to become blinded 
  for 1 round. A successful Will saving throw reduces damage to half and 
  negates the blinded effect.
  The spell deals only half damage to creatures who are neither good 
  nor evil, and they are not blinded. Such a creature can reduce that 
  damage by half (down to one-quarter of the roll) with a successful 
  Will save.
  hoLy Sword
  School evocation [good]; Level paladin 4
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range touch
  Target melee weapon touched
  duration 1 round/level
  Saving Throw none; Spell resistance no
  dEScriPTioN
  This spell allows you to channel holy power into your sword, or any 
  other melee weapon you choose. The weapon acts as a +5 holy weapon 
  (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage 
  against evil opponents). It also emits a magic circle against evil effect (as the 
  spell). If the magic circle ends, the sword creates a new one on your turn as 
  a free action. The spell is automatically canceled 1 round after the weapon 
  leaves your hand. You cannot have more than one holy sword at a time.
  If this spell is cast on a magic weapon, the powers of the spell supersede 
  any that the weapon normally has, rendering the normal enhancement 
  bonus and powers of the weapon inoperative for the duration of the 
  spell. This spell is not cumulative with bless weapon or any other spell 
  that might modify the weapon in any way. This spell does not work on 
  artifacts. A masterwork weapon’s bonus to attack does not stack with an 
  enhancement bonus to attack.
  horrid wiLTiNG
  School necromancy; Level sorcerer/wizard 8
  cASTiNG
  casting Time 1 standard action
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  240
  Pathfinder Roleplaying Game
  components V, S, M/DF (a bit of sponge)
  EFFEcT
  range long (400 ft. + 40 ft./level)
  Targets living creatures, no two of which can be more than 60 ft. apart
  duration instantaneous
  Saving Throw Fortitude half; Spell resistance yes
  dEScriPTioN
  This spell evaporates moisture from the body of each subject living 
  creature, dealing 1d6 points of damage per caster level (maximum 
  20d6). This spell is especially devastating to water elementals and plant 
  creatures, which instead take 1d8 points of damage per caster level 
  (maximum 20d8).
  hyPNoTic PATTErN
  School illusion (pattern) [mind-affecting]; Level bard 2, sorcerer/
  wizard 2
  cASTiNG
  casting Time 1 standard action
  components V (bard only), S, M (a stick of incense or a crystal rod); 
  see text
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Effect colorful lights in a 10-ft.-radius spread
  duration Concentration + 2 rounds
  Saving Throw Will negates; Spell resistance yes
  dEScriPTioN
  A twisting pattern of subtle, shifting colors weaves through the air, 
  fascinating creatures within it. Roll 2d4 and add your caster level 
  (maximum 10) to determine the total number of Hit Dice of creatures 
  affected. Creatures with the fewest HD are affected first; and, among 
  creatures with equal HD, those who are closest to the spell’s point 
  of origin are affected first. Hit Dice that are not sufficient to affect a 
  creature are wasted. Affected creatures become fascinated by the 
  pattern of colors. Sightless creatures are not affected.
  A wizard or sorcerer need not utter a sound to cast this spell, but a 
  bard must perform as a verbal component.
  hyPNoTiSm
  School enchantment (compulsion) [mind-affecting]; Level bard 1, 
  sorcerer/wizard 1
  cASTiNG
  casting Time 1 round
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Area several living creatures, no two of which may be more than 
  30 ft. apart
  duration 2d4 rounds (D)
  Saving Throw Will negates; Spell resistance yes
  dEScriPTioN
  Your gestures and droning incantation fascinate nearby creatures, 
  causing them to stop and stare blankly at you. In addition, you can 
  use their rapt attention to make your suggestions and requests seem 
  more plausible. Roll 2d4 to see how many total Hit Dice of creatures 
  you affect. Creatures with fewer HD are affected before creatures with 
  more HD. Only creatures that can see or hear you are affected, but they 
  do not need to understand you to be fascinated.
  If you use this spell in combat, each target gains a +2 bonus on its 
  saving throw. If the spell affects only a single creature not in combat at 
  the time, the saving throw has a penalty of –2.
  While the subject is fascinated by this spell, it reacts as though it were 
  two steps more friendly in attitude. This allows you to make a single 
  request of the affected creature (provided you can communicate with it). 
  The request must be brief and reasonable. Even after the spell ends, the 
  creature retains its new attitude toward you, but only with respect to that 
  particular request.
  A creature that fails its saving throw does not remember that you 
  enspelled it.
  icE STorm
  School evocation [cold]; Level druid 4, sorcerer/wizard 4
  cASTiNG
  casting Time 1 standard action
  components V, S, M/DF (dust and water)
  EFFEcT
  range long (400 ft. + 40 ft./level)
  Area cylinder (20-ft. radius, 40 ft. high)
  duration 1 full round
  Saving Throw none; Spell resistance yes
  dEScriPTioN
  Great magical hailstones pound down for 1 full round, dealing 3d6 
  points of bludgeoning damage and 2d6 points of cold damage to every 
  creature in the area. A –4 penalty applies to each Perception check 
  made within the ice storm’s effect, and all land movement within its 
  area is at half speed. At the end of the duration, the hail disappears, 
  leaving no aftereffects (other than the damage dealt).
  idENTiFy
  School divination; Level bard 1, sorcerer/wizard 1
  cASTiNG
  casting Time 1 standard action
  components V, S, M (wine stirred with an owl’s feather)
  EFFEcT
  range 60 ft.
  Area cone-shaped emanation
  duration 3 rounds/level (D)
  Saving Throw: none; Spell resistance: no
  dEScriPTioN
  This spell functions as detect magic, except that it gives you a +10 
  enhancement bonus on Appraise checks made to identify the properties 
  and command words of magic items in your possession. This spell does 
  not allow you to identify artifacts.
  iLLuSory wALL
  School illusion (figment); Level sorcerer/wizard 4
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Effect image 1 ft. by 10 ft. by 10 ft.
  duration permanent
  Saving Throw Will disbelief (if interacted with); Spell resistance no
  dEScriPTioN
  This spell creates the illusion of a wall, floor, ceiling, or similar surface. 
  It appears absolutely real when viewed, but physical objects can pass 
  through it without difficulty. When the spell is used to hide pits, traps, 
  or normal doors, any detection abilities that do not require sight work 
  normally. touch or a probing search reveals the true nature of the 
  surface, though such measures do not cause the illusion to disappear.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  241
  Pathfinder RPG: Spells
  11
  imBuE wiTh SPELL ABiLiTy
  School evocation; Level cleric 4
  cASTiNG
  casting Time 10 minutes
  components V, S, DF
  EFFEcT
  range touch
  Target creature touched; see text
  duration permanent until discharged (D)
  Saving Throw Will negates (harmless); Spell resistance yes (harmless)
  dEScriPTioN
  You transfer some of your currently prepared spells, and the ability to 
  cast them, to another creature. Only a creature with an Intelligence 
  score of at least 5 and a Wisdom score of at least 9 can receive this 
  bestowal. Only cleric spells from the schools of abjuration, divination, 
  and conjuration (healing) can be transferred. The number and level of 
  spells that the subject can be granted depends on its Hit Dice; even 
  multiple castings of imbue with spell ability can’t exceed this limit.
  hd of recipient 
  Spells imbued
  2 or lower 
  One 1st-level spell
  3–4 
  One or two 1st-level spells
  5 or higher 
  One or two 1st-level spells and  
   
  one 2nd-level spell
  The transferred spell’s variable characteristics (range, duration, 
  area, and the like) function according to your level, not the level of 
  the recipient.
  Once you cast imbue with spell ability, you cannot prepare a new 4th-
  level spell to replace it until the recipient uses the imbued spells or is slain, 
  or until you dismiss the imbue with spell ability spell. In the meantime, you 
  remain responsible to your deity or your principles for the use to which 
  the spell is put. If the number of 4th-level spells you can cast decreases, 
  and that number drops below your current number of active imbue with 
  spell ability spells, the more recently cast imbued spells are dispelled.
  To cast a spell with a verbal component, the subject must be able to 
  speak. To cast a spell with a somatic component, it must have humanlike 
  hands. To cast a spell with a material component or focus, it must have 
  the materials or focus.
  imPLoSioN
  School evocation; Level cleric 9
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one corporeal creature/round
  duration concentration (up to 1 round per 2 levels)
  Saving Throw Fortitude negates; Spell resistance yes
  dEScriPTioN
  This spell causes a destructive resonance in a corporeal creature’s 
  body. Each round you concentrate (including the first), you can cause 
  one creature to collapse in on itself, inflicting 10 points of damage per 
  caster level. If you break concentration the spell immediately ends, 
  however, any implosions that have already happened remain in effect. 
  You can target a particular creature only once with each casting of 
  the spell. Implosion has no effect on creatures in gaseous form or on 
  incorporeal creatures.
  imPriSoNmENT
  School abjuration; Level sorcerer/wizard 9
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range touch
  Target creature touched
  duration instantaneous
  Saving Throw Will negates; see text; Spell resistance yes
  dEScriPTioN
  When you cast imprisonment and touch a creature, it is entombed in a 
  state of suspended animation (see the temporal stasis spell) in a small 
  sphere far beneath the surface of the earth. The subject remains there 
  unless a freedom spell is cast at the locale where the imprisonment 
  took place. Magical search by a crystal ball, a locate object spell, or 
  some other similar divination does not reveal the fact that a creature 
  is imprisoned, but discern location does. A wish or miracle spell will not 
  free the recipient, but will reveal where it is entombed. If you know 
  the target’s name and some facts about its life, the target takes a –4 
  penalty on its save.
  iNcENdiAry cLoud
  School conjuration (creation) [fire]; Level sorcerer/wizard 8
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Area cloud spreads in 20-ft. radius, 20 ft. high
  duration 1 round/level (D)
  Saving Throw: Reflex half, see text; Spell resistance: no
  dEScriPTioN
  An incendiary cloud spell creates a cloud of roiling smoke shot through 
  with white-hot embers. The smoke obscures all sight as a fog cloud does. 
  In addition, the white-hot embers within the cloud deal 6d6 points of 
  fire damage to everything within the cloud on your turn each round. All 
  targets can make Reflex saves each round to take half damage.
  As with a cloudkill spell, the smoke moves away from you at 10 feet per 
  round. Figure out the smoke’s new spread each round based on its new 
  point of origin, which is 10 feet farther away from where you were when 
  you cast the spell. By concentrating, you can make the cloud (actually 
  its point of origin) move as much as 60 feet each round. Any portion 
  of the cloud that would extend beyond your maximum range dissipates 
  harmlessly, reducing the remainder’s spread thereafter.
  As with fog cloud, wind disperses the smoke, and the spell can’t be 
  cast underwater.
  iNFLicT criTicAL wouNdS
  School necromancy; Level cleric 4
  dEScriPTioN
  This spell functions like inflict light wounds, except that you deal 4d8 
  points of damage +1 point per caster level (maximum +20).
  iNFLicT criTicAL wouNdS, mASS
  School necromancy; Level cleric 8
  dEScriPTioN
  This spell functions like mass inflict light wounds, except that it deals 4d8 
  points of damage +1 point per caster level (maximum +40).
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  242
  Pathfinder Roleplaying Game
  iNFLicT LiGhT wouNdS
  School necromancy; Level cleric 1
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range touch
  Target creature touched
  duration instantaneous
  Saving Throw Will half; Spell resistance yes
  dEScriPTioN
  When laying your hand upon a creature, you channel negative energy 
  that deals 1d8 points of damage +1 point per caster level (maximum 
  +5).
  Since undead are powered by negative energy, this spell cures such a 
  creature of a like amount of damage, rather than harming it.
  iNFLicT LiGhT wouNdS, mASS
  School necromancy; Level cleric 5
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one creature/level, no two of which can be more than 30 ft. 
  apart
  duration instantaneous
  Saving Throw Will half; Spell resistance yes
  dEScriPTioN
  Negative energy spreads out in all directions from the point of origin, 
  dealing 1d8 points of damage +1 point per caster level (maximum +25) 
  to nearby living enemies.
  Like other inflict spells, mass inflict light wounds cures undead in its 
  area rather than damaging them. A cleric capable of spontaneously 
  casting inflict spells can also spontaneously cast mass inflict spells.
  iNFLicT modErATE wouNdS
  School necromancy; Level cleric 2
  dEScriPTioN
  This spell functions like inflict light wounds, except that you deal 2d8 
  points of damage +1 point per caster level (maximum +10).
  iNFLicT modErATE wouNdS, mASS
  School necromancy; Level cleric 6
  dEScriPTioN
  This spell functions like mass inflict light wounds, except that it deals 2d8 
  points of damage +1 point per caster level (maximum +30).
  iNFLicT SEriouS wouNdS
  School necromancy; Level cleric 3
  dEScriPTioN
  This spell functions like inflict light wounds, except that you deal 3d8 
  points of damage +1 point per caster level (maximum +15).
  iNFLicT SEriouS wouNdS, mASS
  School necromancy; Level cleric 7
  dEScriPTioN
  This spell functions like mass inflict light wounds, except that it deals 3d8 
  points of damage +1 point per caster level (maximum +35).
  iNSANiTy
  School enchantment (compulsion) [mind-affecting]; Level sorcerer/
  wizard 7
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Target one living creature
  duration instantaneous
  Saving Throw Will negates; Spell resistance yes
  dEScriPTioN
  The affected creature suffers from a continuous confusion effect, as 
  the spell.
  Remove curse does not remove insanity. Greater restoration, heal, limited 
  wish, miracle, or wish can restore the creature.
  iNSEcT PLAGuE
  School conjuration (summoning); Level cleric 5, druid 5
  cASTiNG
  casting Time 1 round
  components V, S, DF
  EFFEcT
  range long (400 ft. + 40 ft./level)
  Effect one swarm of locusts per three levels, each of which must be 
  adjacent to at least one other swarm
  duration 1 min./level 
  Saving Throw none; Spell resistance no
  dEScriPTioN
  You summon a number of swarms of locusts (one per three levels, to a 
  maximum of six swarms at 18th level). The swarms must be summoned 
  so that each one is adjacent to at least one other swarm (that is, the 
  swarms must fill one contiguous area). You may summon the locust 
  swarms so that they share the area of other creatures. Each swarm 
  attacks any creatures occupying its area. The swarms are stationary 
  after being summoned, and won’t pursue creatures that flee.
  iNViSiBiLiTy
  School illusion (glamer); Level bard 2, sorcerer/wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, S, M/DF (an eyelash encased in gum arabic)
  EFFEcT
  range personal or touch
  Target you or a creature or object weighing no more than 100 lb./level
  duration 1 min./level (D)
  Saving Throw Will negates (harmless) or Will negates (harmless, object); 
  Spell resistance yes (harmless) or yes (harmless, object)
  dEScriPTioN
  The creature or object touched becomes invisible, vanishing from 
  sight. If the recipient is a creature carrying gear, that vanishes, too. If 
  you cast the spell on someone else, neither you nor your allies can see 
  the subject, unless you can normally see invisible things or you employ 
  magic to do so.
  Items dropped or put down by an invisible creature become visible; 
  items picked up disappear if tucked into the clothing or pouches worn by 
  the creature. Light, however, never becomes invisible, although a source 
  of light can become so (thus, the effect is that of a light with no visible 
  source). Any part of an item that the subject carries but that extends more 
  than 10 feet from it becomes visible.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  243
  Pathfinder RPG: Spells
  11
  Of course, the subject is not magically silenced, and certain other 
  conditions can render the recipient detectable (such as stepping in a 
  puddle). The spell ends if the subject attacks any creature. For purposes 
  of this spell, an attack includes any spell targeting a foe or whose area 
  or effect includes a foe. Exactly who is a foe depends on the invisible 
  character’s perceptions. Actions directed at unattended objects do not 
  break the spell. Causing harm indirectly is not an attack. Thus, an invisible 
  being can open doors, talk, eat, climb stairs, summon monsters and have 
  them attack, cut the ropes holding a rope bridge while enemies are on 
  the bridge, remotely trigger traps, open a portcullis to release attack 
  dogs, and so forth. If the subject attacks directly, however, it immediately 
  becomes visible along with all its gear. Spells such as bless that specifically 
  affect allies but not foes are not attacks for this purpose, even when they 
  include foes in their area.
  Invisibility can be made permanent (on objects only) with a permanency 
  spell.
  iNViSiBiLiTy, GrEATEr
  School illusion (glamer); Level bard 4, sorcerer/wizard 4
  cASTiNG
  components: V, S
  EFFEcT
  Target you or creature touched
  duration 1 round/level (D)
  Saving Throw Will negates (harmless)
  dEScriPTioN
  This spell functions like invisibility, except that it doesn’t end if the 
  subject attacks.
  iNViSiBiLiTy, mASS
  School illusion (glamer); Level sorcerer/wizard 7
  EFFEcT
  range long (400 ft. + 40 ft./level)
  Targets any number of creatures, no two of which can be more than 
  180 ft. apart
  dEScriPTioN
  This spell functions like invisibility, except that the effect is mobile 
  with the group and is broken when anyone in the group attacks. 
  Individuals in the group cannot see each other. The spell is broken for 
  any individual who moves more than 180 feet from the nearest member 
  of the group. If only two individuals are affected, the one moving away 
  from the other one loses its invisibility. If both are moving away from 
  each other, they both become visible when the distance between them 
  exceeds 180 feet.
  iNViSiBiLiTy PurGE
  School evocation; Level cleric 3
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range personal
  Target you
  duration 1 min./level (D)
  dEScriPTioN
  You surround yourself with a sphere of power with a radius of 5 feet per 
  caster level that negates all forms of invisibility.
  Anything invisible becomes visible while in the area.
  iNViSiBiLiTy SPhErE
  School illusion (glamer); Level bard 3, sorcerer/wizard 3
  cASTiNG
  components: V, S, M
  EFFEcT
  Area 10-ft.-radius emanation around the creature or object touched
  dEScriPTioN
  This spell functions like invisibility, except that this spell confers 
  invisibility upon all creatures within 10 feet of the recipient. The center 
  of the effect is mobile with the recipient.
  Those affected by this spell can see each other and themselves as if 
  unaffected by the spell. Any affected creature moving out of the area 
  becomes visible, but creatures moving into the area after the spell is cast 
  do not become invisible. Affected creatures (other than the recipient) who 
  attack negate the invisibility only for themselves. If the spell recipient 
  attacks, the invisibility sphere ends.
  iroNwood
  School transmutation; Level druid 6
  cASTiNG
  casting Time 1 minute/lb. created
  components V, S, F (wood to be transformed)
  EFFEcT
  range 0 ft.
  Effect an ironwood object weighing up to 5 lb./level
  duration 1 day/level (D)
  Saving Throw none; Spell resistance no
  dEScriPTioN
  Ironwood is a magical substance created by druids from normal wood. 
  While remaining natural wood in almost every way, ironwood is as 
  strong, heavy, and resistant to fire as steel. Spells that affect metal 
  or iron do not function on ironwood. Spells that affect wood do affect 
  ironwood, although ironwood does not burn. Using this spell with wood 
  shape or a wood-related Craft check, you can fashion wooden items that 
  function as steel items. Thus, wooden plate armor and wooden swords 
  can be created that are as durable as their normal steel counterparts. 
  These items are freely usable by druids.
  Further, if you make only half as much ironwood as the spell would 
  normally allow, any weapon, shield, or suit of armor so created is treated 
  as a magic item with a +1 enhancement bonus.
  irrESiSTiBLE dANcE
  School enchantment (compulsion) [mind-affecting]; Level bard 6, 
  sorcerer/wizard 8
  cASTiNG
  casting Time 1 standard action
  components V
  EFFEcT
  range touch
  Target living creature touched
  duration 1d4+1 rounds
  Saving Throw Will partial; Spell resistance yes
  dEScriPTioN
  The subject feels an undeniable urge to dance and begins doing so, complete 
  with foot shuffling and tapping. The spell effect makes it impossible for the 
  subject to do anything other than caper and prance in place. The effect 
  imposes a –4 penalty to Armor Class and a –10 penalty on Reflex saves, and 
  it negates any AC bonus granted by a shield the target holds. The dancing 
  subject provokes attacks of opportunity each round on its turn. A successful 
  Will save reduces the duration of this effect to 1 round.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  244
  Pathfinder Roleplaying Game
  JumP
  School transmutation; Level druid 1, ranger 1, sorcerer/wizard 1
  cASTiNG
  casting Time 1 standard action
  components V, S, M (a grasshopper’s hind leg)
  EFFEcT
  range touch
  Target creature touched
  duration 1 min./level (D)
  Saving Throw Will negates (harmless); Spell resistance yes
  dEScriPTioN
  The subject gets a +10 enhancement bonus on Acrobatics checks 
  made to attempt high jumps or long jumps. The enhancement bonus 
  increases to +20 at caster level 5th, and to +30 (the maximum) at caster 
  level 9th.
  kEEN EdGE
  School transmutation; Level sorcerer/wizard 3
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Targets one weapon or fifty projectiles, all of which must be in contact 
  with each other at the time of casting
  duration 10 min./level 
  Saving Throw Will negates (harmless, object); Spell resistance yes 
  (harmless, object)
  dEScriPTioN
  This spell makes a weapon magically keen, improving its ability to deal 
  telling blows. This transmutation doubles the threat range of the weapon. 
  A threat range of 20 becomes 19–20, a threat range of 19–20 becomes 
  17–20, and a threat range of 18–20 becomes 15–20. The spell can be 
  cast only on piercing or slashing weapons. If cast on arrows or crossbow 
  bolts, the keen edge on a particular projectile ends after one use, whether 
  or not the missile strikes its intended target. Treat shuriken as arrows, 
  rather than as thrown weapons, for the purpose of this spell.
  Multiple effects that increase a weapon’s threat range (such as the keen 
  special weapon property and the Improved Critical feat) don’t stack. You 
  can’t cast this spell on a natural weapon, such as a claw.
  kNock
  School transmutation; Level sorcerer/wizard 2
  cASTiNG
  casting Time 1 standard action
  components V
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Target one door, box, or chest with an area of up to 10 sq. ft./level
  duration instantaneous; see text
  Saving Throw none; Spell resistance no
  dEScriPTioN
  The knock spell opens stuck, barred, locked, held, or arcane locked doors. 
  When you complete the casting of this spell, make a caster level check 
  against the DC of the lock with a +10 bonus. If successful, knock opens 
  up to two means of closure. This spell opens secret doors, as well as 
  locked or trick-opening boxes or chests. It also loosens welds, shackles, 
  or chains (provided they serve to hold closures shut). If used to open a 
  arcane locked door, the spell does not remove the arcane lock but simply 
  suspends its functioning for 10 minutes. In all other cases, the door 
  does not relock itself or become stuck again on its own. Knock does 
  not raise barred gates or similar impediments (such as a portcullis), nor 
  does it affect ropes, vines, and the like. The effect is limited by the area. 
  Each spell can undo as many as two means of preventing egress. 
  kNow dirEcTioN
  School divination; Level bard 0, druid 0
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range personal
  Target you
  duration instantaneous
  dEScriPTioN
  You instantly know the direction of north from your current position. 
  The spell is effective in any environment in which “north” exists, but 
  it may not work in extraplanar settings. Your knowledge of north is 
  correct at the moment of casting, but you can get lost again within 
  moments if you don’t find some external reference point to help you 
  keep track of direction.
  LEGENd LorE
  School divination; Level bard 4, sorcerer/wizard 6
  cASTiNG
  casting Time see text
  components V, S, M (incense worth 250 gp), F (four pieces of ivory 
  worth 50 gp each)
  EFFEcT
  range personal
  Target you
  duration see text
  dEScriPTioN
  Legend lore brings to your mind legends about an important person, 
  place, or thing. If the person or thing is at hand, or if you are in the place 
  in question, the casting time is only 1d4x10 minutes. If you have only 
  detailed information on the person, place, or thing, the casting time is 
  1d10 days, and the resulting lore is less complete and specific (though 
  it often provides enough information to help you find the person, place, 
  or thing, thus allowing a better legend lore result next time). If you know 
  only rumors, the casting time is 2d6 weeks, and the resulting lore is 
  vague and incomplete (though it often directs you to more detailed 
  information, thus allowing a better legend lore result next time).
  During the casting, you cannot engage in other than routine activities: 
  eating, sleeping, and so forth. When completed, the divination brings 
  legends (if any) about the person, place, or things to your mind. These 
  may be legends that are still current, legends that have been forgotten, 
  or even information that has never been generally known. If the person, 
  place, or thing is not of legendary importance, you gain no information. As 
  a rule of thumb, characters who are 11th level and higher are “legendary,” 
  as are the sorts of creatures they contend with, the major magic items 
  they wield, and the places where they perform their key deeds.
  LESSEr (SPELL NAmE)
  Any spell whose name begins with lesser is alphabetized in this chapter 
  according to the spell name. Thus, the description of a lesser spell 
  appears near the description of the spell on which it is based. Spell 
  chains that have lesser spells in them include those based on the spells 
  confusion, geas, globe of invulnerability, planar ally, planar binding, and 
  restoration.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  245
  Pathfinder RPG: Spells
  11
  LEViTATE
  School transmutation; Level sorcerer/wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, S, F (a leather loop or golden wire bent into a cup 
  shape)
  EFFEcT
  range personal or close (25 ft. + 5 ft./2 levels)
  Target you or one willing creature or one object (total weight up to 100 
  lb./level)
  duration 1 min./level (D)
  Saving Throw none; Spell resistance no
  dEScriPTioN
  Levitate allows you to move yourself, another creature, or an object up 
  and down as you wish. A creature must be willing to be levitated, and an 
  object must be unattended or possessed by a willing creature. You can 
  mentally direct the recipient to move up or down as much as 20 feet 
  each round; doing so is a move action. You cannot move the recipient 
  horizontally, but the recipient could clamber along the face of a cliff, for 
  example, or push against a ceiling to move laterally (generally at half its 
  base land speed).
  A levitating creature that attacks with a melee or ranged weapon finds 
  itself increasingly unstable; the first attack has a –1 penalty on attack rolls, 
  the second –2, and so on, to a maximum penalty of –5. A full round spent 
  stabilizing allows the creature to begin again at –1.
  LiGhT
  School evocation [light]; Level bard 0, cleric 0, druid 0, sorcerer/
  wizard 0
  cASTiNG
  casting Time 1 standard action
  components V, M/DF (a firefly)
  EFFEcT
  range touch
  Target object touched
  duration 10 min/level
  Saving Throw none; Spell resistance no
  dEScriPTioN
  This spell causes an object to glow like a torch, shedding bright light 
  in a 20-foot radius (and dim light for an additional 20 feet) from 
  the point you touch. The effect is immobile, but it can be cast on a 
  movable object.
  Light can be used to counter or dispel any darkness spell of equal or 
  lower spell level.
  LiGhTNiNG BoLT
  School evocation [electricity]; Level sorcerer/wizard 3
  cASTiNG
  casting Time 1 standard action
  components V, S, M (fur and a glass rod)
  EFFEcT
  range 120 ft.
  Area 120-ft. line
  duration instantaneous
  Saving Throw Reflex half; Spell resistance yes
  dEScriPTioN
  You release a powerful stroke of electrical energy that deals 1d6 points 
  of electricity damage per caster level (maximum 10d6) to each creature 
  within its area. The bolt begins at your fingertips.
  The lightning bolt sets fire to combustibles and damages objects in 
  its path. It can melt metals with a low melting point, such as lead, gold, 
  copper, silver, or bronze. If the damage caused to an interposing barrier 
  shatters or breaks through it, the bolt may continue beyond the barrier 
  if the spell’s range permits; otherwise, it stops at the barrier just as any 
  other spell effect does.
  LimiTEd wiSh
  School universal; Level sorcerer/wizard 7
  cASTiNG
  casting Time 1 standard action
  components V, S, M (diamond worth 1,500 gp)
  EFFEcT
  range see text
  Target, Effect, Area see text
  duration see text
  Saving Throw none, see text; Spell resistance yes
  dEScriPTioN
  A limited wish lets you create nearly any type of effect. For example, a 
  limited wish can do any of the following things.
  - Duplicate any sorcerer/wizard spell of 6th level or lower, provided the 
  spell is not of a school prohibited to you.
  - Duplicate any non-sorcerer/wizard of 5th level or lower, provided the 
  spell is not of a school prohibited to you.
  - Duplicate any sorcerer/wizard spell of 5th level or lower, even if it’s 
  of a prohibited school.
  - Duplicate any non-sorcerer/wizard spell of 4th level or lower, even if 
  it’s of a prohibited school.
  - Undo the harmful effects of many spells, such as geas/quest or 
  insanity.
  - Produce any other effect whose power level is in line with the above 
  effects, such as a single creature automatically hitting on its next attack 
  or taking a –7 penalty on its next saving throw.
  A duplicated spell allows saving throws and spell resistance as normal, 
  but the save DC is for a 7th-level spell. When a limited wish spell duplicates 
  a spell with a material component that costs more than 1,000 gp, you 
  must provide that component (in addition to the 1,500 gp diamond 
  component for this spell).
  LocATE crEATurE
  School divination; Level bard 4, sorcerer/wizard 4
  cASTiNG
  components: V, S, M (fur from a bloodhound)
  EFFEcT
  duration 10 min./level
  dEScriPTioN
  This spell functions like locate object, except this spell locates a known 
  or familiar creature. You slowly turn and sense when you are facing in 
  the direction of the creature to be located, provided it is within range. 
  You also know in which direction the creature is moving, if any.
  The spell can locate a creature of a specific kind or a specific creature 
  known to you. It cannot find a creature of a certain type. To find a kind 
  of creature, you must have seen such a creature up close (within 30 feet) 
  at least once.
  Running water blocks the spell. It cannot detect objects. It can be 
  fooled by mislead, nondetection, and polymorph spells.
  LocATE oBJEcT
  School divination; Level bard 2, cleric 3, sorcerer/wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, S, F/DF (a forked twig)
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  246
  Pathfinder Roleplaying Game
  EFFEcT
  range long (400 ft. + 40 ft./level)
  Area circle, centered on you, with a radius of 400 ft. + 40 ft./level
  duration 1 min./level
  Saving Throw none; Spell resistance no
  dEScriPTioN
  You sense the direction of a well-known or clearly visualized object. You 
  can search for general items, in which case you locate the nearest one 
  of its kind if more than one is within range. Attempting to find a certain 
  item requires a specific and accurate mental image; if the image is not 
  close enough to the actual object, the spell fails. You cannot specify a 
  unique item unless you have observed that particular item firsthand 
  (not through divination).
  The spell is blocked by even a thin sheet of lead. Creatures cannot be 
  found by this spell. Polymorph any object fools it.
  LoNGSTridEr
  School transmutation; Level druid 1, ranger 1
  cASTiNG
  casting Time 1 standard action
  components V, S, M (a pinch of dirt)
  EFFEcT
  range personal
  Target you
  duration 1 hour/level (D)
  dEScriPTioN
  This spell gives you a +10 foot enhancement bonus to your base speed. 
  It has no effect on other modes of movement, such as burrow, climb, 
  fly, or swim.
  LuLLABy
  School enchantment (compulsion) [mind-affecting]; Level bard 0
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Area living creatures within a 10-ft.-radius burst
  duration Concentration + 1 round/level (D)
  Saving Throw Will negates; Spell resistance yes
  dEScriPTioN
  Any creature within the area that fails a Will save becomes drowsy and 
  inattentive, taking a –5 penalty on Perception checks and a –2 penalty 
  on Will saves against sleep effects while the lullaby is in effect. Lullaby 
  lasts for as long as the caster concentrates, plus up to 1 round per 
  caster level thereafter.
  mAGE Armor
  School conjuration (creation) [force]; Level sorcerer/wizard 1
  cASTiNG
  casting Time 1 standard action
  components V, S, F (a piece of cured leather)
  EFFEcT
  range touch
  Target creature touched
  duration 1 hour/level (D)
  Saving Throw Will negates (harmless); Spell resistance no
  dEScriPTioN
  An invisible but tangible field of force surrounds the subject of a mage 
  armor spell, providing a +4 armor bonus to AC.
  Unlike mundane armor, mage armor entails no armor check penalty, 
  arcane spell failure chance, or speed reduction. Since mage armor is made of 
  force, incorporeal creatures can’t bypass it the way they do normal armor.
  mAGE hANd
  School transmutation; Level bard 0, sorcerer/wizard 0
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one nonmagical, unattended object weighing up to 5 lb.
  duration Concentration
  Saving Throw none; Spell resistance no
  dEScriPTioN
  You point your finger at an object and can lift it and move it at will from 
  a distance. As a move action, you can propel the object as far as 15 feet 
  in any direction, though the spell ends if the distance between you and 
  the object ever exceeds the spell’s range.
  mAGE’S diSJuNcTioN
  School abjuration; Level sorcerer/wizard 9
  cASTiNG
  casting Time 1 standard action
  components V
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Area all magical effects and magic items within a 40-ft.-radius burst, 
  or one magic item (see text)
  duration 1 minute/level
  Saving Throw Will negates (object); Spell resistance no
  dEScriPTioN
  All magical effects and magic items within the radius of the spell, except 
  for those that you carry or touch, are disjoined. That is, spells and spell-
  like effects are separated into their individual components (ending the 
  effect as a dispel magic spell does), and each permanent magic item 
  must make a successful Will save or be turned into a normal item for 
  the duration of this spell. An item in a creature’s possession uses its 
  own Will save bonus or its possessor’s Will save bonus, whichever is 
  higher. If an item’s saving throw results in a natural 1 on the die, the 
  item is destroyed instead of being suppressed.
  You also have a 1% chance per caster level of destroying an antimagic 
  field. If the antimagic field survives the disjunction, no items within it are 
  disjoined.
  You can also use this spell to target a single item. The item gets a Will 
  save at a –5 penalty to avoid being permanently destroyed. Even artifacts 
  are subject to disjunction, though there is only a 1% chance per caster level 
  of actually affecting such powerful items. If successful, the artifact’s power 
  unravels and it is destroyed (with no save). If an artifact is destroyed, you 
  must make a DC 25 Will save or permanently lose all spellcasting abilities. 
  These abilities cannot be recovered by mortal magic, not even miracle or 
  wish. Destroying artifacts is a dangerous business, and it is 95% likely to 
  attract the attention of some powerful being who has an interest in or 
  connection with the device.
  mAGic circLE AGAiNST chAoS
  School abjuration [lawful]; Level cleric 3, paladin 3, sorcerer/wizard 3
  dEScriPTioN
  This spell functions like magic circle against evil, except that it is similar 
  to protection from chaos instead of protection from evil, and it can 
  imprison a nonlawful called creature.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  247
  Pathfinder RPG: Spells
  11
  mAGic circLE AGAiNST EViL
  School abjuration [good]; Level cleric 3, paladin 3, sorcerer/wizard 3
  cASTiNG
  casting Time 1 standard action
  components V, S, M/DF (a 3-foot diameter circle of powdered silver)
  EFFEcT
  range touch
  Area 10-ft.-radius emanation from touched creature
  duration 10 min./level
  Saving Throw Will negates (harmless); Spell resistance no; see text
  dEScriPTioN
  All creatures within the area gain the effects of a protection from evil 
  spell, and no nongood summoned creatures can enter the area either. 
  You must overcome a creature’s spell resistance in order to keep it at 
  bay (as in the third function of protection from evil), but the deflection 
  and resistance bonuses and the protection from mental control apply 
  regardless of enemies’ spell resistance.
  This spell has an alternative version that you may choose when 
  casting it. A magic circle against evil can be focused inward rather than 
  outward. When focused inward, the spell binds a nongood called 
  creature (such as those called by the lesser planar binding, planar binding, 
  and greater planar binding spells) for a maximum of 24 hours per caster 
  level, provided that you cast the spell that calls the creature within 1 
  round of casting the magic circle. The creature cannot cross the circle’s 
  boundaries. If a creature too large to fit into the spell’s area is the 
  subject of the spell, the spell acts as a normal protection from evil spell 
  for that creature only.
  A magic circle leaves much to be desired as a trap. If the circle of 
  powdered silver laid down in the process of spellcasting is broken, the 
  effect immediately ends. The trapped creature can do nothing that 
  disturbs the circle, directly or indirectly, but other creatures can. If the 
  called creature has spell resistance, it can test the trap once a day. If you 
  fail to overcome its spell resistance, the creature breaks free, destroying 
  the circle. A creature capable of any form of dimensional travel (astral 
  projection, blink, dimension door, etherealness, gate, plane shift, shadow 
  walk, teleport, and similar abilities) can simply leave the circle through 
  that means. You can prevent the creature’s extradimensional escape by 
  casting a dimensional anchor spell on it, but you must cast the spell before 
  the creature acts. If you are successful, the anchor effect lasts as long as 
  the magic circle does. The creature cannot reach across the magic circle, 
  but its ranged attacks (ranged weapons, spells, magical abilities, and the 
  like) can. The creature can attack any target it can reach with its ranged 
  attacks except for the circle itself.
  You can add a special diagram (a two-dimensional bounded figure 
  with no gaps along its circumference, augmented with various magical 
  sigils) to make the magic circle more secure. Drawing the diagram by hand 
  takes 10 minutes and requires a DC 20 Spellcraft check. You do not know 
  the result of this check. If the check fails, the diagram is ineffective. You 
  can take 10 when drawing the diagram if you are under no particular time 
  pressure to complete the task. This task also takes 10 full minutes. If time 
  is no factor at all, and you devote 3 hours and 20 minutes to the task, you 
  can take 20.
  A successful diagram allows you to cast a dimensional anchor spell on 
  the magic circle during the round before casting any summoning spell. 
  The anchor holds any called creatures in the magic circle for 24 hours per 
  caster level. A creature cannot use its spell resistance against a magic 
  circle prepared with a diagram, and none of its abilities or attacks can 
  cross the diagram. If the creature tries a Charisma check to break free of 
  the trap (see the lesser planar binding spell), the DC increases by 5. The 
  creature is immediately released if anything disturbs the diagram—even 
  a straw laid across it. The creature itself cannot disturb the diagram either 
  directly or indirectly, as noted above.
  This spell is not cumulative with protection from evil and vice versa.
  mAGic circLE AGAiNST Good
  School abjuration [evil]; Level cleric 3, sorcerer/wizard 3
  dEScriPTioN
  This spell functions like magic circle against evil, except that it is similar 
  to protection from good instead of protection from evil, and it can 
  imprison a nonevil called creature.
  mAGic circLE AGAiNST LAw
  School abjuration [chaotic]; Level cleric 3, sorcerer/wizard 3
  dEScriPTioN
  This spell functions like magic circle against evil, except that it is similar 
  to protection from law instead of protection from evil, and it can imprison 
  a nonchaotic called creature.
  mAGic FANG
  School transmutation; Level druid 1, ranger 1
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range touch
  Target living creature touched
  duration 1 min./level
  Saving Throw Will negates (harmless); Spell resistance yes (harmless)
  dEScriPTioN
  Magic fang gives one natural weapon of the subject a +1 enhancement 
  bonus on attack and damage rolls. The spell can affect a slam attack, fist, 
  bite, or other natural weapon. The spell does not change an unarmed 
  strike’s damage from nonlethal damage to lethal damage.
  Magic fang can be made permanent with a permanency spell.
  mAGic FANG, GrEATEr
  School transmutation; Level druid 3, ranger 3
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  duration 1 hour/level
  dEScriPTioN
  This spell functions like magic fang, except that the enhancement 
  bonus on attack and damage rolls is +1 per four caster levels (maximum 
  +5). This bonus does not allow a natural weapon to bypass damage 
  reduction aside from magic.
  Alternatively, you may imbue all of the creature’s natural weapons with 
  a +1 enhancement bonus (regardless of your caster level).
  Greater magic fang can be made permanent with a permanency spell.
  mAGic miSSiLE
  School evocation [force]; Level sorcerer/wizard 1
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Targets up to five creatures, no two of which can be more than 15 ft. 
  apart
  duration instantaneous
  Saving Throw none; Spell resistance yes
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  248
  Pathfinder Roleplaying Game
  dEScriPTioN
  A missile of magical energy darts forth from your fingertip and strikes 
  its target, dealing 1d4+1 points of force damage.
  The missile strikes unerringly, even if the target is in melee combat 
  or has less than total cover or total concealment. Specific parts of a 
  creature can’t be singled out. Objects are not damaged by the spell.
  For every two caster levels beyond 1st, you gain an additional missile—
  two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles 
  at 9th level or higher. If you shoot multiple missiles, you can have them 
  strike a single creature or several creatures. A single missile can strike 
  only one creature. You must designate targets before you check for spell 
  resistance or roll damage.
  mAGic SToNE
  School transmutation; Level cleric 1, druid 1
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range touch
  Targets up to three pebbles touched
  duration 30 minutes or until discharged
  Saving Throw Will negates (harmless, object); Spell resistance yes 
  (harmless, object)
  dEScriPTioN
  You transmute as many as three pebbles, which can be no larger than 
  sling bullets, so that they strike with great force when thrown or slung. 
  If hurled, they have a range increment of 20 feet. If slung, treat them 
  as sling bullets (range increment 50 feet). The spell gives them a +1 
  enhancement bonus on attack and damage rolls. The user of the stones 
  makes a normal ranged attack. Each stone that hits deals 1d6+1 points 
  of damage (including the spell’s enhancement bonus), or 2d6+2 points 
  against undead.
  mAGic VESTmENT
  School transmutation; Level cleric 3
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range touch
  Target armor or shield touched
  duration 1 hour/level
  Saving Throw Will negates (harmless, object); Spell resistance yes 
  (harmless, object)
  dEScriPTioN
  You imbue a suit of armor or a shield with an enhancement bonus of +1 
  per four caster levels (maximum +5 at 20th level).
  An outfit of regular clothing counts as armor that grants no AC bonus 
  for the purpose of this spell.
  mAGic wEAPoN
  School transmutation; Level cleric 1, paladin 1, sorcerer/wizard 1
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range touch
  Target weapon touched
  duration 1 min./level
  Saving Throw Will negates (harmless, object); Spell resistance yes 
  (harmless, object)
  dEScriPTioN
  Magic weapon gives a weapon a +1 enhancement bonus on attack and 
  damage rolls. An enhancement bonus does not stack with a masterwork 
  weapon’s +1 bonus on attack rolls.
  You can’t cast this spell on a natural weapon, such as an unarmed 
  strike (instead, see magic fang). A monk’s unarmed strike is considered a 
  weapon, and thus it can be enhanced by this spell.
  mAGic wEAPoN, GrEATEr
  School transmutation; Level cleric 4, paladin 3, sorcerer/wizard 3
  cASTiNG
  casting Time 1 standard action
  components V, S, M/DF (powdered lime and carbon)
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one weapon or fifty projectiles (all of which must be in contact 
  with each other at the time of casting)
  duration 1 hour/level
  Saving Throw Will negates (harmless, object); Spell resistance yes 
  (harmless, object)
  dEScriPTioN
  This spell functions like magic weapon, except that it gives a weapon an 
  enhancement bonus on attack and damage rolls of +1 per four caster 
  levels (maximum +5). This bonus does not allow a weapon to bypass 
  damage reduction aside from magic.
  Alternatively, you can affect as many as fifty arrows, bolts, or bullets. 
  The projectiles must be of the same kind, and they have to be together (in 
  the same quiver or other container). Projectiles, but not thrown weapons, 
  lose their transmutation when used. Treat shuriken as projectiles, rather 
  than as thrown weapons, for the purpose of this spell.
  mAJor imAGE
  School illusion (figment); Level bard 3, sorcerer/wizard 3
  EFFEcT
  duration Concentration + 3 rounds
  dEScriPTioN
  This spell functions like silent image, except that sound, smell, and 
  thermal illusions are included in the spell effect. While concentrating, 
  you can move the image within the range. 
  The image disappears when struck by an opponent unless you cause 
  the illusion to react appropriately.
  mAkE whoLE
  School transmutation; Level cleric 2, sorcerer/wizard 2
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one object of up to 10 cu. ft./level or one construct creature
  dEScriPTioN
  This spell functions as mending, except that it repairs 1d6 points of 
  damage per level. In addition, make whole can be used on broken 
  magic items (at 0 hit points or less) and it restores the magic abilities 
  of the item if your caster level is at least twice that of the item. Items 
  with charges (such as wands) and single use items (such as potions 
  and scrolls) cannot be repaired in this way. This spell repairs damage 
  done to construct creatures, bypassing their immunity to magic as if it 
  did not allow spell resistance. When used in this way, make whole can 
  restore no more than 5d6 points of damage.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  249
  Pathfinder RPG: Spells
  11
  mArk oF JuSTicE
  School necromancy; Level cleric 5, paladin 4
  cASTiNG
  casting Time 10 minutes
  components V, S, DF
  EFFEcT
  range touch
  Target creature touched
  duration permanent; see text
  Saving Throw none; Spell resistance yes
  dEScriPTioN
  You draw an indelible mark on the subject and state some behavior on 
  the part of the subject that will activate the mark. When activated, the 
  mark curses the subject. Typically, you designate some sort of criminal 
  behavior that activates the mark, but you can pick any act you please. 
  The effect of the mark is identical with the effect of bestow curse.
  Since this spell takes 10 minutes to cast and involves writing on the 
  target, you can cast it only on a creature that is willing or restrained.
  Like the effect of bestow curse, a mark of justice cannot be dispelled, but 
  it can be removed with a break enchantment, limited wish, miracle, remove 
  curse, or wish spell. Remove curse works only if its caster level is equal to 
  or higher than your mark of justice caster level. These restrictions apply 
  regardless of whether the mark has activated.
  mASS (SPELL NAmE)
  Any spell whose name begins with mass is alphabetized in this chapter 
  according to the spell name. Thus, the description of a mass spell 
  appears near the description of the spell on which it is based. Spell 
  chains that have mass spells in them include those based on the spells 
  bear’s endurance, bull’s strength, cat’s grace, charm monster, cure critical 
  wounds, cure light wounds, cure moderate wounds, cure serious wounds, 
  eagle’s splendor, enlarge person, fox’s cunning, heal, hold monster, hold 
  person, inflict critical wounds, inflict light wounds, inflict moderate 
  wounds, inflict serious wounds, invisibility, owl’s wisdom, reduce person, 
  and suggestion.
  mAzE
  School conjuration (teleportation); Level sorcerer/wizard 8
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one creature
  duration see text
  Saving Throw none; Spell resistance yes
  dEScriPTioN
  You banish the subject into an extradimensional labyrinth of force 
  planes. Each round on its turn, it may attempt a DC 20 Intelligence 
  check to escape the labyrinth as a full-round action. If the subject 
  doesn’t escape, the maze disappears after 10 minutes, forcing the 
  subject to leave.
  On escaping or leaving the maze, the subject reappears where it had 
  been when the maze spell was cast. If this location is filled with a solid 
  object, the subject appears in the nearest open space. Spells and abilities 
  that move a creature within a plane, such as teleport and dimension door, 
  do not help a creature escape a maze spell, although a plane shift spell 
  allows it to exit to whatever plane is designated in that spell. Minotaurs 
  are not affected by this spell.
  mELd iNTo SToNE
  School transmutation [earth]; Level cleric 3, druid 3
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range personal
  Target you
  duration 10 min./level
  dEScriPTioN
  Meld into stone enables you to meld your body and possessions into a 
  single block of stone. The stone must be large enough to accommodate 
  your body in all three dimensions. When the casting is complete, you 
  and not more than 100 pounds of nonliving gear merge with the stone. 
  If either condition is violated, the spell fails and is wasted.
  While in the stone, you remain in contact, however tenuous, with the 
  face of the stone through which you melded. You remain aware of the 
  passage of time and can cast spells on yourself while hiding in the stone. 
  Nothing that goes on outside the stone can be seen, but you can still hear 
  what happens around you. Minor physical damage to the stone does not 
  harm you, but its partial destruction (to the extent that you no longer 
  fit within it) expels you and deals you 5d6 points of damage. The stone’s 
  complete destruction expels you and slays you instantly unless you make 
  a DC 18 Fortitude save.
  Any time before the duration expires, you can step out of the stone 
  through the surface that you entered. If the spell’s duration expires or the 
  effect is dispelled before you voluntarily exit the stone, you are violently 
  expelled and take 5d6 points of damage.
  The following spells harm you if cast upon the stone that you are 
  occupying: Stone to flesh expels you and deals you 5d6 points of damage. 
  Stone shape deals you 3d6 points of damage but does not expel you. 
  Transmute rock to mud expels you and then slays you instantly unless 
  you make a DC 18 Fortitude save, in which case you are merely expelled. 
  Finally, passwall expels you without damage.
  mENdiNG
  School transmutation; Level bard 0, cleric 0, druid 0, sorcerer/wizard 
  0
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range 10 ft.
  Target one object of up to 1 lb./level
  duration instantaneous
  Saving Throw: Will negates (harmless, object); Spell resistance: yes 
  (harmless, object)
  dEScriPTioN
  This spell repairs damaged objects, restoring 1d4 hit points to the 
  object. If the object has the broken condition, this condition is removed 
  if the object is restored to full hit points. All of the pieces of an object 
  must be present for this spell to function. Magic items can be repaired 
  by this spell, but you must have a caster level equal to or higher than that 
  of the object. Magic items that are broken (at 0 hit points or less) can 
  be repaired with this spell, but this spell does not restore their magic 
  abilities. This spell does not affect creatures (including constructs). 
  This spell has no effect on objects that have been warped or otherwise 
  transmuted, but it can still repair damage done to such items.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  250
  Pathfinder Roleplaying Game
  mESSAGE
  School transmutation [language-dependent]; Level bard 0, sorcerer/
  wizard 0
  cASTiNG
  casting Time 1 standard action
  components V, S, F (a piece of copper wire)
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Targets one creature/level
  duration 10 min./level
  Saving Throw none; Spell resistance no
  dEScriPTioN
  You can whisper messages and receive whispered replies with little 
  chance of being overheard. You point your finger at each creature you 
  want to receive the message. When you whisper, the whispered message 
  is audible to all targeted creatures within range. Magical silence, 1 foot 
  of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet 
  of wood or dirt blocks the spell. The message does not have to travel 
  in a straight line. It can circumvent a barrier if there is an open path 
  between you and the subject, and the path’s entire length lies within 
  the spell’s range. The creatures that receive the message can whisper a 
  reply that you hear. The spell transmits sound, not meaning. It doesn’t 
  transcend language barriers. To speak a message, you must mouth the 
  words and whisper, possibly allowing observers the opportunity to read 
  your lips.
  mETEor SwArm
  School evocation [fire]; Level sorcerer/wizard 9
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range long (400 ft. + 40 ft./level)
  Area four 40-ft.-radius spreads, see text
  duration instantaneous
  Saving Throw none or Reflex half, see text; Spell resistance yes
  dEScriPTioN
  Meteor swarm is a very powerful and spectacular spell that is similar to 
  fireball in many aspects. When you cast it, four 2-foot-diameter spheres 
  spring from your outstretched hand and streak in straight lines to the 
  spots you select. The meteor spheres leave a fiery trail of sparks.
  If you aim a sphere at a specific creature, you may make a ranged touch 
  attack to strike the target with the meteor. Any creature struck by one 
  of these spheres takes 2d6 points of bludgeoning damage (no save) and 
  receives no saving throw against the sphere’s fire damage (see below). 
  If a targeted sphere misses its target, it simply explodes at the nearest 
  corner of the target’s space. You may aim more than one meteor at the 
  same target.
  Once a sphere reaches its destination, it explodes in a 40-foot-radius 
  spread, dealing 6d6 points of fire damage to each creature in the area. 
  If a creature is within the area of more than one sphere, it must save 
  separately against each. Despite stemming from separate spheres, all of 
  the fire damage is added together after the saves have been made, and 
  fire resistance is applied only once.
  miNd BLANk
  School abjuration; Level sorcerer/wizard 8
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one creature
  duration 24 hours
  Saving Throw Will negates (harmless); Spell resistance yes (harmless)
  dEScriPTioN
  The subject is protected from all devices and spells that gather 
  information about the target through divination magic (such as detect 
  evil, locate creature, scry, and see invisibile). This spell also grants a +8 
  bonus on saving throws against all mind-affecting spells and effects. 
  Mind blank even foils limited wish, miracle, and wish spells when they 
  are used in such a way as to gain information about the target. In the 
  case of scrying that scans an area the creature is in, such as arcane eye, 
  the spell works but the creature simply isn’t detected. Scrying attempts 
  that are targeted specifically at the subject do not work at all.
  miNor imAGE
  School illusion (figment); Level bard 2, sorcerer/wizard 2
  EFFEcT
  duration Concentration +2 rounds
  dEScriPTioN
  This spell functions like silent image, except that minor image includes 
  some minor sounds but not understandable speech.
  mirAcLE
  School evocation; Level cleric 9
  cASTiNG
  casting Time 1 standard action
  components V, S; see text
  EFFEcT
  range see text
  Target, Effect, or Area see text
  duration see text
  Saving Throw see text; Spell resistance yes
  dEScriPTioN
  You don’t so much cast a miracle as request one. You state what you 
  would like to have happen and request that your deity (or the power you 
  pray to for spells) intercede.
  A miracle can do any of the following things.
  – Duplicate any cleric spell of 8th level or lower. 
  – Duplicate any other spell of 7th level or lower.
  – Undo the harmful effects of certain spells, such as feeblemind 
  or insanity.
  – Have any effect whose power level is in line with the above effects.
  Alternatively, a cleric can make a very powerful request. Casting such 
  a miracle costs the cleric 25,000 gp in powdered diamond because of 
  the powerful divine energies involved. Examples of especially powerful 
  miracles of this sort could include the following:
  – Swinging the tide of a battle in your favor by raising fallen allies to 
  continue fighting.
  – Moving you and your allies, with all your and their gear, from one 
  plane to a specific locale through planar barriers with no chance of error.
  – Protecting a city from an earthquake, volcanic eruption, flood, or 
  other major natural disaster.
  In any event, a request that is out of line with the deity’s (or alignment’s) 
  nature is refused.
  A duplicated spell allows saving throws and spell resistance as normal, 
  but the save DCs are as for a 9th-level spell. When a miracle spell duplicates 
  a spell with a material component that costs more than 100 gp, you must 
  provide that component.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  251
  Pathfinder RPG: Spells
  11
  mirAGE ArcANA
  School illusion (glamer); Level bard 5, sorcerer/wizard 5
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  Area one 20-ft. cube/level (S)
  duration Concentration +1 hour/ level (D)
  dEScriPTioN
  This spell functions like hallucinatory terrain, except that it enables 
  you to make any area appear to be something other than it is. The 
  illusion includes audible, visual, tactile, and olfactory elements. Unlike 
  hallucinatory terrain, the spell can alter the appearance of structures (or 
  add them where none are present). Still, it can’t disguise, conceal, or 
  add creatures (though creatures within the area might hide themselves 
  within the illusion just as they can hide themselves within a real 
  location).
  mirror imAGE
  School illusion (figment); Level bard 2, sorcerer/wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range personal
  Target you
  duration 1 min/level
  dEScriPTioN
  This spell creates a number of illusionary doubles of you that inhabit 
  your square. These doubles make it difficult for enemies to precisely 
  locate and attack you. 
  When mirror image is cast, 1d4 images plus one image per three caster 
  levels (maximum eight images total) are created. These images remain in 
  your space and move with you, mimicking your movements, sounds, and 
  actions exactly. Whenever you are attacked or are the target of a spell that 
  requires an attack roll, there is a possibility that the attack targets one of 
  your images instead. If the attack is a hit, roll randomly to see whether 
  the selected target is real or a figment. If it is a figment, the figment is 
  destroyed. If the attack targets you and misses by 5 or less, one of your 
  figments is destroyed by the near miss. Area spells affect you normally 
  and do not destroy any of your figments. Spells and effects that do not 
  require an attack roll affect you normally and do not destroy any of your 
  figments.
  An attacker must be able to see the figments to be fooled. If you are 
  invisible or the attacker is blind, the spell has no effect (although the 
  normal miss chances still apply).
  miSdirEcTioN
  School illusion (glamer); Level bard 2, sorcerer/wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one creature or object, up to a 10-ft. cube in size
  duration 1 hour/level
  Saving Throw none or Will negates; see text; Spell resistance no
  dEScriPTioN
  By means of this spell, you misdirect the information from divination 
  spells that reveal auras (detect evil, detect magic, discern lies, and the like). 
  On casting the spell, you choose another object within range. For the 
  duration of the spell, the subject of misdirection is detected as if it were 
  the other object. Neither the subject nor the other object gets a saving 
  throw against this effect. Detection spells provide information based 
  on the second object rather than on the actual target of the detection 
  unless the caster of the detection succeeds on a Will save. For instance, 
  you could make yourself detect as a tree if one were within range at 
  casting: not evil, not lying, not magical, neutral in alignment, and so 
  forth. This spell does not affect other types of divination magic (augury, 
  detect thoughts, clairaudience/clairvoyance, and the like).
  miSLEAd
  School Illusion (figment, glamer); Level bard 5, sorcerer/wizard 6
  cASTiNG
  casting Time 1 standard action
  components S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target/Effect you/one illusory double
  duration 1 round/level (D) and concentration + 3 rounds; see text
  Saving Throw none or Will disbelief (if interacted with); see text; Spell 
  resistance no
  dEScriPTioN
  You become invisible (as improved invisibility, a glamer), and at the same 
  time, an illusory double of you (as major image, a figment) appears. 
  You are then free to go elsewhere while your double moves away. The 
  double appears within range but thereafter moves as you direct it 
  (which requires concentration beginning on the first round after the 
  casting). You can make the figment appear superimposed perfectly over 
  your own body so that observers don’t notice an image appearing and 
  you turning invisible. You and the figment can then move in different 
  directions. The double moves at your speed and can talk and gesture as 
  if it were real, but it cannot attack or cast spells, though it can pretend 
  to do so.
  The illusory double lasts as long as you concentrate upon it, plus 3 
  additional rounds. After you cease concentration, the illusory double 
  continues to carry out the same activity until the duration expires. 
  The improved invisibility lasts for 1 round per level, regardless of 
  concentration.
  modiFy mEmory
  School enchantment (compulsion) [mind-affecting]; Level bard 4
  cASTiNG
  casting Time 1 round; see text
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  duration permanent
  Saving Throw Will negates; Spell resistance yes
  dEScriPTioN
  You reach into the subject’s mind and modify as many as 5 minutes of 
  its memories in one of the following ways:
  – Eliminate all memory of an event the subject actually experienced. 
  This spell cannot negate charm, geas/quest, suggestion, or similar spells.
  – Allow the subject to recall with perfect clarity an event it actually 
  experienced.
  – Change the details of an event the subject actually experienced.
  – Implant a memory of an event the subject never experienced.
  Casting the spell takes 1 round. If the subject fails to save, you proceed 
  with the spell by spending as much as 5 minutes (a period of time equal to 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  252
  Pathfinder Roleplaying Game
  the amount of memory time you want to modify) visualizing the memory 
  you wish to modify in the subject. If your concentration is disturbed 
  before the visualization is complete, or if the subject is ever beyond the 
  spell’s range during this time, the spell is lost.
  A modified memory does not necessarily affect the subject’s actions, 
  particularly if it contradicts the creature’s natural inclinations. An illogical 
  modified memory is dismissed by the creature as a bad dream, too much 
  wine, or another similar excuse. 
  momENT oF PrESciENcE
  School divination; Level sorcerer/wizard 8
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range personal
  Target you
  duration 1 hour/level or until discharged
  dEScriPTioN
  This spell grants you a powerful sixth sense in relation to yourself. 
  Once during the spell’s duration, you may choose to use its effect. This 
  spell grants you an insight bonus equal to your caster level (maximum 
  +25) on any single attack roll, opposed ability or skill check, or saving 
  throw. Alternatively, you can apply the insight bonus to your AC against 
  a single attack (even if flat-footed). Activating the effect doesn’t take an 
  action; you can even activate it on another character’s turn if needed. 
  You must choose to use the moment of prescience before you make the 
  roll it is to modify. Once used, the spell ends.
  You can’t have more than one moment of prescience active on you at 
  the same time.
  mouNT
  School conjuration (summoning); Level sorcerer/wizard 1
  cASTiNG
  casting Time 1 round
  components V, S, M (a bit of horse hair)
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Effect one mount
  duration 2 hours/level (D)
  Saving Throw none; Spell resistance no
  dEScriPTioN
  You summon a light horse or a pony (your choice) to serve you as a 
  mount. The steed serves willingly and well. The mount comes with a bit 
  and bridle and a riding saddle.
  moVE EArTh
  School transmutation [earth]; Level druid 6, sorcerer/wizard 6
  cASTiNG
  casting Time see text
  components V, S, M (clay, loam, and sand and an iron blade)
  EFFEcT
  range long (400 ft. + 40 ft./level)
  Area dirt in an area up to 750 ft. square and up to 10 ft. deep (S)
  duration instantaneous
  Saving Throw none; Spell resistance no
  dEScriPTioN
  Move earth moves dirt (clay, loam, sand), possibly collapsing 
  embankments, moving hillocks, shifting dunes, and so forth.
  In no event can rock formations be collapsed or moved. The area to be 
  affected determines the casting time. For every 150-foot square (up to 10 
  feet deep), casting takes 10 minutes. The maximum area, 750 feet by 750 
  feet, takes 4 hours and 10 minutes to move.
  This spell does not violently break the surface of the ground. Instead, 
  it creates wavelike crests and troughs, with the earth reacting with 
  glacierlike fluidity until the desired result is achieved. Trees, structures, 
  rock formations, and such are mostly unaffected except for changes in 
  elevation and relative topography.
  The spell cannot be used for tunneling and is generally too slow to 
  trap or bury creatures. Its primary use is for digging or filling moats or for 
  adjusting terrain contours before a battle.
  This spell has no effect on earth creatures.
  NEuTrALizE PoiSoN
  School conjuration (healing); Level Bard 4, Cleric 4, Druid 4, Paladin 
  4, Ranger 3
  cASTiNG
  casting Time 1 standard action
  components V, S, M/DF (charcoal)
  EFFEcT
  range touch
  Target creature or object of up to 1 cu. ft./level touched
  duration 10 min/level
  Saving Throw Will negates (harmless, object); Spell resistance yes 
  (harmless, object)
  dEScriPTioN
  You detoxify any sort of venom in the creature or object touched. If the 
  target is a creature, you must make a caster level check (1d20 + caster 
  level) against the DC of each poison affecting the target. Success means 
  that the poison is neutralized. A cured creature suffers no additional 
  effects from the poison, and any temporary effects are ended, but the 
  spell does not reverse instantaneous effects, such as hit point damage, 
  temporary ability damage, or effects that don’t go away on their own.
  The creature is immune to any poison it is exposed to during the 
  duration of the spell. Unlike with delay poison, such effects aren’t 
  postponed until after the duration—the creature need not make any 
  saves against poison effects applied to it during the length of the spell.
  This spell can instead neutralize the poison in a poisonous creature 
  or object for the duration of the spell, at the caster’s option. If cast on a 
  creature, the creature recieves a Will save to negate the effect.
  NoNdETEcTioN
  School abjuration; Level ranger 4, sorcerer/wizard 3
  cASTiNG
  casting Time 1 standard action
  components V, S, M (diamond dust worth 50 gp)
  EFFEcT
  range touch
  Target creature or object touched
  duration 1 hour/level
  Saving Throw Will negates (harmless, object); Spell resistance yes 
  (harmless, object)
  dEScriPTioN
  The warded creature or object becomes difficult to detect by divination 
  spells such as clairaudience/clairvoyance, locate object, and detect spells. 
  Nondetection also prevents location by such magic items as crystal 
  balls. If a divination is attempted against the warded creature or item, 
  the caster of the divination must succeed on a caster level check (1d20 + 
  caster level) against a DC of 11 + the caster level of the spellcaster who 
  cast nondetection. If you cast nondetection on yourself or on an item 
  currently in your possession, the DC is 15 + your caster level.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  253
  Pathfinder RPG: Spells
  11
  If cast on a creature, nondetection wards the creature’s gear as well as 
  the creature itself.
  oBScurE oBJEcT
  School abjuration; Level bard 1, cleric 3, sorcerer/wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, S, M/DF (chameleon skin)
  EFFEcT
  range touch
  Target one object touched of up to 100 lb./level
  duration 8 hours (D)
  Saving Throw Will negates (object); Spell resistance yes (object)
  dEScriPTioN
  This spell hides an object from location by divination (scrying) effects, such 
  as the scrying spell or a crystal ball. Such an attempt automatically fails (if 
  the divination is targeted on the object) or fails to perceive the object (if 
  the divination is targeted on a nearby location, object, or person).
  oBScuriNG miST
  School conjuration (creation); Level cleric 1, druid 1, sorcerer/wizard 1
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range 20 ft.
  Effect cloud spreads in 20-ft. radius from you, 20 ft. high
  duration 1 min./level
  Saving Throw none; Spell resistance no
  dEScriPTioN
  A misty vapor arises around you. It is stationary. The vapor obscures all 
  sight, including darkvision, beyond 5 feet. A creature 5 feet away has 
  concealment (attacks have a 20% miss chance). Creatures farther away 
  have total concealment (50% miss chance, and the attacker cannot use 
  sight to locate the target).
  A moderate wind (11+ mph), such as from a gust of wind spell, disperses 
  the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. 
  A fireball, flame strike, or similar spell burns away the fog in the explosive 
  or fiery spell’s area. A wall of fire burns away the fog in the area into which 
  it deals damage.
  This spell does not function underwater.
  oPEN/cLoSE
  School transmutation; Level bard 0, sorcerer/wizard 0
  cASTiNG
  casting Time 1 standard action
  components V, S, F (a brass key)
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target object weighing up to 30 lb. or portal that can be opened or 
  closed
  duration instantaneous
  Saving Throw Will negates (object); Spell resistance yes (object)
  dEScriPTioN
  You can open or close (your choice) a door, chest, box, window, bag, 
  pouch, bottle, barrel, or other container. If anything resists this activity 
  (such as a bar on a door or a lock on a chest), the spell fails. In addition, 
  the spell can only open and close things weighing 30 pounds or less. 
  Thus, doors, chests, and similar objects sized for enormous creatures 
  may be beyond this spell’s ability to affect.
  ordEr’S wrATh
  School evocation [lawful]; Level cleric 4
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Area nonlawful creatures within a burst that fills a 30-ft. cube
  duration instantaneous (1 round); see text
  Saving Throw Will partial; see text; Spell resistance yes
  dEScriPTioN
  You channel lawful power to smite enemies. The power takes the form 
  of a three-dimensional grid of energy. Only chaotic and neutral (not 
  lawful) creatures are harmed by the spell.
  The spell deals 1d8 points of damage per two caster levels (maximum 
  5d8) to chaotic creatures (or 1d6 points of damage per caster level, 
  maximum 10d6, to chaotic outsiders) and causes them to be dazed for 
  1 round. A successful Will save reduces the damage to half and negates 
  the daze effect.
  The spell deals only half damage to creatures who are neither chaotic 
  nor lawful, and they are not dazed. They can reduce the damage in half 
  again (down to one-quarter of the roll) with a successful Will save.
  oVErLANd FLiGhT
  School transmutation; Level sorcerer/wizard 5
  cASTiNG
  components: V, S
  EFFEcT
  range personal
  Target you
  duration 1 hour/level
  dEScriPTioN
  This spell functions like a fly spell, except you can fly at a speed of 40 
  feet (30 feet if wearing medium or heavy armor, or if carrying a medium 
  or heavy load) with bonus on Fly skill checks equal to half your caster 
  level. When using this spell for long-distance movement, you can 
  hustle without taking nonlethal damage (a forced march still requires 
  Constitution checks). This means you can cover 64 miles in an eight-
  hour period of flight (or 48 miles at a speed of 30 feet).
  owL’S wiSdom
  School transmutation; Level cleric 2, druid 2, paladin 2, ranger 2, 
  sorcerer/wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, S, M/DF (feathers or droppings from an owl)
  EFFEcT
  range touch
  Target creature touched
  duration 1 min./level
  Saving Throw Will negates (harmless); Spell resistance yes
  dEScriPTioN
  The transmuted creature becomes wiser. The spell grants a +4 
  enhancement bonus to Wisdom, adding the usual benefit to Wisdom-
  related skills. Clerics, druids, and rangers (and other Wisdom-based 
  spellcasters) who receive owl’s wisdom do not gain any additional 
  bonus spells for the increased Wisdom, but the save DCs for their 
  spells increase.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  254
  Pathfinder Roleplaying Game
  owL’S wiSdom, mASS
  School transmutation; Level cleric 6, druid 6, sorcerer/wizard 6
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one creature/level, no two of which can be more than 30 ft. apart
  dEScriPTioN
  This spell functions like owl’s wisdom, except that it affects multiple 
  creatures.
  PASSwALL
  School transmutation; Level sorcerer/wizard 5
  cASTiNG
  casting Time 1 standard action
  components V, S, M (sesame seeds)
  EFFEcT
  range touch
  Effect 5 ft. by 8 ft. opening, 10 ft. deep plus 5 ft. deep per three additional 
  levels
  duration 1 hour/level (D)
  Saving Throw none; Spell resistance no
  dEScriPTioN
  You create a passage through wooden, plaster, or stone walls, but not 
  through metal or other harder materials. The passage is 10 feet deep plus 
  an additional 5 feet deep per three caster levels above 9th (15 feet at 12th, 
  20 feet at 15th, and a maximum of 25 feet deep at 18th level). If the wall’s 
  thickness is more than the depth of the passage created, then a single 
  passwall simply makes a niche or short tunnel. Several passwall spells 
  can then form a continuing passage to breach very thick walls. When 
  passwall ends, creatures within the passage are ejected out the nearest 
  exit. If someone dispels the passwall or you dismiss it, creatures in the 
  passage are ejected out the far exit, if there is one, or out the sole exit if 
  there is only one.
  PASS wiThouT TrAcE
  School transmutation; Level druid 1, ranger 1
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range touch
  Targets one creature/level touched
  duration 1 hour/level (D)
  Saving Throw Will negates (harmless); Spell resistance yes (harmless)
  dEScriPTioN
  The subject or subjects can move through any type of terrain and leave 
  neither footprints nor scent. Tracking the subjects is impossible by 
  nonmagical means.
  PErmANENT imAGE
  School illusion (figment); Level bard 6, sorcerer/wizard 6
  EFFEcT
  Effect figment that cannot extend beyond a 20-ft. cube + one 10-ft. 
  cube/level (S)
  duration permanent (D)
  dEScriPTioN
  This spell functions like silent image, except that the figment includes 
  visual, auditory, olfactory, and thermal elements, and the spell is 
  permanent. By concentrating, you can move the image within the limits 
  of the range, but it is static while you are not concentrating.
  Material Component: A bit of fleece plus powdered jade worth 100 gp.
  PErSiSTENT imAGE
  School illusion (figment); Level bard 5, sorcerer/wizard 5
  EFFEcT
  duration 1 min./level (D)
  dEScriPTioN
  This spell functions like silent image, except that the figment includes 
  visual, auditory, olfactory, and thermal components, and the figment 
  follows a script determined by you. The figment follows that script 
  without your having to concentrate on it. The illusion can include 
  intelligible speech if you wish. 
  PhANTASmAL kiLLEr
  School illusion (phantasm) [fear, mind-affecting]; Level sorcerer/wizard 
  4
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Target one living creature
  duration instantaneous
  Saving Throw Will disbelief, then Fortitude partial; see text; Spell 
  resistance yes
  dEScriPTioN
  You create a phantasmal image of the most fearsome creature 
  imaginable to the subject simply by forming the fears of the subject’s 
  subconscious mind into something that its conscious mind can 
  visualize: this most horrible beast. Only the spell’s subject can see the 
  phantasmal killer. You see only a vague shape. The target first gets a Will 
  save to recognize the image as unreal. If that save fails, the phantasm 
  touches the subject, and the subject must succeed on a Fortitude save 
  or die from fear. Even if the Fortitude save is successful, the subject 
  takes 3d6 points of damage.
  If the subject of a phantasmal killer attack succeeds in disbelieving and 
  is wearing a helm of telepathy, the beast can be turned upon you. You must 
  then disbelieve it or become subject to its deadly fear attack.
  PhASE door
  School conjuration (creation); Level sorcerer/wizard 7
  cASTiNG
  casting Time 1 standard action
  components V
  EFFEcT
  range touch
  Effect ethereal 5 ft. by 8 ft. opening, 10 ft. deep + 5 ft. deep per three 
  levels
  duration one usage per two levels
  Saving Throw none; Spell resistance no
  dEScriPTioN
  This spell creates an ethereal passage through wooden, plaster, or 
  stone walls, but not other materials. The phase door is invisible and 
  inaccessible to all creatures except you, and only you can use the 
  passage. You disappear when you enter the phase door and appear when 
  you exit. If you desire, you can take one other creature (Medium or 
  smaller) through the door. This counts as two uses of the door. The 
  door does not allow light, sound, or spell effects through it, nor can you 
  see through it without using it. Thus, the spell can provide an escape 
  route, though certain creatures, such as phase spiders, can follow with 
  ease. A gem of true seeing or similar magic reveals the presence of a 
  phase door but does not allow its use.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  255
  Pathfinder RPG: Spells
  11
  A phase door is subject to dispel magic. If anyone is within the passage 
  when it is dispelled, he is harmlessly ejected just as if he were inside a 
  passwall effect.
  You can allow other creatures to use the phase door by setting some 
  triggering condition for the door. Such conditions can be as simple or 
  elaborate as you desire. They can be based on a creature’s name, identity, 
  or alignment, but otherwise must be based on observable actions or 
  qualities. Intangibles such as level, class, Hit Dice, and hit points don’t 
  qualify.
  Phase door can be made permanent with a permanency spell.
  PLANE ShiFT
  School conjuration (teleportation); Level cleric 5, sorcerer/wizard 7
  cASTiNG
  casting Time 1 standard action
  components V, S, F (a forked metal rod attuned to the plane of travel)
  EFFEcT
  range touch
  Target creature touched, or up to eight willing creatures joining hands
  duration instantaneous
  Saving Throw Will negates; Spell resistance yes
  dEScriPTioN
  You move yourself or some other creature to another plane of existence 
  or alternate dimension. If several willing persons link hands in a circle, 
  as many as eight can be affected by the plane shift at the same time. 
  Precise accuracy as to a particular arrival location on the intended plane 
  is nigh impossible. From the Material Plane, you can reach any other 
  plane, though you appear 5 to 500 miles (5d%) from your intended 
  destination. Plane shift transports creatures instantaneously and then 
  ends. The creatures need to find other means if they are to travel back.
  PLANT ShAPE i
  School transmutation (polymorph); Level wizard/sorcerer 5
  cASTiNG
  casting Time 1 standard action
  components V, S, M (a piece of the creature whose form you plan to 
  assume)
  EFFEcT
  range personal
  Target you
  duration 1 min/level (D)
  dEScriPTioN
  When you cast this spell you can assume the form of any Small or 
  Medium creature of the plant type. If the form you assume has any of 
  the following abilities, you gain the listed ability: darkvision 60 feet, 
  low-light vision, constrict, improved grab, poison, and shriek. If the 
  form you assume does not possess the ability to move, your speed 
  is reduced to 5 feet and you lose all other forms of movement. If the 
  creature has vulnerability to one element, you gain that vulnerability.
  Small plant: If the form you take is that of a Small plant, you gain a +2 
  enhancement bonus to your Constitution and a +2 natural armor bonus.
  Medium plant: If the form you take is that of a Medium plant, you gain 
  a +2 enhancement bonus to your Strength, a +2 enhancement bonus to 
  your Constitution, and a +2 natural armor bonus.
  PLANT ShAPE ii
  School transmutation (polymorph); Level wizard/sorcerer 6
  dEScriPTioN
  This spell functions as plant shape I except that it also allows you to 
  assume the form of a Large creature of the plant type. If the creature 
  has immunity or resistance to any elements, you gain resistance 20 to 
  those elements. You are also immune to critical hits and sneak attacks 
  while in plant shape. If the creature has vulnerability to one element, 
  you gain that vulnerability.
  Large plant: If the form you take is that of a Large plant, you gain a +4 
  enhancement bonus to your Strength, a +2 enhancement bonus to your 
  Constitution, and a +4 natural armor bonus.
  PLANT ShAPE iii
  School transmutation (polymorph); Level wizard/sorcerer 7
  dEScriPTioN
  This spell functions as plant shape I except that it also allows you to 
  assume the form of a Huge creature of the plant type. If the form 
  you assume has any of the following abilities, you gain the listed 
  ability: darkvision 60 feet, low-light vision, constrict, DR, improved 
  grab, poison, regeneration 5, shriek, and trample. If the form you 
  assume does not possess the ability to move, your speed is reduced 
  to 5 feet and you lose all other forms of movement. If the creature has 
  immunity or resistance to any elements, you gain resistance 20 to 
  those elements. You are also immune to critical hits and sneak attacks 
  while in plant shape. If the creature has vulnerability to one element, 
  you gain that vulnerability.
  Huge plant: If the form you take is that of a Huge plant, you gain a 
  +8 enhancement bonus to your Strength, a –2 penalty to your Dexterity, 
  a +4 enhancement bonus to your Constitution, and a +6 natural armor 
  bonus.
  PoiSoN
  School necromancy; Level cleric 4, druid 3
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range touch
  Target living creature touched
  duration instantaneous; see text
  Saving Throw Fortitude negates; see text; Spell resistance yes
  dEScriPTioN
  Calling upon the venomous powers of natural predators, you infect 
  the subject with a horrible poison by making a successful melee touch 
  attack. The poison deals 1d10 points of temporary Constitution damage 
  immediately and another 1d10 points of temporary Constitution 
  damage 1 minute later. Each instance of damage can be negated by a 
  Fortitude save (DC 10 + 1/2 your caster level + your Wis modifier).
  PoLAr rAy
  School evocation [cold]; Level sorcerer/wizard 8
  cASTiNG
  casting Time 1 standard action
  components V, S, F (a white ceramic cone or prism)
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Effect ray
  duration instantaneous
  Saving Throw none; Spell resistance yes
  dEScriPTioN
  A blue-white ray of freezing air and ice springs from your hand. You 
  must succeed on a ranged touch attack with the ray to deal damage 
  to a target. The ray deals 1d6 points of cold damage per caster level 
  (maximum 25d6) and 1d4 points of Dexterity drain.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  256
  Pathfinder Roleplaying Game
  PoLymorPh
  School transmutation (polymorph); Level wizard/sorcerer 5
  cASTiNG
  casting Time 1 standard action
  components V, S, M (a piece of the creature whose form you choose)
  EFFEcT
  range touch
  Target living creature touched
  duration 1 min/level (D)
  Saving Throw Will negates (harmless); Spell resistance yes (harmless)
  dEScriPTioN
  This spell transforms a willing creature into an animal, humanoid 
  or elemental of your choosing; the spell has no effect on unwilling 
  creatures. If you use this spell to cause the target to take on the form of 
  an animal or magical beast, it functions as beast shape II. If the form is 
  that of an elemental, the spell functions as elemental body I. If the form 
  is that of a humanoid, the spell functions as alter self. The subject may 
  choose to resume its normal form as a full-round action; doing so ends 
  the spell for that subject alone.
  PoLymorPh, GrEATEr
  School transmutation (polymorph); Level wizard/sorcerer 7
  dEScriPTioN
  This spell functions as polymorph except that it allows the creature 
  to take on the form of a dragon or plant creature. If you use this 
  spell to cause the target to take on the form of an animal or 
  magical beast, it functions as beast shape IV. If the form is that 
  of an elemental, the spell functions as elemental body III. If the 
  form is that of a humanoid, the spell functions as alter self. If the 
  form is that of a plant, the spell functions as plant shape II. If the 
  form is that of a dragon, the spell functions as form of the dragon I. 
  The subject may choose to resume its normal form as a full-round 
  action; doing so ends the spell.
  PowEr word BLiNd
  School enchantment (compulsion) [mind-affecting]; Level sorcerer/
  wizard 7
  cASTiNG
  casting Time 1 standard action
  components V
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one creature with 200 hp or less
  duration see text
  Saving Throw none; Spell resistance yes
  dEScriPTioN
  You utter a single word of power that causes one creature of your choice 
  to become blinded, whether the creature can hear the word or not. The 
  duration of the spell depends on the target’s current hit point total. 
  Any creature that currently has 201 or more hit points is unaffected by 
  power word blind.
  hit Points 
  duration
  50 or less 
  Permanent
  51–100 
  1d4+1 minutes
  101–200 
  1d4+1 rounds
  PowEr word kiLL
  School enchantment (compulsion) [death, mind-affecting]; Level 
  sorcerer/wizard 9
  cASTiNG
  casting Time 1 standard action
  components V
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one living creature with 100 hp or less
  duration instantaneous
  Saving Throw none; Spell resistance yes
  dEScriPTioN
  You utter a single word of power that instantly kills one creature of your 
  choice, whether the creature can hear the word or not. Any creature that 
  currently has 101 or more hit points is unaffected by power word kill.
  PowEr word STuN
  School enchantment (compulsion) [mind-affecting]; Level sorcerer/
  wizard 8
  cASTiNG
  casting Time 1 standard action
  components V
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one creature with 150 hp or less
  duration See text
  Saving Throw none; Spell resistance yes
  dEScriPTioN
  You utter a single word of power that instantly causes one creature 
  of your choice to become stunned, whether the creature can hear the 
  word or not. The duration of the spell depends on the target’s current 
  hit point total. Any creature that currently has 151 or more hit points is 
  unaffected by power word stun.
  hit Points 
  duration
  50 or less 
  4d4 rounds
  51–100 
  2d4 rounds
  101–150 
  1d4 rounds
  PrAyEr
  School enchantment (compulsion) [mind-affecting]; Level cleric 3, 
  paladin 3
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range 40 ft.
  Area all allies and foes within a 40-ft.-radius burst centered on you
  duration 1 round/level
  Saving Throw none; Spell resistance yes
  dEScriPTioN
  You bring special favor upon yourself and your allies while bringing 
  disfavor to your enemies. You and each of your allies gain a +1 luck 
  bonus on attack rolls, weapon damage rolls, saves, and skill checks, 
  while each of your foes takes a –1 penalty on such rolls.
  PrESTidiGiTATioN
  School universal; Level bard 0, sorcerer/wizard 0
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range 10 ft.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  257
  Pathfinder RPG: Spells
  11
  Target, Effect, or Area see text
  duration 1 hour
  Saving Throw see text; Spell resistance no
  dEScriPTioN
  Prestidigitations are minor tricks that novice spellcasters use for 
  practice. Once cast, a prestidigitation spell enables you to perform 
  simple magical effects for 1 hour. The effects are minor and have 
  severe limitations. A prestidigitation can slowly lift 1 pound of 
  material. It can color, clean, or soil items in a 1-foot cube each 
  round. It can chill, warm, or flavor 1 pound of nonliving material. 
  It cannot deal damage or affect the concentration of spellcasters. 
  Prestidigitation can create small objects, but they look crude 
  and artificial. The materials created by a prestidigitation spell are 
  extremely fragile, and they cannot be used as tools, weapons, or spell 
  components. Finally, a prestidigitation lacks the power to duplicate 
  any other spell effects. Any actual change to an object (beyond just 
  moving, cleaning, or soiling it) persists only 1 hour.
  PriSmATic SPhErE
  School abjuration; Level sorcerer/wizard 9
  cASTiNG
  components: V
  EFFEcT
  range 10 ft.
  Effect 10-ft.-radius sphere centered on you
  dEScriPTioN
  This spell functions like prismatic wall, except you conjure up an 
  immobile, opaque globe of shimmering, multicolored light that 
  surrounds you and protects you from all forms of attack. The sphere 
  flashes in all colors of the visible spectrum. 
  The sphere’s blindness effect on creatures with less than 8 HD lasts 
  2d4x10 minutes.
  You can pass into and out of the prismatic sphere and remain near 
  it without harm. When you’re inside it, however, the sphere blocks any 
  attempt to project something through the sphere (including spells). 
  Other creatures that attempt to attack you or pass through suffer the 
  effects of each color, one at a time.
  Typically, only the upper hemisphere of the globe will exist, since you 
  are at the center of the sphere, so the lower half is usually excluded by the 
  floor surface you are standing on.
  The colors of the sphere have the same effects as the colors of a 
  prismatic wall.
  Prismatic sphere can be made permanent with a permanency spell.
  PriSmATic SPrAy
  School evocation; Level sorcerer/wizard 7
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range 60 ft.
  Area cone-shaped burst
  duration instantaneous
  Saving Throw see text; Spell resistance yes
  dEScriPTioN
  This spell causes seven shimmering, intertwined, multicolored beams 
  of light to spray from your hand. Each beam has a different power. 
  Creatures in the area of the spell with 8 HD or less are automatically 
  blinded for 2d4 rounds. Every creature in the area is randomly struck by 
  one or more beams, which have additional effects.
  1d8 
  color of Beam 
  Effect
  1 
  Red 
  20 points fire damage (Reflex half)
  2 
  Orange 
  40 points acid damage (Reflex half)
  3 
  Yellow 
  80 points electricity damage (Reflex half)
  4 
  Green 
  Poison (Kills; Fortitude partial, take 1d6  
   
   
  points of Con damage instead)
  5 
  Blue 
  Turned to stone (Fortitude negates)
  6 
  Indigo 
  Insane, as insanity spell (Will negates)
  7 
  Violet 
  Sent to another plane (Will negates)
  8 
  Struck by two rays; roll twice more, ignoring any “8” results.
  PriSmATic wALL
  School abjuration; Level sorcerer/wizard 8
  color 
  order 
  Effect of color 
  Negated By
  Red 
  1st 
  Stops nonmagical ranged weapons.  
  Cone of cold
   
   
  Deals 20 points of fire damage (Reflex half).
  Orange 
  2nd 
  Stops magical ranged weapons.  
  Gust of wind
   
   
  Deals 40 points of acid damage (Reflex half).
  Yellow 
  3rd 
  Stops poisons, gases, and petrification.  
  Disintegrate
   
   
  Deals 80 points of electricity damage (Reflex half).
  Green 
  4th 
  Stops breath weapons.  
  Passwall
   
   
  Poison (Kills; Fortitude partial for 1d6 points of Con damage instead).
  Blue 
  5th 
  Stops divination and mental attacks.  
  Magic missile
   
   
  Turned to stone (Fortitude negates).
  Indigo 
  6th 
  Stops all spells.  
  Daylight
   
   
  Will save or become insane (as insanity spell).
  Violet 
  7th 
  Energy field destroys all objects and effects.1  
  Dispel magic
   
   
  Creatures sent to another plane (Will negates).
  1 The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because 
  certain magic items can create prismatic effects one color at a time, and spell resistance might render some colors ineffective 
  (see above).
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  258
  Pathfinder Roleplaying Game
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Effect wall 4 ft./level wide, 2 ft./level high
  duration 10 min./level (D)
  Saving Throw see text; Spell resistance see text
  dEScriPTioN
  Prismatic wall creates a vertical, opaque wall—a shimmering, 
  multicolored plane of light that protects you from all forms of attack. 
  The wall flashes with seven colors, each of which has a distinct power 
  and purpose. The wall is immobile, and you can pass through and 
  remain near the wall without harm. Any other creature with less than 
  8 HD that is within 20 feet of the wall is blinded by the colors for 2d4 
  rounds if it looks at the wall.
  The wall’s maximum proportions are 4 feet wide per caster level and 
  2 feet high per caster level. A prismatic wall spell cast to materialize in a 
  space occupied by a creature is disrupted, and the spell is wasted.
  Each color in the wall has a special effect. The accompanying table 
  shows the seven colors of the wall, the order in which they appear, their 
  effects on creatures trying to attack you or pass through the wall, and the 
  magic needed to negate each color.
  The wall can be destroyed, color by color, in consecutive order, by 
  various magical effects; however, the first color must be brought down 
  before the second can be affected, and so on. A rod of cancellation or a 
  mage’s disjunction spell destroys a prismatic wall, but an antimagic field 
  fails to penetrate it. Dispel magic and greater dispel magic cannot dispel 
  the wall or anything beyond it. Spell resistance is effective against a 
  prismatic wall, but the caster level check must be repeated for each 
  color present.
  Prismatic wall can be made permanent with a permanency spell.
  ProducE FLAmE
  School evocation [fire]; Level druid 1
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range 0 ft.
  Effect flame in your palm
  duration 1 min./level (D)
  Saving Throw none; Spell resistance yes
  dEScriPTioN
  Flames as bright as a torch appear in your open hand. The flames harm 
  neither you nor your equipment.
  In addition to providing illumination, the flames can be hurled or used 
  to touch enemies. You can strike an opponent with a melee touch attack, 
  dealing fire damage equal to 1d6 +1 point per caster level (maximum +5). 
  Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. 
  When doing so, you attack with a ranged touch attack (with no range 
  penalty) and deal the same damage as with the melee attack. No sooner 
  do you hurl the flames than a new set appears in your hand. Each attack 
  you make reduces the remaining duration by 1 minute. If an attack 
  reduces the remaining duration to 0 minutes or less, the spell ends after 
  the attack resolves.
  This spell does not function underwater.
  ProGrAmmEd imAGE
  School illusion (figment); Level bard 6, sorcerer/wizard 6
  cASTiNG
  components V, S, M (fleece and jade dust worth 25 gp)
  EFFEcT
  Effect visual figment that cannot extend beyond a 20-ft. cube + one 
  10-ft. cube/level (S)
  duration permanent until triggered, then 1 round/level
  dEScriPTioN
  This spell functions like silent image, except that this spell’s figment 
  activates when a specific condition occurs. The figment includes 
  visual, auditory, olfactory, and thermal elements, including intelligible 
  speech.
  You set the triggering condition (which may be a special word) when 
  casting the spell. The event that triggers the illusion can be as general 
  or as specific and detailed as desired but must be based on an audible, 
  tactile, olfactory, or visual trigger. The trigger cannot be based on some 
  quality not normally obvious to the senses, such as alignment. See magic 
  mouth for more details about such triggers.
  ProJEcT imAGE
  School illusion (shadow); Level bard 6, sorcerer/wizard 7
  cASTiNG
  casting Time 1 standard action
  components V, S, M (a small replica of you worth 5 gp)
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Effect one shadow duplicate
  duration 1 round/level (D)
  Saving Throw Will disbelief (if interacted with); Spell resistance no
  dEScriPTioN
  You tap energy from the Plane of Shadow to create a quasi-real, 
  illusory version of yourself. The projected image looks, sounds, and 
  smells like you but is intangible. The projected image mimics your 
  actions (including speech) unless you direct it to act differently (which 
  is a move action).
  You can see through its eyes and hear through its ears as if you were 
  standing where it is, and during your turn you can switch from using its 
  senses to using your own, or back again, as a free action. While you are 
  using its senses, your body is considered blinded and deafened.
  If you desire, any spell you cast whose range is touch or greater 
  can originate from the projected image instead of from you. The 
  projected image can’t cast any spells on itself except for illusion spells. 
  The spells affect other targets normally, despite originating from the 
  projected image.
  Objects are affected by the projected image as if they had succeeded 
  on their Will save.
  You must maintain line of effect to the projected image at all times. If 
  your line of effect is obstructed, the spell ends. If you use dimension door, 
  teleport, plane shift, or a similar spell that breaks your line of effect, even 
  momentarily, the spell ends.
  ProTEcTioN From ArrowS
  School abjuration; Level sorcerer/wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, S, F (a piece of tortoise or turtle shell)
  EFFEcT
  range touch
  Target creature touched
  duration 1 hour/level or until discharged
  Saving Throw Will negates (harmless); Spell resistance yes (harmless)
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  259
  Pathfinder RPG: Spells
  11
  dEScriPTioN
  The warded creature gains resistance to ranged weapons. The subject 
  gains damage reduction 10/magic against ranged weapons. This spell 
  doesn’t grant you the ability to damage creatures with similar damage 
  reduction. Once the spell has prevented a total of 10 points of damage 
  per caster level (maximum 100 points), it is discharged.
  ProTEcTioN From chAoS
  School abjuration [lawful]; Level cleric 1, paladin 1, sorcerer/wizard 1
  dEScriPTioN
  This spell functions like protection from evil, except that the deflection 
  and resistance bonuses apply to attacks from chaotic creatures, and 
  chaotic summoned creatures cannot touch the subject.
  ProTEcTioN From ENErGy
  School abjuration; Level cleric 3, druid 3, ranger 2, sorcerer/wizard 3
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range touch
  Target creature touched
  duration 10 min./level or until discharged
  Saving Throw Fortitude negates (harmless); Spell resistance yes 
  (harmless)
  dEScriPTioN
  Protection from energy grants temporary immunity to the type of 
  energy you specify when you cast it (acid, cold, electricity, fire, or sonic). 
  When the spell absorbs 12 points per caster level of energy damage (to 
  a maximum of 120 points at 10th level), it is discharged.
  Protection from energy overlaps (and does not stack with) resist energy. 
  If a character is warded by protection from energy and resist energy, the 
  protection spell absorbs damage until its power is exhausted.
  ProTEcTioN From EViL
  School abjuration [good]; Level cleric 1, paladin 1, sorcerer/wizard 1
  cASTiNG
  casting Time 1 standard action
  components V, S, M/DF
  EFFEcT
  range touch
  Target creature touched
  duration 1 min./level (D)
  Saving Throw Will negates (harmless); Spell resistance no; see text
  dEScriPTioN
  This spell wards a creature from attacks by evil creatures, from mental 
  control, and from summoned creatures. It creates a magical barrier 
  around the subject at a distance of 1 foot. The barrier moves with the 
  subject and has three major effects.
  First, the subject gains a +2 deflection bonus to AC and a +2 resistance 
  bonus on saves. Both these bonuses apply against attacks made or effects 
  created by evil creatures.
  Second, the barrier blocks any attempt to possess the warded creature 
  (by a magic jar attack, for example) or to exercise mental control over 
  the creature (including enchantment [charm] effects and enchantment 
  [compulsion] effects that grant the caster ongoing control over the 
  subject, such as dominate person). The protection does not prevent such 
  effects from targeting the protected creature, but it suppresses the 
  effect for the duration of the protection from evil effect. If the protection 
  from evil effect ends before the effect granting mental control does, 
  the would-be controller would then be able to mentally command the 
  controlled creature. Likewise, the barrier keeps out a possessing life 
  force but does not expel one if it is in place before the spell is cast. This 
  second effect works regardless of alignment.
  Third, the spell prevents bodily contact by summoned creatures. 
  This causes the natural weapon attacks of such creatures to fail and the 
  creatures to recoil if such attacks require touching the warded creature. 
  Good summoned creatures are immune to this effect. The protection 
  against contact by summoned creatures ends if the warded creature 
  makes an attack against or tries to force the barrier against the blocked 
  creature. Spell resistance can allow a creature to overcome this protection 
  and touch the warded creature.
  ProTEcTioN From Good
  School abjuration [evil]; Level cleric 1, sorcerer/wizard 1
  dEScriPTioN
  This spell functions like protection from evil, except that the deflection 
  and resistance bonuses apply to attacks from good creatures, and good 
  summoned creatures cannot touch the subject.
  ProTEcTioN From LAw
  School abjuration [chaotic]; Level cleric 1, sorcerer/wizard 1
  dEScriPTioN
  This spell functions like protection from evil, except that the deflection 
  and resistance bonuses apply to attacks from lawful creatures, and 
  lawful summoned creatures cannot touch the subject.
  ProTEcTioN From SPELLS
  School abjuration; Level sorcerer/wizard 8
  cASTiNG
  casting Time 1 standard action
  components V, S, M (diamond worth 500 gp), F (One 1,000 gp 
  diamond per target. Each subject must carry the gem for the duration 
  of the spell. If a subject loses the gem, the spell ceases to affect him.)
  EFFEcT
  range touch
  Targets up to one creature touched per four levels
  duration 10 min./level
  Saving Throw Will negates (harmless); Spell resistance yes (harmless)
  dEScriPTioN
  The subject gains a +8 resistance bonus on saving throws against spells 
  and spell-like abilities (but not against supernatural and extraordinary 
  abilities).
  PuriFy Food ANd driNk
  School transmutation; Level cleric 0, druid 0
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range 10 ft.
  Target 1 cu. ft./level of contaminated food and water
  duration instantaneous
  Saving Throw Will negates (object); Spell resistance yes (object)
  dEScriPTioN
  This spell makes spoiled, rotten, diseased, poisonous, or otherwise 
  contaminated food and water pure and suitable for eating and drinking. 
  This spell does not prevent subsequent natural decay or spoilage. Unholy 
  water and similar food and drink of significance is spoiled by purify food 
  and drink, but the spell has no effect on creatures of any type nor upon 
  magic potions. Water weighs about 8 pounds per gallon. One cubic foot 
  of water contains roughly 8 gallons and weighs about 60 pounds.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  260
  Pathfinder Roleplaying Game
  PyroTEchNicS
  School transmutation; Level bard 2, sorcerer/wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, S, M (one fire source)
  EFFEcT
  range long (400 ft. + 40 ft./level)
  Target one fire source, up to a 20-ft. cube
  duration 1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke 
  cloud; see text
  Saving Throw Will negates or Fortitude negates; see text; Spell 
  resistance yes or no; see text
  dEScriPTioN
  Pyrotechnics turns a fire into either a burst of blinding fireworks or a 
  thick cloud of choking smoke, depending on the version you choose. 
  The spell uses one fire source, which is immediately extinguished. A 
  fire so large that it exceeds a 20-foot cube is only partly extinguished. 
  Magical fires are not extinguished, although a fire-based creature used 
  as a source takes 1 point of damage per caster level.
  Fireworks: The fireworks are a flashing, fiery, momentary burst of 
  glowing, colored aerial lights. This effect causes creatures within 120 
  feet of the fire source to become blinded for 1d4+1 rounds (Will negates). 
  These creatures must have line of sight to the fire to be affected. Spell 
  resistance can prevent blindness.
  Smoke Cloud: A writhing stream of smoke billows out from the source, 
  forming a choking cloud. The cloud spreads 20 feet in all directions and 
  lasts for 1 round per caster level. All sight, even darkvision, is ineffective 
  in or through the cloud. All within the cloud take –4 penalties to Strength 
  and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds 
  after the cloud dissipates or after the creature leaves the area of the cloud. 
  Spell resistance does not apply.
  rAGE
  School enchantment (compulsion) [mind-affecting]; Level bard 2, 
  sorcerer/wizard 3
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Targets one willing living creature per three levels, no two of which may 
  be more than 30 ft. apart
  duration Concentration + 1 round/level (D)
  Saving Throw none; Spell resistance yes
  dEScriPTioN
  Each affected creature gains a +2 morale bonus to Strength and 
  Constitution, a +1 morale bonus on Will saves, and a –2 penalty to AC. 
  The effect is otherwise identical with a barbarian’s rage except that the 
  subjects aren’t fatigued at the end of the rage.
  rAiSE dEAd
  School conjuration (healing); Level cleric 5
  cASTiNG
  casting Time 1 minute
  components V, S, M, DF (diamond worth 5,000 gp)
  EFFEcT
  range touch
  Target dead creature touched
  duration instantaneous
  Saving Throw none, see text; Spell resistance yes (harmless)
  dEScriPTioN
  You restore life to a deceased creature. You can raise a creature that 
  has been dead for no longer than 1 day per caster level. In addition, the 
  subject’s soul must be free and willing to return. If the subject’s soul is 
  not willing to return, the spell does not work; therefore, a subject that 
  wants to return receives no saving throw.
  Coming back from the dead is an ordeal. The subject of the spell 
  gains two permanent negative levels when it is raised, just as if it had 
  been hit by an energy-draining creature. If the subject is 1st level, it 
  takes 2 points of Constitution drain instead (if this would reduce its 
  Con to 0 or less, it can’t be raised). A character who died with spells 
  prepared has a 50% chance of losing any given spell upon being raised. 
  A spellcasting creature that doesn’t prepare spells (such as a sorcerer) 
  has a 50% chance of losing any given unused spell slot as if it had been 
  used to cast a spell.
  A raised creature has a number of hit points equal to its current Hit 
  Dice. Any ability scores damaged to 0 are raised to 1. Normal poison 
  and normal disease are cured in the process of raising the subject, but 
  magical diseases and curses are not undone. While the spell closes 
  mortal wounds and repairs lethal damage of most kinds, the body of 
  the creature to be raised must be whole. Otherwise, missing parts are 
  still missing when the creature is brought back to life. None of the 
  dead creature’s equipment or possessions are affected in any way by 
  this spell.
  A creature who has been turned into an undead creature or killed 
  by a death effect can’t be raised by this spell. Constructs, elementals, 
  outsiders, and undead creatures can’t be raised. The spell cannot 
  bring back a creature that has died of old age.
  rAy oF ENFEEBLEmENT
  School necromancy; Level sorcerer/wizard 1
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Effect ray
  duration 1 round/level
  Saving Throw none; Spell resistance yes
  dEScriPTioN
  A coruscating ray springs from your hand. You must succeed on a 
  ranged touch attack to strike a target. The subject takes a penalty to 
  Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The 
  subject’s Strength score cannot drop below 1.
  rAy oF ExhAuSTioN
  School necromancy; Level sorcerer/wizard 3
  cASTiNG
  casting Time 1 standard action
  components V, S, M (a drop of sweat)
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Effect ray
  duration 1 min./level
  Saving Throw Fortitude partial; see text; Spell resistance yes
  dEScriPTioN
  A black ray projects from your pointing finger. You must succeed on a 
  ranged touch attack with the ray to strike a target.
  The subject is immediately exhausted for the spell’s duration. A 
  successful Fortitude save means the creature is only fatigued.
  A character that is already fatigued instead becomes exhausted.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  261
  Pathfinder RPG: Spells
  11
  This spell has no effect on a creature that is already exhausted. Unlike 
  normal exhaustion or fatigue, the effect ends as soon as the spell’s 
  duration expires.
  rAy oF FroST
  School evocation [cold]; Level sorcerer/wizard 0
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Effect ray
  duration instantaneous
  Saving Throw none; Spell resistance yes
  dEScriPTioN
  A ray of freezing air and ice projects from your pointing finger. You 
  must succeed on a ranged touch attack with the ray to deal damage to 
  a target. The ray deals 1d3 points of cold damage.
  rEAd mAGic
  School divination; Level bard 0, cleric 0, druid 0, paladin 1, ranger 1, 
  sorcerer/wizard 0
  cASTiNG
  casting Time 1 standard action
  components V, S, F (a clear crystal or mineral prism)
  EFFEcT
  range personal
  Target you
  duration 10 min./level
  dEScriPTioN
  You can decipher magical inscriptions on objects—books, scrolls, 
  weapons, and the like—that would otherwise be unintelligible. This 
  deciphering does not normally invoke the magic contained in the 
  writing, although it may do so in the case of a cursed or trapped scroll. 
  Furthermore, once the spell is cast and you have read the magical 
  inscription, you are thereafter able to read that particular writing 
  without recourse to the use of read magic. You can read at the rate 
  of one page (250 words) per minute. The spell allows you to identify a 
  glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding 
  with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check 
  (DC 10 + spell level).
  Read magic can be made permanent with a permanency spell.
  rEducE ANimAL
  School transmutation; Level druid 2, ranger 3
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range touch
  Target one willing animal of Small, Medium, Large, or Huge size
  duration 1 hour/level (D)
  Saving Throw none; Spell resistance no
  dEScriPTioN
  This spell functions like reduce person, except that it affects a single 
  willing animal. Reduce the damage dealt by the animal’s natural attacks 
  as appropriate for its new size.
  rEducE PErSoN
  School transmutation; Level sorcerer/wizard 1
  cASTiNG
  casting Time 1 round
  components V, S, M (a pinch of powdered iron)
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one humanoid creature
  duration 1 min./level (D)
  Saving Throw Fortitude negates; Spell resistance yes
  dEScriPTioN
  This spell causes instant diminution of a humanoid creature, halving 
  its height, length, and width and dividing its weight by 8. This decrease 
  changes the creature’s size category to the next smaller one. The target 
  gains a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a 
  minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced 
  size.
  A Small humanoid creature whose size decreases to Tiny has a space 
  of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter 
  an opponent’s square to attack). A Large humanoid creature whose size 
  decreases to Medium has a space of 5 feet and a natural reach of 5 feet. 
  This spell doesn’t change the target’s speed.
  All equipment worn or carried by a creature is similarly reduced by 
  the spell.
  Melee and projectile weapons deal less damage. Other magical 
  properties are not affected by this spell. Any reduced item that leaves the 
  reduced creature’s possession (including a projectile or thrown weapon) 
  instantly returns to its normal size. This means that thrown weapons deal 
  their normal damage (projectiles deal damage based on the size of the 
  weapon that fired them).
  Multiple magical effects that reduce size do not stack. Reduce person 
  counters and dispels enlarge person. Reduce person can be made permanent 
  with a permanency spell.
  rEducE PErSoN, mASS
  School transmutation; Level sorcerer/wizard 4
  EFFEcT
  Target one humanoid creature/level, no two of which can be more than 
  30 ft. apart
  dEScriPTioN
  This spell functions like reduce person, except that it affects multiple 
  creatures.
  rEFuGE
  School conjuration (teleportation); Level cleric 7, sorcerer/wizard 9
  cASTiNG
  casting Time 1 standard action
  components V, S, M (a prepared object worth 1,500 gp)
  EFFEcT
  range touch
  Target object touched
  duration permanent until discharged
  Saving Throw none; Spell resistance no
  dEScriPTioN
  You create powerful magic in some specially prepared object. This 
  object contains the power to instantly transport its possessor across 
  any distance within the same plane to your abode. Once the item is 
  transmuted, you must give it willingly to a creature and at the same 
  time inform it of a command word to be spoken when the item is used. 
  To make use of the item, the subject speaks the command word at the 
  same time that it rends or breaks the item (a standard action). When 
  this is done, the individual and all objects it is wearing and carrying (to 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  262
  Pathfinder Roleplaying Game
  a maximum of the character’s heavy load) are instantly transported to 
  your abode. No other creatures are affected (aside from a familiar that 
  is touching the subject).
  You can alter the spell when casting it so that it transports you to 
  within 10 feet of the possessor of the item when it is broken and the 
  command word spoken. You will have a general idea of the location and 
  situation of the item possessor at the time the refuge spell is discharged, 
  but once you decide to alter the spell in this fashion, you have no choice 
  whether or not to be transported.
  rEGENErATE
  School conjuration (healing); Level cleric 7, druid 9
  cASTiNG
  casting Time 3 full rounds
  components V, S, DF
  EFFEcT
  range touch
  Target living creature touched
  duration instantaneous
  Saving Throw Fortitude negates (harmless); Spell resistance yes 
  (harmless)
  dEScriPTioN
  The subject’s severed body members (fingers, toes, hands, feet, arms, 
  legs, tails, or even heads of multiheaded creatures), broken bones, 
  and ruined organs grow back. After the spell is cast, the physical 
  regeneration is complete in 1 round if the severed members are present 
  and touching the creature. It takes 2d10 rounds otherwise.
  Regenerate also cures 4d8 points of damage +1 point per caster level 
  (maximum +35), rids the subject of exhaustion and/or fatigue, and 
  eliminates all nonlethal damage the subject has taken. It has no effect on 
  nonliving creatures (including undead).
  rEiNcArNATE
  School transmutation; Level Druid 4
  cASTiNG
  casting Time 10 minutes
  components V, S, M, DF (oils worth 1,000 gp)
  EFFEcT
  range touch
  Target dead creature touched
  duration instantaneous
  Saving Throw none, see text; Spell resistance yes (harmless)
  dEScriPTioN
  With this spell, you bring back a dead creature in another body, 
  provided that its death occurred no more than one week before the 
  casting of the spell and the subject’s soul is free and willing to return. 
  If the subject’s soul is not willing to return, the spell does not work; 
  therefore, a subject that wants to return receives no saving throw.
  Since the dead creature is returning in a new body, all physical ills and 
  afflictions are repaired. The condition of the remains is not a factor. So 
  long as some small portion of the creature’s body still exists, it can be 
  reincarnated, but the portion receiving the spell must have been part of 
  the creature’s body at the time of death. The magic of the spell creates 
  an entirely new young adult body for the soul to inhabit from the natural 
  elements at hand. This process takes 1 hour to complete. When the body 
  is ready, the subject is reincarnated.
  A reincarnated creature recalls the majority of its former life and form. 
  It retains any class abilities, feats, or skill ranks it formerly possessed. Its 
  class, base attack bonus, base save bonuses, and hit points are unchanged. 
  Strength, Dexterity, and Constitution scores depend partly on the new 
  body. First eliminate the subject’s racial adjustments (since it is no longer 
  necessarily of his previous race) and then apply the adjustments found 
  below to its remaining ability scores. The subject of the spell gains one 
  permanent negative level when it is reincarnated. If the subject is 1st 
  level, it takes 2 points of Constitution drain instead (if this would reduce 
  its Con to 0 or less, it can’t be reincarnated). A character who died with 
  spells prepared has a 50% chance of losing any given spell upon being 
  reincarnated. A spellcasting creature that doesn’t prepare spells (such as 
  a sorcerer) has a 50% chance of losing any given unused spell slot as if it 
  had been used to cast a spell.
  It’s possible for the change in the subject’s ability scores to make it 
  difficult for it to pursue its previous character class. If this is the case, the 
  subject is advised to become a multiclass character.
  For a humanoid creature, the new incarnation is determined using the 
  following table. For nonhumanoid creatures, a similar table of creatures 
  of the same type should be created.
  A creature that has been turned into an undead creature or killed by a 
  death effect can’t be returned to life by this spell. Constructs, elementals, 
  outsiders, and undead creatures can’t be reincarnated. The spell cannot 
  bring back a creature that has died of old age.
  d% 
  incarnation 
  Str 
  dex 
  con
  01 
  Bugbear 
  +4 
  +2 
  +2
  02–13 
  Dwarf 
  +0 
  +0 
  +2
  14–25 
  Elf 
  +0 
  +2 
  –2
  26 
  Gnoll 
  +4 
  +0 
  +2
  27–38 
  Gnome 
  –2 
  +0 
  +2
  39–42 
  Goblin 
  –2 
  +2 
  +0
  43–52 
  Half-elf 
  +0 
  +0 
  +0
  53–62 
  Half-orc 
  +2 
  +0 
  +0
  63–74 
  Halfling 
  –2 
  +2 
  +0
  75–89 
  Human 
  +0 
  +0 
  +0
  90–93 
  Kobold 
  –4 
  +2 
  –2
  94 
  Lizardfolk 
  +2 
  +0 
  +2
  95–98 
  Orc 
  +4 
  +0 
  +0
  99 
  Troglodyte 
  +0 
  –2 
  +4
  100 
  Other (GM’s choice) 
  ? 
  ? 
  ?
  The reincarnated creature gains all abilities associated with its new 
  form, including forms of movement and speeds, natural armor, natural 
  attacks, extraordinary abilities, and the like, but it doesn’t automatically 
  speak the language of the new form. 
  A wish or a miracle spell can restore a reincarnated character to his or 
  her original form.
  rEmoVE BLiNdNESS/dEAFNESS
  School conjuration (healing); Level cleric 3, paladin 3
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range touch
  Target creature touched
  duration instantaneous
  Saving Throw Fortitude negates (harmless); Spell resistance yes 
  (harmless)
  dEScriPTioN
  Remove blindness/deafness cures blindness or deafness (your choice), 
  whether the effect is normal or magical in nature. The spell does 
  not restore ears or eyes that have been lost, but it repairs them if 
  they are damaged.
  Remove blindness/deafness counters and dispels blindness/deafness.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  263
  Pathfinder RPG: Spells
  11
  rEmoVE curSE
  School abjuration; Level bard 3, cleric 3, paladin 3, wizard/sorcerer 4
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range touch
  Target creature or object touched
  duration instantaneous
  Saving Throw Will negates (harmless); Spell resistance yes (harmless)
  dEScriPTioN
  Remove curse can remove all curses on an object or a creature. If the 
  target is a creature, you must make a caster level check (1d20 + caster 
  level) against the DC of each curse affecting the target. Success means 
  that the curse is removed. Remove curse does not remove the curse 
  from a cursed shield, weapon, or suit of armor, although a successful 
  caster level check enables the creature afflicted with any such cursed 
  item to remove and get rid of it.
  Remove curse counters and dispels bestow curse.
  rEmoVE diSEASE
  School conjuration (healing); Level cleric 3, druid 3, Ranger 3
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range touch
  Target creature touched
  duration instantaneous
  Saving Throw Fortitude negates (harmless); Spell resistance yes 
  (harmless)
  dEScriPTioN
  Remove disease can cure all diseases that the subject is suffering from. 
  You must make a caster level check (1d20 + caster level) against the DC 
  of each disease affecting the target. Success means that the disease is 
  cured. The spell also kills parasites, including green slime and others.
  Since the spell’s duration is instantaneous, it does not prevent 
  reinfection after a new exposure to the same disease at a later date.
  rEmoVE FEAr
  School abjuration; Level bard 1, cleric 1
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Targets one creature plus one additional creature per four levels, no 
  two of which can be more than 30 ft. apart
  duration 10 minutes; see text
  Saving Throw Will negates (harmless); Spell resistance yes (harmless)
  dEScriPTioN
  You instill courage in the subject, granting it a +4 morale bonus against 
  fear effects for 10 minutes. If the subject is under the influence of a 
  fear effect when receiving the spell, that effect is suppressed for the 
  duration of the spell.
  Remove fear counters and dispels cause fear.
  rEmoVE PArALySiS
  School conjuration (healing); Level cleric 2, paladin 2
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Targets up to four creatures, no two of which can be more than 30 ft. 
  apart
  duration instantaneous
  Saving Throw Will negates (harmless); Spell resistance yes (harmless)
  dEScriPTioN
  You can free one or more creatures from the effects of any temporary 
  paralysis or related magic, including a ghoul’s touch or a slow spell. 
  If the spell is cast on one creature, the paralysis is negated. If cast on 
  two creatures, each receives another save with a +4 resistance bonus 
  against the effect that afflicts it. If cast on three or four creatures, each 
  receives another save with a +2 resistance bonus.
  The spell does not restore ability scores reduced by penalties, damage, 
  or drain.
  rEPEL mETAL or SToNE
  School abjuration [earth]; Level druid 8
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range 60 ft.
  Area 60-ft. line from you
  duration 1 round/level (D)
  Saving Throw none; Spell resistance no
  dEScriPTioN
  Like repel wood, this spell creates waves of invisible and intangible 
  energy that roll forth from you. All metal or stone objects in the path 
  of the spell are pushed away from you to the limit of the range. Fixed 
  metal or stone objects larger than 3 inches in diameter and loose 
  objects weighing more than 500 pounds are not affected. Anything 
  else, including animated objects, small boulders, and creatures in 
  metal armor, moves back. Fixed objects 3 inches in diameter or smaller 
  bend or break, and the pieces move with the wave of energy. Objects 
  affected by the spell are repelled at the rate of 40 feet per round.
  Objects such as metal armor, swords, and the like are pushed 
  back, dragging their bearers with them. Even magic items with metal 
  components are repelled, although an antimagic field blocks the effects.
  The waves of energy continue to sweep down the set path for the 
  spell’s duration. After you cast the spell, the path is set, and you can then 
  do other things or go elsewhere without affecting the spell’s power.
  rEPuLSioN
  School abjuration; Level cleric 7, sorcerer/wizard 6
  cASTiNG
  casting Time 1 standard action
  components V, S, F/DF (a pair of canine statuettes worth 50 gp)
  EFFEcT
  range up to 10 ft./level
  Area up to 10-ft.-radius/level emanation centered on you
  duration 1 round/level (D)
  Saving Throw Will negates; Spell resistance yes
  dEScriPTioN
  An invisible, mobile field surrounds you and prevents creatures from 
  approaching you. You decide how big the field is at the time of casting 
  (to the limit your level allows). Any creature within or entering the field 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  264
  Pathfinder Roleplaying Game
  must attempt a save. If it fails, it becomes unable to move toward 
  you for the duration of the spell. Repelled creatures’ actions are not 
  otherwise restricted.
  They can fight other creatures and can cast spells and attack you with 
  ranged weapons. If you move closer to an affected creature, nothing 
  happens. The creature is not forced back. The creature is free to make 
  melee attacks against you if you come within reach. If a repelled creature 
  moves away from you and then tries to turn back toward you, it cannot 
  move any closer if it is still within the spell’s area.
  rESiSTANcE
  School abjuration; Level bard 0, cleric 0, druid 0, paladin 1, sorcerer/
  wizard 0
  cASTiNG
  casting Time 1 standard action
  components V, S, M/DF (a miniature cloak)
  EFFEcT
  range touch
  Target creature touched
  duration 1 minute
  Saving Throw Will negates (harmless); Spell resistance yes (harmless)
  dEScriPTioN
  You imbue the subject with magical energy that protects it from harm, 
  granting it a +1 resistance bonus on saves. Resistance can be made 
  permanent with a permanency spell.
  rESiST ENErGy
  School abjuration; Level cleric 2, druid 2, paladin 2, ranger 1, sorcerer/
  wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range touch
  Target creature touched
  duration 10 min./level
  Saving Throw Fortitude negates (harmless); Spell resistance yes 
  (harmless)
  dEScriPTioN
  This abjuration grants a creature limited protection from damage of 
  whichever one of five energy types you select: acid, cold, electricity, 
  fire, or sonic. The subject gains energy resistance 10 against the energy 
  type chosen, meaning that each time the creature is subjected to such 
  damage (whether from a natural or magical source), that damage is 
  reduced by 10 points before being applied to the creature’s hit points. 
  The value of the energy resistance granted increases to 20 points at 7th 
  level and to a maximum of 30 points at 11th level. The spell protects the 
  recipient’s equipment as well.
  Resist energy absorbs only damage. The subject could still suffer 
  unfortunate side effects.
  Resist energy overlaps (and does not stack with) protection from energy. 
  If a character is warded by protection from energy and resist energy, the 
  protection spell absorbs damage until its power is exhausted.
  rESTorATioN
  School conjuration (healing); Level cleric 4, paladin 4
  cASTiNG
  casting Time 1 minute
  components V, S, M (diamond dust worth 100 gp or 1,000 gp, see text)
  EFFEcT
  range touch
  Target creature touched
  duration instantaneous
  Saving Throw Will negates (harmless); Spell resistance yes (harmless)
  dEScriPTioN
  This spell functions like lesser restoration, except that it also dispels 
  temporary negative levels or one permanent negative level. If this 
  spell is used to dispel a permanent negative level, it has a material 
  component of diamond dust worth 1,000 gp. This spell cannot be used 
  to dispel more than one permanent negative level possessed by a target 
  in a one-week period.
  Restoration cures all temporary ability damage, and it restores all 
  points permanently drained from a single ability score (your choice if 
  more than one is drained). It also eliminates any fatigue or exhaustion 
  suffered by the target. 
  rESTorATioN, GrEATEr
  School conjuration (healing); Level cleric 7
  cASTiNG
  components V, S, M (diamond dust 5,000 gp)
  dEScriPTioN
  This spell functions like lesser restoration, except that it dispels 
  all permanent and temporary negative levels afflicting the healed 
  creature.
  Greater restoration also dispels all magical effects penalizing the 
  creature’s abilities, cures all temporary ability damage, and restores all 
  points permanently drained from all ability scores. It also eliminates 
  fatigue and exhaustion, and removes all forms of insanity, confusion, and 
  similar mental effects.
  rESTorATioN, LESSEr
  School conjuration (healing); Level cleric 2, druid 2, paladin 1
  cASTiNG
  casting Time 3 rounds
  components V, S
  EFFEcT
  range touch
  Target creature touched
  duration instantaneous
  Saving Throw Will negates (harmless); Spell resistance yes (harmless)
  dEScriPTioN
  Lesser restoration dispels any magical effects reducing one of the 
  subject’s ability scores or cures 1d4 points of temporary ability damage 
  to one of the subject’s ability scores. It also eliminates any fatigue 
  suffered by the character, and improves an exhausted condition to 
  fatigued. It does not restore permanent ability drain.
  rESurrEcTioN
  School conjuration (healing); Level cleric 7
  cASTiNG
  components V, S, M, DF (diamond worth 10,000 gp)
  dEScriPTioN
  This spell functions like raise dead, except that you are able to restore 
  life and complete strength to any deceased creature.
  The condition of the remains is not a factor. So long as some small 
  portion of the creature’s body still exists, it can be resurrected, but the 
  portion receiving the spell must have been part of the creature’s body at 
  the time of death. (The remains of a creature hit by a disintegrate spell 
  count as a small portion of its body.) The creature can have been dead no 
  longer than 10 years per caster level.
  Upon completion of the spell, the creature is immediately restored 
  to full hit points, vigor, and health, with no loss of prepared spells. The 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  265
  Pathfinder RPG: Spells
  11
  subject of the spell gains one permanent negative level when it is raised, 
  just as if it had been hit by an energy-draining creature. If the subject 
  is 1st level, it takes 2 points of Constitution drain instead (if this would 
  reduce its Con to 0 or less, it can’t be raised). 
  You can resurrect someone killed by a death effect or someone who 
  has been turned into an undead creature and then destroyed. You cannot 
  resurrect someone who has died of old age. Constructs, elementals, 
  outsiders, and undead creatures can’t be resurrected.
  rEVErSE GrAViTy
  School transmutation; Level druid 8, sorcerer/wizard 7
  cASTiNG
  casting Time 1 standard action
  components V, S, M/DF (lodestone and iron filings)
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Area up to one 10-ft. cube per level (S)
  duration 1 round/level (D)
  Saving Throw none; see text; Spell resistance no
  dEScriPTioN
  This spell reverses gravity in an area, causing all unattached objects 
  and creatures within that area to fall upward and reach the top of the 
  area in 1 round. If some solid object (such as a ceiling) is encountered 
  in this fall, falling objects and creatures strike it in the same manner 
  as they would during a normal downward fall. If an object or creature 
  reaches the top of the area without striking anything, it remains there, 
  oscillating slightly, until the spell ends. At the end of the spell duration, 
  affected objects and creatures fall downward.
  Provided it has something to hold onto, a creature caught in the area 
  can attempt a Reflex save to secure itself when the spell strikes. Creatures 
  who can fly or levitate can keep themselves from falling.
  riGhTEouS miGhT
  School transmutation; Level cleric 5
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range personal
  Target you
  duration 1 round/level (D)
  dEScriPTioN
  Your height immediately doubles, and your weight increases by a factor 
  of eight. This increase changes your size category to the next larger 
  one. You gain a +4 size bonus to Strength and Constitution and take 
  a –2 penalty to your Dexterity. You gain a +2 enhancement bonus to 
  your natural armor. You gain damage reduction 5/evil (if you normally 
  channel positive energy) or damage reduction 5/good (if you normally 
  channel negative energy). At 15th level this damage reduction becomes 
  10/evil or 10/good (the maximum). Your size modifier for AC and attacks 
  changes as appropriate to your new size category. This spell doesn’t 
  change your speed.  Determine space and reach as appropriate to 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. 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 the 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.
  Multiple magical effects that increase size do not stack.
  roPE Trick
  School transmutation; Level sorcerer/wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, S, M (powdered corn and a twisted loop of 
  parchment)
  EFFEcT
  range touch
  Target one touched piece of rope from 5 ft. to 30 ft. long
  duration 1 hour/level (D)
  Saving Throw none; Spell resistance no
  dEScriPTioN
  When this spell is cast upon a piece of rope from 5 to 30 feet long, 
  one end of the rope rises into the air until the whole rope hangs 
  perpendicular to the ground, as if affixed at the upper end. The upper 
  end is, in fact, fastened to an extradimensional space that is outside 
  the multiverse of extradimensional spaces (“planes”). Creatures in 
  the extradimensional space are hidden, beyond the reach of spells 
  (including divinations), unless those spells work across planes. The 
  space holds as many as eight creatures (of any size). The rope cannot 
  be removed or hidden. The rope can support up to 16,000 pounds. A 
  weight greater than that can pull the rope free.
  Spells cannot be cast across the extradimensional interface, nor can 
  area effects cross it. Those in the extradimensional space can see out 
  of it as if a 3-foot-by- 5-foot window were centered on the rope. The 
  window is present on the Material Plane, but it’s invisible, and even 
  creatures that can see the window can’t see through it. Anything inside 
  the extradimensional space drops out when the spell ends. The rope 
  can be climbed by only one person at a time. The rope trick spell enables 
  climbers to reach a normal place if they do not climb all the way to the 
  extradimensional space.
  It is hazardous to create an extradimensional space within an existing 
  extradimensional space or to take an extradimensional space into an 
  existing one.
  ruSTiNG GrASP
  School transmutation; Level druid 4
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range touch
  Target one nonmagical ferrous object (or the volume of the object 
  within 3 ft. of the touched point) or one ferrous creature
  duration see text
  Saving Throw none; Spell resistance no
  dEScriPTioN
  Any iron or iron alloy item you touch becomes instantaneously rusted, 
  pitted, and worthless, effectively destroyed. If the item is so large that 
  it cannot fit within a 3-foot radius a 3-foot-radius volume of the metal 
  is rusted and destroyed. Magic items made of metal are immune to 
  this spell.
  You may employ rusting grasp in combat with a successful melee touch 
  attack. Rusting grasp used in this way instantaneously destroys 1d6 points 
  of Armor Class gained from metal armor (to the maximum amount of 
  protection the armor offered) through corrosion. 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  266
  Pathfinder Roleplaying Game
  Weapons in use by an opponent targeted by the spell are more difficult 
  to grasp. You must succeed on a melee touch attack against the weapon. 
  A metal weapon that is hit is destroyed. Striking at an opponent’s weapon 
  provokes an attack of opportunity. Also, you must touch the weapon and 
  not the other way around.
  Against a ferrous creature, rusting grasp instantaneously deals 3d6 
  points of damage +1 per caster level (maximum +15) per successful attack. 
  The spell lasts for 1 round per level, and you can make one melee touch 
  attack per round.
  SANcTuAry
  School abjuration; Level cleric 1
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range touch
  Target creature touched
  duration 1 round/level
  Saving Throw Will negates; Spell resistance no
  dEScriPTioN
  Any opponent attempting to strike or otherwise directly attack the 
  warded creature, even with a targeted spell, must attempt a Will save. If 
  the save succeeds, the opponent can attack normally and is unaffected 
  by that casting of the spell. If the save fails, the opponent can’t follow 
  through with the attack, that part of its action is lost, and it can’t 
  directly attack the warded creature for the duration of the spell. Those 
  not attempting to attack the subject remain unaffected. This spell does 
  not prevent the warded creature from being attacked or affected by 
  area or effect spells. The subject cannot attack without breaking the 
  spell but may use nonattack spells or otherwise act.
  ScArE
  School necromancy [fear, mind-affecting]; Level bard 2, sorcerer/wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, S, M (a bone from an undead creature)
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Targets one living creature per three levels, no two of which can be 
  more than 30 ft. apart
  duration 1 round/level or 1 round; see text for cause fear
  Saving Throw Will partial; Spell resistance yes
  dEScriPTioN
  This spell functions like cause fear, except that it causes all targeted 
  creatures of less than 6 HD to become frightened. 
  SciNTiLLATiNG PATTErN
  School illusion (pattern) [mind-affecting]; Level sorcerer/wizard 8
  cASTiNG
  casting Time 1 standard action
  components V, S, M (a crystal prism)
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Effect colorful lights in a 20-ft.-radius spread
  duration Concentration + 2 rounds
  Saving Throw none; Spell resistance yes
  dEScriPTioN
  A twisting pattern of discordant, coruscating colors weaves through 
  the air, affecting creatures within it. The spell affects a total number 
  of Hit Dice of creatures equal to your caster level (maximum 20). 
  Creatures with the fewest HD are affected first; and, among creatures 
  with equal HD, those who are closest to the spell’s point of origin are 
  affected first. Hit Dice that are not sufficient to affect a creature are 
  wasted. The spell affects each subject according to its Hit Dice.
  6 or less: Unconscious for 1d4 rounds, then stunned for 1d4 rounds, 
  and then confused for 1d4 rounds. (Treat an unconscious result as stunned 
  for nonliving creatures.)
  7 to 12: Stunned for 1d4 rounds, then confused for 1d4 rounds. 
  13 or more: Confused for 1d4 rounds. 
  Sightless creatures are not affected by scintillating pattern.
  ScorchiNG rAy
  School evocation [fire]; Level sorcerer/wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Effect one or more rays
  duration instantaneous
  Saving Throw none; Spell resistance yes
  dEScriPTioN
  You blast your enemies with fiery rays. You may fire one ray, plus one 
  additional ray for every four levels beyond 3rd (to a maximum of three 
  rays at 11th 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.
  ScrEEN
  School illusion (glamer); Level sorcerer/wizard 8
  cASTiNG
  casting Time 10 minutes
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Area 30-ft. cube/level (S)
  duration 24 hours
  Saving Throw none or Will disbelief (if interacted with); see text; Spell 
  resistance no
  dEScriPTioN
  This spell combines several elements to create a powerful protection 
  from scrying and direct observation. When casting the spell, you 
  dictate what will and will not be observed in the spell’s area. The illusion 
  created must be stated in general terms. Once the conditions are set, 
  they cannot be changed.
  Attempts to scry the area automatically detect the image stated 
  by you with no save allowed. Sight and sound are appropriate to the 
  illusion created. 
  Direct observation may allow a save (as per a normal illusion), if there 
  is cause to disbelieve what is seen. Even entering the area does not cancel 
  the illusion or necessarily allow a save, assuming that hidden beings take 
  care to stay out of the way of those affected by the illusion.
  ScryiNG
  School divination (scrying); Level bard 3, cleric 5, druid 4, sorcerer/
  wizard 4
  cASTiNG
  casting Time 1 hour
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  267
  Pathfinder RPG: Spells
  11
  components V, S, M/DF (a pool of water), F (a silver mirror worth 1,000 
  gp)
  EFFEcT
  range see text
  Effect magical sensor
  duration 1 min./level
  Saving Throw Will negates; Spell resistance yes
  dEScriPTioN
  You can see and hear some creature, which may be at any distance. If 
  the subject succeeds on a Will save, the scrying attempt simply fails. 
  The difficulty of the save depends on how well you know the subject 
  and what sort of physical connection (if any) you have to that creature. 
  Furthermore, if the subject is on another plane, it gets a +5 bonus on 
  its Will save.
  knowledge 
  will Save modifier
  None1 
  +10
  Secondhand (you have heard of the subject) 
  +5
  Firsthand (you have met the subject) 
  +0
  Familiar (you know the subject well) 
  –5
  1 You must have some sort of connection to a creature of which you 
  have no knowledge.
  connection 
  will Save modifier
  Likeness or picture 
  –2
  Possession or garment 
  –4
  Body part, lock of hair, bit of nail, etc. 
  –10
  If the save fails, you can see and hear the subject and the subject’s 
  surroundings (approximately 10 feet in all directions of the subject). If 
  the subject moves, the sensor follows at a speed of up to 150 feet.
  As with all divination (scrying) spells, the sensor has your full visual 
  acuity, including any magical effects. In addition, the following spells 
  have a 5% chance per caster level of operating through the sensor: detect 
  chaos, detect evil, detect good, detect law, detect magic, and message.
  If the save succeeds, you can’t attempt to scry on that subject again 
  for at least 24 hours.
  ScryiNG, GrEATEr
  School divination (scrying); Level bard 6, cleric 7, druid 7, sorcerer/
  wizard 7
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  duration 1 hour/level
  dEScriPTioN
  This spell functions like scrying, except as noted above. Additionally, 
  all of the following spells function reliably through the sensor: detect 
  chaos, detect evil, detect good, detect law, detect magic, message, read 
  magic, and tongues.
  ScuLPT SouNd
  School transmutation; Level bard 3
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Targets one creature or object/level, no two of which can be more than 
  30 ft. apart
  duration 1 hour/level (D)
  Saving Throw Will negates (object); Spell resistance yes (object)
  dEScriPTioN
  You can change the sounds that creatures or objects make. You 
  can create sounds where none exist, deaden sounds, or transform 
  sounds into other sounds. All affected creatures or objects must be 
  transmuted in the same way. Once the transmutation is made, you 
  cannot change it.
  You can change the qualities of sounds but cannot create words with 
  which you are unfamiliar yourself.
  A spellcaster whose voice is changed dramatically is unable to cast 
  spells with verbal components.
  SEAriNG LiGhT
  School evocation; Level cleric 3
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Effect ray
  duration instantaneous
  Saving Throw none; Spell resistance yes
  dEScriPTioN
  Focusing divine power like a ray of the sun, you project a blast of light 
  from your open palm. You must succeed on a ranged touch attack 
  to strike your target. A creature struck by this ray of light takes 1d8 
  points of damage per two caster levels (maximum 5d8). An undead 
  creature takes 1d6 points of damage per caster level (maximum 10d6), 
  and an undead creature particularly vulnerable to bright light takes 
  1d8 points of damage per caster level (maximum 10d8). A construct 
  or inanimate object takes only 1d6 points of damage per two caster 
  levels (maximum 5d6).
  SEE iNViSiBiLiTy
  School divination; Level bard 3, sorcerer/wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, S, M (talc and powdered silver)
  EFFEcT
  range personal
  Target you
  duration 10 min./level (D)
  dEScriPTioN
  You can see any objects or beings that are invisible within your range 
  of vision, as well as any that are ethereal, as if they were normally 
  visible. Such creatures are visible to you as translucent shapes, 
  allowing you easily to discern the difference between visible, invisible, 
  and ethereal creatures.
  The spell does not reveal the method used to obtain invisibility. It does 
  not reveal illusions or enable you to see through opaque objects. It does 
  not reveal creatures who are simply hiding, concealed, or otherwise hard 
  to see.
  See invisibility can be made permanent with a permanency spell.
  SEEmiNG
  School illusion (glamer); Level bard 5, sorcerer/wizard 5
  cASTiNG
  casting Time 1 standard action
  components V, S
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  268
  Pathfinder Roleplaying Game
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Targets one creature per two levels, no two of which can be more than 
  30 ft. apart
  duration 12 hours (D)
  Saving Throw Will negates or Will disbelief (if interacted with); Spell 
  resistance yes or no; see text
  dEScriPTioN
  This spell functions like disguise self, except that you can change the 
  appearance of other people as well. Affected creatures resume their 
  normal appearances if slain.
  Unwilling targets can negate the spell’s effect on them by making Will 
  saves or with spell resistance.
  SENdiNG
  School evocation; Level cleric 4, sorcerer/wizard 5
  cASTiNG
  casting Time 10 minutes
  components V, S, M/DF (fine copper wire)
  EFFEcT
  range see text
  Target one creature
  duration 1 round; see text
  Saving Throw none; Spell resistance no
  dEScriPTioN
  You contact a particular creature with which you are familiar and 
  send a short message of twenty-five words or less to the subject. The 
  subject recognizes you if it knows you. It can answer in like manner 
  immediately. A creature with an Intelligence score as low as 1 can 
  understand the sending, though the subject’s ability to react is limited 
  as normal by its Intelligence score. Even if the sending is received, the 
  subject is not obligated to act upon it in any manner.
  If the creature in question is not on the same plane of existence as 
  you are, there is a 5% chance that the sending does not arrive. (Local 
  conditions on other planes may worsen this chance considerably.)
  ShAdow wALk
  School illusion (shadow); Level bard 5, sorcerer/wizard 6
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range touch
  Targets up to one touched creature/ level
  duration 1 hour/level (D)
  Saving Throw Will negates; Spell resistance yes
  dEScriPTioN
  To use the shadow walk spell, you must be in an area of shadowy 
  illumination. You and any creature you touch are then transported 
  along a coiling path of shadowstuff to the edge of the Material Plane 
  where it borders the Plane of Shadow. The effect is largely illusory, but 
  the path is quasi-real. You can take more than one creature along with 
  you (subject to your level limit), but all must be touching each other.
  In the region of shadow, you move at a rate of 50 miles per hour, 
  moving normally on the borders of the Plane of Shadow but much more 
  rapidly relative to the Material Plane. Thus, you can use this spell to 
  travel rapidly by stepping onto the Plane of Shadow, moving the desired 
  distance, and then stepping back onto the Material Plane.
  Because of the blurring of reality between the Plane of Shadow and 
  the Material Plane, you can’t make out details of the terrain or areas 
  you pass over during transit, nor can you predict perfectly where your 
  travel will end. It’s impossible to judge distances accurately, making the 
  spell virtually useless for scouting or spying. Furthermore, when the 
  spell effect ends, you are shunted 1d10x100 feet in a random horizontal 
  direction from your desired endpoint. If this would place you within a 
  solid object, you are shunted 1d10x1,000 feet in the same direction. If 
  this would still place you within a solid object, you (and any creatures with 
  you) are shunted to the nearest empty space available, but the strain of 
  this activity renders each creature fatigued (no save).
  Shadow walk can also be used to travel to other planes that border on 
  the Plane of Shadow, but this usage requires the transit of the Plane of 
  Shadow to arrive at a border with another plane of reality. The transit of 
  the Plane of Shadow requires 1d4 hours.
  Any creatures touched by you when shadow walk is cast also make the 
  transition to the borders of the Plane of Shadow.
  They may opt to follow you, wander off through the plane, or stumble 
  back into the Material Plane (50% chance for either of the latter results 
  if they are lost or abandoned by you). Creatures unwilling to accompany 
  you into the Plane of Shadow receive a Will saving throw, negating the 
  effect if successful.
  ShAmBLEr
  School conjuration (creation); Level druid 9
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Effect three or more shambling mounds, no two of which can be more 
  than 30 ft. apart; see text
  duration seven days or seven months (D); see text
  Saving Throw none; Spell resistance no
  dEScriPTioN
  The shambler spell creates 1d4+2 shambling mounds with 11 HD each. 
  The creatures willingly aid you in combat or battle, perform a specific 
  mission, or serve as bodyguards. The creatures remain with you for 
  seven days unless you dismiss them. If the shamblers are created only 
  for guard duty, however, the duration of the spell is seven months. In 
  this case, the shamblers can only be ordered to guard a specific site 
  or location. Shamblers summoned to guard duty cannot move outside 
  the spell’s range, which is measured from the point where each first 
  appeared. 
  The shamblers have resistance to fire as normal shambling mounds do 
  only if the terrain is rainy, marshy, or damp.
  ShAPEchANGE
  School transmutation (polymorph); Level druid 9, wizard/sorcerer 9
  cASTiNG
  casting Time 1 standard action
  components V, S, F (jade circlet worth 1,500 gp)
  EFFEcT
  range personal
  Target you
  duration 10 min/level (D)
  dEScriPTioN
  This spell allows you to take the form of a wide variety of creatures. This 
  spell can function as alter self, beast form IV, elemental body IV, form of 
  the dragon III, giant form II, and plant shape III depending on what form 
  you take. You can change form once each round as a free action. The 
  change takes place either immediately before your regular action or 
  immediately after it, but not during the action. 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  269
  Pathfinder RPG: Spells
  11
  ShATTEr
  School evocation [sonic]; Level bard 2, cleric 2, sorcerer/wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, S, M/DF (a chip of mica)
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Area or Target 5-ft.-radius spread; or one solid object or one crystalline 
  creature
  duration instantaneous
  Saving Throw Will negates (object); Will negates (object) or Fortitude 
  half; see text; Spell resistance yes
  dEScriPTioN (oBJEcT)
  Shatter creates a loud, ringing noise that breaks brittle, nonmagical 
  objects; sunders a single solid, nonmagical object; or damages a 
  crystalline creature.
  Used as an area attack, shatter destroys nonmagical objects of crystal, 
  glass, ceramic, or porcelain. All such objects within a 5-foot radius of the 
  point of origin are smashed into dozens of pieces by the spell. Objects 
  weighing more than 1 pound per your level are not affected, but all other 
  objects of the appropriate composition are shattered.
  Alternatively, you can target shatter against a single solid object, 
  regardless of composition, weighing up to 10 pounds per caster level. 
  Targeted against a crystalline creature (of any weight), shatter deals 1d6 
  points of sonic damage per caster level (maximum 10d6), with a Fortitude 
  save for half damage.
  ShiELd
  School abjuration [force]; Level sorcerer/wizard 1
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range personal
  Target you
  duration 1 min./level (D)
  dEScriPTioN
  Shield creates an invisible, tower shield-sized mobile disk of force that 
  hovers in front of you. It negates magic missile attacks directed at you. 
  The disk also provides a +4 shield bonus to AC. This bonus applies 
  against incorporeal touch attacks, since it is a force effect. The shield 
  has no armor check penalty or arcane spell failure chance. Unlike with a 
  normal tower shield, you can’t use the shield spell for cover.
  ShiELd oF FAiTh
  School abjuration; Level cleric 1
  cASTiNG
  casting Time 1 standard action
  components V, S, M (parchment with a holy text written on it)
  EFFEcT
  range touch
  Target creature touched
  duration 1 min./level
  Saving Throw Will negates (harmless); Spell resistance yes (harmless)
  dEScriPTioN
  This spell creates a shimmering, magical field around the touched 
  creature that averts attacks. The spell grants the subject a +2 deflection 
  bonus to AC, with an additional +1 to the bonus for every six levels you 
  have (maximum +5 deflection bonus at 18th level).
  ShiELd oF LAw
  School abjuration [lawful]; Level cleric 8
  cASTiNG
  casting Time 1 standard action
  components V, S, F (a reliquary worth 500 gp.)
  EFFEcT
  range 20 ft.
  Targets one creature/level in a 20-ft.-radius burst centered on you
  duration 1 round/level (D)
  Saving Throw see text; Spell resistance yes (harmless)
  dEScriPTioN
  A dim, blue glow surrounds the subjects, protecting them from 
  attacks, granting them resistance to spells cast by chaotic creatures, 
  and slowing chaotic creatures when they strike the subjects. This 
  abjuration has four effects.
  First, each warded creature gains a +4 deflection bonus to AC and a 
  +4 resistance bonus on saves. Unlike protection from chaos, this benefit 
  applies against all attacks, not just against attacks by chaotic creatures.
  Second, a warded creature gains spell resistance 25 against chaotic 
  spells and spells cast by chaotic creatures.
  Third, the abjuration blocks possession and mental influence, just as 
  protection from chaos does.
  Finally, if a chaotic creature succeeds on a melee attack against a 
  warded creature, the attacker is slowed (Will save negates, as the slow 
  spell, but against shield of law’s save DC).
  ShiELd oThEr
  School abjuration; Level cleric 2, paladin 2
  cASTiNG
  casting Time 1 standard action
  components V, S, F (a pair of platinum rings worth 50 gp worn by both 
  you and the target)
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one creature
  duration 1 hour/level (D)
  Saving Throw Will negates (harmless); Spell resistance yes (harmless)
  dEScriPTioN
  This spell wards the subject and creates a mystic connection between 
  you and the subject so that some of its wounds are transferred to 
  you. The subject gains a +1 deflection bonus to AC and a +1 resistance 
  bonus on saves. Additionally, the subject takes only half damage from 
  all wounds and attacks (including that dealt by special abilities) that 
  deal hit point damage. The amount of damage not taken by the warded 
  creature is taken by you. Forms of harm that do not involve hit points, 
  such as charm effects, temporary ability damage, level draining, and 
  death effects, are not affected. If the subject suffers a reduction of hit 
  points from a lowered Constitution score, the reduction is not split 
  with you because it is not hit point damage. When the spell ends, 
  subsequent damage is no longer divided between the subject and you, 
  but damage already split is not reassigned to the subject.
  If you and the subject of the spell move out of range of each other, 
  the spell ends.
  ShiLLELAGh
  School transmutation; Level druid 1
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  270
  Pathfinder Roleplaying Game
  EFFEcT
  range touch
  Target one touched nonmagical oak club or quarterstaff
  duration 1 min./level
  Saving Throw Will negates (object); Spell resistance yes (object)
  dEScriPTioN
  Your own nonmagical club or quarterstaff becomes a weapon with 
  a +1 enhancement bonus on attack and damage rolls. A quarterstaff 
  gains this enhancement for both ends of the weapon. It deals damage 
  as if it were two size categories larger (a Small club or quarterstaff so 
  transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 
  3d6), +1 for its enhancement bonus. These effects only occur when the 
  weapon is wielded by you. If you do not wield it, the weapon behaves as 
  if unaffected by this spell.
  ShockiNG GrASP
  School evocation [electricity]; Level sorcerer/wizard 1
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range touch
  Target creature or object touched
  duration instantaneous
  Saving Throw none; Spell resistance yes
  dEScriPTioN
  Your successful melee touch attack deals 1d6 points of electricity 
  damage per caster level (maximum 5d6). When delivering the jolt, you 
  gain a +3 bonus on attack rolls if the opponent is wearing metal armor 
  (or made out of metal, carrying a lot of metal, or the like).
  ShouT
  School evocation [sonic]; Level bard 4, sorcerer/wizard 4
  cASTiNG
  casting Time 1 standard action
  components V
  EFFEcT
  range 30 ft.
  Area cone-shaped burst
  duration instantaneous
  Saving Throw Fortitude partial or Reflex negates (object); see text; Spell 
  resistance yes (object)
  dEScriPTioN
  You emit an ear-splitting yell that deafens and damages creatures in its 
  path. Any creature within the area is deafened for 2d6 rounds and takes 
  5d6 points of sonic damage. A successful save negates the deafness and 
  reduces the damage by half. Any exposed brittle or crystalline object or 
  crystalline creature takes 1d6 points of sonic damage per caster level 
  (maximum 15d6). An affected creature is allowed a Fortitude save to 
  reduce the damage by half, and a creature holding fragile objects can 
  negate damage to them with a successful Reflex save.
  A shout spell cannot penetrate a silence spell.
  ShouT, GrEATEr
  School evocation [sonic]; Level bard 6, sorcerer/wizard 8
  cASTiNG
  components: V, S, F (a metal or ivory horn)
  EFFEcT
  range 60 ft.
  Saving Throw Fortitude partial or Reflex negates (object); see text
  dEScriPTioN
  This spell functions like shout, except that the cone deals 10d6 
  points of sonic damage (or 1d6 points of sonic damage per caster 
  level, maximum 20d6, against exposed brittle or crystalline objects 
  or crystalline creatures). It also causes creatures to be stunned for 1 
  round and deafened for 4d6 rounds. A creature in the area of the cone 
  can negate the stunning and halve both the damage and the duration 
  of the deafness with a successful Fortitude save. A creature holding 
  vulnerable objects can attempt a Reflex save to negate the damage to 
  those objects.
  SiLENcE
  School illusion (glamer); Level bard 2, cleric 2
  cASTiNG
  casting Time 1 round
  components V, S
  EFFEcT
  range long (400 ft. + 40 ft./level)
  Area 20-ft.-radius emanation centered on a creature, object, or point 
  in space
  duration 1 min/level (D)
  Saving Throw: Will negates; see text or none (object); Spell resistance: 
  yes; see text or no (object)
  dEScriPTioN
  Upon the casting of this spell, complete silence prevails in the affected 
  area. All sound is stopped: Conversation is impossible, spells with verbal 
  components cannot be cast, and no noise whatsoever issues from, 
  enters, or passes through the area. The spell can be cast on a point in 
  space, but the effect is stationary unless cast on a mobile object. The 
  spell can be centered on a creature, and the effect then radiates from 
  the creature and moves as it moves. An unwilling creature can attempt 
  a Will save to negate the spell and can use spell resistance, if any. Items 
  in a creature’s possession or magic items that emit sound receive the 
  benefits of saves and spell resistance, but unattended objects and 
  points in space do not. This spell provides a defense against sonic or 
  language-based attacks.
  SiLENT imAGE
  School illusion (figment); Level bard 1, sorcerer/wizard 1
  cASTiNG
  casting Time 1 standard action
  components V, S, F (a bit of fleece)
  EFFEcT
  range long (400 ft. + 40 ft./level)
  Effect visual figment that cannot extend beyond four 10-ft. cubes + one 
  10-ft. cube/level (S)
  duration Concentration
  Saving Throw Will disbelief (if interacted with); Spell resistance no
  dEScriPTioN
  This spell creates the visual illusion of an object, creature, or force, as 
  visualized by you. The illusion does not create sound, smell, texture, 
  or temperature. You can move the image within the limits of the size 
  of the effect.
  SLAy LiViNG
  School necromancy [death]; Level cleric 5
  cASTiNG
  casting Time 1 standard action
  components V, S
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  271
  Pathfinder RPG: Spells
  11
  EFFEcT
  range touch
  Target living creature touched
  duration instantaneous
  Saving Throw Fortitude partial; Spell resistance yes
  dEScriPTioN
  You can attempt to slay any one living creature. You must succeed on 
  a melee touch attack to touch the target. The target takes 12d6 points 
  of damage +1 point per caster level. If the target’s Fortitude saving 
  throw succeeds, it instead takes 3d6 points of damage +1 point per 
  caster level. The subject might die from damage even if it succeeds 
  on its saving throw.
  SLEEP
  School enchantment (compulsion) [mind-affecting]; Level bard 1, 
  sorcerer/wizard 1
  cASTiNG
  casting Time 1 round
  components V, S, M (fine sand, rose petals, or a live cricket)
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Area one or more living creatures within a 10-ft.-radius burst
  duration 1 min./level
  Saving Throw Will negates; Spell resistance yes
  dEScriPTioN
  A sleep spell causes a magical slumber to come upon 4 Hit Dice of 
  creatures. Creatures with the fewest HD are affected first. Among 
  creatures with equal HD, those who are closest to the spell’s point 
  of origin are affected first. Hit Dice that are not sufficient to affect a 
  creature are wasted.
  Sleeping creatures are helpless. Slapping or wounding awakens an 
  affected creature, but normal noise does not. Awakening a creature is a 
  standard action (an application of the aid another action).
  Sleep does not target unconscious creatures, constructs, or undead 
  creatures.
  SLEET STorm
  School conjuration (creation) [cold]; Level druid 3, sorcerer/wizard 3
  cASTiNG
  casting Time 1 standard action
  components V, S, M/DF (dust and water)
  EFFEcT
  range long (400 ft. + 40 ft./level)
  Area cylinder (40-ft. radius, 20 ft. high)
  duration 1 round/level
  Saving Throw none; Spell resistance no
  dEScriPTioN
  Driving sleet blocks all sight (even darkvision) within it and causes the 
  ground in the area to be icy. A creature can walk within or through the 
  area of sleet at half normal speed with a DC 10 Acrobatics check. Failure 
  means it can’t move in that round, while failure by 5 or more means it 
  falls (see the Acrobatics skill for details).
  The sleet extinguishes torches and small fires.
  SLow
  School transmutation; Level bard 3, sorcerer/wizard 3
  cASTiNG
  casting Time 1 standard action
  components V, S, M (a drop of molasses)
  EFFEcT
  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 Will negates; Spell resistance yes
  dEScriPTioN
  An affected creature moves and attacks at a drastically slowed rate. A 
  slowed creature can take only a single move action or standard action 
  each turn, but not both (nor may it take full-round actions). Additionally, 
  it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed 
  creature moves at half its normal speed (round down to the next 5-foot 
  increment), which affects the creature’s jumping distance as normal for 
  decreased speed.
  Multiple slow effects don’t stack. Slow counters and dispels haste.
  SNArE
  School transmutation; Level ranger 2, druid 3
  cASTiNG
  casting Time 3 rounds
  components V, S, DF
  EFFEcT
  range touch
  Target touched nonmagical circle of vine, rope, or thong with a 2 ft. 
  diameter + 2 ft./level
  duration Until triggered or broken
  Saving Throw none; Spell resistance no
  dEScriPTioN
  This spell enables you to make a snare that functions as a magic trap. 
  The snare can be made from any supple vine, a thong, or a rope. When 
  you cast snare upon it, the cordlike object blends with its surroundings 
  (Perception DC 23 for a character with the trapfinding ability to locate). 
  One end of the snare is tied in a loop that contracts around one or more 
  of the limbs of any creature stepping inside the circle.
  If a strong and supple tree is nearby, the snare can be fastened to 
  it. The spell causes the tree to bend and then straighten when the loop 
  is triggered, dealing 1d6 points of damage to the creature trapped and 
  lifting it off the ground by the trapped limb or limbs. If no such tree is 
  available, the cordlike object tightens around the creature, dealing no 
  damage but causing it to be entangled.
  The snare is magical. To escape, a trapped creature must make a DC 23 
  Escape Artist check or a DC 23 Strength check that is a full-round action. 
  The snare has AC 7 and 5 hit points. A successful escape from the snare 
  breaks the loop and ends the spell.
  SoLid FoG
  School conjuration (creation); Level sorcerer/wizard 4
  cASTiNG
  components: V, S, M (powdered peas and an animal hoof)
  EFFEcT
  duration 1 min./level
  Spell resistance no
  dEScriPTioN
  This spell functions like fog cloud, but in addition to obscuring sight, 
  the solid fog is so thick that any creature attempting to move through 
  it progresses at a speed of 5 feet, regardless of its normal speed, and 
  it takes a –2 penalty on all melee attack and melee damage rolls. The 
  vapors prevent effective ranged weapon attacks (except for magic rays 
  and the like). A creature or object that falls into solid fog is slowed, so 
  that each 10 feet of vapor that it passes through reduces falling damage 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  272
  Pathfinder Roleplaying Game
  by 1d6. A creature can’t take a 5-foot step while in solid fog.
  Unlike normal fog, only a severe wind (31+ mph) disperses these 
  vapors, and it does so in 1 round.
  Solid fog can be made permanent with a permanency spell. A permanent 
  solid fog dispersed by wind reforms in 10 minutes.
  SoNG oF diScord
  School enchantment (compulsion) [mind-Affecting, sonic]; Level 
  bard 5
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Area creatures within a 20-ft.-radius spread
  duration 1 round/level
  Saving Throw Will negates; Spell resistance yes
  dEScriPTioN
  This spell causes those within the area to turn on each other rather than 
  attack their foes. Each affected creature has a 50% chance to attack the 
  nearest target each round. (Roll to determine each creature’s behavior 
  every round at the beginning of its turn.) A creature that does not attack 
  its nearest neighbor is free to act normally for that round.
  Creatures forced by a song of discord to attack their fellows employ 
  all methods at their disposal, choosing their deadliest spells and most 
  advantageous combat tactics. They do not, however, harm targets that 
  have fallen unconscious.
  SouL BiNd
  School necromancy; Level cleric 9, sorcerer/wizard 9
  cASTiNG
  casting Time 1 standard action
  components V, S, F (see text)
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target corpse
  duration permanent
  Saving Throw Will negates; Spell resistance no
  dEScriPTioN
  You draw the soul from a newly dead body and imprison it in a black 
  sapphire gem. The subject must have been dead no more than 1 round 
  per caster level. The soul, once trapped in the gem, cannot be returned 
  through clone, raise dead, reincarnation, resurrection, true resurrection, or 
  even a miracle or a wish. Only by destroying the gem or dispelling the 
  spell on the gem can one free the soul (which is then still dead).
  The focus for this spell is a black sapphire of at least 1,000 gp value for 
  every Hit Die possessed by the creature whose soul is to be bound. If the 
  gem is not valuable enough, it shatters when the binding is attempted. 
  While creatures have no concept of level or Hit Dice as such, the value of 
  the gem needed to trap an individual can be researched.
  SouNd BurST
  School evocation [sonic]; Level bard 2, cleric 2
  cASTiNG
  casting Time 1 standard action
  components V, S, F/DF (a musical instrument)
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Area 10-ft.-radius spread
  duration instantaneous
  Saving Throw Fortitude partial; Spell resistance yes
  dEScriPTioN
  You blast an area with a tremendous cacophony. Every creature in the 
  area takes 1d8 points of sonic damage and must succeed on a Fortitude 
  save to avoid being stunned for 1 round. Creatures that cannot hear are 
  not stunned but are still damaged.
  SPEAk wiTh ANimALS
  School divination; Level bard 3, druid 1, ranger 1
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range personal
  Target you
  duration 1 min./level
  dEScriPTioN
  You can comprehend and communicate with animals. You are able 
  to ask questions of and receive answers from animals, although the 
  spell doesn’t make them any more friendly or cooperative than normal. 
  Furthermore, wary and cunning animals are likely to be terse and 
  evasive, while the more stupid ones make inane comments. If an animal 
  is friendly toward you, it may do some favor or service for you.
  SPEAk wiTh dEAd
  School necromancy [language-dependent]; Level cleric 3
  cASTiNG
  casting Time 10 minutes
  components V, S, DF
  EFFEcT
  range 10 ft.
  Target one dead creature
  duration 1 min./level
  Saving Throw Will negates; see text; Spell resistance no
  dEScriPTioN
  You grant the semblance of life and intellect to a corpse, allowing it to 
  answer several questions that you put to it. You may ask one question 
  per two caster levels. Unasked questions are wasted if the duration 
  expires. The corpse’s knowledge is limited to what the creature knew 
  during life, including the languages it spoke (if any). Answers are usually 
  brief, cryptic, or repetitive. 
  This spell allows you to speak to the person whose soul has departed. 
  If the creature’s alignment was different from yours, the corpse gets a 
  Will save to resist the spell as if it were alive. If successful, the corpse can 
  refuse to answer your questions or attempt to deceive you, using Bluff. 
  The soul can only speak about what it knew in life. It cannot answer any 
  questions that pertain to events that occurred after its death.
  If the corpse has been subject to speak with dead within the past week, 
  the new spell fails. You can cast this spell on a corpse that has been 
  deceased for any amount of time, but the body must be mostly intact to 
  be able to respond. A damaged corpse may be able to give partial answers 
  or partially correct answers, but it must at least have a mouth in order to 
  speak at all. 
  This spell does not affect a corpse that has been turned into an undead 
  creature.
  SPEAk wiTh PLANTS
  School divination; Level bard 4, druid 3, ranger 2
  cASTiNG
  casting Time 1 standard action
  components V, S
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  273
  Pathfinder RPG: Spells
  11
  EFFEcT
  range personal
  Target you
  duration 1 min./level
  dEScriPTioN
  You can comprehend and communicate with plants, including both 
  normal plants and plant creatures. You are able to ask questions 
  of and receive answers from plants. A regular plant’s sense of its 
  surroundings is limited, so it won’t be able to give (or recognize) 
  detailed descriptions of creatures or answer questions about events 
  outside its immediate vicinity.
  The spell doesn’t make plant creatures any more friendly or cooperative 
  than normal. Furthermore, wary and cunning plant creatures are likely 
  to be terse and evasive, while the more stupid ones may make inane 
  comments. If a plant creature is friendly toward you, it may do some favor 
  or service for you.
  SPEcTrAL hANd
  School necromancy; Level sorcerer/wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Effect one spectral hand
  duration 1 min./level (D)
  Saving Throw none; Spell resistance no
  dEScriPTioN
  A ghostly, glowing hand shaped from your life force materializes and 
  moves as you desire, allowing you to deliver low-level, touch range 
  spells at a distance. On casting the spell, you lose 1d4 hit points that 
  return when the spell ends (even if it is dispelled), but not if the hand is 
  destroyed. (The hit points can be healed as normal.) For as long as the 
  spell lasts, any touch range spell of 4th level or lower that you cast can 
  be delivered by the spectral hand. The spell gives you a +2 bonus on your 
  melee touch attack roll, and attacking with the hand counts normally 
  as an attack. The hand always strikes from your direction. The hand 
  cannot flank targets like a creature can. After it delivers a spell, or if the 
  hand goes beyond the spell range or goes out of your sight, the hand 
  returns to you and hovers.
  The hand is incorporeal and thus cannot be harmed by normal 
  weapons. It has improved evasion (half damage on a failed Reflex save 
  and no damage on a successful save), your save bonuses, and an AC of at 
  least 22. Your Intelligence modifier applies to the hand’s AC as if it were 
  the hand’s Dexterity modifier. The hand has 1 to 4 hit points, the same 
  number that you lost in creating it.
  SPELL immuNiTy
  School abjuration; Level cleric 4
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range touch
  Target creature touched
  duration 10 min./level
  Saving Throw Will negates (harmless); Spell resistance yes (harmless)
  dEScriPTioN
  The warded creature is immune to the effects of one specified spell for 
  every four levels you have. The spells must be of 4th level or lower. The 
  warded creature effectively has unbeatable spell resistance regarding 
  the specified spell or spells. Naturally, that immunity doesn’t protect 
  a creature from spells for which spell resistance doesn’t apply. Spell 
  immunity protects against spells, spell-like effects of magic items, 
  and innate spell-like abilities of creatures. It does not protect against 
  supernatural or extraordinary abilities, such as breath weapons or gaze 
  attacks.
  Only a particular spell can be protected against, not a certain domain 
  or school of spells or a group of spells that are similar in effect. 
  A creature can have only one spell immunity or greater spell immunity 
  spell in effect on it at a time.
  SPELL immuNiTy, GrEATEr
  School abjuration; Level cleric 8
  dEScriPTioN
  This spell functions like spell immunity, except the immunity applies to 
  spells of 8th level or lower.
  A creature can have only one spell immunity or greater spell immunity 
  spell in effect on it at a time.
  SPELL rESiSTANcE
  School abjuration; Level cleric 5
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range touch
  Target creature touched
  duration 1 min./level
  Saving Throw Will negates (harmless); Spell resistance yes (harmless)
  dEScriPTioN
  The creature gains spell resistance equal to 12 + your caster level.
  SPELLSTAFF
  School transmutation; Level druid 6
  cASTiNG
  casting Time 10 minutes
  components V, S, F (the staff that stores the spell)
  EFFEcT
  range touch
  Target wooden quarterstaff touched
  duration permanent until discharged (D)
  Saving Throw Will negates (object); Spell resistance yes (object)
  dEScriPTioN
  You store one spell that you can normally cast in a wooden quarterstaff. 
  Only one such spell can be stored in a staff at a given time, and you 
  cannot have more than one spellstaff at any given time. You can cast a 
  spell stored within a staff just as though it were among those you had 
  prepared, but it does not count against your normal allotment for a 
  given day. You use up any applicable material components required to 
  cast the spell when you store it in the spellstaff.
  SPELL TurNiNG
  School abjuration; Level sorcerer/wizard 7
  cASTiNG
  casting Time 1 standard action
  components V, S, M/DF (a small silver mirror)
  EFFEcT
  range personal
  Target you
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  274
  Pathfinder Roleplaying Game
  duration until expended or 10 min./level
  dEScriPTioN
  Spells and spell-like effects targeted on you are turned back upon 
  the original caster. The abjuration turns only spells that have you as a 
  target. Effect and area spells are not affected. Spell turning also fails to 
  stop touch range spells. 
  From seven to ten (1d4+6) spell levels are affected by the turning. The 
  exact number is rolled secretly.
  When you are targeted by a spell of higher level than the amount of 
  spell turning you have left, that spell is partially turned. Subtract the 
  amount of spell turning left from the spell level of the incoming spell, 
  then divide the result by the spell level of the incoming spell to see what 
  fraction of the effect gets through. For damaging spells, you and the 
  caster each take a fraction of the damage. For nondamaging spells, each 
  of you has a proportional chance to be affected.
  If you and a spellcasting attacker are both warded by spell turning 
  effects in operation, a resonating field is created.
  Roll randomly to determine the result.
  d% 
  Effect
  01–70 
  Spell drains away without effect.
  71–80 
  Spell affects both of you equally at full effect.
  81–97 
  Both turning effects are rendered nonfunctional for 1d4 
  minutes.
  98–100 
  Both of you go through a rift into another plane.
  SPidEr cLimB
  School transmutation; Level druid 2, sorcerer/wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, S, M (a live spider)
  EFFEcT
  range touch
  Target creature touched
  duration 10 min./level
  Saving Throw Will negates (harmless); Spell resistance yes (harmless)
  dEScriPTioN
  The subject can climb and travel on vertical surfaces or even traverse 
  ceilings as well as a spider does. The affected creature must have its 
  hands free to climb in this manner. The subject gains a climb speed 
  of 20 feet; furthermore, it need not make Climb checks to traverse 
  a vertical or horizontal surface (even upside down). A spider climbing 
  creature retains its Dexterity bonus to Armor Class (if any) while 
  climbing, and opponents get no special bonus to their attacks against 
  it. It cannot, however, use the run action while climbing.
  SPikE GrowTh
  School transmutation; Level druid 3, ranger 2
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Area one 20-ft. square/level
  duration 1 hour/level (D)
  Saving Throw Reflex partial; Spell resistance yes
  dEScriPTioN
  Any ground-covering vegetation in the spell’s area becomes very hard 
  and sharply pointed without changing its appearance.
  In areas of bare earth, roots and rootlets act in the same way. Typically, 
  spike growth can be cast in any outdoor setting except open water, ice, 
  heavy snow, sandy desert, or bare stone. Any creature moving on foot 
  into or through the spell’s area takes 1d4 points of piercing damage for 
  each 5 feet of movement through the spiked area.
  Any creature that takes damage from this spell must also succeed on a 
  Reflex save or suffer injuries to its feet and legs that slow its land speed by 
  one-half. This speed penalty lasts for 24 hours or until the injured creature 
  receives a cure spell (which also restores lost hit points). Another character 
  can remove the penalty by taking 10 minutes to dress the injuries and 
  succeeding on a Heal check against the spell’s save DC.
  Magic traps such as spike growth are hard to detect. A rogue (only) can 
  use the Perception skill to find a spike growth. The DC is 25 + spell level, or 
  DC 28 for spike growth (or DC 27 for spike growth cast by a ranger). Spike 
  growth can’t be disabled with the Disable Device skill.
  SPikE SToNES
  School transmutation [earth]; Level druid 4
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Area one 20-ft. square/level
  duration 1 hour/level (D)
  Saving Throw Reflex partial; Spell resistance yes
  dEScriPTioN
  Rocky ground, stone floors, and similar surfaces shape themselves into 
  long, sharp points that blend into the background.
  Spike stones impede progress through an area and deal damage. Any 
  creature moving on foot into or through the spell’s area moves at half 
  speed.
  In addition, each creature moving through the area takes 1d8 points 
  of piercing damage for each 5 feet of movement through the spiked 
  area.
  Any creature that takes damage from this spell must also succeed on 
  a Reflex save to avoid injuries to its feet and legs. A failed save causes the 
  creature’s speed to be reduced to half normal for 24 hours or until the 
  injured creature receives a cure spell (which also restores lost hit points). 
  Another character can remove the penalty by taking 10 minutes to dress 
  the injuries and succeeding on a Heal check against the spell’s save DC.
  Magic traps such as spike stones are hard to detect. A rogue (only) can 
  use the Perception skill to find spike stones. The DC is 25 + spell level, or 
  DC 29 for spike stones. Spike stones is a magic trap that can’t be disabled 
  with the Disable Device skill.
  SPiriTuAL wEAPoN
  School evocation [force]; Level cleric 2
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Effect magic weapon of force
  duration 1 round/level (D)
  Saving Throw none; Spell resistance yes
  dEScriPTioN
  A weapon made of pure force springs into existence and attacks 
  opponents at a distance, as you direct it, dealing 1d8 force damage 
  per hit, +1 point per three caster levels (maximum +5 at 15th level). The 
  weapon takes the shape of a weapon favored by your deity or a weapon 
  with some spiritual significance or symbolism to you (see below) and 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  275
  Pathfinder RPG: Spells
  11
  has the same threat range and critical multipliers as a real weapon of 
  its form. It strikes the opponent you designate, starting with one attack 
  in the round the spell is cast and continuing each round thereafter on 
  your turn. It uses your base attack bonus (possibly allowing it multiple 
  attacks per round in subsequent rounds) plus your Wisdom modifier as 
  its attack bonus. It strikes as a spell, not as a weapon, so, for example, 
  it can damage creatures that have damage reduction. As a force effect, 
  it can strike incorporeal creatures without the normal miss chance 
  associated with incorporeality. The weapon always strikes from your 
  direction. It does not get a flanking bonus or help a combatant get one. 
  Your feats or combat actions do not affect the weapon. If the weapon 
  goes beyond the spell range, if it goes out of your sight, or if you are not 
  directing it, the weapon returns to you and hovers.
  Each round after the first, you can use a move action to redirect the 
  weapon to a new target. If you do not, the weapon continues to attack the 
  previous round’s target. On any round that the weapon switches targets, 
  it gets one attack. Subsequent rounds of attacking that target allow the 
  weapon to make multiple attacks if your base attack bonus would allow it 
  to. Even if the spiritual weapon is a ranged weapon, use the spell’s range, 
  not the weapon’s normal range increment, and switching targets still is 
  a move action.
  A spiritual weapon cannot be attacked or harmed by physical attacks, 
  but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation 
  affects it. A spiritual weapon’s AC against touch attacks is 12 (10 + size 
  bonus for Tiny object).
  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 weapon strikes it. If the weapon 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.
  The weapon that you get is often a force replica of your deity’s own 
  personal weapon. A cleric without a deity gets a weapon based on his 
  alignment. A neutral cleric without a deity can create a spiritual weapon 
  of any alignment, provided he is acting at least generally in accord with 
  that alignment at the time. The weapons associated with each alignment 
  are as follows: chaos (battleaxe), evil (light flail), good (warhammer), law 
  (longsword).
  STABiLizE
  School conjuration (healing); Level cleric 0, druid 0
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  duration instantaneous
  Saving Throw: Will negates (harmless); Spell resistance: yes 
  (harmless)
  dEScriPTioN
  You stanch the most grievous wounds of a dying creature. Upon 
  casting this spell, you target a living creature that has –1 or fewer hit 
  points. That creature is automatically stabilized and does not lose any 
  further hit points. If the creature later takes damage, it continues dying 
  normally.
  STATuS
  School divination; Level cleric 2
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range touch
  Targets one living creature touched per three levels
  duration 1 hour/level
  Saving Throw Will negates (harmless); Spell resistance yes (harmless)
  dEScriPTioN
  When you need to keep track of comrades who may get separated, 
  status allows you to mentally monitor their relative positions and 
  general condition. You are aware of direction and distance to the 
  creatures and any conditions affecting them: unharmed, wounded, 
  disabled, staggered, unconscious, dying, nauseated, panicked, stunned, 
  poisoned, diseased, confused, or the like. Once the spell has been cast 
  upon the subjects, the distance between them and the caster does not 
  affect the spell as long as they are on the same plane of existence. If a 
  subject leaves the plane, or if it dies, the spell ceases to function for it.
  STiNkiNG cLoud
  School conjuration (creation); Level sorcerer/wizard 3
  cASTiNG
  casting Time 1 standard action
  components V, S, M (a rotten egg or cabbage leaves)
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Effect cloud spreads in 20-ft. radius, 20 ft. high
  duration 1 round/level
  Saving Throw Fortitude negates; see text; Spell resistance no
  dEScriPTioN
  Stinking cloud creates a bank of fog like that created by fog cloud, except 
  that the vapors are nauseating. Living creatures in the cloud become 
  nauseated. This condition lasts as long as the creature is in the cloud 
  and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated 
  character.) Any creature that succeeds on its save but remains in the 
  cloud must continue to save each round on your turn.
  Stinking cloud can be made permanent with a permanency spell. A 
  permanent stinking cloud dispersed by wind reforms in 10 minutes.
  SToNE ShAPE
  School transmutation [earth]; Level cleric 3, druid 3, sorcerer/wizard 4
  cASTiNG
  casting Time 1 standard action
  components V, S, M/DF (soft clay)
  EFFEcT
  range touch
  Target stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level
  duration instantaneous
  Saving Throw none; Spell resistance no
  dEScriPTioN
  You can form an existing piece of stone into any shape that suits your 
  purpose. While it’s possible to make crude coffers, doors, and so forth 
  with stone shape, fine detail isn’t possible. There is a 30% chance that 
  any shape including moving parts simply doesn’t work.
  SToNESkiN
  School abjuration; Level druid 5, sorcerer/wizard 4
  cASTiNG
  casting Time 1 standard action
  components V, S, M (granite and diamond dust worth 250 gp)
  EFFEcT
  range touch
  Target creature touched
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  276
  Pathfinder Roleplaying Game
  duration 10 min./level or until discharged
  Saving Throw Will negates (harmless); Spell resistance yes (harmless)
  dEScriPTioN
  The warded creature gains resistance to blows, cuts, stabs, and slashes. 
  The subject gains damage reduction 10/adamantine. It ignores the first 
  10 points of damage each time it takes damage from a weapon, though 
  an adamantine weapon bypasses the reduction. Once the spell has 
  prevented a total of 10 points of damage per caster level (maximum 150 
  points), it is discharged.
  SToNE TELL
  School divination; Level druid 6
  cASTiNG
  casting Time 10 minutes
  components V, S, DF
  EFFEcT
  range personal
  Target you
  duration 1 min./level
  dEScriPTioN
  You gain the ability to speak with stones, which relate to you who or 
  what has touched them as well as revealing what is covered or concealed 
  behind or under them. The stones relate complete descriptions if 
  asked. A stone’s perspective, perception, and knowledge may prevent 
  the stone from providing the details you are looking for.
  You can speak with natural or worked stone.
  SToNE To FLESh
  School transmutation; Level sorcerer/wizard 6
  cASTiNG
  casting Time 1 standard action
  components V, S, M (a drop of blood mixed with earth)
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Target one petrified creature or a cylinder of stone from 1 ft. to 3 ft. in 
  diameter and up to 10 ft. long
  duration instantaneous
  Saving Throw Fortitude negates (object); see text; Spell resistance 
  yes
  dEScriPTioN
  This spell restores a petrified creature to its normal state, restoring life 
  and goods. The creature must make a DC 15 Fortitude save to survive 
  the process. Any petrified creature, regardless of size, can be restored.
  The spell also can convert a mass of stone into a fleshy substance. Such 
  flesh is inert and lacking a vital life force unless a life force or magical energy 
  is available. For example, this spell would turn a stone golem into a flesh 
  golem, but an ordinary statue would become a corpse. You can affect an 
  object that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 
  feet long or a cylinder of up to those dimensions in a larger mass of stone.
  STorm oF VENGEANcE
  School conjuration (summoning); Level druid 9, cleric 9
  cASTiNG
  casting Time 1 round
  components V, S
  EFFEcT
  range long (400 ft. + 40 ft./level)
  Effect 360-ft.-radius storm cloud
  duration Concentration (maximum 10 rounds) (D)
  Saving Throw see text; Spell resistance yes
  dEScriPTioN
  This spell creates an enormous black storm cloud. Lightning and crashing 
  claps of thunder appear within the storm. Each creature beneath the cloud 
  must succeed on a Fortitude save or be deafened for 1d4x10 minutes.
  If you do not maintain concentration on the spell after casting it, the 
  spell ends.  If you continue to concentrate, the spell generates additional 
  effects in each following round, as noted below. Each effect occurs during 
  your turn.
  2nd Round: Acid rains down in the area, dealing 1d6 points of acid 
  damage (no save).
  3rd Round: You call six bolts of lightning down from the cloud. You 
  decide where the bolts strike. No two bolts may be directed at the same 
  target. Each bolt deals 10d6 points of electricity damage. A creature struck 
  can attempt a Reflex save for half damage.
  4th Round: Hailstones rain down in the area, dealing 5d6 points of 
  bludgeoning damage (no save).
  5th through 10th Rounds: Violent rain and wind gusts reduce visibility. 
  The rain obscures all sight, including darkvision, beyond 5 feet. A creature 
  5 feet away has concealment (attacks have a 20% miss chance). Creatures 
  farther away have total concealment (50% miss chance, and the attacker 
  cannot use sight to locate the target). Speed is reduced by three-quarters.
  Ranged attacks within the area of the storm are impossible. Spells cast 
  within the area are disrupted unless the caster succeeds on a Spellcraft 
  check against a DC equal to the storm of vengeance’s save DC + the level of 
  the spell the caster is trying to cast.
  SuGGESTioN
  School enchantment (compulsion) [language-dependent, mind-
  affecting]; Level bard 2, sorcerer/wizard 3
  cASTiNG
  casting Time 1 standard action
  components V, M (a snake’s tongue and a honeycomb)
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  duration 1 hour/level or until completed
  Saving Throw Will negates; Spell resistance yes
  dEScriPTioN
  You influence the actions of the target creature by suggesting a course of 
  activity (limited to a sentence or two). The suggestion must be worded in such 
  a manner as to make the activity sound reasonable. Asking the creature to do 
  some obviously harmful act automatically negates the effect of the spell. 
  The suggested course of activity can continue for the entire duration. 
  If the suggested activity can be completed in a shorter time, the spell 
  ends when the subject finishes what it was asked to do. You can instead 
  specify conditions that will trigger a special activity during the duration. 
  If the condition is not met before the spell duration expires, the activity 
  is not performed.
  A very reasonable suggestion causes the save to be made with a penalty 
  (such as –1 or –2).
  SuGGESTioN, mASS
  School enchantment (compulsion) [language-dependent, mind-
  affecting]; Level bard 5, sorcerer/wizard 6
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Targets one creature/level, no two of which can be more than 30 
  ft. apart
  dEScriPTioN
  This spell functions like suggestion, except that it can affect more 
  creatures. The same suggestion applies to all these creatures.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  277
  Pathfinder RPG: Spells
  11
  SummoN iNSTrumENT
  School conjuration (summoning); Level bard 0
  cASTiNG
  casting Time 1 round
  components V, S
  EFFEcT
  range 0 ft.
  Effect One summoned handheld musical instrument
  duration 1 min./level (D)
  Saving Throw none; Spell resistance no
  dEScriPTioN
  This spell summons one handheld musical instrument of your choice. 
  This instrument appears in your hands or at your feet (your choice). 
  The instrument is typical for its type. Only one instrument appears per 
  casting, and it will play only for you. You can’t summon an instrument 
  too large to be held in two hands.
  SummoN moNSTEr i
  School conjuration (summoning) [see text]; Level bard 1, cleric 1, 
  sorcerer/wizard 1
  cASTiNG
  casting Time 1 round
  components V, S, F/DF (a tiny bag and a small candle)
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Effect one summoned creature
  duration 1 round/level (D)
  Saving Throw none; Spell resistance no
  dEScriPTioN
  This spell summons an extraplanar creature (typically an outsider, 
  elemental, or magical beast native to another plane). It appears where 
  you designate and acts immediately, on your turn. It attacks your 
  opponents to the best of its ability. If you can communicate with the 
  creature, you can direct it not to attack, to attack particular enemies, or 
  to perform other actions.
  The spell conjures one of the creatures from the 1st-level list on Table 
  11–1. You choose which kind of creature to summon, and you can change 
  that choice each time you cast the spell.
  A summoned monster cannot summon or otherwise conjure 
  another creature, nor can it use any teleportation or planar travel 
  abilities. Creatures cannot be summoned into an environment that 
  cannot support them.
  When you use a summoning spell to summon an air, chaotic, earth, 
  evil, fire, good, lawful, or water creature, it is a spell of that type.
  SummoN moNSTEr ii
  School conjuration (summoning); Level bard 2, cleric 2, sorcerer/wizard 2
  dEScriPTioN
  This spell functions like summon monster I, except that you can summon 
  one creature from the 2nd-level list or 1d3 creatures of the same kind 
  from the 1st-level list.
  SummoN moNSTEr iii
  School conjuration (summoning); Level bard 3, cleric 3, sorcerer/
  wizard 3
  dEScriPTioN
  This spell functions like summon monster I, except that you can 
  summon one creature from the 3rd-level list, 1d3 creatures of the 
  same kind from the 2nd-level list, or 1d4+1 creatures of the same 
  kind from the 1st-level list.
  SummoN moNSTEr iV
  School conjuration (summoning); Level bard 4, cleric 4, sorcerer/
  wizard 4
  dEScriPTioN
  This spell functions like summon monster I, except that you can 
  summon one creature from the 4th-level list, 1d3 creatures of the 
  same kind from the 3rd-level list, or 1d4+1 creatures of the same 
  kind from a lower-level list.
  SummoN moNSTEr V
  School conjuration (summoning); Level bard 5, cleric 5, sorcerer/
  wizard 5
  dEScriPTioN
  This spell functions like summon monster I, except that you can 
  summon one creature from the 5th-level list, 1d3 creatures of the 
  same kind from the 4th-level list, or 1d4+1 creatures of the same 
  kind from a lower-level list.
  SummoN moNSTEr Vi
  School conjuration (summoning); Level bard 6, cleric 6, sorcerer/
  wizard 6
  dEScriPTioN
  This spell functions like summon monster I, except you can summon 
  one creature from the 6th-level list, 1d3 creatures of the same kind 
  from the 5th-level list, or 1d4+1 creatures of the same kind from a 
  lower-level list.
  SummoN moNSTEr Vii
  School conjuration (summoning); Level cleric 7, sorcerer/wizard 7
  dEScriPTioN
  This spell functions like summon monster I, except that you can 
  summon one creature from the 7th-level list, 1d3 creatures of the 
  same kind from the 6th-level list, or 1d4+1 creatures of the same 
  kind from a lower-level list.
  SummoN moNSTEr Viii
  School conjuration (summoning); Level cleric 8, sorcerer/wizard 8
  dEScriPTioN
  This spell functions like summon monster I, except that you can 
  summon one creature from the 8th-level list, 1d3 creatures of the 
  same kind from the 7th-level list, or 1d4+1 creatures of the same 
  kind from a lower-level list.
  SummoN moNSTEr ix
  School conjuration (summoning); Level cleric 9, sorcerer/wizard 9
  dEScriPTioN
  This spell functions like summon monster I, except that you can 
  summon one creature from the 9th-level list, 1d3 creatures of the 
  same kind from the 8th-level list, or 1d4+1 creatures of the same 
  kind from a lower-level list.
  SummoN NATurE’S ALLy i
  School conjuration (summoning); Level druid 1, ranger 1
  cASTiNG
  casting Time 1 round
  components V, S, DF
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Effect one summoned creature
  duration 1 round/level (D)
  Saving Throw none; Spell resistance no
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  278
  Pathfinder Roleplaying Game
  Fiendish monstrous spider, Large 
  CE
  Fiendish snake, Huge viper 
  CE
  Howler 
  CE
  5th Level 
  Archon, hound 
  LG
  Celestial brown bear 
  LG
  Celestial giant stag beetle 
  NG
  Celestial sea cat1 
  NG
  Celestial griffon 
  CG
  Elemental, Medium (any) 
  N
  Achaierai 
  LE
  Devil, bearded 
  LE
  Fiendish deinonychus 
  LE
  Fiendish dire ape 
  LE
  Fiendish dire boar 
  NE
  Fiendish shark, Huge 
  NE
  Fiendish monstrous scorpion, Large 
  NE
  Shadow mastiff 
  NE
  Fiendish dire wolverine 
  CE
  Fiendish giant crocodile 
  CE
  Fiendish tiger 
  CE
  6th Level 
  Celestial polar bear 
  LG
  Celestial orca whale1 
  NG
  Bralani (eladrin) 
  CG
  Celestial dire lion 
  CG
  Elemental, Large (any) 
  N
  Janni (genie) 
  N
  Chaos beast 
  CN
  Devil, chain 
  LE
  Xill 
  LE
  Fiendish monstrous centipede, Gargantuan 
  NE
  Fiendish rhinoceros 
  NE
  Fiendish elasmosaurus1 
  CE
  Fiendish monstrous spider, Huge 
  CE
  Fiendish snake, giant constrictor 
  CE
  7th Level 
  Celestial elephant 
  LG
  Avoral (guardinal) 
  NG
  Celestial baleen whale1 
  NG
  Djinni (genie) 
  CG
  Elemental, Huge (any) 
  N
  Invisible stalker 
  N
  Devil, bone 
  LE
  Fiendish megaraptor 
  LE
  Fiendish monstrous scorpion, Huge 
  NE
  Babau (demon) 
  CE
  Fiendish giant octopus1 
  CE
  Fiendish girallon 
  CE
  8th Level 
  Celestial dire bear 
  LG
  Celestial cachalot whale1 
  NG
  Celestial triceratops 
  NG
  Lillend 
  CG
  Elemental, greater (any) 
  N
  Fiendish giant squid1 
  LE
  Hellcat 
  LE
  Fiendish monstrous centipede, Colossal 
  NE
  Fiendish dire tiger 
  CE
  Table 11–1: Summon Monster 
  1st Level 
  Celestial dog 
  LG
  Celestial owl 
  LG
  Celestial giant fire beetle 
  NG
  Celestial porpoise1 
  NG
  Celestial badger 
  CG
  Celestial monkey 
  CG
  Fiendish dire rat 
  LE
  Fiendish raven 
  LE
  Fiendish monstrous centipede, Medium 
  NE
  Fiendish monstrous scorpion, Small 
  NE
  Fiendish hawk 
  CE
  Fiendish monstrous spider, Small 
  CE
  Fiendish octopus1 
  CE
  Fiendish snake, Small viper 
  CE
  2nd Level 
  Celestial giant bee 
  LG
  Celestial giant bombardier beetle 
  NG
  Celestial riding dog 
  NG
  Celestial eagle 
  CG
  Lemure (devil) 
  LE
  Fiendish squid1 
  LE
  Fiendish wolf 
  LE
  Fiendish monstrous centipede, Large 
  NE
  Fiendish monstrous scorpion, Medium 
  NE
  Fiendish shark, Medium1 
  NE
  Fiendish monstrous spider, Medium 
  CE
  Fiendish snake, Medium viper 
  CE
  3rd Level 
  Celestial black bear 
  LG
  Celestial bison 
  NG
  Celestial dire badger 
  CG
  Celestial hippogriff 
  CG
  Elemental, Small (any) 
  N
  Fiendish ape 
  LE
  Fiendish dire weasel 
  LE
  Hell hound 
  LE
  Fiendish snake, constrictor  
  LE
  Fiendish boar 
  NE
  Fiendish dire bat 
  NE
  Fiendish monstrous centipede, Huge 
  NE
  Fiendish crocodile 
  CE
  Dretch (demon) 
  CE
  Fiendish snake, Large viper 
  CE
  Fiendish wolverine 
  CE
  4th Level 
  Archon, lantern 
  LG
  Celestial giant owl 
  LG
  Celestial giant eagle 
  CG
  Celestial lion 
  CG
  Mephit (any) 
  N
  Fiendish dire wolf 
  LE
  Fiendish giant wasp 
  LE
  Fiendish giant praying mantis 
  NE
  Fiendish shark, Large1 
  NE
  Yeth hound 
  NE
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  279
  Pathfinder RPG: Spells
  11
  dEScriPTioN
  This spell functions like summon nature’s ally I, except that you can 
  summon one 5th-level creature, 1d3 4th-level creatures of the same 
  kind, or 1d4+1 lower-level creatures of the same kind.
  When you use a summoning spell to summon an air, chaotic, earth, 
  evil, fire, good, lawful, or water creature, it is a spell of that type.
  SummoN NATurE’S ALLy Vi
  School conjuration (summoning) [see text]; Level druid 6
  dEScriPTioN
  This spell functions like summon nature’s ally I, except that you can 
  summon one 6th-level creature, 1d3 5th-level creatures of the same 
  kind, or 1d4+1 lower-level creatures of the same kind.
  When you use a summoning spell to summon an air, chaotic, earth, 
  evil, fire, good, lawful, or water creature, it is a spell of that type.
  SummoN NATurE’S ALLy Vii
  School conjuration (summoning) [see text]; Level druid 7
  dEScriPTioN
  This spell functions like summon nature’s ally I, except that you 
  can summon one 7th-level creature, 1d3 6th-level creatures of the 
  same kind, or 1d4+1 lower-level creatures of the same kind.
  When you use a summoning spell to summon an air, chaotic, earth, 
  evil, fire, good, lawful, or water creature, it is a spell of that type.
  SummoN NATurE’S ALLy Viii
  School conjuration (summoning) [see text]; Level druid 8
  dEScriPTioN
  This spell functions like summon nature’s ally I, except that you can 
  summon one 8th-level creature, 1d3 7th-level creatures of the same 
  kind, or 1d4+1 lower-level creatures of the same kind.
  When you use a summoning spell to summon an air, chaotic, earth, 
  evil, fire, good, lawful, or water creature, it is a spell of that type.
  SummoN NATurE’S ALLy ix
  School conjuration (summoning) [see text]; Level druid 9
  dEScriPTioN
  This spell functions like summon nature’s ally I, except that you can 
  summon one 9th-level creature, 1d3 8th-level creatures of the same kind, 
  or 1d4+1 lower-level creatures of the same kind.
  When you use a summoning spell to summon an air, chaotic, earth, 
  evil, fire, good, lawful, or water creature, it is a spell of that type.
  SummoN SwArm
  School conjuration (summoning); Level bard 2, druid 2, sorcerer/
  wizard 2
  cASTiNG
  casting Time 1 round
  components V, S, M/DF (a square of red cloth)
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Effect one swarm of bats, rats, or spiders
  duration Concentration + 2 rounds
  Saving Throw none; Spell resistance no
  dEScriPTioN
  You summon a swarm of bats, rats, or spiders (your choice), which attacks 
  all other creatures within its area. (You may summon the swarm so that it 
  shares the area of other creatures.) If no living creatures are within its area, 
  the swarm attacks or pursues the nearest creature as best it can. The caster 
  has no control over its target or direction of travel.
  Fiendish monstrous spider, Gargantuan 
  CE
  Fiendish tyrannosaurus 
  CE
  Vrock (demon) 
  CE
  9th Level 
  Couatl 
  LG
  Leonal (guardinal) 
  NG
  Celestial roc 
  CG
  Elemental, elder (any) 
  N
  Devil, barbed 
  LE
  Fiendish dire shark1 
  NE
  Fiendish monstrous scorpion, Gargantuan 
  NE
  Night hag 
  NE
  Bebilith (demon) 
  CE
  Fiendish monstrous spider, Colossal 
  CE
  Hezrou (demon) 
  CE
  1 May be summoned only into an aquatic or watery environment.
  dEScriPTioN
  This spell summons a natural creature. It appears where you designate 
  and acts immediately, on your turn. It attacks your opponents to the best 
  of its ability. If you can communicate with the creature, you can direct it 
  not to attack, to attack particular enemies, or to perform other actions.
  A summoned monster cannot summon or otherwise conjure another 
  creature, nor can it use any teleportation or planar travel abilities. Creatures 
  cannot be summoned into an environment that cannot support them.
  The spell conjures one of the creatures from the 1st-level list on Table 
  11–2. You choose which kind of creature to summon, and you can change 
  that choice each time you cast the spell. All the creatures on the table are 
  neutral unless otherwise noted.
  SummoN NATurE’S ALLy ii
  School conjuration (summoning); Level druid 2, ranger 2
  EFFEcT
  Effect one or more creatures, no two of which can be more than 
  30 ft. apart
  dEScriPTioN
  This spell functions like summon nature’s ally I, except that you can summon 
  one 2nd-level creature or 1d3 1st-level creatures of the same kind.
  SummoN NATurE’S ALLy iii
  School conjuration (summoning) [see text]; Level druid 3, ranger 3
  dEScriPTioN
  This spell functions like summon nature’s ally I, except that you can 
  summon one 3rd-level creature, 1d3 2nd-level creatures of the same 
  kind, or 1d4+1 1st-level creatures of the same kind.
  When you use a summoning spell to summon an air, chaotic, earth, 
  evil, fire, good, lawful, or water creature, it is a spell of that type. 
  SummoN NATurE’S ALLy iV
  School conjuration (summoning) [see text]; Level druid 4, ranger 4
  dEScriPTioN
  This spell functions like summon nature’s ally I, except that you can 
  summon one 4th-level creature, 1d3 3rd-level creatures of the same 
  kind, or 1d4+1 lower-level creatures of the same kind.
  When you use a summoning spell to summon an air, chaotic, earth, 
  evil, fire, good, lawful, or water creature, it is a spell of that type.
  SummoN NATurE’S ALLy V
  School conjuration (summoning) [see text]; Level druid 5
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  280
  Pathfinder Roleplaying Game
  Rhinoceros (animal)
  Satyr [CN; with pipes]
  Snake, giant constrictor (animal)
  Nixie (sprite)
  Tojanida, adult1
  Whale, orca1 (animal)
  6th Level
  Dire bear
  Elemental, Huge (any)
  Elephant (animal)
  Girallon
  Megaraptor (dinosaur)
  Octopus, giant1 (animal)
  Pixie* (sprite) [NG; no special arrows]
  Salamander, average [NE]
  Whale, baleen1
  Xorn, average
  *Can’t cast irresistible dance
  7th Level
  Arrowhawk, elder
  Dire tiger
  Elemental, greater (any)
  Djinni (genie) [NG]
  Invisible stalker
  Pixie* (sprite) [NG; with sleep arrows]
  Squid, giant1 (animal)
  Triceratops (dinosaur)
  Tyrannosaurus (dinosaur)
  Whale, cachalot1 (animal)
  Xorn, elder
  *Can’t cast irresistible dance
  8th Level
  Dire shark1
  Roc
  Salamander, noble [NE]
  Tojanida, elder
  9th Level
  Elemental, elder
  Grig [NG; with fiddle] (sprite)
  Pixie* (sprite) [NG; with sleep and memory loss arrows]
  Unicorn, celestial charger
  *Can cast irresistible dance
  1 May be summoned only into an aquatic or watery environment.
  SuNBEAm
  School evocation [light]; Level druid 7
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range 60 ft.
  Area line from your hand
  duration 1 round/level or until all beams are exhausted
  Saving Throw Reflex negates and Reflex half; see text; Spell resistance yes
  dEScriPTioN
  For the duration of this spell, you can use a standard action to evoke a 
  dazzling beam of intense light each round. You can call forth one beam 
  per three caster levels (maximum six beams at 18th level). The spell ends 
  when its duration runs out or your allotment of beams is exhausted.
  Each creature in the beam is blinded and takes 4d6 points of damage. 
  Table 11–2: Summon Nature’s Ally
  1st Level
  Dire rat
  Eagle (animal)
  Monkey (animal)
  Octopus1 (animal)
  Owl (animal)
  Porpoise1 (animal)
  Snake, Small viper (animal)
  Wolf (animal)
  2nd Level
  Bear, black (animal)
  Crocodile (animal)
  Dire badger
  Dire bat
  Elemental, Small (any)
  Hippogriff
  Shark, Medium1 (animal)
  Snake, Medium viper (animal)
  Squid1 (animal)
  Wolverine (animal)
  3rd Level
  Ape (animal)
  Dire weasel
  Dire wolf
  Eagle, giant [NG]
  Lion
  Owl, giant [NG]
  Satyr [CN; without pipes]
  Shark, Large1 (animal)
  Snake, constrictor (animal)
  Snake, Large viper (animal)
  Thoqqua
  4th Level
  Arrowhawk, juvenile
  Bear, brown (animal)
  Crocodile, giant (animal)
  Deinonychus (dinosaur)
  Dire ape
  Dire boar
  Dire wolverine
  Elemental, Medium (any)
  Salamander, flamebrother [NE]
  Sea cat1
  Shark, Huge1 (animal)
  Snake, Huge viper (animal)
  Tiger (animal)
  Tojanida, juvenile1
  Unicorn [CG]
  Xorn, minor
  5th Level
  Arrowhawk, adult
  Bear, polar (animal)
  Dire lion
  Elasmosaurus1 (dinosaur)
  Elemental, Large (any)
  Griffon
  Janni (genie)
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  281
  Pathfinder RPG: Spells
  11
  Any creatures to which sunlight is harmful or unnatural take double 
  damage. A successful Reflex save negates the blindness and reduces the 
  damage by half.
  An undead creature caught within the beam takes 1d6 points of 
  damage per caster level (maximum 20d6), or half damage if a Reflex 
  save is successful. In addition, the beam results in the destruction of any 
  undead creature specifically harmed by bright light if it fails its save.
  The ultraviolet light generated by the spell deals damage to fungi, 
  mold, oozes, and slimes just as if they were undead creatures.
  SuNBurST
  School evocation [light]; Level druid 8, sorcerer/wizard 8
  cASTiNG
  casting Time 1 standard action
  components V, S, M/DF (sunstone and fire source)
  EFFEcT
  range long (400 ft. + 40 ft./level)
  Area 80-ft.-radius burst
  duration instantaneous
  Saving Throw Reflex partial; see text; Spell resistance yes
  dEScriPTioN
  Sunburst causes a globe of searing radiance to explode silently from 
  a point you select. All creatures in the globe are blinded and take 6d6 
  points of damage. A creature to which sunlight is harmful or unnatural 
  takes double damage. A successful Reflex save negates the blindness 
  and reduces the damage by half.
  An undead creature caught within the globe takes 1d6 points of 
  damage per caster level (maximum 25d6), or half damage if a Reflex save is 
  successful. In addition, the burst results in the destruction of any undead 
  creature specifically harmed by bright light if it fail its save.
  The ultraviolet light generated by the spell deals damage to fungi, 
  mold, oozes, and slimes just as if they were undead creatures.
  Sunburst dispels any darkness spells of lower than 9th level within 
  its area.
  TELEPAThic BoNd
  School divination; Level sorcerer/wizard 5
  cASTiNG
  casting Time 1 standard action
  components V, S, M (two eggshells from two different creatures)
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Targets you plus one willing creature per three levels, no two of which 
  can be more than 30 ft. apart
  duration 10 min./level (D)
  Saving Throw none; Spell resistance no
  dEScriPTioN
  You forge a telepathic bond among yourself and a number of willing 
  creatures, each of which must have an Intelligence score of 3 or higher. 
  Each creature included in the link is linked to all the others. The 
  creatures can communicate telepathically through the bond regardless 
  of language. No special power or influence is established as a result 
  of the bond. Once the bond is formed, it works over any distance 
  (although not from one plane to another).
  If desired, you may leave yourself out of the telepathic bond forged. 
  This decision must be made at the time of casting.
  Telepathic bond can be made permanent with a permanency spell, 
  though it only bonds two creatures per casting of permanency.
  TELEPorT
  School conjuration (teleportation); Level sorcerer/wizard 5
  cASTiNG
  casting Time 1 standard action
  components V
  EFFEcT
  range personal and touch
  Target you and touched objects or other touched willing creatures
  duration instantaneous
  Saving Throw none and Will negates (object); Spell resistance no and 
  yes (object)
  dEScriPTioN
  This spell instantly transports you to a designated destination, which may 
  be as distant as 100 miles per caster level. Interplanar travel is not possible. 
  You can bring along objects as long as their weight doesn’t exceed your 
  maximum load. You may also bring one additional willing Medium or smaller 
  creature (carrying gear or objects up to its maximum load) or its equivalent 
  (see below) per three caster levels. A Large creature counts as two Medium 
  creatures, a Huge creature counts as two Large creatures, and so forth. All 
  creatures to be transported must be in contact with one another, and at least 
  one of those creatures must be in contact with you. As with all spells where 
  the range is personal and the target is you, you need not make a saving 
  throw, nor is spell resistance applicable to you. Only objects held or in use 
  (attended) by another person receive saving throws and spell resistance.
  You must have some clear idea of the location and layout of the 
  destination. The clearer your mental image, the more likely the teleportation 
  works. Areas of strong physical or magical energy may make teleportation 
  more hazardous or even impossible.
  To see how well the teleportation works, roll d% and consult the 
  Teleport table. Refer to the following information for definitions of the 
  terms on the table.
  Familiarity: “Very familiar” is a place where you have been very often 
  and where you feel at home. “Studied carefully” is a place you know well, 
  either because you can currently see it, you’ve been there often, or you 
  have used other means (such as scrying) to study the place for at least 1 
  hour. “Seen casually” is a place that you have seen more than once but 
  with which you are not very familiar. “Viewed once” is a place that you have 
  seen once, possibly using magic. 
  “False destination” is a place that does not truly exist or if you are 
  teleporting to an otherwise familiar location that no longer exists as such 
  or has been so completely altered as to no longer be familiar to you. When 
  traveling to a false destination, roll 1d20+80 to obtain results on the table, 
  rather than rolling d%, since there is no real destination for you to hope to 
  arrive at or even be off target from.
  On Target You appear where you want to be.
  Off Target You appear safely a random distance away from the destination 
  in a random direction. Distance off target is 1d10x1d10% of the distance that 
  was to be traveled. The direction off target is determined randomly.
  Similar Area You wind up in an area that’s visually or thematically similar 
  to the target area.
  Generally, you appear in the closest similar place within range. If no such 
  area exists within the spell’s range, the spell simply fails instead.
  Mishap: You and anyone else teleporting with you have gotten 
  “scrambled.” You each take 1d10 points of damage, and you reroll on the 
  chart to see where you wind up. For these rerolls, roll 1d20+80. Each time 
  “Mishap” comes up, the characters take more damage and must reroll.
  Familiarity 
  on Target off Target Similar Area mishap
  Very familiar 
  01–97 
  98–99 
  100 
  —
  Studied carefully 
  01–94 
  95–97 
  98–99 
  100
  Seen casually 
  01–88 
  89–94 
  95–98 
  99–100
  Viewed once 
  01–76 
  77–88 
  89–96 
  97–100
  False destination (1d20+80) — 
  — 
  81–92 
  93–100
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  282
  Pathfinder Roleplaying Game
  TELEPorT oBJEcT
  School conjuration (teleportation); Level sorcerer/wizard 7
  EFFEcT
  range touch
  Target one touched object of up to 50 lb./level and 3 cu. ft./level
  Saving Throw Will negates (object); Spell resistance yes (object)
  dEScriPTioN
  This spell functions like teleport, except that it teleports an object, not 
  you. Creatures and magical forces cannot be teleported.
  If desired, the target object can be sent to a distant location on the 
  Ethereal Plane. In this case, the point from which the object was teleported 
  remains faintly magical until the item is retrieved. A successful targeted 
  dispel magic spell cast on that point brings the vanished item back from 
  the Ethereal Plane.
  TELEPorT, GrEATEr
  School conjuration (teleportation); Level sorcerer/wizard 7
  dEScriPTioN
  This spell functions like teleport, except that there is no range limit and there 
  is no chance you arrive off target. In addition, you need not have seen the 
  destination, but in that case you must have at least a reliable description 
  of the place to which you are teleporting. If you attempt to teleport with 
  insufficient information (or with misleading information), you disappear and 
  simply reappear in your original location. Interplanar travel is not possible.
  TELEPorTATioN circLE
  School conjuration (teleportation); Level sorcerer/wizard 9
  cASTiNG
  casting Time 10 minutes
  components V, M (amber dust to cover circle worth 1,000 gp)
  EFFEcT
  range 0 ft.
  Effect 5-ft.-radius circle that teleports those who activate it
  duration 10 min./level (D)
  Saving Throw none; Spell resistance yes
  dEScriPTioN
  You create a circle on the floor or other horizontal surface that teleports, 
  as greater teleport, any creature who stands on it to a designated spot. 
  Once you designate the destination for the circle, you can’t change it. 
  The spell fails if you attempt to set the circle to teleport creatures into a 
  solid object, to a place with which you are not familiar and have no clear 
  description, or to another plane.
  The circle itself is subtle and nearly impossible to notice. If you 
  intend to keep creatures from activating it accidentally, you need to 
  mark the circle in some way.
  Teleportation circle can be made permanent with a permanency spell. 
  A permanent teleportation circle that is disabled becomes inactive for 10 
  minutes, then can be triggered again as normal.
  Magic traps such as teleportation circle are hard to detect and disable. 
  A rogue (only) can use the Perception skill to find the circle and Disable 
  Device to thwart it. The DC in each case is 25 + spell level, or 34 in the case 
  of teleportation circle.
  TEmPorAL STASiS
  School transmutation; Level sorcerer/wizard 8
  cASTiNG
  casting Time 1 standard action
  components V, S, M (powdered diamond, emerald, ruby, and sapphire 
  dust worth 5,000 gp)
  EFFEcT
  range touch
  Target creature touched
  duration permanent
  Saving Throw Fortitude negates; Spell resistance yes
  dEScriPTioN
  You must succeed on a melee touch attack. You place the subject into 
  a state of suspended animation. For the creature, time ceases to flow 
  and its condition becomes fixed. The creature does not grow older. Its 
  body functions virtually cease, and no force or effect can harm it. This 
  state persists until the magic is removed (such as by a successful dispel 
  magic spell or a freedom spell).
  TimE SToP
  School transmutation; Level sorcerer/wizard 9
  cASTiNG
  casting Time 1 standard action
  components V
  EFFEcT
  range personal
  Target you
  duration 1d4+1 rounds (apparent time); see text
  dEScriPTioN
  This spell seems to make time cease to flow for everyone but you. In fact, 
  you speed up so greatly that all other creatures seem frozen, though they 
  are actually still moving at their normal speeds. You are free to act for 
  1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the 
  like can still harm you. While the time stop is in effect, other creatures are 
  invulnerable to your attacks and spells; you cannot target such creatures with 
  any attack or spell. A spell that affects an area and has a duration longer than 
  the remaining duration of the time stop have their normal effects on other 
  creatures once the time stop ends. Most spellcasters use the additional time 
  to improve their defenses, summon allies, or flee from combat.
  You cannot move or harm items held, carried, or worn by a creature 
  stuck in normal time, but you can affect any item that is not in another 
  creature’s possession.
  You are undetectable while time stop lasts. You cannot enter an area 
  protected by an antimagic field while under the effect of time stop.
  ToNGuES
  School divination; Level bard 2, cleric 4, sorcerer/wizard 3
  cASTiNG
  casting Time 1 standard action
  components V, M/DF (a clay model of a ziggurat)
  EFFEcT
  range touch
  Target creature touched
  duration 10 min./level
  Saving Throw Will negates (harmless); Spell resistance no
  dEScriPTioN
  This spell grants the creature touched the ability to speak and 
  understand the language of any intelligent creature, whether it is 
  a racial tongue or a regional dialect. The subject can speak only one 
  language at a time, although it may be able to understand several 
  languages. Tongues does not enable the subject to speak with creatures 
  who don’t speak. The subject can make itself understood as far as its 
  voice carries. This spell does not predispose any creature addressed 
  toward the subject in any way.
  Tongues can be made permanent with a permanency spell.
  Touch oF FATiGuE
  School necromancy; Level sorcerer/wizard 0
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  283
  Pathfinder RPG: Spells
  11
  cASTiNG
  casting Time 1 standard action
  components V, S, M (a drop of sweat)
  EFFEcT
  range touch
  Target creature touched
  duration 1 round/level
  Saving Throw Fortitude negates; Spell resistance yes
  dEScriPTioN
  You channel negative energy through your touch, fatiguing the target. 
  You must succeed on a touch attack to strike a target. The subject is 
  immediately fatigued for the spell’s duration.
  This spell has no effect on a creature that is already fatigued. Unlike with 
  normal fatigue, the effect ends as soon as the spell’s duration expires.
  Touch oF idiocy
  School enchantment (compulsion) [mind-affecting]; Level sorcerer/
  wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range touch
  Target living creature touched
  duration 10 min./level
  Saving Throw no; Spell resistance yes
  dEScriPTioN
  With a touch, you reduce the target’s mental faculties. Your 
  successful melee touch attack applies a 1d6 penalty to the target’s 
  Intelligence, Wisdom, and Charisma scores. This penalty can’t 
  reduce any of these scores below 1.
  This spell’s effect may make it impossible for the target to cast some 
  or all of its spells, if the requisite ability score drops below the minimum 
  required to cast spells of that level.
  TrEE ShAPE
  School transmutation; Level druid 2, ranger 3
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range personal
  Target you
  duration 1 hour/level (D)
  dEScriPTioN
  By means of this spell, you are able to assume the form of a Large living 
  tree or shrub or a Large dead tree trunk with a small number of limbs. 
  The closest inspection cannot reveal that the tree in question is actually a 
  magically concealed creature. To all normal tests you are, in fact, a tree or 
  shrub, although a detect magic spell reveals a faint transmutation on the tree. 
  While in tree form, you can observe all that transpires around you just as if 
  you were in your normal form, and your hit points and save bonuses remain 
  unaffected. You gain a +10 natural armor bonus to AC but have an effective 
  Dexterity score of 0 and a speed of 0 feet. You are immune to critical hits 
  while in tree form. All clothing and gear carried or worn changes with you.
  You can dismiss tree shape as a free action (instead of as a standard 
  action).
  TrEE STridE
  School conjuration (teleportation); Level druid 5, ranger 4
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range personal
  Target you
  duration 1 hour/level or until expended; see text
  dEScriPTioN
  You gain the ability to enter trees and move from inside one tree to inside 
  another tree. The first tree you enter and all others you enter must be of 
  the same kind, must be living, and must have girth at least equal to yours. 
  By moving into an oak tree (for example), you instantly know the location 
  of all other oak trees within transport range (see below) and may choose 
  whether you want to pass into one or simply step back out of the tree you 
  moved into. You may choose to pass to any tree of the appropriate kind 
  within the transport range as shown on the following table.
  Type of Tree 
  Transport range
  Oak, ash, yew 
  3,000 feet
  Elm, linden 
  2,000 feet
  Other deciduous 
  1,500 feet
  Any coniferous 
  1,000 feet
  All other trees 
  500 feet
  You may move into a tree up to one time per caster level (passing from one 
  tree to another counts only as moving into one tree). The spell lasts until the 
  duration expires or you exit a tree. Each transport is a full-round action.
  You can, at your option, remain within a tree without transporting 
  yourself, but you are forced out when the spell ends. If the tree in which 
  you are concealed is chopped down or burned, you are slain if you do not 
  exit before the process is complete.
  TruE rESurrEcTioN
  School conjuration (healing); Level cleric 9
  cASTiNG
  casting Time: 10 minutes
  components V, S, M, DF (diamond worth 25,000 gp)
  dEScriPTioN
  This spell functions like raise dead, except that you can resurrect a 
  creature that has been dead for as long as 10 years per caster level. 
  This spell can even bring back creatures whose bodies have been 
  destroyed, provided that you unambiguously identify the deceased in 
  some fashion (reciting the deceased’s time and place of birth or death 
  is the most common method).
  Upon completion of the spell, the creature is immediately restored 
  to full hit points, vigor, and health, with no loss of level (or Constitution 
  points) or prepared spells.
  You can revive someone killed by a death effect or someone who has 
  been turned into an undead creature and then destroyed. This spell can 
  also resurrect elementals or outsiders, but it can’t resurrect constructs 
  or undead creatures.
  Even true resurrection can’t restore to life a creature who has died of 
  old age.
  TruE SEEiNG
  School divination; Level cleric 5, druid 7, sorcerer/wizard 6
  cASTiNG
  casting Time 1 standard action
  components V, S, M (an eye ointment that costs 250 gp)
  EFFEcT
  range touch
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  284
  Pathfinder Roleplaying Game
  Target creature touched
  duration 1 min./level
  Saving Throw Will negates (harmless); Spell resistance yes (harmless)
  dEScriPTioN
  You confer on the subject the ability to see all things as they actually are. 
  The subject sees through normal and magical darkness, notices secret doors 
  hidden by magic, sees the exact locations of creatures or objects under 
  blur or displacement effects, sees invisible creatures or objects normally, 
  sees through illusions, and sees the true form of polymorphed, changed, 
  or transmuted things. Further, the subject can focus its vision to see into 
  the Ethereal Plane (but not into extradimensional spaces). The range of true 
  seeing conferred is 120 feet.
  True seeing, however, does not penetrate solid objects. It in no way confers 
  X-ray vision or its equivalent. It does not negate concealment, including that 
  caused by fog and the like. True seeing does not help the viewer see through 
  mundane disguises, spot creatures who are simply hiding, or notice secret 
  doors hidden by mundane means. In addition, the spell effects cannot be 
  further enhanced with known magic, so one cannot use true seeing through 
  a crystal ball or in conjunction with clairaudience/clairvoyance.
  TruE STrikE
  School divination; Level sorcerer/wizard 1
  cASTiNG
  casting Time 1 standard action
  components V, F (small wooden replica of an archery target)
  EFFEcT
  range personal
  Target you
  duration see text
  dEScriPTioN
  You gain temporary, intuitive insight into the immediate future during your 
  next attack. Your next single attack roll (if it is made before the end of the 
  next round) gains a +20 insight bonus. Additionally, you are not affected by 
  the miss chance that applies to attackers trying to strike a concealed target.
  uNdEATh To dEATh
  School necromancy; Level cleric 6, sorcerer/wizard 6
  cASTiNG
  components: V, S, M/DF (diamond powder worth 500 gp)
  EFFEcT
  Area several undead creatures within a 40-ft.-radius burst
  Saving Throw Will negates
  dEScriPTioN
  This spell functions like circle of death, except that it destroys undead 
  creatures as noted above.
  uNdETEcTABLE ALiGNmENT
  School abjuration; Level bard 1, cleric 2, paladin 2
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one creature or object
  duration 24 hours
  Saving Throw Will negates (object); Spell resistance yes (object)
  dEScriPTioN
  An undetectable alignment spell conceals the alignment of an object or a 
  creature from all forms of divination.
  uNhoLy AurA
  School abjuration [evil]; Level cleric 8
  cASTiNG
  casting Time 1 standard action
  components V, S, F (A tiny reliquary worth 500 gp)
  EFFEcT
  range 20 ft.
  Targets one creature/level in a 20-ft.-radius burst centered on you
  duration 1 round/level (D)
  Saving Throw see text; Spell resistance yes (harmless)
  dEScriPTioN
  A malevolent darkness surrounds the subjects, protecting them from 
  attacks, granting them resistance to spells cast by good creatures, 
  and weakening good creatures when they strike the subjects. This 
  abjuration has four effects.
  First, each warded creature gains a +4 deflection bonus to AC and a 
  +4 resistance bonus on saves. Unlike the effect of protection from good, 
  this benefit applies against all attacks, not just against attacks by good 
  creatures.
  Second, a warded creature gains spell resistance 25 against good spells 
  and spells cast by good creatures.
  Third, the abjuration blocks possession and mental influence, just as 
  protection from good does.
  Finally, if a good creature succeeds on a melee attack against a warded 
  creature, the offending attacker takes 1d6 points of temporary Strength 
  damage (Fortitude negates).
  uNhoLy BLiGhT
  School evocation [evil]; Level cleric 4
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Area 20-ft.-radius spread
  duration instantaneous (1d4 rounds); see text
  Saving Throw Will partial; Spell resistance yes
  dEScriPTioN
  You call up unholy power to smite your enemies. The power takes the 
  form of a cold, cloying miasma of greasy darkness.
  Only good and neutral (not evil) creatures are harmed by the spell.
  The spell deals 1d8 points of damage per two caster levels (maximum 
  5d8) to a good creature (or 1d6 per caster level, maximum 10d6, to a 
  good outsider) and causes it to be sickened for 1d4 rounds. A successful 
  Will save reduces damage to half and negates the sickened effect. The 
  effects cannot be negated by remove disease or heal, but remove curse 
  is effective.
  The spell deals only half damage to creatures who are neither evil nor 
  good, and they are not sickened. Such a creature can reduce the damage 
  in half again (down to one-quarter) with a successful Will save.
  uNSEEN SErVANT
  School conjuration (creation); Level bard 1, sorcerer/wizard 1
  cASTiNG
  casting Time 1 standard action
  components V, S, M (a piece of string and a bit of wood)
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Effect one invisible, mindless, shapeless servant
  duration 1 hour/level
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  285
  Pathfinder RPG: Spells
  11
  Saving Throw none; Spell resistance no
  dEScriPTioN
  An unseen servant is an invisible, mindless, shapeless force that 
  performs simple tasks at your command. It can run and fetch things, 
  open unstuck doors, and hold chairs, as well as clean and mend. The 
  servant can perform only one activity at a time, but it repeats the same 
  activity over and over again if told to do so as long as you remain within 
  range. It can open only normal doors, drawers, lids, and the like. It has 
  an effective Strength score of 2 (so it can lift 20 pounds or drag 100 
  pounds). It can trigger traps and such, but it can exert only 20 pounds 
  of force, which is not enough to activate certain pressure plates and 
  other devices. It can’t perform any task that requires a skill check with 
  a DC higher than 10 or that requires a check using a skill that can’t be 
  used untrained. Its speed is 15 feet.
  The servant cannot attack in any way; it is never allowed an attack roll. 
  It cannot be killed, but it dissipates if it takes 6 points of damage from 
  area attacks. (It gets no saves against attacks.) If you attempt to send 
  it beyond the spell’s range (measured from your current position), the 
  servant ceases to exist.
  VAmPiric Touch
  School necromancy; Level sorcerer/wizard 3
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range touch
  Target living creature touched
  duration instantaneous/1 hour; see text
  Saving Throw none; Spell resistance yes
  dEScriPTioN
  You must succeed on a melee touch attack. Your touch deals 1d6 points 
  of damage per two caster levels (maximum 10d6). You gain temporary 
  hit points equal to the damage you deal. You can’t gain more than the 
  subject’s current hit points +10, which is enough to kill the subject. The 
  temporary hit points disappear 1 hour later.
  VENTriLoQuiSm
  School illusion (figment); Level bard 1, sorcerer/wizard 1
  cASTiNG
  casting Time 1 standard action
  components V, F (parchment rolled into cone)
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Effect intelligible sound, usually speech
  duration 1 min./level (D)
  Saving Throw Will disbelief (if interacted with); Spell resistance no
  dEScriPTioN
  You can make your voice (or any sound that you can normally make vocally) 
  seem to issue from someplace else. You can speak in any language you 
  know. With respect to such voices and sounds, anyone who hears the sound 
  and rolls a successful save recognizes it as illusory (but still hears it).
  VirTuE
  School transmutation; Level cleric 0, druid 0, paladin 1
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range touch
  Target creature touched
  duration 1 min.
  Saving Throw Fortitude negates (harmless); Spell resistance yes (harmless)
  dEScriPTioN
  The subject gains 1 temporary hit point.
  ViSioN
  School divination; Level sorcerer/wizard 7
  cASTiNG
  casting Time 1 standard action
  dEScriPTioN
  This spell functions like legend lore, except that it works more quickly 
  and produces some strain on you. You pose a question about some 
  person, place, or object, then cast the spell. If the person or object 
  is at hand or if you are in the place in question, you receive a vision 
  about it by succeeding on a caster level check (1d20 +1 per caster level; 
  maximum +25) against DC 20. If only detailed information on the 
  person, place, or object is known, the DC is 25, and the information 
  gained is incomplete. If only rumors are known, the DC is 30, and the 
  information gained is vague.
  wAiL oF ThE BANShEE
  School necromancy [death, sonic]; Level sorcerer/wizard 9
  cASTiNG
  casting Time 1 standard action
  components V
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target one living creature/level within a 40-ft.-radius spread
  duration instantaneous
  Saving Throw Fortitude negates; Spell resistance yes
  dEScriPTioN
  You emit a terrible scream that possibly kills creatures that hear it 
  (except for yourself). The spell affects up to one creature per caster 
  level, inflicting 10 points of damage per caster level. Creatures closest 
  to the point of origin are affected first.
  wALL oF FirE
  School evocation [fire]; Level druid 5, sorcerer/wizard 4
  cASTiNG
  casting Time 1 standard action
  components V, S, M/DF (a piece of phosphorus)
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Effect opaque sheet of flame up to 20 ft. long/level or a ring of fire with 
  a radius of up to 5 ft. per two levels; either form 20 ft. high
  duration Concentration + 1 round/level
  Saving Throw none; Spell resistance yes
  dEScriPTioN
  An immobile, blazing curtain of shimmering violet fire springs into 
  existence. One side of the wall, selected by you, sends forth waves of 
  heat, dealing 2d4 points of fire damage to creatures within 10 feet and 
  1d4 points of fire damage to those past 10 feet but within 20 feet. The 
  wall deals this damage when it appears and on your turn each round 
  to all creatures in the area. In addition, the wall deals 2d6 points of 
  fire damage +1 point of fire damage per caster level (maximum +20) 
  to any creature passing through it. The wall deals double damage to 
  undead creatures.
  If you evoke the wall so that it appears where creatures are, each 
  creature takes damage as if passing through the wall. If any 5-foot length 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  286
  Pathfinder Roleplaying Game
  of wall takes 20 points of cold damage or more in 1 round, that length 
  goes out. (Do not divide cold damage by 4, as normal for objects.)
  Wall of fire can be made permanent with a permanency spell. A 
  permanent wall of fire that is extinguished by cold damage becomes 
  inactive for 10 minutes, then reforms at normal strength.
  wALL oF ForcE
  School evocation [force]; Level sorcerer/wizard 5
  cASTiNG
  casting Time 1 standard action
  components V, S, M (powdered quartz)
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Effect wall whose area is up to one 10-ft. square/level
  duration 1 round /level (D)
  Saving Throw none; Spell resistance no
  dEScriPTioN
  A wall of force spell creates an invisible wall of force. The wall cannot 
  move, it is immune to damage of all kinds, and it is unaffected by most 
  spells, including dispel magic. Disintegrate immediately destroys it, as 
  does a rod of cancellation, a sphere of annihilation, or a mage’s disjunction 
  spell. Breath weapons and spells cannot pass through the wall in either 
  direction, although dimension door, teleport, and similar effects can 
  bypass the barrier. It blocks ethereal creatures as well as material ones 
  (though ethereal creatures can usually get around the wall by floating 
  under or over it through material floors and ceilings). Gaze attacks can 
  operate through a wall of force.
  The caster can form the wall into a flat, vertical plane whose area is 
  up to one 10-foot square per level. The wall must be continuous and 
  unbroken when formed. If its surface is broken by any object or creature, 
  the spell fails.
  Wall of force can be made permanent with a permanency spell.
  wALL oF icE
  School evocation [cold]; Level sorcerer/wizard 4
  cASTiNG
  casting Time 1 standard action
  components V, S, M (a piece of quartz or rock crystal)
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Effect anchored plane of ice, up to one 10-ft. square/level, or hemisphere 
  of ice with a radius of up to 3 ft. + 1 ft./level
  duration 1 min./level
  Saving Throw Reflex negates; see text; Spell resistance yes
  dEScriPTioN
  This spell creates an anchored plane of ice or a hemisphere of ice, depending 
  on the version selected. A wall of ice cannot form in an area occupied by 
  physical objects or creatures. Its surface must be smooth and unbroken when 
  created. Any creature adjacent to the wall when it is created may attempt a 
  Reflex save to disrupt the wall as it is being formed. A successful save indicates 
  that the spell automatically fails. Fire can melt a wall of ice, and it deals full 
  damage to the wall (instead of the normal half damage taken by objects). 
  Suddenly melting a wall of ice creates a great cloud of steamy fog that lasts 
  for 10 minutes.
  Ice Plane: A sheet of strong, hard ice appears. The wall is 1 inch thick per caster 
  level. It covers up to a 10-foot-square area per caster level (so a 10th-level 
  wizard can create a wall of ice 100 feet long and 10 feet high, a wall 50 feet 
  long and 20 feet high, or any other combination of length and height that 
  does not exceed 1,000 square feet). The plane can be oriented in any fashion 
  as long as it is anchored. A vertical wall need only be anchored on the floor, 
  while a horizontal or slanting wall must be anchored on two opposite sides.
  Each 10-foot square of wall has 3 hit points per inch of thickness. Creatures 
  can hit the wall automatically. A section of wall whose hit points drop to 0 is 
  breached. If a creature tries to break through the wall with a single attack, the 
  DC for the Strength check is 15 + caster level.
  Even when the ice has been broken through, a sheet of frigid air remains. 
  Any creature stepping through it (including the one who broke through the 
  wall) takes 1d6 points of cold damage +1 point per caster level (no save).
  Hemisphere: The wall takes the form of a hemisphere whose maximum 
  radius is 3 feet + 1 foot per caster level. The hemisphere is as hard to break 
  through as the ice plane form, but it does not deal damage to those who go 
  through a breach.
  wALL oF SToNE
  School conjuration (creation) [earth]; Level cleric 5, druid 6, sorcerer/
  wizard 5
  cASTiNG
  casting Time 1 standard action
  components V, S, M/DF (a small block of granite)
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Effect stone wall whose area is up to one 5-ft. square/level (S)
  duration instantaneous
  Saving Throw see text; Spell resistance no
  dEScriPTioN
  This spell creates a wall of rock that merges into adjoining rock surfaces. 
  A wall of stone is 1 inch thick per four caster levels and composed of up 
  to one 5-foot square per level. You can double the wall’s area by halving 
  its thickness. The wall cannot be conjured so that it occupies the same 
  space as a creature or another object.
  Unlike a wall of iron, you can create a wall of stone in almost any shape 
  you desire. The wall created need not be vertical, nor rest upon any firm 
  foundation; however, it must merge with and be solidly supported by 
  existing stone. It can be used to bridge a chasm, for instance, or as a 
  ramp. For this use, if the span is more than 20 feet, the wall must be 
  arched and buttressed. This requirement reduces the spell’s area by half. 
  The wall can be crudely shaped to allow crenellations, battlements, and so 
  forth by likewise reducing the area.
  Like any other stone wall, this one can be destroyed by a disintegrate 
  spell or by normal means such as breaking and chipping. Each 5-foot 
  square of the wall has 15 hit points per inch of thickness and hardness 8. A 
  section of wall whose hit points drop to 0 is breached. If a creature tries to 
  break through the wall with a single attack, the DC for the Strength check 
  is 20 + 2 per inch of thickness.
  It is possible, but difficult, to trap mobile opponents within or under 
  a wall of stone, provided the wall is shaped so it can hold the creatures. 
  Creatures can avoid entrapment with successful Reflex saves.
  wArP wood
  School transmutation; Level druid 2
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Target 1 Small wooden object/level, all within a 20-ft. radius
  duration instantaneous
  Saving Throw Will negates (object); Spell resistance yes (object)
  dEScriPTioN
  You cause wood to bend and warp, permanently destroying its 
  straightness, form, and strength. A warped door springs open (or 
  becomes stuck, requiring a Strength check to open, at your option). 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  287
  Pathfinder RPG: Spells
  11
  A boat or ship springs a leak. Warped ranged weapons are useless. A 
  warped melee weapon causes a –4 penalty on attack rolls.
  You may warp one Small or smaller object or its equivalent per caster 
  level. A Medium object counts as two Small objects, a Large object 
  as four, a Huge object as eight, a Gargantuan object as sixteen, and a 
  Colossal object as thirty-two.
  Alternatively, you can unwarp wood (effectively warping it back to 
  normal) with this spell. Make whole, on the other hand, does no good in 
  repairing a warped item.
  You can combine multiple consecutive warp wood spells to warp (or 
  unwarp) an object that is too large for you to warp with a single spell. 
  Until the object is completely warped, it suffers no ill effects.
  wATEr BrEAThiNG
  School transmutation; Level cleric 3, druid 3, sorcerer/wizard 3
  cASTiNG
  casting Time 1 standard action
  components V, S, M/DF (short reed or piece of straw)
  EFFEcT
  range touch
  Target living creatures touched
  duration 2 hours/level; see text
  Saving Throw Will negates (harmless); Spell resistance yes (harmless)
  dEScriPTioN
  The transmuted creatures can breathe water freely. Divide the duration 
  evenly among all the creatures you touch. The spell does not make 
  creatures unable to breathe air.
  wATEr wALk
  School transmutation [water]; Level cleric 3, ranger 3
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range touch
  Targets one touched creature/level
  duration 10 min./level (D)
  Saving Throw Will negates (harmless); Spell resistance yes (harmless)
  dEScriPTioN
  The transmuted creatures can tread on any liquid as if it were firm 
  ground. Mud, oil, snow, quicksand, running water, ice, and even lava can 
  be traversed easily, since the subjects’ feet hover an inch or two above 
  the surface. Creatures crossing molten lava still take damage from the 
  heat because they are near it. The subjects can walk, run, charge, or 
  otherwise move across the surface as if it were normal ground.
  If the spell is cast underwater (or while the subjects are partially or 
  wholly submerged in whatever liquid they are in), the subjects are borne 
  toward the surface at 60 feet per round until they can stand on it.
  wAVES oF ExhAuSTioN
  School necromancy; Level sorcerer/wizard 7
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range 60 ft.
  Area cone-shaped burst
  duration instantaneous
  Saving Throw no; Spell resistance yes
  dEScriPTioN
  Waves of negative energy cause all living creatures in the spell’s area 
  to become exhausted. This spell has no effect on a creature that is 
  already exhausted.
  wAVES oF FATiGuE
  School necromancy; Level sorcerer/wizard 5
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range 30 ft.
  Area cone-shaped burst
  duration instantaneous
  Saving Throw no; Spell resistance yes
  dEScriPTioN
  Waves of negative energy render all living creatures in the spell’s 
  area fatigued. This spell has no effect on a creature that is already 
  fatigued.
  wEB
  School conjuration (creation); Level sorcerer/wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, S, M (spider web)
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Effect webs in a 20-ft.-radius spread
  duration 10 min./level (D)
  Saving Throw Reflex negates; see text; Spell resistance no
  dEScriPTioN
  Web creates a many-layered mass of strong, sticky strands. These strands 
  trap those caught in them. The strands are similar to spider webs but 
  far larger and tougher. These masses must be anchored to two or more 
  solid and diametrically opposed points or else the web collapses upon 
  itself and disappears. Creatures caught within a web become grappled 
  by the sticky fibers. Attacking a creature in a web doesn’t cause you to 
  become grappled.
  Anyone in the effect’s area when the spell is cast must make a Reflex 
  save. If this save succeeds, the creature is inside the webs, but is otherwise 
  unaffected. If the save fails, the creature gains the grappled condition, but 
  can break free by making a combat maneuver check or Escape Artist check 
  as a standard action against the DC of this spell. The entire area of the web 
  is considered difficult terrain.
  If you have at least 5 feet of web between you and an opponent, it 
  provides cover. If you have at least 20 feet of web between you, it provides 
  total cover.
  The strands of a web spell are flammable. A magic flaming sword can 
  slash them away as easily as a hand brushes away cobwebs. Any fire can set 
  the webs alight and burn away one 5-foot square in 1 round. All creatures 
  within flaming webs take 2d4 points of fire damage from the flames.
  Web can be made permanent with a permanency spell. A permanent 
  web that is damaged (but not destroyed) regrows in 10 minutes.
  wEird
  School illusion (phantasm) [fear, mind-affecting]; Level sorcerer/wizard 9
  EFFEcT
  Targets any number of creatures, no two of which can be more than 
  30 ft. apart
  dEScriPTioN
  This spell functions like phantasmal killer, except it can affect more than 
  one creature. Only the affected creatures see the phantasmal creatures 
  attacking them, though you see the attackers as shadowy shapes.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  288
  Pathfinder Roleplaying Game
  If a subject’s Fortitude save succeeds, it still takes 3d6 points of damage 
  and is stunned for 1 round. The subject also takes 1d4 points of 
  temporary Strength damage.
  whiSPEriNG wiNd
  School transmutation [air]; Level bard 2, sorcerer/wizard 2
  cASTiNG
  casting Time 1 standard action
  components V, S
  EFFEcT
  range 1 mile/level
  Area 10-ft.-radius spread
  duration no more than 1 hour/level or until discharged (destination 
  is reached)
  Saving Throw none; Spell resistance no
  dEScriPTioN
  You send a message or sound on the wind to a designated spot. The 
  whispering wind travels to a specific location within range that is familiar 
  to you, provided that it can find a way to the location. A whispering wind 
  is as gentle and unnoticed as a zephyr until it reaches the location. It 
  then delivers its whisper-quiet message or other sound. Note that the 
  message is delivered regardless of whether anyone is present to hear it. 
  The wind then dissipates.
  You can prepare the spell to bear a message of no more than twenty-
  five words, cause the spell to deliver other sounds for 1 round, or merely 
  have the whispering wind seem to be a faint stirring of the air. You can 
  likewise cause the whispering wind to move as slowly as 1 mile per hour or 
  as quickly as 1 mile per 10 minutes.
  When the spell reaches its objective, it swirls and remains in place 
  until the message is delivered. As with magic mouth, whispering wind 
  cannot speak verbal components, use command words, or activate 
  magical effects.
  wiNd wALk
  School transmutation [air]; Level cleric 6, druid 7
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range touch
  Targets you and one touched creature per three levels
  duration 1 hour/level (D); see text
  Saving Throw no and Will negates (harmless); Spell resistance no and 
  yes (harmless)
  dEScriPTioN
  You alter the substance of your body to a cloudlike vapor (as the gaseous 
  form spell) and move through the air, possibly at great speed. You can take 
  other creatures with you, each of which acts independently.
  Normally, a wind walker flies at a speed of 10 feet with perfect maneuverability. 
  If desired by the subject, a magical wind wafts a wind walker along at up 
  to 600 feet per round (60 mph) with poor maneuverability. Wind walkers 
  are not invisible but rather appear misty and translucent. If fully clothed 
  in white, they are 80% likely to be mistaken for clouds, fog, vapors, or the 
  like.
  A wind walker can regain its physical form as desired and later resume 
  the cloud form. Each change to and from vaporous form takes 5 rounds, 
  which counts toward the duration of the spell (as does any time spent in 
  physical form). As noted above, you can dismiss the spell, and you can even 
  dismiss it for individual wind walkers and not others.
  For the last minute of the spell’s duration, a wind walker in cloud form 
  automatically descends 60 feet per round (for a total of 600 feet), though 
  it may descend faster if it wishes. This descent serves as a warning that the 
  spell is about to end.
  wiNd wALL
  School evocation [air]; Level cleric 3, druid 3, ranger 2, sorcerer/wizard 3
  cASTiNG
  casting Time 1 standard action
  components V, S, M/DF (a tiny fan and an exotic feather)
  EFFEcT
  range medium (100 ft. + 10 ft./level)
  Effect wall up to 10 ft./level long and 5 ft./level high (S)
  duration 1 round/level
  Saving Throw none; see text; Spell resistance yes
  dEScriPTioN
  An invisible vertical curtain of wind appears. It is 2 feet thick and of 
  considerable strength. It is a roaring blast sufficient to blow away any 
  bird smaller than an eagle, or tear papers and similar materials from 
  unsuspecting hands. (A Reflex save allows a creature to maintain 
  its grasp on an object.) Tiny and Small flying creatures cannot pass 
  through the barrier. Loose materials and cloth garments fly upward 
  when caught in a wind wall. Arrows and bolts are deflected upward 
  and miss, while any other normal ranged weapon passing through 
  the wall has a 30% miss chance. (A giant-thrown boulder, a siege 
  engine projectile, and other massive ranged weapons are not 
  affected.) Gases, most gaseous breath weapons, and creatures in 
  gaseous form cannot pass through the wall (although it is no barrier 
  to incorporeal creatures).
  While the wall must be vertical, you can shape it in any continuous 
  path along the ground that you like. It is possible to create cylindrical or 
  square wind walls to enclose specific points. 
  wiSh
  School universal; Level sorcerer/wizard 9
  cASTiNG
  casting Time 1 standard action
  components V, S, M (diamond worth 25,000 gp)
  EFFEcT
  range see text
  Target, Effect, Area see text
  duration see text
  Saving Throw none, see text; Spell resistance yes
  dEScriPTioN
  Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking 
  aloud, you can alter reality to better suit you. Even wish, however, has its 
  limits. A wish can produce any one of the following effects.
  - Duplicate any wizard or sorcerer spell of 8th level or lower, provided 
  the spell is not of a school prohibited to you.
  - Duplicate any wizard or sorcerer spell of 7th level or lower even if it’s 
  of a prohibited school.
  - Duplicate any other spell of 6th level or lower, provided the spell is 
  not of a school prohibited to you.
  - Duplicate any other spell of 5th level or lower even if it’s of a 
  prohibited school. 
  - Undo the harmful effects of many other spells, such as geas/quest 
  or insanity.
  - Grant a creature a +1 inherent bonus to an ability score by 
  permanently reducing another ability score. Two to five wish spells cast in 
  immediate succession can grant a creature a +2 to +5 inherent bonus to an 
  ability score (two wishes for a +2 inherent bonus, three for a +3 inherent 
  bonus, and so on). Inherent bonuses are instantaneous, so they cannot be 
  dispelled. Note: An inherent bonus may not exceed +5 for a single ability 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  289
  Pathfinder RPG: Spells
  11
  score, and inherent bonuses to a particular ability score do not stack, so 
  only the best one applies. An ability score reduced in this way cannot 
  be restored except through casting another wish (causing another ability 
  score to drop).
  - Remove injuries and afflictions. A single wish can aid one creature per 
  caster level, and all subjects are cured of the same kind of affliction. For 
  example, you could heal all the damage you and your companions have 
  taken, or remove all poison effects from everyone in the party, but not do 
  both with the same wish. 
  - Revive the dead. A wish can bring a dead creature back to life by 
  duplicating a resurrection spell. A wish can revive a dead creature 
  whose body has been destroyed, but the task takes two wishes, one to 
  recreate the body and another to infuse the body with life again. A wish 
  cannot prevent a character who was brought back to life from gaining a 
  permanent negative level.
  - Transport travelers. A wish can lift one creature per caster level from 
  anywhere on any plane and place those creatures anywhere else on any 
  plane regardless of local conditions. An unwilling target gets a Will save 
  to negate the effect, and spell resistance (if any) applies.
  - Undo misfortune. A wish can undo a single recent event. The wish 
  forces a reroll of any roll made within the last round (including your last 
  turn). Reality reshapes itself to accommodate the new result. For example, 
  a wish could undo an opponent’s successful save, a foe’s successful critical 
  hit (either the attack roll or the critical roll), a friend’s failed save, and 
  so on. The reroll, however, may be as bad as or worse than the original 
  roll. An unwilling target gets a Will save to negate the effect, and spell 
  resistance (if any) applies.
  You may try to use a wish to produce greater effects than these, but 
  doing so is dangerous. (The wish may pervert your intent into a literal but 
  undesirable fulfillment or only a partial fulfillment.)
  Duplicated spells allow saves and spell resistance as normal (but save 
  DCs are for 9th-level spells).
  When a wish duplicates a spell with a material component that costs 
  more than 10,000 gp, you must provide that component (in addition to 
  the 25,000 gp diamond component for this spell).
  wood ShAPE
  School transmutation; Level druid 2
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range touch
  Target one touched piece of wood no larger than 10 cu. ft. + 1 cu. ft./level
  duration instantaneous
  Saving Throw Will negates (object); Spell resistance yes (object)
  dEScriPTioN
  Wood shape enables you to form one existing piece of wood into any 
  shape that suits your purpose. While it is possible to make crude coffers, 
  doors, and so forth, fine detail isn’t possible. There is a 30% chance that 
  any shape that includes moving parts simply doesn’t work.
  word oF rEcALL
  School conjuration (teleportation); Level cleric 6, druid 8
  cASTiNG
  casting Time 1 standard action
  components V
  EFFEcT
  range unlimited
  Target you and touched objects or other willing creatures
  duration instantaneous
  Saving Throw none or Will negates (harmless, object); Spell resistance 
  no or yes (harmless, object)
  dEScriPTioN
  Word of recall teleports you instantly back to your sanctuary when the 
  word is uttered. You must designate the sanctuary when you prepare the 
  spell, and it must be a very familiar place. The actual point of arrival is a 
  designated area no larger than 10 feet by 10 feet. You can be transported 
  any distance within a plane but cannot travel between planes. You can 
  transport, in addition to yourself, any objects you carry, as long as their 
  weight doesn’t exceed your maximum load. You may also bring one 
  additional willing Medium or smaller creature (carrying gear or objects 
  up to its maximum load) or its equivalent per three caster levels. A Large 
  creature counts as two Medium creatures, a Huge creature counts as two 
  Large creatures, and so forth. All creatures to be transported must be in 
  contact with one another, and at least one of those creatures must be in 
  contact with you. Exceeding this limit causes the spell to fail.
  An unwilling creature can’t be teleported by word of recall. Likewise, a 
  creature’s Will save (or spell resistance) prevents items in its possession 
  from being teleported. Unattended, nonmagical objects receive no 
  saving throw.
  zoNE oF SiLENcE
  School illusion (glamer); Level bard 4
  cASTiNG
  casting Time 1 round
  components V, S
  EFFEcT
  range personal
  Area 5-ft.-radius emanation centered on you
  duration 1 hour/level (D)
  dEScriPTioN
  By casting zone of silence, you manipulate sound waves in your immediate 
  vicinity so that you and those within the spell’s area can converse 
  normally, yet no one outside can hear your voices or any other noises 
  from within, including language-dependent or sonic spell effects. This 
  effect is centered on you and moves with you. Anyone who enters the 
  zone immediately becomes subject to its effects, but those who leave are 
  no longer affected. Note, however, that a successful Perception check to 
  read lips can still reveal what’s said inside a zone of silence.
  zoNE oF TruTh
  School enchantment (compulsion) [mind-affecting]; Level cleric 2, 
  paladin 2
  cASTiNG
  casting Time 1 standard action
  components V, S, DF
  EFFEcT
  range close (25 ft. + 5 ft./2 levels)
  Area 20-ft.-radius emanation
  duration 1 min./level
  Saving Throw Will negates; Spell resistance yes
  dEScriPTioN
  Creatures within the emanation area (or those who enter it) can’t speak 
  any deliberate and intentional lies. Each potentially affected creature is 
  allowed a save to avoid the effects when the spell is cast or when the 
  creature first enters the emanation area. Affected creatures are aware 
  of this enchantment. Therefore, they may avoid answering questions to 
  which they would normally respond with a lie, or they may be evasive as 
  long as they remain within the boundaries of the truth. Creatures who 
  leave the area are free to speak as they choose.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  290
  Running the Pathfinder rPg
  Pathfinder Roleplaying Game
  group consists of six players, two of which are 4th level 
  and four of which are 5th level, their APL is six (28 total 
  levels, divided by six players, rounding up, and adding 
  one to the final result). Next, refer to Table 12–1 to de-
  termine the Challenge Rating the group should face, de-
  pending on the difficulty of the challenge. Once you have 
  the CR of the encounter, it is time to build it, using mon-
  sters, traps, and other hazards. Find the total XP award 
  for the encounter using its CR on Table 12–3. Next, add 
  creatures, traps, and hazards whose combined XP does 
  not exceed this total. Each creature, trap, and hazard is 
  worth an amount of XP determined by its CR, as noted on 
  Table 12–3. Make sure to add the highest CR challenges to 
  the encounter first, f illing out the remaining total with 
  lesser creatures.
  For example, let’s say you want your group of six 8th-lev-
  el PCs to face a challenging encounter against a group of 
  gargoyles (CR 4) and their stone giant boss (CR 8). The PCs 
  Y
  ou can use the Pathfinder RPG to tell all of the fantasy 
  adventures you could with the 3.5 OGL system by 
  simply replacing the rules in that document with their 
  corresponding rules here. Most of the implications of these 
  rule changes have been accounted for in this document, 
  giving you all the tools you need to enjoy this Beta playtest 
  version of the Pathfinder RPG. In some cases, entirely new 
  rules may have been added to enhance play.
  EncountErs
  Building encounters works a little bit differently in the 
  Pathfinder RPG. When designing an encounter, your first 
  decision is what level of challenge you want your PCs to 
  face. Start by determining the average level of your player 
  characters (or Average Party Level, APL for short). If your 
  group contains six or more players, add one to their aver-
  age level. If you group contains three or fewer players, 
  subtract one from their average level. For example, if your 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  291
  Pathfinder RPG: Running the Pathfinder RPG 12
  have an APL of 9, and a challenging encounter for them 
  is CR 10. A CR 10 encounter is worth 9,600 XP. The stone 
  giant is CR 8 and is worth 4,800 XP, leaving us with 4,800 
  XP for the gargoyles. Gargoyles are CR 4 and are worth 
  1,200 XP each, meaning that the encounter can have four 
  gargoyles. We could go one step further and include only 
  three gargoyles, leaving us with 1,200 XP to spend on a trio 
  of Small earth elemental servants (CR 1, each worth 400 
  XP) to work with the stone giant.
  Adding NPCs: Creatures without racial Hit Dice are 
  factored into combats a little differently than normal 
  monsters or monsters with class levels. A creature that 
  possesses class levels, but does not have any racial Hit 
  Dice, is factored in as a creature with a CR equal to its 
  class levels –2. A creature that only possesses non-player 
  class levels (such as a warrior or adept) is factored in as a 
  creature with a CR equal to its class levels –3.
  High CR Encounters:  The XP values for high CR 
  e ncounters can seem quite daunting. Table 12–2 provides 
  some simple formulas to help you manage these large 
  numbers. When using a large number of identical crea-
  tures, this chart can help simplify the math by c ombining 
  them into one CR, making it easier to find their total XP 
  value. For example, using this chart, four CR 8 creatures 
  (worth 4,800 XP each) are equivalent to a CR 12 creature 
  (worth 19,200 XP).
  AwArding ExpEriEncE
  The Pathfinder RPG uses its own unique experience point 
  (XP) charts for determining character advancement. These 
  charts add up to big numbers, but the characters earn 
  correspondingly larger XP rewards for defeating monsters 
  and overcoming roleplaying encounters.
  As the game progresses, the GM should keep a list of the 
  CRs of all the monsters, traps, obstacles, and roleplaying 
  encounters overcome. At the end of each session, the GM 
  should award XP to each PC that participated in the events 
  of the session. Each monster, trap, and obstacle awards a 
  set amount of XP, regardless of the level of the party in 
  relation to the challenge. Challenges that have a CR of 10 
  or less than the APL do not award any experience points. 
  Roleplaying encounters generally have a CR equal to the 
  average level of the party (although particularly easy or 
  hard roleplaying encounters might be one higher or 
  lower). There are two methods for awarding XP. While 
  one is more exact, it requires a calculator for ease of use. 
  The other is slightly more abstract, but only requires 
  simple addition.
  Using the list of challenges defeated, look up the value 
  of each CR on Table 12–3. For the more exact method, take 
  the total XP awarded for each CR and add them up. Next, 
  divide this total by the number of characters and award this 
  amount to each party member. For the simpler method, 
  take the individual XP awarded for each CR based on the 
  size of your group and add them up. Award this amount to 
  each character.
  Story Awards
  In addition to XP awarded for defeating monsters, 
  players should be awarded experience points whenever 
  they conclude a major storyline or make an important 
  accomplishment. These awards should be worth an 
  amount of experience points equal to two encounters 
  of a CR equal to the APL. Particularly long or difficult 
  story arcs might award even more, at the discretion of 
  the GM.
  trEAsurE
  As PCs gain levels, the amount of treasure they carry and 
  use increases as well. The Pathfinder RPG assumes that all 
  of the PCs have roughly an equal amount of treasure and 
  magic items, depending on their level. To accomplish this, 
  the amount of treasure and magic items the PCs receive for 
  their adventures is determined by the Challenge Rating of 
  the monsters they face.
  Table 12–4 lists the amount of treasure each PC is 
  expected to have at a specific level. This table assumes 
  an average fantasy game. Low fantasy games might have 
  only half this value, while high fantasy games might have 
  double the value. It is assumed that some of this treasure 
  is consumed in the course of an adventure (such as potions 
  and scrolls), and that some of the less useful items are sold 
  for half value so more useful gear can be purchased. This 
  table can also be used to purchase gear for characters above 
  Table 12–1: Encounter Design
  Difficulty 
  Challenge Rating Equals…
  Easy 
  APL –1
  Average 
  APL
  Challenging 
  APL +1
  Hard 
  APL +2
  Epic 
  APL +3 
  Table 12–2: CR Equivalencies
  Number of Creatures 
  Equal to…
  1 Creature 
  CR
  2 Creatures 
  CR +2
  3 Creatures 
  CR +3
  4 Creatures 
  CR +4
  6 Creatures 
  CR +5
  8 Creatures 
  CR +6
  12 Creatures 
  CR +7
  16 Creatures 
  CR +8
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  292
  Pathfinder Roleplaying Game
  1st level. Higher level characters should spend no more than 
  half their total wealth on any single item. For a balanced 
  approach, PCs that are built after 1st level should spend no 
  more than 25% of their wealth on weapons, 25% on armor 
  and protective devices, 25% on other magic items, 15% on 
  disposable items (like potions, scrolls, and wands), and 10% 
  on ordinary gear and coins. Different character types might 
  spend their wealth differently than these percentages allow 
  (such as arcane casters who generally spend very little on 
  weapons and a great deal more on other magic items and 
  disposable items).
  Table 12–5 lists the amount of treasure each encounter 
  should award based on the average level of the PCs and 
  the type of campaign (slow, medium, or fast XP). Easy 
  encounters should award treasure one level lower than 
  the PCs’ average level. Challenging, hard, and epic 
  encounters should award treasure one, two, or three 
  levels higher than the PCs’ average level, respectively. 
  If you are running a low fantasy game, cut these values 
  in half. If you are running a high fantasy game, double 
  these values.
  Encounters against NPCs typically award three 
  times as much treasure as a normal encounter against 
  monsters, due to their gear. To compensate for this, 
  make sure to have the PCs face off against a pair of 
  additional encounters that award little in the way 
  of treasure. Alternatively, if the PCs face a number of 
  creatures with little or no treasure, they should have the 
  opportunity to acquire a number of significantly more 
  valuable objects sometime in the near future to make 
  up for the imbalance. As a general rule, PCs should not 
  own any magic item worth more than half their total 
  character wealth, so make sure to check before awarding 
  expensive magic items.
  MonstErs
  There are a wide variety of monsters available in the 3.5 
  rules set, from terrifying dragons to playful sprites. With 
  only a few minor modifications, many of these monsters 
  can be used as they are currently printed (see the conversion 
  section). New monsters, however, should be built using the 
  rules of the Pathfinder RPG. 
  Creating Monsters
  Creating a monster is part science and part art. The 
  following guidelines are provided to assist with the 
  science half of monster creation. Along the way, you will 
  find a number of tips to help balance the monster for its 
  Challenge Rating (CR).
  Step 1: Concept
  The first step in creating a new monster is to define its 
  concept and role in the game. Generally, this involves 
  picking the monster’s CR, its type, its appearance, 
  and how it fights. Once you have these basic pieces of 
  information, you should find a number of similar 
  monsters of the same type and roughly the same CR for 
  comparison purposes.
  Step 2: Target Statistics
  Once you have a creature’s type and CR determined, use 
  Table 12–6 to determine its approximate statistics by CR. 
  These values are a rough guideline only. You will notice 
  that many of the existing monsters in the 3.5 rules set do 
  not follow these guidelines exactly. When referring to 
  Table 12–6, keep the following points in mind.
  CR: This is the approximate Challenge Rating of the 
  monster. This number might change slightly as the 
  design progresses.
  Hit Points: This is the approximate hit point total 
  for the monster. Note that a creature with a particularly 
  Table 12–3: Experience Point Awards
   
   
  Individual XP
  CR 
  Total XP 
  1–3 
  4–5 
  6+
  1/8 
  50 
  15 
  15 
  10
  1/6 
  65 
  20 
  15 
  10
  1/4 
  100 
  35 
  25 
  15 
  1/3 
  135 
  45 
  35 
  25 
  1/2 
  200 
  65 
  50 
  35
  1 
  400 
  135 
  100 
  65
  2 
  600 
  200 
  150 
  100 
  3 
  800 
  265 
  200 
  135 
  4 
  1,200 
  400 
  300 
  200
  5 
  1,600 
  535 
  400 
  265
  6 
  2,400 
  800 
  600 
  400 
  7 
  3,200 
  1,070 
  800 
  535 
  8 
  4,800 
  1,600 
  1,200 
  800 
  9 
  6,400 
  2,130 
  1,600 
  1,070
  10 
  9,600 
  3,200 
  2,400 
  1,600 
  11 
  12,800 
  4,270 
  3,200 
  2,130 
  12 
  19,200 
  6,400 
  4,800 
  3,200
  13 
  25,600 
  8,530 
  6,400 
  4,270
  14 
  38,400 
  12,800 
  9,600 
  6,400 
  15 
  51,200 
  17,100 
  12,800 
  8,530 
  16 
  76,800 
  25,600 
  19,200 
  12,800
  17 
  102,400 
  34,100 
  25,600 
  17,100
  18 
  153,600 
  51,200 
  38,400 
  25,600 
  19 
  204,800 
  68,300 
  51,200 
  34,100 
  20 
  307,200 
  102,000 
  76,800 
  51,200
  21 
  409,600 
  137,000 
  102,400 
  68,300
  22 
  614,400 
  205,000 
  153,600 
  102,400 
  23 
  819,200 
  273,000 
  204,800 
  137,000 
  24 
  1,228,800 
  410,000 
  307,200 
  204,800
  25 
  1,638,400 
  546,000 
  409,600 
  273,000
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  293
  Pathfinder RPG: Running the Pathfinder RPG 12
  high Armor Class, high saving throws, or a number of 
  resistances might have a lower number. Outsiders and 
  constructs typically have lower hit point totals.
  Armor Class: This is the average Armor Class for 
  a creature of this CR. When it comes time to design 
  the creature’s protections, keep this number in mind. 
  Creatures with hit points above the average often have 
  lower Armor Class values to compensate.
  High Attack: This the average total attack bonus for a 
  creature of this CR that is primarily a melee or ranged 
  combatants. Creatures with a higher than normal average 
  damage typically have a lower attack value to compensate. 
  Creatures with a lower than normal average damage 
  typically have a higher attack value.
  Low Attack: This is the average total attack bonus for 
  a creature of this CR that does not rely upon melee or 
  ranged attacks to deal damage. This typically includes 
  most creatures that rely upon spells and spell-like abilities 
  in combat.
  High Average Damage: This is the average amount 
  of damage dealt by a creature of this CR if all of its 
  attacks are successful. The amount of damage dealt 
  by a creature might decrease if its attack bonuses are 
  higher than normal. To determine a creature’s average 
  damage, add the average value for all the damage dice 
  Designer Notes: High and Low Fantasy
  Magic items are an important component of a PC’s arsenal. 
  If you want to run a low fantasy campaign where magic is 
  rare, treat all of your PCs as if they were one level lower when 
  designing challenges for them. If you want to run a high 
  fantasy campaign where magic is common, treat all of your 
  PCs as if they were one level higher when creating encounters. 
  You might need to make other adjustments along the way, 
  especially with a low magic campaign (creatures with damage 
  reduction become especially difficult to hurt).
  Table 12–4: Character Wealth by level
   PC Level 
  Wealth
   2 
  1,000 gp
   3 
  3,000 gp
   4 
  6,000 gp
   5 
  10,500 gp
   6 
  16,000 gp
   7 
  23,500 gp
   8 
  33,000 gp
   9 
  46,000 gp
   10 
  62,000 gp
   11 
  82,000 gp
   12 
  108,000 gp
   13 
  140,000 gp
   14 
  185,000 gp
   15 
  240,000 gp
   16 
  315,000 gp
   17 
  410,000 gp
   18 
  530,000 gp
   19 
  685,000 gp
   20 
  880,000 gp
  Table 12–5: Treasure Values Per Encounter
  Average Party 
   
  Treasure per Encounter
  Level 
  Slow 
  Medium 
  Fast
  1  
  170 gp 
  260 gp 
  400 gp
  2  
  350 gp 
  550 gp 
  800 gp
  3  
  550 gp 
  800 gp 
  1,200 gp
  4  
  750 gp 
  1,150 gp 
  1,700 gp
  5  
  1,000 gp 
  1,550 gp 
  2,300 gp
  6  
  1,350 gp 
  2,000 gp 
  3,000 gp
  7  
  1,750 gp 
  2,600 gp 
  3,900 gp
  8  
  2,200 gp 
  3,350 gp 
  5,000 gp
  9  
  2,850 gp 
  4,250 gp 
  6,400 gp
  10 
  3,650 gp 
  5,450 gp 
  8,200 gp
  11  
  4,650 gp 
  7,000 gp 
  10,500 gp
  12  
  6,000 gp 
  9,000 gp 
  13,500 gp
  13  
  7,750 gp 
  11,600 gp 
  17,500 gp
  14 
  10,000 gp 
  15,000 gp 
  22,000 gp
  15  
  13,000 gp 
  19,500 gp 
  29,000 gp
  16  
  16,500 gp 
  25,000 gp 
  38,000 gp
  17  
  22,000 gp 
  32,000 gp 
  48,000 gp
  18 
  28,000 gp 
  41,000 gp 
  62,000 gp
  19  
  35,000 gp 
  53,000 gp 
  79,000 gp
  20 
  44,000 gp 
  67,000 gp 
  100,000 gp
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  294
  Pathfinder Roleplaying Game
  rolled (as determined by Table 12–10) to the damage 
  modifier for each attack.
  Low Average Damage: Like the high average damage, 
  this is the amount of damage dealt by a creature of this 
  CR if all of its attacks are successful. A creature that 
  relies on melee or ranged weapons in combat should 
  not have an average amount of damage lower than this 
  number.
  Primary Ability DC: This is the average Difficulty 
  Class (DC) for any spells, spell-like abilities, and special 
  abilities (such as breath weapons) possessed by a creature 
  of this CR that relies on such attacks in combat. If an 
  ability is particularly powerful, it might have a lower DC 
  to compensate.
  Secondary Ability DC: This is the average DC for spells 
  and special abilities for a creature that does not rely on 
  Table 12–6: Monster Statistics by CR
    
  Hit 
  Armor 
  High 
  Low 
  High Avg. 
  Low Avg. 
  Primary 
  Secondary 
  Good 
  Poor
  CR 
  Points 
  Class 
  Attack 
  Attack 
  Damage 
  Damage 
  Ability DC 
  Ability DC 
  Save 
  Save
  1/2 
  5 
  11 
  1 
  0 
  4 
  3 
  11 
  8 
  3 
  0
  1  
  10 
  12 
  2 
  1 
  6 
  4 
  12 
  9 
  4 
  1
  2  
  20 
  14 
  4 
  3 
  8 
  6 
  13 
  9 
  4 
  1
  3  
  30 
  15 
  6 
  4 
  10 
  7 
  14 
  10 
  5 
  2
  4  
  40 
  17 
  8 
  6 
  13 
  9 
  15 
  10 
  7 
  3
  5  
  55 
  18 
  10 
  7 
  16 
  12 
  15 
  11 
  8 
  4
  6  
  70 
  19 
  12 
  9 
  20 
  15 
  16 
  11 
  8 
  5
  7  
  85 
  21 
  13 
  9 
  24 
  18 
  17 
  12 
  9 
  6
  8  
  100 
  22 
  15 
  11 
  29 
  21 
  18 
  12 
  11 
  7
  9  
  115 
  23 
  17 
  12 
  34 
  25 
  18 
  13 
  12 
  8
  10 
  130 
  25 
  18 
  13 
  40 
  30 
  19 
  13 
  12 
  8
  11  
  145 
  26 
  19 
  14 
  46 
  34 
  20 
  14 
  13 
  9
  12  
  165 
  27 
  21 
  15 
  53 
  39 
  21 
  15 
  15 
  11
  13  
  185 
  29 
  22 
  16 
  60 
  45 
  21 
  15 
  16 
  12
  14 
  200 
  30 
  23 
  17 
  68 
  51 
  22 
  16 
  16 
  12
  15  
  220 
  31 
  24 
  18 
  76 
  57 
  23 
  16 
  17 
  13
  16  
  240 
  33 
  26 
  19 
  85 
  63 
  24 
  17 
  19 
  14
  17  
  270 
  34 
  27 
  20 
  94 
  70 
  24 
  18 
  20 
  15
  18 
  300 
  35 
  28 
  21 
  104 
  78 
  25 
  18 
  20 
  16
  19  
  330 
  37 
  29 
  21 
  114 
  85 
  26 
  19 
  20 
  16
  20 
  370 
  38 
  30 
  22 
  125 
  93 
  27 
  20 
  22 
  17
  Table 12–7: Creature Hit Dice
  Creature 
   
   
   
   
   
   
   
   
   Challenge Rating
  Type  
  1/2 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20
  Aberration 
  1 
  2 
  3 
  4 
  5 
  6 
  8 
  9 
  10 
  11 
  12 
  14 
  16 
  17 
  18 
  19 
  21 
  23 
  24 
  26 
  30
  Animal 
  1 
  2 
  3 
  4 
  5 
  6 
  8 
  9 
  10 
  11 
  12 
  14 
  16 
  17 
  18 
  19 
  21 
  23 
  24 
  26 
  30
  Construct 
  1 
  2 
  3 
  4 
  5 
  6 
  8 
  9 
  11 
  12 
  13 
  14 
  16 
  18 
  19 
  21 
  22 
  23 
  26 
  29 
  32
  Dragon 
  1 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  18 
  20 
  22 
  24 
  26
  Elemental 
  1 
  2 
  3 
  4 
  5 
  6 
  8 
  9 
  10 
  11 
  12 
  14 
  16 
  17 
  18 
  19 
  21 
  23 
  24 
  26 
  30
  Fey 
  1 
  2 
  3 
  4 
  5 
  6 
  8 
  9 
  10 
  11 
  12 
  14 
  16 
  17 
  18 
  19 
  21 
  23 
  24 
  26 
  30
  Giant 
  1 
  2 
  3 
  4 
  5 
  6 
  8 
  9 
  11 
  12 
  13 
  14 
  16 
  18 
  19 
  21 
  22 
  23 
  26 
  29 
  32
  Humanoid 
  1 
  2 
  4 
  5 
  6 
  8 
  10 
  11 
  13 
  15 
  16 
  17 
  19 
  21 
  23 
  25 
  27 
  29 
  32 
  35 
  38
  Magical Beast 
  1 
  1 
  2 
  3 
  4 
  6 
  7 
  8 
  10 
  11 
  12 
  13 
  14 
  16 
  17 
  18 
  19 
  21 
  22 
  24 
  26
  Mon. Humanoid 
  1 
  2 
  3 
  4 
  5 
  6 
  8 
  9 
  10 
  11 
  12 
  14 
  16 
  17 
  18 
  19 
  21 
  23 
  24 
  26 
  30
  Ooze 
  1 
  2 
  3 
  4 
  5 
  7 
  9 
  10 
  12 
  14 
  15 
  16 
  17 
  19 
  21 
  23 
  25 
  27 
  29 
  31 
  34
  Outsider 
  1 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  18 
  20 
  22 
  24 
  26
  Plant 
  1 
  2 
  3 
  4 
  5 
  6 
  8 
  9 
  10 
  11 
  12 
  14 
  16 
  17 
  18 
  19 
  21 
  23 
  24 
  26 
  30
  Undead 
  1 
  2 
  3 
  4 
  5 
  6 
  8 
  9 
  11 
  12 
  13 
  14 
  16 
  18 
  19 
  21 
  22 
  23 
  26 
  29 
  32
  Vermin 
  1 
  2 
  4 
  5 
  6 
  8 
  10 
  11 
  13 
  15 
  16 
  17 
  19 
  21 
  23 
  25 
  27 
  29 
  32 
  35 
  38
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  295
  Pathfinder RPG: Running the Pathfinder RPG 12
  such attacks in combat. Generally, a DC should not be 
  lower than this number.
  Good Save: This is the average saving throw bonus 
  for a creature of this CR if the saving throw is one of the 
  creature’s good saving throws.
  Poor Save: This is the average saving throw bonus for 
  a creature of this CR if the saving throw is one of the 
  creature’s poor saving throws.
  Step 3: Hit Dice
  The next step in creating a monster is to determine the 
  approximate number of Hit Dice it has. Hit Dice determine 
  a wide variety of other statistics that the creature has, 
  including its feats, skills, hit points, attack bonus, and 
  special ability DCs. 
  A creature’s total number of Hit Dice depends on a 
  number of factors, but the two most important are its 
  CR and its type. Table 12–7 gives an average number of 
  Hit Dice for each creature type, depending on its CR. 
  While many of the monsters in the 3.5 rules set are close 
  to these values, some are not. This is because they have 
  higher or lower average hit points, due to their Armor 
  Class or resistances. Some creatures, such as dragons 
  and some outsiders, might vary from these numbers by 
  a fair margin.
  Step 4: Size
  Now that you have the creature’s average statistics, it is time 
  to pick its size. Most creatures range in size from Small 
  to Huge, but other sizes are not uncommon. A creature’s 
  size sets a baseline for its physical ability scores and its 
  natural weapon damage. You should pick a size that fits the 
  creature’s role and Challenge Rating. Generally, creatures 
  above Large have a high CR, whereas small creatures have 
  a low CR. See table 12–8 for more information.
  Minimum CR: Creatures of this size should be the listed 
  CR or higher.
  Maximum CR: Creatures of this size should be the 
  listed CR or lower.
  Base Strength: This is the average Strength score for a 
  creature of this size. Your creature might vary significantly 
  from this number. 
  Base Dexterity: This is the average Dexterity score for a 
  creature of this size. Your creature might vary significantly 
  from this number.
  Base Constitution: This is the average Constitution 
  score for a creature of this size. Your creature might vary 
  significantly from this number.
  Primary Attack: This is the typical damage dice rolled 
  for the natural attack of a creature of this size. This value is 
  used for the primary attack of a creature, such as its bite.
  Secondary Attack: This is the typical damage dice rolled 
  for the natural attack of a creature of this size. This value is 
  used for the secondary attacks of a creature, such as claws, 
  stings, tails, tentacles, or wings. 
  Step 4: Abilities
  Once you have determined a creature’s size, type, and 
  Hit Dice, it is time to move on to its ability scores. The 
  bonuses granted from these ability scores should increase 
  a creature’s hit points, attack bonuses, and saving throws 
  to the approximate values presented on Table 12–6.
  A creature’s physical ability scores (Strength, Dexterity, 
  and Constitution) should be relatively close to the base 
  values presented on Table 12–8, depending on its size. 
  A creature’s overall concept should determine the final 
  scores. For example, an agile Huge creature might have a 
  Dexterity of 16, whereas an agile Tiny creature might have 
  a Dexterity of 24. As a general note, creatures that focus on 
  melee combat should have a Strength score above the listed 
  base, whereas those that focus on ranged should have a 
  higher Dexterity. Creatures with a low number of Hit Dice 
  but a high average hit point total should have a higher than 
  normal Constitution.
  A creature’s mental ability scores (Intelligence, Wisdom, 
  and Charisma) are largely defined by the creature’s 
  concept. The base for all of these abilities is 10, so a score 
  that is above or below that value should be a part of the 
  Table 12–8: Size
    
  Minimum 
  Maximum 
  Base 
  Base 
  Base 
  Primary 
  Secondary
  Size 
  CR 
  CR 
  Str 
  Dex 
  Con 
  Attack 
  Attack
  Fine 
  — 
  2 
  1 
  18 
  8 
  1 
  1
  Diminutive 
  — 
  4 
  1 
  16 
  8 
  1d2 
  1
  Tiny 
  — 
  6 
  2 
  14 
  8 
  1d3 
  1d2
  Small 
  — 
  — 
  6 
  12 
  8 
  1d4 
  1d3
  Medium 
  — 
  — 
  10 
  10 
  10 
  1d6 
  1d4
  Large 
  2 
  — 
  18 
  8 
  14 
  1d8 
  1d6
  Huge 
  4 
  — 
  26 
  6 
  18 
  2d6 
  1d8
  Gargantuan 
  6 
  — 
  34 
  6 
  22 
  2d8 
  2d6
  Colossal 
  8 
  — 
  42 
  6 
  26 
  4d6 
  2d8
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  296
  Pathfinder Roleplaying Game
  creature’s concept. Creatures that rely on spells and 
  spell-like abilities in combat should have one mental 
  ability score that stands out (usually Charisma). The DC 
  for these abilities is based off one of these three scores. 
  Animals and other creatures incapable of speech have an 
  Intelligence score of 2 or lower. Unintelligent undead, 
  constructs, oozes, plants, and vermin do not always have 
  an Intelligence score. Any mental ability score above 20 is 
  considered superhuman.
  Step 5: Skills and Feats
  Using Table 12–9, determine how many skill points your 
  creature has based on its type and Hit Dice. Assign these 
  points as determined by the creature’s concept. Any skill 
  that the creature has ranks in is considered a class skill 
  for the creature. Any skill without assigned skill points is 
  not a class skill for the creature, even if advanced versions 
  of the creature have ranks in those skills. Creatures with 
  a low Intelligence typically only have ranks in Dexterity- 
  and Strength-based skills.
  After you have assigned skills, it is time to assign the 
  creature’s feats. Each creature with an Intelligence score 
  receives a number of feats equal to 1 + 1 per 3 Hit Dice. A 
  creature must qualify to take a feat as normal.
  Step 6: Other Statistics
  Using Table 12–9, you can now determine a number of 
  the creature’s statistics, including its Armor Class, attack 
  bonuses and damage, combat maneuver modifier, hit 
  points, initiative modifier, saving throws, and speed.
  When building a creature’s Armor Class, start by adding 
  armor, shield, and natural armor bonuses to its Dexterity 
  modifier. If a creature does not wear armor, give it a tougher 
  hide to get it near its average AC. Remember that a creature 
  with a higher hit point total might have a lower Armor Class, 
  whereas a creature with fewer hit points might have a higher 
  Armor Class. If a creature’s Armor Class deviates from the 
  average by more than five points, it might not be the right 
  CR. Note that undead use their Charisma bonus in place 
  of their Constitution bonus when determining hit points 
  (although skeletons, zombies, and other mindless undead 
  should have their Charisma scores set to 10).
  When determining a creature’s attack bonuses, refer to 
  the guidelines from Table 12–6 based on the creature’s CR. 
  If the bonus is too low, consider increasing the creature’s 
  Strength or Dexterity, or increase the amount of damage 
  it deals to above the average. If the bonus is too high, 
  consider decreasing the creature’s Strength or Dexterity, 
  or decrease the amount of damage it deals. If this value 
  is significantly different and the creature is intended to 
  rely on melee or ranged attacks, consider adjusting the 
  creature’s CR.
  Use Table 12–10 to determine the number of damage 
  dice, combined with damage bonuses, the creature needs to 
  reach the average damage for its CR. The creature might 
  need additional or more damaging attacks to approach 
  the average. Remember that creatures that primarily deal 
  damage with other abilities, such as spells, do not need to 
  meet the average damage for their attacks. You can also use 
  Table 12–10 to determine a creature’s average hit points. 
  Table 12–9: Creature Statistics by Type
  Type 
  Hit Die 
  Attack Bonus 
  Good Saving Throws 
  Skill Ranks*
  Aberration 
  d8 
  HD x3/4 (as cleric) 
  Will 
  2 + Int mod per HD
  Animal 
  d8 
  HD x3/4 (as cleric) 
  Fort, Ref (and sometimes Will) 
  2 + Int mod per HD
  Construct 
  d10 
  HD x3/4 (as cleric) 
  — 
  2 + Int mod per HD**
  Dragon 
  d12 
  HD (as fighter) 
  Fort, Ref, Will 
  6 + Int mod per HD
  Elemental 
  d8 
  HD x3/4 (as cleric) 
  Ref (Air, Fire), or 
  2 + Int mod per HD
    
   
   
  Fort (Earth, Water) 
  Fey 
  d6 
  HD x1/2 (as wizard) 
  Ref, Will 
  6 + Int mod per HD
  Giant 
  d8 
  HD x3/4 (as cleric) 
  Fort 
  2 + Int mod per HD
  Humanoid 
  d8 
  HD x3/4 (as cleric) 
  Varies (any one) 
  2 + Int mod per HD
  Magical beast 
  d10 
  HD (as fighter) 
  Fort, Ref 
  2 + Int mod per HD
  Monstrous humanoid 
  d8 
  HD (as fighter) 
  Ref, Will 
  2 + Int mod per HD
  Ooze 
  d10 
  HD x3/4 (as cleric) 
  — 
  2 + Int mod per HD**
  Outsider 
  d8 
  HD (as fighter) 
  Fort, Ref, Will 
  8 + Int mod per HD
  Plant 
  d8 
  HD x3/4 (as cleric) 
  Fort 
  2 + Int mod per HD**
  Undead 
  d12 
  HD x1/2 (as wizard) 
  Will 
  4 + Int mod per HD**
  Vermin 
  d8 
  HD x3/4 (as cleric) 
  Fort 
  2 + Int mod per HD**
  * As long as a creature has an Intelligence of at least 1, it gains a minimum of 1 skill point per Hit Die.
  ** Creatures with an Intelligence score of “—” gain no skill points or feats.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  297
  Pathfinder RPG: Running the Pathfinder RPG 12
  Repeat this process for a creature’s saving throws. If the 
  saving throws are too high, consider altering the ability 
  scores on which they are based. 
  When determining a creature’s speed, first decide if it 
  has any alternative modes of movement, such as burrowing, 
  climbing, flying, or swimming. Most Medium creatures 
  have a base land speed of 30 feet. Quadrupeds and Large 
  creatures increase this by 10 feet each. Small creatures 
  decrease this base land speed by 10 feet. If a creature is 
  particularly fast or slow, modify the base land speed by 
  10 feet. Burrowing and climbing speeds are usually one 
  half of a creature’s base land speed, while flying speeds 
  are roughly double. Remember to give a creature the 
  appropriate skills for any unusual movement methods.
  Table 12–10: Average Die Results
  Die Type 
  Average Result
  d4 
  2.5
  d6 
  3.5
  d8 
  4.5
  d10 
  5.5
  d12 
  6.5
  d20 
  10.5
  Step 7: Special Abilities and Qualities
  Up to this point, the creature only has abilities and 
  qualities that any character might attain. Creatures 
  are different from characters based on classes in that 
  they receive a number of special abilities and qualities. Each 
  of these is tied closely to the creature’s concept, allowing 
  it to fill a specific role in the game. These abilities and 
  qualities can take nearly any form, from a breath weapon 
  to spells, damage reduction to tremorsense. For examples, 
  look at existing monsters from the 3.5 rules set.
  When designing your own abilities, keep the following 
  guidelines in mind. Most special abilities that cause 
  damage, such as breath weapons, give a save (Fortitude, 
  Reflex, or Will depending on the ability). The DC for 
  almost all special abilities is equal to 10 + 1/2 the creature’s 
  Hit Dice + a relevant ability modifier (usually Constitution 
  or Charisma depending on the ability). Special abilities 
  that add to melee and ranged attacks generally do not allow 
  a save, as they rely on the attacks hitting to be useful. 
  There are a host of special qualities and defenses to 
  make your creature tougher. As a general rule, the higher 
  the CR, the more prevalent these abilities are. Resistances 
  to certain energy types and special senses are common 
  in CR 5 creatures and lower. Damage reduction, energy 
  immunities, and regeneration become more common in 
  creatures above CR 5. Spell resistance and immunities 
  become more common above CR 10. Note that these 
  are just guidelines; some low-CR creatures possess spell 
  resistance and not all high CR creatures have energy 
  resistance. Excessive immunities and resistances should 
  either increase a creature’s CR or lower its Hit Dice and 
  hit point total.
  Step 8: Treasure
  Unless a creature uses its treasure, most creatures do 
  not use equipment. A creature should have an amount 
  of treasure appropriate to its CR. See Table 12–5 for a list 
  of treasure totals based on CR. For most creatures, its 
  treasure consists of the loot from its recent meals that are 
  strewn across its lair. For others, it represents equipment 
  or valuable trophies from its past victims. Make sure to 
  account for any weapons or armor that the creature is 
  using, as determined by step 7.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  298
  Pathfinder Roleplaying Game
  Step 9: Details
  Now that you have all of the creature’s statistics sorted 
  out, it is time to fill in all the details, such as name, 
  alignment, space, reach, environment, and ecology. You 
  should determine whether or not the creature acts alone 
  or as part of group. If the creature tends to keep other 
  creatures as pets, you should note that too and plan your 
  encounters appropriately. Finally, you should build a 
  few simple encounters using the creature to figure out 
  if it works the way you intended, comparing it to other 
  similar creatures.
  convErsion
  There are two ways to convert existing 3.5 OGL 
  adventures, monsters, and other game content to work 
  with the Pathfinder RPG. The first option is incredibly 
  simple and requires next to no work on the part of the 
  GM. The second option requires a small amount of 
  work, adjusting options and rules that are altered for the 
  Pathfinder RPG. 
  Option 1: Quick Conversion
  The simplest option in converting existing material to 
  work with the Pathfinder RPG is to use the content as is. 
  The Pathfinder RPG is designed with ultimate flexibility in 
  mind, and many of its changes are in smaller subsystems 
  that are easily substituted. Despite this, there are still some 
  things to keep in mind.
  Monsters and NPCs will be slightly less powerful 
  than their Pathfinder RPG counterparts. They have a 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  299
  Pathfinder RPG: Running the Pathfinder RPG 12
  few less abilities, feats, and skills. While this shouldn’t 
  unbalance encounters too much, you might want to make 
  a few “on the fly” adjustments when needed, such as 
  giving an important high-level villain a few extra feats, 
  powers, and hit points appropriate for his class. Bards, 
  rangers, rogues, sorcerers, and wizards should all receive 
  1 additional hit point per level. Make sure to also add 1 
  additional hit point for each level the character has in its 
  favored class.
  Some of the rules systems work a bit differently. For 
  example, the listed grapple modifiers for creatures do 
  not exactly match the same creature’s combat maneuver 
  bonus unless the creature is Medium. It is important to 
  remember that a number of skills have changed. Keep the 
  bonus for these skills and allow use of the new combined 
  skills normally, treating them as trained if the converted 
  creature or character possesses any ranks in the equivalent 
  skills from the old system.
  Existing adventures assume the fast experience point 
  progression. If you want your campaign to follow one 
  of the slower progressions, you will need to adjust the 
  difficulty of longer adventures which assume that the 
  PCs reach a certain level by the conclusion. This can be 
  accomplished by reducing the challenges they face or by 
  adding additional encounters to allow the PCs to gain 
  more XP, or you can always continue to use the existing 
  XP charts.
  Converting characters is simple as well. Most classes 
  don’t lose abilities and most gain a number of new powers. 
  Simply add these new powers to the existing characters. 
  Each character will also need to rebuild their feat and 
  skill selections. To determine a character’s current XP 
  total, determine if the character is beyond halfway to 
  his next level. If he is, set his XP total to the halfway 
  mark between his current level and the next level. If he 
  is not, set his XP total to the beginning of his current 
  level’s XP total. If you prefer a more precise method, use 
  percentages instead.
  Option 2: Complete Conversion
  Complete conversion requires a bit more work, as it 
  requires rebuilding the skills, feats, and powers of all of 
  the monsters and NPCs in the existing product. To help 
  you with this, here are a few simple guidelines. 
  Apply racial modifiers first, as these have the largest 
  effect on a creature’s stat block. Generally, this means that 
  one ability increases by +2, and all skills and checks related 
  to that ability increase by +1. 
  Rebuild the creature’s skills. Determine the number 
  of skill ranks the creature should have and use those 
  to purchase all of the skills the creature had before 
  conversion. Apply excess skill ranks to appropriate skills. 
  In general, assume that any skill that the monster had 
  ranks in before conversion is a class skill for the monster 
  after conversion. Remember that creatures with a natural 
  flight ability always consider Fly a class skill.
  Rebuild the creature’s feats. As of this release, 
  monsters do not change in this regard. Since none of the 
  prerequisites for any of the feats have changed, simply 
  check to make sure that a given feat was not removed due 
  to redundancy. Add additional feats to creatures with 
  levels in a character class, paying special attention to 
  combat feats.
  Check hit points. On average, bards, rangers, rogues, 
  sorcerers, and wizards should all receive 1 additional hit 
  point per level. Monsters are unchanged as of this release. 
  Make sure to also add 1 additional hit point for each level 
  the character has in its favored class.
  Calculate the creature’s combat maneuver bonus (CMB).
  If the creature has levels of cleric or wizard, remove 
  any bonus spells granted due to domains or school 
  specialization. Add the new abilities granted by domains 
  and arcane schools.
  Determine the creature’s XP total. If it is a monster, refer 
  to Table 12–3 to find its XP value. If it is a PC, determine 
  how close the character was to the next level as a percentage 
  and use that percentage to determine the character’s exact 
  XP total using Table 4–1.
  Apply the guidelines from the Quick Conversion option 
  as needed.
  Power Level
  Characters built using the Pathfinder RPG rules (and some 
  of the options from the later 3.5 rule supplements) are 
  slightly more powerful than their counterparts. There are 
  two ways you can account for this. First, you can adjust the 
  challenges in the adventures accordingly, either by adding 
  a few extra monsters or by simply giving the monster more 
  hit points. Alternatively, you can treat characters that use 
  these rules as one level higher when building challenges or 
  choosing a published adventure. Note that this advantage 
  becomes less relevant at higher levels (above 10th), meaning 
  that fewer adjustments are necessary.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  300
  AdditionAl Rules
  Pathfinder Roleplaying Game
  or creators, and other creatures have wandered in. Many 
  subterranean creatures look for abandoned underground 
  constructions in which to make their lairs. Any traps that 
  might exist have probably been set off, but wandering 
  beasts might very well be common.
  Occupied Structure: This type of dungeon is still in use. 
  Creatures (usually intelligent) live there, although they 
  might not be the dungeon’s creators. An occupied s tructure 
  might be a home, a fortress, a temple, an active mine, a 
  prison, or a headquarters. This type of d ungeon is less 
  likely to have traps or wandering beasts, and more likely 
  to have organized guards—both on watch and on p atrol. 
  Traps or wandering beasts that might be e ncountered 
  are usually under the control of the o ccupants. Occupied 
  s tructures have furnishings to suit the i nhabitants, 
  as well as d ecorations, supplies, and the ability for 
  o ccupants to move around. The inhabitants might have a 
  c ommunication system, and they almost certainly control 
  an access to the outside.
  T
  his chapter contains rules to help the GM a djudicate 
  the game world, including rules for dungeons and 
  their features, traps, various types of terrain, and 
  e nvironmental hazards. 
  DUNGEONS
  Of all the places that an adventurer might be found, none 
  is more common than the dungeon. These labyrinths full 
  of deadly traps, hungry monsters, and priceless treasure 
  test every skill a character possesses.
  Types of Dungeons
  The four basic dungeon types are defined by their current 
  status. Many dungeons are variations on these basic types 
  or combinations of more than one of them. Sometimes old 
  dungeons are used again and again by different i nhabitants 
  for different purposes.
  Ruined Structure: Once occupied, this place is now 
  abandoned (completely or in part) by its original creator 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  301
  Table 13–1: Walls
  Wall Type 
  Typical Thickness  
  Break DC 
  Hardness 
  Hit Points1 
  Climb DC
  Masonry 
  1 ft. 
  35 
  8 
  90 hp 
  15
  Superior masonry 
  1 ft. 
  35 
  8 
  90 hp 
  20
  Reinforced masonry 
  1 ft. 
  45 
  8 
  180 hp 
  15
  Hewn stone 
  3 ft. 
  50 
  8 
  540 hp 
  22
  Unworked stone 
  5 ft. 
  65 
  8 
  900 hp 
  20
  Iron 
  3 in. 
  30 
  10 
  90 hp 
  25
  Paper 
  Paper-thin 
  1 
  — 
  1 hp 
  30
  Wood 
  6 in. 
  20 
  5 
  60 hp 
  21
  Magically treated2 
  — 
  +20 
  x2 
  ×23 
  —
  1 Per 10-foot-by-10-foot section.
  2 These modifiers can be applied to any of the other wall types.
  3 Or an additional 50 hit points, whichever is greater.
  Pathfinder RPG: Additional Rules 13
  Some dungeons are partially occupied and partially 
  empty or in ruins. In such cases, the occupants are t ypically 
  not the original builders but instead a group of intelligent 
  creatures that have set up their base, lair, or fortification 
  within an abandoned dungeon.
  Safe Storage: When people want to protect something, 
  they might bury it underground. Whether the item they 
  want to protect is a fabulous treasure, a forbidden artifact, 
  or the dead body of an important figure, these valuable 
  objects are placed within a dungeon and surrounded by 
  barriers, traps, and guardians.
  The safe storage type of dungeon is the most likely to 
  have traps but the least likely to have wandering beasts. 
  This type of dungeon normally is built for function rather 
  than appearance, but sometimes it has ornamentation in 
  the form of statuary or painted walls. This is particularly 
  true of the tombs of important people.
  Sometimes, however, a vault or a crypt is constructed 
  in such a way as to house living guardians. The problem 
  with this strategy is that something must be done to keep 
  the creatures alive between intrusion attempts. Magic is 
  u sually the best solution to provide food and water for these 
  creatures. Builders of vaults or tombs often use u ndead 
  creatures or constructs, both of which have no need for 
  sustenance or rest, to guard their dungeons. Magic traps 
  can attack intruders by summoning monsters into the 
  dungeon that disappear when their task is done.
  Natural Cavern Complex: Underground caves provide 
  homes for all sorts of subterranean monsters. Created 
  naturally and connected by a labyrinthine tunnel system, 
  these caverns lack any sort of pattern, order, or decoration. 
  With no intelligent force behind its construction, this type 
  of dungeon is the least likely to have traps or even doors.
  Fungi of all sorts thrive in caves, sometimes growing in 
  huge forests of mushrooms and puffballs. Subterranean 
  predators prowl these forests, looking for those feeding 
  upon the fungi. Some varieties of fungus give off a phos-
  phorescent glow, providing a natural cavern complex with 
  its own limited light source. In other areas, a daylight spell 
  or similar magical effect can provide enough light for 
  green plants to grow.
  Often, a natural cavern complex connects with another 
  type of dungeon, the caves having been discovered when 
  the manufactured dungeon was delved. A cavern complex 
  can connect two otherwise unrelated dungeons, some-
  times creating a strange mixed environment. A natural 
  cavern complex joined with another dungeon often pro-
  vides a route by which subterranean creatures find their 
  way into a manufactured dungeon and populate it.
  Dungeon Terrain
  The following rules cover the basics of terrain that can be 
  found in a dungeon.
  Walls
  Sometimes, masonry walls—stones piled on top of each 
  other (usually but not always held in place with mortar)—
  divide dungeons into corridors and chambers. Dungeon 
  walls can also be hewn from solid rock, leaving them 
  with a rough, chiseled look. Or, dungeon walls can be the 
  smooth, unblemished stone of a naturally occurring cave. 
  Dungeon walls are difficult to break down or through, but 
  they’re generally easy to climb.
  Masonry Walls: The most common kind of dungeon 
  wall, masonry walls are usually at least 1 foot thick. 
  Often, these ancient walls sport cracks and crevices, and 
  s ometimes dangerous slimes or small monsters live in 
  these areas and wait for prey. Masonry walls stop all but 
  the loudest noises. It takes a DC 20 Climb check to travel 
  along a masonry wall.
  Superior Masonry Walls: Sometimes masonry walls are 
  better built (smoother, with tighter-fitting stones and les s 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  302
  Pathfinder Roleplaying Game
  cracking), and occasionally these superior walls are c overed 
  with plaster or stucco. Covered walls often bear paintings, 
  carved reliefs, or other decoration. Superior masonry walls 
  are no more difficult to destroy than r egular masonry 
  walls but are more difficult to climb (DC 25).
  Hewn Stone Walls: Such walls usually result when a 
  chamber or passage is tunneled out from solid rock. The 
  rough surface of a hewn wall frequently provides m inuscule 
  ledges where fungus grows and fissures where vermin, 
  bats, and subterranean snakes live. When such a wall has 
  an “other side” (it separates two chambers in the dungeon), 
  the wall is usually at least 3 feet thick; anything thinner 
  risks collapsing from the weight of all the stone overhead. 
  It takes a DC 25 Climb check to climb a hewn stone wall.
  Unworked Stone Walls: These surfaces are uneven and 
  rarely flat. They are smooth to the touch but filled with 
  tiny holes, hidden alcoves, and ledges at various heights. 
  They’re also usually wet or at least damp, since it’s water 
  that most frequently creates natural caves. When such a 
  wall has an “other side,” the wall is usually at least 5 feet 
  thick. It takes a DC 15 Climb check to move along an 
  u nworked stone wall. 
  Reinforced Walls: These are masonry walls with iron 
  bars on one or both sides of the wall, or placed within the 
  wall to strengthen it. The hardness of a reinforced wall 
  remains the same, but its hit points are doubled and the 
  Strength check DC to break through it is increased by 10.
  Iron Walls: These walls are placed within dungeons 
  around important places such as vaults. 
  Paper Walls: Paper walls are the opposite of iron walls, 
  placed as screens to block line of sight but nothing more.
  Wooden Walls: Wooden walls often exist as recent 
  a dditions to older dungeons, used to create animal pens, 
  storage bins, or just to make a number of smaller rooms 
  out of a larger one.
  Magically Treated Walls: These walls are stronger than 
  average, with a greater hardness, more hit points, and a 
  higher break DC. Magic can usually double the hardness 
  and hit points of a wall and add up to 20 to the break DC. 
  A magically treated wall also gains a saving throw against 
  spells that could affect it, with the save bonus equaling 2 + 
  one-half the caster level of the magic reinforcing the wall. 
  Creating a magic wall requires the Craft Wondrous Item 
  feat and the expenditure of 1,500 gp for each 10 foot-by-10-
  foot wall section.
  Walls with Arrow Slits: Walls with arrow slits can be 
  made of any durable material but are most c ommonly 
  m asonry, hewn stone, or wood. Such a wall allows 
  d efenders to fire arrows or crossbow bolts at intruders 
  from behind the safety of the wall. Archers behind arrow 
  slits have i mproved cover that gives them a +8 bonus to 
  Armor Class, a +4 bonus on Reflex saves, and the benefits 
  of the improved evasion class feature.
  Floors
  As with walls, dungeon floors come in many types.
  Flagstone: Like masonry walls, flagstone floors are 
  made of fitted stones. They are usually cracked and only 
  somewhat level. Slime and mold grows in these cracks. 
  Sometimes water runs in rivulets between the stones or 
  sits in stagnant puddles. Flagstone is the most common 
  dungeon floor.
  Uneven Flagstone: Over time, some floors can become 
  so uneven that a DC 10 Acrobatics check is required to run 
  or charge across the surface. Failure means the character 
  can’t move that round. Floors as treacherous as this should 
  be the exception, not the rule.
  Hewn Stone Floors: Rough and uneven, hewn floors 
  are usually covered with loose stones, gravel, dirt, or o ther 
  d ebris. A DC 10 Acrobatics check is required to run or 
  charge across such a floor. Failure means the character 
  can still act, but can’t run or charge in this round.
  Light Rubble: Small chunks of debris litter the ground. 
  Light rubble adds 2 to the DC of Acrobatics checks.
  Dense Rubble: The ground is covered with debris of all 
  sizes. It costs 2 squares of movement to enter a square with 
  dense rubble. Dense rubble adds 5 to the DC of Acrobatics 
  checks, and it adds 2 to the DC of Stealth checks.
  Smooth Stone Floors: Finished and sometimes even 
  polished, smooth floors are found only in dungeons with 
  capable and careful builders. 
  Natural Stone Floors: The floor of a natural cave is as 
  uneven as the walls. Caves rarely have flat surfaces of any 
  great size. Rather, their floors have many levels. Some 
  a djacent floor surfaces might vary in elevation by only 
  a foot, so that moving from one to the other is no more 
  d ifficult than negotiating a stair step, but in other places 
  the floor might suddenly drop off or rise up several feet or 
  more, r equiring Climb checks to get from one surface to 
  the other. Unless a path has been worn and well marked in 
  the floor of a natural cave, it takes 2 squares of movement 
  to enter a square with a natural stone floor, and the DC of 
  Acrobatics checks increases by 5. Running and charging 
  are impossible, except along paths.
  Slippery: Water, ice, slime, or blood can make any of the 
  dungeon floors described in this section more treacherous. 
  Slippery floors increase the DC of Acrobatics checks by 5. 
  Grate: A grate often covers a pit or an area lower than the 
  main floor. Grates are usually made from iron, but large 
  ones can also be made from iron-bound timbers. Many 
  grates have hinges to allow access to what lies below (such 
  grates can be locked like any door), while others are per-
  manent and designed to not move. A typical 1-inch-thick 
  iron grate has 25 hit points, hardness 10, and a DC of 27 for 
  Strength checks to break through it or tear it loose.
  Ledge: Ledges allow creatures to walk above some lower 
  area. They often circle around pits, run along underground 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  303
  Table 13–2: Doors
    
    
  Break DC
  Door Type 
  Typical Thickness 
  Hardness 
  Hit Points 
  Stuck Locked
  Simple wooden 
  1 in. 
  5 
  10 hp 
  13 15
  Good wooden 
  1-1/2 in. 
  5 
  15 hp 
  16 18
  Strong wooden 
  2 in. 
  5 
  20 hp 
  23 25
  Stone 
  4 in. 
  8 
  60 hp 
  28 28
  Iron 
  2 in. 
  10 
  60 hp 
  28 28
  Portcullis, wooden 
  3 in 
  5 
  30 hp 
  251 251
  Portcullis, iron 
  2 in. 
  10 
  60 hp 
  251 251
  Lock 
  — 
  15 
  30 hp 
  — —
  Hinge 
  — 
  10 
  30 hp 
  — —
  1 DC to lift. Use appropriate door figure for breaking.
  Pathfinder RPG: Additional Rules 13
  streams, form balconies around large rooms, or provide a 
  place for archers to stand while firing upon enemies be-
  low. Narrow ledges (12 inches wide or less) require those 
  moving along them to make Acrobatics checks. Failure re-
  sults in the moving character falling off the ledge. Ledges 
  sometimes have railings. In such a case, characters gain 
  a +5 circumstance bonus on Acrobatics checks to move 
  along the ledge. A character who is next to a railing gains 
  a +2 circumstance bonus on his opposed Strength check to 
  avoid being bull rushed off the edge.
  Ledges can also have low walls 2 to 3 feet high along their 
  edges. Such walls provide cover against attackers within 30 
  feet on the other side of the wall, as long as the target is 
  closer to the low wall than the attacker is.
  Transparent Floor: Transparent floors, made of 
  r einforced glass or magic materials (even a wall of force), 
  allow a dangerous setting to be viewed safely from above. 
  Transparent floors are sometimes placed over lava pools, 
  arenas, monster dens, and torture chambers. They can be 
  used by defenders to watch key areas for intruders.
  Sliding Floors: A sliding floor is a type of trapdoor, 
  d esigned to be moved and thus reveal something that lies 
  beneath it. A typical sliding floor moves so slowly that 
  a nyone standing on one can avoid falling into the gap it cre-
  ates, assuming there’s somewhere else to go. If such a floor 
  slides quickly enough that there’s a chance of a character 
  falling into whatever lies beneath—a spiked pit, a vat of 
  burning oil, or a pool filled with sharks—then it’s a trap.
  Trap Floors: Some floors are designed to become 
  s uddenly dangerous. With the application of just the right 
  amount of weight, or the pull of a lever somewhere nearby, 
  spikes protrude from the floor, gouts of steam or flame 
  shoot up from hidden holes, or the entire floor tilts. These 
  strange floors are sometimes found in an arena, designed 
  to make combats more exciting and deadly. Construct 
  these floors as you would any other trap. 
  Doors
  Doors in dungeons are much more than mere entrances 
  and exits. Often they can be encounters all by themselves. 
  Dungeon doors come in three basic types: wooden, stone, 
  and iron.
  Wooden Doors: Constructed of thick planks nailed 
  t ogether, sometimes bound with iron for strength (and to 
  reduce swelling from dungeon dampness), wooden doors 
  are the most common type. Wooden doors come in varying 
  strengths: simple, good, and strong doors. Simple doors 
  (break DC 13) are not meant to keep out motivated attackers. 
  Good doors (break DC 16), while sturdy and long-lasting, 
  are still not meant to take much punishment. Strong doors 
  (break DC 23) are bound in iron and are a sturdy barrier to 
  those attempting to get past them. Iron hinges fasten the 
  door to its frame, and typically a circular pull-ring in the 
  center is there to help open it. Sometimes, instead of a p ull-
  ring, a door has an iron pull-bar on one or both sides of 
  the door to serve as a handle. In inhabited dungeons, these 
  doors are usually well-maintained (not stuck) and u nlocked, 
  although important areas are locked up if possible.
  Stone: Carved from solid blocks of stone, these heavy, 
  unwieldy doors are often built so that they pivot when 
  opened, although dwarves and other skilled craftsfolk are 
  able to fashion hinges strong enough to hold up a stone 
  door. Secret doors concealed within a stone wall are usu-
  ally stone doors. Otherwise, such doors stand as tough 
  barriers protecting something important beyond. Thus, 
  they are often locked or barred.
  Iron: Rusted but sturdy, iron doors in a dungeon are 
  hinged like wooden doors. These doors are the toughest form 
  of nonmagical door. They are usually locked or barred.
  Locks, Bars, and Seals: Dungeon doors might be 
  locked, trapped, reinforced, barred, magically sealed, or 
  sometimes just stuck. All but the weakest characters can 
  eventually knock down a door with a heavy tool such as a 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  304
  Pathfinder Roleplaying Game
  sledgehammer, and a number of spells and magic items 
  give characters an easy way around a locked door.
  Attempts to literally chop a door down with a slashing 
  or bludgeoning weapon use the hardness and hit points 
  given in Table 13–2. Often the easiest way to overcome a 
  recalcitrant door is not by demolishing it but by breaking 
  its lock, bar, or hinges. When assigning a DC to an attempt 
  to knock a door down, use the following as guidelines:
  DC 10 or Lower: a door just about anyone can break open.
  DC 11–15: a door that a strong person could break with 
  one try and an average person might be able to break with 
  one try. 
  DC 16–20: a door that almost anyone could break, 
  given time.
  DC 21–25: a door that only a strong or very strong person 
  has a hope of breaking, probably not on the first try.
  DC 26 or Higher: a door that only an exceptionally strong 
  person has a hope of breaking.
  Locks: Dungeon doors are often locked, and thus the 
  Disable Device skill comes in very handy. Locks are u sually 
  built into the door, either on the edge opposite the hinges 
  or right in the middle of the door. Built-in locks either 
  control an iron bar that juts out of the door and into the 
  wall of its frame, or else a sliding iron bar or heavy wooden 
  bar that rests behind the entire door. By contrast, padlocks 
  are not built-in but usually run through two rings, one on 
  the door and the other on the wall. More complex locks, 
  such as combination locks and puzzle locks, are usually 
  built into the door itself. Because such keyless locks are 
  larger and more complex, they are typically only found in 
  sturdy doors (strong wooden, stone, or iron doors).
  The Disable Device DC to pick a lock often falls into 
  the range of 20 to 30, although locks with lower or higher 
  DCs can exist. A door can have more than one lock, each 
  of which must be unlocked separately. Locks are often 
  trapped, usually with poison needles that extend out to 
  prick a rogue’s finger.
  Breaking a lock is sometimes quicker than breaking 
  the whole door. If a PC wants to whack at a lock with a 
  weapon, treat the typical lock as having hardness 15 and 30 
  hit points. A lock can only be broken if it can be attacked 
  separately from the door, which means that a built-in lock 
  is immune to this sort of treatment. In an occupied dun-
  geon, every locked door should have a key somewhere. 
  A special door might have a lock with no key, instead 
  requiring that the right combination of nearby levers must 
  be manipulated or the right symbols must be pressed on a 
  keypad in the correct sequence to open the door.
  Stuck Doors: Dungeons are often damp, and sometimes 
  doors get stuck, particularly wooden doors. Assume that 
  about 10% of wooden doors and 5% of nonwooden doors 
  are stuck. These numbers can be doubled (to 20% and 10%, 
  respectively) for long-abandoned or neglected dungeons.
  Barred Doors: When characters try to bash down a 
  barred door, it’s the quality of the bar that matters, not 
  the material the door is made of. It takes a DC 25 Strength 
  check to break through a door with a wooden bar, and a 
  DC 30 Strength check if the bar is made of iron. Characters 
  can attack the door and destroy it instead, leaving the bar 
  hanging in the now-open doorway.
  Magic Seals: In addition to magic traps, spells such as 
  arcane lock can discourage passage through a door. A door 
  with an arcane lock spell on it is considered locked even if 
  it doesn’t have a physical lock. It takes a knock spell, a dispel 
  magic spell, or a successful Strength check  to get through 
  such a door.
  Hinges: Most doors have hinges. Obviously, sliding 
  doors do not. (They usually have tracks or grooves instead, 
  allowing them to slide easily to one side.)
  Standard Hinges: These hinges are metal, joining one 
  edge of the door to the doorframe or wall. Remember that 
  the door swings open toward the side with the hinges. (So, 
  if the hinges are on the PCs’ side, the door opens toward 
  them; otherwise it opens away from them.) Adventurers can 
  take the hinges apart one at a time with successful Disable 
  Device checks (assuming the hinges are on their side of the 
  door, of course). Such a task has a DC of 20 because most 
  hinges are rusted or stuck. Breaking a hinge is difficult. 
  Most have hardness 10 and 30 hit points. The break DC for 
  a hinge is the same as for breaking down the door.
  Nested Hinges: These hinges are much more complex 
  than ordinary hinges, and are found only in areas of 
  e xcellent construction. These hinges are built into the 
  wall and allow the door to swing open in either direction. 
  PCs can’t get at the hinges to fool with them unless they 
  break through the doorframe or wall. Nested hinges are 
  typically found on stone doors but sometimes on wooden 
  or iron doors as well. 
  Pivots: Pivots aren’t really hinges at all, but simple knobs 
  jutting from the top and bottom of the door that fit into 
  holes in the doorframe, allowing the door to spin. The 
  advantages of pivots is that they can’t be dismantled like 
  hinges and they’re simple to make. The disadvantage is that 
  since the door pivots on its center of gravity (t ypically in the 
  middle), nothing larger than half the door’s width can fit 
  through. Doors with pivots are usually stone and are often 
  quite wide to overcome this disadvantage. Another solution 
  is to place the pivot toward one side and have the door be 
  thicker at that end and thinner toward the other end so that 
  it opens more like a normal door. Secret doors in walls often 
  turn on pivots, since the lack of hinges makes it easier to 
  hide the door’s presence. Pivots also a llow objects such as 
  bookcases to be used as secret doors.
  Secret Doors: Disguised as a bare patch of wall (or floor, 
  or ceiling), a bookcase, a fireplace, or a fountain, a secret 
  door leads to a secret passage or room. Someone examining 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  305
  Pathfinder RPG: Additional Rules 13
  the area finds a secret door, if one exists, on a successful 
  Perception check (DC 20 for a typical secret door to DC 30 
  for a well-hidden secret door). Elves have a chance to detect 
  a secret door just by casually looking at an area.
  Many secret doors require a special method of opening, 
  such as a hidden button or pressure plate. Secret doors 
  can open like normal doors, or they might pivot, slide, 
  sink, rise, or even lower like a drawbridge to permit 
  access. Builders might put a secret door down low near 
  the floor or high up in a wall, making it difficult to find 
  or reach. Wizards and sorcerers have a spell, phase door, 
  that allows them to create a magic secret door that only 
  they can use.
  Magic Doors: Enchanted by the original builders, a door 
  might speak to explorers, warning them away. It might be 
  protected from harm, increasing its hardness or g iving it 
  more hit points as well as an improved saving throw b onus 
  against disintegrate and other similar spells. A magic door 
  might not lead into the space behind it, but instead it 
  might be a portal to a faraway place or even another plane 
  of existence. Other magic doors might require passwords 
  or special keys to open them. 
  Portcullises: These special doors consist of iron or thick, 
  ironbound, wooden shafts that descend from a recess 
  in the ceiling above an archway. Sometimes a portcullis 
  has crossbars that create a grid, sometimes not. Typically 
  raised by means of a winch or a capstan, a portcullis can be 
  dropped quickly, and the shafts end in spikes to d iscourage 
  anyone from standing underneath (or from attempting to 
  dive under it as it drops). Once it is dropped, a portcullis 
  locks, unless it is so large that no normal person could lift 
  it anyway. In any event, lifting a typical portcullis requires 
  a DC 25 Strength check.
  Walls, Doors, and Detect Spells
  Stone walls, iron walls, and iron doors are usually thick 
  enough to block most detect spells, such as detect thoughts. 
  Wooden walls, wooden doors, and stone doors are usually 
  not thick enough to do so. A secret stone door built into a 
  wall and as thick as the wall itself (at least 1 foot) does block 
  most detect spells.
  Cave-Ins and Collapses (CR 8)
  Cave-ins and collapsing tunnels are extremely d angerous. 
  Not only do dungeon explorers face the danger of being 
  crushed by tons of falling rock, even if they survive they 
  might be buried beneath a pile of rubble or cut off from 
  the only known exit. A cave-in buries anyone in the 
  m iddle of the collapsing area, and then sliding debris 
  damages anyone in the periphery of the collapse. A typical 
  corridor subject to a cave-in might have a bury zone with 
  a 15-foot radius and a 10-foot-radius slide zone extending 
  beyond the bury zone. A weakened ceiling can be spotted 
  with a DC 20 Knowledge (engineering) or DC 20 Craft 
  (stonemasonry) check. Remember that Craft checks can 
  be made untrained as Intelligence checks. A dwarf can 
  make such a check if he simply passes within 10 feet of a 
  weakened ceiling. 
  A weakened ceiling might collapse when subjected to a 
  major impact or concussion. A character can cause a cave-
  in by destroying half the pillars holding up the ceiling. 
  Characters in the bury zone of a cave-in take 8d6 points 
  of damage, or half that amount if they make a DC 15 Reflex 
  save. They are subsequently buried. Characters in the slide 
  zone take 3d6 points of damage, or no damage at all if they 
  make a DC 15 Reflex save. Characters in the slide zone who 
  fail their saves are buried.
  Characters take 1d6 points of nonlethal damage per 
  minute while buried. If such a character falls unconscious, 
  he must make a DC 15 Constitution check each minute. If 
  it fails, he takes 1d6 points of lethal damage each minute 
  until freed or dead.
  Characters who aren’t buried can dig out their friends. 
  In 1 minute, using only her hands, a character can clear 
  rocks and debris equal to five times her heavy load 
  limit. The amount of loose stone that fills a 5-foot-by-
  5-foot area weighs one ton (2,000 pounds). Armed with 
  an appropriate tool, such as a pick, crowbar, or shovel, a 
  digger can clear loose stone twice as quickly as by hand. 
  A buried character can attempt to free himself with a DC 
  25 Strength check.
  Slimes, Molds, and Fungi
  In a dungeon’s damp, dark recesses, molds and fungi 
  thrive. For purposes of spells and other special effects, all 
  slimes, molds, and fungi are treated as plants. Like traps, 
  d angerous slimes and molds have CRs, and characters 
  earn XP for encountering them.
  A form of glistening organic sludge coats almost 
  anything that remains in the damp and dark for too 
  long. This kind of slime, though it might be repulsive, 
  is not dangerous.
  Molds and fungi flourish in dark, cool, damp places. 
  While some are as inoffensive as the normal dungeon 
  slime, others are quite dangerous. Mushrooms, puffballs, 
  yeasts, mildew, and other sorts of bulbous, fibrous, or flat 
  patches of fungi can be found throughout most dungeons. 
  They are usually inoffensive, and some are even edible 
  (although most are unappealing or odd-tasting).
  Green Slime (CR 4): This dungeon peril is a d angerous 
  variety of normal slime. Green slime devours flesh 
  and o rganic materials on contact and is even capable of 
  d issolving metal. Bright green, wet, and sticky, it clings 
  to walls, floors, and ceilings in patches, reproducing as it 
  consumes organic matter. It drops from walls and ceilings 
  when it detects movement (and possible food) below.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  306
  A single 5-foot square of green slime deals 1d6 points of 
  Constitution damage per round while it devours flesh. On 
  the first round of contact, the slime can be scraped off a 
  creature (most likely destroying the scraping device), but 
  after that it must be frozen, burned, or cut away (dealing 
  damage to the victim as well). Anything that deals cold or 
  fire damage, sunlight, or a remove disease spell destroys a 
  patch of green slime. Against wood or metal, green slime 
  deals 2d6 points of damage per round, ignoring metal’s 
  hardness but not that of wood. It does not harm stone.
  Yellow Mold (CR 6): If disturbed, a 5-foot square of this 
  mold bursts forth with a cloud of poisonous spores. All 
  within 10 feet of the mold must make a DC 15 Fortitude 
  save or take 1d6 points of Constitution damage. Another 
  DC 15 Fortitude save is required 1 minute later—even by 
  those who succeeded on the first save—to avoid taking 2d6 
  points of Constitution damage. Fire destroys yellow mold, 
  and sunlight renders it dormant.
  Brown Mold (CR 2): Brown mold feeds on warmth, 
  drawing heat from anything around it. It normally comes 
  in patches 5 feet in diameter, and the temperature is always 
  cold in a 30-foot radius around it. Living creatures within 
  5 feet of it take 3d6 points of nonlethal cold damage. Fire 
  brought within 5 feet of brown mold causes it to instantly 
  double in size. Cold damage, such as from a cone of cold, 
  instantly destroys it.
  Phosphorescent Fungus (No CR): This strange under-
  ground fungus grows in clumps that look almost like stunt-
  ed shrubbery. It gives off a soft violet glow that illuminates 
  underground caverns and passages as well as a candle does. 
  Rare patches of fungus illuminate as well as a torch does.
  TRAPS
  Traps are a common danger in dungeon environments. 
  From gouts of white-hot flame to a hail of poisoned darts, 
  traps can serve to protect a valuable treasure or to stop in-
  truders from proceeding.
  Elements of a Trap
  All traps—mechanical or magic—have the following 
  elements: trigger, reset, Perception DC, Disable Device 
  DC, attack bonus (or saving throw or onset delay), damage/
  effect, and Challenge Rating. Some traps might also 
  include optional elements, such as poison or a bypass. 
  These characteristics are described below.
  Type
  A trap can be either mechanical or magic in nature. 
  Mechanical traps include pits, arrow traps, falling blocks, 
  water-filled rooms, and anything else that depends on a 
  mechanism to operate. A mechanical trap can be c onstructed 
  by a PC through successful use of the Craft (trapmaking) 
  skill (see Designing a Trap and the skill description).
  Magic traps are further divided into spell traps and 
  magic device traps. Magic device traps initiate spell effects 
  when activated, just as wands, rods, rings, and other magic 
  items do. Creating a magic device trap requires the Craft 
  Wondrous Item feat.
  Spell traps are simply spells that themselves function 
  as traps. Creating a spell trap requires the services of a 
  character who can cast the needed spell or spells, who is 
  usually either the character creating the trap or an NPC 
  spellcaster hired for the purpose. 
  Mechanical: Dungeons are frequently equipped with 
  deadly mechanical (nonmagical) traps. A trap typically 
  is defined by its location and triggering conditions, how 
  hard it is to spot before it goes off, how much damage it 
  deals, and whether or not the characters receive a saving 
  throw to mitigate its effects. Traps that attack with a rrows, 
  sweeping blades, and other types of weaponry make 
  n ormal attack rolls, with a specific attack bonus dictated 
  by the trap’s design.
  Creatures who succeed on a DC 20 Perception check 
  detect a simple mechanical trap before it is triggered. A 
  simple trap is a snare, a trap triggered by a tripwire, or a 
  large trap such as a pit.
  A character with the trap sense class feature who 
  s ucceeds on a DC 21 (or higher) Perception check detects 
  a well-hidden or complex mechanical trap before it is 
  triggered. Complex traps are denoted by their triggering 
  mechanisms and involve pressure plates, mechanisms 
  linked to doors, changes in weight, disturbances in the air, 
  vibrations, and other sorts of unusual triggers.
  Magic: Many spells can be used to create dangerous 
  traps. Unless the spell or item description states o therwise, 
  assume the following to be true.
  • A successful Perception check (DC 25 + spell level) made 
  by a rogue (and only a rogue) detects a magic trap before it 
  goes off. Other characters have no chance to find a magic 
  trap with a Perception check.
  • Magic traps permit a saving throw in order to avoid the 
  effect (DC 10 + spell level × 1.5).
  • Magic traps may be disarmed by a rogue (and only a 
  rogue) with a successful Disable Device check (DC 25 + 
  spell level).
  Perception and Disable Device DCs
  The builder sets the Perception and Disable Device DCs 
  for a mechanical trap. For a magic trap, the values depend 
  on the highest-level spell used.
  Mechanical Trap: The base DC for both Perception and 
  Disable Device checks is 20. Raising or lowering either of 
  these DCs affects the CR (Table 13–3). 
  Magic Trap: The DC for both Perception and Disable 
  Device checks is equal to 25 + the spell level of the highest-
  level spell used. Only characters with the trap sense class 
  Pathfinder Roleplaying Game
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  307
  feature can attempt a Perception check or a Disable Device 
  check involving a magic trap. These DCs do not affect the 
  trap’s CR.
  Trigger
  A trap’s trigger determines how it is sprung.
  Location: A location trigger springs a trap when some-
  one stands in a particular square.
  Proximity: This trigger activates the trap when a 
  creature approaches within a certain distance of it. 
  A proximity trigger differs from a location trigger in 
  that the creature need not be standing in a particular 
  square. Creatures that are f lying can spring a trap with 
  a proximity trigger but not one with a location trigger. 
  Mechanical proximity triggers are extremely sensitive 
  to the slightest change in the air. This makes them 
  useful only in places such as crypts, where the air is 
  u nusually still.
  The proximity trigger used most often for magic d evice 
  traps is the alarm spell. Unlike when the spell is cast, an 
  alarm spell used as a trigger can have an area that’s no larg-
  er than the area the trap is meant to protect.
  Some magic device traps have special proximity 
  t riggers that activate only when certain kinds of c reatures 
  a pproach. For example, a detect good spell can serve as a 
  proximity trigger on an evil altar, springing the attached 
  trap only when someone of good alignment gets close 
  enough to it.
  Sound: This trigger springs a magic trap when it d etects 
  any sound. A sound trigger functions like an ear and has 
  a +15 bonus on Perception checks. A successful Stealth 
  check, magical silence, and other effects that would negate 
  hearing defeat it. A trap with a sound trigger requires the 
  casting of clairaudience during its construction.
  Visual: This trigger for magic traps works like an a ctual 
  eye, springing the trap whenever it “sees” something. A 
  trap with a visual trigger requires the casting of arcane 
  eye, clairvoyance, or true seeing during its c onstruction. 
  Sight range and the Perception bonus conferred on the 
  trap depend on the spell chosen, as shown.
  Spell 
  Sight Range 
  Perception Bonus
  arcane eye 
  Line of sight (unlimited range) 
  +20
  clairvoyance 
  One preselected location 
  +15
  true seeing 
  Line of sight (up to 120 ft.) 
  +30
  If you want the trap to “see” in the dark, you must ei-
  ther choose the true seeing option or add darkvision to the 
  Pathfinder RPG: Additional Rules 13
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  308
  trap as well. (Darkvision limits the trap’s sight range in the 
  dark to 60 feet.) If invisibility, disguises, or illusions can 
  fool the spell being used, they can fool the visual trigger 
  as well. 
  Touch: A touch trigger, which springs the trap when 
  touched, is one of the simplest kinds of trigger to 
  c onstruct. This trigger may be physically attached to the 
  part of the mechanism that deals the damage or it may 
  not. You can make a magic touch trigger by adding alarm 
  to the trap and reducing the area of the effect to cover 
  only the t rigger spot.
  Timed: This trigger periodically springs the trap after a 
  certain duration has passed.
  Spell: All spell traps have this kind of trigger. The 
  a ppropriate spell descriptions explain the trigger condi-
  tions for traps that contain spell triggers.
  Duration
  Unless otherwise stated, most traps have a duration of 
  i nstantaneous, that is; once triggered, they have their e ffect 
  and then stop functioning. Some traps have a d uration 
  measured in rounds. Such traps continue to have their 
  listed effect each round at the top of the initiative order 
  (or whenever they were activated, if they were triggered 
  d uring combat).
  Reset
  A reset element is the set of conditions under which a trap 
  becomes ready to trigger again. Resetting a trap usually 
  takes only a minute or so. For a trap with a more difficult 
  reset method, you should set the time and l abor required.
  No Reset: Short of completely rebuilding the trap, 
  there’s no way to trigger it more than once. Spell traps have 
  no reset element. 
  Repair: To get the trap functioning again, you must 
  r epair it. Repairing a mechanical trap requires a Craft 
  (trapmaking) check against a DC equal to the one for 
  building it. The cost for raw materials is one-fifth of 
  the trap’s original market price. To calculate how long it 
  takes to fix a trap, use the same calculations you would for 
  building it, but use the cost of the raw materials required 
  for repair in place of the market price.
  Manual: Resetting the trap requires someone to move 
  the parts back into place. This is the kind of reset element 
  most mechanical traps have.
  Automatic: The trap resets itself, either immediately or 
  after a timed interval.
  Bypass (Optional Element)
  If the builder of a trap wants to be able to move past the 
  trap after it is created or placed, it’s a good idea to build 
  in a bypass mechanism: something that temporarily 
  d isarms the trap. Bypass elements are typically used only 
  with m echanical traps; spell traps usually have built-in 
  a llowances for the caster to bypass them.
  Lock: A lock bypass requires a DC 30 Disable Device 
  check to open. 
  Hidden Switch: A hidden switch requires a DC 25 
  Perception check to locate.
  Hidden Lock: A hidden lock combines the features 
  above, requiring a DC 25 Perception check to locate and a 
  DC 30 Disable Device check to open.
  Effect
  The effect of a trap is what happens to those who spring 
  it. Usually, this takes the form of either damage or a spell 
  effect, but some traps have special effects. A trap usually 
  either makes an attack roll or forces a saving throw to avoid 
  it. Occasionally a trap uses both of these options, or neither 
  (see Never Miss).
  Pits: These are holes (covered or not) that characters 
  can fall into and take damage. A pit needs no attack roll, 
  but a successful Reflex save (DC set by the builder) avoids 
  it. Other save-dependent mechanical traps also fall into 
  this category. 
  Falling into a pit deals 1d6 points of damage per 10 feet 
  of depth.
  Pits in dungeons come in three basic varieties: 
  u ncovered, covered, and chasms. Pits and chasms can be 
  defeated by judicious application of the Acrobatics skill, 
  the Climb skill, or various magical means.
  Uncovered pits serve mainly to discourage intruders 
  from going a certain way, although they cause much grief 
  to characters who stumble into them in the dark, and they 
  can greatly complicate a melee taking place nearby.
  Covered pits are much more dangerous. They can be 
  detected with a DC 20 Perception check, but only if the 
  character is taking the time to carefully examine the 
  area before walking across it. A character who fails to 
  detect a covered pit is still entitled to a DC 20 Reflex save 
  to avoid falling into it. If she was running or moving 
  recklessly at the time, however, she gets no saving throw 
  and falls automatically.
  Trap coverings can be as simple as piled refuse (straw, leaves, 
  sticks, garbage), a large rug, or an actual trapdoor concealed to 
  appear as a normal part of the floor. Such a trapdoor usually 
  swings open when enough weight (u sually about 50 to 80 
  pounds) is placed upon it. Devious trap builders sometimes 
  design trapdoors so they spring back shut after they open. The 
  trapdoor might lock once it’s back in place, leaving the stranded 
  character well and truly trapped. Opening such a trapdoor 
  is just as difficult as opening a regular door (assuming the 
  trapped character can reach it), and a DC 13 Strength check is 
  needed to keep a spring-loaded door open.
  Pit traps often have something nastier than just a 
  hard floor at the bottom. A trap designer might put 
  Pathfinder Roleplaying Game
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  309
  spikes, monsters, or a pool of acid, lava, or even water at 
  the bottom. Spikes at the bottom of a pit typically deal 
  damage as daggers, with a +10 attack bonus and a +1 bonus 
  on damage for every 10 feet of the fall (to a maximum 
  bonus on damage of +5). If the pit has multiple spikes, a 
  falling victim is attacked by 1d4 of them. This damage is 
  in addition to any damage from the fall itself. Some traps 
  might have more dangerous spikes at their bottom.
  Monsters sometimes live in pits. Any monster that 
  can fit into the pit might have been placed there by the 
  dungeon’s designer, or might simply have fallen in and not 
  been able to climb back out. 
  A secondary trap, mechanical or magical, at the bottom 
  of a pit can be particularly deadly. Activated by a falling 
  victim, the secondary trap attacks the already injured 
  character when she’s least ready for it.
  Ranged Attack Traps: These traps fling darts, arrows, 
  spears, or the like at whomever activated the trap. The 
  builder sets the attack bonus. A ranged attack trap can be 
  configured to simulate the effect of a composite bow with 
  a high Strength rating, which provides the trap with a 
  bonus on damage equal to its Strength rating. These traps 
  deal whatever damage their ammunition normally does. If 
  a trap is constructed with a high Strength rating, it has a 
  corresponding bonus on damage.
  Melee Attack Traps: These traps feature such obstacles 
  as sharp blades that emerge from walls and stone blocks 
  that fall from ceilings. Once again, the builder sets the 
  attack bonus. These traps deal the same damage as the 
  melee weapons they “wield.” In the case of a falling stone 
  block, you can assign any amount of bludgeoning damage 
  you like, but remember that whoever resets the trap has to 
  lift that stone back into place. 
  A melee attack trap can be constructed with a built-in 
  bonus on damage rolls, just as if the trap itself had a high 
  Strength score.
  Spell Traps: Spell traps produce the spell’s effect. Like 
  all spells, a spell trap that allows a saving throw has a save 
  DC of 10 + spell level + caster’s relevant ability modifier.
  Magic Device Traps: These traps produce the effects of 
  any spells included in their construction, as described in 
  the appropriate entries. If the spell in a magic device trap 
  allows a saving throw, its save DC is 10 + spell level × 1.5. 
  Some spells make attack rolls instead.
  Special: Some traps have miscellaneous features that 
  produce special effects, such as drowning for a water trap or 
  ability damage for poison. Saving throws and d amage depend 
  on the poison or are set by the builder, as appropriate.
  Miscellaneous Trap Features
  Some traps include optional features that can make 
  them considerably more deadly. The most common such 
  f eatures are discussed below.
  Alchemical Item: Mechanical traps might incorporate 
  alchemical devices or other special substances or items, 
  such as tanglefoot bags, alchemist’s fire, thunderstones, 
  and the like. Some such items mimic spell effects. If the 
  item mimics a spell effect, it increases the CR as shown on 
  Table 13–3: CR Modifiers for Mechanical Traps.
  Gas: With a gas trap, the danger is in the inhaled p oison 
  it delivers. Traps employing gas usually have the never 
  miss and onset delay features.
  Liquid: Any trap that involves a danger of drowning is 
  in this category. Traps employing liquid usually have the 
  never miss and onset delay features. 
  Multiple Target: Traps with this feature can affect more 
  than one character.
  Never Miss: When the entire dungeon wall moves to 
  crush you, your quick reflexes won’t help, since the wall 
  can’t possibly miss. A trap with this feature has neither an 
  attack bonus nor a saving throw to avoid, but it does have 
  an onset delay. Most traps involving liquid or gas are of the 
  never miss variety. 
  Onset Delay: An onset delay is the amount of time 
  b etween when the trap is sprung and when it deals d amage. 
  A never miss trap always has an onset delay.
  Poison: Traps that employ poison are deadlier 
  than their nonpoisonous counterparts, so they have 
  c orrespondingly higher CRs. To determine the CR 
  m odifier for a given p oison, consult Table 13–3. Only 
  injury, contact, and i nhaled poisons are suitable for 
  traps; ingested types are not. Some traps simply deal the 
  p oison’s damage. Others deal damage with ranged or 
  melee attacks as well. 
  Pit Spikes: Treat spikes at the bottom of a pit as d aggers, 
  each with a +10 attack bonus. The damage bonus for each 
  spike is +1 per 10 feet of pit depth (to a maximum of +5). 
  Each character who falls into the pit is attacked by 1d4 
  spikes. Pit spikes do not add to the average damage of the 
  trap (see Average Damage, below).
  Pit Bottom: If something other than spikes waits at 
  the bottom of a pit, it’s best to treat that as a separate 
  trap (see Multiple Traps, below) with a location trigger 
  that activates on any significant impact, such as a 
  falling character. 
  Touch Attack: This feature applies to any trap that needs 
  only a successful touch attack (melee or ranged) to hit.
  SAMPLE TRAPS
  The costs listed for mechanical traps are market 
  prices; those for magic traps are raw material costs. 
  Caster level and class for the spells used to produce 
  the trap effects are provided in the entries for magic 
  device traps and spell traps. For all other spells used 
  (in triggers, for example), the caster level is assumed to 
  be the minimum required.
  Pathfinder RPG: Additional Rules 13
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  310
  ARRoW TRAP 
  CR 1
  Type mechanical; Perception DC 20; Disable Device DC 20
  EffECTS
  Trigger touch; Reset none
  Effect Atk +15 ranged (1d8+1/×3)
  PiT TRAP 
  CR 1
  Type mechanical; Perception DC 20; Disable Device DC 20
  EffECTS
  Trigger location; Reset manual
  Effect 20 ft. deep pit (2d6 falling damage); DC 20 Reflex 
  avoids; multiple targets (all targets in a 10-ft.-square area)
  PoiSonED DART TRAP 
  CR 1
  Type mechanical; Perception DC 20; Disable Device DC 20
  EffECTS
  Trigger touch; Reset none
  Effect Atk +10 ranged (1d3 plus greenblood oil)
  SWinging AxE TRAP 
  CR 1
  Type mechanical; Perception DC 20; Disable Device DC 20
  EffECTS
  Trigger location; Reset manual
  Effect Atk +10 melee (1d8+1/×3); multiple targets (all targets in 
  a 10-ft. line)
  BuRning HAnDS TRAP 
  CR 2
  Type magic; Perception DC 26; Disable Device DC 26
  EffECTS
  Trigger proximity (alarm); Reset none
  Effect spell effect (burning hands, 2d4 fire damage, DC 11 
  Reflex save for half damage); multiple targets (all targets in 
  a 15-ft.-cone)
  JAvELin TRAP 
  CR 2
  Type mechanical; Perception DC 20; Disable Device DC 20
  EffECTS
  Trigger location; Reset none
  Effect Atk +15 ranged (1d6+6)
  SPikED PiT TRAP 
  CR 2
  Type mechanical; Perception DC 20; Disable Device DC 20
  EffECTS
  Trigger location; Reset manual
  Effect 10 ft. deep pit (1d6 falling damage); pit spikes (Atk +10 
  melee, 1d4 spikes per target for 1d4+2 damage each); DC 
  20 Reflex avoids; multiple targets (all targets in a 10-ft.-
  square area)
  ACiD ARRoW TRAP 
  CR 3
  Type magic; Perception DC 27; Disable Device DC 27
  EffECTS
  Trigger proximity (alarm); Reset none
  Effect spell effect (acid arrow, Atk +2 ranged touch, 2d4 acid 
  damage for 4 rounds)
  CAmoufLAgED PiT TRAP 
  CR 3
  Type mechanical; Perception DC 25; Disable Device DC 20
  EffECTS
  Trigger location; Reset manual
  Effect 30 ft. deep pit (3d6 falling damage); DC 20 Reflex 
  avoids; multiple targets (all targets in a 10-ft. square area)
  ELECTRiCiTy ARC TRAP 
  CR 4
  Type mechanical; Perception DC 25; Disable Device DC 20
  EffECTS
  Trigger touch; Reset none
  Effect electricity arc (4d6 electricity damage, DC 20 Reflex save 
  for half damage); multiple targets (all targets in a 30-ft. line)
  WALL SCyTHE TRAP 
  CR 4
  Type mechanical; Perception DC 20; Disable Device DC 20
  EffECTS
  Trigger location; Reset automatic reset
  Effect Atk +20 melee (2d4+6/×4)
  fALLing BLoCk TRAP 
  CR 5
  Type mechanical; Perception DC 20; Disable Device DC 20
  EffECTS
  Trigger location; Reset manual
  Effect Atk +15 melee (6d6); multiple targets (all targets in a 
  10-ft. square)
  fiREBALL TRAP 
  CR 5
  Type magic; Perception DC 28; Disable Device DC 28
  EffECTS
  Trigger proximity (alarm); Reset none
  Effect spell effect (fireball, 6d6 fire damage, DC 14 Reflex save 
  for half damage); multiple targets (all targets in a 20-ft.-
  radius burst)
  fLAmE STRikE TRAP 
  CR 6
  Type magic; Perception DC 30; Disable Device DC 30
  EffECTS
  Trigger proximity (alarm); Reset none
  Effect spell effect (flame strike, 8d6 fire damage, DC 17 Reflex 
  save for half damage); multiple targets (all targets in a 
  10-ft.-radius cylinder)
  WyvERn ARRoW TRAP 
  CR 6
  Type mechanical; Perception DC 20; Disable Device DC 20
  EffECTS
  Trigger location; Reset none
  Effect Atk +15 ranged (1d6 plus wyvern poison/×3)
  Pathfinder Roleplaying Game
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  311
  fRoST fAngS TRAP 
  CR 7
  Type mechanical; Perception DC 25; Disable Device DC 20
  EffECTS
  Trigger location; Duration 3 rounds; Reset none
  Effect jets of freezing water (3d6 cold damage, DC 20 Reflex 
  save for half damage); multiple targets (all targets in a 
  40-ft.-square chamber)
  Summon monSTER vi TRAP 
  CR 7
  Type magic; Perception DC 31; Disable Device DC 31
  EffECTS
  Trigger proximity (alarm); Reset none
  Effect spell effect (summon monster VI, summons 1 Large 
  elemental)
  CAmoufLAgED SPikED PiT TRAP 
  CR 8
  Type mechanical; Perception DC 25; Disable Device DC 20
  EffECTS
  Trigger location; Reset manual
  Effect 50 ft. deep pit (5d6 falling damage); pit spikes (Atk +15 
  melee, 1d4 spikes per target for 1d6+3 damage each); DC 
  20 Reflex avoids; multiple targets (all targets in a 10-ft.-
  square area)
  inSAniTy miST TRAP 
  CR 8
  Type mechanical; Perception DC 25; Disable Device DC 20
  EffECTS
  Trigger location; Reset repair
  Effect poison gas (insanity mist); never-miss; onset delay (1 
  round); multiple targets (all targets in a 10-ft.-by-10-ft. room)
  HAiL of ARRoWS TRAP 
  CR 9
  Type mechanical; Perception DC 25; Disable Device DC 25
  EffECTS
  Trigger visual (arcane eye); Reset repair
  Effect Atk +20 ranged (6d6); multiple targets (all targets in a 
  20-ft. line)
  SHoCking fLooR TRAP 
  CR 9
  Type magic; Perception DC 26; Disable Device DC 26
  EffECTS
  Trigger proximity (alarm); Duration 1d6 rounds; Reset none
  Effect spell effect (shocking grasp, Atk +9 melee touch (4d6 
  electricity damage)); multiple targets (all targets in a 40-ft. 
  square room)
  EnERgy DRAin TRAP 
  CR 10
  Type magic; Perception DC 34; Disable Device DC 34
  EffECTS
  Trigger visual (true seeing); Reset none
  Effect spell effect (energy drain, Atk +10 ranged touch, 2d4 
  temporary negative levels, DC 23 Fortitude negates after 
  24 hours)
  CHAmBER of BLADES TRAP 
  CR 10
  Type mechanical; Perception DC 25; Disable Device DC 20
  EffECTS
  Trigger location; Duration 1d4 rounds; Reset repair
  Effect Atk +20 melee (3d8+3); multiple targets (all targets in a 
  20-ft. square chamber)
  ConE of CoLD TRAP 
  CR 11
  Type magic; Perception DC 30; Disable Device DC 30
  EffECTS
  Trigger proximity (alarm); Reset none
  Effect spell effect (cone of cold, 15d6 cold damage, DC 17 
  Reflex save for half damage); multiple targets (all targets in 
  a 60-ft. cone)
  PoiSonED PiT TRAP 
  CR 12
  Type mechanical; Perception DC 25; Disable Device DC 20
  EffECTS
  Trigger location; Reset manual
  Effect 50 ft. deep pit (5d6 falling damage); pit spikes (Atk +15 
  melee, 1d4 spikes per target for 1d6+4 damage each plus 
  poison (shadow essence)); DC 25 Reflex avoids; multiple 
  targets (all targets in a 10-ft.-square area)
  mAximizED fiREBALL TRAP 
  CR 13
  Type magic; Perception DC 31; Disable Device DC 31
  EffECTS
  Trigger proximity (alarm); Reset none
  Effect spell effect (fireball, 60 fire damage, DC 14 Reflex save 
  for half damage); multiple targets (all targets in a 20-ft. 
  radius burst)
  HARm TRAP 
  CR 14
  Type magic; Perception DC 31; Disable Device DC 31
  EffECTS
  Trigger touch; Reset none
  Effect spell effect (harm, +6 melee touch, 130 damage, DC 19 
  Will save for half, cannot be reduced to less 1 hit point)
  CRuSHing STonE TRAP 
  CR 15
  Type mechanical; Perception DC 30; Disable Device DC 25
  EffECTS
  Trigger location; Reset manual
  Effect Atk +20 melee (14d6); multiple targets (all targets in a 
  10-ft. square)
  EmPoWERED DiSinTEgRATE TRAP 
  CR 16
  Type magic; Perception DC 33; Disable Device DC 33
  EffECTS
  Trigger sight (true seeing); Reset none
  Effect spell effect (empowered disintegrate, +9 ranged touch, 
  30d6 damage plus 50%, DC 19 Fort save reduces the 
  damage to 5d6 plus 50%)
  Pathfinder RPG: Additional Rules 13
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  312
  LigHTning BoLT gALLERy TRAP 
  CR 17
  Type magic; Perception DC 29; Disable Device DC 29
  EffECTS
  Trigger proximity (alarm); Duration 1d6 rounds; Reset none
  Effect spell effect (heightened lighting bolt, 8d6 electricity 
  damage, DC 16 Reflex save for half); multiple targets (all 
  targets in a 60-ft. square chamber)
  DEADLy SPEAR TRAP 
  CR 18
  Type mechanical; Perception DC 30; Disable Device DC 30
  EffECTS
  Trigger sight (true seeing); Reset manual
  Effect Atk +20 ranged (1d8+6 plus black lotus poison)
  mETEoR SWARm TRAP 
  CR 19
  Type magic; Perception DC 34; Disable Device DC 34
  EffECTS
  Trigger sight (true seeing); Reset none
  Effect spell effect (meteor swarm, 4 meteors at separate 
  targets, +9 ranged touch, 2d6 plus 6d6 fire (no save on a 
  hit), DC 23 Reflex save for half damage on a miss, 18d6 fire 
  damage from other meteors, DC 23 Reflex save for half 
  damage); multiple targets (four targets, no two of which can 
  be more than 40 ft. apart)
  DESTRuCTion TRAP 
  CR 20
  Type magic; Perception DC 34; Disable Device DC 34
  EffECTS
  Trigger proximity (alarm); Reset none
  Effect spell effect (heightened destruction, 190 damage, DC 23 
  Fortitude save reduces damage to 10d6)
  Designing a Trap
  Designing new traps is a simple process. Start by d eciding 
  what type of trap you want to create.
  Mechanical Traps: Simply select the elements you 
  want the trap to have and add up the adjustments to the 
  trap’s Challenge Rating that those elements require 
  (see Table 13–3) to arrive at the trap’s final CR. From 
  the CR you can derive the DC of the Craft (trapmaking) 
  checks a c haracter must make to construct the trap.
  Magic Traps: As with mechanical traps, you don’t 
  have to do anything other than decide what elements 
  you want and then determine the CR of the resulting 
  trap (see Table 13–4). If a player character wants to de-
  sign and construct a magic trap, he, or an ally, must 
  have the Craft Wondrous Item feat. In addition, he 
  must be able to cast the spell or spells that the trap 
  requires—or, failing that, he must be able to hire an 
  NPC to cast the spells for him.
  Table 13–3: CR Modifiers for  
  Mechanical Traps
  feature 
  CR modifier
  Perception DC 
   
  15 or lower 
  –1
   
  16–20 
  —
   
  21–25 
  +1
   
  26–29 
  +2
   
  30 or higher 
  +3
  Disable Device DC 
   
  15 or lower 
  –1
   
  16–20 
  —
   
  21–25 
  +1
   
  26–29 
  +2
   
  30 or higher 
  +3
  Reflex Save DC (Pit or Other Save-Dependent Trap) 
   
  15 or lower 
  –1
   
  16–20 
  —
   
  21–25 
  +1
   
  26–29 
  +2
   
  30 or higher 
  +3
  Attack Bonus (Melee or Ranged Attack Trap) 
   
  +0 or lower 
  –2
   
  +1 to +5 
  –1
   
  +6 to +10 
  —
   
  +11 to +15 
  +1
   
  +16 to +20 
  +2
   
  Touch attack 
  +1
  Damage/Effect 
   
  Average damage 
  +1 per 10 points of average damage
  Miscellaneous Features 
   
  Alchemical device 
  Level of spell mimicked
   
  Automatic reset 
  +1
   
  Liquid 
  +5
   
  Multiple targets (non-damage) 
  +1
   
  Never-miss 
  +2
   
  Poison 
  CR of poison
   
  Black adder venom 
  +1 
  Large scorpion venom +3
   
  Black lotus extract 
  +8 
  Malyss root paste 
  +3
   
  Bloodroot 
  +1 
  Medium spider venom +2
   
  Blue whinnis 
  +1 
  Nitharit 
  +4
   
  Burnt othur fumes 
  +6 
  Purple worm poison 
  +4
   
  Deathblade 
  +5 
  Sassone leaf residue 
  +3
   
  Dragon bile 
  +6 
  Shadow essence 
  +3
   
  Giant wasp poison 
  +3 
  Small centipede poison +1
   
  Greenblood oil 
  +1 
  Terinav root 
  +5
   
  Insanity mist 
  +4 
  Ungol dust 
  +3
   
  Wyvern poison 
  +5 
   
   
  Proximity or visual trigger 
  +1 
  Pathfinder Roleplaying Game
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  313
  Challenge Rating of a Trap
  To calculate the Challenge Rating of a trap, add all the CR 
  modifiers (see Table 13–3) to the base CR for the trap type.
  Mechanical Trap: The base CR for a mechanical trap is 
  0. If your final CR is 0 or lower, add features until you get 
  a CR of 1 or higher.
  Magic Trap: For a spell trap or magic device trap, the 
  base CR is 1. The highest-level spell used modifies the CR 
  (see Table 13–4).
  Average Damage: If a trap (either mechanical or magic) 
  does hit point damage, calculate the average damage for a 
  successful hit and round that value to the nearest multiple of 
  7. If the trap is designed to hit more than one target, multiply 
  this value by 2. If the trap is designed to deal damage over 
  a number of rounds, multiply this value by the number of 
  rounds the trap will be active (or the average number of 
  rounds, if the duration is variable). Use this value to adjust 
  the Challenge Rating of the trap, as indicated on Table 13–3. 
  Damage from poisons does not count toward this value, but 
  damage from a high Strength rating, pit spikes, and extra 
  damage from multiple attacks do.
  For a magic trap, only one modifier applies to the CR—
  either the level of the highest-level spell used in the trap, 
  or the average damage figure, whichever is larger.
  Multiple Traps: If a trap is really two or more connected 
  traps that affect approximately the same area, determine 
  the CR of each one separately.
  Multiple Dependent Traps: If one trap depends on the 
  success of the other (that is, you can avoid the second trap 
  altogether by not falling victim to the first), they must be 
  treated as separate traps.
  Multiple Independent Traps: If two or more traps act 
  independently (that is, none of them depend on the success of 
  another to activate), use their CRs to determine their combined 
  Encounter Level as though they were monsters. The resulting 
  Encounter Level is the CR for the combined traps.
  Table 13–4: CR Modifiers for Magic Traps
  feature 
  CR modifier
  Highest-level spell effect 
  + Spell level 
  Damaging spell effect +1 per 10 points of average damage
  Mechanical Trap Cost
  The cost of a mechanical trap is 1,000 gp × the trap’s 
  Challenge Rating. If the trap uses spells in its trigger 
  or reset, add those costs separately. If the trap cannot be 
  reset, divide the cost in half. If the trap has an automatic 
  reset, increase the cost by half (+50%).
  After you’ve determined the cost by Challenge Rating, add 
  the price of any alchemical items or poison you i ncorporated 
  into the trap. If the trap uses one of these elements and has 
  an automatic reset, multiply the poison or alchemical item 
  cost by 20 to provide an adequate supply of doses.
  Multiple Traps: If a trap is really two or more connected 
  traps, determine the final cost of each separately, then 
  add those values together. This holds for both multiple 
  d ependent and multiple independent traps.
  Magic Device Trap Cost
  Building a magic device trap involves the expenditure of 
  gp and requires the services of a spellcaster. Table 13–5 
  summarizes the cost information for magic device traps. 
  If the trap uses more than one spell (for instance, a sound 
  or visual trigger spell in addition to the main spell effect), 
  the builder must pay for them all (except alarm, which is 
  free unless it must be cast by an NPC).
  The costs derived from Table 13–5 assume that the 
  builder is casting the necessary spells himself (or p erhaps 
  some other PC is providing the spells for free). If an NPC 
  spellcaster must be hired to cast them, those costs must 
  be factored in as well.
  A magic device trap takes 1 day to construct per 500 gp 
  of its cost.
  Table 13–5: Cost Modifiers for  
  Magic Device Traps
  feature 
  Cost modifier
  Alarm spell used in trigger 
  —
  One-Shot Trap 
   
  Each spell used 
  +50 gp × caster level × spell level
   
  Material components 
  +Material component costs
  Automatic Reset Trap 
   
  Each spell used 
  +500 gp × caster level × spell level
  Material components 
  +Material component costs × 100 gp
  Table 13–6: Craft (Trapmaking) DCs
  Trap CR 
  Base Craft (Trapmaking) DC
  1–5 
  20
  6–10 
  25
  11–15 
  30
  16+ 
  35
   
  modifier to 
  Additional Components 
  Craft (Trapmaking) DC
  Proximity trigger 
  +5
  Automatic reset 
  +5
  Spell Trap Cost
  A spell trap has a cost only if the builder must hire an 
  NPC spellcaster to cast it.
  Pathfinder RPG: Additional Rules 13
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  314
  Craft DCs for Mechanical Traps
  Once you know the Challenge Rating of a trap, determine 
  the Craft (trapmaking) DC by referring to the table and 
  the modifiers given below.
  Making the Checks: To determine how much p rogress 
  a character makes on building a trap each week, that 
  character makes a Craft (trapmaking) check. See the 
  Craft skill description for details on Craft checks and the 
  circumstances that can affect them.
  WILDERNESS
  Outside the safety of city walls, the wilderness of the world 
  is a dangerous place, and many adventurers have gotten 
  lost in its trackless wilds or fallen victim to deadly w eather. 
  The following rules give you a guideline on running 
  a dventures in a wilderness setting.
  Getting Lost
  There are many ways to get lost in the wilderness. 
  Following an obvious road, trail, or feature such as a 
  stream or shoreline prevents any possibility of becoming 
  lost, but travelers striking off cross-country might become 
  disoriented—especially in conditions of poor visibility or 
  in difficult terrain. 
  Poor Visibility: Any time characters cannot see at least 
  60 feet in the prevailing conditions of visibility, they might 
  become lost. Characters traveling through fog, snow, or a 
  downpour might easily lose the ability to see any l andmarks 
  not in their immediate vicinity. Similarly, characters 
  t raveling at night might be at risk, too, d epending on the 
  q uality of their light sources, the amount of moonlight, 
  and whether they have darkvision or low-light vision.
  Difficult Terrain: Any character in forest, moor, hill, 
  or mountain terrain might become lost if he moves away 
  from a trail, road, stream, or other obvious path or track. 
  Forests are especially dangerous because they obscure far-
  off landmarks and make it hard to see the sun or stars.
  Chance to Get Lost: If conditions exist that make 
  g etting lost a possibility, the character leading the way 
  must s ucceed on a Survival check or become lost. The 
  d ifficulty of this check varies based on the terrain, the 
  v isibility c onditions, and whether or not the character has 
  a map of the area being traveled through. Refer to the table 
  below and use the highest DC that applies.
  Terrain 
  Survival DC
  Moor or hill, map 
  6
  Mountain, map 
  8
  Moor or hill, no map 
  10
  Poor visibility 
  12
  Mountain, no map 
  12
  Forest 
  15
  A character with at least 5 ranks in Knowledge (geog-
  raphy) or Knowledge (local) pertaining to the area being 
  traveled through gains a +2 bonus on this check.
  Check once per hour (or portion of an hour) spent in lo-
  cal or overland movement to see if travelers have become 
  lost. In the case of a party moving together, only the char-
  acter leading the way makes the check.
  Effects of Being Lost: If a party becomes lost, it is no 
  longer certain of moving in the direction it intended to 
  travel. Randomly determine the direction in which the 
  party actually travels during each hour of local or over-
  land movement. The characters’ movement continues to 
  be random until they blunder into a landmark they can’t 
  miss, or until they recognize that they are lost and make 
  an effort to regain their bearings.
  Recognizing You’re Lost: Once per hour of random travel, 
  each character in the party may attempt a Survival check (DC 
  20, –1 per hour of random travel) to recognize that they are 
  no longer certain of their direction of travel. Some circum-
  stances might make it obvious that the characters are lost.
  Setting a New Course: A lost party is also uncertain of 
  determining in which direction it should travel in order 
  to reach a desired objective. Determining the correct 
  direction of travel once a party has become lost requires 
  a Survival check (DC 15, +2 per hour of random travel). If a 
  character fails this check, he chooses a random direction 
  as the “correct” direction for resuming travel.
  Once the characters are traveling along their new 
  course, correct or incorrect, they might get lost again. If 
  the conditions still make it possible for travelers to become 
  lost, check once per hour of travel as described in Chance 
  to Get Lost, above, to see if the party maintains its new 
  course or begins to move at random again.
  Conflicting Directions: It’s possible that several characters 
  may attempt to determine the right direction to proceed 
  after becoming lost. Make a Survival check for each 
  character in secret, then tell the players whose characters 
  succeeded at discerning the correct direction in which 
  to travel, and tell the players whose characters failed a 
  random direction they think is right. 
  Regaining Your Bearings: There are several ways 
  to become un-lost. First, if the characters successfully 
  set a new course and follow it to the destination they’re 
  trying to reach, they’re not lost anymore. Second, the 
  c haracters through random movement might run into an 
  u nmistakable l andmark. Third, if conditions s uddenly 
  i mprove—the fog lifts or the sun comes up—lost c haracters 
  may attempt to set a new course, as described above, with a 
  +4 bonus on the Survival check.
  Forest Terrain
  Forest terrain can be divided into three categories: sparse, 
  medium, and dense. An immense forest could have all three 
  Pathfinder Roleplaying Game
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  315
  categories within its borders, with more sparse terrain at 
  the outer edge of the forest and dense forest at its heart. 
  The table below describes in general terms how likely it 
  is that a given square has a terrain element in it.
  Forest Terrain Features
    
  Category of forest 
    
  Sparse 
  medium 
  Dense
  Typical trees 
  50% 
  70% 
  80%
  Massive trees 
  — 
  10% 
  20%
  Light undergrowth 
  50% 
  70% 
  50%
  Heavy undergrowth 
  — 
  20% 
  50%
  Trees: The most important terrain element in a forest 
  is the trees, obviously. A creature standing in the same 
  square as a tree gains a +2 bonus to Armor Class and a +1 
  bonus on Reflex saves (these bonuses don’t stack with cover 
  bonuses from other sources). The presence of a tree doesn’t 
  otherwise affect a creature’s fighting space, because it’s as-
  sumed that the creature is using the tree to its advantage 
  when it can. The trunk of a typical tree has AC 4, hardness 
  5, and 150 hp. A DC 15 Climb check is sufficient to climb a 
  tree. Medium and dense forests have massive trees as well. 
  These trees take up an entire square and provide cover to 
  anyone behind them. They have AC 3, hardness 5, and 600 
  hp. Like their smaller counterparts, it takes a DC 15 Climb 
  check to climb them.
  Undergrowth: Vines, roots, and short bushes cover 
  much of the ground in a forest. A space covered with light 
  undergrowth costs 2 squares of movement to move into, 
  and it provides concealment. Undergrowth increases the 
  DC of Acrobatics and Stealth checks by 2 because the leaves 
  and branches get in the way. Heavy undergrowth costs 4 
  squares of movement to move into, and it provides con-
  cealment with a 30% miss chance (instead of the usual 
  20%). It increases the DC of Acrobatics and Stealth checks 
  by 5. Heavy undergrowth is easy to hide in, granting a 
  +5 circumstance bonus on Stealth checks. Running and 
  c harging are impossible. Squares with undergrowth are 
  often clustered together. Undergrowth and trees aren’t 
  mutually exclusive; it’s common for a 5-foot square to have 
  both a tree and undergrowth.
  Forest Canopy: It’s common for elves and other forest 
  dwellers to live on raised platforms far above the surface 
  floor. These wooden platforms generally have rope b ridges 
  between them. To get to the treehouses, characters generally 
  ascend the trees’ branches (Climb DC 15), use rope ladders 
  (Climb DC 0), or take pulley elevators (which can be made 
  to rise a number of feet equal to a Strength check, made 
  each round as a full-round action). Creatures on platforms 
  or branches in a forest canopy are considered to have cover 
  when fighting creatures on the ground, and in medium or 
  dense forests they have concealment as well.
  Other Forest Terrain Elements: Fallen logs generally 
  stand about 3 feet high and provide cover just as low walls 
  do. They cost 5 feet of movement to cross. Forest streams 
  are generally 5 to 10 feet wide and no more than 5 feet deep. 
  Pathfinder RPG: Additional Rules 13
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  316
  wearing heavy clothing or any sort of armor take a –4 
  penalty on their saving throws. In addition, those wearing 
  metal armor or who come into contact with very hot metal 
  are affected as if by a heat metal spell.
  Catching on Fire: Characters engulfed in a forest fire 
  are at risk of catching on fire when the leading edge of 
  the fire overtakes them, and continue to be at risk once 
  per minute thereafter.
  Smoke Inhalation: Forest fires naturally produce a great 
  deal of smoke. A character who breathes heavy smoke must 
  make a Fortitude save each round (DC 15, +1 per previous 
  check) or spend that round choking and coughing. A 
  character who chokes for 2 consecutive rounds takes 1d6 
  points of nonlethal damage. Also, smoke obscures vision, 
  providing concealment to characters within it.
  Marsh Terrain
  Two categories of marsh exist: relatively dry moors and 
  watery swamps. Both are often bordered by lakes (described 
  in Aquatic Terrain), which effectively are a third category 
  of terrain found in marshes.
  The table below describes terrain features found in 
  marshes.
  Marsh Terrain Features
    
  marsh Category
    
  moor 
  Swamp
  Shallow bog 
  20% 
  40%
  Deep bog 
  5% 
  20%
  Light undergrowth 
  30% 
  20%
  Heavy undergrowth 
  10% 
  20%
  Bogs: If a square is part of a shallow bog, it has deep 
  mud or standing water of about 1 foot in depth. It costs 2 
  squares of movement to move into a square with a s hallow 
  bog, and the DC of Acrobatics checks in such a square 
  i ncreases by 2. 
  A square that is part of a deep bog has roughly 4 feet 
  of standing water. It costs Medium or larger creatures 
  4 squares of movement to move into a square with a 
  deep bog, or characters can swim if they wish. Small or 
  s maller c reatures must swim to move through a deep bog. 
  Tumbling is impossible in a deep bog.
  The water in a deep bog provides cover for Medium or 
  larger creatures. Smaller creatures gain improved cover 
  (+8 bonus to AC, +4 bonus on Ref lex saves). Medium or 
  larger creatures can crouch as a move action to gain this 
  improved cover. Creatures with this improved cover take 
  a –10 penalty on attacks against creatures that aren’t 
  underwater.
  Deep bog squares are usually clustered together and 
  surrounded by an irregular ring of shallow bog squares.
  Both shallow and deep bogs increase the DC of Stealth 
  checks by 2.
  Pathways wind through most forests, allowing normal 
  movement and providing neither cover nor concealment. 
  These paths are less common in dense forests, but even 
  unexplored forests have occasional game trails.
  Stealth and Detection in a Forest: In a sparse forest, 
  the maximum distance at which a Perception check for 
  detecting the nearby presence of others can succeed is 3d6 
  × 10 feet. In a medium forest, this distance is 2d8 × 10 feet, 
  and in a dense forest it is 2d6 × 10 feet.
  Because any square with undergrowth provides conceal-
  ment, it’s usually easy for a creature to use the Stealth skill 
  in the forest. Logs and massive trees provide cover, which 
  also makes hiding possible.
  The background noise in the forest makes sound-based 
  Perception checks more difficult, increasing the DC of the 
  check by 2 per 10 feet, not 1. 
  Forest Fires (CR 6)
  Most campfire sparks ignite nothing, but if conditions 
  are dry, winds are strong, or the forest floor is dried out 
  and flammable, a forest fire can result. Lightning strikes 
  often set trees afire and start forest fires in this way. 
  Whatever the cause of the fire, travelers can get caught in 
  the conflagration.
  A forest fire can be spotted from as far away as 2d6 × 100 
  feet by a character who makes a Perception check, treating 
  the fire as a Colossal creature (reducing the DC by 16). If 
  all characters fail their Perception checks, the fire moves 
  closer to them. They automatically see it when it closes to 
  half the original distance. With proper elevation, the smoke 
  from a forest fire can be spotted as far as 10 miles away.
  Characters who are blinded or otherwise unable to make 
  Perception checks can feel the heat of the fire (and thus au-
  tomatically “spot” it) when it is 100 feet away.
  The leading edge of a fire (the downwind side) can 
  advance faster than a human can run (assume 120 feet per 
  round for winds of moderate strength). Once a particular 
  portion of the forest is ablaze, it remains so for 2d4 × 10 
  minutes before dying to a smoking smolder. Characters 
  overtaken by a forest fire might find the leading edge of 
  the fire advancing away from them faster than they can 
  keep up, trapping them deeper and deeper in its grasp.
  Within the bounds of a forest fire, a character f aces 
  three dangers: heat damage, catching on fire, and 
  smoke inhalation. 
  Heat Damage: Getting caught within a forest fire is 
  even worse than being exposed to extreme heat (see Heat 
  Dangers). Breathing the air causes a character to take 
  1d6 points of damage per round (no save). In addition, a 
  character must make a Fortitude save every 5 rounds (DC 
  15, +1 per previous check) or take 1d4 points of nonlethal 
  damage. A character who holds his breath can avoid the 
  lethal damage, but not the nonlethal damage. Those 
  Pathfinder Roleplaying Game
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  317
  Undergrowth: The bushes, rushes, and other tall grasses in 
  marshes function as undergrowth does in a forest. A square 
  that is part of a bog does not also have undergrowth. 
  Quicksand: Patches of quicksand present a deceptively 
  solid appearance (appearing as undergrowth or open 
  land) that might trap careless characters. A character 
  a pproaching a patch of quicksand at a normal pace is en-
  titled to a DC 8 Survival check to spot the danger before 
  stepping in, but charging or running characters don’t 
  have a chance to detect a hidden bog before blundering 
  into it. A typical patch of quicksand is 20 feet in diameter; 
  the momentum of a charging or running character carries 
  him 1d2 × 5 feet into the quicksand.
  Effects of Quicksand: Characters in quicksand must make 
  a DC 10 Swim check every round to simply tread water in 
  place, or a DC 15 Swim check to move 5 feet in whatever 
  d irection is desired. If a trapped character fails this check 
  by 5 or more, he sinks below the surface and begins to 
  drown whenever he can no longer hold his breath (see the 
  Swim skill description in Chapter 5).
  Characters below the surface of a bog may swim back 
  to the surface with a successful Swim check (DC 15, +1 per 
  consecutive round of being under the surface).
  Rescue: Pulling out a character trapped in quicksand can 
  be difficult. A rescuer needs a branch, spear haft, rope, or 
  similar tool that enables him to reach the victim with one 
  end of it. Then he must make a DC 15 Strength check to 
  successfully pull the victim, and the victim must make 
  a DC 10 Strength check to hold onto the branch, pole, or 
  rope. If the victim fails to hold on, he must make a DC 15 
  Swim check immediately to stay above the surface. If both 
  checks succeed, the victim is pulled 5 feet closer to safety.
  Hedgerows: Common in moors, hedgerows are tangles 
  of stones, soil, and thorny bushes. Narrow hedgerows 
  f unction as low walls, and it takes 3 squares of movement to 
  cross them. Wide hedgerows are more than 5 feet tall and 
  take up entire squares. They provide total cover, just as a 
  wall does. It takes 4 squares of movement to move through 
  a square with a wide hedgerow; creatures that succeed on 
  a DC 10 Climb check need only 2 squares of movement to 
  move through the square.
  Other Marsh Terrain Elements: Some marshes, 
  p articularly swamps, have trees just as forests do, usually 
  clustered in small stands. Paths lead across many m arshes, 
  winding to avoid bog areas. As in forests, paths allow 
  n ormal movement and don’t provide the concealment that 
  undergrowth does.
  Stealth and Detection in a Marsh: In a moor, the 
  m aximum distance at which a Perception check for 
  d etecting the nearby presence of others can succeed is 6d6 
  × 10 feet. In a swamp, this distance is 2d8 × 10 feet.
  Undergrowth 
  and 
  deep 
  bogs 
  provide 
  plentiful 
  c oncealment, so it’s easy to use Stealth in a marsh.
  Hills Terrain
  A hill can exist in most other types of terrain, but hills can 
  also dominate the landscape. Hills terrain is divided into 
  two categories: gentle hills and rugged hills. Hills terrain 
  often serves as a transition zone between rugged terrain 
  such as mountains and flat terrain such as plains.
  Hills Terrain Features
    
  Hills Category
    
  gentle Hill 
  Rugged Hill
  Gradual slope 
  75% 
  40%
  Steep slope 
  20% 
  50%
  Cliff 
  5% 
  10%
  Light undergrowth 
  15% 
  15%
  Gradual Slope: This incline isn’t steep enough to affect 
  movement, but characters gain a +1 bonus on melee attacks 
  against foes downhill from them.
  Steep Slope: Characters moving uphill (to an a djacent 
  square of higher elevation) must spend 2 squares of 
  movement to enter each square of steep slope. Characters 
  running or charging downhill (moving to an a djacent 
  square of lower elevation) must succeed on a DC 10 
  Acrobatics check upon entering the first steep slope 
  square. Mounted characters make a DC 10 Ride check 
  i nstead. Characters who fail this check stumble and 
  must end their movement 1d2 × 5 feet later. Characters 
  who fail by 5 or more fall prone in the square where they 
  end their movement. A steep slope increases the DC of 
  Acrobatics checks by 2.
  Cliff: A cliff typically requires a DC 15 Climb check to 
  scale and is 1d4 × 10 feet tall, although the needs of your 
  map might mandate a taller cliff. A cliff isn’t perfectly 
  v ertical, taking up 5-foot squares if it’s less than 30 feet tall 
  and 10-foot squares if it’s 30 feet or taller. 
  Light Undergrowth: Sagebrush and other scrubby b ushes 
  grow on hills, athough they rarely cover the l andscape 
  as they do in forests and marshes. Light u ndergrowth 
  p rovides concealment and increases the DC of Acrobatics 
  and Stealth checks by 2. 
  Other Hills Terrain Elements: Trees aren’t out of place 
  in hills terrain, and valleys often have active streams (5 to 
  10 feet wide and no more than 5 feet deep) or dry stream-
  beds (treat as a trench 5 to 10 feet across) in them. If you 
  add a stream or streambed, remember that water always 
  flows downhill.
  Stealth and Detection in Hills: In gentle hills, the 
  m aximum distance at which a Perception check for 
  d etecting the nearby presence of others can succeed is 2d10 
  × 10 feet. In rugged hills, this distance is 2d6 × 10 feet.
  Hiding in hills terrain can be difficult if there isn’t 
  undergrowth around. A hilltop or ridge provides enough 
  cover to hide from anyone below the hilltop or ridge.
  Pathfinder RPG: Additional Rules 13
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  318
  Mountain Terrain
  The three mountain terrain categories are alpine 
  m eadows, rugged mountains, and forbidding m ountains. 
  As c haracters ascend into a mountainous area, they’re 
  l ikely to face each terrain category in turn, b eginning 
  with alpine meadows, extending through rugged 
  m ountains, and reaching forbidding mountains near 
  the summit.
  Mountains have an important terrain element, the rock 
  wall, that is marked on the border between squares rather 
  than taking up squares itself. 
  Mountain Terrain Features
    
  mountain Category
    
  Alpine meadow 
  Rugged 
  forbidding
  Gradual slope 
  50% 
  25% 
  15%
  Steep slope 
  40% 
  55% 
  55%
  Cliff 
  10% 
  15% 
  20%
  Chasm 
  — 
  5% 
  10%
  Light undergrowth 
  20% 
  10% 
  —
  Scree 
  — 
  20% 
  30%
  Dense rubble 
  — 
  20% 
  30%
  Gradual and Steep Slopes: These function as described 
  in Hills Terrain.
  Cliff: These terrain elements also function like their 
  hills terrain counterparts, but they’re typically 2d6 × 10 
  feet tall. Cliffs taller than 80 feet take up 20 feet of hori-
  zontal space.
  Chasm: Usually formed by natural geological processes, 
  chasms function like pits in a dungeon setting. Chasms 
  aren’t hidden, so characters won’t fall into them by ac-
  cident (although bull rushes are another story). A typical 
  chasm is 2d4 × 10 feet deep, at least 20 feet long, and any-
  where from 5 feet to 20 feet wide. It takes a DC 15 Climb 
  check to climb out of a chasm. In forbidding mountain 
  terrain, chasms are typically 2d8 × 10 feet deep.
  Light Undergrowth: This functions as described in 
  Forest Terrain.
  Scree: A field of shifting gravel, scree doesn’t affect 
  speed, but it can be treacherous on a slope. The DC of 
  Acrobatics checks increases by 2 if there’s scree on a grad-
  ual slope and by 5 if there’s scree on a steep slope. The DC 
  of Stealth checks increases by 2 if the scree is on a slope of 
  any kind.
  Dense Rubble: The ground is covered with rocks of all 
  sizes. It costs 2 squares of movement to enter a square with 
  dense rubble. The DC of Acrobatics checks on dense rubble 
  increases by 5, and the DC of Stealth checks increases by 2. 
  Rock Wall: A vertical plane of stone, rock walls require 
  DC 25 Climb checks to ascend. A typical rock wall is 2d4 × 
  10 feet tall in rugged mountains and 2d8 × 10 feet tall in 
  forbidding mountains. Rock walls are drawn on the edges 
  of squares, not in the squares themselves.
  Cave Entrance: Found in cliff and steep slope squares 
  and next to rock walls, cave entrances are typically between 
  5 and 20 feet wide and 5 feet deep. Beyond the entrance, a 
  cave could be anything from a simple chamber to the en-
  trance to an elaborate dungeon. Caves used as monster 
  lairs typically have 1d3 rooms that are 1d4 × 10 feet across. 
  Other Mountain Terrain Features: Most alpine m eadows 
  begin above the tree line, so trees and other forest ele-
  ments are rare in the mountains. Mountain terrain can 
  include active streams (5 to 10 feet wide and no more than 5 
  feet deep) and dry streambeds (treat as a trench 5 to 10 feet 
  across). Particularly high-altitude areas tend to be colder 
  than the lowland areas that surround them, so they might 
  be covered in ice sheets (described below).
  Stealth and Detection in Mountains: As a guideline, 
  the maximum distance in mountain terrain at which a 
  Perception check for detecting the nearby presence of 
  o thers can succeed is 4d10 × 10 feet. Certain peaks and 
  r idgelines afford much better vantage points, of course, 
  and twisting valleys and canyons have much shorter 
  s potting distances. Because there’s little vegetation to ob-
  struct line of sight, the specifics on your map are your best 
  guide for the range at which an encounter could begin. As 
  in hills terrain, a ridge or peak provides enough cover to 
  hide from anyone below the high point.
  It’s easier to hear faraway sounds in the mountains. The 
  DC of sound-based Perception checks increases by 1 per 20 
  feet between listener and source, not per 10 feet.
  Avalanches (CR 7)
  The combination of high peaks and heavy snowfalls means 
  that avalanches are a deadly peril in many mountainous 
  areas. While avalanches of snow and ice are common, it’s 
  also possible to have an avalanche of rock and soil.
  An avalanche can be spotted from as far away as 1d10 
  × 500 feet downslope by a character who makes a DC 20 
  Perception check, treating the avalanche as a Colossal 
  creature. If all characters fail their Perception checks to 
  determine the encounter distance, the avalanche moves 
  closer to them, and they automatically become aware of it 
  when it closes to half the original distance. It’s possible to 
  hear an avalanche coming even if you can’t see it. Under 
  optimum conditions (no other loud noises o ccurring), 
  a character who makes a DC 15 Perception check can 
  hear the avalanche or landslide when it is 1d6 × 500 feet 
  away. This check might have a DC of 20, 25, or higher 
  in c onditions where hearing is difficult (such as in the 
  middle of a thunderstorm). 
  A landslide or avalanche consists of two distinct areas: 
  the bury zone (in the direct path of the falling debris) and 
  the slide zone (the area the debris spreads out to encompass). 
  Characters in the bury zone always take damage from the 
  avalanche; characters in the slide zone might be able to get 
  Pathfinder Roleplaying Game
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  319
  out of the way. Characters in the bury zone take 8d6 points 
  of damage, or half that amount if they make a DC 15 Reflex 
  save. They are subsequently buried. Characters in the slide 
  zone take 3d6 points of damage, or no damage if they make a 
  DC 15 Reflex save. Those who fail their saves are buried. 
  Buried characters take 1d6 points of nonlethal dam-
  age per minute. If a buried character falls unconscious, he 
  must make a DC 15 Constitution check or take 1d6 points of 
  lethal damage each minute thereafter until freed or dead.
  The typical avalanche has a width of 1d6 × 100 feet, from 
  one edge of the slide zone to the opposite edge. The bury 
  zone in the center of the avalanche is half as wide as the 
  avalanche’s full width.
  To determine the precise location of characters in the 
  path of an avalanche, roll 1d6 × 20; the result is the number 
  of feet from the center of the path taken by the bury zone 
  to the center of the party’s location. Avalanches of snow 
  and ice advance at a speed of 500 feet per round, and rock 
  avalanches travel at a speed of 250 feet per round.
  Mountain Travel
  High altitude can be extremely fatiguing—or sometimes 
  deadly—to creatures that aren’t used to it. Cold becomes 
  extreme, and the lack of oxygen in the air can wear down 
  even the most hardy of warriors.
  Acclimated Characters: Creatures accustomed to high 
  altitude generally fare better than lowlanders. Any c reature 
  with an Environment entry that includes m ountains 
  is considered native to the area and acclimated to the 
  high a ltitude. Characters can also acclimate themselves 
  by l iving at high altitude for a month. Characters who 
  spend more than two months away from the mountains 
  must r eacclimate themselves when they return. Undead, 
  constructs, and other creatures that do not breathe are 
  i mmune to a ltitude effects.
  Altitude Zones: In general, mountains present three 
  possible altitude bands: low pass, low peak/high pass, and 
  high peak. 
  Low Pass (lower than 5,000 feet): Most travel in low moun-
  tains takes place in low passes, a zone consisting largely 
  of alpine meadows and forests. Travelers might find the 
  going difficult (which is reflected in the movement modi-
  fiers for traveling through mountains), but the altitude 
  itself has no game effect.
  Low Peak or High Pass (5,000 to 15,000 feet): Ascending to 
  the highest slopes of low mountains, or most normal travel 
  through high mountains, falls into this category. All non-
  acclimated creatures labor to breathe in the thin air at this 
  altitude. Characters must succeed on a Fortitude save each 
  hour (DC 15, +1 per previous check) or be fatigued. The fa-
  tigue ends when the character descends to an altitude with 
  more air. Acclimated characters do not have to attempt the 
  Fortitude save. 
  High Peak (more than 15,000 feet): The highest m ountains 
  exceed 15,000 feet in height. At these elevations, creatures 
  are subject to both high altitude fatigue (as described above) 
  and altitude sickness, whether or not they’re a cclimated 
  to high altitudes. Altitude sickness represents long-term 
  o xygen deprivation, and it affects mental and physical 
  ability scores. After each 6-hour period a c haracter spends 
  at an altitude of over 15,000 feet, he must succeed on 
  a Fortitude save (DC 15, +1 per previous check) or take 1 
  point of damage to all ability scores. Creatures acclimated 
  to high altitude receive a +4 competence bonus on their 
  saving throws to resist high altitude effects and altitude 
  sickness, but eventually even seasoned mountaineers must 
  abandon these dangerous elevations. 
  Desert Terrain
  Desert terrain exists in warm, temperate, and cold 
  c limates, but all deserts share one common trait: little 
  rain. The three categories of desert terrain are tundra (cold 
  desert), rocky deserts (often temperate), and sandy deserts 
  (o ften warm).
  Tundra differs from the other desert categories in two 
  important ways. Because snow and ice cover much of the 
  landscape, it’s easy to find water. During the height of 
  summer, the permafrost thaws to a depth of a foot or so, 
  turning the landscape into a vast field of mud. The muddy 
  tundra affects movement and skill use as the shallow 
  bogs described in marsh terrain, although there’s little 
  standing water.
  The table below describes terrain elements found in 
  each of the three desert categories. The terrain elements 
  on this table are mutually exclusive; for instance, a square 
  of tundra might contain either light undergrowth or an ice 
  sheet, but not both.
  Desert Terrain Features
    
  Desert Category
    
  Tundra 
  Rocky 
  Sandy
  Light undergrowth 
  15% 
  5% 
  5%
  Ice sheet 
  25% 
  — 
  —
  Light rubble 
  5% 
  30% 
  10%
  Dense rubble 
  — 
  30% 
  5%
  Sand dunes 
  — 
  — 
  50%
  Light Undergrowth: Consisting of scrubby, hardy bush-
  es and cacti, light undergrowth functions as described for 
  other terrain types.
  Ice Sheet: The ground is covered with slippery ice. It 
  costs 2 squares of movement to enter a square covered by 
  an ice sheet, and the DC of Acrobatics checks there in-
  creases by 5. A DC 10 Acrobatics check is required to run or 
  charge across an ice sheet. 
  Light Rubble: Small rocks are strewn across the ground, 
  making nimble movement more difficult. The DC of 
  Acrobatics checks increases by 2. 
  Pathfinder RPG: Additional Rules 13
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  320
  Dense Rubble: This terrain feature consists of more 
  and larger stones. It costs 2 squares of movement to enter a 
  square with dense rubble. The DC of Acrobatics checks in-
  creases by 5, and the DC of Stealth checks increases by 2.
  Sand Dunes: Created by the action of wind on sand, 
  sand dunes function as hills that move. If the wind is 
  strong and consistent, a sand dune can move several 
  h undred feet in a week’s time. Sand dunes can cover hun-
  dreds of squares. They always have a gentle slope point-
  ing in the direction of the prevailing wind and a steep 
  slope on the leeward side.
  Other Desert Terrain Features: Tundra is sometimes bor-
  dered by forests, and the occasional tree isn’t out of place in 
  the cold wastes. Rocky deserts have towers and mesas consist-
  ing of flat ground surrounded on all sides by cliffs and steep 
  slopes (as described in Mountain Terrain). Sandy deserts 
  sometimes have quicksand; this functions as described in 
  Marsh Terrain, although desert quicksand is a waterless mix-
  ture of fine sand and dust. All desert terrain is crisscrossed 
  with dry streambeds (treat as trenches 5 to 15 feet wide) that 
  fill with water on the rare occasions when rain falls.
  Stealth and Detection in the Desert: In general, the 
  maximum distance in desert terrain at which a Perception 
  check for detecting the nearby presence of others can suc-
  ceed is 6d6 × 20 feet; beyond this distance, elevation chang-
  es and heat distortion in warm deserts makes sight-based 
  Perception impossible. The presence of dunes in sandy des-
  erts limits spotting distance to 6d6 × 10 feet. The scarcity 
  of undergrowth or other elements that offer concealment 
  or cover makes using Stealth more difficult.
  Sandstorms
  A sandstorm reduces visibility to 1d10 × 5 feet and p rovides 
  a –4 penalty on Perception checks. A sandstorm deals 1d3 
  points of nonlethal damage per hour to any creatures caught 
  in the open, and leaves a thin coating of sand in its wake. 
  Driving sand creeps in through all but the most secure seals 
  and seams, to chafe skin and contaminate carried gear. 
  Plains Terrain
  Plains come in three categories: farms, grasslands, and 
  battlefields. Farms are common in settled areas, of 
  course, while grasslands represent untamed plains. The 
  b attlefields where large armies clash are temporary places, 
  usually reclaimed by natural vegetation or the farmer’s 
  plow. Battlefields represent a third terrain category be-
  cause adventurers tend to spend a lot of time there, not 
  because they’re particularly prevalent.
  The table below shows the proportions of terrain 
  e lements in the different categories of plains. On a farm, 
  light undergrowth represents most mature grain crops, so 
  farms growing vegetable crops will have less light under-
  growth, as will all farms during the time between harvest 
  and a few months after planting.
  The terrain elements in the table below are mutually 
  exclusive.
  Plains Terrain Features
    
  Plains Category
    
  farm 
  grassland 
  Battlefield
  Light undergrowth 
  40% 
  20% 
  10%
  Heavy undergrowth 
  — 
  10% 
  —
  Light rubble 
  — 
  — 
  10%
  Trench 
  5% 
  — 
  5%
  Berm 
  — 
  — 
  5%
  Undergrowth: Whether they’re crops or natural vegeta-
  tion, the tall grasses of the plains function like light under-
  growth in a forest. Particularly thick bushes form patches of 
  heavy undergrowth that dot the landscape in grasslands.
  Light Rubble: On the battlefield, light rubble usually 
  r epresents something that was destroyed: the ruins of a 
  b uilding or the scattered remnants of a stone wall, for exam-
  ple. It functions as described in the Desert Terrain section.
  Trench: Often dug before a battle to protect soldiers, a 
  trench functions as a low wall, except that it provides no 
  cover against adjacent foes. It costs 2 squares of move-
  ment to leave a trench, but it costs nothing extra to enter 
  one. Creatures outside a trench who make a melee attack 
  against a creature inside the trench gain a +1 bonus on me-
  lee attacks because they have higher ground. In farm ter-
  rain, trenches are generally irrigation ditches.
  Berm: A common defensive structure, a berm is a low, 
  earthen wall that slows movement and provides a measure 
  of cover. Put a berm on the map by drawing two adjacent 
  rows of steep slope (described in Hills Terrain), with the 
  edges of the berm on the downhill side. Thus, a character 
  crossing a two-square berm will travel uphill for 1 square, 
  then downhill for 1 square. Two square berms provide cov-
  er as low walls for anyone standing behind them. Larger 
  berms provide the low wall benefit for anyone standing 1 
  square downhill from the top of the berm. 
  Fences: Wooden fences are generally used to contain 
  livestock or impede oncoming soldiers. It costs an ex-
  tra square of movement to cross a wooden fence. A stone 
  fence provides a measure of cover as well, functioning as 
  low walls. Mounted characters can cross a fence without 
  s lowing their movement if they succeed on a DC 15 Ride 
  check. If the check fails, the steed crosses the fence, but the 
  rider falls out of the saddle.
  Other Plains Terrain Features: Occasional trees dot the 
  landscape in many plains, although on battlefields they’re 
  often felled to provide raw material for siege engines (de-
  scribed in Urban Features). Hedgerows (described in Marsh 
  Terrain) are found in plains as well. Streams, generally 5 to 
  20 feet wide and 5 to 10 feet deep, are commonplace.
  Pathfinder Roleplaying Game
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  321
  Stealth and Detection in Plains: In plains terrain, the 
  maximum distance at which a Perception check for detect-
  ing the nearby presence of others can succeed is 6d6 × 40 
  feet, although the specifics of your map might restrict line 
  of sight. Cover and concealment are not uncommon, so a 
  good place of refuge is often nearby, if not right at hand.
  Aquatic Terrain
  Aquatic terrain is the least hospitable to most PCs, because 
  they can’t breathe there. Aquatic terrain doesn’t offer the 
  variety that land terrain does. The ocean floor holds many 
  marvels, including undersea analogues of any of the t errain 
  elements described earlier in this section. But if characters 
  find themselves in the water because they were bull rushed 
  off the deck of a pirate ship, the tall kelp beds hundreds 
  of feet below them don’t matter. Accordingly, these rules 
  simply divide aquatic terrain into two c ategories: flowing 
  water (such as streams and rivers) and nonflowing water 
  (such as lakes and oceans).
  Flowing Water: Large, placid rivers move at only a few 
  miles per hour, so they function as still water for most 
  p urposes. But some rivers and streams are swifter; any-
  thing floating in them moves downstream at a speed of 
  10 to 40 feet per round. The fastest rapids send s wimmers 
  bobbing downstream at 60 to 90 feet per round. Fast 
  rivers are always at least rough water (Swim DC 15), and 
  w hitewater rapids are stormy water (Swim DC 20). If a 
  c haracter is in moving water, move her downstream the 
  indicated d istance at the end of her turn. A character 
  t rying to maintain her position relative to the riverbank 
  can spend some or all of her turn swimming upstream.
  Swept Away: Characters swept away by a river moving 60 
  feet per round or faster must make DC 20 Swim checks 
  e very round to avoid going under. If a character gets a check 
  result of 5 or more over the minimum necessary, he arrests 
  his motion by catching a rock, tree limb, or bottom snag—
  he is no longer being carried along by the flow of the water. 
  Escaping the rapids by reaching the bank requires three 
  DC 20 Swim checks in a row. Characters arrested by a rock, 
  limb, or snag can’t escape under their own power unless 
  they strike out into the water and attempt to swim their 
  way clear. Other characters can rescue them as if they were 
  trapped in quicksand (described in Marsh Terrain, above). 
  Nonflowing Water: Lakes and oceans simply require a 
  swim speed or successful Swim checks to move through 
  (DC 10 in calm water, DC 15 in rough water, DC 20 in 
  stormy water). Characters need a way to breathe if they’re 
  underwater; failing that, they risk drowning. When un-
  derwater, characters can move in any direction as if they 
  were flying with perfect maneuverability.
  Stealth and Detection Underwater: How far you can see 
  underwater depends on the water’s clarity. As a guideline, 
  creatures can see 4d8 × 10 feet if the water is clear, and 1d8 × 
  10 feet if it’s murky. Moving water is always murky, unless 
  it’s in a particularly large, slow-moving river.
  It’s hard to find cover or concealment to hide underwa-
  ter (except along the seafloor).
  Invisibility: An invisible creature displaces water and 
  leaves a visible, body-shaped “bubble” where the water was 
  displaced. The creature still has concealment (20% miss 
  chance), but not total concealment (50% miss chance).
  Underwater Combat
  Land-based creatures can have considerable difficulty 
  when fighting in water. Water affects a creature’s Armor 
  Class, attack rolls, damage, and movement. In some cases 
  a creature’s opponents might get a bonus on attacks. The 
  e ffects are summarized on Table 13–7. They apply w henever 
  a character is swimming, walking in chestdeep water, or 
  walking along the bottom. 
  Ranged Attacks Underwater: Thrown weapons are 
  i neffective underwater, even when launched from land. 
  Attacks with other ranged weapons take a –2 penalty on 
  attack rolls for every 5 feet of water they pass through, in 
  addition to the normal penalties for range. 
  Attacks from Land: Characters swimming, floating, or 
  treading water on the surface, or wading in water at least 
  chest deep, have improved cover (+8 bonus to AC, +4 b onus 
  on Reflex saves) from opponents on land. Landbound 
  o pponents who have freedom of movement effects ignore 
  this cover when making melee attacks against targets in 
  the water. A completely submerged creature has total cover 
  against opponents on land unless those opponents have 
  freedom of movement effects. Magical effects are unaffected 
  except for those that require attack rolls (which are treated 
  like any other effects) and fire effects.
  Fire: Nonmagical fire (including alchemist’s fire) does 
  not burn underwater. Spells or spell-like effects with 
  the fire descriptor are ineffective underwater unless the 
  caster makes a Spellcraft check (DC 20 + spell level). If the 
  check succeeds, the spell creates a bubble of steam instead 
  of its usual fiery effect, but otherwise the spell works as 
  described. A supernatural fire effect is ineffective under-
  water unless its description states otherwise. The surface 
  of a body of water blocks line of effect for any fire spell. 
  If the caster has made a Spellcraft check to make the fire 
  spell usable underwater, the surface still blocks the spell’s 
  line of effect.
  Floods
  In many wilderness areas, river floods are a common 
  occurrence.
  In spring, an enormous snowmelt can engorge the 
  streams and rivers it feeds. Other catastrophic events such 
  as massive rainstorms or the destruction of a dam can cre-
  ate floods as well.
  Pathfinder RPG: Additional Rules 13
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  322
  During a flood, rivers become wider, deeper, and swift-
  er. Assume that a river rises by 1d10+10 feet during the 
  spring flood, and its width increases by a factor of 1d4 × 
  50%. Fords might disappear for days, bridges might be 
  swept away, and even ferries might not be able to man-
  age the crossing of a flooded river. A river in flood makes 
  Swim checks one category harder (calm water becomes 
  rough, and rough water becomes stormy). Rivers also be-
  come 50% swifter.
  URBAN ADVENTURES
  At first glance, a city is much like a dungeon, made up of 
  walls, doors, rooms, and corridors. Adventures that take 
  place in cities have two salient differences from their dun-
  geon counterparts, however. Characters have greater access 
  to resources, and they must contend with law enforcement.
  Access to Resources: Unlike in dungeons and the 
  w ilderness, characters can buy and sell gear quickly in 
  a city. A large city or metropolis probably has high-level 
  NPCs and experts in obscure fields of knowledge who can 
  provide assistance and decipher clues. And when the PCs 
  are battered and bruised, they can retreat to the comfort of 
  a room at an inn.
  The freedom to retreat and ready access to the 
  m arketplace means that the players have a greater degree 
  of control over the pacing of an urban adventure.
   Law Enforcement: The other key distinctions be-
  tween adventuring in a city and delving into a dungeon 
  is that a dungeon is, almost by definition, a lawless place 
  where the only law is that of the jungle: Kill or be killed. 
  A city, on the other hand, is held together by a code of 
  laws, many of which are explicitly designed to prevent 
  the sort of behavior that adventurers engage in all the 
  time: killing and looting. Even so, most cities’ laws rec-
  ognize monsters as a threat to the stability the city re-
  lies on, and prohibitions about murder rarely apply to 
  monsters such as aberrations or evil outsiders. Most evil 
  humanoids, however, are typically protected by the same 
  laws that protect all the citizens of the city. Having an 
  evil alignment is not a crime (except in some severely 
  theocratic cities, perhaps, with the magical power to 
  back up the law); only evil deeds are against the law. 
  Even when adventurers encounter an evildoer in the act 
  of perpetrating some heinous evil upon the populace of 
  the city, the law tends to frown on the sort of vigilante 
  justice that leaves the evildoer dead or otherwise unable 
  to testify at a trial.
  Weapon And Spell Restrictions
  Different cities have different laws about such issues as 
  carrying weapons in public and restricting spellcasters.
  The city’s laws might not affect all characters equally. A 
  monk isn’t hampered at all by a law about peace-bonding 
  weapons, but a cleric is reduced to a fraction of his power 
  if all holy symbols are confiscated at the city’s gates.
  Urban Features
  Walls, doors, poor lighting, and uneven footing: In many 
  ways a city is much like a dungeon. Some new c onsiderations 
  for an urban setting are covered below.
  Walls and Gates
  Many cities are surrounded by walls. A typical small city 
  wall is a fortified stone wall 5 feet thick and 20 feet high. 
  Such a wall is fairly smooth, requiring a DC 30 Climb 
  check to scale. The walls are crenellated on one side to 
  provide a low wall for the guards atop it, and there is just 
  barely room for guards to walk along the top of the wall. A 
  typical small city wall has AC 3, hardness 8, and 450 hp per 
  10-foot section.
  A typical large city wall is 10 feet thick and 30 feet high, 
  with crenellations on both sides for the guards on top of 
  the wall. It is likewise smooth, requiring a DC 30 Climb 
  check to scale. Such a wall has AC 3, hardness 8, and 720 hp 
  per 10-foot section.
  A typical metropolis wall is 15 feet thick and 40 feet tall. It 
  has crenellations on both sides and often has a tunnel and 
  small rooms running through its interior. Metropolis walls 
  have AC 3, hardness 8, and 1,170 hp per 10-foot section.
  Unlike smaller cities, metropolises often have i nterior 
  walls as well as surrounding walls—either old walls 
  that the city has outgrown, or walls dividing individual 
  d istricts from each other. Sometimes these walls are as 
  large and thick as the outer walls, but more often they have 
  the characteristics of a large city’s or small city’s walls.
  Watch Towers: Some city walls are adorned with 
  watch towers set at irregular intervals. Few cities have 
  enough guards to keep someone constantly stationed 
  at every t ower, unless the city is expecting attack from 
  outside. The towers provide a superior view of the sur-
  rounding c ountryside as well as a point of defense 
  against invaders.
  Watch towers are typically 10 feet higher than the wall 
  they adjoin, and their diameter is 5 times the thickness 
  of the wall. Arrow slits line the outer sides of the upper 
  stories of a tower, and the top is crenellated like the sur-
  rounding walls are. In a small tower (25 feet in diameter 
  adjoining a 5-foot-thick wall), a simple ladder typically 
  connects the tower’s stories and its roof. In a larger tow-
  er, stairs serve that purpose. 
  Heavy wooden doors, reinforced with iron and bear-
  ing good locks (Disable Device DC 30), block entry to a 
  tower, unless the tower is in regular use. As a rule, the 
  captain of the guard keeps the keys to the towers secured 
  on her person, and second copies are in the city’s inner 
  fortress or barracks.
  Pathfinder Roleplaying Game
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  323
  Gates: A typical city gate is a gatehouse with two 
  p ortcullises and murder holes above the space between 
  them. In towns and some small cities, the primary entry is 
  through iron double doors set into the city wall.
  Gates are usually open during the day and locked or 
  barred at night. Usually, one gate lets in travelers after 
  s unset and is staffed by guards who will open it for some-
  one who seems honest, presents proper papers, or offers a 
  large enough bribe (depending on the city and the guards).
  Guards and Soldiers
  A city typically has full-time military personnel equal 
  to 1% of its adult population, in addition to militia or 
  c onscript soldiers equal to 5% of the population. The full-
  time soldiers are city guards responsible for maintaining 
  order within the city, similar to the role of modern police, 
  and (to a lesser extent) for defending the city from outside 
  assault. Conscript soldiers are called up to serve in case of 
  an attack on the city.
  A typical city guard force works on three eight-hour 
  shifts, with 30% of the force on a day shift (8 A.M. to 4 
  P.M.), 35% on an evening shift (4 P.M. to 12 A.M.), and 35% 
  on a night shift (12 A.M. to 8 A.M.). At any given time, 
  80% of the guards on duty are on the streets patrolling, 
  while the remaining 20% are stationed at various posts 
  throughout the city where they can respond to nearby 
  alarms. At least one such guard post is present within each 
  neighborhood of a city (each neighborhood consisting of 
  several districts).
  The majority of a city guard force is made up of w arriors, 
  mostly 1st level. Officers include higher-level warriors, 
  fighters, a fair number of clerics, and wizards or sorcerers, 
  as well as multiclass fighter/spellcasters.
  Siege Engines
  Siege engines are large weapons, temporary structures, 
  or pieces of equipment traditionally used in besieging a 
  castle or fortress.
  Catapult, Heavy: A heavy catapult is a massive e ngine 
  capable of throwing rocks or heavy objects with great 
  force. Because the catapult throws its payload in a high 
  arc, it can hit squares out of its line of sight. To fire a heavy 
  catapult, the crew chief makes a special check against 
  DC 15 using only his base attack bonus, Intelligence 
  m odifier, range increment penalty, and the appropri-
  ate m odifiers from the lower section of Table 13–8. If 
  the check s ucceeds, the catapult stone hits the square 
  the catapult was aimed at, dealing the indicated damage 
  to any object or character in the square. Characters who 
  succeed on a DC 15 Reflex save take half damage. Once 
  a catapult stone hits a square, subsequent shots hit the 
  same square unless the catapult is reaimed or the wind 
  changes direction or speed.
  If a catapult stone misses, roll 1d8 to determine where it 
  lands. This determines the misdirection of the throw, with 
  1 being back toward the catapult and 2 through 8 counting 
  clockwise around the target square. Finally, count 3 squares 
  away from the target square for every range i ncrement of 
  the attack.
  Loading a catapult requires a series of full-round 
  a ctions. It takes a DC 15 Strength check to winch the 
  throwing arm down; most catapults have wheels to 
  allow up to two crew members to use the aid another 
  action, assisting the main winch operator. A DC 15 
  Profession (siege engineer) check latches the arm into 
  place, and then another DC 15 Profession (siege engi-
  neer) check loads the catapult ammunition. It takes four 
  Table 13–7: Combat Adjustments Underwater
    
   
  Attack/Damage 
   
  Condition 
  Slashing or Bludgeoning 
  Tail 
  movement 
  off Balance?4
  Freedom of movement 
  normal/normal 
  normal/normal 
  normal 
  No
  Has a swim speed 
  –2/half 
  normal 
  normal 
  No
  Successful Swim check 
  –2/half1 
  –2/half 
  quarter or half2 
  No
  Firm footing3 
  –2/half 
  –2/half 
  half 
  No
  None of the above 
  –2/half 
  –2/half 
  normal 
  Yes
  1 A creature without a freedom of movement effects or a swim speed makes grapple checks underwater at a –2 penalty, but deals 
  damage normally when grappling.
  2 A successful Swim check lets a creature move one-quarter its speed as a move action or one-half its speed as a full-round action.
  3 Creatures have firm footing when walking along the bottom, braced against a ship’s hull, or the like. A creature can only walk 
  along the bottom if it wears or carries enough gear to weigh itself down: at least 16 pounds for Medium creatures, twice that 
  for each size category larger than Medium, and half that for each size category smaller than Medium. 
  4 Creatures flailing about in the water (usually because they failed their Swim checks) have a hard time fighting effectively. An 
  off-balance creature loses its Dexterity bonus to Armor Class, and opponents gain a +2 bonus on attacks against it. 
  Pathfinder RPG: Additional Rules 13
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  324
  full-round actions to reaim a heavy catapult (multiple 
  crew m embers can perform these full-round actions in 
  the same round, so it would take a crew of four only 1 
  round to reaim the catapult).
  A heavy catapult takes up a space 15 feet across.
  Catapult, Light: This is a smaller, lighter version of the 
  heavy catapult. It functions as the heavy catapult, except 
  that it takes a DC 10 Strength check to winch the arm 
  into place, and only two full-round actions are required 
  to reaim the catapult.
  A light catapult takes up a space 10 feet across.
  Ballista: A ballista is essentially a Huge heavy crossbow 
  fixed in place. Its size makes it hard for most creatures 
  to aim it. Thus, a Medium creature takes a –4 penalty on 
  a ttack rolls when using a ballista, and a Small creature 
  takes a –6 penalty. It takes a creature smaller than Large 
  two full-round actions to reload the ballista after firing.
  A ballista takes up a space 5 feet across.
  Ram: This heavy pole is sometimes suspended from a 
  movable scaffold that allows the crew to swing it back and 
  forth against objects. As a full-round action, the c haracter 
  closest to the front of the ram makes an a ttack roll against 
  the AC of the construction, applying the –4 penalty for 
  lack of proficiency. It’s not possible to be p roficient with 
  this device. In addition to the damage given on Table 13–8, 
  up to nine other characters h olding the ram can add their 
  Strength modifier to the ram’s damage, if they devote an 
  attack action to doing so. It takes at least one Huge or 
  larger creature, two Large creatures, four Medium-size 
  creatures, or eight Small creatures to swing a ram.
  A ram is typically 30 feet long. In a battle, the crea-
  tures wielding the ram stand in two adjacent columns of 
  equal length, with the ram between them.
  Siege Tower: This device is a massive wooden tower on 
  wheels or rollers that can be rolled up against a wall to 
  allow attackers to scale the tower and thus to get to the 
  top of the wall with cover. The wooden walls are usually 
  1 foot thick.
  A typical siege tower takes up a space 15 feet across. The 
  creatures inside push it at a base land speed of 10 feet (and 
  a siege tower can’t run). The eight creatures pushing on the 
  ground floor have total cover, and those on higher floors 
  get improved cover and can fire through arrow slits.
  City Streets
  Typical city streets are narrow and twisting. Most streets 
  average 15 to 20 feet wide [(1d4+1) × 5 feet)], while alleys 
  range from 10 feet wide to only 5 feet. Cobblestones in good 
  condition allow normal movement, but ones in poor repair 
  and heavily rutted dirt streets are considered light rubble, 
  increasing the DC of Acrobatics checks by 2.
  Some cities have no larger thoroughfares, particular-
  ly cities that gradually grew from small settlements to 
  larger cities. Cities that are planned, or perhaps have suf-
  fered a major fire that allowed authorities to construct 
  new roads through formerly inhabited areas, might have 
  a few larger streets through town. These main roads are 
  25 feet wide—offering room for wagons to pass each oth-
  er—with 5-foot-wide sidewalks on either side.
  Crowds: Urban streets are often full of people going 
  about their daily lives. In most cases, it isn’t necessary to 
  put every 1st-level commoner on the map when a fight 
  breaks out on the city’s main thoroughfare. Instead, just 
  indicate which squares on the map contain crowds. If 
  crowds see something obviously dangerous, they’ll move 
  away at 30 feet per round at initiative count 0. It takes 2 
  squares of movement to enter a square with crowds. The 
  crowds provide cover for anyone who does so, enabling a 
  Stealth check and providing a bonus to Armor Class and 
  on Reflex saves.
  Directing Crowds: It takes a DC 15 Diplomacy check or DC 
  20 Intimidate check to convince a crowd to move in a par-
  ticular direction, and the crowd must be able to hear or 
  see the character making the attempt. It takes a full-round 
  action to make the Diplomacy check, but only a free action 
  to make the Intimidate check.
  If two or more characters are trying to direct a crowd 
  in different directions, they make opposed Diplomacy or 
  Intimidate checks to determine whom the crowd listens 
  to. The crowd ignores everyone if none of the characters’ 
  check results beat the DCs given above.
  Above and beneath the Streets
  Rooftops: Getting to a roof usually requires climbing a 
  wall (see the Walls section), unless the character can reach 
  a roof by jumping down from a higher window, balcony, 
  or bridge. Flat roofs, common only in warm climates (ac-
  cumulated snow can cause a flat roof to collapse), are easy 
  to run across. Moving along the peak of a roof requires a 
  DC 20 Acrobatics check. Moving on an angled roof surface 
  without changing altitude (moving parallel to the peak, 
  in other words) requires a DC 15 Acrobatics check. Moving 
  up and down across the peak of a roof requires a DC 10 
  Acrobatics check.
  Eventually a character runs out of roof, requiring a long 
  jump across to the next roof or down to the ground. The 
  distance to the next closest roof is usually 1d3 × 5 feet hor-
  izontally, but the roof across the gap is equally likely to 
  be 5 feet higher, 5 feet lower, or the same height. Use the 
  guidelines in the Acrobatics skill (a horizontal jump’s peak 
  height is one-fourth of the horizontal distance) to deter-
  mine whether a character can make a jump.
  Sewers: To get into the sewers, most characters open a 
  grate (a full-round action) and jump down 10 feet. Sewers 
  are built exactly like dungeons, except that they’re much 
  more likely to have floors that are slippery or covered 
  Pathfinder Roleplaying Game
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  325
  with water. Sewers are also similar to dungeons in terms 
  of creatures liable to be encountered therein. Some cities 
  were built atop the ruins of older civilizations, so their 
  sewers sometimes lead to treasures and dangers from a 
  bygone age.
  City Buildings
  Most city buildings fall into three categories. The majority 
  of buildings in the city are two to five stories high, built 
  side by side to form long rows separated by secondary or 
  main streets. These row houses usually have businesses on 
  the ground floor, with offices or apartments above.
  Inns, successful businesses, and large warehouses—as 
  well as millers, tanners, and other businesses that require 
  extra space—are generally large, free-standing buildings 
  with up to five stories. 
  Finally, small residences, shops, warehouses, or storage 
  sheds are simple, one-story wooden buildings, especially 
  if they’re in poorer neighborhoods.
  Most city buildings are made of a combination of stone 
  or clay brick (on the lower one or two stories) and timbers 
  (for the upper stories, interior walls, and floors). Roofs are 
  a mixture of boards, thatch, and slates, sealed with pitch. A 
  typical lower-story wall is 1 foot thick, with AC 3, hardness 
  8, 90 hp, and a Climb DC of 25. Upper-story walls are 6 
  inches thick, with AC 3, hardness 5, 60 hp, and a Climb DC 
  of 21. Exterior doors on most buildings are good wooden 
  doors that are usually kept locked, except on public build-
  ings such as shops and taverns.
  City Lights
  If a city has main thoroughfares, they are lined with 
  lanterns hanging at a height of 7 feet from building 
  awnings. These lanterns are spaced 60 feet apart, so their 
  illumination is all but continuous. Secondary streets and 
  alleys are not lit; it is common for citizens to hire lantern-
  bearers when going out after dark.
  Alleys can be dark places even in daylight, thanks to 
  the shadows of the tall buildings that surround them. A 
  dark alley in daylight is rarely dark enough to afford true 
  concealment, but it can lend a +2 circumstance bonus on 
  Stealth checks.
  WEAThER
  Weather can play an important role in an adventure.
  Table 13–9 is an appropriate weather table for general 
  use, and can be used as a basis for a local weather table. 
  Terms on that table are defined as follows.
  Calm: Wind speeds are light (0 to 10 mph).
  Cold: Between 0° and 40° Fahrenheit during the day, 10 
  to 20 degrees colder at night.
  Cold Snap: Lowers temperature by –10° F.
  Downpour: Treat as rain (see Precipitation, below), but 
  conceals as fog. Can create floods. A downpour lasts for 
  2d4 hours.
  Heat Wave: Raises temperature by +10° F.
  Hot: Between 85° and 110° Fahrenheit during the day, 10 
  to 20 degrees colder at night.
  Moderate: Between 40° and 60° Fahrenheit during the 
  day, 10 to 20 degrees colder at night.
  Powerful 
  Storm 
  (Windstorm/Blizzard/Hurricane/
  Tornado): Wind speeds are over 50 mph (see Table 13–10). 
  In addition, blizzards are accompanied by heavy snow 
  (1d3 feet), and hurricanes are accompanied by downpours. 
  Windstorms last for 1d6 hours. Blizzards last for 1d3 days. 
  Hurricanes can last for up to a week, but their major im-
  pact on characters will come in a 24-to-48-hour period 
  when the center of the storm moves through their area. 
  Tornadoes are very short-lived (1d6×10 minutes), typically 
  forming as part of a thunderstorm system. 
  Table 13–8: Siege Engines
  item  
  Cost  
  Damage 
  Critical 
  Range increment 
  Typical Crew
  Catapult, heavy 
  800 gp 
  6d6 
  — 
  200 ft. (100 ft. minimum) 
  4
  Catapult, light  
  550 gp  
  4d6 
  — 
  150 ft. (100 ft. minimum) 
  2
  Ballista  
  500 gp  
  3d8 
  19–20 
  120 ft. 
  1
  Ram  
  1,000 gp  
  3d6* 
  — 
  — 10
  Siege tower  
  2,000 gp  
  — 
  — 
  — 20
  * See description for special rules.
  Catapult Attack modifiers
  Condition  
  modifier
  No line of sight to target square 
  –6
  Successive shots (crew can see where most recent misses landed)  
  Cumulative +2 per previous miss (maximum +10)
  Successive shots (crew can’t see where most recent misses landed, 
  Cumulative +1 per previous miss (maximum +5)
  but observer is providing feedback)
  Pathfinder RPG: Additional Rules 13
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  326
  Precipitation: Roll d% to determine whether the 
  p recipitation is fog (01–30), rain/snow (31–90), or sleet/hail 
  (91–00). Snow and sleet occur only when the temperature 
  is 30° Fahrenheit or below. Most precipitation lasts for 2d4 
  hours. By contrast, hail lasts for only 1d20 minutes but 
  usually accompanies 1d4 hours of rain.
  Storm (Duststorm/Snowstorm/Thunderstorm): Wind 
  speeds are severe (30 to 50 mph) and visibility is cut by 
  three-quarters. Storms last for 2d4–1 hours. See Storms, 
  below, for more details. 
  Warm: Between 60° and 85° Fahrenheit during the day, 
  10 to 20 degrees colder at night.
  Windy: Wind speeds are moderate to strong (10 to 30 
  mph); see Table 13–10 on the following page.
  Rain, Snow, Sleet, and Hail
  Bad weather frequently slows or halts travel and makes it 
  virtually impossible to navigate from one spot to another. 
  Torrential downpours and blizzards obscure vision as 
  e ffectively as a dense fog.
  Most precipitation is rain, but in cold conditions it can 
  manifest as snow, sleet, or hail. Precipitation of any kind 
  followed by a cold snap in which the temperature dips from 
  above freezing to 30° F or below might produce ice. 
  Rain: Rain reduces visibility ranges by half, resulting in 
  a –4 penalty on Perception checks. It has the same effect 
  on flames, ranged weapon attacks, and Perception checks 
  as severe wind.
  Snow: Falling snow has the same effects on visibility, 
  ranged weapon attacks, and skill checks as rain, and it costs 
  2 squares of movement to enter a snow-covered square. A 
  day of snowfall leaves 1d6 inches of snow on the ground.
  Heavy Snow: Heavy snow has the same effects as normal 
  snowfall, but also restricts visibility as fog does (see Fog). 
  A day of heavy snow leaves 1d4 feet of snow on the ground, 
  and it costs 4 squares of movement to enter a square cov-
  ered with heavy snow. Heavy snow accompanied by strong 
  or severe winds might result in snowdrifts 1d4 × 5 feet deep, 
  especially in and around objects big enough to deflect the 
  wind—a cabin or a large tent, for instance. There is a 10% 
  chance that a heavy snowfall is accompanied by lightning 
  (see Thunderstorm). Snow has the same effect on flames 
  as moderate wind.
  Sleet: Essentially frozen rain, sleet has the same effect 
  as rain while falling (except that its chance to extinguish 
  protected flames is 75%) and the same effect as snow once 
  on the ground. 
  Hail: Hail does not reduce visibility, but the sound of 
  falling hail makes sound-based Perception checks more 
  difficult (–4 penalty). Sometimes (5% chance) hail can be-
  come large enough to deal 1 point of lethal damage (per 
  storm) to anything in the open. Once on the ground, hail 
  has the same effect on movement as snow.
  Storms
  The combined effects of precipitation (or dust) and wind 
  that accompany all storms reduce visibility ranges by three 
  quarters, imposing a –8 penalty on Perception checks. 
  Storms make ranged weapon attacks impossible, except 
  for those using siege weapons, which have a –4 penalty on 
  attack rolls. They automatically extinguish candles, torch-
  es, and similar unprotected flames. They cause protected 
  flames, such as those of lanterns, to dance wildly and have 
  a 50% chance to extinguish these lights. See Table 13–10 for 
  possible consequences to creatures caught outside without 
  shelter during such a storm. Storms are divided into the 
  following three types. 
  Duststorm (CR 3): These desert storms differ from oth-
  er storms in that they have no precipitation. Instead, a 
  duststorm blows fine grains of sand that obscure vision, 
  smother unprotected flames, and can even choke protect-
  ed flames (50% chance). Most duststorms are accompanied 
  by severe winds and leave behind a deposit of 1d6 inches 
  of sand. There is a 10% chance for a greater duststorm 
  to be accompanied by windstorm-magnitude winds (see 
  Table 13–10). These greater duststorms deal 1d3 points of 
  nonlethal damage each round to anyone caught out in the 
  open without shelter and also pose a choking hazard (see 
  Drowning—except that a character with a scarf or simi-
  lar protection across her mouth and nose does not begin 
  to choke until after a number of rounds equal to 10 + her 
  Constitution score). Greater duststorms leave 2d3–1 feet of 
  fine sand in their wake.
  Snowstorm: In addition to the wind and precipitation 
  common to other storms, snowstorms leave 1d6 inches of 
  snow on the ground afterward. 
  Thunderstorm: In addition to wind and precipitation 
  (usually rain, but sometimes also hail), thunderstorms 
  are accompanied by lightning that can pose a hazard to 
  characters without proper shelter (especially those in 
  metal armor). As a rule of thumb, assume one bolt per 
  minute for a 1-hour period at the center of the storm. Each 
  bolt causes between 4d8 and 10d8 points of electricity 
  damage. One in ten thunderstorms is accompanied by 
  a tornado. 
  Powerful Storms: Very high winds and torrential 
  precipitation reduce visibility to zero, making Perception 
  checks and all ranged weapon attacks impossible. 
  Unprotected flames are automatically extinguished, and 
  protected flames have a 75% chance of being doused. 
  Creatures caught in the area must make a Fortitude 
  save or face the effects based on the size of the creature 
  (see Table 13–10). Powerful storms are divided into the 
  following four types.
  Windstorm: While accompanied by little or no precipita-
  tion, windstorms can cause considerable damage simply 
  through the force of their wind.
  Pathfinder Roleplaying Game
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  327
  Blizzard: The combination of high winds, heavy snow 
  (typically 1d3 feet), and bitter cold make blizzards deadly 
  for all who are unprepared for them.
  Hurricane: In addition to very high winds and heavy rain, 
  hurricanes are accompanied by floods. Most adventuring 
  activity is impossible under such conditions.
  Tornado: One in ten thunderstorms is accompanied by 
  a tornado.
  Fog
  Whether in the form of a low-lying cloud or a mist rising 
  from the ground, fog obscures all sight, including darkvi-
  sion, beyond 5 feet. Creatures 5 feet away have concealment 
  (attacks by or against them have a 20% miss chance).
  Winds
  The wind can create a stinging spray of sand or dust, fan a 
  large fire, keel over a small boat, and blow gases or vapors 
  away. If powerful enough, it can even knock characters 
  down (see Table 13–10), interfere with ranged attacks, or 
  impose penalties on some skill checks.
  Light Wind: A gentle breeze, having little or no game 
  effect.
  Moderate Wind: A steady wind with a 50% chance of ex-
  tinguishing small, unprotected flames, such as candles.
  Strong Wind: Gusts that automatically extinguish un-
  protected flames (candles, torches, and the like). Such 
  gusts impose a –2 penalty on ranged attack rolls and on 
  Perception checks.
  Severe Wind: In addition to automatically extinguishing 
  any unprotected flames, winds of this magnitude cause pro-
  tected flames (such as those of lanterns) to dance wildly and 
  have a 50% chance of extinguishing these lights. Ranged 
  weapon attacks and Perception checks are at a –4 penalty. 
  This is the velocity of wind produced by a gust of wind spell.
  Windstorm: Powerful enough to bring down branches 
  if not whole trees, windstorms automatically extinguish 
  unprotected flames and have a 75% chance of blowing out 
  protected flames, such as those of lanterns. Ranged weap-
  on attacks are impossible, and even siege weapons have a 
  –4 penalty on attack rolls. Sound-based Perception checks 
  are at a –8 penalty due to the howling of the wind. 
  Hurricane-Force Wind: All flames are extinguished. Ranged 
  attacks are impossible (except with siege weapons, which 
  have a –8 penalty on attack rolls). Sound-based Perception 
  checks are impossible: All characters can hear is the roaring 
  of the wind. Hurricane-force winds often fell trees.
  Tornado (CR 10): All flames are extinguished. All ranged 
  attacks are impossible (even with siege weapons), as are 
  sound-based Perception checks. Instead of being blown 
  away (see Table 13–10), characters in close proximity to a tor-
  nado who fail their Fortitude saves are sucked toward the 
  tornado. Those who come in contact with the actual funnel 
  cloud are picked up and whirled around for 1d10 rounds, 
  taking 6d6 points of damage per round, before being vio-
  lently expelled (falling damage might apply). While a torna-
  do’s rotational speed can be as great as 300 mph, the funnel 
  itself moves forward at an average of 30 mph (roughly 250 
  feet per round). A tornado uproots trees, destroys buildings, 
  and causes other similar forms of major destruction.
  ThE ENVIRONMENT
  Environmental hazards specific to one kind of terrain are 
  described in Wilderness, above. Environmental hazards 
  common to more than one setting are detailed below.
  Acid Effects
  Corrosive acids deals 1d6 points of damage per round of 
  exposure except in the case of total immersion (such as in a 
  vat of acid), which deals 10d6 points of damage per round. 
  An attack with acid, such as from a hurled vial or a mon-
  ster’s spittle, counts as a round of exposure.
  The fumes from most acids are inhaled poisons. Those 
  who come close enough to a large body of acid to dunk a 
  creature in it must make a DC 13 Fortitude save or take 
  1 point of Constitution damage. All such characters must 
  make a second save 1 minute later or take another 1d4 
  points of Constitution damage.
  Creatures immune to acid’s caustic properties might still 
  drown in it if they are totally immersed (see Drowning).
  Table 13–9: Random Weather 
  d% 
  Weather 
  Cold Climate 
  Temperate Climate1 
  Desert
  01–70 
  Normal weather 
  Cold, calm 
  Normal for season2 
  Hot, calm
  71–80 
  Abnormal weather 
  Heat wave (01–30) or 
  Heat wave (01–50) or  
  Hot, windy
   
   
  cold snap (31–100) 
  cold snap (51–100)
  81–90 
  Inclement weather 
  Precipitation (snow) 
  Precipitation (normal for season) 
  Hot, windy
  91–99 
  Storm 
  Snowstorm 
  Thunderstorm, snowstorm3 
  Duststorm
  100 
  Powerful storm 
  Blizzard 
  Windstorm, blizzard4, hurricane, tornado 
  Downpour
  1 Temperate includes forest, hills, marsh, mountains, plains, and warm aquatic.
  2 Winter is cold, summer is warm, spring and autumn are temperate. Marsh regions are slightly warmer in winter.
  Pathfinder RPG: Additional Rules 13
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  328
  Cold Dangers
  Cold and exposure deal nonlethal damage to the victim. 
  This nonlethal damage cannot be recovered until the 
  character gets out of the cold and warms up again. Once a 
  character is rendered unconscious through the accumula-
  tion of nonlethal damage, the cold and exposure begins to 
  deal lethal damage at the same rate.
  An unprotected character in cold weather (below 40° F) 
  must make a Fortitude save each hour (DC 15, +1 per pre-
  vious check) or take 1d6 points of nonlethal damage. A 
  character who has the Survival skill may receive a bonus 
  on this saving throw and might be able to apply this bonus 
  to other characters as well (see the skill Description).
  In conditions of severe cold or exposure (below 0° F), an 
  unprotected character must make a Fortitude save once ev-
  ery 10 minutes (DC 15, +1 per previous check), taking 1d6 
  points of nonlethal damage on each failed save. A charac-
  ter who has the Survival skill may receive a bonus on this 
  saving throw and might be able to apply this bonus to oth-
  er characters as well (see the skill description). Characters 
  wearing winter clothing only need check once per hour for 
  cold and exposure damage.
  A character who takes any nonlethal damage from cold or 
  exposure is beset by frostbite or hypothermia (treat her as 
  fatigued). These penalties end when the character recovers 
  the nonlethal damage she took from the cold and exposure.
  Extreme cold (below –20° F) deals 1d6 points of lethal 
  damage per minute (no save). In addition, a character must 
  make a Fortitude save (DC 15, +1 per previous check) or take 
  1d4 points of nonlethal damage.
  Ice Effects
  Characters walking on ice must spend 2 squares of movement 
  to enter a square covered by ice, and the DC for Acrobatics 
  checks increases by +5. Characters in prolonged contact with 
  ice might run the risk of taking damage from severe cold.
  Darkness
  Darkvision allows many characters and monsters to see 
  perfectly well without any light at all, but characters with 
  normal vision (or low-light vision, for that matter) can 
  be rendered completely blind by putting out the lights. 
  Torches or lanterns can be blown out by sudden gusts of 
  subterranean wind, magical light sources can be dispelled 
  or countered, or magical traps might create fields of im-
  penetrable darkness.
  In many cases, some characters or monsters might be 
  able to see, while others are blinded. For purposes of the 
  following points, a blinded creature is one who simply 
  can’t see through the surrounding darkness.
  —Creatures blinded by darkness lose the ability to deal 
  extra damage due to precision (for example, a sneak attack).
  —Blind creatures must make a DC 10 Acrobatics skill 
  check to move faster than half speed. Creatures that fail 
  this check fall prone. Blinded creatures can’t run or 
  charge.
  —All opponents have total concealment from a blinded 
  creature, so the blinded creature has a 50% miss chance 
  in combat. A blinded creature must first pinpoint the lo-
  cation of an opponent in order to attack the right square; 
  if the blinded creature launches an attack without pin-
  pointing its foe, it attacks a random square within its 
  reach. For ranged attacks or spells against a foe whose 
  location is not pinpointed, roll to determine which ad-
  jacent square the blinded creature is facing; its attack is 
  directed at the closest target that lies in that direction.
  —A blinded creature loses its Dexterity modifier to AC 
  (if positive) and takes a –2 penalty to AC.
  —A blinded creature takes a –4 penalty on Perception 
  checks and most Strength- and Dexterity-based skill 
  checks, including any with an armor check penalty. A 
  creature blinded by darkness automatically fails any skill 
  check relying on vision.
  —Creatures blinded by darkness cannot use gaze at-
  tacks and are immune to gaze attacks.
  A creature blinded by darkness can make a Perception 
  check as a free action each round in order to locate foes 
  (DC equal to opponents’ Stealth checks). A successful 
  check lets a blinded character hear an unseen creature 
  “over there somewhere.” It’s almost impossible to pin-
  point the location of an unseen creature. A Perception 
  check that beats the DC by 20 reveals the unseen crea-
  ture’s square (but the unseen creature still has total con-
  cealment from the blinded creature).
  —A blinded creature can grope about to find unseen 
  creatures. A character can make a touch attack with his 
  hands or a weapon into two adjacent squares using a 
  standard action. If an unseen target is in the designated 
  square, there is a 50% miss chance on the touch attack. 
  If successful, the groping character deals no damage but 
  has pinpointed the unseen creature’s current location. 
  If the unseen creature moves, its location is once again 
  unknown.
  —If a blinded creature is struck by an unseen foe, the 
  blinded character pinpoints the location of the crea-
  ture that struck him (until the unseen creature moves, 
  of course). The only exception is if the unseen creature 
  has a reach greater than 5 feet (in which case the blinded 
  character knows the location of the unseen opponent, but 
  has not pinpointed him) or uses a ranged attack (in which 
  case, the blinded character knows the general direction 
  of the foe, but not his location).
  —A creature with the scent ability automatically pin-
  points unseen creatures within 5 feet of its location.
  Pathfinder Roleplaying Game
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  329
  Table 13–10: Wind Effects
   
   
  Ranged Attacks 
  Checked  
  Blown  
  fly
  Wind force 
  Wind Speed 
  normal/Siege Weapons1 
  Size 
  Away Size 
  Penalty
  Light 
  0–10 mph 
  —/— 
  — 
  — 
  —
  Moderate 
  11–20 mph 
  —/— 
  — 
  — 
  —
  Strong 
  21–30 mph 
  –2/— 
  Tiny 
  — 
  –2
  Severe 
  31–50 mph 
  –4/— 
  Small 
  Tiny 
  –4
  Windstorm 
  51–74 mph 
  Impossible/–4 
  Medium 
  Small 
  –8
  Hurricane 
  75–174 mph 
  Impossible/–8 
  Large 
  Medium 
  –12
  Tornado 
  175–300 mph 
  Impossible/impossible 
  Huge 
  Large 
  –16
  1 The siege weapon category includes ballista and catapult attacks as well as boulders tossed by giants.
  Checked Size: Creatures of this size or smaller are unable to move forward against the force of the wind unless they succeed on a 
  DC 10 Strength check (if on the ground) or a DC 20 Fly skill check if airborne.
  Blown Away Size: Creatures on the ground are knocked prone and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 
  10 feet, unless they make a DC 15 Strength check. Flying creatures are blown back 2d6 x 10 feet and take 2d6 points of nonlethal 
  damage due to battering and buffeting, unless they succeed on a DC 25 Fly skill check.
  Falling
  Falling Damage: The basic rule is simple: 1d6 points of 
  damage per 10 feet fallen, to a maximum of 20d6.
  If a character deliberately jumps instead of merely 
  slipping or falling, the damage is the same but the 
  first 1d6 is nonlethal damage. A DC 15 Acrobatics check 
  allows the character to avoid any damage from the first 
  10 feet fallen and converts any damage from the second 
  10 feet to nonlethal damage. Thus, a character who slips 
  from a ledge 30 feet up takes 3d6 damage. If the same 
  character deliberately jumped, he takes 1d6 points of 
  nonlethal damage and 2d6 points of lethal damage. And 
  if the character leaps down with a successful Acrobatics 
  check, he takes only 1d6 points of nonlethal damage and 
  1d6 points of lethal damage from the plunge.
  Falls onto yielding surfaces (soft ground, mud) also 
  convert the first 1d6 of damage to nonlethal damage. 
  This reduction is cumulative with reduced damage due 
  to deliberate jumps and the Acrobatics skill.
  Falling into Water: Falls into water are handled some-
  what differently. If the water is at least 10 feet deep, the 
  first 20 feet of falling do no damage. The next 20 feet 
  do nonlethal damage (1d3 per 10-foot increment). Beyond 
  that, falling damage is lethal damage (1d6 per additional 
  10-foot increment).
  Characters who deliberately dive into water take 
  no damage on a successful DC 15 Swim check or DC 15 
  Acrobatics check, so long as the water is at least 10 feet 
  deep for every 30 feet fallen. The DC of the check, how-
  ever, increases by 5 for every 50 feet of the dive. 
  Falling Objects
  Just as characters take damage when they fall more than 
  10 feet, so too do they take damage when they are hit by 
  falling objects.
  Objects that fall upon characters deal damage based on 
  their weight and the distance they have fallen.
  For each 200 pounds of an object’s weight, the object 
  deals 1d6 points of damage, provided it falls at least 10 feet. 
  Distance also comes into play, adding an additional 1d6 
  points of damage for every 10-foot increment it falls be-
  yond the first (to a maximum of 20d6 points of damage).
  Objects smaller than 200 pounds also deal 1d6 points 
  of damage when dropped, provided they weigh at least 5 
  pounds, but they must fall farther to deal additional dam-
  age. Use Table 13–11 to see how far an object of a given 
  weight must drop to deal additional points of damage.
  Table 13–11: Damage from Falling Objects
  object Weight 
  falling Distance
  200–101 lb. 
  20 ft.
  100–51 lb. 
  30 ft.
  50–31 lb. 
  40 ft.
  30–11 lb. 
  50 ft.
  10–5 lb. 
  60 ft.
  For each additional increment an object falls, it deals an 
  additional 1d6 points of damage.
  Objects weighing less than 5 pounds do not deal damage 
  to those they land upon, no matter how far they have fallen.
  Pathfinder RPG: Additional Rules 13
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  330
  Heat Dangers
  Heat deals nonlethal damage that cannot be recovered 
  until the character gets cooled off (reaches shade, sur-
  vives until nightfall, gets doused in water, is targeted by 
  endure elements, and so forth). Once rendered unconscious 
  through the accumulation of nonlethal damage, the char-
  acter begins to take lethal damage at the same rate.
  A character in very hot conditions (above 90° F) must 
  make a Fortitude saving throw each hour (DC 15, +1 for each 
  previous check) or take 1d4 points of nonlethal damage. 
  Characters wearing heavy clothing or armor of any sort take 
  a –4 penalty on their saves. A character with the Survival 
  skill may receive a bonus on this saving throw and might be 
  able to apply this bonus to other characters as well (see the 
  skill description). Characters reduced to unconsciousness 
  begin taking lethal damage (1d4 points per hour).
  In severe heat (above 110° F), a character must make a 
  Fortitude save once every 10 minutes (DC 15, +1 for each 
  previous check) or take 1d4 points of nonlethal damage. 
  Characters wearing heavy clothing or armor of any sort 
  take a –4 penalty on their saves. A character with the 
  Survival skill may receive a bonus on this saving throw 
  and might be able to apply this bonus to other characters 
  as well (see the Survival skill in Chapter 5). Characters re-
  duced to unconsciousness begin taking lethal damage (1d4 
  points per each 10-minute period).
  A character who takes any nonlethal damage from heat 
  exposure now suffers from heatstroke and is fatigued. 
  These penalties end when the character recovers from the 
  nonlethal damage she took from the heat.
  Extreme heat (air temperature over 140° F, fire, boiling 
  water, lava) deals lethal damage. Breathing air in these 
  temperatures deals 1d6 points of damage per minute (no 
  save). In addition, a character must make a Fortitude save 
  every 5 minutes (DC 15, +1 per previous check) or take 1d4 
  points of nonlethal damage. Those wearing heavy cloth-
  ing or any sort of armor take a –4 penalty on their saves.
  Boiling water deals 1d6 points of scalding damage, un-
  less the character is fully immersed, in which case it deals 
  10d6 points of damage per round of exposure.
  Catching on Fire
  Characters exposed to burning oil, bonfires, and nonin-
  stantaneous magic fires might find their clothes, hair, or 
  equipment on fire. Spells with an instantaneous duration 
  don’t normally set a character on fire, since the heat and 
  flame from these come and go in a flash.
  Characters at risk of catching fire are allowed a DC 15 
  Reflex save to avoid this fate. If a character’s clothes or hair 
  catch fire, he takes 1d6 points of damage immediately. In 
  each subsequent round, the burning character must make 
  another Reflex saving throw. Failure means he takes an-
  other 1d6 points of damage that round. Success means that 
  the fire has gone out. (That is, once he succeeds on his sav-
  ing throw, he’s no longer on fire.)
  A character on fire may automatically extinguish the 
  flames by jumping into enough water to douse himself. 
  If no body of water is at hand, rolling on the ground or 
  smothering the fire with cloaks or the like permits the 
  character another save with a +4 bonus.
  Pathfinder Roleplaying Game
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  331
  Those unlucky enough to have their clothes or equip-
  ment catch fire must make DC 15 Reflex saves for each 
  item. Flammable items that fail take the same amount of 
  damage as the character.
  Lava Effects
  Lava or magma deals 2d6 points of damage per round of 
  exposure, except in the case of total immersion (such as 
  when a character falls into the crater of an active volcano), 
  which deals 20d6 points of damage per round.
  Damage from magma continues for 1d3 rounds after expo-
  sure ceases, but this additional damage is only half of that dealt 
  during actual contact (that is, 1d6 or 10d6 points per round).
  An immunity or resistance to fire serves as an immuni-
  ty to lava or magma. A creature immune to fire might still 
  drown if completely immersed in lava (see Drowning).
  Smoke Effects
  A character who breathes heavy smoke must make a 
  Fortitude save each round (DC 15, +1 per previous check) 
  or spend that round choking and coughing. A character 
  who chokes for 2 consecutive rounds takes 1d6 points of 
  nonlethal damage.
  Smoke obscures vision, giving concealment (20% miss 
  chance) to characters within it.
  Starvation and Thirst
  Characters might find themselves without food or water and 
  with no means to obtain them. In normal climates, Medium 
  characters need at least a gallon of fluids and about a pound 
  of decent food per day to avoid starvation. (Small characters 
  need half as much.) In very hot climates, characters need two 
  or three times as much water to avoid dehydration.
  A character can go without water for 1 day plus a number 
  of hours equal to his Constitution score. After this time, 
  the character must make a Constitution check each hour 
  (DC 10, +1 for each previous check) or take 1d6 points of 
  nonlethal damage.
  A character can go without food for 3 days, in grow-
  ing discomfort. After this time, the character must make 
  a Constitution check each day (DC 10, +1 for each previous 
  check) or take 1d6 points of nonlethal damage. Once rendered 
  unconscious through the accumulation of nonlethal damage, 
  the character begins to take lethal damage at the same rate.
  Characters who have taken nonlethal damage from 
  lack of food or water are fatigued. Nonlethal damage from 
  thirst or starvation cannot be recovered until the character 
  gets food or water, as needed—not even magic that restores 
  hit points heals this damage.
  Suffocation
  A character who has no air to breathe can hold her breath 
  for 2 rounds per point of Constitution. After this period of 
  time, the character must make a DC 10 Constitution check 
  in order to continue holding her breath. The check must 
  be repeated each round, with the DC increasing by +1 for 
  each previous success.
  When the character fails one of these Constitution checks, 
  she begins to suffocate. In the first round, she falls uncon-
  scious (0 hit points). In the following round, she drops to –1 
  hit points and is dying. In the third round, she suffocates.
  Slow Suffocation: A Medium character can breathe e asily 
  for 6 hours in a sealed chamber measuring 10 feet on a side. 
  After that time, the character takes 1d6 points of nonlethal 
  damage every 15 minutes. Each additional Medium character 
  or significant fire source (a torch, for example) proportion-
  ally reduces the time the air will last. Once rendered uncon-
  scious through the accumulation of nonlethal damage, the 
  character begins to take lethal damage at the same rate.
  Small characters consume half as much air as Medium 
  characters. A larger volume of air, of course, lasts for a 
  l onger time. 
  Water Dangers
  Any character can wade in relatively calm water that isn’t 
  over his head, no check required. Similarly, swimming in 
  calm water only requires Swim skill checks with a DC of 10. 
  Trained swimmers can just take 10. Remember, however, 
  that armor or heavy gear makes any attempt at swimming 
  much more difficult (see the Swim skill description).
  By contrast, fast-moving water is much more d angerous. 
  On a successful DC 15 Swim check or a DC 15 Strength 
  check, it deals 1d3 points of nonlethal damage per round 
  (1d6 points of lethal damage if flowing over rocks and 
  c ascades). On a failed check, the character must make 
  a nother check that round to avoid going under.
  Very deep water is not only generally pitch black, posing a 
  navigational hazard, but worse, it deals water pressure dam-
  age of 1d6 points per minute for every 100 feet the character 
  is below the surface. A successful Fortitude save (DC 15, +1 
  for each previous check) means the diver takes no damage 
  in that minute. Very cold water deals 1d6 points of nonlethal 
  damage from hypothermia per minute of exposure.
  Drowning
  Any character can hold her breath for a number of rounds 
  equal to twice her Constitution score. After this period of 
  time, the character must make a DC 10 Constitution check 
  every round in order to continue holding her breath. Each 
  round, the DC increases by 1. 
  When the character finally fails her Constitution check, 
  she begins to drown. In the first round, she falls uncon-
  scious (0 hp). In the following round, she drops to –1 hit 
  points and is dying. In the third round, she drowns.
  It is possible to drown in substances other than water, 
  such as sand, quicksand, fine dust, and silos full of grain.
  Pathfinder RPG: Additional Rules 13
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  332
  Pathfinder Roleplaying Game
  Class Features
  All of the following are class features of the adept NPC class.
  Weapon and Armor Proficiency: Adepts are skilled 
  with all simple weapons. Adepts are not proficient with 
  any type of armor or shield.
  Spells: An adept casts divine spells which are drawn 
  from the adept spell list. Like a cleric, an adept must 
  choose and prepare her spells in advance. Unlike a cleric, 
  an adept cannot spontaneously cast cure or inflict spells.
  To prepare or cast a spell, an adept must have a Wisdom 
  score equal to at least 10 + the spell level. The Difficulty 
  Class for a saving throw against an adept’s spell is 10 + the 
  spell level + the adept’s Wisdom modifier.
  Adepts, unlike wizards, do not acquire their spells from 
  books or scrolls, nor do they prepare them through study. 
  Instead, they meditate or pray for their spells, receiving 
  them as divine inspiration or through their own strength 
  of faith. Each adept must choose a time each day during 
  which she must spend an hour in quiet contemplation 
  or supplication to regain her daily allotment of spells. 
  NoNPlayer CharaCters
  Aside from the players, everyone else in the game world is a 
  nonplayer character (NPC). These characters are designed 
  and controlled by the GM to fill every role from noble king 
  to simple baker. While some of these characters use player 
  classes, most rely upon simple NPC classes, allowing them 
  to be easily generated. The following rules govern all of the 
  NPC classes and include information on generating quick 
  NPCs for an evening’s game.
  adePt
  Alignment: Any.
  Hit Die: d6.
  Class Skills
  The adept’s class skills (and the key ability for each 
  skill) are Craft (Int), Handle Animal (Cha), Heal (Wis), 
  Knowledge (all skills taken individually) (Int), Profession 
  (Wis), Spellcraft (Int), and Survival (Wis). 
  Skill Ranks Per Level: 2 + Int modifier.
  NoNplayer CharaCters
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  333
  Pathfinder RPG: Nonplayer Characters 14
  Time spent resting has no effect on whether an adept can 
  prepare spells.
  Like other spellcasters, an adept can cast only a certain 
  number of spells of each spell level per day. Her base daily 
  spell allotment is given on Table: 14–1. In addition, she 
  receives bonus spells per day if she has a high Wisdom score.
  Where Table 14–1 indicates that the adept gets 0 spells 
  per day of a given spell level, she gains only the bonus 
  spells she would be entitled to based on her Wisdom 
  score for that spell level.
  Each adept has a particular holy symbol (as a divine 
  focus) depending on the adept’s magical tradition.
  Summon Familiar: At 2nd level, an adept can call a 
  familiar, just as a wizard can using the arcane bond ability.
  Adept Spell List
  Adepts choose their spells from the following list.
  0 Level: create water, detect magic, ghost sound, guidance, 
  light, mending, purify food and drink, read magic, stabilize, 
  touch of fatigue.
  1st Level: bless, burning hands, cause fear, command, 
  comprehend languages, cure light wounds, detect chaos, detect 
  evil, detect good, detect law, endure elements, obscuring mist, 
  protection from chaos, protection from evil, protection from 
  good, protection from law, sleep.
  2nd Level: aid, animal trance, bear’s endurance, bull’s 
  strength, cat’s grace, cure moderate wounds, darkness, delay 
  poison, invisibility, mirror image, resist energy, scorching ray, 
  see invisibility, web.
  3rd Level: animate dead, bestow curse, contagion, continual 
  flame, cure serious wounds, daylight, deeper darkness, lightning 
  bolt, neutralize poison, remove curse, remove disease, tongues
  4th Level: cure critical wounds, minor creation, polymorph, 
  restoration, stoneskin, wall of fire.
  5th Level: baleful polymorph, break enchantment, commune, 
  heal, major creation, raise dead, true seeing, wall of stone.
  arIstoCrat
  Alignment: Any.
  Hit Die: d8.
  Class Skills
  The aristocrat’s class skills (and the key ability for each 
  skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), 
  Disguise (Cha), Handle Animal (Cha), Intimidate 
  (Cha), Knowledge (all skills taken individually) (Int), 
  Linguistics (Int), Perception (Wis), Perform (Cha), 
  Ride (Dex), Sense Motive (Wis), Swim (Str), and 
  Survival (Wis). 
  Skill Ranks Per Level: 4 + Int modifier.
  Table 14–1: Adept
   
  Base
  NPC 
  Attack 
  Fort 
  Ref 
  Will 
   
   
   Spells per Day
  Level Bonus 
  Save 
  Save 
  Save 
  Special 
  0 
  1st 
  2nd 
  3rd 
  4th 
  5th
  1st 
  +0 
  +0 
  +0 
  +2 
   
  3 
  1 
  — 
  — 
  — 
  —
  2nd 
  +1 
  +0 
  +0 
  +3 
  Summon familiar 
  3 
  1 
  — 
  — 
  — 
  —
  3rd 
  +1 
  +1 
  +1 
  +3 
   
  3 
  2 
  — 
  — 
  — 
  —
  4th 
  +2 
  +1 
  +1 
  +4 
   
  3 
  2 
  0 
  — 
  — 
  —
  5th 
  +2 
  +1 
  +1 
  +4 
   
  3 
  2 
  1 
  — 
  — 
  —
  6th 
  +3 
  +2 
  +2 
  +5 
   
  3 
  2 
  1 
  — 
  — 
  —
  7th 
  +3 
  +2 
  +2 
  +5 
   
  3 
  3 
  2 
  — 
  — 
  —
  8th 
  +4 
  +2 
  +2 
  +6 
   
  3 
  3 
  2 
  0 
  — 
  —
  9th 
  +4 
  +3 
  +3 
  +6 
   
  3 
  3 
  2 
  1 
  — 
  —
  10th 
  +5 
  +3 
  +3 
  +7 
   
  3 
  3 
  2 
  1 
  — 
  —
  11th 
  +5 
  +3 
  +3 
  +7 
   
  3 
  3 
  3 
  2 
  — 
  —
  12th 
  +6/+1 
  +4 
  +4 
  +8 
   
  3 
  3 
  3 
  2 
  0 
  —
  13th 
  +6/+1 
  +4 
  +4 
  +8 
   
  3 
  3 
  3 
  2 
  1 
  —
  14th 
  +7/+2 
  +4 
  +4 
  +9 
   
  3 
  3 
  3 
  2 
  1 
  —
  15th 
  +7/+2 
  +5 
  +5 
  +9 
   
  3 
  3 
  3 
  3 
  2 
  —
  16th 
  +8/+3 
  +5 
  +5 
  +10 
   
  3 
  3 
  3 
  3 
  2 
  0
  17th 
  +8/+3 
  +5 
  +5 
  +10 
   
  3 
  3 
  3 
  3 
  2 
  1
  18th 
  +9/+4 
  +6 
  +6 
  +11 
   
  3 
  3 
  3 
  3 
  2 
  1
  19th 
  +9/+4 
  +6 
  +6 
  +11 
   
  3 
  3 
  3 
  3 
  3 
  2
  20th 
  +10/+5 
  +6 
  +6 
  +12 
   
  3 
  3 
  3 
  3 
  3 
  2
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  334
  Pathfinder Roleplaying Game
  Class Features
  The following is a class feature of the aristocrat NPC class.
  Weapon and Armor Proficiency: The aristocrat is 
  proficient in the use of all simple and martial weapons 
  and with all types of armor and shields.
  CoMMoNer
  Alignment: Any.
  Hit Die: d6.
  Class Skills
  The commoner’s class skills (and the key ability for 
  each skill) are Climb (Str), Craft (Int), Handle Animal 
  (Cha), Perception (Wis), Profession (Wis), Ride (Dex), and  
  Swim (Str).
  Skill Ranks Per Level: 2 + Int modifier.
  Class Features
  The following is a class feature of the commoner NPC 
  class.
  Weapon and Armor Proficiency: The commoner is 
  proficient with one simple weapon. He is not proficient 
  with any other weapons, nor is he proficient with any 
  type of armor or shield.
  eXPert
  Alignment: Any.
  Hit Die: d8.
  Class Skills
  The expert can choose any 10 skills to be class skills.
  Skill Ranks Per Level: 6 + Int modifier.
  Class Features
  The following is a class feature of the expert NPC class.
  Weapon and Armor Proficiency: The expert is 
  proficient in the use of all simple weapons and with 
  light armor, but not with any type of shield. 
  WarrIor
  Alignment: Any.
  Hit Die: d10.
  Class Skills
  The warrior’s class skills (and the key ability for each 
  skill) are Climb (Str), Handle Animal (Cha), Intimidate 
  (Cha), Ride (Dex), and Swim (Str).
  Skill Ranks Per Level: 2 + Int modifier.
  Table 14–2: Aristocrat
   
  Base
  NPC 
  Attack 
  Fort 
  Ref 
  Will 
  Level Bonus 
  Save 
  Save 
  Save
  1st 
  +0 
  +0 
  +0 
  +2
  2nd 
  +1 
  +0 
  +0 
  +3
  3rd 
  +2 
  +1 
  +1 
  +3
  4th 
  +3 
  +1 
  +1 
  +4
  5th 
  +3 
  +1 
  +1 
  +4
  6th 
  +4 
  +2 
  +2 
  +5
  7th 
  +5 
  +2 
  +2 
  +5
  8th 
  +6/+1 
  +2 
  +2 
  +6
  9th 
  +6/+1 
  +3 
  +3 
  +6
  10th 
  +7/+2 
  +3 
  +3 
  +7
  11th 
  +8/+3 
  +3 
  +3 
  +7
  12th 
  +9/+4 
  +4 
  +4 
  +8
  13th 
  +9/+4 
  +4 
  +4 
  +8
  14th 
  +10/+5 
  +4 
  +4 
  +9
  15th 
  +11/+6/+1 
  +5 
  +5 
  +9
  16th 
  +12/+7/+2 
  +5 
  +5 
  +10
  17th 
  +12/+7/+2 
  +5 
  +5 
  +10
  18th 
  +13/+8/+3 
  +6 
  +6 
  +11
  19th 
  +14/+9/+4 
  +6 
  +6 
  +11
  20th 
  +15/+10/+5 
  +6 
  +6 
  +12
  Table 14–3: Commoner
   
  Base
  NPC 
  Attack 
  Fort 
  Ref 
  Will 
  Level Bonus 
  Save 
  Save 
  Save
  1st 
  +0 
  +0 
  +0 
  +0
  2nd 
  +1 
  +0 
  +0 
  +0
  3rd 
  +1 
  +1 
  +1 
  +1
  4th 
  +2 
  +1 
  +1 
  +1
  5th 
  +2 
  +1 
  +1 
  +1
  6th 
  +3 
  +2 
  +2 
  +2
  7th 
  +3 
  +2 
  +2 
  +2
  8th 
  +4 
  +2 
  +2 
  +2
  9th 
  +4 
  +3 
  +3 
  +3
  10th 
  +5 
  +3 
  +3 
  +3
  11th 
  +5 
  +3 
  +3 
  +3
  12th 
  +6/+1 
  +4 
  +4 
  +4
  13th 
  +6/+1 
  +4 
  +4 
  +4
  14th 
  +7/+2 
  +4 
  +4 
  +4
  15th 
  +7/+2 
  +5 
  +5 
  +5
  16th 
  +8/+3 
  +5 
  +5 
  +5
  17th 
  +8/+3 
  +5 
  +5 
  +5
  18th 
  +9/+4 
  +6 
  +6 
  +6
  19th 
  +9/+4 
  +6 
  +6 
  +6
  20th 
  +10/+5 
  +6 
  +6 
  +6
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  335
  Pathfinder RPG: Nonplayer Characters 14
  Class Features
  The following is a class feature of the warrior  
  NPC class.
  Weapon and Armor Proficiency: The warrior is 
  proficient in the use of all simple and martial weapons 
  and with all types of armor and shields.
  CreatINg NPCs
  The world that the player characters inhabit should be 
  full of rich and vibrant characters for them to interact 
  with. While most need little more than a name and 
  general description of their personality and abilities, 
  some require complete statistics, such as town guards, 
  local clerics, and wizened sages. The PCs might find 
  themselves in combat with these characters, either 
  against them or with them as allies. In either case, the 
  process for creating these NPCs can be performed in 
  seven simple steps.
  Step 1: The Basics
  The first step in making an NPC is to determine its basic 
  role in your campaign. This includes its race, class, and 
  basic concept. If the NPC possesses levels in a PC class, it 
  uses the heroic columns on the charts below. Otherwise 
  it uses the basic columns.
  Step 2: Determine Ability Scores
  Once the character’s basic concept has been determined, 
  its ability scores must be assigned. Heroic NPCs receive 
  better scores than basic NPCs. These scores can be 
  assigned in any order. Apply the NPC’s racial modifiers 
  after the scores have been assigned. For every four levels 
  the NPC has attained, increase one of its scores by 1.
  Basic NPCs: The ability scores for a basic NPC are: 13, 
  12, 11, 10, 9, and 8.
  Heroic NPCs: The ability scores for a heroic NPC are: 
  15, 14, 13, 12, 10, and 8.
  Preset Ability Scores: Instead of assigning the scores, 
  you can use Table 14–6 to determine the NPC’s ability 
  scores, adjusting them as necessary to fit. Use the Melee 
  NPC ability scores for a character whose primary role 
  involves melee combat, such as barbarians, fighters, 
  monks, paladins, rangers, and warriors. The Ranged NPC 
  ability scores are for characters that fight with ranged 
  weapons or use their Dexterity to hit, such as fighters, 
  rangers, and rogues. Use the Divine NPC ability scores 
  for characters with divine spellcasting capabilities, 
  such as adepts, clerics, and druids. The Arcane NPC 
  ability scores should be used by characters with arcane 
  spellcasting capabilities, such as bards, sorcerers, and 
  wizards. Finally, the Skill NPC ability scores should 
  Table 14–4: Expert
   
  Base
  NPC 
  Attack 
  Fort 
  Ref 
  Will 
  Level Bonus 
  Save 
  Save 
  Save
  1st 
  +0 
  +0 
  +0 
  +2
  2nd 
  +1 
  +0 
  +0 
  +3
  3rd 
  +2 
  +1 
  +1 
  +3
  4th 
  +3 
  +1 
  +1 
  +4
  5th 
  +3 
  +1 
  +1 
  +4
  6th 
  +4 
  +2 
  +2 
  +5
  7th 
  +5 
  +2 
  +2 
  +5
  8th 
  +6/+1 
  +2 
  +2 
  +6
  9th 
  +6/+1 
  +3 
  +3 
  +6
  10th 
  +7/+2 
  +3 
  +3 
  +7
  11th 
  +8/+3 
  +3 
  +3 
  +7
  12th 
  +9/+4 
  +4 
  +4 
  +8
  13th 
  +9/+4 
  +4 
  +4 
  +8
  14th 
  +10/+5 
  +4 
  +4 
  +9
  15th 
  +11/+6/+1 
  +5 
  +5 
  +9
  16th 
  +12/+7/+2 
  +5 
  +5 
  +10
  17th 
  +12/+7/+2 
  +5 
  +5 
  +10
  18th 
  +13/+8/+3 
  +6 
  +6 
  +11
  19th 
  +14/+9/+4 
  +6 
  +6 
  +11
  20th 
  +15/+10/+5 
  +6 
  +6 
  +12
  Table 14–5: Warrior
   
  Base
  NPC 
  Attack 
  Fort 
  Ref 
  Will 
  Level Bonus 
  Save 
  Save 
  Save
  1st 
  +1 
  +2 
  +0 
  +0
  2nd 
  +2 
  +3 
  +0 
  +0
  3rd 
  +3 
  +3 
  +1 
  +1
  4th 
  +4 
  +4 
  +1 
  +1
  5th 
  +5 
  +4 
  +1 
  +1
  6th 
  +6/+1 
  +5 
  +2 
  +2
  7th 
  +7/+2 
  +5 
  +2 
  +2
  8th 
  +8/+3 
  +6 
  +2 
  +2
  9th 
  +9/+4 
  +6 
  +3 
  +3
  10th 
  +10/+5 
  +7 
  +3 
  +3
  11th 
  +11/+6/+1 
  +7 
  +3 
  +3
  12th 
  +12/+7/+2 
  +8 
  +4 
  +4
  13th 
  +13/+8/+3 
  +8 
  +4 
  +4
  14th 
  +14/+9/+4 
  +9 
  +4 
  +4
  15th 
  +15/+10/+5 
  +9 
  +5 
  +5
  16th 
  +16/+11/+6/+1 
  +10 
  +5 
  +5
  17th 
  +17/+12/+7/+2 
  +10 
  +5 
  +5
  18th 
  +18/+13/+8/+3 
  +11 
  +6 
  +6
  19th 
  +19/+14/+9/+4 
  +11 
  +6 
  +6
  20th 
  +20/+15/+10/+5 
  +12 
  +6 
  +6
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  336
  Pathfinder Roleplaying Game
  fewer selections). These four skills each have seven ranks 
  (equal to his total level). Next, he selects a number of skills 
  equal to the difference between the fighter and the monk 
  classes, in this case two skills. These two skills each have 
  four ranks (his monk level).
  If the NPC has three or more classes, you must use the 
  standard method for determining his skills. 
  Once all of the NPC’s ranks have been determined, 
  assign class skill bonuses and apply the bonus or penalty 
  from the NPC’s relevant ability score.
  Step 4: Feats
  After skills have been determined, the next step is to assign the 
  NPC’s feats. Start by assigning all of the feats granted through 
  class abilities. Next, assign the feats garnered from the NPC’s 
  total character level. Remember that humans receive an 
  additional feat at 1st level. For simplified feat choices, refer to 
  the lists provided for the following character types.
  Arcane Caster: Arcane Strike, Combat Casting, Eschew 
  Materials, Greater Spell Focus, Greater Spell Penetration, 
  Improved Initiative, Iron Will, item creation feats (all), 
  Lightning Reflexes, metamagic feats (all), Spell Focus, 
  Spell Mastery, Spell Penetration, and Toughness.
  be used for characters that focus on skill use, such as 
  aristocrats, bards, commoners, experts, and rogues. 
  Some NPCs might not fit into one of these categories and 
  should have custom ability scores.
  Step 3: Skills
  Total up the number of skills ranks possessed by the 
  character and assign them normally. For simple skill 
  generation, refer to Table 14–8 to determine the total 
  number of skill selections the NPC possesses. After 
  selecting that number of skills, mostly from the class 
  skills lists of the NPC’s class, the NPC receives a number 
  of ranks in each skill equal to his level. 
  If the NPC has two classes, start by selecting skills 
  for the class with the fewest number of skill selections. 
  The NPC receives a number of ranks in those skills equal 
  to his total character level. Next, find the difference in 
  the number of selections between the first class and the 
  other class possessed by the NPC. Select that number 
  of skills and give the NPC a number of ranks in those 
  skills equal to his level in the second class. For example, 
  a human fighter 3/monk 4 with a +1 Intelligence modifier 
  can select four skills for his fighter class (since it receives 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  337
  Pathfinder RPG: Nonplayer Characters 14
  Divine Caster (With Channeling): Combat Casting, 
  Extra Turning, Improved Initiative, Improved Turning, 
  Iron Will, item creation feats (all), metamagic feats (all), 
  Power Attack, Selective Channeling, Spell Focus, Spell 
  Penetration, Toughness, Turn Elemental, Turn Outsider, 
  and Turning Smite.
  Divine Caster (Without Channeling): Cleave, Combat 
  Casting, Eschew Materials, Improved Initiative, Iron Will, 
  item creation feats (all), Lightning Reflexes, metamagic 
  feats (all), Natural Spell, Power Attack, Spell Focus, Spell 
  Penetration, Toughness, and Weapon Focus.
  Melee (Finesse Fighter): Combat Expertise, Combat 
  Reflexes, Dazzling Display, Deadly Stroke, Dodge, Improved 
  Disarm, Improved Feint, Improved Trip, Improved Vital 
  Strike, Mobility, Spring Attack, Stunned Defense, Vital 
  Strike, Weapon Finesse, and Whirlwind Attack.
  Melee (Unarmed Fighter): Combat Reflexes, Deflect 
  Arrows, Dodge, Gorgon’s Fist, Improved Grapple, 
  Improved Initiative, Improved Unarmed Strike, Medusa’s 
  Wrath, Mobility, Scorpion Style, Snatch Arrows, Spring 
  Attack, Stunning Fist, and Weapon Focus.
  Melee 
  (Mounted): 
  Improved 
  Critical, 
  Improved 
  Initiative, Mounted Combat, Power Attack, Ride-By 
  Attack, Skill Focus (Ride), Spirited Charge, Toughness, 
  Trample, and Weapon Focus.
  Melee (Sword and Shield Fighter): Cleave, Deft Shield, 
  Great Cleave, Great Fortitude, Improved Bull Rush, 
  Improved Critical, Improved Initiative, Improved Vital 
  Strike, Power Attack, Shield Master, Shield Slam, Two-
  Weapon Fighting, Vital Strike, and Weapon Focus.
  Melee (Two-Handed Fighter): Backswing, Cleave, 
  Devastating Blow, Great Cleave, Great Fortitude, Improved 
  Bull Rush, Improved Critical, Improved Initiative, 
  Improved Sunder, Improved Vital Strike, Overhand Chop, 
  Power Attack, Vital Strike, and Weapon Focus.
  Melee (Two-Weapon Fighter): Combat Reflexes, Dodge, 
  Double Slice, Greater Two-Weapon Fighting, Improved 
  Critical, Improved Initiative, Improved Two-Weapon 
  Fighting, Improved Vital Strike, Two-Weapon Defense, 
  Table 14–6: NPC Ability Scores
  Ability 
  Melee NPC 
  Ranged NPC 
  Divine NPC 
  Arcane NPC 
  Skill NPC
  Score 
  Basic 
  Heroic 
  Basic 
  Heroic  
  Basic 
  Heroic  
  Basic 
  Heroic  
  Basic 
  Heroic
  Strength 
  13 
  15 
  11 
  13 
  10 
  12 
  8 
  8 
  10 
  12
  Dexterity 
  11 
  13 
  13 
  15 
  8 
  8 
  12 
  14 
  12 
  14
  Constitution 
  12 
  14 
  12 
  14 
  12 
  14 
  10 
  12 
  11 
  13
  Intelligence 
  9 
  10 
  10 
  12 
  9 
  10 
  131 
  151 
  13 
  15
  Wisdom 
  10 
  12 
  9 
  10 
  13 
  15 
  9 
  10 
  8 
  8
  Charisma 
  8 
  8 
  8 
  8 
  11 
  13 
  111 
  131 
  9 
  10
  1 If the arcane caster’s spellcasting relies on Charisma, exchange these scores with one another.
  Table 14–7: Racial Ability Adjustments
  Ability 
  Score 
  Dwarf 
  Elf 
  Gnome 
  Half-Elf1 
  Half-Orc 
  Halfling 
  Human1
  Strength 
  — 
  — 
  –2 
  — 
  +2 
  –2 
  —
  Dexterity 
  — 
  +2 
  — 
  — 
  — 
  +2 
  —
  Constitution 
  +2 
  –2 
  +2 
  — 
  — 
  — 
  —
  Intelligence 
  — 
  +2 
  — 
  — 
  –2 
  +2 
  —
  Wisdom 
  +2 
  — 
  — 
  — 
  +2 
  — 
  —
  Charisma 
  –2 
  — 
  +2 
  — 
  — 
  — 
  —
  1 Half-elves and humans receive a +2 bonus to one ability score of your choice.
  Table 14–8: NPC Skill Selections
  PC 
  Skill 
  NPC 
  Skill
  Class 
  Selections1 
  Class 
  Selections1
  Barbarian 
  4 + Int Mod 
  Adept 
  2 + Int Mod
  Bard 
  6 + Int Mod 
  Aristocrat 
  4 + Int Mod
  Cleric 
  2 + Int Mod 
  Commoner 
  2 + Int Mod
  Druid 
  4 + Int Mod 
  Expert 
  6 + Int Mod
  Fighter 
  2 + Int Mod 
  Warrior 
  2 + Int Mod
  Monk 
  4 + Int Mod
  Paladin 
  2 + Int Mod
  Ranger 
  6 + Int Mod
  Rogue 
  8 + Int Mod
  Sorcerer 
  2 + Int Mod
  Wizard 
  2 + Int Mod
  1 Humans receive one additional skill selection.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  338
  Pathfinder Roleplaying Game
  Two-Weapon Fighting, Two-Weapon Rend, Vital Strike, 
  and Weapon Focus.
  Ranged: Careful Targeting, Deadly Aim, Exact 
  Targeting, Far Shot, Improved Initiative, Improved Vital 
  Strike, Manyshot, Pinpoint Targeting, Point Blank Shot, 
  Precise Shot, Rapid Reload, Rapid Shot, Shot on the Run, 
  Vital Strike, and Weapon Focus.
  Skill (most NPC classes): Armor Proficiency (all), Great 
  Fortitude, Improved Initiative, Iron Will, Lightning 
  Reflexes, Martial Weapon Proficiency, Run, Shield 
  Proficiency, Skill Focus, and Toughness.
  Step 5: Class Features
  After determining feats, the next step is to fill in all the 
  class features possessed by the NPC. This is the time 
  to make decisions about the NPC’s spell selection, rage 
  powers, rogue talents, and other class-based abilities. When 
  it comes to spells, determine how many spell selections you 
  need to make for each level. Choose a variety of spells for 
  the highest two levels of spells possessed by the NPC. For 
  all other levels, stick to a few basic spells, prepared multiple 
  times (if possible). If this NPC is slated to appear in only 
  one encounter (such as a combat), leaving off lower level 
  spells entirely is an acceptable way to speed up generation, 
  especially if the NPC is unlikely to cast these spells. You can 
  always choose a few during play if they are needed.
  Step 6: Gear
  After recording all of the NPC’s class features, the next 
  step is to outfit the character with gear appropriate to 
  his level. Note that NPCs receive less gear than PCs of 
  an equal level. If an NPC is a recurring character, his 
  gear should be carefully selected. Use the overall gp 
  values found on Table 14–9 to determine how much 
  gear he should carry. NPCs that are only scheduled to 
  appear once can have a simpler gear selection. Table 
  14–9 includes a number of categories to make it easier 
  to select an NPC’s gear. When outfitting the character, 
  spend the listed amount on each category by purchasing 
  as few items as possible. Any leftover gp can be spent on 
  the remaining categories. GP left over represents coins 
  and jewelry carried by the character.
  Note that these values are approximate and are based 
  off the values for a campaign using the fast experience 
  progression and a normal treasure allotment. If your 
  campaign is using the medium experience progression, 
  treat the NPCs as one level lower when determining 
  their gear. If your campaign is using the slow experience 
  progression, treat the NPCs as two levels lower when 
  determining their gear. If your campaign is high fantasy, 
  double these values, and reduce them by half if your 
  campaign is low fantasy. If the final price of an NPC’s 
  gear is a little over or under these amounts, that’s okay.
  Table 14–9: NPC Gear
   Basic Heroic 
  Total
   Level Level 
  GP Value 
  Weapons 
  Protection 
  Magic 
  Limited Use 
  Gear
   1 
  — 
  300 gp 
  50 gp 
  150 gp 
  — 
  50 gp 
  50 gp
   2 
  1 
  600 gp 
  100 gp 
  250 gp 
  — 
  100 gp 
  150 gp
   3 
  2 
  900 gp 
  350 gp 
  300 gp 
  — 
  100 gp 
  150 gp
   4 
  3 
  1,200 gp 
  350 gp 
  600 gp 
  — 
  100 gp 
  150 gp
   5 
  4 
  2,400 gp 
  900 gp 
  1,000 gp 
  — 
  300 gp 
  200 gp
   6 
  5 
  3,600 gp 
  1,500 gp 
  1,400 gp 
  — 
  500 gp 
  200 gp
   7 
  6 
  5,100 gp 
  2,400 gp 
  1,900 gp 
  — 
  600 gp 
  200 gp
   8 
  7 
  6,900 gp 
  2,800 gp 
  2,100 gp 
  1,000 gp 
  800 gp 
  200 gp
   9 
  8 
  9,000 gp 
  3,000 gp 
  2,500 gp 
  2,000 gp 
  1,000 gp 
  500 gp
   10 
  9 
  12,000 gp 
  4,000 gp 
  3,000 gp 
  3,000 gp 
  1,500 gp 
  500 gp
   11 
  10 
  15,000 gp 
  5,000 gp 
  4,000 gp 
  4,000 gp 
  1,500 gp 
  500 gp
   12 
  11 
  19,000 gp 
  8,500 gp 
  4,500 gp 
  4,000 gp 
  1,500 gp 
  500 gp
   13 
  12 
  25,000 gp 
  9,000 gp 
  8,000 gp 
  6,000 gp 
  1,500 gp 
  500 gp
   14 
  13 
  32,000 gp 
  10,000 gp 
  10,000 gp 
  9,000 gp 
  2,500 gp 
  500 gp
   15 
  14 
  41,000 gp 
  14,000 gp 
  13,000 gp 
  11,000 gp 
  2,500 gp 
  500 gp
   16 
  15 
  52,000 gp 
  19,000 gp 
  17,000 gp 
  13,000 gp 
  2,500 gp 
  500 gp
   17 
  16 
  68,000 gp 
  22,000 gp 
  20,000 gp 
  20,000 gp 
  4,500 gp 
  1,500 gp
   18 
  17 
  87,000 gp 
  28,000 gp 
  27,000 gp 
  24,000 gp 
  6,500 gp 
  1,500 gp
   19 
  18 
  115,000 gp 
  33,000 gp 
  30,000 gp 
  38,000 gp 
  12,000 gp 
  2,000 gp
   20 
  19 
  150,000 gp 
  52,000 gp 
  40,000 gp 
  42,000 gp 
  14,000 gp 
  2,000 gp
   — 
  20 
  185,000 gp 
  75,000 gp 
  45,000 gp 
  45,000 gp 
  18,000 gp 
  2,000 gp
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  339
  Pathfinder RPG: Nonplayer Characters 14
  Weapons: This includes normal, masterwork, and 
  magic weapons, as well as magic staves and wands used 
  by spellcasters to harm their enemies. For example, a 
  wand of scorching ray would count as a weapon, but a staff of 
  life would count as a piece of magic gear.
  Protection: This category includes armor and shields, 
  as well as any magic item that augments a character’s 
  Armor Class or saving throws.
  Magic: This category includes all other permanent 
  magic items. Most rings, rods, and wondrous items fit 
  into this category.
  Limited Use: Items that fall into this category include 
  alchemical items, potions, scrolls, and wands with few 
  charges. Charged wondrous items fall into this grouping 
  as well.
  Gear: Use the gp in this category to purchase standard 
  nonmagical gear for the character. In most cases, this 
  equipment can be omitted during creation and filled in 
  as needed during play. You can assume that the character 
  has whatever gear is needed for him to properly use his 
  skills and class abilities.
  Step 7: Details
  Once you have assigned all of the NPC’s gear, all that 
  remains is to fill out the details. Determine the character’s 
  attack and damage bonuses, initiative modifier, and 
  Armor Class. If the character’s magic items affected his 
  skills or ability scores, make sure to take those changes 
  into account. Determine the character’s total hit points 
  by assuming the average result. Finally, fill out any other 
  important details, such as name, alignment, religion, 
  and a few personality traits to round him out.
  Example: Kiramor, the Forest Shadow
  Looking over your notes for the evening’s game, you discover 
  that you need a mysterious forest character for the PCs to 
  interact with on their way to town. If things go poorly, they 
  might have to fight him. Since your party consists of 4th-level 
  characters, you decide to make this forest guardian a human 
  ranger 4/rogue 2. You want him to be skilled at fighting with 
  ranged weapons, but you also want him to be competent with 
  a rapier. Taking this into account, you use the heroic ability 
  scores for a ranged NPC found on Table 14–6. Since he is 
  a human and 6th level, you put all of his bonuses into his 
  Dexterity, raising it up to 18. Moving on to skills, you see that 
  your forest guardian has a total of six skills for being a ranger, 
  and eight for being a rogue. Starting with the ranger, you add 
  one for being human and one for his Intelligence modifier 
  for a total of eight skills at six ranks each. After selecting these 
  eight skills, you move on to the rogue skills. The difference 
  between the ranger and the rogue is two, meaning that you 
  can select two more skills, with two ranks in each. After 
  selecting his skills, you move on to his feats. Starting with his 
  class feats, you select Rapid Shot as his combat style feat. In 
  addition, the forest guardian receives three additional feats for 
  his class levels, and one feat for being human. Since you want 
  him to be skilled at archery, most of these feats come from the 
  ranged list, including Deadly Aim, Improved Initiative, and 
  Point Blank Shot. To ensure that he is good with a rapier, you 
  spend his final feat selection on Weapon Finesse. Next you 
  note all of his class features, making whatever selections are 
  necessary, such as favored enemy, favored terrain, hunter’s 
  bond, and rogue talents. Moving on to gear, you assign 
  gear using the line for a 6th-level heroic NPC, giving him 
  a +1 longbow, a masterwork rapier, +1 studded leather armor, 
  a potion of invisibility, a potion of cure moderate wounds, and a 
  pack full of nonmagic gear. Although he has a bit more gp in  
  weapons than the chart allows, he has spent a bit less in armor, 
  roughly balancing him out. With your task nearly completed,  
  you add all of his statistics and details. Naming him  
  Kiramor, your forest shadow is ready to face off against  
  the PCs.
  KiRAMOR, THE FOREST SHADOW 
  Male human ranger 4/rogue 2
  N Medium humanoid
  init +8 (+9 in forests); Senses Perception +9 (+11 in forests)
  DEFENSE
  AC 18, touch 14, flat-footed 14
  (+4 armor, +4 Dex)
  hp 45 (4d10+2d8+12)
  Fort +7, Ref +12, Will +2
  Defensive Abilities evasion
  OFFENSE
  Spd 30 ft.
  Melee mwk rapier +10 (1d6+1/18–20)
  Ranged +1 longbow +10 (1d8+1/x3)
  Ranged +1 longbow +8/+8 (1d8+1/x3)
  Special Attacks favored enemy (humanoid [orc]), favored 
  terrain (forest), rogue talents (bleeding attack), sneak 
  attack (1d6)
  STATiSTiCS
  Str 13, Dex 18, Con 14, int 12, Wis 10, Cha 8
  Base Atk +5; Cmb +6
  Feats Deadly Aim, Endurance, Improved Initiative, Point 
  Blank Shot, Rapid Shot, Weapon Finesse
  Skills Acrobatics +13, Climb +10, Escape Artist +9, Heal +9, 
  Knowledge (geography) +10, Knowledge (nature) +10, 
  Perception +9, Stealth +13, Survival +9 (+11 following 
  tracks), Swim +6
  Languages Common, Orc
  SQ nature bond (wolf), track, trapfinding
  Combat Gear potion of cure moderate wounds, potion of invisibility; 
  Other Gear +1 longbow with 40 arrows, mwk rapier, +1 studded 
  leather armor, gear and coins  
  worth 200 gp
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  340
  Magic items
  Pathfinder Roleplaying Game
  does grant a +1 bonus on attack and damage rolls (see the 
  special ability description).
  A shield could be built that also acted as a magic weapon, 
  but the cost of the enhancement bonus 
  on attack rolls would need to be 
  added into the cost of the shield 
  and its enhancement bonus to 
  AC.
  As with armor, special 
  abilities 
  built 
  into 
  the 
  shield add to the market 
  value in the form of 
  additions to the bonus 
  of the shield, although they 
  do not improve AC. A shield cannot have an 
  e ffective bonus (enhancement plus special ability 
  bonus equivalents) higher than +10. A shield 
  with a special ability must have at least a +1 
  enhancement bonus.
  Shield Hardness and Hit Points: Each +1 
  of enhancement bonus adds 2 to a shield’s 
  hardness and +10 to its hit points.
  Table 15–1: Armor and Shields
  Minor Medium Major 
  Item 
  Base Price
  01–60 
  01–05 
  — 
  +1 shield 
  1,000 gp
  61–80 
  06–10 
  — 
  +1 armor 
  1,000 gp
  81–85 
  11–20 
  — 
  +2 shield 
  4,000 gp
  86–87 
  21–30 
  — 
  +2 armor 
  4,000 gp
  — 
  31–40 
  01–08 
  +3 shield 
  9,000 gp
  — 
  41–50 
  09–16 
  +3 armor 
  9,000 gp
  — 
  51–55 
  17–27 
  +4 shield 
  16,000 gp
  — 
  56–57 
  28–38 
  +4 armor 
  16,000 gp
  — 
  — 
  39–49 
  +5 shield 
  25,000 gp
  — 
  — 
  50–57 
  +5 armor 
  25,000 gp
  — 
  — 
  — 
  +6 armor/shield1 
  36,000 gp
  — 
  — 
  — 
  +7 armor/shield1 
  49,000 gp
  — 
  — 
  — 
  +8 armor/shield1 
  64,000 gp
  — 
  — 
  — 
  +9 armor/shield1 
  81,000 gp
  — 
  — 
  — 
  +10 armor/shield1 100,000 gp
  88–89 
  58–60 
  58–60 
  Specific armor2 
  —
  90–91 
  61–63 
  61–63 
  Specific shield3 
  —
  92–100 64–100 
  64–100 
  Special ability 
  —
   
   
   
  and roll again23
  1 Armor and shields can’t have bonuses this high. Use these 
  lines to determine price when special abilities are added in.
  2 Roll on Table: 15–4.
  3 Roll on Table: 15–5.
  F
  rom the common potion of cure light wounds to the 
  mighty holy avenger, magic items are valuable tools used 
  by heroes and villains alike. This chapter contains a 
  wide variety of items to enhance any character.
  An S appearing at the end of a magic 
  item’s listing denotes that the 
  magic item’s full description is 
  not i ncluded in this book. These 
  m agic items can be found in the 
  3.5 system r eference document 
  (SRD) or as part of the Pathfinder 
  RPG Beta Web Enhancement, 
  a vailable for free at paizo.com.
  ARMOR
  In general, magic armor p rotects 
  the wearer to a greater extent than 
  nonmagical 
  armor. 
  Magic 
  armor 
  b onuses are enhancement bonuses, 
  never rise above +5, and stack with 
  regular armor b onuses (and with 
  shield and magic shield enhancement 
  bonuses). All magic armor is also 
  masterwork armor, reducing armor check penalties by 1.
  In addition to an enhancement b onus, armor may 
  have special abilities. Special abilities usually count as 
  additional b onuses for determining the market value of an 
  item, but do not improve AC. A suit of armor cannot have 
  an effective b onus (e nhancement plus special ability bonus 
  equivalents) higher than +10. A suit of armor with a special 
  ability must have at least a +1 enhancement bonus.
  A suit of armor or a shield may be made of an u nusual 
  m aterial. Roll d%: 01–95 indicates that the item is of a 
  s tandard sort, and 96–100 indicates that it is made of a 
  s pecial material (which can be found in the Pathfinder 
  RPG Beta Web Enhancement at paizo.com).
  Armor is always created so that even if the type of 
  armor comes with boots or gauntlets, these pieces can 
  be switched for other magic boots or gauntlets.
  Caster Level for Armor and Shields: The caster level of a 
  magic shield or magic armor with a special ability is given in 
  the item description. For an item with only an e nhancement 
  bonus, the caster level is three times the enhancement b onus. 
  If an item has both an enhancement bonus and a s pecial ability, 
  the higher of the two caster level requirements must be met.
  Shields: Shield enhancement bonuses stack with armor 
  enhancement bonuses. Shield enhancement bonuses do 
  not act as attack or damage bonuses when the shield is 
  used in a shield bash. The bashing special ability, however, 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  341
  Pathfinder RPG: Magic Items
  15
  Activation: Usually a character benefits from magic 
  armor and shields in exactly the way a c haracter benefits 
  from nonmagical armor and shields: by w earing them. If 
  armor or a shield has a special ability that the user needs to 
  activate, then the user u sually needs to utter the command 
  word (a standard action).
  Armor for Unusual Creatures: The cost of a rmor for 
  nonhumanoid creatures, as well as for creatures who 
  are neither Small nor Medium, varies. The cost of the 
  masterwork quality and any magical enhancement remains 
  the same.
  Magic Armor and Shield Special Ability 
  Descriptions
  Most magic armor and shields only have enhancement 
  bonuses. Such items can also have one or more of the 
  special abilities detailed below. Armor or a shield with a 
  special ability must have at least a +1 enhancement bonus.
  Table 15–2: Armor Special Abilities
   
   
   
   
  Base Price 
  Minor Medium Major 
  Special Ability 
  Modifier
  01–25 
  01–05 
  01–03 
  Glamered 
  +2,700 gp
  26–32 
  06–08 
  04 
  Fortification, light 
  +1 bonus1
  33–52 
  09–11 
  — 
  Slick 
  +3,750 gp
  53–92 
  12–17 
  — 
  Shadow 
  +3,750 gp
  93–96 
  18–19 
  — 
  Spell resistance (13) 
  +2 bonus1
  97 
  20–29 
  05–07 
  Slick, improved 
  +15,000 gp
  98–99 
  30–49 
  08–13 
  Shadow, improved 
  +15,000 gp
  — 
  50–74 
  14–28 
  Energy resistance 
  +18,000 gp
  — 
  75–79 
  29–33 
  Ghost touch 
  +3 bonus1
  — 
  80–84 
  34–35 
  Invulnerability 
  +3 bonus1
  — 
  85–89 
  36–40 
  Fortification, moderate +3 bonus1
  — 
  90–94 
  41–42 
  Spell resistance (15) 
  +3 bonus1
  — 
  95–99 
  43 
  Wild 
  +3 bonus1
  — 
  — 
  44–48 
  Slick, greater 
  +33,750 gp
  — 
  — 
  49–58 
  Shad0w, greater 
  +33,750 gp
  — 
  — 
  59–83 
  Energy resistance,  
  +42,000 gp 
   
   
   
  improved
  — 
  — 
  84–88 
  Spell resistance (17) 
  +4 bonus1
  — 
  — 
  89 
  Etherealness  
  +49,000 gp
  — 
  — 
  90 
  Undead controlling 
  +49,000 gp
  — 
  — 
  91–92 
  Fortification, heavy 
  +5 bonus1
  — 
  — 
  93–94 
  Spell resistance (19) 
  +5 bonus1
  — 
  — 
  95–99 
  Energy resistance,  
  +66,000 gp 
   
   
   
  greater 
  100 
  100 
  100 
  Roll twice again2 
  —
  1 Add to enhancement bonus on Table 15–1 to determine 
  total market price.
  2 If you roll a special ability twice, only one counts. If you roll 
  two versions of the same special ability, use the better.
  Table 15–3: Shield Special Abilities
   
   
   
   
  Base Price 
  Minor 
  Medium 
  Major 
  Special Ability 
  Modifier
  01–20 
  01–10 
  01–05 
  Arrow catching 
  +1 bonus1
  21–40 
  11–20 
  06–08 
  Bashing 
  +1 bonus1
  41–50 
  21–25 
  09–10 
  Blinding 
  +1 bonus1
  51–75 
  26–40 
  11–15 
  Fortification, light 
  +1 bonus1
  76–92 
  41–50 
  16–20 
  Arrow deflection 
  +2 bonus1
  93–97 
  51–57 
  21–25 
  Animated 
  +2 bonus1
  98–99 
  58–59 
  — 
  Spell resistance (13) 
  +2 bonus1
  — 
  60–79 
  26–41 
  Energy resistance 
  +18,000 gp
  — 
  80–85 
  42–46 
  Ghost touch 
  +3 bonus1
  — 
  86–95 
  47–56 
  Fortification, moderate 
  +3 bonus1
  — 
  96–98 
  57–58 
  Spell resistance (15) 
  +3 bonus1
  — 
  99 
  59 
  Wild 
  +3 bonus1
  — 
  — 
  60–84 
  Energy resistance,  
  +42,000 gp 
   
   
   
  improved
  — 
  — 
  85–86 
  Spell resistance (17) 
  +4 bonus1
  — 
  — 
  87 
  Undead controlling 
  +49,000 gp
  — 
  — 
  88–91 
  Fortification, heavy 
  +5 bonus1
  — 
  — 
  92–93 
  Reflecting  
  +5 bonus1
  — 
  — 
  94 
  Spell resistance (19) 
  +5 bonus1
  — 
  — 
  95–99 
  Energy resistance,  
  +66,000 gp 
   
   
   
  greater
  100 
  100 
  100 
  Roll twice again2 
  —
  1 Add to enhancement bonus on Table 15–1 to determine 
  total market price.
  2 If you roll a special ability twice, only one counts. If you roll 
  two versions of the same special ability, use the better.
  Animated: Upon command, an animated shield floats 
  within 2 feet of the wielder, protecting her as if she were 
  using it herself but freeing up both her hands. Only one 
  shield can protect a character at a time. A character with 
  an animated shield still takes any penalties associated 
  with shield use, such as armor check penalty, arcane spell 
  failure chance, and nonproficiency.
  Strong transmutation; CL 12th; Craft Magic Arms and 
  Armor, animate objects; Price +2 bonus.
  Arrow Catching: A shield with this ability attracts 
  ranged weapons to it. It has a deflection bonus of +1 
  against ranged weapons because projectiles and thrown 
  weapons veer t oward it. Additionally, any projectile 
  or thrown weapon aimed at a t arget within 5 feet of the 
  shield’s wearer diverts from its o riginal t arget and targets 
  the shield’s bearer instead. If the wielder has total cover 
  relative to the attacker, the projectile or thrown weapon 
  is not diverted. Additionally, those attacking the w earer 
  with ranged weapons ignore any miss chances that would 
  n ormally apply. Projectiles and thrown weapons that 
  have an e nhancement bonus higher than the shield’s base 
  AC bonus are not diverted to the wearer (but the shield’s 
  deflection bonus still applies against these weapons). 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  342
  Pathfinder Roleplaying Game
  The wielder can a ctivate or d eactivate this ability with a 
  command word.
  Moderate abjuration; CL 8th; Craft Magic Arms and 
  Armor, entropic shield; Price +1 bonus.
  Arrow Deflection: This shield protects the wielder as 
  if he had the Deflect Arrows feat. Once per round when 
  he would normally be struck by a ranged weapon, he can 
  make a DC 20 Reflex save. If the ranged weapon has an 
  enhancement bonus, the DC increases by that 
  amount. If he succeeds, the shield d eflects 
  the weapon. He must be aware of the attack 
  and not f lat-footed. Attempting to deflect 
  a ranged weapon doesn’t count as an 
  action. Exceptional ranged weapons, 
  such as boulders hurled by giants or acid 
  arrows, can’t be deflected.
  Faint abjuration; CL 5th; Craft 
  Magic Arms and Armor, shield; Price +2 
  bonus.
  Bashing: A shield with this special 
  ability is designed to p erform a shield 
  bash. A bashing shield deals damage as if it 
  were a weapon of two size categories larger (a 
  Medium light shield thus deals 1d6 points of 
  damage and a Medium heavy shield deals 1d8 
  points of damage). The shield acts as a +1 w eapon 
  when used to bash. Only light and heavy shields 
  can have this ability.
  Moderate transmutation; CL 8th; Craft Magic 
  Arms and Armor, bull’s strength; Price +1 bonus.
  Blinding: A shield with this ability f lashes with a 
  brilliant light up to twice per day upon command of the 
  wielder. Exceept the wielder, anyone within 20 feet must 
  make a DC 14 Ref lex save or be blinded for 1d4 rounds.
  Moderate evocation; CL 7th; Craft Magic Arms and 
  Armor, searing light; Price +1 bonus.
  Energy Resistance: A suit of armor or a shield with 
  this property protects against one type of energy (acid, 
  cold, electricity, fire, or sonic) and is designed with 
  patterns d epicting the element it protects against. The 
  armor absorbs the first 10 points of energy damage per 
  attack that the wearer would normally take (similar to 
  the resist energy spell).
  Faint abjuration; CL 3rd; Craft Magic Arms and 
  Armor, resist energy; Price +18,000 gp.
  Energy Resistance, Improved: As energy r esistance, 
  except it absorbs the first 20 points of e nergy damage 
  per attack.
  Moderate abjuration; CL 7th; Craft Magic Arms and 
  Armor, resist energy; Price +42,000 gp.
  Energy Resistance, Greater: As energy resistance, 
  e xcept it absorbs the first 30 points of energy damage 
  per attack.
  Moderate abjuration; CL 11th; Craft Magic Arms and 
  Armor, resist energy; Price +66,000 gp.
  Etherealness: On command, this ability allows the 
  wearer of the armor to become ethereal (as the ethereal 
  jaunt spell) once per day. The character can remain 
  ethereal for as long as desired, but once he returns to 
  normal, he cannot become ethereal again that day.
  Strong transmutation; CL 13th; Craft Magic Arms and 
  Armor, ethereal jaunt; Price +49,000 gp.
  Fortification: This suit of armor or shield 
  produces a m agical force that protects vital 
  areas of the wearer more effectively. When 
  a critical hit or sneak attack is scored on 
  the wearer, there is a chance that the 
  critical hit or sneak attack is negated 
  and damage is instead rolled normally.
   
  Chance for Normal Base Price  
  Fortification Type 
  Damage  
  Modifier
  Light 
  25% 
  +1 bonus
  Moderate 
  75% 
  +3 bonus
  Heavy 
  100% 
  +5 bonus
  Strong abjuration; CL 13th; Craft Magic Arms and 
  Armor, limited wish or miracle; Price varies (see above).
  Ghost Touch: This armor or shield seems almost 
  t ranslucent. Both its enhancement bonus and its 
  armor bonus count against the attacks of incorporeal 
  creatures. It can be picked up, moved, and worn by 
  incorporeal creatures at any time. Incorporeal c reatures 
  gain the armor or shield’s enhancement bonus against 
  both corporeal and incorporeal attacks, and they can still 
  pass freely through solid objects.
  Strong transmutation; CL 15th; Craft Magic Arms and 
  Armor, etherealness; Price +3 bonus.
  Glamered: A suit of armor with this ability appears 
  normal. Upon command, the armor changes shape and 
  form to assume the appearance of a normal set of clothing. 
  The armor retains all its properties (including weight) 
  when glamered. Only a true seeing spell or similar magic 
  reveals the true nature of the armor when disguised.
  Moderate illusion; CL 10th; Craft Magic Arms and 
  Armor, disguise self; Price +2,700 gp.
  Invulnerability: This suit of armor grants the wearer 
  damage reduction of 5/magic.
  Strong abjuration and e vocation (if m iracle is used); 
  CL 18th; Craft Magic Arms and Armor, stoneskin, wish or 
  miracle; Price +3 bonus.
  Ref lecting: This shield seems like a mirror. Its 
  surface is completely ref lective. Once per day, it can be 
  called on to ref lect a spell back at its caster exactly like 
  the spell turning spell.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  343
  Pathfinder RPG: Magic Items
  15
  Strong abjuration; CL 14th; Craft Magic Arms and 
  Armor, spell turning; Price +5 bonus.
  Shadow: This armor is jet black and blurs the wearer 
  whenever she tries to hide, while dampening the sound 
  around her, granting a +5 competence bonus on Stealth 
  checks. The armor’s armor check penalty still applies 
  normally.
  Faint illusion; CL 5th; Craft Magic Arms and Armor, 
  invisibility, silence; Price +3,750 gp.
  Shadow, Improved: As stealth, except it grants a +10 
  competence bonus on Stealth checks.
  Moderate illusion; CL 10th; Craft Magic Arms and 
  Armor, invisibility, silence; Price +15,000 gp.
  Shadow, Greater: As stealth, except it grants a +15 
  competence bonus on Stealth checks.
  Moderate illusion; CL 15th; Craft Magic Arms and 
  Armor, i nvisibility, silence; Price +33,750 gp.
  Slick: Slick armor seems coated at all times with a 
  slightly greasy oil. It provides a +5 competence bonus on 
  its wearer’s Escape Artist checks. The armor’s armor check 
  penalty still a pplies normally.
  Faint conjuration; CL 4th; Craft Magic Arms and Armor, 
  grease; Price +3,750 gp.
  Slick, Improved: As slick, except it grants a +10 
  competence bonus on Escape Artist checks.
  Moderate conjuration; CL 10th; Craft Magic Arms and 
  Armor, grease; Price +15,000 gp.
  Slick, Greater: As slick, except it grants a +15 competence 
  b onus on Escape Artist checks.
  Moderate conjuration; CL 15th; Craft Magic Arms and 
  Armor, grease; Price +33,750 gp.
  Spell Resistance: This property grants the armor’s 
  wearer spell resistance while the armor is worn. The spell 
  resistance can be 13, 15, 17, or 19, depending on the armor.
  Strong abjuration; CL 15th; Craft Magic Arms and 
  Armor, spell resistance; Price +2 bonus (SR 13), +3 bonus (SR 
  15), +4 bonus (SR 17), or +5 bonus (SR 19).
  Undead Controlling: The wearer of a suit of armor or 
  a shield with this property may control up to 26 HD of 
  undead per day, as the control undead spell. At dawn each 
  day, the wearer loses c ontrol of any undead still under 
  his sway. Armor or a shield with this ability appears to be 
  made of bone; this feature is e ntirely decorative and has no 
  other effect on the armor.
  Strong necromancy; CL 13th; Craft Magic Arms and 
  Armor, control undead; Price +49,000 gp.
  Wild: The wearer of a suit of armor or a shield with this 
  a bility preserves his armor bonus (and any enhancement 
  b onus) while in a wild shape. Armor and shields with this 
  ability u sually a ppear to be covered in leaf patterns. While 
  the wearer is in a wild shape, the armor cannot be seen.
  Moderate transmutation; CL 9th; Craft Magic Arms and 
  Armor, baleful polymorph; Price +3 bonus.
  Table 15–4: Specific Armors
  Minor 
  Medium Major 
  Specific Armor 
  Market Price
  01–50 
  01–25 
  — 
  Mithral shirt 
  1,100 gp
  51–80 
  26–45 
  — 
  Dragonhide plate 3,300 gp
  81–100 
  46–57 
  — 
  Elven chain 
  4,150 gp
  — 
  58–67 
  — 
  Rhino hideS 
  5,165 gp
  — 
  68–82 
  01–10 
  Adamantine  
  10,200 gp 
   
   
   
  breastplate
  — 
  83–97 
  11–20 
  Dwarven plateS 
  16,500 gp
  — 
  98–100 
  21–32 
  Banded mail  
  18,900 gp 
   
   
   
  of luckS
  — 
  — 
  33–50 
  Celestial armorS 
  22,400 gp
  — 
  — 
  51–60 
  Plate armor  
  24,650 gp 
   
   
   
  of the deepS
  — 
  — 
  61–75 
  Breastplate of 
  25,400 gp 
   
   
   
  commandS
  — 
  — 
  76–90 
  Mithral full plate  
  26,500 gp 
   
   
   
  of speedS
  — 
  — 
  91–100 Demon armorS 
  52,260 gp
  Special Armors
  ADAMANTINe BreASTPlATe
  Aura no aura (nonmagical); Cl —
  Slot armor; Price 10,200 gp; Weight 30 lb.
  DeSCrIPTIoN
  This nonmagical breastplate is made of adamantine, giving its wearer 
  damage reduction of 2/–. 
  DrAgoNhIDe PlATe
  Aura no aura (nonmagical); Cl —
  Slot armor; Price 3,300 gp; Weight 50 lb.
  DeSCrIPTIoN
  This suit of full plate is made of dragonhide, rather than metal, so druids 
  can wear it. It is otherwise identical to masterwork full plate. 
  elveN ChAIN
  Aura no aura (nonmagical); Cl —
  Slot armor; Price 4,150 gp; Weight 20 lb.
  DeSCrIPTIoN
  This extremely light chainmail is made of very fine mithral links. Speed while 
  wearing elven chain is 30 feet for Medium creatures, or 20 feet for Small. The 
  armor has an arcane spell failure chance of 20%, a maximum Dexterity bonus 
  of +4, and an armor check penalty of –2. It is considered light armor. 
  MIThrAl ShIrT
  Aura no aura (nonmagical); Cl —
  Slot armor; Price 1,100 gp; Weight 10 lb.
  DeSCrIPTIoN
  This extremely light chain shirt is made of very fine mithral links. Speed 
  while wearing a mithral shirt is 30 feet for Medium creatures, or 20 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  344
  Pathfinder Roleplaying Game
  feet for Small. The armor has an arcane spell failure chance of 10%, 
  a maximum Dexterity bonus of +6, and no armor check penalty. It is 
  considered light armor. 
  Special Shields
  DArkWooD ShIelD
  Aura no aura (nonmagical); Cl —
  Slot shield; Price 257 gp; Weight 5 lb.
  DeSCrIPTIoN
  This nonmagical heavy wooden shield is made out of darkwood. It 
  has no enhancement bonus, but its construction material makes it 
  lighter than a normal wooden shield. It has no armor check penalty. 
  MIThrAl heAvy ShIelD
  Aura no aura (nonmagical); Cl —
  Slot shield; Price 1,020 gp; Weight 5 lb.
  DeSCrIPTIoN
  This heavy shield is made of mithral and thus is much lighter than a 
  standard steel shield. It has a 5% arcane spell failure chance and no 
  armor check penalty.
  Table 15–5: Specific Shields
  Minor 
  Medium Major 
  Specific Shield 
  Market 
   
   
   
   
  Price
  01–30 
  01–20 
  — 
  Darkwood bucklerS 
  205 gp
  31–80 
  21–45 
  — 
  Darkwood shield 
  257 gp
  81–95 
  46–70 
  — 
  Mithral heavy shield 1,020 gp
  96–100 
  71–85 
  01–20 
  Caster’s shieldS 
  3,153 gp
  — 
  86–90 
  21–40 
  Spined shieldS 
  5,580 gp
  — 
  91–95 
  41–60 
  Lion’s shieldS 
  9,170 gp
  — 
  96–100 
  61–90 
  Winged shieldS 
  17,257 gp
  — 
  — 
  91–100 
  Absorbing shieldS 
  50,170 gp
  WeApOns
  Magic weapons have enhancement bonuses ranging from 
  +1 to +5. They apply these bonuses to both attack and 
  damage rolls when used in combat. All magic weapons are 
  also masterwork weapons, but their masterwork bonus on 
  attack rolls does not stack with their enhancement bonus 
  on attack rolls.
  Weapons come in two basic categories: melee and ranged. 
  Some of the weapons listed as melee weapons can also be 
  used as ranged weapons. In this case, their enhancement 
  bonus a pplies to either type of attack.
  In addition to an enhancement b onus, weapons may 
  have special abilities. Special abilities count as additional 
  bonuses for d etermining the market value of the item, 
  but do not modify attack or damage b onuses (except 
  where specifically noted). A single weapon cannot have a 
  modified bonus (e nhancement bonus plus special ability 
  bonus e quivalents) higher than +10. A weapon with a 
  special ability must have at least a +1 enhancement bonus.
  A weapon or ammunition may be made of an u nusual 
  m aterial. Roll d%: 01–95 indicates that the item is of a 
  s tandard sort, and 96–100 indicates that 
  it is made of a s pecial material (which 
  can be found in the Pathfinder RPG Beta 
  Web Enhancement at paizo.com).
  Caster Level for Weapons: The 
  caster level of a w eapon with a special 
  ability is given in the item description. 
  For an item with only an enhancement 
  bonus and no other a bilities, the caster level is three 
  times the e nhancement b onus. If an item has both an 
  enhancement bonus and a s pecial a bility, the higher 
  of the two caster level r equirements must be met.
  Additional Damage Dice: Some magic weapons deal 
  a dditional dice of damage. Unlike other modifiers to 
  d amage, additional dice of damage are not multiplied 
  when the attacker scores a critical hit.
  Ranged 
  Weapons 
  and 
  Ammunition: 
  The 
  e nhancement bonus from a ranged weapon does not 
  stack with the e nhancement bonus from ammunition. 
  Only the higher of the two enhancement bonuses 
  applies.
  Ammunition fired from a projectile weapon with 
  an e nhancement bonus of +1 or higher is treated 
  as a magic weapon for the purpose of overcoming 
  damage reduction. Similarly, ammunition fired 
  from a projectile weapon with an alignment gains 
  the alignment of that projectile weapon (in addition 
  to any alignment it may already have).
  Magic Ammunition and Breakage: When a magic 
  arrow, crossbow bolt, or sling bullet misses its target, there 
  is a 50% chance it breaks or otherwise is rendered useless. 
  A magic a rrow, bolt, or bullet that hits is destroyed.
  Light Generation: Fully 30% of magic weapons shed 
  light equivalent to a light spell (bright light in a 20-foot 
  radius, s hadowy light in a 40-foot radius). These glowing 
  weapons are quite obviously magical. Such a weapon can’t 
  be concealed when drawn, nor can its light be shut off. 
  Some of the specific weapons detailed below always or 
  never glow, as defined in their descriptions.
  Hardness and Hit Points: An attacker cannot damage 
  a magic weapon that has an enhancement bonus unless 
  his weapon has at least as high an enhancement bonus 
  as the weapon or shield struck. Each +1 of enhancement 
  bonus also adds 1 to the weapon’s or shield’s hardness 
  and hit points.
  Activation: Usually a character benefits from a magic 
  weapon in the same way a character benefits from a 
  mundane weapon—by attacking with it. If a weapon has 
  a special ability that the user needs to activate, then the 
  user usually needs to u tter a command word (a standard 
  action).
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  345
  Pathfinder RPG: Magic Items
  15
  Table 15–6: Weapons
  Minor 
  Medium 
  Major 
  Weapon Bonus Base Price1
  01–70 
  01–10 
  — 
  +1 
  2,000 gp
  71–85 
  11–29 
  — 
  +2 
  8,000 gp
  — 
  30–58 
  01–20 
  +3 
  18,000 gp
  — 
  59–62 
  21–38 
  +4 
  32,000 gp
  — 
  — 
  39–49 
  +5 
  50,000 gp
  — 
  — 
  — 
  +62 
  72,000 gp
  — 
  — 
  — 
  +72 
  98,000 gp
  — 
  — 
  — 
  +82 
  128,000 gp
  — 
  — 
  — 
  +92 
  162,000 gp
  — 
  — 
  — 
  +102 
  200,000 gp
  86–90 
  63–68 
  50–63 Specific weapon3 
  —
  91–100 
  69–100 
  64–100 
  Special ability 
  —
   
   
   
  and roll again4
  1 This price is for 50 arrows, crossbow bolts, or sling bullets.
  2 A weapon can’t actually have a bonus higher than +5. Use 
  these lines to determine price when special abilities are 
  added in.
  3 See Table 15–9.
  4 See Table 15–7 for melee weapons and Table 15–8 for 
  ranged weapons.
  Magic Weapons and Critical Hits: Some weapon 
  qualities and some specific weapons have an extra effect 
  on a critical hit. This special effect functions against 
  creatures not subject to critical hits. When fighting against 
  such creatures, roll for critical hits as you would against 
  humanoids or any other creature subject to critical hits. 
  On a successful critical roll, apply the special effect, but do 
  not multiply the weapon’s regular damage. 
  Weapons for Unusually Sized Creatures: The cost of 
  weapons for creatures who are neither Small nor Medium 
  varies. The cost of the masterwork quality and any magical 
  enhancement remains the same.
  Special Qualities: Roll d%. A 01–30 result indicates that the 
  item sheds light, 31–45 indicates that something (a d esign, 
  inscription, or the like) provides a clue to the w eapon’s 
  f unction, and 46–100 indicates no special qualities. 
  Magic Weapon Special Ability Descriptions
  In addition to enhancement bonuses, weapons can 
  have one or more of the special abilities detailed below. 
  A weapon with a special ability must have at least a +1 
  enhancement bonus.
  Anarchic: An anarchic weapon is chaotically aligned 
  and i nfused with the power of chaos. It makes the weapon 
  c haos-aligned and thus bypasses the corresponding 
  damage r eduction. It deals an extra 2d6 points of 
  damage against all of lawful alignment. It bestows 
  one permanent negative level on any lawful creature 
  attempting to wield it. The negative level remains as 
  long as the weapon is in hand and disappears when the 
  weapon is no longer wielded. This negative level cannot 
  be overcome in any way (including restoration spells) 
  while the weapon is wielded.
  Moderate evocation [chaotic]; CL 7th; Craft Magic 
  Arms and Armor, chaos hammer, creator must be chaotic; 
  Price +2 bonus.
  Table 15–7: Melee Weapon Special Abilities
   
   
   
   
  Base Price 
  Minor 
  Medium 
  Major 
  Special Ability 
  Modifier1
  01–10 
  01–06 
  01–03 
  Bane 
  +1 bonus
  11–17 
  07–12 
  — 
  Defending 
  +1 bonus
  18–27 
  13–19 
  04–06 
  Flaming 
  +1 bonus
  28–37 
  20–26 
  07–09 
  Frost 
  +1 bonus
  38–47 
  27–33 
  10–12 
  Shock 
  +1 bonus
  48–56 
  34–38 
  13–15 
  Ghost touch 
  +1 bonus
  57–67 
  39–44 
  — 
  Keen2 
  +1 bonus
  68–71 
  45–48 
  16–19 
  Ki Focus 
  +1 bonus
  72–75 
  49–50 
  — 
  Merciful 
  +1 bonus
  76–82 
  51–54 
  20–21 
  Mighty cleaving 
  +1 bonus
  83–87 
  55–59 
  22–24 
  Spell storing 
  +1 bonus
  88–91 
  60–63 
  25–28 
  Throwing 
  +1 bonus
  92–95 
  64–65 
  29–32 
  Thundering 
  +1 bonus
  96–99 
  66–69 
  33–36 
  Vicious 
  +1 bonus
  — 
  70–72 
  37–41 
  Anarchic 
  +2 bonus
  — 
  73–75 
  42–46 
  Axiomatic 
  +2 bonus
  — 
  76–78 
  47–49 
  Disruption3 
  +2 bonus
  — 
  79–81 
  50–54 
  Flaming burst 
  +2 bonus
  — 
  82–84 
  55–59 
  Icy burst 
  +2 bonus
  — 
  85–87 
  60–64 
  Holy 
  +2 bonus
  — 
  88–90 
  65–69 
  Shocking burst 
  +2 bonus
  — 
  91–93 
  70–74 
  Unholy 
  +2 bonus
  — 
  94–95 
  75–78 
  Wounding 
  +2 bonus
  — 
  — 
  79–83 
  Speed 
  +3 bonus
  — 
  — 
  84–86 
  Brilliant energy 
  +4 bonus
  — 
  — 
  87–88 
  Dancing 
  +4 bonus
  — 
  — 
  89–90 
  Vorpal2 
  +5 bonus
  100 
  96–100 
  91–100 Roll again twice4 
  —
  1 Add to enhancement bonus on Table 15–6 to determine 
  total market price.
  2 Piercing or slashing weapons only. Reroll if randomly 
  generated for a bludgeoning weapon.
  3 Bludgeoning weapons only. Reroll if randomly generated 
  for a piercing or slashing weapon.
  4 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.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  346
  Pathfinder Roleplaying Game
  Table 15–8: Ranged Weapon Special Abilities
   
   
   
   
  Base Price 
  Minor Medium Major 
  Special Ability 
  Modifier1
  01–12 
  01–08 
  01–04 
  Bane2 
  +1 bonus
  13–25 
  09–16 
  05–08 
  Distance 
  +1 bonus
  26–40 
  15–28 
  09–12 
  Flaming2 
  +1 bonus
  41–55 
  29–40 
  13–16 
  Frost2 
  +1 bonus
  56–60 
  41–42 
  — 
  Merciful2 
  +1 bonus
  61–68 
  43–47 
  17–21 
  Returning 
  +1 bonus
  69–83 
  48–59 
  22–25 
  Shock2 
  +1 bonus
  84–93 
  60–64 
  26–27 
  Seeking 
  +1 bonus
  94–99 
  65–68 
  28–29 
  Thundering2 
  +1 bonus
  — 
  69–71 
  30–34 
  Anarchic2 
  +2 bonus
  — 
  72–74 
  35–39 
  Axiomatic2 
  +2 bonus
  — 
  75–79 
  40–49 
  Flaming burst2 
  +2 bonus
  — 
  80–82 
  50–54 
  Holy2 
  +2 bonus
  — 
  83–87 
  55–64 
  Icy burst2 
  +2 bonus
  — 
  88–92 
  65–74 
  Shocking burst2 
  +2 bonus
  — 
  93–95 
  75–79 
  Unholy2 
  +2 bonus
  — 
  — 
  80–84 
  Speed 
  +3 bonus
  — 
  — 
  85–90 
  Brilliant energy 
  +4 bonus
  100 
  96–100 
  91–100 
  Roll again twice2 
  —
  1 Add to enhancement bonus on Table 15–6 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.
  Axiomatic: An axiomatic weapon is lawfully aligned 
  and infused with the power of law. It makes the weapon 
  law-aligned and thus bypasses the corresponding 
  damage reduction. It deals an extra 2d6 points of 
  damage against all of chaotic alignment. It bestows 
  one permanent negative level on any chaotic creature 
  attempting to wield it. The negative level remains as 
  long as the weapon is in hand and disappears when the 
  weapon is no longer wielded. This negative level cannot 
  be overcome in any way (including restoration spells) 
  while the weapon is wielded.
  Moderate evocation [lawful]; CL 7th; Craft Magic 
  Arms and Armor, order’s wrath, creator must be lawful; 
  Price +2 bonus.
  Bane: A bane weapon excels at attacking one type 
  or s ubtype of creature. Against its designated foe, its 
  effective e nhancement bonus is +2 better than its normal 
  enhancement bonus. It also deals an extra 2d6 points 
  of damage against the foe. To r andomly determine a 
  weapon’s designated foe, roll on the f ollowing table.
  d% 
  Designated Foe 
  d% 
  Designated Foe
  01–05 Aberrations 
  58–60 Humanoids, orc
  06–09 Animals 
  61–65 Magical beasts
  10–16 Constructs 
  66–70 Monstrous h umanoids
  17–22 Dragons 
  71–72 
  Oozes
  23–27 Elementals 
  73 
  Outsiders, air
  28–32 Fey 
  74–76 Outsiders, chaotic
  33–39 Giants 
  77 
  Outsiders, earth
  40 
  Humanoids, aquatic 
  78–80 Outsiders, evil
  41–42 Humanoids, dwarf 
  81 
  Outsiders, fire
  43–44 Humanoids, elf 
  82–84 Outsiders, good
  45 
  Humanoids, gnoll 
  85–87 Outsiders, lawful
  46 
  Humanoids, gnome 
  88 
  Outsiders, water
  47–49 Humanoids, goblinoid 89–90 Plants
  50 
  Humanoids, halfling 
  91–98 Undead
  51–54 Humanoids, human 
  99–100 Vermin
  55–57 
  Humanoids, reptilian
  Moderate conjuration; CL 8th; Craft Magic Arms and 
  Armor, summon monster I; Price +1 bonus.
  Brilliant Energy: A brilliant energy weapon has its 
  significant portion transformed into light, although 
  this does not modify the item’s weight. It always gives off 
  light as a torch (20-foot radius). A brilliant energy weapon 
  ignores nonliving matter. Armor and shield bonuses to AC 
  (including any enhancement bonuses to that armor) do not 
  count against it because the weapon passes through armor. 
  (Dexterity, deflection, dodge, natural armor, and other 
  such bonuses still apply.) A brilliant energy weapon cannot 
  harm undead, constructs, and objects. This property can 
  only be applied to melee weapons, thrown weapons, and 
  ammunition.
  Strong transmutation; CL 16th; Craft Magic Arms and 
  Armor, gaseous form, continual flame; Price +4 bonus.
  Dancing: As a standard action, a dancing weapon 
  can be loosed to attack on its own. It fights for 4 rounds 
  using the base attack bonus of the one who loosed it 
  and then drops. While dancing, it cannot make attacks 
  of opportunity, and the person who activated it is not 
  considered armed with the weapon. In all other respects, 
  it is considered wielded or attended by the creature for all 
  maneuvers and effects that target items. While dancing, 
  the weapon takes up the same space as the activating 
  character and can attack adjacent foes (weapons with 
  reach can attack opponents up to 10 feet away). The 
  dancing weapon accompanies the person who activated 
  it everywhere, whether she moves by physical or magical 
  means. If the wielder who loosed it has an unoccupied 
  hand, she can grasp it while it is attacking on its own as 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  347
  Pathfinder RPG: Magic Items
  15
  a free action; when so retrieved the weapon can’t dance 
  (attack on its own) again for 4 rounds.
  Strong transmutation; CL 15th; Craft Magic Arms and 
  Armor, animate objects; Price +4 bonus.
  Defending: A defending weapon allows the wielder to 
  transfer some or all of the weapon’s enhancement bonus 
  to his AC as a bonus that stacks with all others. As a free 
  action, the wielder chooses how to allocate the weapon’s 
  enhancement bonus at the start of his turn before using 
  the weapon, and the bonus to AC lasts until his next turn.
  Moderate abjuration; CL 8th; Craft Magic Arms and 
  Armor, shield or shield of faith; Price +1 bonus.
  Disruption: A weapon of disruption is the bane of all 
  undead. Any undead creature struck in combat must 
  succeed on a DC 14 Will save or be destroyed. A weapon 
  of disruption must be a bludgeoning weapon. If you 
  roll this property randomly for a piercing or slashing 
  weapon, reroll.
  Strong conjuration; CL 14th; Craft Magic Arms and 
  Armor, heal; Price +2 bonus.
  Distance: This property can only be placed on a ranged 
  weapon. A weapon of distance has double the range 
  increment of other weapons of its kind.
  Moderate divination; CL 6th; Craft Magic Arms and 
  Armor, clairaudience/clairvoyance; Price +1 bonus.
  Flaming: Upon command, a flaming weapon is 
  sheathed in fire. The fire does not harm the wielder. The 
  effect remains until another command is given. A flaming 
  weapon deals an extra 1d6 points of fire damage on a 
  successful hit.
  Moderate evocation; CL 10th; Craft Magic Arms and 
  Armor and flame blade, flame strike, or fireball; Price +1 
  bonus.
  Flaming Burst: A flaming burst weapon functions as 
  a flaming weapon that also explodes with flame upon 
  striking a successful critical hit. The fire does not harm 
  the wielder. In addition to the extra fire damage from the 
  flaming ability (see above), a flaming burst weapon deals 
  an extra 1d10 points of fire damage on a successful critical 
  hit. If the weapon’s critical multiplier is ×3, add an extra 
  2d10 points of fire damage instead, and if the multiplier is 
  ×4, add an extra 3d10 points of fire damage. 
  Even if the flaming ability is not active, the weapon still 
  deals its extra fire damage on a successful critical hit.
  Strong evocation; CL 12th; Craft Magic Arms and Armor 
  and flame blade, flame strike, or fireball; Price +2 bonus.
  Frost: Upon command, a frost weapon is sheathed 
  in icy cold. The cold does not harm the wielder. The 
  effect remains until another command is given. A frost 
  weapon deals an extra 1d6 points of cold damage on a 
  successful hit.
  Moderate evocation; CL 8th; Craft Magic Arms and 
  Armor, chill metal or ice storm; Price +1 bonus.
  Ghost Touch: A ghost touch weapon deals damage 
  normally 
  against 
  incorporeal 
  creatures, 
  regardless 
  of its bonus. An incorporeal creature’s 50% chance to 
  avoid damage does not apply to attacks made against it 
  with ghost touch weapons. The weapon can be picked 
  up and moved by an incorporeal creature at any time. A 
  manifesting ghost can wield the weapon against corporeal 
  foes. Essentially, a ghost touch weapon counts as either 
  corporeal or incorporeal at any given time, whichever is 
  more beneficial to the wielder.
  Moderate conjuration; CL 9th; Craft Magic Arms and 
  Armor, plane shift; Price +1 bonus.
  Holy: A holy weapon is imbued with holy power. This 
  power makes the weapon good-aligned and thus bypasses 
  the corresponding damage reduction. It deals an extra 
  2d6 points of damage against all of evil alignment. It 
  bestows one permanent negative level on any evil creature 
  attempting to wield it. The negative level remains as 
  long as the weapon is in hand and disappears when the 
  weapon is no longer wielded. This negative level cannot be 
  overcome in any way (including restoration spells) while the 
  weapon is wielded.
  Moderate evocation [good]; CL 7th; Craft Magic Arms 
  and Armor, holy smite, creator must be good; Price +2 
  bonus.
  Icy Burst: An icy burst weapon functions as a frost 
  weapon that also explodes with frost upon striking a 
  successful critical hit. The frost does not harm the wielder. 
  In addition to the extra damage from the frost ability, an icy 
  burst weapon deals an extra 1d10 points of cold damage on 
  a successful critical hit. If the weapon’s critical multiplier 
  is ×3, add an extra 2d10 points of cold damage instead, and 
  if the multiplier is ×4, add an extra 3d10 points. 
  Even if the frost ability is not active, the weapon still 
  deals its extra cold damage on a successful critical hit.
  Moderate evocation; CL 10th; Craft Magic Arms and 
  Armor, chill metal or ice storm; Price +2 bonus.
  Keen: This ability doubles the threat range of a weapon. 
  Only piercing or slashing weapons can be keen. If you 
  roll this property randomly for an inappropriate weapon, 
  reroll.This benefit doesn’t stack with any other effect that 
  expands the threat range of a weapon (such as the keen edge 
  spell or the Improved Critical feat).
  Moderate transmutation; CL 10th; Craft Magic Arms 
  and Armor, keen edge; Price +1 bonus.
  Ki Focus: The magic weapon serves as a channel for 
  the wielder’s ki, allowing her to use her special ki attacks 
  through the weapon as if they were unarmed attacks. These 
  attacks include the monk’s stunning attack, ki strike, and 
  quivering palm, as well as the Stunning Fist feat. Only 
  melee weapons can have the ki focus ability.
  Moderate transmutation; CL 8th; Craft Magic Arms and 
  Armor, creator must be a monk; Price +1 bonus.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  348
  Pathfinder Roleplaying Game
  attack uses the wielder’s full base attack bonus, plus any 
  modifiers appropriate to the situation. (This benefit is not 
  cumulative with similar effects, such as a haste spell.)
  Moderate transmutation; CL 7th; Craft Magic Arms and 
  Armor, haste; Price +3 bonus.
  Table 15–9: Specific Weapons
   
   
   
   
  Market
  Minor Medium Major Specific Weapon 
  Price
  01–15 
  — 
  — 
  Sleep arrowS 
  132 gp
  16–25 
  — 
  — 
  Screaming boltS 
  267 gp
  26–45 
  — 
  — 
  Silver dagger, masterwork 322 gp
  46–65 
  — 
  — 
  Cold iron longsword,  
   
   
   
  masterwork 
  330 gp
  66–75 
  01–09 
  — 
  Javelin of lightning 
  1,500 gp
  76–80 
  10–15 
  — 
  Slaying arrowS 
  2,282 gp
  81–90 
  16–24 
  — 
  Adamantine dagger 
  3,002 gp
  91–100 25–33 
  — 
  Adamantine battleaxeS 3,010 gp
  — 
  34–37 
  — 
  Slaying arrow (greater)S 4,057 gp
  — 
  38–40 
  — 
  ShatterspikeS 
  4,315 gp
  — 
  41–46 
  — 
  Dagger of venom 
  8,302 gp
  — 
  47–51 
  — 
  Trident of warningS 
  10,115 gp
  — 
  52–57 
  01–04 Assassin’s daggerS 
  10,302 gp
  — 
  58–62 
  05–07 Shifter’s sorrowS 
  12,780 gp
  — 
  63–66 
  08–09 Trident of fish commandS 18,650 gp
  — 
  67–74 
  10–13 Flame tongue 
  20,715 gp
  — 
  75–79 
  14–17 Luck blade (0 wishes) 
  22,060 gp
  — 
  80–86 
  18–24 Sword of subtletyS 
  22,310 gp
  — 
  87–91 
  25–31 Sword of the planesS 
  22,315 gp
  — 
  92–95 
  32–37 Nine lives stealer 
  23,057 gp
  — 
  96–98 
  38–42 OathbowS 
  25,600 gp
  — 
  99–100 
  43–46 Sword of life stealingS 
  25,715 gp
  — 
  — 
  47–51 Mace of terrorS 
  38,552 gp
  — 
  — 
  52–57 Life-drinkerS 
  40,320 gp
  — 
  — 
  58–62 Sylvan scimitarS 
  47,315 gp
  — 
  — 
  63–67 Rapier of puncturingS 
  50,320 gp
  — 
  — 
  68–73 Sun bladeS 
  50,335 gp
  — 
  — 
  74–79 Frost brand 
  54,475 gp
  — 
  — 
  80–84 Dwarven thrower 
  60,312 gp
  — 
  — 
  85–91 Luck blade (1 wish) 
  62,360 gp
  — 
  — 
  92–95 Mace of smitingS 
  75,312 gp
  — 
  — 
  96–97 Luck blade (2 wishes) 
  102,660 gp
  — 
  — 
  98–99 Holy avenger 
  120,630 gp
  — 
  — 
  100 
  Luck blade (3 wishes) 
  142,960 gp
  Spell Storing: A spell storing weapon allows a 
  spellcaster to store a single targeted spell of up to 3rd level 
  in the weapon. (The spell must have a casting time of 1 
  standard action.) Any time the weapon strikes a creature 
  and the creature takes damage from it, the weapon can 
  immediately cast the spell on that creature as a free action 
  if the wielder desires. (This special ability is an exception 
  Merciful: The weapon deals an extra 1d6 points of 
  damage, and all damage it deals is nonlethal damage. On 
  command, the weapon suppresses this ability until told to 
  resume it.
  Faint conjuration; CL 5th; Craft Magic Arms and Armor, 
  cure light wounds; Price +1 bonus.
  Mighty Cleaving: A mighty cleaving weapon allows 
  a wielder with the Cleave feat to make one additional 
  cleave attempt a round.
  Moderate evocation; CL 8th; Craft Magic Arms and 
  Armor, divine power; Price +1 bonus.
  Returning: This special ability can only be placed on 
  a weapon that can be thrown. A returning weapon flies 
  through the air back to the creature that threw it. It returns 
  to the thrower just before the creature’s next turn (and is 
  therefore ready to use again in that turn).
  Catching a returning weapon when it comes back is a free 
  action. If the character can’t catch it, or if the character has 
  moved since throwing it, the weapon drops to the ground 
  in the square from which it was thrown.
  Moderate transmutation; CL 7th; Craft Magic Arms and 
  Armor, telekinesis; Price +1 bonus.
  Seeking: Only ranged weapons can have the seeking 
  ability. The weapon veers toward its target, negating any 
  miss chances that would otherwise apply, such as from 
  concealment. The wielder still has to aim the weapon at 
  the right square. Arrows mistakenly shot into an empty 
  space, for example, do not veer and hit invisible enemies, 
  even if they are nearby.
  Strong divination; CL 12th; Craft Magic Arms and 
  Armor, true seeing; Price +1 bonus.
  Shock: Upon command, a shock weapon is sheathed 
  in crackling electricity. The electricity does not harm 
  the wielder. The effect remains until another command 
  is given. A shock weapon deals an extra 1d6 points of 
  electricity damage on a successful hit.
  Moderate evocation; CL 8th; Craft Magic Arms and 
  Armor, call lightning or lightning bolt; Price +1 bonus.
  Shocking Burst: A shocking burst weapon functions as 
  a shock weapon that also explodes with electricity upon 
  striking a successful critical hit. The electricity does 
  not harm the wielder. In addition to the extra electricity 
  damage from the shock ability, a shocking burst weapon 
  deals an extra 1d10 points of electricity damage on a 
  successful critical hit. If the weapon’s critical multiplier is 
  ×3, add an extra 2d10 points of electricity damage instead, 
  and if the multiplier is ×4, add an extra 3d10 points.
  Even if the shock ability is not active, the weapon still deals 
  its extra electricity damage on a successful critical hit.
  Moderate evocation; CL 10th; Craft Magic Arms and 
  Armor, call lightning or lightning bolt; Price +2 bonus.
  Speed: When making a full-attack action, the wielder 
  of a speed weapon may make one extra attack with it. The 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  349
  Pathfinder RPG: Magic Items
  15
  to the general rule that casting a spell from an item takes 
  at least as long as casting that spell normally.) Once the 
  spell has been cast from the weapon, a spellcaster can cast 
  any other targeted spell of up to 3rd level into it. The 
  weapon magically imparts to the wielder the name 
  of the spell currently stored within it. A randomly 
  rolled spell storing weapon has a 50% chance to have 
  a spell stored in it already.
  Strong evocation (plus aura of stored spell); CL 12th; 
  Craft Magic Arms and Armor, creator must be a caster 
  of at least 12th level; Price +1 bonus.
  Thundering: A thundering weapon creates a 
  cacophonous roar like thunder upon striking 
  a successful critical hit. The sonic energy does 
  not harm the wielder. A thundering weapon deals 
  an extra 1d8 points of sonic damage on a successful 
  critical hit. If the weapon’s critical multiplier is x3, 
  add an extra 2d8 points of sonic damage instead, and 
  if the multiplier is x4, add an extra 3d8 points of sonic 
  damage. Subjects dealt a critical hit by a thundering 
  weapon must make a DC 14 Fortitude save or be 
  deafened permanently.
  Faint necromancy; CL 5th; Craft Magic Arms and 
  Armor, blindness/deafness; Price +1 bonus.
  Throwing: This ability can only be placed on a 
  melee weapon. A melee weapon crafted with this 
  ability gains a range increment of 10 feet and can be 
  thrown by a wielder proficient in its normal use.
  Faint transmutation; CL 5th; Craft Magic Arms and 
  Armor, magic stone; Price +1 bonus.
  Unholy: An unholy weapon is imbued with unholy 
  power. This power makes the weapon evil-aligned and 
  thus bypasses the corresponding damage reduction. It 
  deals an extra 2d6 points of damage against all of good 
  alignment. It bestows one permanent negative level on 
  any good creature attempting to wield it. The negative 
  level remains as long as the weapon is in hand and 
  disappears when the weapon is no longer wielded. This 
  negative level cannot be overcome in any way (including 
  restoration spells) while the weapon is wielded.
  Moderate evocation [evil]; CL 7th; Craft Magic Arms and 
  Armor, unholy blight, creator must be evil; Price +2 bonus.
  Vicious: When a vicious weapon strikes an opponent, it 
  creates a flash of disruptive energy that resonates between 
  the opponent and the wielder. This energy deals an extra 
  2d6 points of damage to the opponent and 1d6 points of 
  damage to the wielder. Only melee weapons can be vicious.
  Moderate necromancy; CL 9th; Craft Magic Arms and 
  Armor, enervation; Price +1 bonus.
  Vorpal: This potent and feared ability allows the weapon 
  to sever the heads of those it strikes. Upon a roll of natural 
  20 (followed by a successful roll to confirm the critical hit), 
  the weapon severs the opponent’s head (if it has one) from 
  its body. Some creatures, such as many aberrations and all 
  oozes, have no heads. Others, such as golems and undead 
  creatures other than vampires, are not affected by the 
  loss of their heads. Most other creatures, however, 
  die when their heads are cut off. A vorpal weapon 
  must be a slashing weapon. If you roll this property 
  randomly for an inappropriate weapon, reroll.
  Strong necromancy and transmutation; CL 18th; 
  Craft Magic Arms and Armor, circle of death, keen edge; 
  Price +5 bonus.
  Wounding: A wounding weapon deals 1 point 
  of Constitution damage from blood loss when it 
  hits a creature. A critical hit does not multiply 
  the Constitution damage. Creatures immune to 
  critical hits are immune to the Constitution damage 
  dealt by this weapon.
  Moderate evocation; CL 10th; Craft Magic Arms 
  and Armor, mage’s sword; Price +2 bonus.
  Special Weapons
  ADAMANTINe DAgger
  Aura no aura (nonmagical); Cl —
  Slot none; Price 3,002 gp; Weight 1 lb.
  DeSCrIPTIoN
  This nonmagical dagger is made out of adamantine. As a masterwork 
  weapon, it has a +1 enhancement bonus on attack rolls. 
  DAgger oF veNoM
  Aura faint necromancy; Cl 5th
  Slot none; Price 8,302 gp; Weight 1 lb.
  DeSCrIPTIoN
  This black +1 dagger has a serrated edge. It allows the wielder to use 
  a poison effect (as the spell, save DC 14) upon a creature struck by 
  the blade once per day. The wielder can decide to use the power after 
  he has struck. Doing so is a free action, but the poison effect must be 
  invoked in the same round that the dagger strikes. 
  CoNSTruCTIoN
  requirements Craft Magic Arms and Armor, poison; Cost 
  4,302 gp.
  DWArveN ThroWer
  Aura moderate evocation; Cl 10th
  Slot none; Price 60,312 gp; Weight 5 lb.
  DeSCrIPTIoN
  This weapon commonly functions as a +2 warhammer. In the hands of a 
  dwarf, the warhammer gains an additional +1 enhancement bonus (for a 
  total enhancement bonus of +3) and gains the returning special ability. 
  It can be hurled with a 30-foot range increment. When hurled, it deals 
  an extra 2d8 points of damage against giants or an extra 1d8 points of 
  damage against any other target. 
  CoNSTruCTIoN
  requirements Craft Magic Arms and Armor, creator must be a 
  dwarf of at least 10th level; Cost 30,312 gp.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  350
  Pathfinder Roleplaying Game
  FlAMe ToNgue
  Aura moderate evocation; Cl 12th
  Slot none; Price 20,715 gp; Weight 4 lb.
  DeSCrIPTIoN
  This is a +1 flaming burst longsword. Once per day, the sword can 
  blast forth a fiery ray at any target within 30 feet as a ranged touch 
  attack. The ray deals 4d6 points of fire damage on a successful 
  hit. 
  CoNSTruCTIoN
  requirements Craft Magic Arms and Armor, scorching 
  ray and fireball, flame blade, or flame strike; Cost 
  10,515 gp.
  FroST BrAND
  Aura strong evocation; Cl 14th
  Slot none; Price 54,475 gp; Weight 8 lb.
  DeSCrIPTIoN
  This +3 frost greatsword sheds light as a torch when the 
  temperature drops below 0°F. At such times it cannot 
  be concealed when drawn, nor can its light be shut off. 
  Its wielder is protected from fire; the sword absorbs 
  the first 10 points of fire damage each round that the 
  wielder would otherwise take.
  A frost brand extinguishes all nonmagical fires 
  in its area. As a standard action, it can also dispel 
  lasting fire spells, but not instantaneous effects. You 
  must succeed on a dispel check (1d20 +14) against each 
  spell to dispel it. The DC to dispel such spells is 11 + the 
  caster level of the fire spell. 
  CoNSTruCTIoN
  requirements Craft Magic Arms and Armor, ice storm, dispel 
  magic, protection from energy; Cost 27,375 gp and 5 sp
  holy AveNger
  Aura strong abjuration; Cl 18th
  Slot none; Price 120,630 gp; Weight 4 lb.
  DeSCrIPTIoN
  This +2 cold iron longsword becomes a +5 holy cold iron longsword in the 
  hands of a paladin.
  It provides spell resistance of 5 + the paladin’s level to the wielder 
  and anyone adjacent to her. It also enables the wielder to use greater 
  dispel magic (once per round as a standard action) at the class level of 
  the paladin. Only the area dispel is possible, not the targeted dispel or 
  counterspell versions of greater dispel magic.
  CoNSTruCTIoN
  requirements Craft Magic Arms and Armor, holy aura, creator 
  must be good; Cost 60,630 gp.
  JAvelIN oF lIghTNINg
  Aura faint evocation; Cl 5th
  Slot none; Price 1,500 gp; Weight 2 lb.
  DeSCrIPTIoN
  This javelin becomes a 5d6 lightning bolt when thrown (Reflex DC 14 half). 
  It is consumed in the attack. 
  CoNSTruCTIoN
  requirements Craft Magic Arms and Armor, lightning bolt; 
  Cost 750 gp.
  loNgSWorD, ColD IroN MASTerWork 
  Aura no aura (nonmagical); Cl —
  Slot none; Price 330 gp; Weight 4 lb.
  DeSCrIPTIoN
  This nonmagical longsword is crafted out of cold iron. As a 
  masterwork weapon, it has a +1 enhancement bonus on attack 
  rolls. 
  luCk BlADe
  Aura strong evocation; Cl 17th
  Slot none; Price 22,060 gp (0 wishes), 62,360 gp (1 
  wish), 102,660 gp (2 wishes), 142,960 gp (3 wishes); 
  Weight 2 lb.
  DeSCrIPTIoN
  This +2 short sword gives its possessor a +1 luck bonus on 
  all saving throws. Its possessor also gains the power of 
  good fortune, usable once per day. This extraordinary 
  ability allows its possessor to reroll one roll that she 
  just made. She must take the result of the reroll, even if 
  it’s worse than the original roll. In addition, a luck blade 
  may contain up to three wishes (when randomly rolled, a 
  luck blade holds 1d4–1 wishes, minimum 0). When the last 
  wish is used, the sword remains a +2 short sword, still grants 
  the +1 luck bonus, and still grants its reroll power. 
  CoNSTruCTIoN
  requirements Craft Magic Arms and Armor, wish or miracle; 
  Cost 11,185 gp (0 wishes), 43,835 gp (1 wish), 76,485 gp (2 
  wishes), 109,135 gp (3 wishes).
  NINe lIveS STeAler
  Aura strong necromancy [evil]; Cl 13th
  Slot none; Price 23,057 gp; Weight 4 lb.
  DeSCrIPTIoN
  This longsword always performs as a +2 longsword, but it also has the 
  power to draw the life force from an opponent. It can do this nine times 
  before the ability is lost. At that point, the sword becomes a simple +2 
  longsword (with a hint of evil about it). A critical hit must be dealt for the 
  sword’s death-dealing ability to function, and this weapon has no effect 
  on creatures not subject to critical hits. The victim is entitled to a DC 20 
  Fortitude save to avoid death. If the save is successful, the sword’s death-
  dealing ability does not function, no use of the ability is expended, and 
  normal critical damage is determined. This sword is evil, and any good 
  character attempting to wield it gains two negative levels. These negative 
  levels remain as long as the sword is in hand and disappear when the 
  sword is no longer wielded. These negative levels never result in actual 
  level loss, but they cannot be overcome in any way (including restoration 
  spells) while the sword is wielded. 
  CoNSTruCTIoN
  requirements Craft Magic Arms and Armor, finger of death; 
  Cost 11,528 gp 5 sp.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  351
  Pathfinder RPG: Magic Items
  15
  SIlver DAgger, MASTerWork
  Aura no aura (nonmagical); Cl —
  Slot none; Price 322 gp; Weight 1 lb.
  DeSCrIPTIoN
  This masterwork alchemical silver dagger is nonmagical. As a masterwork 
  weapon, it has a +1 enhancement bonus on attack rolls. 
  pOtiOns
  A potion is a magic liquid that produces its effect when 
  imbibed. Magic oils are similar to potions, except that oils 
  are applied externally rather than imbibed. A potion or oil 
  can be used only once. It can duplicate the effect of a spell of 
  up to 3rd level that has a casting time of less than 1 minute 
  and targets one or more creatures. The cost of a potion is 
  equal to the level of the spell × the creator’s caster level × 50 
  gp. If the potion has a material component cost, it is added 
  to the base cost. Table 15–10 gives sample prices for potions 
  created at lowest possible caster level for each spellcasting 
  class. Note that some spells appear at different levels for 
  different casters. The level of such spells depends on the 
  caster brewing the potion.
  Potions are like spells cast upon the imbiber. The 
  character taking the potion doesn’t get to make any 
  decisions about the effect—the caster who brewed the 
  potion has already done so. The drinker of a potion is both 
  the effective target and the caster of the effect (though the 
  potion indicates the caster level, the drinker still controls 
  the effect).
  The person applying an oil is the effective caster, but the 
  object is the target.
  Physical Description: A typical potion or oil consists of 1 
  ounce of liquid held in a ceramic or glass vial fitted with a 
  tight stopper. The stoppered container is usually no more 
  than 1 inch wide and 2 inches high. The vial has AC 13, 1 hit 
  point, hardness 1, and a break DC of 12. 
  Identifying Potions: In addition to the standard methods 
  of identification, PCs can sample from each container they 
  find to attempt to determine the nature of the liquid inside 
  with a taste-based Perception check. The DC of this check 
  is equal to 15 + the spell level of the potion (although this 
  DC might be higher for rare or unusual potions). 
  Activation: Drinking a potion or applying an oil requires 
  no special skill. The user merely removes the stopper and 
  swallows the potion or smears on the oil. The following 
  rules govern potion and oil use.
  Drinking a potion or using an oil on an item of gear is a 
  standard action. The potion or oil takes effect immediately. 
  Using a potion or oil provokes attacks of opportunity. An 
  enemy may direct an attack of opportunity against the 
  potion or oil container rather than against the character. 
  A successful attack of this sort can destroy the container, 
  preventing the character from drinking the potion or 
  applying the oil. 
  A creature must be able to swallow a potion or smear on 
  an oil. Because of this, incorporeal creatures cannot use 
  potions or oils. 
  Any corporeal creature can imbibe a potion. The potion 
  must be swallowed. Any corporeal creature can use an oil.
  A character can carefully administer a potion to an 
  unconscious creature as a full-round action, trickling the 
  liquid down the creature’s throat. Likewise, it takes a full-
  round action to apply an oil to an unconscious creature.
  Table 15–10: Potion Costs
   
  Cleric
   
  Druid 
   
   
  Paladin
  Spell level 
  Wizard 
  Sorcerer 
  Bard 
  ranger
  0 
  25 gp 
  25 gp 
  25 gp 
  —
  1st 
  50 gp 
  50 gp 
  50 gp 
  100 gp
  2nd 
  300 gp 
  400 gp 
  400 gp 
  300 gp
  3rd 
  750 gp 
  900 gp 
  1,050 gp 
  750 gp
  Rings
  Rings bestow magical powers upon their wearers. Only a 
  rare few have charges. Anyone can use a ring.
  A character can only effectively wear two magic rings. 
  A third magic ring doesn’t work if the wearer is already 
  wearing two magic rings.
  Physical Description: Rings have no appreciable weight. 
  Although exceptions exist that are crafted from glass or 
  bone, the vast majority of rings are forged from metal—
  usually precious metals such as gold, silver, and platinum. 
  A ring has AC 13, 2 hit points, hardness 10, and a break DC 
  of 25.
  Activation: Usually, a ring’s ability is activated by a 
  command word (a standard action that does not provoke 
  attacks of opportunity) or it works continually. Some rings 
  have exceptional activation methods, according to their 
  descriptions.
  Special Qualities: Roll d%. A result of 01 indicates the 
  ring is intelligent, 02–31 indicates that something (a design, 
  inscription, or the like) provides a clue to its function, and 
  32–100 indicates no special qualities. Intelligent items 
  have extra abilities and sometimes extraordinary powers 
  and special purposes. Rings with charges can never be 
  intelligent.
  rINg oF ANIMAl FrIeNDShIP
  Aura faint enchantment; Cl 3rd
  Slot ring; Price 10,800 gp; Weight —
  DeSCrIPTIoN
  On command, this ring affects an animal as if the wearer had cast charm 
  animal. 
  CoNSTruCTIoN
  requirements Forge Ring, charm animal; Cost 5,400 gp
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  352
  Pathfinder Roleplaying Game
  rINg oF BlINkINg
  Aura moderate transmutation; Cl 7th
  Slot ring; Price 27,000 gp; Weight —
  DeSCrIPTIoN
  On command, this ring makes the wearer blink, as with the blink spell. 
  CoNSTruCTIoN
  requirements Forge Ring, blink; Cost 13,500 gp
  rINg oF ChAMeleoN PoWer
  Aura faint illusion; Cl 3rd
  Slot ring; Price 12,700 gp; Weight —
  DeSCrIPTIoN
  As a free action, the wearer of this ring can gain the ability to magically 
  blend in with the surroundings. This provides a +10 competence bonus 
  on her Stealth checks. As a standard action, she can also command 
  the ring to utilize the spell disguise self as often as she wants. 
  CoNSTruCTIoN
  requirements Forge Ring, disguise self, 
  invisibility; Cost 6,350 gp
  rINg oF ClIMBINg
  Aura faint transmutation; Cl 5th
  Slot ring; Price 2,500 gp; Weight —
  DeSCrIPTIoN
  This ring is actually a magic leather cord that ties 
  around a finger. It continually grants the wearer a +5 
  competence bonus on Climb checks. 
  CoNSTruCTIoN
  requirements Forge Ring, creator must have 5 ranks in the 
  Climb skill; Cost 1,250 gp
  rINg oF ClIMBINg, IMProveD
  Aura moderate transmutation; Cl 5th
  Slot ring; Price 10,000 gp; Weight —
  DeSCrIPTIoN
  As ring of climbing, except it grants a +10 competence bonus on its 
  wearer’s Climb checks. 
  CoNSTruCTIoN
  requirements Forge Ring, creator must have 10 ranks in the 
  Climb skill; Cost 5,000 gp
  rINg oF CouNTerSPellS
  Aura moderate evocation; Cl 11th
  Slot ring; Price 4,000 gp; Weight —
  DeSCrIPTIoN
  This ring might seem to be a ring of spell storing upon first examination. 
  However, while it allows a single spell of 1st through 6th level to be cast 
  into it, that spell cannot be cast out of the ring again. Instead, should that 
  spell ever be cast upon the wearer, the spell is immediately countered, 
  as a counterspell action, requiring no action (or even knowledge) on the 
  wearer’s part. Once so used, the spell cast within the ring is gone. A new 
  spell (or the same one as before) may be placed in it again. 
  CoNSTruCTIoN
  requirements Forge Ring, imbue with spell ability; Cost 2,000 gp
  rINg oF DJINNI CAllINg
  Aura strong conjuration; Cl 17th
  Slot ring; Price 125,000 gp; Weight —
  DeSCrIPTIoN
  One of the many rings of fable, this “genie” ring is most useful indeed. It 
  serves as a special gate by means of which a specific djinni can be called 
  from the Elemental Plane of Air. When the ring is rubbed (a standard 
  action), the call goes out, and the djinni appears on the next round. 
  The djinni faithfully obeys and serves the wearer of the ring, but never for 
  more than 1 hour per day. If the djinni of the ring is ever killed, the ring 
  becomes nonmagical and worthless. 
  CoNSTruCTIoN
  requirements Forge Ring, gate; Cost 62,500 gp
  rINg oF eNergy reSISTANCe
  Aura faint (minor or major) or moderate (greater) 
  abjuration; Cl 3rd (minor), 7th (major), or 11th 
  (greater)
  Slot ring; Price 12,000 gp (minor), 28,000 
  gp (major), 44,000 gp (greater); Weight —
  DeSCrIPTIoN
  This reddish iron ring continually protects the 
  wearer from damage from one type of energy—
  acid, cold, electricity, fire, or sonic (chosen by the 
  creator of the item; determine randomly if found as 
  part of a treasure hoard). Each time the wearer would 
  normally take such damage, subtract the ring’s resistance 
  value from the damage dealt.
  A minor ring of energy resistance grants 10 points of resistance. A 
  major ring of energy resistance grants 20 points of resistance. A greater 
  ring of energy resistance grants 30 points of resistance. 
  CoNSTruCTIoN
  requirements Forge Ring, resist energy; Cost 6,000 gp (minor), 
  14,000 gp (major), 22,000 gp (greater)
  rINg oF evASIoN
  Aura moderate transmutation; Cl 7th
  Slot ring; Price 25,000 gp; Weight —
  DeSCrIPTIoN
  This ring continually grants the wearer the ability to avoid damage as if 
  she had evasion. Whenever she makes a Reflex saving throw to determine 
  whether she takes half damage, a successful save results in no damage. 
  CoNSTruCTIoN
  requirements Forge Ring, jump; Cost 12,500 gp
  rINg oF FeATher FAllINg
  Aura faint transmutation; Cl 1st
  Slot ring; Price 2,200 gp; Weight —
  DeSCrIPTIoN
  This ring is crafted with a feather pattern all around its edge. It acts 
  exactly like a feather fall spell, activated immediately if the wearer falls 
  more than 5 feet. 
  CoNSTruCTIoN
  requirements Forge Ring, feather fall; Cost 1,100 gp
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  353
  Pathfinder RPG: Magic Items
  15
  Table 15–11: Rings
  Minor Medium Major ring 
  Market Price
  01–18 
  — 
  — Protection +1 
  2,000 gp
  19–28 
  — 
  — Feather falling 
  2,200 gp
  29–36 
  — 
  — Sustenance 
  2,500 gp
  37–44 
  — 
  — Climbing 
  2,500 gp
  45–52 
  — 
  — Jumping 
  2,500 gp
  53–60 
  — 
  — Swimming 
  2,500 gp
  61–70 
  01–05 
  — Counterspells 
  4,000 gp
  71–75 
  06–08 
  — Mind shielding 
  8,000 gp
  76–80 
  09–18 
  — Protection +2 
  8,000 gp
  81–85 
  19–23 
  — Force shield 
  8,500 gp
  86–90 
  24–28 
  — RamS 
  8,600 gp
  — 
  29–34 
  — Climbing, improved 
  10,000 gp
  — 
  35–40 
  — Jumping, improved 
  10,000 gp
  — 
  41–46 
  — Swimming, improved 
  10,000 gp
  91–93 
  47–50 
  — Animal friendship 
  10,800 gp
  94–96 
  51–56 
  01–02 Energy resistance, minor 
  12,000 gp
  97–98 
  57–61 
  — Chameleon power 
  12,700 gp
  99–100 62–66 
  — Water walking 
  15,000 gp
  — 
  67–71 
  03–07 Protection +3 
  18,000 gp
  — 
  72–76 
  08–10 Spell storing, minorS 
  18,000 gp
  — 
  77–81 
  11–15 Invisibility 
  20,000 gp
  — 
  82–85 
  16–19 Wizardry (I) 
  20,000 gp
  — 
  86–90 20–25 Evasion 
  25,000 gp
  — 
  91–93 
  26–28 X-ray vision 
  25,000 gp
  — 
  94–97 
  29–32 Blinking 
  27,000 gp
  — 
  98–100 33–39 Energy resistance, major 
  28,000 gp
  — 
  — 
  40–49 Protection +4 
  32,000 gp
  — 
  — 
  50–55 Wizardry (II) 
  40,000 gp
  — 
  — 
  56–60 Freedom of movement 
  40,000 gp
  — 
  — 
  61–63 Energy resistance, greater 
  44,000 gp
  — 
  — 
  64–65 Friend shield (pair) 
  50,000 gp
  — 
  — 
  66–70 Protection +5 
  50,000 gp
  — 
  — 
  71–74 Shooting starsS 
  50,000 gp
  — 
  — 
  75–79 Spell storingS 
  50,000 gp
  — 
  — 
  80–83 Wizardry (III) 
  70,000 gp
  — 
  — 
  84–86 Telekinesis 
  75,000 gp
  — 
  — 
  87–88 Regeneration 
  90,000 gp
  — 
  — 
  89–91 Spell turning 
  100,000 gp
  — 
  — 
  92–93 Wizardry (IV) 
  100,000 gp
  — 
  — 
  94 Three wishes 
  120,000 gp
  — 
  — 
  95 
  Djinni calling 
  125,000 gp
  — 
  — 
  96 
  Elemental command (air)S 200,000 gp
  — 
  — 
  97 
  Elemental command (earth)S 200,000 gp
  — 
  — 
  98 
  Elemental command (fire)S 200,000 gp
  — 
  — 
  99 
  Elemental command (water)S 200,000 gp
  — 
  — 
  100 Spell storing, majorS 
  200,000 gp
  rINg oF ForCe ShIelD
  Aura moderate evocation; Cl 9th
  Slot ring; Price 8,500 gp; Weight —
  DeSCrIPTIoN
  An iron band, this simple ring generates a shield-sized (and shield-
  shaped) wall of force that stays with the ring and can be wielded by the 
  wearer as if it were a heavy shield (+2 AC). This special creation has no 
  armor check penalty or arcane spell failure chance since it is weightless 
  and encumbrance-free. It can be activated and deactivated at will as a 
  free action. 
  CoNSTruCTIoN
  requirements Forge Ring, wall of force; Cost 4,250 gp
  rINg oF FreeDoM oF MoveMeNT
  Aura moderate abjuration; Cl 7th
  Slot ring; Price 40,000 gp; Weight —
  DeSCrIPTIoN
  This gold ring allows the wearer to act as if continually under the effect of 
  a freedom of movement spell. 
  CoNSTruCTIoN
  requirements Forge Ring, freedom of movement; Cost 20,000 
  gp
  rINg oF FrIeND ShIelD
  Aura moderate abjuration; Cl 10th
  Slot ring; Price 50,000 gp (for a pair); Weight —
  DeSCrIPTIoN
  These curious rings always come in pairs. A friend shield ring without its 
  mate is useless. Either wearer of one of a pair of the rings can, at any 
  time, command his ring to cast a shield other spell with the wearer of the 
  mated ring as the recipient. This effect has no range limitation. 
  CoNSTruCTIoN
  requirements Forge Ring, shield other; Cost 25,000 gp
  rINg oF INvISIBIlITy
  Aura faint illusion; Cl 3rd
  Slot ring; Price 20,000 gp; Weight —
  DeSCrIPTIoN
  By activating this simple silver ring, the wearer can benefit from invisibility, 
  as the spell. 
  CoNSTruCTIoN
  requirements Forge Ring, invisibility; Cost 10,000 gp
  rINg oF JuMPINg
  Aura moderate transmutation; Cl 2th
  Slot ring; Price 2,500 gp; Weight —
  DeSCrIPTIoN
  This ring continually allows the wearer to leap about, providing a +5 
  competence bonus on all his Acrobatics checks made to make high or 
  long jumps. 
  CoNSTruCTIoN
  requirements Forge Ring, creator must have 5 ranks in the 
  Acrobatics skill; Cost 1,250 gp
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  354
  Pathfinder Roleplaying Game
  rINg oF JuMPINg, IMProveD
  Aura moderate transmutation; Cl 7th
  Slot ring; Price 10,000 gp; Weight —
  DeSCrIPTIoN
  As ring of jumping, except it grants a +10 competence bonus on its 
  wearer’s Acrobatics checks made to make high or long jumps. 
  CoNSTruCTIoN
  requirements Forge Ring, creator must have 10 ranks in the 
  Acrobatics skill; Cost 5,000 gp
  rINg oF MIND ShIelDINg
  Aura faint aburation; Cl 3rd
  Slot ring; Price 8,000 gp; Weight —
  DeSCrIPTIoN
  This ring is usually of fine workmanship and wrought from heavy gold. 
  The wearer is continually immune to detect thoughts, discern lies, and any 
  attempt to magically discern her alignment. 
  CoNSTruCTIoN
  requirements Forge Ring, nondetection; Cost 4,000 gp
  rINg oF ProTeCTIoN
  Aura faint abjuration; Cl 5th
  Slot ring; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 
  32,000 gp (+4), 50,000 gp (+5); Weight —
  DeSCrIPTIoN
  This ring offers continual magical protection in the form of a deflection 
  bonus of +1 to +5 to AC. 
  CoNSTruCTIoN
  requirements Forge Ring, shield of faith, caster must be of a 
  level at least three times greater than the bonus of the ring; 
  Cost 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp 
  (+4), 25,000 gp (+5)
  rINg oF regeNerATIoN
  Aura strong conjuration; Cl 15th
  Slot ring; Price 90,000 gp; Weight —
  DeSCrIPTIoN
  This white gold ring continually allows a living wearer to heal 1 point of 
  damage per level every hour rather than every day. (This ability cannot 
  be aided by the Heal skill.) Nonlethal damage heals at a rate of 1 point 
  of damage per level every 5 minutes. If the wearer loses a limb, an organ, 
  or any other body part while wearing this ring, the ring regenerates it as 
  the spell. In either case, only damage taken while wearing the ring is 
  regenerated. 
  CoNSTruCTIoN
  requirements Forge Ring, regenerate; Cost 45,000 gp
  rINg oF SPell TurNINg
  Aura strong abjuration; Cl 13th
  Slot ring; Price 100,000 gp; Weight —
  DeSCrIPTIoN
  Up to three times per day on command, this simple platinum band 
  automatically reflects the next nine levels of spells cast at the wearer, 
  exactly as if spell turning had been cast upon the wearer. 
  CoNSTruCTIoN
  requirements Forge Ring, spell turning; Cost 50,000 gp
  rINg oF SuSTeNANCe
  Aura faint conjuration; Cl 5th
  Slot ring; Price 2,500 gp; Weight —
  DeSCrIPTIoN
  This ring continually provides its wearer with life-sustaining nourishment. 
  The ring also refreshes the body and mind, so that its wearer needs only 
  sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring 
  must be worn for a full week before it begins to work. If it is removed, the 
  owner must wear it for another week to reattune it to himself. 
  CoNSTruCTIoN
  requirements Forge Ring, create food and water; Cost 1,250 gp
  rINg oF SWIMMINg
  Aura faint transmutation; Cl 2nd
  Slot ring; Price 2,500 gp; Weight —
  DeSCrIPTIoN
  This silver ring has a wave pattern etched into the band. It continually 
  grants the wearer a +5 competence bonus on Swim checks. 
  CoNSTruCTIoN
  requirements Forge Ring, creator must have 5 ranks in the 
  Swim skill; Cost 1,250 gp
  rINg oF SWIMMINg, IMProveD
  Aura moderate transmutation; Cl 7th
  Slot ring; Price 10,000 gp; Weight —
  DeSCrIPTIoN
  As swimming, except it grants a +10 competence bonus on its wearer’s 
  Swim checks. 
  CoNSTruCTIoN
  requirements Forge Ring, creator must have 10 ranks in the 
  Swim skill; Cost 5,000 gp
  rINg oF TelekINeSIS
  Aura moderate transmutation; Cl 9th
  Slot ring; Price 75,000 gp; Weight —
  DeSCrIPTIoN
  This ring allows the caster to use the spell telekinesis on command. 
  CoNSTruCTIoN
  requirements Forge Ring, telekinesis; Cost 37,500 gp
  rINg oF Three WISheS
  Aura strong evocation (if miracle is used); Cl 20th
  Slot ring; Price 120,000 gp; Weight —
  DeSCrIPTIoN
  This ring is set with three rubies. Each ruby stores a wish spell, activated 
  by the ring. When a wish is used, that ruby disappears. For a randomly 
  generated ring, roll 1d3 to determine the remaining number of rubies. 
  When all the wishes are used, the ring becomes a nonmagical item. 
  CoNSTruCTIoN
  requirements Forge Ring, wish or miracle; Cost 97,500 gp
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  355
  Pathfinder RPG: Magic Items
  15
  rINg oF WATer WAlkINg
  Aura moderate transmutation; Cl 9th
  Slot ring; Price 15,000 gp; Weight —
  DeSCrIPTIoN
  This ring, set with an opal, allows the wearer to continually utilize the 
  effects of the spell water walk. 
  CoNSTruCTIoN
  requirements Forge Ring, water walk; Cost 7,500 gp
  rINg oF WIzArDry
  Aura moderate (wizardry I) or strong (wizardry II–IV) (no school); 
  Cl 11th (I), 14th (II), 17th (III), 20th (IV)
  Slot ring; Price 20,000 gp (I), 40,000 gp (II), 70,000 gp (III), 
  100,000 gp (IV); Weight —
  DeSCrIPTIoN
  This special ring comes in four kinds (ring of wizardry I, ring of wizardry 
  II, ring of wizardry III, and ring of wizardry IV), all of them useful only to 
  arcane spellcasters. The wearer’s arcane spells per day are doubled for 
  one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of 
  wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level 
  spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from 
  high ability scores or school specialization are not doubled. 
  CoNSTruCTIoN
  requirements Forge Ring, limited wish; Cost 10,000 gp (I) gp, 
  20,000 (II), 35,000 (III), 50,000 (IV)
  rINg oF X-rAy vISIoN
  Aura moderate divination; Cl 6th
  Slot ring; Price 25,000 gp; Weight —
  DeSCrIPTIoN
  On command, this ring gives its possessor the ability to see into and 
  through solid matter. Vision range is 20 feet, with the viewer seeing 
  as if he were looking at something in normal light even if there is no 
  illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common 
  metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet 
  of lead blocks the vision.
  Using the ring is physically exhausting, causing the wearer 1 point of 
  Constitution damage per minute after the first 10 minutes of use in a 
  single day. 
  CoNSTruCTIoN
  requirements Forge Ring, true seeing; Cost 12,500 gp
  ROds
  Rods are scepterlike devices that have unique magical 
  powers and do not usually have charges. Anyone can use a 
  rod.
  Physical Description: Rods weigh approximately 5 
  pounds.
  They range from 2 feet to 3 feet long and are usually 
  made of iron or some other metal. (Many, as noted in their 
  descriptions, can function as light maces or clubs due to 
  their sturdy construction.)
  These sturdy items have AC 9, 10 hit points, hardness 10, 
  and a break DC of 27.
  Activation: Details relating to rod use vary from item to 
  item. See the individual descriptions for specifics.
  Special Qualities: Roll d%. A 01 result indicates the rod 
  is intelligent, 02–31 indicates that something (a design, 
  inscription, or the like) provides a clue to its function, and 
  32–100 indicates no special qualities. Intelligent items 
  have extra abilities and sometimes extraordinary powers 
  and special purposes.
  Rods with charges can never be intelligent.
  Table 15–12: Rods
  Medium Major 
  rod 
  Market Price
  01–07 
  — 
  Metamagic, Enlarge, lesser 
  3,000 gp
  08–14 
  — 
  Metamagic, Extend, lesser 
  3,000 gp
  15–21 
  — 
  Metamagic, Silent, lesser 
  3,000 gp
  22–28 
  — 
  Immovable 
  5,000 gp
  29–35 
  — 
  Metamagic, Empower, lesser 
  9,000 gp
  36–42 
  — 
  Metal and mineral detection 
  10,500 gp
  43–53 
  01–04 
  Cancellation 
  11,000 gp
  54–57 
  05–06 
  Metamagic, Enlarge 
  11,000 gp
  58–61 
  07–08 
  Metamagic, Extend 
  11,000 gp
  62–65 
  09–10 
  Metamagic, Silent 
  11,000 gp
  66–71 
  11–14 
  Wonder 
  12,000 gp
  72–79 
  15–19 
  Python 
  13,000 gp
  80–83 
  — 
  Metamagic, Maximize, lesser 14,000 gp
  84–89 
  19–21 
  Flame extinguishingS 
  15,000 gp
  90–97 
  22–25 
  Viper 
  19,000 gp
  — 
  26–30 
  Enemy detection 
  23,500 gp
  — 
  31–36 Metamagic, Enlarge, greater 24,500 gp
  — 
  37–42 Metamagic, Extend, greater 
  24,500 gp
  — 
  43–48 
  Metamagic, Silent, greater 
  24,500 gp
  — 
  49–53 
  SplendorS 
  25,000 gp
  — 
  54–58 
  Withering 
  25,000 gp
  98–99 
  59–64 
  Metamagic, Empower 
  32,500 gp
  — 
  65–69 
  Thunder and lightningS 
  33,000 gp
  100 
  70–73 Metamagic, Quicken, lesser 
  35,000 gp
  — 
  74–77 
  Negation 
  37,000 gp
  — 
  78–80 
  AbsorptionS 
  50,000 gp
  — 
  81–84 
  Flailing 
  50,000 gp
  — 
  85–86 
  Metamagic, Maximize 
  54,000 gp
  — 
  87–88 
  Rulership 
  60,000 gp
  — 
  89–90 
  SecurityS 
  61,000 gp
  — 
  91–92 
  Lordly mightS 
  70,000 gp
  — 
  93–94 Metamagic, Empower, greater 73,000 gp
  — 
  95–96 
  Metamagic, Quicken 
  75,500 gp
  — 
  97–98 
  AlertnessS 
  85,000 gp
  — 
  99 
  Metamagic, Maximize, greater 121,500 gp
  — 
  100 
  Metamagic, Quicken, greater 170,000 gp
  roD oF CANCellATIoN
  Aura strong abjuration; Cl 17th
  Slot none; Price 11,000 gp; Weight 5 lb.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  356
  Pathfinder Roleplaying Game
  DeSCrIPTIoN
  This dreaded rod is a bane to magic items, for its touch drains an item 
  of all magical properties. The item touched must make a DC 23 Will save 
  to prevent the rod from draining it. If a creature is holding it at the time, 
  then the item can use the holder’s Will save bonus in place of its own if 
  the holder’s is better. In such cases, contact is made by making a melee 
  touch attack roll. Upon draining an item, the rod itself becomes brittle 
  and cannot be used again. Drained items are only restorable by wish or 
  miracle. If a sphere of annihilation and a rod of cancellation negate each 
  other, nothing can restore either of them.
  CoNSTruCTIoN
  requirements Craft Rod, mage’s disjunction; Cost 5,500 gp
  roD oF eNeMy DeTeCTIoN
  Aura moderate divination; Cl 10th
  Slot none; Price 23,500 gp; Weight 5 lb.
  DeSCrIPTIoN
  This device pulses in the wielder’s hand and points in the direction of any 
  creature or creatures hostile to the bearer of the device (nearest ones first). 
  These creatures can be invisible, ethereal, hidden, disguised, or in plain 
  sight. Detection range is 60 feet. If the bearer of the rod concentrates 
  for a full round, the rod pinpoints the location of the nearest enemy and 
  indicates how many enemies are within range. The rod can be used three 
  times each day, each use lasting up to 10 minutes. Activating the rod is 
  a standard action. 
  CoNSTruCTIoN
  requirements Craft Rod, true seeing; Cost 11,750 gp
  roD oF FlAIlINg
  Aura moderate enchantment; Cl 9th
  Slot none; Price 50,000 gp; Weight 5 lb.
  DeSCrIPTIoN
  Upon the command of its possessor, the rod activates, changing 
  from a normal-seeming rod to a +3 dire flail. The dire flail is a double 
  weapon, which means that each of the weapon’s heads can be used to 
  attack. The wielder can gain an extra attack (with the second head) at 
  the cost of making all attacks at a –2 penalty (as if she had the Two-
  Weapon Fighting feat).
  Once per day, the wielder can use a free action to cause the rod to 
  grant her a +4 deflection bonus to Armor Class and a +4 resistance bonus 
  on saving throws for 10 minutes. The rod need not be in weapon form to 
  grant this benefit.
  Transforming it into a weapon or back into a rod is a move action. 
  CoNSTruCTIoN
  requirements Craft Rod, Craft Magic Arms and Armor, bless; 
  Cost 25,000 gp
  IMMovABle roD
  Aura moderate transmutation; Cl 10th
  Slot none; Price 5,000 gp; Weight 5 lb.
  DeSCrIPTIoN
  This rod is a flat iron bar with a small button on one end. When the button 
  is pushed (a move action), the rod does not move from where it is, even 
  if staying in place defies gravity. Thus, the owner can lift or place the 
  rod wherever he wishes, push the button, and let go. Several immovable 
  rods can even make a ladder when used together (although only two are 
  needed). An immovable rod can support up to 8,000 pounds before falling 
  to the ground. If a creature pushes against an immovable rod, it must 
  make a DC 30 Strength check to move the rod up to 10 feet in a single 
  round. 
  CoNSTruCTIoN
  requirements Craft Rod, levitate; Cost 2,500 gp
  roD oF MeTAl AND MINerAl DeTeCTIoN
  Aura moderate divination; Cl 9th
  Slot none; Price 10,500 gp; Weight 5 lb.
  DeSCrIPTIoN
  This rod pulses in the wielder’s hand and points to the largest mass of 
  metal within 30 feet. However, the wielder can concentrate on a specific 
  metal or mineral. If the specific mineral is within 30 feet, the rod points 
  to any places it is located, and the rod wielder knows the approximate 
  quantity as well. If more than one deposit of the specified metal or 
  mineral is within range, the rod points to the largest cache first. Each 
  operation requires a full-round action. 
  CoNSTruCTIoN
  requirements Craft Rod, locate object; Cost 5,250 gp
  MeTAMAgIC roDS
  Metamagic rods hold the essence of a metamagic feat but do not change 
  the spell slot of the altered spell. All the rods described here are use-
  activated (but casting spells in a threatened area still draws an attack of 
  opportunity). A caster may only use one metamagic rod on any given spell, 
  but it is permissible to combine a rod with metamagic feats possessed by 
  the rod’s wielder. In this case, only the feats possessed by the wielder 
  adjust the spell slot of the spell being cast.
  Possession of a metamagic rod does not confer the associated feat 
  on the owner, only the ability to use the given feat a specified number of 
  times per day. A sorcerer still must take a full-round action when using a 
  metamagic rod, just as if using a metamagic feat he possesses (except for 
  quicken metamagic rods, which can be used as a swift action).
  Lesser and Greater Metamagic Rods: 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, eMPoWer
  Aura strong (no school); Cl 17th
  Slot none; Price 9,000 gp (lesser), 32,500 gp (normal), 73,000 
  gp (greater); Weight 5 lb.
  DeSCrIPTIoN
  The wielder can cast up to three spells per day that are empowered as 
  though using the Empower Spell feat. 
  CoNSTruCTIoN
  requirements Craft Rod, Empower Spell; Cost 4,500 gp 
  (lesser), 16,250 gp (normal), 36,500 gp (greater)
  MeTAMAgIC, eNlArge
  Aura strong (no school); Cl 17th
  Slot none; Price 3,000 gp (lesser), 11,000 gp (normal), 24,500 
  gp (greater); Weight 5 lb.
  DeSCrIPTIoN
  The wielder can cast up to three spells per day that are enlarged as though 
  using the Enlarge Spell feat. 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  357
  Pathfinder RPG: Magic Items
  15
  CoNSTruCTIoN
  requirements Craft Rod, Enlarge Spell; Cost 1,500 gp (lesser), 
  5,500 gp (normal), 12,250 gp (greater)
  MeTAMAgIC, eXTeND
  Aura strong (no school); Cl 17th
  Slot none; Price 3,000 gp (lesser), 11,000 gp (normal), 
  24,500 gp (greater); Weight 5 lb.
  DeSCrIPTIoN
  The wielder can cast up to three spells per day that are extended 
  as though using the Extend Spell feat. 
  CoNSTruCTIoN
  requirements Craft Rod, Extend Spell; Cost 1,500 gp 
  (lesser), 5,500 gp (normal), 12,250 gp (greater)
  MeTAMAgIC, MAXIMIze
  Aura strong (no school); Cl 17th
  Slot none; Price 14,000 gp (lesser), 54,000 gp (normal), 
  121,500 gp (greater); Weight 5 lb.
  DeSCrIPTIoN
  The wielder can cast up to three spells per day that are maximized as 
  though using the Maximize Spell feat. 
  CoNSTruCTIoN
  requirements Craft Rod, Maximize Spell feat; Cost 7,000 
  gp (lesser), 27,000 gp (normal), 60,750 gp (greater)
  MeTAMAgIC, QuICkeN
  Aura strong (no school); Cl 17th
  Slot none; Price 35,000 gp (lesser), 75,500 gp (normal), 
  170,000 gp (greater); Weight 5 lb.
  DeSCrIPTIoN
  The wielder can cast up to three spells per day that are quickened as 
  though using the Quicken Spell feat. 
  CoNSTruCTIoN
  requirements Craft Rod, Quicken Spell; Cost 17,500 gp 
  (lesser), 37,750 gp (normal), 85,000 gp (greater)
  MeTAMAgIC, SIleNT
  Aura strong (no school); Cl 17th
  Slot none; Price 3,000 gp (lesser), 11,000 gp (normal), 24,500 
  gp (greater); Weight 5 lb.
  DeSCrIPTIoN
  The wielder can cast up to three spells per day without verbal components 
  as though using the Silent Spell feat. 
  CoNSTruCTIoN
  requirements Craft Rod, Silent Spell; Cost 1,500 gp (lesser), 
  5,500 gp (normal), 12,250 gp (greater)
  roD oF NegATIoN
  Aura strong varied; Cl 15th
  Slot none; Price 37,000 gp; Weight 5 lb.
  DeSCrIPTIoN
  This device negates the spell or spell-like function or functions of magic 
  items. The wielder points the rod at the magic item, and a pale gray beam 
  shoots forth to touch the target device, attacking as a ray (a ranged touch 
  attack). The ray functions as a greater dispel magic spell, except it only 
  affects magic items. To negate instantaneous effects from an item, the 
  rod wielder needs to have a readied action. The dispel check 
  uses the rod’s caster level (15th). The target item gets no 
  saving throw, although the rod can’t negate artifacts (even 
  minor artifacts). The rod can function three times per day. 
  CoNSTruCTIoN
  requirements Craft Rod, dispel magic, and limited wish or 
  miracle; Cost 18,500 gp
  roD oF The PyThoN
  Aura moderate transmutation; Cl 10th
  Slot none; Price 13,000 gp; Weight 5 lb.
  DeSCrIPTIoN
  This rod is longer than normal rods. It is about 4 feet long and weighs 10 
  pounds. It strikes as a +1/+1 quarterstaff. If the user throws the rod to the 
  ground (a standard action), it grows to become a giant constrictor snake 
  by the end of the round. The python obeys all commands of the owner. (In 
  animal form, it retains the +1 enhancement bonus on attacks and damage 
  possessed by the rod form.) The serpent returns to rod form (a full-round 
  action) whenever the wielder desires, or whenever it moves farther than 
  100 feet from the owner. If the snake form is slain, it returns to rod form 
  and cannot be activated again for three days. A python rod only functions 
  if the possessor is good. 
  CoNSTruCTIoN
  requirements Craft Rod, Craft Magic Arms and Armor, baleful 
  polymorph, creator must be good; Cost 6,500 gp
  roD oF rulerShIP
  Aura strong enchantment; Cl 20th
  Slot none; Price 60,000 gp; Weight 8 lb.
  DeSCrIPTIoN
  This rod looks like a royal scepter worth at least 5,000 gp in materials and 
  workmanship alone. The wielder can command the obedience and fealty 
  of creatures within 120 feet when she activates the device (a standard 
  action). Creatures totaling 300 Hit Dice can be ruled, but creatures with 
  Intelligence scores of 12 or higher are entitled to a DC 16 Will save to 
  negate the effect. Ruled creatures obey the wielder as if she were their 
  absolute sovereign. Still, if the wielder gives a command that is contrary 
  to the nature of the creatures commanded, the magic is broken. The rod 
  can be used for 500 total minutes before crumbling to dust. This duration 
  need not be continuous. 
  CoNSTruCTIoN
  requirements Craft Rod, mass charm monster; Cost 32,500 gp.
  roD oF The vIPer
  Aura moderate necromancy; Cl 10th
  Slot none; Price 19,000 gp; Weight 5 lb.
  DeSCrIPTIoN
  This rod strikes as a +2 heavy mace. Once per day, upon command, the 
  head of the rod becomes that of an actual serpent for 10 minutes. During 
  this period, any successful strike with the rod deals its usual damage and 
  also poisons the creature hit. The poison deals 1d10 points of Constitution 
  damage immediately (Fortitude DC 14 negates) and another 1d10 points 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  358
  Pathfinder Roleplaying Game
  of Constitution damage 1 minute later (Fortitude DC 14 negates). The rod 
  only functions if its possessor is evil. 
  CoNSTruCTIoN
  requirements Craft Rod, Craft Magic Arms and Armor, poison, 
  creator must be evil; Cost 9,500 gp
  roD oF WITherINg
  Aura strong necromancy; Cl 13th
  Slot none; Price 25,000 gp; Weight 5 lb.
  DeSCrIPTIoN
  A rod of withering acts as a +1 light mace that deals no hit point damage. 
  Instead, the wielder deals 1d4 points of Strength damage and 1d4 points 
  of Constitution damage to any creature she touches with the rod (by 
  making a melee touch attack). If she scores a critical hit, the damage from 
  that hit is permanent ability drain. In either case, the defender negates 
  the effect with a DC 17 Fortitude save. 
  CoNSTruCTIoN
  requirements Craft Rod, Craft Magic Arms and Armor, 
  contagion; Cost 12,500 gp
  roD oF WoNDer
  Aura moderate enchantment; Cl 10th
  Slot none; Price 12,000 gp; Weight 5 lb.
  DeSCrIPTIoN
  A rod of wonder is a strange and unpredictable device that randomly 
  generates any number of weird effects each time it is used. (Activating the 
  rod is a standard action.) Typical powers of the rod include the following.
  d% 
  Wondrous effect
  01–05 Slow creature pointed at for 10 rounds (Will DC 15 
  negates).
  06–10 Faerie fire surrounds the target.
  11–15 
  Deludes wielder for 1 round into believing the rod 
  functions as indicated by a second die roll (no save).
  16–20 Gust of wind, but at windstorm force (Fortitude DC 14 
  negates).
  21–25 Wielder learns target’s surface thoughts (as with detect 
  thoughts) for 1d4 rounds (no save).
  26–30 Stinking cloud at 30-ft. range (Fortitude DC 15 
  negates).
  31–33 Heavy rain falls for 1 round in 60-ft. radius centered 
  on rod wielder.
  34–36 Summon an animal—a rhino (01–25 on d%), elephant 
  (26–50), or mouse (51–100).
  37–46 Lightning bolt (70 ft. long, 5 ft. wide), 6d6 damage (Reflex 
  DC 15 half).
  47–49 Stream of 600 large butterflies pours forth and flutters 
  around for 2 rounds, blinding everyone (including 
  wielder) within 25 ft. (Reflex DC 14 negates).
  50–53 Enlarge person if within 60 ft. of rod (Fortitude DC 13 
  negates).
  54–58 Darkness, 30-ft.-diameter hemisphere, centered 30 ft. 
  away from rod.
  59–62 Grass grows in 160-sq.-ft. area before the rod, or grass 
  existing there grows to ten times normal size.
  63–65 Turn ethereal any nonliving object of up to 1,000 lb. 
  mass and up to 30 cu. ft. in size.
  66–69 Reduce wielder two size categories (no save) for 1 
  day.
  70–79 Fireball at target or 100 ft. straight ahead, 6d6 damage 
  (Reflex DC 15 half).
  80–84 Invisibility covers rod wielder.
  85–87 Leaves grow from target if within 60 ft. of rod. These 
  last 24 hours.
  88–90 10–40 gems, value 1 gp each, shoot forth in a 30-ft.-
  long stream. Each gem deals 1 point of damage to any 
  creature in its path: Roll 5d4 for the number of hits and 
  divide them among the available targets.
  91–95 Shimmering colors dance and play over a 40-ft.-by-
  30-ft. area in front of rod. Creatures therein are blinded 
  for 1d6 rounds (Fortitude DC 15 negates).
  96–97 Wielder (50% chance) or target (50% chance) turns 
  permanently blue, green, or purple (no save).
  98–100 Flesh to stone (or stone to flesh if target is stone already) 
  if target is within 60 ft. (Fortitude DC 18 negates). 
  CoNSTruCTIoN
  requirements Craft Rod, confusion, creator must be chaotic; 
  Cost 6,000 gp
  scROlls
  A scroll is a spell (or collection of spells) that has been 
  stored in written form. A spell on a scroll can be used only 
  once. The writing vanishes from the scroll when the spell 
  is activated. Using a scroll is basically like casting a spell. 
  The cost of a scroll is equal to the level of the spell × the 
  creator’s caster level × 25 gp. If the scroll has a material 
  component cost, it is added to the base price. Table 15–13 
  gives sample prices for scrolls created at lowest possible 
  caster level for each spellcasting class. Note that some 
  spells appear at different levels for different casters. The 
  level of such spells depends on the caster scribing the 
  scroll.
  Physical Description: A scroll is a heavy sheet of fine 
  vellum or high-quality paper. An area about 8 1/2 inches 
  wide and 11 inches long is sufficient to hold one spell. 
  The sheet is reinforced at the top and bottom with strips 
  of leather slightly longer than the sheet is wide. A scroll 
  holding more than one spell has the same width (about 8 
  1/2 inches) but is an extra foot or so long for each extra 
  spell. Scrolls that hold three or more spells are usually 
  fitted with reinforcing rods at each end rather than simple 
  strips of leather. A scroll has AC 9, 1 hit point, hardness 0, 
  and a break DC of 8.
  To protect it from wrinkling or tearing, a scroll is 
  rolled up from both ends to form a double cylinder. (This 
  also helps the user unroll the scroll quickly.) The scroll 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  359
  Pathfinder RPG: Magic Items
  15
  is placed in a tube of ivory, jade, leather, metal, or wood. 
  Most scroll cases are inscribed with magic symbols which 
  often identify the owner or the spells stored on the scrolls 
  inside. The symbols often hide magic traps.
  Activation: To activate a scroll, a spellcaster must read 
  the spell written on it. Doing so involves several steps and 
  conditions.
  Decipher the Writing: The writing on a scroll must be 
  deciphered before a character can use it or know exactly 
  what spell it contains. This requires a read magic spell or a 
  successful Spellcraft check (DC 20 + spell level). 
  Deciphering a scroll to 
  determine 
  its 
  contents 
  does not activate its magic 
  unless it is a specially 
  prepared cursed scroll. A 
  character can decipher the 
  writing on a scroll in advance 
  so that he can proceed directly to 
  the next step when the time comes to use 
  the scroll.
  Activate the Spell: Activating a scroll requires reading 
  the spell from the scroll. The character must be able to see 
  and read the writing on the scroll. Activating a scroll spell 
  requires no material components or focus. (The creator of 
  the scroll provided these when scribing the scroll.) Note 
  that some spells are effective only when cast on an item 
  or items. In such a case, the scroll user must provide the 
  item when activating the spell. Activating a scroll spell is 
  subject to disruption just as casting a normally prepared 
  spell would be. Using a scroll is like casting a spell for 
  purposes of arcane spell failure chance.
  To have any chance of activating a scroll spell, the scroll 
  user must meet the following requirements.
  • The spell must be of the correct type (arcane or divine). 
  Arcane spellcasters (wizards, sorcerers, and bards) can only 
  use scrolls containing arcane spells, and divine spellcasters 
  (clerics, druids, paladins, and rangers) can only use scrolls 
  containing divine spells. (The type of scroll a character 
  creates is also determined by his class.)
  • The user must have the spell on his class list.
  • The user must have the requisite ability score.
  If the user meets all the requirements noted above, and 
  her caster level is at least equal to the spell’s caster level, 
  she can automatically activate the spell without a check. If 
  she meets all three requirements but her own caster level 
  is lower than the scroll spell’s caster level, then she has to 
  make a caster level check (DC = scroll’s caster level + 1) to 
  cast the spell successfully. If she fails, she must make a DC 
  5 Wisdom check to avoid a mishap (see Scroll Mishaps). A 
  natural roll of 1 always fails, whatever the modifiers.
  Determine Effect: A spell successfully activated from a 
  scroll works exactly like a spell prepared and cast the 
  normal way. Assume the scroll spell’s caster level is 
  always the minimum level required to cast the spell for 
  the character who scribed the scroll, unless the caster 
  specifically desires otherwise. 
  The writing for an activated spell disappears from the 
  scroll.
  Scroll Mishaps: When a mishap occurs, the spell on the 
  scroll has a reversed or harmful effect. Possible mishaps 
  are given below.
  • A surge of uncontrolled magical energy deals 1d6 
  points of damage per spell level to the scroll user.
  • Spell strikes the scroll user or an ally instead of the 
  intended target, or a random target nearby if the scroll 
  user was the intended recipient.
  • Spell takes effect at some random location 
  within spell range.
  • Spell’s effect on the 
  target is contrary to the 
  spell’s normal effect. 
  • The scroll user 
  suffers some minor 
  but 
  bizarre 
  effect 
  related to the spell in 
  some way. Most such 
  effects should last only 
  as long as the original spell’s 
  duration, or 2d10 minutes for instantaneous spells.
  • Some innocuous item or items appear in the spell’s 
  area.
  • Spell has delayed effect. Sometime within the next 
  1d12 hours, the spell activates. If the scroll user was the 
  intended recipient, the spell takes effect normally. If 
  the user was not the intended recipient, the spell goes 
  off in the general direction of the original recipient or 
  target, up to the spell’s maximum range, if the target 
  has moved away.
  Table 15–13: Scroll Costs
   
  Cleric
  Spell  
  Druid 
   
   
  Paladin
  level 
  Wizard 
  Sorcerer 
  Bard 
  ranger
  0 
  12.5 gp 
  12.5 gp 
  12.5 gp 
  —
  1st 
  25 gp 
  25 gp 
  25 gp 
  50 gp
  2nd 
  150 gp 
  200 gp 
  200 gp 
  150 gp
  3rd 
  375 gp 
  450 gp 
  525 gp 
  375 gp
  4th 
  700 gp 
  800 gp 
  1,000 gp 
  700 gp
  5th 
  1,125 gp 
  1,250 gp 
  1,625 gp 
  —
  6th 
  1,650 gp 
  1,800 gp 
  2,400 gp 
  —
  7th 
  2,275 gp 
  2,450 gp 
  — 
  —
  8th 
  3,000 gp 
  3,200 gp 
  — 
  —
  9th 
  3,825 gp 
  4,050 gp 
  — 
  —
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  360
  Pathfinder Roleplaying Game
  stAves
  A staff is a long shaft of wood that stores several spells. 
  Unlike wands, which can contain a wide variety of spells, 
  each staff is of a certain kind and holds specific spells. A 
  staff has 50 charges when created.
  Physical Description: A typical staff is 4 feet to 7 feet 
  long and 2 inches to 3 inches thick, weighing about 5 
  pounds. Most staves are wood, but a rare few are bone, 
  metal, or even glass. (These are extremely exotic.) 
  Staves often have a gem or some device at their tip or 
  are shod in metal at one or both ends. Staves are often 
  decorated with carvings or runes. A typical staff is like 
  a walking stick, quarterstaff, or cudgel. It has AC 7, 10 
  hit points, hardness 5, and a break DC of 24.
  Activation: Staves use the spell trigger activation 
  method, so casting a spell from a staff is usually 
  a standard action that doesn’t provoke attacks of 
  opportunity. (If the spell being cast, however, has a 
  longer casting time than 1 standard action, it takes 
  that long to cast the spell from a staff.) To activate 
  a staff, a character must hold it forth in at least one 
  hand (or whatever passes for a hand, for nonhumanoid 
  creatures).
  Special Qualities: Roll d%. A 01–30 result indicates 
  that something (a design, inscription, or the like) 
  provides some clue to the staff ’s function, and 31–100 
  indicates no special qualities.
  Using Staves: Staves use the wielder’s ability score 
  and relevant feats to set the DC for saves against their 
  spells. Unlike with other sorts of magic items, the 
  wielder can use his caster level when activating the 
  power of a staff if it’s higher than the caster level of 
  the staff. 
  This means that staves are far more potent in the 
  hands of a powerful spellcaster. Because they use the 
  wielder’s ability score to set the save DC for the spell, 
  spells from a staff are often harder to resist than those 
  from other magic items, which use the minimum 
  ability score required to cast the spell. Not only are 
  aspects of the spell dependant on caster level (range, 
  duration, and so on) potentially higher, but spells from 
  a staff are also harder to dispel and have a better chance 
  of overcoming a target’s spell resistance.
  Staves hold a maximum of 10 charges. Each spell 
  cast from a staff consumes one or more charges. Each 
  morning, when a spellcaster prepares spells, he can also 
  imbue one staff with a portion of his power so long as 
  one or more of the spells cast by the staff are on his spell 
  list and he is capable of casting at least one of the spells. 
  Imbuing a staff with this power restores one charge to 
  the staff, but the caster must forgo one prepared spell or 
  spell slot of a level equal to the highest-level spell cast 
  by the staff. For example, a 9th level wizard with a staff 
  of fire could imbue the staff with one charge per day by 
  using up one of his 4th-level spells. A staff cannot gain 
  more than one charge per day and a caster cannot imbue 
  more than one staff per day.
  Furthermore, a staff can hold a spell of any level, 
  unlike a wand, which is limited to spells of 4th level 
  or lower. The minimum caster level of a staff is 8th. A 
  number of staves, those that have been changed from 
  the 3.5 rules set, are described below.
  Table 15–14: Staves
  Medium 
  Major 
  Staff 
  Market Price
  01–15 
  01–03 
  Charming 
  17,600 gp
  16–30 
  04–09 
  Fire 
  18,950 gp
  31–40 
  10–11 
  Swarming insects 
  22,800 gp
  41–55 
  12–13 
  Size alteration 
  26,150 gp
  56–75 
  14–19 
  Healing 
  29,600 gp
  76–90 
  20–24 
  Frost 
  41,400 gp
  91–95 
  25–31 
  Illumination 
  51,500 gp
  96–100 
  32–38 
  Defense 
  62,000 gp
  — 
  39–45 
  AbjurationS 
  82,000 gp
  — 
  46–50 
  ConjurationS 
  82,000 gp
  — 
  51–55 
  DivinationS 
  82,000 gp
  — 
  56–60 
  EnchantmentS 
  82,000 gp
  — 
  61–65 
  EvocationS 
  82,000 gp
  — 
  66–70 
  IllusionS 
  82,000 gp
  — 
  71–75 
  NecromancyS 
  82,000 gp
  — 
  76–80 
  TransmutationS 
  82,000 gp
  — 
  81–85 
  Earth and stone 
  85,800 gp
  — 
  86–90 
  WoodlandsS 
  100,400 gp
  — 
  91–95 
  Life 
  109,400 gp
  — 
  96–98 
  Passage 
  206,900 gp
  — 
  99–100 
  Power 
  235,000 gp
  STAFF oF ChArMINg
  Aura moderate enchantment; Cl 8th
  Slot none; Price 17,600 gp; Weight 5 lb.
  DeSCrIPTIoN
  Made of twisting wood ornately shaped and carved, this staff allows use 
  of the following spells:
  • Charm person (1 charge)
  • Charm monster (2 charges) 
  CoNSTruCTIoN
  requirements Craft Staff, charm person, charm monster; Cost 
  8,800 gp
  STAFF oF DeFeNSe
  Aura strong abjuration; Cl 15th
  Slot none; Price 62,000 gp; Weight 5 lb.
  DeSCrIPTIoN
  The staff of defense is a simple-looking staff that throbs with power when 
  held defensively. It allows use of the following spells:
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  361
  Pathfinder RPG: Magic Items
  15
  • Shield (1 charge)
  • Shield of faith (1 charge)
  • Shield other (1 charge)
  • Shield of law (3 charges) 
  CoNSTruCTIoN
  requirements Craft Staff, shield, shield of faith, shield of law, 
  shield other, creator must be lawful; Cost 31,000 gp
  STAFF oF eArTh AND SToNe
  Aura moderate transmutation; Cl 11th
  Slot none; Price 85,800 gp; Weight 5 lb.
  DeSCrIPTIoN
  This staff is topped with a fist-sized emerald that gleams with 
  smoldering power. It allows the use of the following spells: 
  • Passwall (1 charge)
  • Move earth (1 charge) 
  CoNSTruCTIoN
  requirements Craft Staff, move earth, passwall; Cost 
  42,900 gp
  STAFF oF FIre
  Aura moderate evocation; Cl 8th
  Slot none; Price 18,950 gp; Weight 5 lb.
  DeSCrIPTIoN
  Crafted from bronzewood with brass bindings, this staff allows use 
  of the following spells:
  • Burning hands (1 charge)
  • Fireball (2 charges)
  • Wall of fire (3 charges)
  CoNSTruCTIoN
  requirements Craft Staff, burning hands, fireball, wall of fire; 
  Cost 9,475 gp
  STAFF oF FroST
  Aura moderate evocation; Cl 10th
  Slot none; Price 41,400 gp; Weight 5 lb.
  DeSCrIPTIoN
  Tipped on either end with a glistening diamond, this rune-
  covered staff allows use of the following spells:
  • Ice storm (1 charge)
  • Wall of ice (2 charges)
  • Cone of cold (3 charges)
  CoNSTruCTIoN
  requirements Craft Staff, cone of cold, ice storm, wall of ice; 
  Cost 20,700 gp
  STAFF oF heAlINg
  Aura moderate conjuration; Cl 8th
  Slot none; Price 29,600 gp; Weight 5 lb.
  DeSCrIPTIoN
  This white ash staff, with inlaid silver runes, allows use of the following 
  spells:
  • Lesser restoration (1 charge)
  • Cure serious wounds (1 charge)
  • Remove blindness/deafness (2 charges)
  • Remove disease (3 charges) 
  CoNSTruCTIoN
  requirements Craft Staff, cure serious wounds, lesser restoration, 
  remove blindness/deafness, remove disease; Cost 14,800 gp
  STAFF oF IlluMINATIoN
  Aura strong evocation; Cl 15th
  Slot none; Price 51,500 gp; Weight 5 lb.
  DeSCrIPTIoN
  This staff is usually sheathed in silver and decorated with 
  sunbursts. It allows use of the following spells:
  • Dancing lights (1 charge)
  • Flare (1 charge)
  • Daylight (2 charges)
  • Sunburst (3 charges) 
  CoNSTruCTIoN
  requirements Craft Staff, dancing lights, daylight, flare, 
  sunburst; Cost 20,750 gp
  STAFF oF lIFe
  Aura moderate conjuration; Cl 11th
  Slot none; Price 109,400 gp; Weight 5 lb.
  DeSCrIPTIoN
  Made of thick oak shod in gold, this staff allows use of the following 
  spells:
  • Heal (1 charge)
  • Raise dead (5 charges) 
  CoNSTruCTIoN
  requirements Craft Staff, heal, raise dead; Cost 79,700 gp
  STAFF oF PASSAge
  Aura strong varied; Cl 17th
  Slot none; Price 206,900 gp; Weight 5 lb.
  DeSCrIPTIoN
  This potent item allows use of the following spells: 
  • Dimension door (1 charge)
  • Passwall (1 charge)
  • Phase door (2 charges)
  • Greater teleport (2 charges)
  • Astral projection (2 charges) 
  CoNSTruCTIoN
  requirements Craft Staff, astral projection, dimension door, 
  greater teleport, passwall, phase door; Cost 115,950 gp
  STAFF oF PoWer
  Aura Strong varied; Cl 15th
  Slot none; Price 235,000 gp; Weight 5 lb.
  DeSCrIPTIoN
  The staff of power is a very potent magic item, with offensive and defensive 
  abilities. It is usually topped with a glistening gem, its shaft straight and 
  smooth. It has the following powers:
  • Magic missile (1 charge)
  • Ray of enfeeblement (heightened to 5th level) (1 charge)
  • Continual flame (1 charge)
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  362
  Pathfinder Roleplaying Game
  • Levitate (1 charge)
  • Lightning bolt (heightened to 5th level) (1 charge)
  • Fireball (heightened to 5th level) (1 charge)
  • Cone of cold (2 charges)
  • Hold monster (2 charges)
  • Wall of force (in a 10-ft.-diameter hemisphere around the caster 
  only) (2 charges)
  • Globe of invulnerability (2 charges)
  The wielder of a staff of power gains a +2 luck bonus to AC and on 
  saving throws. The staff is also a +2 quarterstaff, and its wielder may 
  use it to smite opponents. If 1 charge is expended (as a free action), 
  the staff causes double damage (x3 on a critical hit) for 1 round.
  A staff of power can be used for a retributive strike, requiring it to 
  be broken by its wielder. (If this breaking of the staff is purposeful and 
  declared by the wielder, it can be performed as a standard action that 
  does not require the wielder to make a Strength check.) All charges 
  currently in the staff are instantly released in a 30-foot radius. All 
  within 2 squares of the broken staff take points of damage equal to 20 
  x the number of charges in the staff, those 3 or 4 squares away take 15 
  x the number of charges in damage, and those 5 or 6 squares distant 
  take 10 x the number of charges in damage. All those affected can 
  make DC 17 Reflex saves to reduce the damage by half.
  The character breaking the staff has a 50% chance of traveling to 
  another plane of existence, but if he does not, the explosive release 
  of spell energy destroys him. Only certain items, including the staff 
  of the magi and the staff of power, are capable of being used for a 
  retributive strike.
  CoNSTruCTIoN
  requirements Craft Staff, Craft Magic Arms and Armor, 
  magic missile, heightened ray of enfeeblement, continual 
  flame, levitate, heightened fireball, heightened lightning 
  bolt, cone of cold, hold monster, wall of force, globe of 
  invulnerability; Cost 117,500 gp
  STAFF oF SIze AlTerATIoN
  Aura Moderate transmutation; Cl 8th
  Slot none; Price 26,150 gp; Weight 5 lb.
  DeSCrIPTIoN
  Stout and sturdy, this staff of dark wood allows use of the following 
  spells:
  • Enlarge person (1 charge)
  • Reduce person (1 charge)
  • Shrink item (2 charges)
  • Enlarge person, mass (3 charges)
  • Reduce person, mass (3 charges)
  CoNSTruCTIoN
  requirements Craft Staff, enlarge person, mass enlarge person, 
  reduce person, mass reduce person, shrink item; Cost 13,075 gp
  STAFF oF SWArMINg INSeCTS
  Aura moderate conjuration; Cl 9th
  Slot none; Price 22,800 gp; Weight 5 lb.
  DeSCrIPTIoN
  Made of twisted dark wood with dark spots resembling crawling insects 
  (which occasionally seem to move), this staff allows use of the following 
  spells:
  • Summon swarm (1 charge)
  • Insect plague (3 charges) 
  CoNSTruCTIoN
  requirements Craft Staff, insect plague, summon swarm; Cost 
  11,400 gp
  WAnds
  A wand is a thin baton that contains a single spell of 4th 
  level or lower. Each wand has 50 charges when created, 
  and each charge expended allows the user to use the 
  wand’s spell one time. A wand that runs out of charges 
  is just a stick. The cost of a wand is equal to the level of 
  the spell x the creator’s caster level x 750 gp. If the wand 
  has a material component cost, it is added to the base 
  cost once for each charge (50 x material component 
  cost). Table 15–15 gives sample prices for wands created 
  at lowest possible caster level for each spellcasting 
  class. Note that some spells appear at different levels 
  for different casters. The level of such spells depends 
  on the caster crafting the wand.
  Physical Description: A typical wand is 6 inches to 12 
  inches long, about 1/4 inch thick, and often weighs no 
  more than 1 ounce. Most wands are wood, but some are 
  bone. A rare few are metal, glass, or even ceramic, but 
  these are quite exotic. Occasionally, a wand has a gem 
  or some device at its tip, and most are decorated with 
  carvings or runes. A typical wand has AC 7, 5 hit points, 
  hardness 5, and a break DC of 16.
  Activation: Wands use the spell trigger activation 
  method, so casting a spell from a wand is usually 
  a standard action that doesn’t provoke attacks of 
  opportunity. (If the spell being cast, however, has a 
  longer casting time than 1 action, it takes that long 
  to cast the spell from a wand.) To activate a wand, a 
  character must hold it in hand (or whatever passes for 
  a hand, for nonhumanoid creatures) and point it in the 
  general direction of the target or area. A wand may be 
  used while grappling or while swallowed whole.
  Special Qualities: Roll d%. A 01–30 result indicates that 
  something (a design, inscription, or the like) provides 
  some clue to the wand’s function, and 31–100 indicates no 
  special qualities.
  Table 15–15: Wand Costs
   
  Cleric
   
  Druid 
   
   
  Paladin
  Spell level Wizard 
  Sorcerer 
  Bard 
  ranger
  0 
  375 gp 
  375 gp 
  375 gp 
  —
  1st 
  750 gp 
  750 gp 
  750 gp 
  1,500 gp
  2nd 
  4,500 gp 
  6,000 gp 
  6,000 gp 
  4,500 gp
  3rd 
  11,250 gp 
  13,500 gp 
  15,750 gp 
  11,250 gp
  4th 
  21,000 gp 
  24,000 gp 
  30,000 gp 
  21,000 gp
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  363
  Pathfinder RPG: Magic Items
  15
  WOndROus iteMs
  This is a catch-all category for anything that doesn’t fall 
  into the other groups. Anyone can use a wondrous item 
  (unless specified otherwise in the description).
  Physical Description: Varies.
  Activation: Usually use activated or command word, but 
  details vary from item to item.
  Special Qualities: Roll d%. An 01 result indicates 
  the wondrous item is intelligent, 02–31 indicates that 
  something (a design, inscription, or the like) provides a clue 
  to its function, and 32–100 indicates no special qualities. 
  Intelligent items have extra abilities and sometimes 
  extraordinary powers and special purposes.
  Wondrous items with charges can never be intelligent.
  Table 15–16: Minor Wondrous Items
  d% Item 
  Market Price
  01 
  Feather token, anchorS 
  50 gp
  02 
  Universal solvent 
  50 gp
  03 
  Elixir of love 
  150 gp
  04 
  Unguent of timelessness 
  150 gp
  05 
  Feather token, fanS 
  200 gp
  06 
  Dust of tracelessness 
  250 gp
  07 
  Elixir of hiding 
  250 gp
  08 
  Elixir of tumbling 
  250 gp
  09 
  Elixir of swimming 
  250 gp
  10 
  Elixir of vision 
  250 gp
  11 
  Silversheen 
  250 gp
  12 
  Feather token, birdS 
  300 gp
  13 
  Feather token, treeS 
  400 gp
  14 
  Feather token, swan boatS 
  450 gp
  15 
  Elixir of truth 
  500 gp
  16 
  Feather token, whipS 
  500 gp
  17 
  Dust of dryness 
  850 gp
  18 
  Bag of tricks, gray 
  900 gp
  19 
  Hand of the mage 
  900 gp
  20 
  Bracers of armor +1 
  1,000 gp
  21 
  Cloak of resistance +1 
  1,000 gp
  22 
  Pearl of power, 1st-level spell 
  1,000 gp
  23 
  Phylactery of faithfulness 
  1,000 gp
  24 
  Salve of slipperiness 
  1,000 gp
  25 
  Elixir of fire breath 
  1,100 gp
  26 
  Pipes of the sewers 
  1,150 gp
  27 
  Dust of illusion 
  1,200 gp
  28 
  Goggles of minute seeing 
  1,250 gp
  29 
  Brooch of shielding 
  1,500 gp
  30 
  Necklace of fireballs type I 
  1,650 gp
  31 
  Dust of appearance 
  1,800 gp
  32 
  Hat of disguise 
  1,800 gp
  33 
  Pipes of sounding 
  1,800 gp
  34 
  Efficient quiver 
  1,800 gp
  35 
  Amulet of natural armor +1 
  2,000 gp
  36 
  Handy haversack 
  2,000 gp
  37 
  Horn of fog 
  2,000 gp
  38 
  Elemental gem 
  2,250 gp
  39 
  Robe of bonesS 
  2,400 gp
  40 
  Sovereign glue 
  2,400 gp
  41 
  Bag of holding type I 
  2,500 gp
  42 
  Boots of elvenkind 
  2,500 gp
  43 
  Boots of the winterlands 
  2,500 gp
  44 
  Candle of truth 
  2,500 gp
  45 
  Cloak of elvenkind 
  2,500 gp
  46 
  Eyes of the eagle 
  2,500 gp
  47 
  Scarab, golembane 
  2,500 gp
  48 
  Necklace of fireballs type II 
  2,700 gp
  49 
  Stone of alarm 
  2,700 gp
  50 
  Bag of tricks, rust 
  3,000 gp
  51 
  Bead of force 
  3,000 gp
  52 
  Chime of opening 
  3,000 gp
  53 
  Horseshoes of speed 
  3,000 gp
  54 
  Rope of climbing 
  3,000 gp
  55 
  Dust of disappearance 
  3,500 gp
  56 
  Lens of detection 
  3,500 gp
  57 
  Vestment, druid’s 
  3,750 gp
  58 
  Figurine of wondrous power, silver ravenS 
  3,800 gp
  59 
  Belt of giant strength +2 
  4,000 gp
  60 
  Belt of incredible dexterity +2 
  4,000 gp
  61 
  Belt of mighty constitution +2 
  4,000 gp
  62 
  Bracers of armor +2 
  4,000 gp
  63 
  Cloak of resistance +2 
  4,000 gp
  64 
  Gloves of arrow snaring 
  4,000 gp
  65 
  Headband of alluring charisma +2 
  4,000 gp
  66 
  Headband of inspired wisdom +2 
  4,000 gp
  67 
  Headband of vast intelligence +2 
  4,000 gp
  68 
  Ioun stone, clear spindle 
  4,000 gp
  69 
  Restorative ointment 
  4,000 gp
  70 
  Marvelous pigmentsS 
  4,000 gp
  71 
  Pearl of power, 2nd-level spell 
  4,000 gp
  72 
  Stone salve 
  4,000 gp
  73 
  Necklace of fireballs type III 
  4,350 gp
  74 
  Circlet of persuasion 
  4,500 gp
  75 
  Slippers of spider climbing 
  4,800 gp
  76 
  Incense of meditation 
  4,900 gp
  77 
  Amulet of mighty fists +1 
  5,000 gp
  78 
  Bag of holding type II 
  5,000 gp
  79 
  Bracers of archery, lesser 
  5,000 gp
  80 
  Ioun stone, dusty rose prism 
  5,000 gp
  81 
  Helm of comprehend languages and read magic 
  5,200 gp
  82 
  Vest of escape 
  5,200 gp
  83 
  Eversmoking bottle 
  5,400 gp
  84 
  Sustaining spoon 
  5,400 gp
  85 
  Necklace of fireballs type IV 
  5,400 gp
  86 
  Boots of striding and springing 
  5,500 gp
  87 
  Wind fan 
  5,500 gp
  88 
  Horseshoes of a zephyr 
  6,000 gp
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  364
  Pathfinder Roleplaying Game
  89 
  Pipes of haunting 
  6,000 gp
  90 
  Necklace of fireballs type V 
  6,150 gp
  91 
  Gloves of swimming and climbing 
  6,250 gp
  92 
  Bag of tricks, tan 
  6,300 gp
  93 
  Circlet of blasting, minor 
  6,480 gp
  94 
  Horn of goodness/evil 
  6,500 gp
  95 
  Robe of useful itemsS 
  7,000 gp
  96 
  Boat, folding 
  7,200 gp
  97 
  Cloak of the manta ray 
  7,200 gp
  98 
  Bottle of air 
  7,250 gp
  99 
  Bag of holding type III 
  7,400 gp
  100 Periapt of health 
  7,400 gp
  Table 15–17: Medium Wondrous Items
  d% Item 
  Market Price
  01 
  Boots of levitation 
  7,500 gp
  02 
  Harp of charming 
  7,500 gp
  03 
  Amulet of natural armor +2 
  8,000 gp
  04 
  Golem manual, fleshS 
  8,000 gp
  05 
  Hand of glory 
  8,000 gp
  06 
  Ioun stone, deep red sphere 
  8,000 gp
  07 
  Ioun stone, incandescent blue sphere 
  8,000 gp
  08 
  Ioun stone, pale blue rhomboid 
  8,000 gp
  09 
  Ioun stone, pink and green sphere 
  8,000 gp
  10 
  Ioun stone, pink rhomboid 
  8,000 gp
  11 
  Ioun stone, scarlet and blue sphere 
  8,000 gp
  12 
  Deck of illusionsS 
  8,100 gp
  13 
  Necklace of fireballs type VI 
  8,100 gp
  14 
  Candle of invocationS 
  8,400 gp
  15 
  Bracers of armor +3 
  9,000 gp
  16 
  Cloak of resistance +3 
  9,000 gp
  17 
  Decanter of endless water 
  9,000 gp
  18 
  Necklace of adaptation 
  9,000 gp
  19 
  Pearl of power, 3rd-level spell 
  9,000 gp
  20 
  Talisman of the sphere 
  9,000 gp
  21 
  Figurine of wondrous power, serpentine owlS 
  9,100 gp
  22 
  Necklace of fireballs type VII 
  9,150 gp
  23 
  Strand of prayer beads, lesserS 
  9,600 gp
  24 
  Bag of holding type IV 
  10,000 gp
  25 
  Belt of physical might +2 
  10,000 gp
  26 
  Figurine of wondrous power, bronze griffonS 
  10,000 gp
  27 
  Figurine of wondrous power, ebony flyS 
  10,000 gp
  28 
  Glove of storing 
  10,000 gp
  29 
  Headband of mental prowess +2 
  10,000 gp
  30 
  Ioun stone, dark blue rhomboid 
  10,000 gp
  31 
  Cape of the mountebank 
  10,080 gp
  32 
  Phylactery of undead turning 
  11,000 gp
  33 
  Gauntlet of rust 
  11,500 gp
  34 
  Boots of speed 
  12,000 gp
  35 
  Goggles of night 
  12,000 gp
  36 
  Golem manual, clayS 
  12,000 gp
  37 
  Medallion of thoughts 
  12,000 gp
  38 
  Blessed book 
  12,500 gp
  39 
  Gem of brightnessS 
  13,000 gp
  40 
  Lyre of buildingS 
  13,000 gp
  41 
  Robe, monk’s 
  13,000 gp
  42 
  Cloak of arachnida 
  14,000 gp
  43 
  Belt of dwarvenkind 
  14,900 gp
  44 
  Periapt of wound closure 
  15,000 gp
  45 
  Pearl of the sirines 
  15,300 gp
  46 
  Figurine of wondrous power, onyx dogS 
  15,500 gp
  47 
  Belt of giant strength +4 
  16,000 gp
  48 
  Belt of incredible dexterity +4 
  16,000 gp
  49 
  Belt of mighty constitution +4 
  16,000 gp
  50 
  Belt of physical perfection +2 
  16,000 gp
  51 
  Boots, winged 
  16,000 gp
  52 
  Bracers of armor +4 
  16,000 gp
  53 
  Cloak of resistance +4 
  16,000 gp
  54 
  Headband of alluring charisma +4 
  16,000 gp
  55 
  Headband of inspired wisdom +4 
  16,000 gp
  56 
  Headband of mental superiority +2 
  16,000 gp
  57 
  Headband of vast intelligence +4 
  16,000 gp
  58 
  Pearl of power, 4th-level spell 
  16,000 gp
  59 
  Scabbard of keen edges 
  16,000 gp
  60 
  Figurine of wondrous power, golden lionsS 
  16,500 gp
  61 
  Chime of interruption 
  16,800 gp
  62 
  Broom of flying 
  17,000 gp
  63 
  Figurine of wondrous power, marble elephantS 17,000 gp
  64 
  Amulet of natural armor +3 
  18,000 gp
  65 
  Ioun stone, iridescent spindle 
  18,000 gp
  66 
  Bracelet of friends 
  19,000 gp
  67 
  Amulet of mighty fists +2 
  20,000 gp
  68 
  Carpet of flying, 5 ft. by 5 ft. 
  20,000 gp
  69 
  Horn of blasting 
  20,000 gp
  70 
  Ioun stone, pale lavender ellipsoid 
  20,000 gp
  71 
  Ioun stone, pearly white spindle 
  20,000 gp
  72 
  Portable holeS 
  20,000 gp
  73 
  Stone of good luck (luckstone) 
  20,000 gp
  74 
  Figurine of wondrous power, ivory goatsS 
  21,000 gp
  75 
  Rope of entanglement 
  21,000 gp
  76 
  Golem manual, stoneS 
  22,000 gp
  77 
  Mask of the skull 
  22,000 gp
  78 
  Mattock of the titans 
  23,348 gp
  79 
  Circlet of blasting, major 
  23,760 gp
  80 
  Cloak of displacement, minor 
  24,000 gp
  81 
  Helm of underwater action 
  24,000 gp
  82 
  Bracers of archery, greater 
  25,000 gp
  83 
  Bracers of armor +5 
  25,000 gp
  84 
  Cloak of resistance +5 
  25,000 gp
  85 
  Eyes of doom 
  25,000 gp
  86 
  Pearl of power, 5th-level spell 
  25,000 gp
  87 
  Maul of the titans 
  25,305 gp
  88 
  Strand of prayer beadsS 
  25,800 gp
  89 
  Cloak of the bat 
  26,000 gp
  90 
  Iron bands of binding 
  26,000 gp
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  365
  Pathfinder RPG: Magic Items
  15
  91 
  Cube of frost resistance 
  27,000 gp
  92 
  Helm of telepathy 
  27,000 gp
  93 
  Periapt of proof against poison 
  27,000 gp
  94 
  Robe of scintillating colors 
  27,000 gp
  95 
  Manual of bodily health +1S 
  27,500 gp
  96 
  Manual of gainful exercise +1S 
  27,500 gp
  97 
  Manual of quickness in action +1S 
  27,500 gp
  98 
  Tome of clear thought +1S 
  27,500 gp
  99 
  Tome of leadership and influence +1S 
  27,500 gp
  100 Tome of understanding +1S 
  27,500 gp
  Table 15–18: Major Wondrous Items
  d% Item 
  Market Price
  01 
  Dimensional shackles 
  28,000 gp
  02 
  Figurine of wondrous power, obsidian steedS 
  28,500 gp
  03 
  Drums of panic 
  30,000 gp
  04 
  Ioun stone, orange 
  30,000 gp
  05 
  Ioun stone, pale green prism 
  30,000 gp
  06 
  Lantern of revealing 
  30,000 gp
  07 
  Robe of blending 
  30,000 gp
  08 
  Amulet of natural armor +4 
  32,000 gp
  09 
  Amulet of proof against detection and location 35,000 gp
  10 
  Carpet of flying, 5 ft. by 10 ft. 
  35,000 gp
  11 
  Golem manual, ironS 
  35,000 gp
  12 
  Belt of giant strength +4 
  36,000 gp
  13 
  Belt of incredible dexterity +4 
  36,000 gp
  14 
  Belt of mighty constitution +4 
  36,000 gp
  15 
  Bracers of armor +6 
  36,000 gp
  16 
  Headband of alluring charisma +6 
  36,000 gp
  17 
  Headband of inspired wisdom +6 
  36,000 gp
  18 
  Headband of vast intelligence +6 
  36,000 gp
  19 
  Ioun stone, vibrant purple prism 
  36,000 gp
  20 
  Pearl of power, 6th-level spell 
  36,000 gp
  21 
  Scarab of protection 
  38,000 gp
  22 
  Belt of physical might +4 
  40,000 gp
  23 
  Headband of mental prowess +4 
  40,000 gp
  24 
  Ioun stone, lavender and green ellipsoid 
  40,000 gp
  25 
  Ring gatesS 
  40,000 gp
  26 
  Crystal ball 
  42,000 gp
  27 
  Golem manual, greater stoneS 
  44,000 gp
  28 
  Amulet of mighty fists +3 
  45,000 gp
  29 
  Orb of storms 
  48,000 gp
  30 
  Boots of teleportation 
  49,000 gp
  31 
  Bracers of armor +7 
  49,000 gp
  32 
  Pearl of power, 7th-level spell 
  49,000 gp
  33 
  Amulet of natural armor +5 
  50,000 gp
  34 
  Cloak of displacement, major 
  50,000 gp
  35 
  Crystal ball with see invisibility 
  50,000 gp
  36 
  Horn of ValhallaS 
  50,000 gp
  37 
  Crystal ball with detect thoughts 
  51,000 gp
  38 
  Wings of flying 
  54,000 gp
  39 
  Cloak of etherealness 
  55,000 gp
  40 
  Instant fortressS 
  55,000 gp
  41 
  Manual of bodily health +2S 
  55,000 gp
  42 
  Manual of gainful exercise +2S 
  55,000 gp
  43 
  Manual of quickness in action +2S 
  55,000 gp
  44 
  Tome of clear thought +2S 
  55,000 gp
  45 
  Tome of leadership and influence +2S 
  55,000 gp
  46 
  Tome of understanding +2S 
  55,000 gp
  47 
  Eyes of charming 
  56,000 gp
  48 
  Robe of stars 
  58,000 gp
  49 
  Carpet of flying, 10 ft. by 10 ft. 
  60,000 gp
  50 
  DarkskullS 
  60,000 gp
  51 
  Cube of forceS 
  62,000 gp
  52 
  Belt of physical perfection +4 
  64,000 gp
  53 
  Bracers of armor +8 
  64,000 gp
  54 
  Headband of mental superiority +4 
  64,000 gp
  55 
  Pearl of power, 8th-level spell 
  64,000 gp
  56 
  Crystal ball with telepathy 
  70,000 gp
  57 
  Horn of blasting, greater 
  70,000 gp
  58 
  Pearl of power, two spells 
  70,000 gp
  59 
  Helm of teleportation 
  73,500 gp
  60 
  Gem of seeing 
  75,000 gp
  61 
  Robe of the archmagi 
  75,000 gp
  62 
  Mantle of faith 
  76,000 gp
  63 
  Amulet of mighty fists +4 
  80,000 gp
  64 
  Crystal ball with true seeing 
  80,000 gp
  65 
  Pearl of power, 9th-level spell 
  81,000 gp
  66 
  Well of many worlds 
  82,000 gp
  67 
  Manual of bodily health +3S 
  82,500 gp
  68 
  Manual of gainful exercise +3S 
  82,500 gp
  69 
  Manual of quickness in action +3S 
  82,500 gp
  70 
  Tome of clear thought +3S 
  82,500 gp
  71 
  Tome of leadership and influence +3S 
  82,500 gp
  72 
  Tome of understanding +3S 
  82,500 gp
  73 
  Apparatus of the crabS 
  90,000 gp
  74 
  Belt of physical might +6 
  90,000 gp
  75 
  Headband of mental prowess +6 
  90,000 gp
  76 
  Mantle of spell resistance 
  90,000 gp
  77 
  Mirror of opposition 
  92,000 gp
  78 
  Strand of prayer beads, greaterS 
  95,800 gp
  79 
  Manual of bodily health +4S 
  110,000 gp
  80 
  Manual of gainful exercise +4S 
  110,000 gp
  81 
  Manual of quickness in action +4S 
  110,000 gp
  82 
  Tome of clear thought +4S 
  110,000 gp
  83 
  Tome of leadership and influence +4S 
  110,000 gp
  84 
  Tome of understanding +4S 
  110,000 gp
  85 
  Amulet of the planes 
  120,000 gp
  86 
  Robe of eyes 
  120,000 gp
  87 
  Amulet of mighty fists +5 
  125,000 gp
  88 
  Helm of brillianceS 
  125,000 gp
  89 
  Manual of bodily health +5S 
  137,500 gp
  90 
  Manual of gainful exercise +5S 
  137,500 gp
  91 
  Manual of quickness in action +5S 
  137,500 gp
  92 
  Tome of clear thought +5S 
  137,500 gp
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  366
  Pathfinder Roleplaying Game
  93 
  Tome of leadership and influence +5S 
  137,500 gp
  94 
  Tome of understanding +5S 
  137,500 gp
  95 
  Belt of physical perfection +6 
  144,000 gp
  96 
  Headband of mental superiority +6 
  144,000 gp
  97 
  Efreeti bottle 
  145,000 gp
  98 
  Cubic gate 
  164,000 gp
  99 
  Iron flaskS 
  170,000 gp
  100 Mirror of life trappingS 
  200,000 gp
  AMuleT oF MIghTy FISTS
  Aura faint evocation; Cl 5th
  Slot neck; Price 5,000 gp (+1), 20,000 gp (+2), 45,000 gp (+3), 
  80,000 gp (+4), 125,000 gp (+5); Weight —
  DeSCrIPTIoN
  This amulet grants an enhancement bonus of +1 to +5 on attack and 
  damage rolls with unarmed attacks and natural weapons. 
  Alternatively, this amulet can be enchanted with melee weapon special 
  abilities, so long as they can be applied to unarmed attacks. See Table 
  15–7 for a list of abilities. Special abilities count as additional bonuses for 
  determining the market value of the item, but do not modify attack or 
  damage bonuses. An amulet of mighty fists cannot have a modified bonus 
  (enhancement bonus plus special ability bonus equivalents) higher than 
  +5. An amulet of mighty fists does not need to have a +1 enhancement 
  bonus to grant a melee weapon special ability.
  CoNSTruCTIoN
  requirements Craft Wondrous Item, greater magic fang, 
  creator’s caster level must be at least three times the amulet’s 
  bonus, plus any requirements of the melee weapon special 
  abilities; Cost 2,500 gp (+1), 10,000 gp (+2), 22,500 gp (+3), 
  40,000 gp (+4), 62,500 gp (+5)
  AMuleT oF NATurAl ArMor
  Aura faint transmutation; Cl 5th
  Slot neck; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 
  32,000 gp (+4), or 50,000 gp (+5); Weight —
  DeSCrIPTIoN
  This amulet, usually crafted from bone or beast scales, toughens the 
  wearer’s body and flesh, giving him an enhancement bonus to his natural 
  armor bonus of from +1 to +5, depending on the kind of amulet. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, barkskin, creator’s caster 
  level must be at least three times the amulet’s bonus; Cost 
  1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 
  25,000 gp (+5)
  AMuleT oF The PlANeS
  Aura strong conjuration; Cl 15th
  Slot neck; Price 120,000 gp; Weight —
  DeSCrIPTIoN
  This device usually appears to be a black circular amulet, although any 
  character looking closely at it sees a dark, moving swirl of color. The 
  amulet allows its wearer to utilize plane shift. However, this is a difficult 
  item to master. The user must make a DC 15 Intelligence check in order to 
  get the amulet to take her to the plane (and the specific location on that 
  plane) that she wants. If she fails, the amulet transports her and all those 
  traveling with her to a random location on that plane (01–60 on d%) or to 
  a random plane (61–100). 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, plane shift; Cost 60,000 
  gp
  AMuleT oF ProoF AgAINST DeTeCTIoN AND 
  loCATIoN
  Aura moderate abjuration; Cl 8th
  Slot neck; Price 35,000 gp; Weight —
  DeSCrIPTIoN
  This silver amulet protects the wearer from scrying and magical location 
  just as a nondetection spell does. If a divination spell is attempted against 
  the wearer, the caster of the divination must succeed on a caster level 
  check (1d20 + caster level) against a DC of 19 (as if the caster had cast 
  nondetection on herself ). 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, nondetection; Cost 17,500 gp
  BAg oF holDINg
  Aura moderate conjuration; Cl 9th
  Slot —; Price see below; Weight —
  DeSCrIPTIoN
  This appears to be a common cloth sack about 2 feet by 4 feet in size. The 
  bag of holding opens into a nondimensional space: Its inside is larger than 
  its outside dimensions. Regardless of what is put into the bag, it weighs 
  a fixed amount. This weight, and the limits in weight and volume of the 
  bag’s contents, depend on the bag’s type, as shown on the table below.
  Bag 
  Bag  
  Contents 
  Contents 
  Market 
    
  Weight 
  limit 
  volume limit 
  Price
  Type I 
  15 lb. 
  250 lb. 
  30 cu. ft. 
  2,500 gp
  Type II 
  25 lb. 
  500 lb. 
  70 cu. ft. 
  5,000 gp
  Type III 
  35 lb. 
  1,000 lb. 
  150 cu. ft. 
  7,400 gp
  Type IV 
  60 lb. 
  1,500 lb. 
  250 cu. ft. 
  10,000 gp
  If the bag is overloaded, or if sharp objects pierce it (from inside or 
  outside), the bag ruptures and is ruined. All contents are lost forever. If a 
  bag of holding is turned inside out, its contents spill out, unharmed, but 
  the bag must be put right before it can be used again. If living creatures 
  are placed within the bag, they can survive for up to 10 minutes, after 
  which time they suffocate. Retrieving a specific item from a bag of 
  holding is a move action, unless the bag contains more than an ordinary 
  backpack would hold, in which case retrieving a specific item is a full-
  round action.
  If a bag of holding is placed within a portable hole, a rift to the Astral 
  Plane is torn in the space: Bag and hole alike are sucked into the void and 
  forever lost. If a portable hole is placed within a bag of holding, it opens 
  a gate to the Astral Plane: The hole, the bag, and any creatures within a 
  10-foot radius are drawn there, destroying the portable hole and bag of 
  holding in the process. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, secret chest; Cost 1,250 
  gp (type I), 2,500 gp (type II), 3,700 gp (type III), 5,000 gp 
  (type IV)
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  367
  Pathfinder RPG: Magic Items
  15
  BAg oF TrICkS
  Aura faint or moderate conjuration; Cl 3rd (gray), 5th (rust), 
  9th (tan)
  Slot —; Price 3,400 gp (gray); 8,500 gp (rust); 16,000 gp (tan)
  DeSCrIPTIoN
  This small sack appears empty. However, anyone reaching into the 
  bag feels a small, fuzzy ball. If the ball is removed and 
  tossed up to 20 feet away, it turns into an 
  animal. The animal serves the character who 
  drew it from the bag for 10 minutes (or until 
  slain or ordered back into the bag), at which 
  point it disappears. It can follow any of the 
  commands described in the Handle Animal 
  skill. Each of the three kinds of a bag 
  of tricks produces a different set of 
  animals. Use the following tables 
  to determine what animals can be 
  drawn out of each.
  The heavy warhorse appears with harness 
  and tack and accepts the character who drew 
  it from the bag as a rider.
  Animals produced are always random, 
  and only one may exist at a time. Up to ten 
  animals can be drawn from the bag each week, but no more 
  than two per day.
  CoNSTruCTIoN
  requirements Craft Wondrous Item, summon nature’s ally II 
  (gray), summon nature’s ally III (rust), or summon nature’s 
  ally V (tan); Cost 1,700 gp (gray); 4,250 gp (rust); 8,000 
  gp (tan)
  gray Bag 
  rust Bag 
   
  Tan Bag
  d% 
  Animal 
  d% 
  Animal 
  d% 
  Animal
  01–30 
  Bat 
  01–30 Wolverine 
  01–30 Brown bear
  31–60 
  Rat 
  31–60 
  Wolf 
  31–60 
  Lion
  61–75 
  Cat 
  61–85 
  Boar 
  61–80 Heavy warhorse
  76–90 
  Weasel 
  86–100 Black bear 
  81–90 
  Tiger
  91–100 Badger 
   
   
  91–100 Rhinoceros
  BeAD oF ForCe
  Aura moderate evocation; Cl 10th
  Slot —; Price 3,000 gp; Weight —
  DeSCrIPTIoN
  This small black sphere appears to be a lusterless pearl. You can throw 
  it up to 60 feet with no range penalties. Upon sharp impact, the bead 
  explodes, sending forth a burst that deals 5d6 points of force damage to 
  all creatures within a 10-foot radius.
  It functions like a resilient sphere spell (Reflex DC 16 negates) with a 
  radius of 10 feet and a duration of 10 minutes. A globe of shimmering 
  force encloses a creature, provided the latter is small enough to fit 
  within the diameter of the sphere. The sphere contains its subject for 
  the spell’s duration. The sphere is not subject to damage of any sort 
  except from a rod of cancellation, a rod of negation, disintegrate, or a 
  targeted dispel magic spell. These effects destroy the sphere without 
  harm to the subject. Nothing can pass through the sphere, inside 
  or out, though the subject can breathe normally. The subject may 
  struggle, but the globe cannot be physically moved either by people 
  outside it or by the struggles of those within.
  The explosion completely consumes the bead, making this a one-
  use item. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, resilient sphere; 
  Cost 1,500 gp
  BelT oF DWArveNkIND
  Aura moderate divination; Cl 12th
  Slot waist; Price 14,900 gp; Weight 
  1 lb.
  DeSCrIPTIoN
  This belt gives the wearer a +4 
  competence bonus on Charisma 
  checks and Charisma-based skill 
  checks as they relate to dealing with dwarves, 
  a +2 competence bonus on similar checks 
  when dealing with gnomes and halflings, and 
  a –2 competence penalty on similar checks 
  when dealing with anyone else. The wearer 
  can understand, speak, and read Dwarven. 
  If the wearer is not a dwarf, he gains 60-foot 
  darkvision, dwarven stonecunning, a +2 enhancement bonus to 
  Constitution, and a +2 resistance bonus on saves against poison, spells, 
  and spell-like effects. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, tongues, creator must be 
  a dwarf; Cost 7,450 gp
  BelT oF gIANT STreNgTh
  Aura moderate transmutation; Cl 8th
  Slot belt; Weight 1 lb.; Price 4,000 gp (+2), 16,000 gp (+4), 
  36,000 gp (+6)
  DeSCrIPTIoN
  This belt has a large iron buckle, usually depicting the image of a bull. The 
  belt grants the wearer an enhancement bonus to Strength of +2, +4, or 
  +6. This bonus is a temporary ability bonus until the belt has been worn 
  for 24 hours.
  CoNSTruCTIoN
  requirements Craft Wondrous Item, bull’s strength; Cost 2,000 
  gp (+2), 8,000 gp (+4), 18,000 gp (+6)
  BelT oF INCreDIBle DeXTerITy
  Aura moderate transmutation; Cl 8th
  Slot belt; Weight 1 lb.; Price 4,000 gp (+2), 16,000 gp (+4), 
  36,000 gp (+6)
  DeSCrIPTIoN
  This belt has a large silver buckle, usually depicting the image of a tiger. 
  The belt grants the wearer an enhancement bonus to Dexterity of +2, 
  +4, or +6. This bonus is a temporary ability bonus until the belt has been 
  worn for 24 hours.
  CoNSTruCTIoN
  requirements Craft Wondrous Item, cat’s grace; Cost 2,000 gp 
  (+2), 8,000 gp (+4), 18,000 gp (+6)
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  368
  Pathfinder Roleplaying Game
  BelT oF MIghTy CoNSTITuTIoN
  Aura moderate transmutation; Cl 8th
  Slot belt; Weight 1 lb.; Price 4,000 gp (+2), 16,000 gp (+4), 
  36,000 gp (+6)
  DeSCrIPTIoN
  This belt has a large golden buckle, usually depicting the image of a bear. 
  The belt grants the wearer an enhancement bonus to Constitution of +2, 
  +4, or +6. This bonus is a temporary ability bonus until the belt has been 
  worn for 24 hours.
  CoNSTruCTIoN
  requirements Craft Wondrous Item, bear’s endurance; Cost 
  2,000 gp (+2), 8,000 gp (+4), 18,000 gp (+6)
  BelT oF PhySICAl MIghT
  Aura moderate transmutation; Cl 12th
  Slot belt; Weight 1 lb.; Price 10,000 gp (+2), 40,000 gp (+4), 
  90,000 gp (+6)
  DeSCrIPTIoN
  This belt has a large steel buckle, usually depicting the image of a giant. 
  The belt grants the wearer an enhancement bonus to two physical 
  ability scores (Strength, Dexterity, or Constitution) of +2, +4, or +6. This 
  bonus is a temporary ability bonus until the belt has been worn for 24 
  hours. These bonuses are chosen when the belt is created and cannot 
  be changed.
  CoNSTruCTIoN
  requirements Craft Wondrous Item, bear’s endurance, bull’s 
  strength, and/or cat’s grace; Cost 5,000 gp (+2), 20,000 gp 
  (+4), 45,000 gp (+6)
  BelT oF PhySICAl PerFeCTIoN
  Aura moderate transmutation; Cl 16th
  Slot belt; Weight 1 lb.; Price 16,000 gp (+2), 64,000 gp (+4), 
  144,000 gp (+6)
  DeSCrIPTIoN
  This belt has a large platinum buckle, usually depicting the image of a 
  titan. The belt grants the wearer an enhancement bonus to all physical 
  ability scores (Strength, Dexterity, and Constitution) of +2, +4, or +6. This 
  bonus is a temporary ability bonus until the belt has been worn for 24 
  hours.
  CoNSTruCTIoN
  requirements Craft Wondrous Item, bear’s endurance, bull’s 
  strength, cat’s grace; Cost 8,000 gp (+2), 32,000 gp (+4), 
  77,000 gp (+6)
  BleSSeD Book
  Aura moderate transmutation; Cl 7th
  Slot —; Price 12,500 gp; Weight 1 lb.
  DeSCrIPTIoN
  This well-made tome is always of small size, typically no more than 12 
  inches tall, 8 inches wide, and 1 inch thick. All such books are durable, 
  waterproof, bound with iron overlaid with silver, and locked.
  A wizard can fill the 1,000 pages of a blessed book with spells without 
  paying the 100 gp per page material cost. This book is never found as 
  randomly generated treasure with spells already inscribed in it. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, secret page; Cost 6,250 
  gp
  BoAT, FolDINg
  Aura faint transmutation; Cl 6th
  Slot —; Price 7,200 gp; Weight 4 lb.
  DeSCrIPTIoN
  A folding boat looks like a small wooden box about 12 inches long, 6 
  inches wide, and 6 inches deep. It can be used to store items like any 
  other box. If a command word is given, however, the box unfolds itself 
  to form a boat 10 feet long, 4 feet wide, and 2 feet in depth. A second 
  command word causes it to unfold to a ship 24 feet long, 8 feet wide, 
  and 6 feet deep. Any objects formerly stored in the box now rest inside 
  the boat or ship.
  In its smaller form, the boat has one pair of oars, an anchor, a mast, 
  and a lateen sail. In its larger form, the boat has a deck, single rowing 
  seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast 
  with a square sail. The boat can hold 4 people comfortably, while the ship 
  carries 15 with ease.
  A third word of command causes the boat or ship to fold itself into a 
  box once again. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, fabricate, creator must 
  have 2 ranks in the Craft (shipmaking) skill; Cost 3,600 gp
  BooTS oF elveNkIND
  Aura faint transmutation; Cl 5th
  Slot feet; Price 2,500 gp; Weight 1 lb.
  DeSCrIPTIoN
  These soft boots enable the wearer to move nimbly about in virtually any 
  surroundings, granting a +5 competence bonus on Acrobatics checks. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, creator must be an elf; 
  Cost 1,250 gp
  BooTS oF levITATIoN
  Aura faint transmutation; Cl 3rd
  Slot feet; Price 7,500 gp; Weight 1 lb.
  DeSCrIPTIoN
  On command, these leather boots allow the wearer to levitate as if she 
  had cast levitate on herself. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, levitate; Cost 3,750 gp
  BooTS oF SPeeD
  Aura moderate transmutation; Cl 10th
  Slot feet; Price 12,000 gp; Weight 1 lb.
  DeSCrIPTIoN
  As a free action, the wearer can click her boot heels together, enabling her 
  to act as though affected by a haste spell for up to 10 rounds each day. The 
  duration of the haste effect need not be consecutive rounds. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, haste; Cost 6,000 gp
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  369
  Pathfinder RPG: Magic Items
  15
  BooTS oF STrIDINg AND SPrINgINg
  Aura faint transmutation; Cl 3rd
  Slot feet; Price 5,500 gp; Weight 1 lb.
  DeSCrIPTIoN
  These boots increase the wearer’s base land speed by 10 feet. In addition 
  to this striding ability (considered an enhancement bonus), these boots 
  allow the wearer to make great leaps. She can jump with a +5 competence 
  bonus on Acrobatics checks. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, longstrider, creator must 
  have 5 ranks in the Acrobatics skill; Cost 2,250 gp
  BooTS oF TelePorTATIoN
  Aura moderate conjuration; Cl 9th
  Slot feet; Price 49,000 gp; Weight 3 lb.
  DeSCrIPTIoN
  Any character wearing this footwear may teleport three times per day, 
  exactly as if he had cast the spell of the same name. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, teleport; Cost 24,500 gp
  BooTS oF The WINTerlANDS
  Aura faint abjuration and transmutation; Cl 5th
  Slot feet; Price 2,500 gp; Weight 1 lb.
  DeSCrIPTIoN
  This footgear bestows many powers upon the wearer. First, he is able 
  to travel across snow at his normal speed, leaving no tracks. The boots 
  also enable him to travel at normal speed across the most slippery ice 
  (horizontal surfaces only, not vertical or sharply slanted ones) without 
  falling or slipping. Finally, boots of the winterlands warm the wearer, as if 
  he were affected by an endure elements spell. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, cat’s grace, endure 
  elements, pass without trace; Cost 1,250 gp
  BooTS, WINgeD
  Aura faint transmutation; Cl 8th
  Slot feet; Price 16,000 gp; Weight 1 lb.
  DeSCrIPTIoN
  These boots appear to be ordinary footgear. On command, the boots 
  sprout wings at the heel and let the wearer fly, without having to maintain 
  concentration, as if affected by a fly spell (including a +4 bonus on Fly skill 
  checks). He can fly three times day for up to 5 minutes per flight.
  CoNSTruCTIoN
  requirements Craft Wondrous Item, fly; Cost 8,000 gp
  BoTTle oF AIr
  Aura moderate transmutation; Cl 7th
  Slot —; Price 7,250 gp; Weight 2 lb.
  DeSCrIPTIoN
  This item appears to be a normal glass bottle with a cork. When taken 
  to any airless environment, it retains air within it at all times, continually 
  renewing its contents. This means that a character can draw air out of the 
  bottle to breathe. The bottle can even be shared by multiple characters 
  who pass it around. Breathing out of the bottle is a standard action, but a 
  character so doing can then act for as long as she can hold her breath. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, water breathing; Cost 
  3,625 gp
  BrACeleT oF FrIeNDS
  Aura strong conjuration; Cl 15th
  Slot hands; Price 19,000 gp; Weight —
  DeSCrIPTIoN
  This silver charm bracelet has four charms upon it when created. The 
  owner may designate one person known to him to be keyed to one charm. 
  (This designation takes a standard action, but once done it lasts forever 
  or until changed.) When a charm is grasped and the name of the keyed 
  individual is spoken, that person is called to the spot (a standard action) 
  along with his gear, as long as the owner and the called person are on the 
  same plane. The keyed individual knows who is calling, and the bracelet 
  of friends only functions on willing travelers. Once a charm is activated, it 
  disappears. Charms separated from the bracelet are worthless. A bracelet 
  found with fewer than four charms is worth 25% less for each missing 
  charm. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, refuge; Cost 9,500 gp
  BrACerS oF ArChery, greATer
  Aura moderate transmutation; Cl 8th
  Slot hands; Price 25,000 gp; Weight 1 lb.
  DeSCrIPTIoN
  These wristbands look like normal protective wear. The bracers empower 
  the wearer to use any bow (not including crossbows) as if she were 
  proficient in its use. If she already has proficiency with any type of bow, 
  she gains a +2 competence bonus on attack rolls and a +1 competence 
  bonus on damage rolls whenever using that type of bow. Both bracers 
  must be worn for the magic to be effective. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, Craft Magic Arms and 
  Armor; Cost 12,500 gp
  BrACerS oF ArChery, leSSer
  Aura faint transmutation; Cl 4th
  Slot hands; Price 5,000 gp; Weight 1 lb.
  DeSCrIPTIoN
  These wristbands function as greater bracers of archery, except that they 
  grant a +1 competence bonus on attack rolls and no bonus on damage 
  rolls. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, Craft Magic Arms and 
  Armor; Cost 2,500 gp
  BrACerS oF ArMor
  Aura moderate conjuration; Cl 7th
  Slot hands; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 
  16,000 gp (+4), 25,000 gp (+5), 36,000 gp (+6), 49,000 gp (+7), 
  64,000 gp (+8); Weight 1 lb.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  370
  Pathfinder Roleplaying Game
  DeSCrIPTIoN
  These items appear to be wrist or arm guards. They surround the wearer 
  with an invisible but tangible field of force, granting him an armor bonus 
  of +1 to +8, just as though he were wearing armor. Both bracers must be 
  worn for the magic to be effective. 
  Alternatively, bracers of armor can be enchanted with armor special 
  abilities. See Table 15–2 for a list of abilities. Special abilities usually count 
  as additional bonuses for determining the market value of an item, but do 
  not improve AC. Bracers of armor cannot have a modified bonus (armor 
  bonus plus armor special ability bonus equivalents) higher than +8. 
  Bracers of armor must have a +1 enhancement bonus to grant an armor 
  special ability. Bracers of armor cannot have any armor special abilities 
  that add a flat gp amount to their cost.
  CoNSTruCTIoN
  requirements Craft Wondrous Item, mage armor, creator’s 
  caster level must be at least two times that of the bonus 
  placed in the bracers; Cost 500 gp (+1), 2,000 gp (+2), 4,500 
  gp (+3), 8,000 gp (+4), 12,500 gp (+5), 18,000 gp (+6), 24,500 
  gp (+7), 32,000 gp (+8)
  BrooCh oF ShIelDINg
  Aura faint abjuration; Cl 1st
  Slot  —; Price 1,500 gp; Weight —
  DeSCrIPTIoN
  This appears to be a piece of silver or gold jewelry used to fasten a cloak 
  or cape. In addition to this mundane task, it can absorb magic missiles of 
  the sort generated by spell or spell-like ability. A brooch can absorb up 
  to 101 points of damage from magic missiles before it melts and becomes 
  useless. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, shield; Cost 1,250 gp
  BrooM oF FlyINg
  Aura moderate transmutation; Cl 9th
  Slot —; Price 17,000 gp; Weight 3 lb.
  DeSCrIPTIoN
  This broom is able to fly through the air as if affected by an overland flight 
  spell (+4 on Fly skill checks) for up to 9 hours per day (split up as its owner 
  desires). The broom can carry 200 pounds and fly at a speed of 40 feet, or 
  up to 400 pounds at a speed at 30 feet. In addition, the broom can travel 
  alone to any destination named by the owner as long as she has a good 
  idea of the location and layout of that destination. It comes to its owner 
  from as far away as 300 yards when she speaks the command word. The 
  broom of flying has a speed of 40 feet when it has no rider. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, overland flight, permanency; 
  Cost 8,500 gp
  CANDle oF TruTh
  Aura faint enchantment; Cl 3rd
  Slot —; Price 2,500 gp; Weight 1/2 lb.
  DeSCrIPTIoN
  This white tallow candle, when burned, calls into place a zone of truth spell 
  (Will DC 13 negates) in a 5-foot radius centered on the candle. The zone 
  lasts for 1 hour, as the candle burns. If the candle is snuffed before that 
  time, the effect is canceled and the candle ruined. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, zone of truth; Cost 1,250 gp
  CAPe oF The MouNTeBANk
  Aura moderate conjuration; Cl 9th
  Slot shoulders; Price 10,080 gp; Weight 1 lb.
  DeSCrIPTIoN
  On command, this bright red and gold cape allows the wearer to use 
  the magic of the dimension door spell once per day. When he disappears, 
  he leaves behind a cloud of smoke, appearing in a similar fashion at his 
  destination. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, dimension door; Cost 
  5,400 gp
  CArPeT oF FlyINg
  Aura moderate transmutation; Cl 10th
  Slot —; Price varies; Weight —
  DeSCrIPTIoN
  This rug is able to fly through the air as if affected by an overland flight 
  spell of unlimited duration. The size, carrying capacity, and speed of the 
  different carpets of flying are shown on the table below. Beautifully and 
  intricately made, each carpet has its own command word to activate 
  it—if the device is within voice range, the command word activates it, 
  whether the speaker is on the rug or not. The carpet is then controlled 
  by spoken directions.
   
   
   
   
  Market 
  Size 
  Capacity 
  Speed 
  Weight 
  Price
  5 ft. by 5 ft. 
  200 lb. 
  40 ft. 
  8 lb. 
  20,000 gp
  5 ft. by 10 ft. 
  400 lb. 
  40 ft. 
  10 lb. 
  35,000 gp
  10 ft. by 10 ft. 
  800 lb. 
  40 ft. 
  15 lb. 
  60,000 gp
  A carpet of flying can carry up to double its capacity, but doing so 
  reduces its speed to 30 feet. A carpet of flying can hover without making a 
  Fly skill check and gives a +5 bonus to other Fly checks. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, overland flight, permanency; 
  Cost 10,000 gp (5 ft. by 5 ft.), 17,500 gp (5 ft. by 10 ft.), 30,000 
  gp (10 ft. by 10 ft.)
  ChIMe oF INTerruPTIoN
  Aura moderate evocation; Cl 7th
  Slot —; Price 16,800 gp; Weight 1 lb.
  DeSCrIPTIoN
  This instrument can be struck once every 10 minutes, and its resonant 
  tone lasts for 3 full minutes.
  While the chime is resonating, no spell requiring a verbal component 
  can be cast within a 30-foot radius of it unless the caster can make a 
  Spellcraft check (DC 15 + the spell’s level). 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, shout; Cost 8,400 gp
  ChIMe oF oPeNINg
  Aura moderate transmutation; Cl 11th
  Slot —; Price 3,000 gp; Weight 1 lb.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  371
  Pathfinder RPG: Magic Items
  15
  DeSCrIPTIoN
  A chime of opening is a hollow mithral tube about 1 foot long. When struck, 
  it sends forth magical vibrations that cause locks, lids, doors, valves, and 
  portals to open. The device functions against normal bars, shackles, 
  chains, bolts, and so on. A chime of opening also automatically dispels 
  a hold portal spell or even an arcane lock cast by a wizard of lower than 
  15th level.
  The chime must be pointed at the item or gate to be loosed or opened 
  (which must be visible and known to the user). The chime is then struck, 
  a clear tone rings forth, and in 1 round the target lock is unlocked, the 
  shackle is loosed, the secret door is opened, or the lid of the chest is 
  lifted. Each sounding only opens one form of locking, so if a chest is 
  chained, padlocked, locked, and arcane locked, it takes four uses of a 
  chime of opening to get it open. A silence spell negates the power of 
  the device. A brand-new chime can be used a total of ten times 
  before it cracks and becomes useless. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, knock; Cost 
  1,500 gp
  CIrCleT oF PerSuASIoN
  Aura faint transmutation; Cl 5th
  Slot head; Price 4,500 gp; Weight —
  DeSCrIPTIoN
  This silver headband grants a +3 competence bonus 
  on the wearer’s Charisma-based checks. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, eagle’s 
  splendor; Cost 2,250 gp
  CloAk oF ArAChNIDA
  Aura faint conjuration and transmutation; 
  Cl 6th
  Slot shoulders; Price 14,000 gp; Weight 
  1 lb.
  DeSCrIPTIoN
  This black garment, embroidered with a weblike pattern in silk, 
  gives the wearer the ability to climb as if a spider climb spell had 
  been placed upon her. In addition, the cloak grants her immunity to 
  entrapment by web spells or webs of any sort; she can actually move in 
  webs at half her normal speed. Once per day, the wearer of this cloak 
  can cast web. She also gains a +2 luck bonus on all Fortitude saves 
  against poison from spiders. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, spider climb, web; Cost 
  7,000 gp
  CloAk oF The BAT
  Aura moderate transmutation; Cl 7th
  Slot shoulders; Price 26,000 gp; Weight 1 lb.
  DeSCrIPTIoN
  Fashioned of dark brown or black cloth, this cloak bestows a +5 competence 
  bonus on Stealth checks. The wearer is also able to hang upside down 
  from the ceiling, like a bat.
  By holding the edges of the garment, the wearer is able to fly as 
  per the spell (including a +3 bonus on Fly skill checks). If he desires, 
  the wearer can actually polymorph himself into an ordinary bat and 
  fly accordingly (as beast shape III). All possessions worn or carried are 
  part of the transformation. Flying, either with the cloak or in bat form, 
  can be accomplished only in darkness (either under the night sky or 
  in a lightless or near-lightless environment underground). Either of 
  the flying powers is usable for up to 7 minutes at a time, but after a 
  flight of any duration the cloak cannot bestow any flying power for a 
  like period of time. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, beast shape III, fly; 
  Cost 13,000 gp
  CloAk oF DISPlACeMeNT, MAJor
  Aura moderate illusion; Cl 7th
  Slot shoulders; Price 50,000 gp; Weight 1 lb.
  DeSCrIPTIoN
  This item appears to be a normal cloak, but on command 
  its magical properties distort and warp light waves. This 
  displacement works just like the displacement spell and 
  lasts for a total of 15 rounds per day, which the wearer 
  can divide up as she sees fit. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, Extend 
  Spell, displacement; Cost 25,000 gp
  CloAk oF DISPlACeMeNT, MINor
  Aura faint illusion; Cl 3rd
  Slot shoulders; Price 24,000 gp; Weight 
  1 lb.
  DeSCrIPTIoN
  This item appears to be a normal cloak, but 
  when worn by a character, its magical properties 
  distort and warp light waves. This displacement 
  works similar to the displacement spell except 
  that it only grants a 20% miss chance on attacks 
  against the wearer. It functions continually. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, displacement; Cost 
  12,000 gp
  CloAk oF elveNkIND
  Aura faint illusion; Cl 3rd
  Slot shoulders; Price 2,500 gp; Weight 1 lb.
  DeSCrIPTIoN
  This cloak of neutral gray cloth is indistinguishable from an ordinary 
  cloak of the same color. However, when worn with the hood drawn 
  up around the head, it gives the wearer a +5 competence bonus on 
  Stealth checks. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, invisibility, creator must 
  be an elf; Cost 1,250 gp
  CloAk oF eThereAlNeSS
  Aura strong transmutation; Cl 15th
  Slot shoulders; Price 55,000 gp; Weight 1 lb.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  372
  Pathfinder Roleplaying Game
  DeSCrIPTIoN
  This silvery-gray cloak seems to absorb light rather than be illuminated 
  by it. On command, the cloak makes its wearer ethereal (as the ethereal 
  jaunt spell). The effect is dismissible. The cloak works for a total of up to 
  10 minutes per day. This duration need not be continuous. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, ethereal jaunt; Cost 27,500 
  gp
  CloAk oF The MANTA rAy
  Aura moderate transmutation; Cl 9th
  Slot shoulders; Price 7,200 gp; Weight 1 lb.
  DeSCrIPTIoN
  This cloak appears to be made of leather until the wearer enters salt water. 
  At that time, the cloak of the manta ray adheres to the individual, and he 
  appears nearly identical to a manta ray (as the beast shape II spell, except 
  that it allows only manta ray form). He gains a +3 natural armor bonus, 
  the ability to breathe underwater, and a swim speed of 60 feet, like a real 
  manta ray.
  Although the cloak does not enable the wearer to bite opponents as 
  a manta ray does, it does have a tail spine that can be used to strike at 
  opponents behind the wearer, dealing 1d6 points of damage. This attack 
  can be used in addition to any other attack the character has, using his 
  highest melee attack bonus. The wearer can release his arms from the 
  cloak without sacrificing underwater movement if so desired. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, beast shape II, water 
  breathing; Cost 3,600 gp
  CloAk oF reSISTANCe
  Aura faint abjuration; Cl 5th
  Slot shoulders; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 
  16,000 gp (+4), 25,000 gp (+5); Weight 1 lb.
  DeSCrIPTIoN
  These garments offer magic protection in the form of a +1 to +5 resistance 
  bonus on all saving throws (Fortitude, Reflex, and Will). 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, resistance, creator’s caster 
  level must be at least three times the cloak’s bonus; Cost 500 
  gp (+1), 2,000 gp (+2), 4,500 gp (+3), 8,000 gp (+4), 12,500 
  gp (+5)
  CroWN oF BlASTINg, MINor
  Aura Faint evocation; Cl 6th
  Slot crown; Weight 1 lb.; Price 6,480 gp
  DeSCrIPTIoN
  On command, this simple golden crown projects a blast of searing light 
  (3d8 points of damage) once per day.
  CoNSTruCTIoN
  requirements Craft Wondrous Item, searing light; Cost 3,240 gp
  CroWN oF BlASTINg, MAJor
  Aura Strong evocation; Cl 17th
  Slot crown; Weight 1 lb.; Price 23,760 gp
  DeSCrIPTIoN
  On command, this eleborate golden crown projects a blast of searing light 
  (5d8 maximized for 40 points of damage) once per day.
  CoNSTruCTIoN
  requirements Craft Wondrous Item, Maximize Spell, searing 
  light; Cost 11,880 gp
  CrySTAl BAll
  Aura moderate divination; Cl 10th
  Slot —; Price varies; Weight 7 lb.
  DeSCrIPTIoN
  This is the most common form of scrying device, a crystal sphere about 
  6 inches in diameter. A character can use the device to see over virtually 
  any distance or into other planes of existence, as with the spell scrying 
  (Will DC 16 negates).
  Certain crystal balls have additional powers that can be used through 
  the crystal ball on the target viewed.
  Crystal Ball Type 
  Market Price
  Crystal ball 
  42,000 gp
  Crystal ball with see invisibility 
  50,000 gp
  Crystal ball with detect thoughts  
  (Will DC 13 negates) 
  51,000 gp
  Crystal ball with telepathy* 
  70,000 gp
  Crystal ball with true seeing 
  80,000 gp
  * The viewer is able to send and receive silent mental messages 
  with the person appearing in the crystal ball. Once per day, 
  the character may attempt to implant a suggestion (as the spell, 
  Will DC 14 negates) as well. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, scrying (plus any additional 
  spells put into item); Cost 21,000 gp (standard), 25,000 (with 
  see invisibility), 25,500 gp (with detect thoughts), 35,000 gp 
  (with telepathy), 40,000 gp (with true seeing)
  CuBe oF FroST reSISTANCe
  Aura faint abjuration; Cl 5th
  Slot —; Price 27,000 gp; Weight 2 lb.
  DeSCrIPTIoN
  This cube is activated or deactivated by pressing one side. When 
  activated, it creates a cube-shaped area 10 feet on a side centered on the 
  possessor (or on the cube itself, if the item is later placed on a surface). 
  The temperature within this area is always at least 65°F. The field absorbs 
  all cold-based attacks. However, if the field is subjected to more than 
  50 points of cold damage in 1 round (from one or multiple attacks), it 
  collapses into its portable form and cannot be reactivated for 1 hour. If the 
  field absorbs more than 100 points of cold damage in a 10-round period, 
  the cube is destroyed. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, protection from energy; 
  Cost 13,500 gp
  CuBIC gATe
  Aura strong conjuration; Cl 13th
  Slot —; Price 164,000 gp; Weight 2 lb.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  373
  Pathfinder RPG: Magic Items
  15
  DeSCrIPTIoN
  This item is fashioned from carnelian. Each of the six sides of the cube 
  is keyed to a plane, one of which is the Material Plane. The character 
  creating the item should choose the planes to which the other five sides 
  are keyed.
  If a side of the cubic gate is pressed once, it opens a gate to a random 
  point on the plane keyed to that side. There is a 10% chance per minute 
  that an outsider from that plane (determine randomly) comes through it 
  looking for food, fun, or trouble. Pressing the side a second time closes 
  the gate. It is impossible to open more than one gate at a time.
  If a side is pressed twice in quick succession, the character so doing is 
  transported to a random point on the other plane, along with all creatures 
  in adjacent squares. The other creatures may avoid this fate by succeeding 
  on DC 23 Will saves. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, plane shift; Cost 82,000 
  gp
  DeCANTer oF eNDleSS WATer
  Aura moderate transmutation; Cl 9th
  Slot —; Price 9,000 gp; Weight 2 lb.
  DeSCrIPTIoN
  If the stopper is removed from this ordinary-looking flask and a command 
  word spoken, an amount of fresh or salt water pours out. Separate 
  command words determine the type of water as well as the volume and 
  velocity.
  • “Stream” pours out 1 gallon per round.
  • “Fountain” produces a 5-foot-long stream at 5 gallons per round.
  • “Geyser” produces a 20-foot-long, 1-foot-wide stream at 30 gallons 
  per round.
  The geyser effect causes considerable back pressure, requiring the 
  holder to make a DC 12 Strength check to avoid being knocked down. The 
  force of the geyser deals 1d4 points of damage but can only affect one 
  target per round. The command word must be spoken to stop it. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, control water; Cost 4,500 
  gp
  DIMeNSIoNAl ShACkleS
  Aura moderate abjuration; Cl 11th
  Slot hands; Price 28,000 gp; Weight 5 lb.
  DeSCrIPTIoN
  These shackles have golden runes traced across their cold iron surface. 
  Any creature bound within them is affected as if a dimensional anchor spell 
  were cast upon her (no save). They fit any Small to Large creature. The DC 
  to break or slip out of the shackles is 30. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, dimensional anchor; Cost 
  14,000 gp
  DruMS oF PANIC
  Aura moderate necromancy; Cl 7th
  Slot —; Price 30,000 gp; Weight 10 lb. for the pair.
  DeSCrIPTIoN
  These drums are kettle drums (hemispheres about 1-1/2 feet in diameter 
  on stands). They come in pairs and are unremarkable in appearance. 
  If both of the pair are sounded, all creatures within 120 feet (with the 
  exception of those within a 20-foot-radius safe zone around the drums) 
  are affected as by a fear spell (Will DC 16 partial). Drums of panic can be 
  used once per day. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, fear; Cost 15,000 gp
  DuST oF APPeArANCe
  Aura faint conjuration; Cl 5th
  Slot —; Price 1,800 gp; Weight —
  DeSCrIPTIoN
  This fine powder appears to be a very fine, very light metallic dust. A 
  single handful of this substance flung into the air coats objects within a 
  10-foot radius, making them visible even if they are invisible. It likewise 
  negates the effects of blur and displacement. In this, it works just like 
  the faerie fire spell. The dust also reveals figments, mirror images, and 
  projected images for what they are. A creature coated with the dust 
  takes a –30 penalty on its Stealth checks. The dust’s effect lasts for 5 
  minutes.
  Dust of appearance is typically stored in small silk packets or hollow 
  bone tubes. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, glitterdust; Cost 900 gp
  DuST oF DISAPPeArANCe
  Aura moderate illusion; Cl 7th
  Slot —; Price 3,500 gp; Weight —
  DeSCrIPTIoN
  This dust looks just like dust of appearance and is typically stored in the 
  same manner. A creature or object touched by it becomes invisible (as 
  greater invisibility). Normal vision can’t see dusted creatures or objects, 
  nor can they be detected by magical means, including see invisibility or 
  invisibility purge. Dust of appearance, however, does reveal people and 
  objects made invisible by dust of disappearance. Other factors, such as 
  sound and smell, also allow possible detection.
  The greater invisibility bestowed by the dust lasts for 2d6 rounds. The 
  invisible creature doesn’t know when the duration will end. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, greater invisibility; Cost 
  1,750 gp
  DuST oF DryNeSS
  Aura moderate transmutation; Cl 11th
  Slot —; Price 850 gp; Weight —
  DeSCrIPTIoN
  This special dust has many uses. If it is thrown into water, a volume of as 
  much as 100 gallons is instantly transformed to nothingness, and the dust 
  becomes a marble-sized pellet, floating or resting where it was thrown. If 
  this pellet is hurled down, it breaks and releases the same volume of water. 
  The dust affects only water (fresh, salt, alkaline), not other liquids.
  If the dust is employed against an elemental with the water subtype, the 
  creature must make a DC 18 Fortitude save or be destroyed. The dust deals 
  5d6 points of damage to the creature even if its saving throw succeeds. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, control water; Cost 425 gp
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  374
  Pathfinder Roleplaying Game
  DuST oF IlluSIoN
  Aura faint illusion; Cl 6th
  Slot —; Price 1,200 gp; Weight —
  DeSCrIPTIoN
  This unremarkable powder resembles chalk dust or powdered graphite. 
  Stare at it, however, and the dust changes color and form. Put dust of 
  illusion on a creature, and that creature is affected as if by a disguise self 
  glamer, with the individual who sprinkles the dust envisioning the illusion 
  desired. An unwilling target is allowed a DC 11 Reflex save to avoid the 
  dust. The glamer lasts for 2 hours. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, disguise self; 
  Cost 600 gp
  DuST oF TrACeleSSNeSS
  Aura faint transmutation; Cl 3rd
  Slot —; Price 250 gp; Weight —
  DeSCrIPTIoN
  This normal-seeming dust is actually a magic powder that 
  can conceal the passage of its possessor and his companions. 
  Tossing a handful of this dust into the air causes a chamber of 
  up to 100 square feet of floor space to become as dusty, dirty, 
  and cobweb-laden as if it had been abandoned and disused 
  for a decade.
  A handful of dust sprinkled along a trail causes evidence 
  of the passage of as many as a dozen men and horses to be 
  obliterated for 250 feet back into the distance. The results 
  of the dust are instantaneous, and no magical aura lingers 
  afterward from this use of the dust. Survival checks made to 
  track a quarry across an area affected by this dust have a DC 
  20 higher than normal. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, pass without 
  trace; Cost 125 gp
  eFFICIeNT QuIver
  Aura moderate conjuration; Cl 9th
  Slot —; Price 1,800 gp; Weight 2 lb.
  DeSCrIPTIoN
  This appears to be a typical arrow container capable of holding about 20 
  arrows. It has three distinct portions, each with a nondimensional space 
  allowing it to store far more than would normally be possible. The first 
  and smallest one can contain up to 60 objects of the same general size 
  and shape as an arrow. The second slightly longer compartment holds 
  up to 18 objects of the same general size and shape as a javelin. The third 
  and longest portion of the case contains as many as 6 objects of the same 
  general size and shape as a bow (spears, staffs, or the like). Once the owner 
  has filled it, the quiver can quickly produce any item she wishes that is 
  within the quiver, as if from a regular quiver or scabbard. The efficient 
  quiver weighs the same no matter what’s placed inside it. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, secret chest; Cost 900 gp
  eFreeTI BoTTle
  Aura strong conjuration; Cl 14th
  Slot —; Price 145,000 gp; Weight 1 lb.
  DeSCrIPTIoN
  This item is typically fashioned of brass or bronze, with a lead stopper 
  bearing special seals. A thin stream of smoke is often seen issuing 
  from it. The bottle can be opened once per day. When opened, the 
  efreeti imprisoned within issues from the bottle instantly. There is 
  a 10% chance (01–10 on d%) that the efreeti is insane and attacks 
  immediately upon being released. There is also a 10% chance 
  (91–100) that the efreeti of the bottle grants three wishes. In either 
  case, the efreeti afterward disappears forever. The other 80% of the 
  time (11–90), the inhabitant of the bottle loyally serves the character 
  for up to 10 minutes per day (or until the efreeti’s death), doing 
  as she commands. Roll each day the bottle is opened for that 
  day’s effect. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, summon monster 
  VII; Cost 72,500 gp
  eleMeNTAl geM
  Aura moderate conjuration; Cl 11th
  Slot —; Price 2,250 gp; Weight —
  DeSCrIPTIoN
  This gem contains a conjuration spell attuned to a specific 
  Elemental Plane (Air, Earth, Fire, or Water).
  When the gem is crushed, smashed, or broken (a standard 
  action), a Large elemental appears as if summoned by a 
  summon nature’s ally spell. The elemental is under the control 
  of the creature that broke the gem.
  The coloration of the gem varies with the type of elemental it 
  summons. Air elemental gems are transparent, earth elemental 
  gems are light brown, fire elemental gems are reddish orange, 
  and water elemental gems are blue-green. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, summon nature’s 
  ally V; Cost 1,125 gp
  elIXIr oF FIre BreATh
  Aura moderate evocation; Cl 11th
  Slot —; Price 1,100 gp; Weight —
  DeSCrIPTIoN
  This strange elixir bestows upon the drinker the ability to spit gouts 
  of flame. He can breathe fire up to three times, each time dealing 4d6 
  points of fire damage to a single target up to 25 feet away. The victim can 
  attempt a DC 13 Reflex save for half damage. Unused blasts dissipate 1 
  hour after the liquid is consumed. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, scorching ray; Cost 550 gp
  elIXIr oF hIDINg
  Aura faint illusion; Cl 5th
  Slot —; Price 250 gp; Weight —
  DeSCrIPTIoN
  A character drinking this liquid gains an intuitive ability to Stealth (+10 
  competence bonus on Stealth checks for 1 hour). 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, invisibility; Cost 125 gp
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  375
  Pathfinder RPG: Magic Items
  15
  elIXIr oF love
  Aura faint transmutation; Cl 4th
  Slot —; Price 150 gp; Weight —
  DeSCrIPTIoN
  This sweet-tasting liquid causes the character drinking it to become 
  charmed with the first creature she sees after consuming the draft (as 
  charm person—the drinker must be a humanoid of Medium or smaller 
  size, Will DC 14 negates). The charm effect wears off in 1d3 hours. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, charm person; Cost 75 gp
  elIXIr oF SWIMMINg
  Aura faint illusion; Cl 2nd
  Slot —; Price 250 gp; Weight —
  DeSCrIPTIoN
  This elixir bestows swimming ability. An almost imperceptible magic 
  sheath surrounds the drinker, allowing him to glide through the water 
  easily (+10 competence bonus on Swim checks for 1 hour). 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, creator must have 5 ranks 
  in the Swim skill; Cost 125 gp
  elIXIr oF TruTh
  Aura faint enchantment; Cl 5th
  Slot —; Price 500 gp; Weight —
  DeSCrIPTIoN
  This elixir forces the individual drinking it to say nothing but the truth for 
  10 minutes (Will DC 13 negates).
  She is compelled to answer any questions put to her in that time, but 
  with each question she is free to make a separate DC 13 Will save. If one 
  of these secondary saves is successful, she doesn’t break free of the truth-
  compelling enchantment but also doesn’t have to answer that particular 
  question (if she does answer, she must tell the truth). No more than one 
  question can be asked each round. This is a mind-affecting compulsion 
  enchantment. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, zone of truth; Cost 250 gp
  elIXIr oF TuMBlINg
  Aura faint illusion; Cl 5th
  Slot —; Price 250 gp; Weight —
  DeSCrIPTIoN
  This draught of liquid grants the drinker the ability to tumble about, 
  avoiding attacks and moving carefully across nearly any surface, granting 
  a +10 competence bonus on Acrobatics checks for 1 hour. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, cat’s grace; Cost 125 gp
  elIXIr oF vISIoN
  Aura faint divination; Cl 2nd
  Slot —; Price 250 gp; Weight —
  DeSCrIPTIoN
  Drinking this elixir grants the imbiber the ability to notice acute 
  details with great accuracy (+10 competence bonus on Perception 
  checks for 1 hour). 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, true seeing; Cost 125 gp
  everSMokINg BoTTle
  Aura faint transmutation; Cl 3rd
  Slot —; Price 5,400 gp; Weight 1 lb.
  DeSCrIPTIoN
  This metal urn is identical in appearance to an efreeti bottle, except that 
  it does nothing but smoke. The amount of smoke is great if the stopper 
  is pulled out, pouring from the bottle and totally obscuring vision 
  across a 50-foot spread in 1 round. If the bottle is left unstoppered, 
  the smoke billows out another 10 feet per round until it has covered a 
  100-foot radius. This area remains smoke-filled until the eversmoking 
  bottle is stoppered.
  The bottle must be resealed by a command word, after which the 
  smoke dissipates normally. A moderate wind (11+ mph) disperses the 
  smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 
  1 round. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, pyrotechnics; Cost 
  2,700 gp
  eyeS oF ChArMINg
  Aura moderate enchantment; Cl 7th
  Slot eyes; Price 56,000 gp for a pair; Weight —
  DeSCrIPTIoN
  These two crystal lenses fit over the user’s eyes. The wearer is able to use 
  charm person (one target per round) merely by meeting a target’s gaze. 
  Those failing a DC 16 Will save are charmed as per the spell. If the wearer 
  has only one lens, the DC of the saving throw is reduced to 10. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, Heighten Spell, charm 
  person; Cost 28,000 gp
  eyeS oF DooM
  Aura moderate necromancy; Cl 11th
  Slot eyes; Price 25,000 gp; Weight —
  DeSCrIPTIoN
  These crystal lenses fit over the user’s eyes, enabling him to cast doom 
  upon those around him (one target per round) as a gaze attack, except 
  that the wearer must take a standard action, and those merely looking at 
  the wearer are not affected. Those failing a DC 11 Will save are affected 
  as by the doom spell. If the wearer has only one lens, the DC of the saving 
  throw is reduced to 10. However, if the wearer has both lenses, he gains 
  the additional power of a continual deathwatch effect and can use fear 
  (Will DC 16 partial) as a normal gaze attack once per week. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, doom, deathwatch, fear; 
  Cost 12,500 gp
  eyeS oF The eAgle
  Aura faint divination; Cl 3rd
  Slot eyes; Price 2,500 gp; Weight —
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  376
  Pathfinder Roleplaying Game
  DeSCrIPTIoN
  These items are made of special crystal and fit over the eyes of the 
  wearer. These lenses grant a +5 competence bonus on Perception 
  checks. Wearing only one of the pair causes a character to become 
  dizzy and, in effect, stunned for 1 round. Thereafter, the wearer 
  can use the single lens without being stunned so long as she 
  covers her other eye. Of course, she can remove the single lens 
  and see normally at any time, or wear both lenses to end or avoid 
  the dizziness. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, clairaudience/clairvoyance; 
  Cost 1,250 gp
  gAuNTleT oF ruST
  Aura moderate transmutation; Cl 7th
  Slot hands; Price 11,500 gp; Weight 2 lb.
  DeSCrIPTIoN
  This single metal gauntlet looks rusted and pitted but is actually quite 
  powerful. Once per day, it can affect an object as with the rusting grasp 
  spell. It also completely protects the wearer and her gear from rust 
  (magical or otherwise), including the attack of a rust monster. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, rusting grasp; Cost 5,750 gp
  geM oF SeeINg
  Aura moderate divination; Cl 10th
  Slot —; Price 75,000 gp; Weight —
  DeSCrIPTIoN
  This finely cut and polished stone is indistinguishable from an ordinary 
  jewel in appearance. When it is gazed through, a gem of seeing enables 
  the user to see as though she were affected by the true seeing spell. A gem 
  of seeing can be used for as much as 30 minutes a day, divided up into 
  periods of minutes or rounds as the user sees fit. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, true seeing; Cost 37,500 gp
  gloveS oF ArroW SNArINg
  Aura faint abjuration; Cl 3rd
  Slot hands; Price 4,000 gp; Weight —
  DeSCrIPTIoN
  Once snugly worn, these gloves seem to meld with the hands, becoming 
  almost invisible. Twice per day, the wearer can act as if he had the Snatch 
  Arrows feat, even if he does not meet the prerequisites for it. Both gloves 
  must be worn for the magic to be effective. At least one hand must be free 
  to take advantage of the magic. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, shield; Cost 2,000 gp
  glove oF STorINg
  Aura faint transmutation; Cl 6th
  Slot hands; Price 10,000 gp (one glove); Weight —
  DeSCrIPTIoN
  This device is a simple leather glove. On command, one item held 
  in the hand wearing the glove disappears. The item can weigh no 
  more than 20 pounds and must be able to be held in one hand. While 
  stored, the item has negligible weight. With a snap of the fingers 
  wearing the glove, the item reappears. A glove can only store one item 
  at a time. Storing or retrieving the item is a free action. The item is 
  shrunk down so small within the palm of the glove that it cannot be 
  seen. Spell durations are not suppressed, but continue to expire. If an 
  effect is suppressed or dispelled, the stored item appears instantly. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, shrink item; Cost 
  5,000 gp
  gloveS oF SWIMMINg AND ClIMBINg
  Aura faint transmutation; Cl 5th
  Slot hands; Price 6,250 gp; Weight —
  DeSCrIPTIoN
  These apparently normal lightweight gloves grant a +5 competence 
  bonus on Swim checks and Climb checks. Both gloves must be worn for 
  the magic to be effective. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, bull’s strength, cat’s grace; 
  Cost 3,125 gp
  goggleS oF MINuTe SeeINg
  Aura faint divination; Cl 3rd
  Slot eyes; Price 1,250 gp; Weight —
  DeSCrIPTIoN
  The lenses of this item are made of special crystal. When placed over the 
  eyes of the wearer, the lenses enable her to see much better than normal 
  at distances of 1 foot or less, granting her a +5 competence bonus on 
  Disable Device checks. Both lenses must be worn for the magic to be 
  effective. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, true seeing; Cost 625 gp
  goggleS oF NIghT
  Aura faint transmutation; Cl 3rd
  Slot eyes; Price 12,000 gp; Weight —
  DeSCrIPTIoN
  The lenses of this item are made of dark crystal. Even though the lenses 
  are opaque, when placed over the eyes of the wearer, they enable him to 
  see normally and also grant him 60-foot darkvision. Both lenses must be 
  worn for the magic to be effective. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, darkvision; Cost 6,000 gp
  hAND oF glory
  Aura faint varied; Cl 5th
  Slot neck; Price 8,000 gp; Weight 2 lb.
  DeSCrIPTIoN
  This mummified human hand hangs by a leather cord around a character’s 
  neck (taking up space as a magic necklace would). If a magic ring is placed 
  on one of the fingers of the hand, the wearer benefits from the ring as if 
  wearing it herself, and it does not count against her two-ring limit. The 
  hand can wear only one ring at a time. Even without a ring, the hand itself 
  allows its wearer to use daylight and see invisibility each once per day. 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  377
  Pathfinder RPG: Magic Items
  15
  CoNSTruCTIoN
  requirements Craft Wondrous Item, animate dead, daylight, 
  detect invisibility; Cost 4,000 gp
  hAND oF The MAge
  Aura faint transmutation; Cl 2nd
  Slot neck; Price 900 gp; Weight 2 lb.
  DeSCrIPTIoN
  This mummified elf hand hangs by a golden chain around a character’s 
  neck (taking up space as a magic necklace would). It allows the wearer to 
  utilize the spell mage hand at will. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, mage hand; Cost 450 gp
  hANDy hAverSACk
  Aura moderate conjuration; Cl 9th
  Slot —; Price 2,000 gp; Weight 5 lb.
  DeSCrIPTIoN
  A backpack of this sort appears to be well 
  made, well used, and quite ordinary. It is 
  constructed of finely tanned leather, and the 
  straps have brass hardware and buckles. It 
  has two side pouches, each of which appears 
  large enough to hold about a quart of material. 
  In fact, each is like a bag of holding and can 
  actually hold material of as much as 2 cubic feet in 
  volume or 20 pounds in weight. The large central 
  portion of the pack can contain up to 8 cubic feet 
  or 80 pounds of material. Even when so filled, the 
  backpack always weighs only 5 pounds.
  While such storage is useful enough, the pack has 
  an even greater power in addition. When the wearer 
  reaches into it for a specific item, that item is always 
  on top. Thus, no digging around and fumbling is ever 
  necessary to find what a haversack contains. Retrieving 
  any specific item from a haversack is a move action, but it does not 
  provoke the attacks of opportunity that retrieving a stored item 
  usually does. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, secret chest; Cost 
  1,000 gp
  hArP oF ChArMINg
  Aura faint enchantment; Cl 5th
  Slot —; Price 7,500 gp; Weight 5 lb.
  DeSCrIPTIoN
  This instrument is a golden, intricately carved harp. When played, it 
  enables the performer to work one suggestion (as the spell, Will DC 14 
  negates) into the music for each 10 minutes of playing if he can succeed 
  on a DC 14 Perform (string instruments) check. If the check fails, the 
  audience cannot be affected by any further performances from the 
  harpist for 24 hours. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, suggestion; Cost 3,750 gp
  hAT oF DISguISe
  Aura faint illusion; Cl 1st
  Slot head; Price 1,800 gp; Weight —
  DeSCrIPTIoN
  This apparently normal hat allows its wearer to alter her appearance as 
  with a disguise self spell. As part of the disguise, the hat can be changed to 
  appear as a comb, ribbon, headband, cap, coif, hood, helmet, and so on. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, disguise self; Cost 900 gp
  heADBAND oF AllurINg ChArISMA
  Aura moderate transmutation; Cl 8th
  Slot headband; Price 4,000 gp (+2), 16,000 
  gp (+4), 36,000 gp (+6); Weight 1 lb.
  DeSCrIPTIoN
  This attractive silver headband has a small red gem 
  set so that it rests upon the forehead of the wearer. 
  The headband grants the wearer an enhancement 
  bonus to Charisma of +2, +4, or +6. This bonus is 
  a temporary ability bonus until the headband has 
  been worn for 24 hours.
  CoNSTruCTIoN
  requirements Craft Wondrous Item, eagle’s 
  splendor; Cost 2,000 gp (+2), 8,000 gp (+4), 
  18,000 gp (+6)
  heADBAND oF INSPIreD WISDoM
  Aura moderate transmutation; Cl 8th
  Slot headband; Price 4,000 gp (+2), 16,000 gp (+4), 
  36,000 gp (+6); Weight 1 lb.
  DeSCrIPTIoN
  This simple bronze headband has a small green gem set so 
  that it rests upon the forehead of the wearer. The headband grants the 
  wearer an enhancement bonus to Wisdom of +2, +4, or +6. This bonus is a 
  temporary ability bonus until the headband has been worn for 24 hours.
  CoNSTruCTIoN
  requirements Craft Wondrous Item, owl’s wisdom; Cost 2,000 
  gp (+2), 8,000 gp (+4), 18,000 gp (+6)
  heADBAND oF MeNTAl ProWeSS
  Aura moderate transmutation; Cl 12th
  Slot headband; Price 10,000 gp (+2), 40,000 gp (+4), 90,000 gp 
  (+6); Weight 1 lb.
  DeSCrIPTIoN
  This simple copper headband has a small yellow gem set so that it rests 
  upon the forehead of the wearer. The headband grants the wearer an 
  enhancement bonus to two mental ability scores (Intelligence, Wisdom, 
  or Charisma) of +2, +4, or +6. This bonus is a temporary ability bonus until 
  the headband has been worn for 24 hours. These bonuses are chosen 
  when the headband is created and cannot be changed. If the headband 
  grants a bonus to Intelligence, it also grants skill ranks as a headband of 
  vast intelligence.
  CoNSTruCTIoN
  requirements Craft Wondrous Item, eagle’s splendor, fox’s 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  378
  Pathfinder Roleplaying Game
  cunning, and/or owl’s wisdom; Cost 5,000 gp (+2), 20,000 gp 
  (+4), 45,000 gp (+6)
  heADBAND oF MeNTAl SuPerIorITy
  Aura moderate transmutation; Cl 16th
  Slot headband; Price 16,000 gp (+2), 64,000 gp (+4), 144,000 
  gp (+6); Weight 1 lb.
  DeSCrIPTIoN
  This ornate platinum headband has a small white gem set so that it rests 
  upon the forehead of the wearer. The headband grants the wearer an 
  enhancement bonus to all mental ability scores (Intelligence, Wisdom, 
  and Charisma) of +2, +4, or +6. This bonus is a temporary ability bonus 
  until the headband has been worn for 24 hours. The headband also grants 
  skill ranks as a headband of vast intelligence.
  CoNSTruCTIoN
  requirements Craft Wondrous Item, eagle’s splendor, fox’s 
  cunning, owl’s wisdom; Cost 8,000 gp (+2), 32,000 gp (+4), 
  77,000 gp (+6) 
  heADBAND oF vAST INTellIgeNCe
  Aura moderate transmutation; Cl 8th
  Slot headband; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp 
  (+6); Weight 1 lb.
  DeSCrIPTIoN
  This intricate gold headband has a small blue gem set so that it rests 
  upon the forehead of the wearer. The headband grants the wearer an 
  enhancement bonus to Intelligence of +2, +4, or +6. This bonus is a 
  temporary ability bonus until the headband has been worn for 24 hours. 
  A headband of vast intelligence has one skill associated with it per +2 bonus 
  it grants. After being worn for 24 hours, the headband grants a number of 
  skill ranks in those skills equal to the wearer’s total Hit Dice. These ranks 
  do not stack with the ranks a creature already possesses. These skills are 
  chosen when the headband is created. If no skill is listed, the headband is 
  assumed to grant skill ranks in randomly determined Knowledge skills.
  CoNSTruCTIoN
  requirements Craft Wondrous Item, fox’s cunning; Cost 2,000 
  gp (+2), 8,000 gp (+4), 18,000 gp (+6)
  helM oF CoMPreheND lANguAgeS AND reAD MAgIC
  Aura faint divination; Cl 4th
  Slot head; Price 5,200 gp; Weight 3 lb.
  DeSCrIPTIoN
  Appearing as a normal helmet, a helm of comprehend languages and read 
  magic grants its wearer the ability to understand the spoken words of any 
  creature and to read text in any language and any magical writing. The 
  wearer gains a +5 competence bonus on Linguistics checks to understand 
  messages written in incomplete, archaic, or exotic forms. Note that 
  understanding a magical text does not necessarily imply spell use. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, comprehend languages, 
  read magic; Cost 2,600 gp
  helM oF TelePAThy
  Aura faint divination and enchantment; Cl 5th
  Slot head; Price 27,000 gp; Weight 3 lb.
  DeSCrIPTIoN
  The wearer can use detect thoughts at will. Furthermore, he can send 
  a telepathic message to anyone whose surface thoughts he is reading 
  (allowing two-way communication). Once per day, the wearer of the helm 
  can implant a suggestion (as the spell, Will DC 14 negates) along with his 
  telepathic message. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, detect thoughts, suggestion; 
  Cost 13,500 gp
  helM oF TelePorTATIoN
  Aura moderate conjuration; Cl 9th
  Slot —; Price 73,500 gp; Weight 3 lb.
  DeSCrIPTIoN
  A character wearing this device may teleport three times per day, exactly 
  as if he had cast the spell of the same name. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, teleport; Cost 36,750 gp
  helM oF uNDerWATer ACTIoN
  Aura faint transmutation; Cl 5th
  Slot helmet; Price 35,000 gp; Weight 3 lb.
  DeSCrIPTIoN
  The wearer of this helmet can see underwater. Drawing the small lenses 
  in compartments on either side into position before the wearer’s eyes 
  activates the visual properties of the helm, allowing her to see five times 
  farther than water and light conditions would allow for normal human 
  vision. (Weeds, obstructions, and the like block vision in the usual 
  manner.) If the command word is spoken, the helm of underwater action 
  gives the wearer a 30 foot swim speed and creates a globe of air around 
  the wearer’s head and maintains it until the command word is spoken 
  again, enabling her to breathe freely.
  CoNSTruCTIoN
  requirements Craft Wondrous Item, water breathing; Cost 
  17,500 gp
  horN oF BlASTINg
  Aura moderate evocation; Cl 7th
  Slot —; Price 20,000 gp; Weight 1 lb.
  DeSCrIPTIoN
  This horn appears to be a normal trumpet. It can be sounded as a normal 
  horn, but if the command word is spoken and the instrument is then 
  played, it deals 5d6 points of sonic damage to creatures within a 40-foot 
  cone and causes them to be deafened for 2d6 rounds (a DC 16 Fortitude 
  save reduces the damage by half and negates the deafening). Crystalline 
  objects and creatures take 7d6 points of sonic damage, with no save unless 
  they’re held, worn, or carried by creatures (Will DC 16 negates).
  If a horn of blasting is used magically more than once in a given day, 
  there is a 20% cumulative chance with each extra use that it explodes and 
  deals 10d6 points of damage to the person sounding it. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, shout; Cost 10,000 gp
  horN oF BlASTINg, greATer
  Aura strong evocation; Cl 16th
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  379
  Pathfinder RPG: Magic Items
  15
  Slot —; Price 70,000 gp; Weight 1 lb.
  DeSCrIPTIoN
  This horn functions as a horn of blasting, except that it deals 10d6 points 
  of sonic damage, stuns creatures for 1 round, and deafens them for 4d6 
  rounds (a DC 19 Fortitude reduces the damage by half and negates the 
  stunning and deafening). Crystalline objects take 16d6 points of sonic 
  damage as described for the horn of blasting. A greater horn of blasting also 
  has a 20% cumulative chance of exploding. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, greater shout; Cost 35,000 
  gp
  horN oF Fog
  Aura faint conjuration; Cl 3rd
  Slot —; Price 2,000 gp; Weight 1 lb.
  DeSCrIPTIoN
  This small bugle allows its possessor to blow forth a thick cloud of heavy 
  fog similar to that of an obscuring mist spell. The fog covers a 10-foot 
  square next to the horn blower each round that the user continues to 
  blow the horn; fog clouds travel 10 feet each round in a straight line from 
  the emanation point unless blocked by something substantial such as a 
  wall. The device makes a deep, foghorn-like noise, with the note dropping 
  abruptly to a lower register at the end of each blast. The fog dissipates 
  after 3 minutes. A moderate wind (11+ mph) disperses the fog in 4 rounds; 
  a strong wind (21+ mph) disperses the fog in 1 round. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, obscuring mist; Cost 
  1,000 gp
  horN oF gooDNeSS/evIl
  Aura faint abjuration; Cl 6th
  Slot —; Price 6,500 gp; Weight 1 lb.
  DeSCrIPTIoN
  This trumpet adapts itself to its owner, so it produces either a good or an 
  evil effect depending on the owner’s alignment. If the owner is neither 
  good nor evil, the horn has no power whatsoever. If he is good, then 
  blowing the horn has the effect of a magic circle against evil. If he is evil, 
  then blowing the horn has the effect of a magic circle against good. In 
  either case, this ward lasts for 1 hour. The horn can be blown once per 
  day. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, magic circle against good, 
  magic circle against evil; Cost 3,250 gp
  horSeShoeS oF SPeeD
  Aura faint transmutation; Cl 3rd
  Slot feet; Price 3,000 gp; Weight 12 lb. (for four).
  DeSCrIPTIoN
  These iron shoes come in sets of four like ordinary horseshoes. When 
  affixed to an animal’s hooves, they increase the animal’s base land speed 
  by 30 feet; this counts as an enhancement bonus. As with other effects 
  that increase speed, jumping distances increase proportionally. All four 
  shoes must be worn by the same animal for the magic to be effective. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, haste; Cost 1,500 gp
  horSeShoeS oF A zePhyr
  Aura faint transmutation; Cl 3rd
  Slot feet; Price 6,000 gp; Weight 4 lb. (for four).
  DeSCrIPTIoN
  These four iron shoes are affixed like normal horseshoes. They allow a 
  horse to travel without actually touching the ground. The horse must still 
  run above (always around 4 inches above) a roughly horizontal surface. 
  This means that nonsolid or unstable surfaces can be crossed, and that 
  movement is possible without leaving tracks on any sort of ground. The 
  Color 
  Shape 
  effect 
  Market Price
  Clear 
  Spindle 
  Sustains creature without food or water 
  4,000 gp
  Dusty rose 
  Prism 
  +1 insight bonus to AC 
  5,000 gp
  Deep red 
  Sphere 
  +2 enhancement bonus to Dexterity 
  8,000 gp
  Incandescent blue 
  Sphere 
  +2 enhancement bonus to Wisdom 
  8,000 gp
  Pale blue 
  Rhomboid 
  +2 enhancement bonus to Strength 
  8,000 gp
  Pink 
  Rhomboid 
  +2 enhancement bonus to Constitution 
  8,000 gp
  Pink and green 
  Sphere 
  +2 enhancement bonus to Charisma 
  8,000 gp
  Scarlet and blue 
  Sphere 
  +2 enhancement bonus to Intelligence 
  8,000 gp
  Dark blue 
  Rhomboid 
  Alertness (as the feat) 
  10,000 gp
  Iridescent 
  Spindle 
  Sustains creature without air 
  18,000 gp
  Pale lavender 
  Ellipsoid 
  Absorbs spells of 4th level or lower1 
  20,000 gp
  Pearly white 
  Spindle 
  Regenerate 1 point of damage per hour 
  20,000 gp
  Pale green 
  Prism 
  +1 competence bonus on attack rolls, saves, skill checks, and ability checks 
  30,000 gp
  Orange 
  Prism 
  +1 caster level 
  30,000 gp
  Vibrant purple 
  Prism 
  Stores three levels of spells, as a ring of spell storing 
  36,000 gp
  Lavender and green 
  Ellipsoid 
  Absorbs spells of 8th level or lower2 
  40,000 gp
  1 After absorbing 20 spell levels, the stone burns out and turns to dull gray, forever useless.
  2 After absorbing 50 spell levels, the stone burns out and turns dull gray, forever useless.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  380
  Pathfinder Roleplaying Game
  horse moves at its normal base land speed. All four shoes must be worn 
  by the same animal for the magic to be effective. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, levitate; Cost 3,000 gp
  INCeNSe oF MeDITATIoN
  Aura moderate enchantment; Cl 7th
  Slot —; Price 4,900 gp; Weight 1 lb.
  DeSCrIPTIoN
  This small rectangular block of sweet smelling incense 
  is visually indistinguishable from nonmagical 
  incense until lit. When it is burning, the special 
  fragrance and pearly-hued smoke of this 
  special incense are recognizable by anyone 
  making a DC 15 Spellcraft check.
  When a divine spellcaster lights a block 
  of incense of meditation and then spends 
  8 hours praying and meditating nearby, 
  the incense enables him to prepare all his 
  spells as though affected by the Maximize 
  Spell feat. However, all the spells prepared in 
  this way are at their normal level, not at three 
  levels higher (as with the regular metamagic 
  feat).
  Each block of incense burns for 8 hours, and the effects 
  persist for 24 hours. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, Maximize Spell, 
  bless; Cost 2,450 gp
  IouN SToNeS
  Aura moderate varied; Cl 12th
  Slot —; Price varies; Weight —
  DeSCrIPTIoN
  These crystalline stones always float in the air and must be within 3 feet 
  of their owner to be of any use. When a character first acquires a stone, 
  she must hold it and then release it, whereupon it takes up a circling orbit 
  1d3 feet from her head. Thereafter, a stone must be grasped or netted 
  to separate it from its owner. The owner may voluntarily seize and stow 
  a stone (to keep it safe while she is sleeping, for example), but she loses 
  the benefits of the stone during that time. Ioun stones have AC 24, 10 hit 
  points, and hardness 5.
  Regeneration from the pearly white ioun stone works like a ring of 
  regeneration. It only cures damage taken while the character is using the 
  stone. The pale lavender and lavender and green stones work like a rod 
  of absorption, but absorbing a spell requires a readied action, and these 
  stones cannot be used to empower spells. Stored spells in the vibrant 
  purple stone must be placed by a spellcaster but can be used by anyone 
  (see ring of minor spell storing). 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, creator must be 12th 
  level; Cost half the market price
  IroN BANDS oF BINDINg
  Aura strong evocation; Cl 13th
  Slot —; Price 26,000 gp; Weight 1 lb.
  DeSCrIPTIoN
  When initially discovered, this very potent item appears to be a 
  3-inch-diameter rusty iron sphere with bandings on the globe.
  When the proper command word is spoken and the spherical 
  iron device is hurled at an opponent, the bands expand and then 
  contract to bind the target creature on a successful ranged touch 
  attack. A single Large or smaller creature can be captured thus 
  and held immobile until the command word is spoken to bring the 
  bands into spherical form again. The creature 
  can break (and ruin) the bands with a DC 30 
  Strength check or escape them with a DC 
  30 Escape Artist check. Iron bands of 
  binding are usable once per day. 
  CoNSTruCTIoN
  requirements Craft Wondrous 
  Item, 
  grasping 
  hand; 
  Cost 
  13,000 gp
  lANTerN oF reveAlINg
  Aura faint evocation; Cl 5th
  Slot —; Price 30,000 gp; Weight 2 
  lb.
  DeSCrIPTIoN
  This lantern operates as a normal hooded lantern. While 
  it is lit, it also reveals all invisible creatures and objects 
  within 25 feet of it, just like the spell invisibility purge. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, invisibility purge; 
  Cost 15,000 gp
  leNS oF DeTeCTIoN
  Aura moderate divination; Cl 9th
  Slot —; Price 3,500 gp; Weight 1 lb.
  DeSCrIPTIoN
  This circular prism enables its user to detect minute details, granting a +5 
  competence bonus on Perception checks.
  It also aids in following tracks, adding a +5 competence bonus on 
  Survival checks when tracking. The lens is about 6 inches in diameter and 
  set in a frame with a handle. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, true seeing; Cost 1,750 gp
  MANTle oF FAITh
  Aura strong abjuration [good]; Cl 20th
  Slot chest; Price 76,000 gp; Weight —
  DeSCrIPTIoN
  This holy garment, worn over normal clothing, grants damage reduction 
  5/evil to the character wearing it. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, stoneskin; Cost 
  38,000 gp
  MANTle oF SPell reSISTANCe
  Aura moderate abjuration; Cl 9th
  Slot chest; Price 90,000 gp; Weight —
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  381
  Pathfinder RPG: Magic Items
  15
  DeSCrIPTIoN
  This garment, worn over normal clothing or armor, grants the wearer 
  spell resistance 21. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, spell resistance; Cost 
  45,000 gp
  MASk oF The Skull
  Aura strong necromancy and transmutation; Cl 13th
  Slot head; Price 22,000 gp; Weight 3 lb.
  DeSCrIPTIoN
  This ivory mask has been fashioned into the likeness of a human skull. 
  Once per day, after it has been worn for at least 1 hour, the mask can be 
  loosed to fly from the wearer’s face. It travels up to 50 feet away from the 
  wearer and attacks a target assigned to it. The grinning skull mask makes 
  a touch attack against the target based on the wearer’s base attack bonus. 
  If the attack succeeds, the target must make a DC 20 Fortitude save or 
  take 130 points of damage, as if affected by a finger of death spell. If the 
  target succeeds on his saving throw, he nevertheless takes 3d6+13 points 
  of damage. After attacking (whether successful or not), the mask flies back 
  to its user. The mask has AC 16, 10 hit points, and hardness 6. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, animate objects, finger of 
  death, fly; Cost 11,000 gp
  MATToCk oF The TITANS
  Aura strong transmutation; Cl 16th
  Slot —; Price 23,348 gp; Weight 120 lb.
  DeSCrIPTIoN
  This digging tool is 10 feet long. Any creature of at least Huge size can 
  use it to loosen or tumble earth or earthen ramparts (a 10-foot cube every 
  10 minutes). It also smashes rock (a 10-foot cube per hour). If used as a 
  weapon, it is the equivalent of a Gargantuan +3 adamantine warhammer, 
  dealing 4d6 points of base damage. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, Craft Magic Arms and 
  Armor, move earth; Cost 13,348 gp
  MAul oF The TITANS
  Aura strong evocation; Cl 15th
  Slot —; Price 25,305 gp; Weight 160 lb.
  DeSCrIPTIoN
  This mallet is 8 feet long. If used as a weapon, it is the equivalent of a +3 
  greatclub and deals triple damage against inanimate objects. The wielder 
  must have a Strength of at least 18 to wield it properly. Otherwise, she 
  takes a –4 penalty on attack rolls. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, Craft Magic Arms and 
  Armor, clenched fist; Cost 12,305 gp
  MeDAllIoN oF ThoughTS
  Aura faint divination; Cl 5th
  Slot neck; Price 12,000 gp; Weight —
  DeSCrIPTIoN
  This appears to be a normal pendant disk hung from a neck chain. 
  Usually fashioned from bronze, copper, or nickel-silver, the medallion 
  allows the wearer to read the thoughts of others, as with the spell detect 
  thoughts. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, detect thoughts; Cost 
  6,000 gp
  MIrror oF oPPoSITIoN
  Aura strong necromancy; Cl 15th
  Slot —; Price 92,000 gp; Weight 45 lb.
  DeSCrIPTIoN
  This item resembles a normal mirror about 4 feet long and 3 feet 
  wide. It can be hung or placed on a surface and then activated by 
  speaking a command word. The same command word deactivates 
  the mirror. If a creature sees its reflection in the mirror’s surface, 
  an exact duplicate of that creature comes into being. This opposite 
  immediately attacks the original. The duplicate has all the 
  possessions and powers of its original (including magic). Upon the 
  defeat or destruction of either the duplicate or the original, the 
  duplicate and her items disappear completely. The mirror functions 
  up to four times per day. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, clone; Cost 46,000 gp
  NeCklACe oF ADAPTATIoN
  Aura moderate transmutation; Cl 7th
  Slot necklace; Price 40,000 gp; Weight 1 lb.
  DeSCrIPTIoN
  This necklace is a heavy chain with a platinum medallion. The magic of 
  the necklace wraps the wearer in a shell of fresh air, making him immune 
  to all harmful vapors and gases (such as cloudkill and stinking cloud effects, 
  Necklace 
  10d6 
  9d6 
  8d6 
  7d6 
  6d6 
  5d6 
  4d6 
  3d6 
  2d6 
  Market Price
  Type I 
  — 
  — 
  — 
  — 
  — 
  1 
  — 
  2 
  — 
  1,650 gp
  Type II 
  — 
  — 
  — 
  — 
  1 
  — 
  2 
  — 
  2 
  2,700 gp
  Type III 
  — 
  — 
  — 
  1 
  — 
  2 
  — 
  4 
  — 
  4,350 gp
  Type IV 
  — 
  — 
  1 
  — 
  2 
  — 
  2 
  — 
  4 
  5,400 gp
  Type V 
  — 
  1 
  — 
  2 
  — 
  2 
  — 
  2 
  — 
  5,850 gp
  Type VI 
  1 
  — 
  2 
  — 
  2 
  — 
  4 
  — 
  — 
  8,100 gp
  Type VII 
  1 
  2 
  — 
  2 
  — 
  2 
  — 
  2 
  — 
  8,700 gp
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  382
  Pathfinder Roleplaying Game
  as well as inhaled poisons) and allowing him to breathe, even underwater 
  or in a vacuum.
  CoNSTruCTIoN
  requirements Craft Wondrous Item, spell; Cost 20,000 gp
  NeCklACe oF FIreBAllS
  Aura moderate evocation; Cl 10th
  Slot neck; Price 1,650 gp (type I), 2,700 gp (type II), 4,350 gp 
  (type III), 5,400 gp (type IV), 5,850 gp (type V), 8,100 gp (type 
  VI), 8,700 gp (type VII); Weight 1 lb.
  DeSCrIPTIoN
  This device appears to be nothing but beads on a string, sometimes 
  with the ends tied together to form a necklace. (It does not count as an 
  item worn around the neck for the purpose of determining which of a 
  character’s worn magic items is effective.) If a character holds it, however, 
  all can see the strand as it really is—a golden chain from which hang a 
  number of golden spheres. The spheres are detachable by the wearer (and 
  only by the wearer), who can easily hurl one of them up to 70 feet. When 
  a sphere arrives at the end of its trajectory, it detonates as a fireball spell 
  (Reflex DC 14 half ).
  Spheres come in different strengths, ranging from those that deal 
  2d6 points of fire damage to those that deal 10d6. The market price of a 
  sphere is 150 gp for each die of damage it deals.
  Each necklace of fireballs contains a combination of spheres of various 
  strengths. Some traditional combinations, designated types I through 
  VII, are detailed below.
  If the necklace is being worn or carried by a character who fails her 
  saving throw against a magical fire attack, the item must make a saving 
  throw as well (with a save bonus of +7). If the necklace fails to save, all 
  its remaining spheres detonate simultaneously, often with regrettable 
  consequences for the wearer. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, fireball; Cost 825 gp (type 
  I), 1,350 gp (type II), 2,175 gp (type III), 2,700 gp (type IV), 
  2,925 gp (type V), 4,050 gp (type VI), 4,350 gp (type VII)
  orB oF STorMS
  Aura strong varied; Cl 18th
  Slot —; Price 48,000 gp; Weight 6 lb.
  DeSCrIPTIoN
  This glass sphere is 8 inches in diameter. The possessor can call forth 
  all manner of weather, even supernaturally destructive storms. Once per 
  day, she can call upon the orb to use a control weather spell. Once per 
  month, she can conjure a storm of vengeance. The possessor of the orb is 
  continually protected by an endure elements effect. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, control weather, endure 
  elements, storm of vengeance; Cost 24,000 gp
  PeArl oF PoWer
  Aura strong transmutation; Cl 17th
  Slot —; Price 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 
  16,000 gp (4th), 25,000 gp (5th), 36,000 gp (6th), 49,000 gp 
  (7th), 64,000 gp (8th), 81,000 gp (9th), 70,000 gp (two spells); 
  Weight —
  DeSCrIPTIoN
  This seemingly normal pearl of average size and luster is a potent aid to 
  all spellcasters who prepare spells (clerics, druids, rangers, paladins, and 
  wizards). Once per day on command, a pearl of power enables the possessor 
  to recall any one spell that she had prepared and then cast. The spell is 
  then prepared again, just as if it had not been cast. The spell must be of a 
  particular level, depending on the pearl. Different pearls exist for recalling 
  one spell per day of each level from 1st through 9th and for the recall of two 
  spells per day (each of a different level, 6th or lower). 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, creator must be able to 
  cast spells of the spell level to be recalled; Cost 500 gp (1st), 
  2,000 gp (2nd), 4,500 gp (3rd), 8,000 gp (4th), 12,500 gp 
  (5th), 18,000 gp (6th), 24,500 gp (7th), 32,000 gp (8th), 40,500 
  gp (9th), 35,000 gp (two spells)
  PeArl oF The SIrINeS
  Aura moderate abjuration and transmutation; Cl 8th
  Slot —; Price 15,300 gp; Weight —
  DeSCrIPTIoN
  This normal-seeming pearl is beautiful and worth at least 1,000 gp 
  on that basis alone. If it is clasped firmly in hand or held to the breast 
  while the possessor attempts actions related to the pearl’s powers, she 
  understands and is able to employ the item.
  The pearl enables its possessor to breathe in water as if she were in 
  clean, fresh air. Her swim speed is 60 feet, and she can cast spells and act 
  underwater without hindrance. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, freedom of movement, 
  water breathing; Cost 8,150 gp
  PerIAPT oF heAlTh
  Aura faint conjuration; Cl 5th
  Slot neck; Price 7,500 gp; Weight —
  DeSCrIPTIoN
  The wearer of this blue gem on a silver chain is immune to disease, 
  including supernatural diseases. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, remove disease; Cost 3,750 
  gp
  PerIAPT oF ProoF AgAINST PoISoN
  Aura faint conjuration; Cl 5th
  Slot neck; Price 27,000 gp; Weight —
  DeSCrIPTIoN
  This item is a brilliant-cut black gem on a delicate silver chain. The wearer 
  is immune to poison, although poisons still active when the periapt is first 
  donned still run their course. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, neutralize poison; Cost 
  13,500 gp
  PerIAPT oF WouND CloSure
  Aura moderate conjuration; Cl 10th
  Slot neck; Price 15,000 gp; Weight —
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  383
  Pathfinder RPG: Magic Items
  15
  DeSCrIPTIoN
  This stone is bright red and dangles on a gold chain. The wearer of this 
  periapt automatically becomes stable if his hit points drop below 0 (but 
  not if the damage is enough to kill the wearer). The periapt doubles the 
  wearer’s normal rate of healing or allows normal healing of wounds that 
  would not do so normally. Hit point damage that involves bleeding is 
  negated for the wearer of the periapt, but he is still susceptible to damage 
  from bleeding that causes Constitution loss, such as that dealt by a 
  wounding weapon. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, heal; Cost 7,500 gp
  PhylACTery oF FAIThFulNeSS
  Aura faint divination; Cl 1st
  Slot —; Price 1,000 gp; Weight —
  DeSCrIPTIoN
  This item is a small box containing religious scripture affixed to a 
  leather cord and tied around the forehead. There is no mundane 
  way to determine what function this religious item performs until 
  it is worn. The wearer of a phylactery of faithfulness is aware of any 
  action or item that could adversely affect his alignment and his 
  standing with his deity, including magical effects. He acquires 
  this information prior to performing such an action or becoming 
  associated with such an item if he takes a moment to contemplate 
  the act. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, detect chaos, detect evil, 
  detect good, detect law; Cost 500 gp
  PhylACTery oF NegATIve ChANNelINg
  Aura moderate necromancy [evil]; Cl 10th
  Slot phylactery; Price 11,000 gp; Weight 1/2 lb.
  DeSCrIPTIoN
  This item is a boon to any character able to channel negative energy, 
  increasing the amount of damage dealt to living creatures by 2d6. This 
  also increases the amount of damage healed by undead creatures.
  CoNSTruCTIoN
  requirements Craft Wondrous Item, 10th-level cleric; Cost 
  5,500 gp
  PhylACTery oF PoSITIve ChANNelINg
  Aura moderate necromancy [good]; Cl 10th
  Slot phylactery; Price 11,000 gp; Weight 1/2 lb.
  DeSCrIPTIoN
  This item is a boon to any character able to channel positive energy, 
  increasing the amount of damage dealt to undead creatures by 2d6. This 
  also increases the amount of damage healed by living creatures.
  CoNSTruCTIoN
  requirements Craft Wondrous Item, 10th-level cleric; Cost 
  5,500 gp
  PIPeS oF hAuNTINg
  Aura faint necromancy; Cl 4th
  Slot —; Price 6,000 gp; Weight 3 lb.
  DeSCrIPTIoN
  This magic item appears to be a small set of pan pipes. When played by 
  a person who succeeds on a DC 15 Perform (wind instruments) check, 
  the pipes create an eerie, spellbinding tune. Those within 30 feet who 
  hear the tune must succeed on a DC 13 Will save or become frightened 
  for 4 rounds. Creatures with 6 or more Hit Dice are unaffected. Pipes of 
  haunting can be sounded twice a day. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, scare; Cost 3,000 gp
  PIPeS oF The SeWerS
  Aura faint conjuration; Cl 2nd
  Slot —; Price 1,150 gp; Weight 3 lb.
  DeSCrIPTIoN
  These wooden pipes appear ordinary, but if the possessor learns the 
  proper tune, he can attract 1d3 rat swarms if rats are within 400 feet. 
  For each 50-foot distance the rats have to travel, there is a 1-round delay. 
  The piper must continue playing until the rats appear, and when they 
  do so, the piper must make a DC 10 Perform (wind instruments) check. 
  Success means that they obey the piper’s telepathic commands so long 
  as he continues to play. Failure indicates that they turn on the piper. If for 
  any reason the piper ceases playing, the rats leave immediately. If they are 
  called again within a day, the Perform check DC is 15.
  If the rats are under the control of another creature, add the HD of the 
  controller to the Perform check DC. Once control is assumed, another 
  check is required each round to maintain it if the other creature is actively 
  seeking to reassert its control. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, charm animal, summon 
  nature’s ally I, wild empathy ability; Cost 575 gp
  PIPeS oF SouNDINg
  Aura faint illusion; Cl 2nd
  Slot —; Price 1,800 gp; Weight 3 lb.
  DeSCrIPTIoN
  When played by a character who has the Perform (wind instruments) 
  skill, these pipes create a variety of sounds. The figment sounds are the 
  equivalent of ghost sound (caster level 2nd). 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, ghost sound; Cost 900 gp
  reSTorATIve oINTMeNT
  Aura faint conjuration; Cl 5th
  Slot —; Price 4,000 gp; Weight 1/2 lb.
  DeSCrIPTIoN
  A jar of this unguent is 3 inches in diameter, 1 inch deep, and contains 
  five applications. Placed upon a poisoned wound or swallowed, the 
  ointment detoxifies any poison (as neutralize poison). Applied to a 
  diseased area, it removes disease (as remove disease). Rubbed on 
  a wound, the ointment cures 1d8+5 points of damage (as cure light 
  wounds). 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, cure light wounds, 
  neutralize poison, remove disease; Cost 2,000 gp
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  384
  Pathfinder Roleplaying Game
  roBe oF The ArChMAgI
  Aura strong varied; Cl 14th
  Slot body; Price 75,000 gp; Weight 1 lb.
  DeSCrIPTIoN
  This normal-appearing garment can be white (01–45 on d%, good 
  alignment), gray (46–75, neither good nor evil alignment), or black 
  (76–100, evil alignment). Its wearer, if an arcane spellcaster, gains the 
  following powers.
  • +5 armor bonus to AC.
  • Spell resistance 18.
  • +4 resistance bonus on all saving throws.
  • +2 enhancement bonus on caster level checks made to 
  overcome spell resistance.
  If a white robe is donned by an evil character, she 
  immediately gains three permanent negative levels. The 
  reverse is true with respect to a black robe donned by a good 
  character. An evil or good character who puts on a gray 
  robe, or a neutral character who dons either a white or 
  black robe, gains two permanent negative levels. While 
  these negative levels remain as long as the garment is 
  worn and cannot be overcome in any way (including 
  restoration spells), they are immediately removed if 
  the robe is removed. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, antimagic 
  field, mage armor or shield of faith, creator 
  must be of same alignment as robe; Cost 
  37,500 gp
  roBe oF BleNDINg
  Aura moderate illusion; Cl 10th
  Slot body; Price 30,000 gp; Weight 1 lb.
  DeSCrIPTIoN
  When this robe is put on, the wearer intuitively knows that the garment 
  has very special properties. A robe of blending enables its wearer to appear 
  to be part of his surroundings. This allows him a +10 competence bonus 
  on Stealth checks. The wearer can also adopt the appearance of another 
  creature, as with the disguise self spell, at will. All creatures acquainted 
  with and friendly to the wearer see him normally. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, disguise self; Cost 15,000 gp
  roBe oF eyeS
  Aura moderate divination; Cl 11th
  Slot body; Price 120,000 gp; Weight 1 lb.
  DeSCrIPTIoN
  This valuable garment appears to be a normal robe until it is put on. Its 
  wearer is able to see in all directions at the same moment due to scores 
  of visible, magical eyelike patterns that adorn the robe. She also gains 
  120-foot darkvision.
  The robe of eyes sees all forms of invisible or ethereal things within 
  120 feet.
  The wearer of a robe of eyes gains a +10 competence bonus on 
  Perception checks. She retains her Dexterity bonus to AC even when flat-
  footed, and she can’t be flanked. She is not able to avert or close her eyes 
  when confronted by a creature with a gaze attack.
  A light or continual flame spell cast directly on a robe of eyes causes it to 
  be blinded for 1d3 minutes. A daylight spell blinds it for 2d4 minutes. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, true seeing; Cost 60,000 gp
  roBe, MoNk’S
  Aura moderate transmutation; Cl 10th
  Slot body; Price 13,000 gp; Weight 1 lb.
  DeSCrIPTIoN
  This simple brown robe, when worn, confers great ability in 
  unarmed combat. If the wearer has levels in monk, her AC and 
  unarmed damage is treated as a monk of five levels higher. If 
  donned by a character with the Stunning Fist feat, the robe 
  lets her make one additional stunning attack per day. If the 
  character is not a monk, she gains the AC and unarmed 
  damage of a 5th-level monk (although she does not add her 
  Wisdom bonus to her AC). This AC bonus functions just 
  like the monk’s AC bonus.
  CoNSTruCTIoN
  requirements Craft Wondrous Item, righteous 
  might or transformation; Cost 6,500 gp
  roBe oF SCINTIllATINg ColorS
  Aura moderate illusion; Cl 11th
  Slot body; Price 27,000 gp; Weight 1 lb.
  DeSCrIPTIoN
  The wearer of this robe can cause the garment to 
  display a shifting pattern of incredible hues, color 
  after color cascading from the upper part of the robe 
  to the hem in sparkling rainbows of dazzling light. The 
  colors daze those near the wearer, conceal the wearer, 
  and illuminate the surroundings. It takes 1 full round after 
  the wearer speaks the command word for the colors to start 
  flowing on the robe. The colors create the equivalent of a gaze attack 
  with a 30-foot range. Those who look at the wearer are dazed for 
  1d4+1 rounds (Will DC 16 negates). This is a mind-affecting pattern 
  effect.
  Every round of continuous scintillation of the robe gives the 
  wearer better concealment. The miss chance on attacks against 
  the wearer starts at 10% and increases by 10% each round until it 
  reaches 50% (total concealment).
  The robe illuminates a 30-foot radius continuously.
  The effect can be used no more than a total of 10 rounds per 
  day. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, blur, rainbow pattern; 
  Cost 13,500 gp
  roBe oF STArS
  Aura strong varied; Cl 15th
  Slot body; Price 58,000 gp; Weight 1 lb.
  DeSCrIPTIoN
  This garment is typically black or dark blue and embroidered with small 
  white or silver stars. The robe has three magical powers.
  • It enables its wearer to travel physically to the Astral Plane, along with 
  all that she is wearing or carrying.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  385
  Pathfinder RPG: Magic Items
  15
  • It gives its wearer a +1 luck bonus on all saving throws.
  • Its wearer can use up to six of the embroidered stars on the chest 
  portion of the robe as +5 shuriken. The robe grants its wearer proficiency 
  with such weapons. Each shuriken disappears after it is used. The stars 
  are replenished once per month.
  CoNSTruCTIoN
  requirements Craft Wondrous Item, magic missile, astral 
  projection or plane shift; Cost 29,000 gp
  roPe oF ClIMBINg
  Aura faint transmutation; Cl 3rd
  Slot —; Price 3,000 gp; Weight 3 lb.
  DeSCrIPTIoN
  A 60-foot-long rope of climbing is no thicker than a wand, but it 
  is strong enough to support 3,000 pounds. Upon command, the 
  rope snakes forward, upward, downward, or in any other direction 
  at 10 feet per round, attaching itself securely wherever its owner 
  desires. It can unfasten itself and return in the same manner.
  A rope of climbing can be commanded to knot or unknot itself. 
  This causes large knots to appear at 1-foot intervals along the rope. 
  Knotting shortens the rope to a 50-foot length until the knots 
  are untied, but lowers the DC of Climb checks while using it by 
  10. A creature must hold one end of the rope when its magic is 
  invoked. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, animate rope; Cost 1,500 gp
  roPe oF eNTANgleMeNT
  Aura moderate transmutation; Cl 12th
  Slot —; Price 21,000 gp; Weight 5 lb.
  DeSCrIPTIoN
  A rope of entanglement looks just like any other hempen rope about 30 
  feet long. Upon command, the rope lashes forward 20 feet or upward 10 
  feet to entangle a victim. An entangled creature can break free with a DC 
  20 Strength check or a DC 20 Escape Artist check.
  The rope has AC 22, 12 hit points, and hardness 10, and it has damage 
  reduction 5/slashing as well. The rope repairs damage to itself at a rate 
  of 1 point per 5 minutes, but if a rope of entanglement is severed (all 12 hit 
  points lost to damage), it is destroyed. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, animate objects, animate 
  rope, entangle; Cost 10,500 gp
  SAlve oF SlIPPerINeSS
  Aura faint conjuration; Cl 6th
  Slot —; Price 1,000 gp; Weight —
  DeSCrIPTIoN
  This substance provides a +20 competence bonus on all Escape Artist 
  checks and a +10 competence bonus to the wearer’s combat maneuver 
  bonus for the purpose of avoiding grapple attempts. In addition, such 
  obstructions as webs (magical or otherwise) do not affect an anointed 
  individual. Magic ropes and the like do not avail against this salve. If it 
  is smeared on a floor or on steps, the area should be treated as a long-
  lasting grease spell. The salve requires 8 hours to wear off normally, or it 
  can be wiped off with an alcohol solution (even wine).
  Salve of slipperiness is needed to coat the inside of a container that is 
  meant to hold sovereign glue. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, grease; Cost 500 gp
  SCABBArD oF keeN eDgeS
  Aura faint transmutation; Cl 5th
  Slot —; Price 16,000 gp; Weight 1 lb.
  DeSCrIPTIoN
  This scabbard is fashioned from cured leather and fine silver. It can shrink 
  or enlarge to accommodate any knife, dagger, sword, or similar weapon 
  up to and including a greatsword. Up to three times per day on command, 
  the scabbard casts keen edge on any blade placed within it. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, keen edge; Cost 8,000 gp
  SCArAB oF ProTeCTIoN
  Aura strong abjuration and necromancy; Cl 18th
  Slot neck; Price 38,000 gp; Weight —
  DeSCrIPTIoN
  This device appears to be a silver medallion in the shape of a beetle. If it is 
  held for 1 round, an inscription appears on its surface letting the holder 
  know that it is a protective device.
  The scarab’s possessor gains spell resistance 20. The scarab can also 
  absorb energy-draining attacks, death effects, and negative energy 
  effects. Upon absorbing 12 such attacks, the scarab turns to powder and 
  is destroyed. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, death ward, spell resistance; 
  Cost 19,000 gp
  SCArAB, goleMBANe
  Aura moderate divination; Cl 8th
  Slot neck; Price 2,500 gp; Weight —
  DeSCrIPTIoN
  This beetle-shaped pin enables its wearer to detect any golem within 60 
  feet, although he must concentrate (a standard action) in order for the 
  detection to take place. A scarab enables its possessor to combat golems 
  with weapons, unarmed attacks, or natural weapons as if those golems 
  had no damage reduction. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, detect magic, creator must 
  be at least 10th level; Cost 1,250 gp
  SIlverSheeN
  Aura faint transmutation; Cl 5th
  Slot —; Price 250 gp; Weight —
  DeSCrIPTIoN
  This substance can be applied to a weapon as a standard action. It will 
  give the weapon the properties of alchemical silver for 1 hour, replacing 
  the properties of any other special material it might have. One vial will 
  coat a single melee weapon or 20 units of ammunition. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item; Cost 125 gp
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  386
  Pathfinder Roleplaying Game
  SlIPPerS oF SPIDer ClIMBINg
  Aura faint transmutation; Cl 4th
  Slot feet; Price 4,800 gp; Weight 1/2 lb.
  DeSCrIPTIoN
  When worn, a pair of these slippers enables movement on vertical 
  surfaces or even upside down along ceilings, leaving the wearer’s 
  hands free. Her speed is 20 feet. Severely slippery surfaces—icy, 
  oiled, or greased surfaces—make these slippers useless. The 
  slippers can be used for 10 minutes per day, split up as the wearer 
  chooses. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, spider 
  climb; Cost 2,400 gp
  SovereIgN glue
  Aura strong transmutation; Cl 20th
  Slot —; Price 2,400 gp (per ounce); 
  Weight —
  DeSCrIPTIoN
  This pale amber substance is thick and 
  viscous. Because of its particular powers, 
  it can be contained only in a flask whose 
  inside has been coated with 1 ounce of 
  salve of slipperiness, and each time any of the 
  bonding agent is poured from the flask, a new 
  application of the salve of slipperiness must be 
  put in the flask within 1 round to prevent the 
  remaining glue from adhering to the side of 
  the container. A flask of sovereign glue, when 
  found, holds anywhere from 1 to 7 ounces of 
  the stuff (1d8–1, minimum 1), with the other 
  ounce of the flask’s capacity taken up by 
  the salve of slipperiness. One ounce of this 
  adhesive covers 1 square foot of surface, 
  bonding virtually any two substances 
  together in a permanent union. The glue 
  takes 1 round to set. If the objects are pulled 
  apart (a move action) before that time has elapsed, that 
  application of the glue loses its stickiness and is worthless. If the 
  glue is allowed to set, then attempting to separate the two bonded 
  objects has no effect, except when universal solvent is applied to 
  the bond. Sovereign glue is dissolved by universal solvent.
  CoNSTruCTIoN
  requirements Craft Wondrous Item, make whole; Cost 1,200 gp
  SToNe oF AlArM
  Aura faint abjuration; Cl 3rd
  Slot —; Price 2,700 gp; Weight 2 lb.
  DeSCrIPTIoN
  This stone cube, when given the command word, affixes itself to any 
  object. If that object is touched thereafter by anyone who does not first 
  speak that same command word, the stone emits a piercing screech 
  for 1 hour that can be heard up to a quarter-mile away (assuming no 
  intervening barriers). 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, alarm; Cost 1,350 gp
  SToNe oF gooD luCk (luCkSToNe)
  Aura faint evocation; Cl 5th
  Slot —; Price 20,000 gp; Weight —
  DeSCrIPTIoN
  This stone is typically a bit of rough polished agate or some similar 
  mineral. Its possessor gains a +1 luck bonus on saving throws, ability 
  checks, and skill checks. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, divine favor; Cost 10,000 
  gp
  SToNe SAlve
  Aura strong abjuration and transmutation; Cl 
  13th
  Slot —; Price 4,000 gp per ounce; Weight 
  —
  DeSCrIPTIoN
  This ointment has two uses. If an ounce of it 
  is applied to the flesh of a petrified creature, it 
  returns the creature to flesh as the stone to flesh 
  spell. If an ounce of it is applied to the flesh of 
  a nonpetrified creature, it protects the creature 
  as a stoneskin spell. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, stone to 
  flesh, stoneskin; Cost 2,000 gp
  SuSTAININg SPooN
  Aura faint conjuration; Cl 5th
  Slot —; Price 5,400 gp; Weight —
  DeSCrIPTIoN
  This 
  unremarkable 
  eating 
  utensil 
  is 
  typically 
  fashioned from horn. If the spoon is placed in an 
  empty container, the vessel fills with a thick, pasty 
  gruel. Although this substance has a flavor similar to that 
  of warm, wet cardboard, it is highly nourishing and contains 
  everything necessary to sustain any herbivorous, omnivorous, or 
  carnivorous creature. The spoon can produce sufficient gruel each 
  day to feed up to four humans. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, create food and water; 
  Cost 2,700 gp
  uNgueNT oF TIMeleSSNeSS
  Aura faint transmutation; Cl 3rd
  Slot —; Price 150 gp; Weight —
  DeSCrIPTIoN
  When applied to any matter that was once alive, this ointment allows 
  that substance to resist the passage of time. Each year of actual time 
  affects the substance as if only a day had passed. The coated object gains 
  a +1 resistance bonus on all saving throws. The unguent never wears 
  off, although it can be magically removed (by dispelling the effect, for 
  instance). One flask contains enough material to coat eight Medium or 
  smaller objects. A Large object counts as two Medium objects, and a 
  Huge object counts as two Large objects. 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  387
  Pathfinder RPG: Magic Items
  15
  CoNSTruCTIoN
  requirements Craft Wondrous Item; Cost 75 gp
  uNIverSAl SolveNT
  Aura strong transmutation; Cl 3rd
  Slot —; Price 50 gp; Weight —
  DeSCrIPTIoN
  This substance has the unique property of being able to dissolve sovereign 
  glue, tanglefoot bags, and all other adhesives. Applying the solvent is a 
  standard action. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, acid arrow; Cost 
  25 gp
  veST oF eSCAPe
  Aura faint conjuration and transmutation; Cl 4th
  Slot chest; Price 5,200 gp; Weight —
  DeSCrIPTIoN
  Hidden within secret pockets of this simple silk vest 
  are lockpicks that provide a +4 competence bonus on 
  Disable Device checks. The vest also grants its wearer a 
  +6 competence bonus on Escape Artist checks. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, knock, 
  grease; Cost 2,600 gp
  veSTMeNT, DruID’S
  Aura moderate transmutation; Cl 10th
  Slot body; Price 10,000 gp; Weight —
  DeSCrIPTIoN
  This light garment is worn over normal clothing or 
  armor. Most such vestments are green, embroidered 
  with plant or animal motifs. When this item is worn by a 
  character with the wild shape ability, the character can 
  use that ability one additional time each day. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, polymorph 
  or wild shape ability; Cost 5,000 gp
  Well oF MANy WorlDS
  Aura strong conjuration; Cl 17th
  Slot —; Price 82,000 gp; Weight —
  DeSCrIPTIoN
  This strange, interdimensional device looks just like a portable hole. 
  Anything placed within it is immediately cast to another world—a parallel 
  world, another planet, or a different plane (chosen randomly). If the well 
  is moved, the random factor again comes into play. It can be picked up, 
  folded, or rolled, just as a portable hole can be. Objects from the world 
  the well touches can come through the opening just as easily as from the 
  initiating place. (It is a two-way portal.) 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, gate; Cost 41,000 gp
  WIND FAN
  Aura faint evocation; Cl 5th
  Slot —; Price 5,500 gp; Weight —
  DeSCrIPTIoN
  A wind fan appears to be nothing more than a wood and papyrus or 
  cloth instrument with which to create a cooling breeze. By uttering the 
  command word, its possessor causes the fan to generate air 
  movement duplicating a gust of wind spell. The fan can be 
  used once per day with no risk. If it is used more frequently, 
  there is a 20% cumulative chance per usage during that 
  day that the device tears into useless, nonmagical 
  tatters. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, gust of 
  wind; Cost 2,750 gp
  WINgS oF FlyINg
  Aura moderate transmutation; Cl 10th
  Slot shoulders; Price 54,000 gp; Weight 2 lb.
  DeSCrIPTIoN
  A pair of these wings might appear to be nothing more than a 
  plain cloak of old, black cloth, or they could be as elegant as a 
  long cape of blue feathers. When the wearer speaks the command 
  word, the cloak turns into a pair of bat or bird wings that empower 
  her to fly with a speed of 60 feet, also granting a +5 competence 
  bonus on Fly skill checks. 
  CoNSTruCTIoN
  requirements Craft Wondrous Item, fly; Cost 27,000 gp
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  388
  Glossary
  Pathfinder Roleplaying Game
  Strength: Increases to your Strength score give you a 
  bonus on Strength-based skill checks, melee attack rolls, 
  and weapon damage rolls (if they rely on Strength). The 
  bonus also applies to your combat maneuver bonus, both 
  to perform manuevers and to resist them.
  Dexterity: Increases to your Dexterity score give you 
  a bonus on Dexterity-based skill checks, ranged attack 
  rolls, initiative checks, and Reflex saving throws. The 
  bonus also applies to your Armor Class.
  Constitution: Increases to your Constitution score give 
  you a bonus on your Fortitude saving throws. In a ddition, 
  multiply your total Hit Dice by this bonus and add that 
  amount to your current and total hit points. When the 
  bonus ends, remove this total from your current and total 
  hit points.
  Intelligence: Increases to your Intelligence score give 
  you a bonus on Intelligence-based skill checks. This b onus 
  also applies to any spell DCs based on Intelligence.
  Wisdom: Increases to your Wisdom score give you a 
  bonus on Wisdom-based skill checks and Will saving 
  throws. This bonus also applies to any spell DCs based 
  on Wisdom.
  Charisma: Increases to your Charisma score give you a 
  bonus on Charisma-based skill checks. This bonus also 
  applies to any spell DCs based on Charisma.
  Ability bonuses with a duration greater than 1 day 
  a ctually increase the relevant ability score after 24 hours. 
  Modify all skills and statistics related to that ability. This 
  might cause you to gain skill points, hit points, and other 
  bonuses. These bonuses should be noted separately in 
  case they are removed.
  Ability Score Damage and Ability Drain
  Diseases, poisons, spells, and other abilities can all deal 
  damage directly to your ability scores. This damage 
  does not actually reduce your ability, but it does apply a 
  p enalty to many of the skills and statistics that are based 
  on that ability.
  For every two points of damage you take to a single 
  ability, apply a –1 penalty to skills and statistics listed 
  with the relevant ability. If the amount of ability damage 
  you have taken equals or exceeds your ability score, you 
  immediately fall unconscious until the damage is less 
  than your ability score. The only exception to this is your 
  Constitution score. If the damage to your Constitution is 
  equal to or greater than your Constitution score, you die. 
  Unless otherwise noted, damage to your ability scores is 
  healed at the rate of 1 per day to each ability score that has 
  been damaged.
  T
  his chapter contains rules concerning special abili-
  ties and general conditions.
  Special abilitieS
  The following special abilities include rules commonly 
  used by a number of creatures, spells, and traps.
  Extraordinary Abilities (Ex): Extraordinary abilities 
  are nonmagical. They are, however, not something that 
  just anyone can do or even learn to do without extensive 
  training. Effects or areas that negate or disrupt magic 
  have no effect on extraordinary abilities.
  Spell-Like Abilities (Sp): Spell-like abilities, as the 
  name implies, are magical abilities that are very much 
  like spells. Spell-like abilities are subject to spell resis-
  tance and dispel magic. They do not function in areas 
  where magic is suppressed or negated (such as an anti-
  magic field).
  Supernatural Abilities (Su): Supernatural abilities are 
  magical but not spell-like. Supernatural abilities are 
  not subject to spell resistance and do not function in 
  areas where magic is suppressed or negated (such as an 
  a ntimagic field). A supernatural ability’s effect cannot be 
  dispelled and is not subject to counterspells. See the table 
  below for a summary of the types of special abilities.
  Ability Score Bonuses
  Some spells and abilities increase your ability scores. 
  Ability score increases whose duration is 1 day or less 
  give only temporary bonuses. For every two points of 
  i ncrease to a single ability, apply a +1 bonus to the skills 
  and s tatistics listed with the relevant ability.
  Table 17–1: Special Ability Types
   
  Extraordinary Spell-Like Supernatural
  Dispel 
  No 
  Yes 
  No
  Spell resistance 
  No 
  Yes 
  No
  Antimagic field 
  No 
  Yes 
  Yes
  Attack of opportunity 
  No 
  Yes 
  No
  Dispel: Can dispel magic and similar spells dispel the effects 
  of abilities of that type?
  Spell Resistance: Does spell resistance protect a creature from 
  these abilities?
  Antimagic Field: Does an antimagic field or similar magic 
  suppress the ability?
  Attack of Opportunity: Does using the ability provoke attacks 
  of opportunity the way that casting a spell does?
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  389
  Pathfinder RPG: Glossary 16
  Some spells and abilities cause you to take an a bility 
  penalty for a limited amount of time. While in effect, these 
  penalties function just like ability damage, but they can-
  not cause you to fall unconscious or die. In e ffect, penalties 
  cannot decrease your ability score to less than one.
  Strength: Damage to your Strength score causes you 
  to take penalties on Strength-based skill checks, m elee 
  attack rolls, and weapon damage rolls (if they rely on 
  Strength). The penalty also applies to your combat 
  m aneuver bonus.
  Dexterity: Damage to your Dexterity score causes you 
  to take penalties on Dexterity-based skill checks, ranged 
  attack rolls, initiative checks, and Reflex saving throws. 
  The penalty also applies to your Armor Class.
  Constitution: Damage to your Constitution score causes 
  you to take penalties on your Fortitude saving throws. In ad-
  dition, multiply your total Hit Dice by this penalty and sub-
  tract that amount from your current and total hit points.
  Intelligence: Damage to your Intelligence score 
  causes you to take penalties on Intelligence-based skill 
  checks. This penalty also applies to any spell DCs based 
  off Intelligence.
  Wisdom: Damage to your Wisdom score causes you to 
  take penalties on Wisdom-based skill checks and Will 
  saving throws. This penalty also applies to any spell DCs 
  based off Wisdom.
  Charisma: Damage to your Charisma score causes you 
  to take penalties on Charisma-based skill checks. This 
  penalty also applies to any spell DCs based off Charisma.
  Ability drain actually reduces the relevant ability score. 
  Modify all skills and statistics related to that ability. This 
  might cause you to lose skill points, hit points, and other 
  bonuses. Ability drain can be healed through the use of 
  spells such as restoration.
  Afflictions
  From curses to poisons to diseases, there are a n umber of 
  afflictions that can affect a creature. While each of these 
  afflictions has a different effect, they all f unction u sing 
  the same basic system. All afflictions grant a s aving throw 
  when they are contracted. If successful, the c reature does 
  not suffer from the affliction and does not need to make 
  any further rolls. If the saving throw is a failure, the 
  c reature falls victim to the affliction and must deal with 
  its effects.
  Afflictions require a creature to make a saving throw 
  after a period of time to avoid taking certain penalties. 
  With most afflictions, if a number of saving throws 
  are made consecutively, the affliction is removed and 
  no further saves are necessary. Some afflictions, usu-
  ally supernatural ones, cannot be cured through s aving 
  throws alone and require the aid of powerful m agic to 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  390
  Pathfinder Roleplaying Game
  remove. Each a ffliction is presented as a short block of 
  i nformation to help you better adjudicate its results. 
  Name: This is the name of the affliction. 
  Level: Afflictions have a level that denotes what level 
  of adventurers might face such a challenge. Overcoming 
  afflictions does not result in experience points, although 
  defeating the trap or creature that caused them awards 
  experience points as normal. The affliction’s level is 
  f ollowed by its type, such as curse, disease, or poison, and 
  the means by which it is contracted.
  Save: This gives the type of save necessary to avoid 
  contracting the affliction as well as the DC of that save. 
  Unless otherwise noted, this is also the save to avoid the 
  affliction’s effects once it is contracted. This is also the 
  DC of any caster level checks needed to end the affliction 
  through magic, such as remove curse or neutralize poison.
  Frequency: This is how often the save must be made 
  after the affliction has been contracted. If the affliction 
  is not ongoing, the frequency also notes how many times 
  the affliction causes the creature to make a saving throw. 
  After these saves have been rolled, the affliction is cured, 
  regardless of how many saves were successful. This is 
  called a limited frequency and the number is noted as 
  “(x)” directly after the frequency.
  Some afflictions have a variable amount of time before 
  they set in, such as diseases. While the creature must make 
  an initial save to avoid contracting the affliction, addition-
  al saves and the effects of failing a save do not take place 
  until after a variable incubation time. When an affliction 
  has such an incubation time, it is noted by a variable pe-
  riod of time, followed by a “/” and the normal frequency.
  Effect: This is the effect that the character suffers if he 
  fails his saving throw against the affliction. Most afflic-
  tions cause ability damage or hit point damage. These ef-
  fects are cumulative, but they can be cured normally. Other 
  afflictions cause the creature to take penalties or other 
  effects. These effects are sometimes cumulative, with the 
  rest only affecting the creature if it failed its most recent 
  save. Some afflictions have different effects after the first 
  save is failed. These afflictions have an initial effect, which 
  occurs when the first save is failed, and a secondary effect, 
  when additional saves are failed (separated by a “/”).
  Cure: This tells you how the affliction is cured. 
  Commonly, this is a number of saving throws that must 
  be made consecutively. If the affliction has a limited fre-
  quency, it still might be cured prematurely if enough sav-
  ing throws are made. Some afflictions can only be cured 
  through powerful spells, such as neutralize poison and re-
  move curse. These are denoted by a “—”.
  Curses
  Careless rogues plundering a tomb, drunken hisoes 
  i nsulting a powerful wizard, and foolhardy adventurers 
  who pick up ancient swords all might suffer from curses. 
  These magic afflictions can have a wide variety of effects, 
  from a simple penalty to most checks to transforming 
  the victim into a toad. Some even cause the afflicted to 
  slowly rot away, leaving nothing behind but dust. Unlike 
  other afflictions, most curses cannot be cured through 
  a number of successful saving throws. Curses can be 
  cured through magic, however, usually via spells such as 
  remove curse and break enchantment. While some cause a 
  p rogressive deterioration, others inflict a static penalty 
  from the moment they are contracted, neither fading over 
  time nor growing worse.
  The following samples present just some of the 
  p ossibilities when creating curses.
  Armor of rAgE CurSE 
  Level 7 curse, cursed item; Save Will DC 16
  EffECtS
  frequency whenever the target is injured; Effect target flies 
  into a rage, taking a –2 penalty to AC and attacking the 
  nearest creature (friend or foe) for 1d4 rounds; Cure —
  BALEfuL PoLymorPh SPELL 
  Level 9 curse, spell; Save Fortitude DC 17 negates, Will DC 17 
  partial
  EffECtS
  frequency —; Effect transformed target into a lizard; Cure —
  BEStow CurSE trAP 
  Level 5 curse, trap; Save Will DC 14
  EffECtS
  frequency —; Effect –6 penalty to Strength; Cure —
  CurSE of thE AgES trAP 
  Level 9 curse, trap; Save Will DC 17
  EffECtS
  frequency 1 day; Effect age 1 year; Cure —
  mummy rot 
  Level 5 curse, disease, injury; Save Fortitude DC 16
  EffECtS
  frequency 1 min/1 day; Effect 1d6 Con damage and 1d6 Cha 
  damage; Cure mummy rot can only be cured by success-
  fully casting both remove curse and remove disease within 1 
  minute of each other.
  wErEwoLf LyCAnthroPy 
  Level 3 curse, injury; Save Fortitude DC 15 negates, Will DC 15 
  to avoid effects 
  EffECtS
  frequency on the night of every full moon or whenever the 
  target is injured; Effect target transforms into a wolf under 
  the GM’s control until the next morning; Cure —
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  391
  Pathfinder RPG: Glossary 16
  Diseases
  From a widespread plague to the bite of a dire rat, dis-
  ease is a serious threat to common folk and adventurers 
  alike. Diseases almost never have a limited frequency, 
  and some have a variable amount of time before they 
  begin to take effect, known as the incubation period. 
  Diseases only have the listed effect when a saving throw 
  after the first is failed. Most diseases can be cured by a 
  number of consecutive saving throws or by spells such 
  as remove disease.
  The following samples represent just some of the 
  p ossibilities when creating diseases.
  BLinding SiCknESS 
  Level 8 disease, ingested; Save Fortitude DC 16 
  EffECtS
  frequency 1d3 days/1 day; Effect 1d4 Str damage, if more than 
  2 Str damage, target must make an additional Fort save or 
  be permanently blinded; Cure 2 consecutive saves
  CACkLE fEvEr 
  Level 7 disease, inhaled; Save Fortitude DC 16 
  EffECtS
  frequency 1 day; Effect 1d6 Wis damage; Cure 2 consecutive 
  saves
  dEmon fEvEr 
  Level 9 disease, injury; Save Fortitude DC 18 
  EffECtS
  frequency 1 day; Effect 1d6 Con damage, target must make a 
  second Fort save or 1 point of the damage is drain instead; 
  Cure 2 consecutive saves
  dEviL ChiLLS 
  Level 5 disease, injury; Save Fortitude DC 14 
  EffECtS
  frequency 1d4 days/1 day; Effect 1d4 Str damage; Cure 3 
  consecutive saves
  fiLth fEvEr 
  Level 2 disease, injury; Save Fortitude DC 12 
  EffECtS
  frequency 1d3 days/1 day; Effect 1d3 Dex damage and 1d3 Con 
  damage; Cure 2 consecutive saves
  mindfirE 
  Level 1 disease, inhaled; Save Fortitude DC 12 
  EffECtS
  frequency 1 day; Effect 1d4 Int damage; Cure 2 consecutive 
  saves
  rEd AChE 
  Level 6 disease, injury; Save Fortitude DC 15 
  EffECtS
  frequency 1d3 days/1 day; Effect 1d6 Str damage; Cure 2 
  consecutive saves
  ShAkES 
  Level 4 disease, contact; Save Fortitude DC 13 
  EffECtS
  frequency 1 day; Effect 1d8 Dex damage; Cure 2 consecutive 
  saves
  SLimy doom 
  Level 7 disease, contact; Save Fortitude DC 14 
  EffECtS
  frequency 1 day; Effect 1d4 Con damage, target must make a 
  second Fort save or 1 point of the damage is drain instead; 
  Cure 2 consecutive saves
  Poison
  No other aff liction is so prevalent as poison. From the 
  fangs of a viper to the ichor-stained assassin’s blade, 
  poison is a c onstant threat. Unless otherwise noted, 
  poisons have a frequency of 1 round and deal ability 
  score damage for a limited number of rounds until a 
  saving throw is made. In addition, many poisons have 
  different initial and secondary effects. Poisons can be 
  cured by successful saving throws and spells such as 
  neutralize poison. 
  The following samples represent just some of the pos-
  sibilities when creating poisons.
  ArSEniC 
  Level 4 poison, ingested; Save Fortitude DC 13 
  EffECtS
  frequency 1 round (5); Effect 1 Con damage; Cure 1 save
  BLACk AddEr vEnom 
  Level 3 poison, injury; Save Fortitude DC 11 
  EffECtS
  frequency 1 round (6); Effect 1 Con damage; Cure 1 save
  BLACk LotuS ExtrACt 
  Level 14 poison, contact; Save Fortitude DC 20 
  EffECtS
  frequency 1 round (7); Effect 3 Con damage; Cure 1 save
  BLoodroot 
  Level 8 poison, injury; Save Fortitude DC 12 
  EffECtS
  frequency 1 round (3); Effect 1 Con damage and 1 Wis dam-
  age; Cure 1 save
  BLuE whinniS 
  Level 5 poison, injury; Save Fortitude DC 14
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  392
  Pathfinder Roleplaying Game
  EffECtS
  frequency 1 round (2); Effect 1 Con damage/unconsciousness 
  for 1d3 hours; Cure 1 save
  Burnt othur fumES 
  Level 8 poison, inhaled; Save Fortitude DC 18 
  EffECtS
  frequency 1 round (4); Effect 1 Con drain/3 Con damage; Cure 
  1 save
  dArk rEAvEr PowdEr 
  Level 7 poison, ingested; Save Fortitude DC 18 
  EffECtS
  frequency 1 round (5); Effect 2 Con damage/1 Con damage 
  and 1 Str damage; Cure 1 save
  dEAthBLAdE 
  Level 8 poison, injury; Save Fortitude DC 20 
  EffECtS
  frequency 1 round (5); Effect 2 Con damage; Cure 1 save
  drAgon BiLE 
  Level 11 poison, contact; Save Fortitude DC 26 
  EffECtS
  frequency 1 round (3); Effect 3 Str damage; Cure 1 save
  drow PoiSon 
  Level 3 poison, injury; Save Fortitude DC 13 
  EffECtS
  frequency 1 minute (1); Effect unconsciousness for 1 minute/
  unconsciousness for 2d4 hours; Cure 1 save
  giAnt wASP PoiSon 
  Level 4 poison, injury; Save Fortitude DC 18 
  EffECtS
  frequency 1 round (4); Effect 1 Dex damage; Cure 1 save
  grEEnBLood oiL 
  Level 2 poison, injury; Save Fortitude DC 13 
  EffECtS
  frequency 1 round (2); Effect 1 Con damage; Cure 1 save
  id moSS 
  Level 5 poison, ingested; Save Fortitude DC 14 
  EffECtS
  frequency 1 round (5); Effect 2 Int damage; Cure 1 save
  inSAnity miSt 
  Level 5 poison, inhaled; Save Fortitude DC 15 
  EffECtS
  frequency 1 round (5); Effect 2 Wis damage; Cure 1 save
  king’S SLEEP 
  Level 12 poison, ingested; Save Fortitude DC 19 
  EffECtS
  frequency 1 day; Effect 1 Con drain; Cure 2 consecutive saves
  LArgE SCorPion vEnom 
  Level 4 poison, injury; Save Fortitude DC 18 
  EffECtS
  frequency 1 round (4); Effect 1 Str damage; Cure 1 save
  LiCh duSt 
  Level 6 poison, ingested; Save Fortitude DC 17 
  EffECtS
  frequency 1 round (5); Effect 2 Str damage; Cure 1 save
  mALyASS root PAStE 
  Level 4 poison, contact; Save Fortitude DC 16 
  EffECtS
  frequency 1 round (6); Effect 1 Dex damage; Cure 1 save
  mEdium SPidEr vEnom 
  Level 2 poison, injury; Save Fortitude DC 14 
  EffECtS
  frequency 1 round (3); Effect 1 Str damage; Cure 1 save
  nightmArE vAPor 
  Level 11 poison, inhaled; Save Fortitude DC 20 
  EffECtS
  frequency 1 round (5); Effect 1 Wis damage and 1 Wis drain; 
  Cure 2 consecutive saves
  nithArit 
  Level 6 poison, contact; Save Fortitude DC 13 
  EffECtS
  frequency 1 round (6); Effect 0/2 Con damage; Cure 1 save
  oiL of tAggit 
  Level 6 poison, ingested; Save Fortitude DC 15 
  EffECtS
  frequency 1 minute (1); Effect 0/unconsciousness for 1d3 
  hours; Cure 1 save
  PurPLE worm PoiSon 
  Level 10 poison, injury; Save Fortitude DC 24 
  EffECtS
  frequency 1 round (5); Effect 2 Str damage; Cure 1 save
  SASSonE LEAf rESiduE 
  Level 4 poison, contact; Save Fortitude DC 16 
  EffECtS
  frequency 1 round (4); Effect 1d6 hit points; Cure 1 save
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  393
  Pathfinder RPG: Glossary 16
  ShAdow ESSEnCE 
  Level 6 poison, inhaled; Save Fortitude DC 17 
  EffECtS
  frequency 1 round (7); Effect 1 Str drain/1 Str damage; Cure 
  1 save
  SmALL CEntiPEdE PoiSon 
  Level 1 poison, injury; Save Fortitude DC 11 
  EffECtS
  frequency 1 round (2); Effect 1 Dex damage; Cure 1 save
  StriPEd toAdStooL 
  Level 4 poison, ingested; Save Fortitude DC 11 
  EffECtS
  frequency 1 round (5); Effect 1 Wis damage/2 Wis damage 
  plus 1 Int damage; Cure 1 save
  tEArS of dEAth 
  Level 17 poison, contact; Save Fortitude DC 22 
  EffECtS
  frequency 1 minute (5); Effect 1d6 Con damage; Cure —
  tErinAv root 
  Level 6 poison, contact; Save Fortitude DC 16 
  EffECtS
  frequency 1 round (5); Effect 2 Dex damage; Cure 1 save
  ungoL duSt 
  Level 6 poison, inhaled; Save Fortitude DC 15 
  EffECtS
  frequency 1 round (3); Effect 1 Cha damage/1 Con damage 
  and 1 Cha drain; Cure 1 save
  wyvErn PoiSon 
  Level 9 poison, injury; Save Fortitude DC 17 
  EffECtS
  frequency 1 round (7); Effect 2 Con damage; Cure 1 save
  Blindsight and Blindsense
  Some creatures have blindsight, the extraordinary ability 
  to use a nonvisual sense (or a combination of such senses) to 
  operate effectively without vision. Such sense may include 
  sensitivity to vibrations, acute scent, keen hearing, or echo-
  location. This ability makes invisibility and concealment 
  (even magical darkness) irrelevant to the creature (though 
  it still can’t see ethereal creatures). This ability operates 
  out to a range specified in the creature description.
  – Blindsight never allows a creature to distinguish color 
  or visual contrast. A creature cannot read with blindsight.
  – Blindsight does not subject a creature to gaze attacks 
  (even though darkvision does).
  – Blinding attacks do not penalize creatures using 
  blindsight. 
  – Deafening attacks thwart blindsight if it relies on 
  hearing.
  – Blindsight works underwater but not in a vacuum.
  – Blindsight negates displacement and blur effects.
  Blindsense: Other creatures have blindsense, a lesser 
  ability that lets the creature notice things it cannot see, 
  but without the precision of blindsight. The creature with 
  blindsense usually does not need to make Perception 
  checks to notice and locate creatures within range of its 
  blindsense ability, provided that it has line of effect to 
  that creature. Any opponent that cannot be seen has total 
  concealment (50% miss chance) against a creature with 
  blindsense, and the blindsensing creature still has the 
  normal miss chance when attacking foes that have con-
  cealment. Visibility still affects the movement of a crea-
  ture with blindsense. A creature with blindsense is still 
  denied its Dexterity bonus to Armor Class against attacks 
  from creatures it cannot see.
  Charm and Compulsion
  Many abilities and spells can cloud the minds of 
  c haracters and monsters, leaving them unable to tell 
  friend from foe—or worse yet, deceiving them into think-
  ing that their former friends are now their worst enemies. 
  Two general types of enchantments affect c haracters and 
  creatures: charms and compulsions.
  Charming another creature gives the charming char-
  acter the ability to befriend and suggest courses of ac-
  tions to his minion, but the servitude is not absolute or 
  mindless. Charms of this type include the various charm 
  spells and some monster abilities. Essentially, a charmed 
  character retains free will but makes choices according 
  to a skewed view of the world.
  Designer Notes: Lose a Level
  Few things are more disruptive to a game session than losing 
  a level, be it from a monster or being raised from the dead. 
  In the 3.5 rules set, this means “un-building” your character, 
  trying to undo all of the choices you made the last time you 
  gained a level. There is no simple way to do this and you 
  often end up permanently behind the curve of the rest of the 
  party. To address this problem, we have taken the mechanics 
  for a negative level, streamlined them a bit, and made them 
  permanent in some cases. So, when you suffer an effect 
  that would have caused you to lose a level, you instead take 
  a permanent negative level. No more “un-building” your 
  character and losing a bunch of abilities that allow you to 
  keep up with the rest of the group. Now you just take some 
  penalties until you get a restoration or similar spell cast on 
  you. While this does take some of the bite out of losing a level, 
  it speeds up play and lets you continue playing your character 
  without a bunch of messy calculations.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  394
  Pathfinder Roleplaying Game
  – A charmed creature doesn’t gain any magical ability to 
  understand his new friend’s language.
  – A charmed character retains his original alignment 
  and allegiances, generally with the exception that he now 
  regards the charming creature as a dear friend and will 
  give great weight to his suggestions and directions.
  – A charmed character fights his former allies only if 
  they threaten his new friend, and even then he uses the 
  least lethal means at his disposal as long as these tactics 
  show any possibility of success (just as he would in a fight 
  between two actual friends).
  – A charmed character is entitled to an opposed 
  Charisma check against his master in order to resist 
  i nstructions or commands that would make him do 
  something he wouldn’t normally do even for a close 
  friend. If he s ucceeds, he decides not to go along with that 
  order but remains charmed.
  – A charmed character never obeys a command that is 
  obviously suicidal or grievously harmful to him.
  – If the charming creature commands his minion 
  to do something that the influenced character would 
  be v iolently opposed to, the subject may attempt a new 
  s aving throw to break free of the influence altogether.
  – A charmed character who is openly attacked by the 
  creature who charmed him or by that creature’s apparent 
  allies is automatically freed of the spell or effect.
  Compulsion is a different matter altogether. A 
  c ompulsion overrides the subject’s free will in some 
  way or simply changes the way the subject’s mind works. 
  A charm makes the subject a friend of the caster; a 
  c ompulsion makes the subject obey the caster.
  Regardless of whether a character is charmed or 
  c ompelled, he won’t volunteer information or tactics that 
  his master doesn’t ask for.
  Damage Reduction
  Some magic creatures have the supernatural ability to 
  instantly heal damage from weapons or to ignore blows 
  altogether as though they were invulnerable.
  The numerical part of a creature’s damage reduction 
  (or DR) is the amount of damage the creature ignores 
  from normal attacks. Usually, a certain type of weapon 
  can overcome this reduction (see Overcoming DR). This 
  information is separated from the damage reduction 
  number by a slash. 
  Whenever damage reduction completely negates the 
  damage from an attack, it also negates most special ef-
  fects that accompany the attack, such as injury type poi-
  son, a monk’s stunning, and injury type disease. Damage 
  reduction does not negate touch attacks, energy damage 
  dealt along with an attack, or energy drains. Nor does 
  it affect poisons or diseases delivered by inhalation, 
  i ngestion, or contact. 
  Attacks that deal no damage because of the target’s 
  damage reduction do not disrupt spells.
  Spells, spell-like abilities, and energy attacks (even 
  nonmagical fire) ignore damage reduction.
  Sometimes damage reduction is instant healing. 
  Sometimes damage reduction represents the creature’s 
  tough hide or body. In either case, characters can see that 
  conventional attacks don’t work.
  If a creature has damage reduction from more than one 
  source, the two forms of damage reduction do not stack. 
  Instead, the creature gets the benefit of the best damage 
  reduction in a given situation. 
  Overcoming 
  DR: 
  Damage 
  reduction 
  may 
  be 
  o vercome by special materials, by magic weapons (any 
  weapon with a +1 or higher enhancement bonus, not 
  counting the e nhancement from masterwork quality), 
  certain types of weapons (such as slashing or blud-
  geoning), and weapons imbued with an alignment. If 
  a dash follows the slash, then the damage reduction 
  is e ffective against any attack that does not ignore 
  d amage reduction. 
  Ammunition fired from a projectile weapon with an 
  enhancement bonus of +1 or higher is treated as a magic 
  weapon for the purpose of overcoming damage reduc-
  tion. Similarly, ammunition fired from a projectile 
  weapon with an alignment gains the alignment of that 
  projectile weapon (in addition to any alignment it may 
  already have).
  Weapons with an enhancement bonus of +3 or greater 
  can ignore some types of damage reduction, regardless of 
  their actual material or alignment. The following table 
  shows what type of enhancement bonus is needed to over-
  come some common types of damage reduction.
   
  weapon Enhancement
  dr type 
  Bonus Equivalent
  cold iron/silver 
  +3
  adamantine* 
  +4
  alignment-based 
  +5
  * Note that this does not give the ability to ignore hardness, 
  like an actual adamantine weapon does
  Darkvision
  Darkvision is the extraordinary ability to see with no 
  light source at all, out to a range specified for the crea-
  ture. Darkvision is black and white only (colors cannot be 
  discerned). It does not allow characters to see anything 
  that they could not see otherwise—invisible objects are 
  still invisible, and illusions are still visible as what they 
  seem to be. Likewise, darkvision subjects a creature to 
  gaze attacks normally. The presence of light does not 
  spoil darkvision.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  395
  Pathfinder RPG: Glossary 16
  Death Attacks
  In most cases, a death attack allows the victim a Fortitude 
  save to avoid the effect, but if the save fails, the character 
  dies instantly.
  – Raise dead doesn’t work on someone killed by a death 
  attack. 
  – Death attacks slay instantly. A victim cannot be made 
  stable and thereby kept alive.
  – In case it matters, a dead character, no matter how he 
  died, has –10 hit points.
  – The spell death ward protects a character against 
  these attacks.
  Energy Drain and Negative Levels
  Some spells and a number of undead creatures have the 
  ability to bestow negative levels. These levels cause a 
  character to take a number of penalties, but they never 
  result in actual level loss.
  For each negative level a creature has, it takes a cumu-
  lative –1 penalty on all ability checks, attack rolls, com-
  bat maneuver checks, saving throws, and skill checks. In 
  addition, the creature reduces its current and total hit 
  points by 5 for each negative level it possesses.  The crea-
  ture is also treated as one level lower for the purpose of 
  level-dependent variables (such as spellcasting) for each 
  negative level possessed. Spellcasters do not lose any 
  prepared spells or slots as a result of negative levels. If 
  a creature’s negative levels equals or exceeds its total Hit 
  Dice, it dies.
  A creature with negative levels receives a new saving 
  throw to remove the negative level each day. The DC of 
  this save is the same as the effect that caused the nega-
  tive levels.
  Some abilities and spells (such as raise dead) bestow per-
  manent level drain on a creature. These are treated just 
  like negative levels, but they do not allow a new save each 
  day to remove them. Level drain can be removed through 
  spells like restoration. These permanent negative levels 
  remain after a dead creature is restored to life. A crea-
  ture whose permanent negative levels equals its Hit Dice 
  c annot be brought back to life through spells like raise 
  dead and resurrection without also receiving a r estoration 
  spell, cast the round after it is restored to life.
  Energy Immunity
  A creature with energy immunity never takes damage 
  from that energy type. If a creature has fire immunity, 
  it also has vulnerability to cold. If a creature has cold 
  immunity, it also has vulnerability to fire. Vulnerability 
  means the creature takes half again as much (+50%) 
  damage as normal from that energy type, regardless 
  of whether a saving throw is allowed or if the save is a 
  s uccess or failure.
  Fear
  Spells, magic items, and certain monsters can affect char-
  acters with fear. In most cases, the character makes a Will 
  saving throw to resist this effect, and a failed roll means 
  that the character is shaken, frightened, or panicked.
  Shaken: Characters who are shaken take a –2 penalty 
  on attack rolls, saving throws, skill checks, and ability 
  checks.
  Frightened: Characters who are frightened are shaken, 
  and in addition they flee from the source of their fear as 
  quickly as they can. They can choose the path of their 
  flight. Other than that stipulation, once they are out of 
  sight (or hearing) of the source of their fear, they can 
  act as they want. If the duration of their fear continues, 
  h owever, characters can be forced to flee if the source of 
  their fear presents itself again. Characters unable to flee 
  can fight (though they are still shaken).
  Panicked: Characters who are panicked are shaken, 
  and they run away from the source of their fear as quickly 
  as they can. Other than running away from the source, 
  their path is random. They flee from all other dangers 
  that confront them rather than facing those dangers. 
  Once they are out of sight (or hearing) of any source of 
  danger, they can act as they want. Panicked characters 
  cower if they are prevented from fleeing.
  Becoming Even More Fearful: Fear effects are 
  c umulative. A shaken character who is made shaken 
  again becomes frightened, and a shaken character who is 
  made frightened becomes panicked instead. A frightened 
  character who is made shaken or frightened becomes 
  panicked instead.
  Invisibility
  The ability to move about unseen is not foolproof. While 
  they can’t be seen, invisible creatures can be heard, 
  smelled, or felt. 
  Invisibility makes a creature undetectable by vision, 
  including darkvision.
  Invisibility does not, by itself, make a creature immune 
  to critical hits, but it does make the creature immune to 
  extra damage from being a ranger’s favored enemy and 
  from sneak attacks.
  A creature can generally notice the presence of an active 
  invisible creature within 30 feet with a DC 20 Perception 
  check. The observer gains a hunch that “something’s 
  there” but can’t see it or target it accurately with an 
  a ttack. It’s practically impossible (+20 DC) to pinpoint an 
  invisible creature’s location with a Perception check, and 
  even if a character succeeds on such a check, the invis-
  ible creature still benefits from total concealment (50% 
  miss chance). There are a number of modifiers that can 
  be a pplied to this DC if the invisible creature is moving 
  or engaged in a noisy activity.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  396
  Pathfinder Roleplaying Game
  Perception dC modifiers
  invisible Creature is… 
  dC
  In combat or speaking 
  –20
  Moving at half speed 
  –5
  Moving at full speed 
  –10
  Running or charging 
  –20
  Using Stealth 
  Stealth check +40
  Some distance away 
  +1 per 10 feet
  Behind an obstacle (door) 
  +5
  Behind an obstacle (stone wall) 
  +15
  A creature can grope about to find an invisible crea-
  ture. A character can make a touch attack with his hands 
  or a weapon into two adjacent 5-foot squares using a stan-
  dard action. If an invisible target is in the designated 
  area, there is a 50% miss chance on the touch attack. If 
  successful, the groping character deals no damage but 
  has successfully pinpointed the invisible creature’s cur-
  rent location. If the invisible creature moves, its location, 
  obviously, is once again unknown.
  If an invisible creature strikes a character, the char-
  acter struck still knows the location of the creature 
  that struck him (until, of course, the invisible creature 
  moves). The only exception is if the invisible creature has 
  a reach greater than 5 feet. In this case, the struck charac-
  ter knows the general location of the creature but has not 
  pinpointed the exact location.
  If a character tries to attack an invisible creature 
  whose location he has pinpointed, he attacks normal-
  ly, but the invisible creature still benefits from full 
  c oncealment (and thus a 50% miss chance). A particular-
  ly large and slow invisible creature might get a smaller 
  miss chance.
  If a character tries to attack an invisible creature 
  whose location he has not pinpointed, have the player 
  choose the space where the character will direct the at-
  tack. If the invisible creature is there, conduct the attack 
  normally. If the enemy’s not there, roll the miss chance 
  as if it were there, don’t let the player see the result, and 
  tell him that the character has missed. That way the 
  player doesn’t know whether the attack missed because 
  the enemy’s not there or because you successfully rolled 
  the miss chance.
  If an invisible character picks up a visible object, 
  the object remains visible. One could coat an invisible 
  o bject with f lour to at least keep track of its position 
  (u ntil the f lour falls off or blows away). An invisible 
  creature can pick up a small visible item and hide it on 
  his p erson (tucked in a pocket or behind a cloak) and 
  render it e ffectively invisible. 
  Invisible creatures leave tracks. They can be tracked 
  normally. Footprints in sand, mud, or other soft surfaces 
  can give enemies clues to an invisible creature’s location.
  An invisible creature in the water displaces water, re-
  vealing its location. The invisible creature, however, is 
  still hard to see and benefits from concealment.
  A creature with the scent ability can detect an invisible 
  creature as it would a visible one.
  A creature with the Blind-Fight feat has a better 
  chance to hit an invisible creature. Roll the miss chance 
  twice, and he misses only if both rolls indicate a miss. 
  (Alternatively, make one 25% miss chance roll rather than 
  two 50% miss chance rolls.)
  A creature with blindsight can attack (and otherwise 
  interact with) creatures regardless of invisibility.
  An invisible burning torch still gives off light, as does 
  an invisible object with a light spell (or similar spell) cast 
  upon it.
  Ethereal creatures are invisible. Since ethereal creatures 
  are not materially present, Perception checks, Scent, Blind-
  Fight, and blindsight don’t help locate them. Incorporeal 
  creatures are often invisible. Scent, Blind-Fight, and 
  blindsight don’t help creatures find or attack invisible, 
  i ncorporeal creatures, but Perception checks can help.
  Invisible creatures cannot use gaze attacks.
  Invisibility does not thwart detect spells.
  Since some creatures can detect or even see invisible crea-
  tures, it is helpful to be able to hide even when invisible.
  Low-Light Vision
  Characters with low-light vision have eyes that are so sen-
  sitive to light that they can see twice as far as normal in 
  dim light. Low-light vision is color vision. A spellcaster 
  with low-light vision can read a scroll as long as even the 
  tiniest candle flame is next to him as a source of light.
  Characters with low-light vision can see outdoors on a 
  moonlit night as well as they can during the day.
  Paralysis
  Some monsters and spells have the supernatural or 
  spell-like ability to paralyze their victims, immobilizing 
  them through magical means. Paralysis from toxins is 
  d iscussed in the Afflictions section.
  A paralyzed character cannot move, speak, or take 
  any physical action. He is rooted to the spot, frozen and 
  h elpless. Not even friends can move his limbs. He may 
  take purely mental actions, such as casting a spell with 
  no components.
  A winged creature flying in the air at the time that 
  it becomes paralyzed cannot flap its wings and falls. A 
  swimmer can’t swim and may drown.
  Resistance to Energy
  A creature with resistance to energy has the ability (u sually 
  extraordinary) to ignore some damage of a certain type 
  each round, but it does not have total immunity. 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  397
  Pathfinder RPG: Glossary 16
  Each resistance ability is defined by what energy type 
  it resists and how many points of damage are resisted. 
  It doesn’t matter whether the damage has a mundane or 
  magical source.
  When resistance completely negates the damage from 
  an energy attack, the attack does not disrupt a spell. This 
  resistance does not stack with the resistance that a spell 
  might provide.
  Scent
  This extraordinary ability lets a creature detect ap-
  proaching enemies, sniff out hidden foes, and track by 
  sense of smell.
  A creature with the scent ability can detect opponents 
  by sense of smell, generally within 30 feet. If the oppo-
  nent is upwind, the range is 60 feet. If it is downwind, the 
  range is 15 feet. Strong scents, such as smoke or rotting 
  garbage, can be detected at twice the ranges noted above. 
  Overpowering scents, such as skunk musk or troglodyte 
  stench, can be detected at three times these ranges.
  The creature detects another creature’s presence but 
  not its specific location. Noting the direction of the 
  scent is a move action. If the creature moves within 5 
  feet (1 square) of the scent’s source, the creature can 
  pinpoint that source.
  A creature with the Survival skill and the scent ability 
  can follow tracks by smell, making a Survival check to 
  find or follow a track. A creature with the scent ability 
  can attempt to follow tracks using Survival untrained. 
  The typical DC for a fresh trail is 10. The DC increases 
  or decreases depending on how strong the quarry’s odor 
  is, the number of creatures, and the age of the trail. For 
  each hour that the trail is cold, the DC increases by 2. 
  The ability otherwise follows the rules for the Track feat. 
  Creatures tracking by scent ignore the effects of surface 
  conditions and poor visibility.
  Creatures with the scent ability can identify familiar 
  odors just as humans do familiar sights.
  Water, particularly running water, ruins a trail for air-
  breathing creatures. Water-breathing creatures that have 
  the scent ability, however, can use it in the water easily.
  False, powerful odors can easily mask other scents. 
  The presence of such an odor completely spoils the abil-
  ity to properly detect or identify creatures, and the base 
  Survival DC to track becomes 20 rather than 10.
  Spell Resistance
  Spell resistance is the extraordinary ability to avoid 
  being affected by spells. Some spells also grant spell 
  resistance.
  To affect a creature that has spell resistance, a spell-
  caster must make a caster level check (1d20 + caster 
  level) at least equal to the creature’s spell resistance. 
  The defender’s spell resistance is like an Armor Class 
  against magical attacks. If the caster fails the check, the 
  spell doesn’t affect the creature. The possessor does not 
  have to do anything special to use spell resistance. The 
  c reature need not even be aware of the threat for its spell 
  resistance to operate.
  Only spells and spell-like abilities are subject to spell 
  resistance. Extraordinary and supernatural abilities 
  (i ncluding enhancement bonuses on magic weapons) are 
  not. A creature can have some abilities that are s ubject 
  to spell resistance and some that are not. Even some 
  spells ignore spell resistance; see When Spell Resistance 
  Applies, below. 
  A creature can voluntarily lower its spell resistance. 
  Doing so is a standard action that does not provoke 
  an a ttack of opportunity. Once a creature lowers its 
  r esistance, it remains down until the creature’s next 
  turn. At the beginning of the creature’s next turn, the 
  creature’s spell resistance automatically returns unless 
  the creature intentionally keeps it down (also a standard 
  action that does not provoke an attack of opportunity).
  A creature’s spell resistance never interferes with its 
  own spells, items, or abilities.
  A creature with spell resistance cannot impart this 
  power to others by touching them or standing in their 
  midst. Only the rarest of creatures and a few magic items 
  have the ability to bestow spell resistance upon another.
  Spell resistance does not stack. It overlaps. 
  When Spell Resistance Applies
  Each spell includes an entry that indicates whether spell 
  resistance applies to the spell. In general, whether spell 
  resistance applies depends on what the spell does:
  Targeted Spells: Spell resistance applies if the spell is 
  targeted at the creature. Some individually targeted spells 
  can be directed at several creatures simultaneously. In 
  such cases, a creature’s spell resistance applies only to the 
  portion of the spell actually targeted at that creature. If 
  several different resistant creatures are subjected to such 
  a spell, each checks its spell resistance separately.
  Area Spells: Spell resistance applies if the resistant 
  creature is within the spell’s area. It protects the resistant 
  creature without affecting the spell itself.
  Effect Spells: Most effect spells summon or c reate 
  something and are not subject to spell resistance. 
  Sometimes, however, spell resistance applies to effect 
  spells, usually to those that act upon a creature more or 
  less directly, such as web.
  Spell resistance can protect a creature from a spell 
  that’s already been cast. Check spell resistance when the 
  creature is first affected by the spell.
  Check spell resistance only once for any particular 
  casting of a spell or use of a spell-like ability. If spell 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  398
  Pathfinder Roleplaying Game
  resistance fails the first time, it fails each time the crea-
  ture encounters that same casting of the spell. Likewise, 
  if the spell resistance succeeds the first time, it always 
  succeeds. If the creature has voluntarily lowered its spell 
  resistance and is then subjected to a spell, the creature 
  still has a single chance to resist that spell later, when its 
  spell resistance is back up.
  Spell resistance has no effect unless the energy 
  c reated or released by the spell actually goes to work 
  on the r esistant creature’s mind or body. If the spell 
  acts on anything else and the creature is affected as a 
  c onsequence, no roll is required. Spell resistant crea-
  tures can be harmed by a spell when they are not being 
  directly affected. 
  Spell resistance does not apply if an effect fools the 
  c reature’s senses or reveals something about the creature.
  Magic actually has to be working for spell resistance 
  to apply. Spells that have instantaneous durations but 
  l asting results aren’t subject to spell resistance unless 
  the resistant creature is exposed to the spell the instant 
  it is cast. 
  Successful Spell Resistance
  Spell resistance prevents a spell or a spell-like ability from 
  affecting or harming the resistant creature, but it never 
  removes a magical effect from another creature or ne-
  gates a spell’s effect on another creature. Spell resistance 
  prevents a spell from disrupting another spell.
  Against an ongoing spell that has already been cast, a 
  failed check against spell resistance allows the resistant 
  creature to ignore any effect the spell might have. The 
  magic continues to affect others normally.
  Turn Resistance
  Creatures with turn resistance gain a bonus on Will 
  saves made against channeled energy. They add their 
  bonus to any Will saves made to halve the damage and 
  resist the effect.
  cONDitiONS
  If more than one condition affects a character, apply 
  them all. If certain effects can’t combine, apply the most 
  severe effect.
  Bleed: A creature that is taking bleed damage takes 
  the listed amount of damage at the beginning of its turn. 
  Bleeding can be stopped by a DC 15 heal check or through 
  the application of any spell that cures hit point damage 
  (even if the bleed is ability damage). Some bleed effects 
  cause ability damage or even ability drain. Bleed effects 
  do not stack with each other unless they deal different 
  kinds of damage. When two or more bleed effects deal the 
  same kind of damage, take the worse effect. In this case, 
  ability drain is worse than ability damage.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  399
  Pathfinder RPG: Glossary 16
  Blinded: The creature cannot see. It takes a –2 p enalty 
  to Armor Class, loses its Dexterity bonus to AC (if any), 
  and takes a –4 penalty on most Strength- and Dexterity-
  based skill checks and on opposed Perception skill 
  checks. All checks and activities that rely on vision 
  (such as reading and sight-based Perception checks) 
  a utomatically fail. All opponents are considered to have 
  total concealment (50% miss chance) to the blinded 
  c haracter. Blind c reatures must make a DC 10 Acrobatics 
  skill check to move faster than half speed. Creatures that 
  fail this check fall prone. Characters who remain b linded 
  for a long time grow accustomed to these drawbacks and 
  can overcome some of them.
  Broken: Items that have taken damage gain the 
  b roken condition, meaning they are less effective at their 
  d esignated task. The broken condition has the following 
  effects, depending upon the item.
  - If the item is a weapon, any attacks made with the 
  item suffer a –2 penalty on attack and damage rolls. Such 
  weapons only score a critical hit on a natural 20 and only 
  deal ×2 damage.
  - If the item is a suit of armor or a shield, the bonus 
  it grants to AC is halved, rounding down. Broken armor 
  doubles its armor check penalty on skills.
  - If the item is a tool needed for a skill, any skill check 
  made with the item takes a –2 penalty.
  - If the item is a wand or staff, it uses up twice as many 
  charges when used.
  - If the item does not fit into any of these categories, 
  the broken condition has no effect on its use. Items with 
  the broken condition, regardless of type, are worth 75% 
  of their normal value. If the item is magical, it can only 
  be repaired with a mending or make whole spell cast by 
  a c haracter with a caster level equal to or higher than 
  the item’s and then only if the spell eliminates all of the 
  damage the object has taken. Non-magical items can be 
  repaired in a similar fashion, or through the Craft skill 
  used to create it. Generally speaking, this requires a DC 
  20 Craft check and 1 hour of work per point of damage to 
  be repaired. Most craftsmen charge 1/10 the item’s t otal 
  cost to repair such damage (more if the item is badly 
  damaged or ruined).
  Confused: A confused creature is mentally befuddled 
  and cannot act normally. A confused creature cannot tell 
  the difference between ally and foe, treating all other 
  creatures as enemies. Allies wishing to cast a beneficial 
  spell that requires a touch on a confused creature must 
  succeed on a melee touch attack. If a confused creature is 
  attacked, it attacks the creature that attacked it until that 
  creature is dead or out of sight.
  Roll on the following table at the beginning of each 
  confused subject’s turn each round to see what the s ubject 
  does in that round. 
  d% 
  Behavior
  01–25 
  Act normally.
  26–50 
  Do nothing but babble incoherently.
  51–75 
  Deal 1d8 points of damage + Str modifier to self 
  with item in hand.
  76–100 
  Attack nearest creature (for this purpose, a familiar 
  counts as part of the subject’s self).
  A confused creature who can’t carry out the indicated 
  action does nothing but babble incoherently. Attackers 
  are not at any special advantage when a ttacking a 
  c onfused creature. Any confused creature who is attacked 
  a utomatically attacks its attackers on its next turn, as 
  long as it is still confused when its turn comes. Note that 
  a confused creature will not make attacks of o pportunity 
  against anything that it is not already devoted to a ttacking 
  (e ither because of its most recent action or because it has 
  just been attacked).
  Cowering: The character is frozen in fear and can take 
  no actions. A cowering character takes a –2 penalty to 
  Armor Class and loses his Dexterity bonus (if any).
  Dazed: The creature is unable to act normally. A dazed 
  creature can take no actions, but has no penalty to AC.
  A dazed condition typically lasts 1 round.
  Dazzled: The creature is unable to see well because of 
  overstimulation of the eyes. A dazzled creature takes a –1 
  penalty on attack rolls and sight-based Perception checks.
  Dead: The character’s hit points are reduced to nega-
  tive amount equal to his Constitution score (minimum 
  –10), his Constitution drops to 0, or he is killed outright 
  by a spell or effect. The character’s soul leaves his body. 
  Dead c haracters cannot benefit from normal or magical 
  h ealing, but they can be restored to life via magic. A dead 
  body decays normally unless magically preserved, but 
  magic that restores a dead character to life also restores 
  the body either to full health or to its condition at the 
  time of death (depending on the spell or device). Either 
  way, resurrected characters need not worry about rigor 
  mortis, decomposition, and other conditions that affect 
  dead bodies.
  Deafened: A deafened character cannot hear. He takes 
  a –4 penalty on initiative checks, automatically fails 
  sound-based Perception checks, takes a –4 penalty on 
  o pposed Perception checks, and has a 20% chance of 
  spell failure when casting spells with verbal c omponents. 
  Characters who remain deafened for a long time grow 
  accustomed to these drawbacks and can o vercome some 
  of them.
  Disabled: A character with 0 hit points, or one who has 
  negative hit points but has become stable and conscious, 
  is disabled. A disabled character may take a single move 
  action or standard action each round (but not both, nor 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  400
  Pathfinder Roleplaying Game
  can he take full-round actions). He moves at half speed. 
  Taking move actions doesn’t risk further injury, but per-
  forming any standard action (or any other action the DM 
  deems strenuous, including some free actions such as 
  casting a quickened spell) deals 1 point of damage after 
  the completion of the act. Unless the action increased the 
  disabled character’s hit points, he is now in negative hit 
  points and dying.
  A disabled character with negative hit points recovers 
  hit points naturally if he is being helped. Otherwise, each 
  day he has a 10% chance to start recovering hit points 
  naturally (starting with that day); otherwise, he loses 1 hit 
  point. Once an unaided character starts recovering hit 
  points naturally, he is no longer in danger of losing hit 
  points (even if his current hit points are negative).
  Dying: A dying creature is unconscious and near death. 
  Creatures that have negative hit points are dying. A dying 
  creature can take no actions. At the end of each round 
  (starting with the round in which the creature dropped 
  below 0 hit points), the creature rolls d% to see w hether 
  it becomes stable. The creature has a 10% chance to 
  b ecome stable. If it does not, it loses 1 hit point. If a dying 
  c reature has an amount of negative hit points equal to its 
  Constitution score (or –10, whichever is lower), it dies.
  Energy Drained: The character gains one or more 
  n egative levels, which might permanently drain the 
  c haracter’s levels. If the subject has at least as many 
  n egative levels as Hit Dice, he dies. Each negative level 
  gives a creature the following penalties: –1 penalty on 
  a ttack rolls, saving throws, skill checks, ability checks; loss 
  of 5 hit points; and –1 to effective level (for d etermining 
  the power, duration, DC, and other details of spells or 
  special abilities). In addition, a spellcaster loses one spell 
  or spell slot from the highest spell level castable.
  Entangled: The character is ensnared. Being e ntangled 
  impedes movement, but does not entirely prevent it 
  u nless the bonds are anchored to an immobile object 
  or tethered by an opposing force. An entangled creature 
  moves at half speed, cannot run or charge, and takes a –2 
  penalty on all attack rolls and a –4 penalty to Dexterity. 
  An entangled character who attempts to cast a spell must 
  make a Spellcraft check (DC 15 + the spell’s level) or lose 
  the spell. 
  Exhausted: An exhausted character moves at half speed 
  and takes a –6 penalty to Strength and Dexterity. After 1 
  hour of complete rest, an exhausted character becomes 
  fatigued. A fatigued character becomes exhausted by 
  d oing something else that would normally cause fatigue.
  Fascinated: A fascinated creature is entranced by a 
  s upernatural or spell effect. The creature stands or sits 
  quietly, taking no actions other than to pay attention 
  to the fascinating effect, for as long as the effect lasts. 
  It takes a –4 penalty on skill checks made as reactions, 
  such as Perception checks. Any potential threat, such 
  as a h ostile creature approaching, allows the f ascinated 
  c reature a new saving throw against the fascinating 
  e ffect. Any obvious threat, such as someone drawing a 
  weapon, casting a spell, or aiming a ranged weapon at 
  the fascinated creature, automatically breaks the effect. A 
  fascinated creature’s ally may shake it free of the spell as 
  a standard action. 
  Fatigued: A fatigued character can neither run nor 
  charge and takes a –2 penalty to Strength and Dexterity. 
  Doing anything that would normally cause fatigue 
  causes the fatigued character to become exhausted. After 
  8 hours of complete rest, fatigued characters are no 
  l onger fatigued. 
  Flat-Footed: A character who has not yet acted during 
  a combat is flat-footed, not yet reacting normally to the 
  s ituation. A flat-footed character loses his Dexterity bonus 
  to AC (if any) and cannot make attacks of opportunity. 
  Frightened: A frightened creature flees from the source 
  of its fear as best it can. If unable to flee, it may fight. 
  A frightened creature takes a –2 penalty on all a ttack 
  rolls, saving throws, skill checks, and ability checks. A 
  f rightened creature can use special abilities, including 
  spells, to flee; indeed, the creature must use such means 
  if they are the only way to escape. 
  Frightened is like shaken, except that the creature must 
  flee if possible. Panicked is a more extreme state of fear.
  Grappled: A grappled creature is being restrained 
  by a nother creature, trap, or effect. Grappled creatures 
  cannot move and take a –4 penalty to their Dexterity. 
  A grappled creature takes a –2 penalty on all attack 
  rolls and combat maneuver checks, except those made 
  to grapple or escape a grapple. In addition, grappled 
  c reatures can take no action that requires two hands 
  to perform. A grappled character that attempts to cast 
  a spell must make a Spellcraft check (DC 15 + the spell’s 
  level) or lose the spell. Grappled creatures cannot make 
  attacks of opportunity.
  Helpless: A helpless character is paralyzed, held, bound, 
  sleeping, unconscious, or otherwise c ompletely at an 
  o pponent’s mercy. A helpless target is treated as h aving 
  a Dexterity of 0 (–5 modifier). Melee attacks against a 
  h elpless target get a +4 bonus (equivalent to attacking a 
  prone t arget). Ranged attacks gets no special bonus against 
  helpless targets. Rogues can sneak attack helpless targets. 
  As a full-round action, an enemy can use a melee weap-
  on to deliver a coup de grace to a helpless foe. An enemy 
  can also use a bow or crossbow, provided he is adjacent 
  to the target. The attacker automatically hits and scores 
  a critical hit. (A rogue also gets his sneak attack damage 
  bonus against a helpless foe when delivering a coup de 
  grace.) If the defender survives, he must make a Fortitude 
  save (DC 10 + damage dealt) or die. 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  401
  Pathfinder RPG: Glossary 16
  Delivering a coup de grace provokes attacks of 
  opportunity. 
  Creatures that are immune to critical hits do not take 
  critical damage, nor do they need to make Fortitude saves 
  to avoid being killed by a coup de grace.
  Incorporeal: Having no physical body. Incorporeal 
  creatures are immune to all nonmagical attack forms. 
  They can be harmed only by other incorporeal creatures, 
  +1 or better magic weapons, spells, spell-like effects, or 
  supernatural effects. 
  Invisible: Visually undetectable. An invisible crea-
  ture gains a +2 bonus on attack rolls against sighted 
  o pponents, and ignores its opponents’ Dexterity bonuses 
  to AC (if any). See Invisibility, under Special Abilities.
  Nauseated: Experiencing stomach distress. Nauseated 
  creatures are unable to attack, cast spells, concentrate on 
  spells, or do anything else requiring attention. The only 
  action such a character can take is a single move action 
  per turn.
  Panicked: A panicked creature must drop anything 
  it holds and flee at top speed from the source of its 
  fear, as well as any other dangers it encounters, along a 
  r andom path. It can’t take any other actions. In a ddition, 
  the c reature takes a –2 penalty on all saving throws, 
  skill checks, and ability checks. If cornered, a panicked 
  c reature cowers and does not attack, typically using the 
  total defense action in combat. A panicked creature can 
  use special abilities, including spells, to flee; indeed, the 
  creature must use such means if they are the only way 
  to escape.
  Panicked is a more extreme state of fear than shaken 
  or frightened.
  Paralyzed: A paralyzed character is frozen in place and 
  unable to move or act. A paralyzed character has effective 
  Dexterity and Strength scores of 0 and is helpless, but 
  can take purely mental actions. A winged creature f lying 
  in the air at the time that it becomes paralyzed c annot 
  flap its wings and falls. A paralyzed swimmer can’t swim 
  and may drown. A creature can move through a space 
  o ccupied by a paralyzed creature—ally or not. Each 
  square o ccupied by a paralyzed creature, however, counts 
  as 2 squares to move through.
  Petrified: A petrified character has been turned to 
  stone and is considered unconscious. If a petrified char-
  acter cracks or breaks, but the broken pieces are joined 
  with the body as he returns to flesh, he is unharmed. 
  If the character’s petrified body is incomplete when it 
  returns to flesh, the body is likewise incomplete and 
  there is some amount of permanent hit point loss and/
  or debilitation.
  Pinned: A pinned creature is tightly bound and can 
  take few actions. A pinned creature cannot move and is 
  flat-footed. A pinned character also takes an additional –4 
  penalty to his Armor Class. A pinned creature is l imited 
  in the actions that it can take. A pinned creature can 
  a lways attempt to free itself, usually through a c ombat 
  maneuver check or Escape Artist check. A pinned c reature 
  can take verbal and mental actions, but cannot cast any 
  spells that require a somatic or material component. A 
  pinned c reature that attempts to cast a spell must make 
  a Spellcraft check (DC 15 + the spell’s level) or lose the 
  spell. Pinned is a more severe version of grappled and 
  their e ffects do not stack.
  Prone: The character is on the ground. An attacker 
  who is prone has a –4 penalty on melee attack rolls and 
  cannot use a ranged weapon (except for a crossbow). A 
  defender who is prone gains a +4 bonus to Armor Class 
  against ranged attacks, but takes a –4 penalty to AC 
  against melee attacks.
  Standing up is a move-equivalent action that provokes 
  an attack of opportunity.
  Shaken: A shaken character takes a –2 penalty on attack 
  rolls, saving throws, skill checks, and ability checks. Shaken 
  is a less severe state of fear than frightened or panicked.
  Sickened: The character takes a –2 penalty on all attack 
  rolls, weapon damage rolls, saving throws, skill checks, 
  and ability checks.
  Stable: A character who was dying but who has stopped 
  losing hit points and still has negative hit points is s table. 
  The character is no longer dying, but is still u nconscious. 
  If the character has become stable because of aid from 
  a nother character (such as a Heal check or magical 
  h ealing), then the character no longer loses hit points. He 
  has a 10% chance each hour of becoming conscious and 
  d isabled (even though his hit points are still negative). 
  If the character became stable on his own and hasn’t 
  had help, he is still at risk of losing hit points. Each hour, 
  he has a 10% chance of becoming conscious and disabled. 
  Otherwise he loses 1 hit point.
  Staggered: A staggered creature may take a single move 
  action or standard action each round (but not both, nor 
  can he take full-round actions). A staggered creature can 
  still take swift and immediate actions. A creature with 
  nonlethal damage exactly equal to its current hit points 
  gains the staggered condition.
  Stunned: A stunned creature drops everything held, 
  can’t take actions, takes a –2 penalty to AC, and loses its 
  Dexterity bonus to AC (if any).
  Unconscious: Knocked out and helpless. Unconsciousness 
  can result from having negative hit points (but not more 
  than the creature’s Constitution score), or from nonlethal 
  damage in excess of current hit points.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  402
  Playtesting
  Pathfinder Roleplaying Game
  make sure to comment in the most recent forum to be 
  part of the current discussion. 
   Announcements: This forum is for announcements 
  about updates, opportunities to play the game, and 
  playtest periods.
  General Discussion: This forum is for general comments 
  about the Pathfinder RPG and discussing the system with 
  other gamers. Rules discussions should be posted to the 
  design forums.
  Playtest Reports: This forum is for posting up broad 
  playtest reports and stories from your games. Although 
  these posts can include rules discussions, make sure to 
  stay focused on play experiences and to post applicable 
  observations to the appropriate design forum.
  Design Forums: These forums are for discussing the 
  current playtest focus, including specific observations, 
  queries, and concerns about the rules in question in the 
  Beta release of the Pathfinder RPG.  Feel free to post new 
  rules ideas in these forums, so long as they pertain to the 
  forum’s focus.
  Finally, the Pathfinder RPG design and development 
  staff would like to take a moment to thank all of the 
  playtesters who participated in the Alpha stage of this 
  process. Your dedication helped to shape this book in 
  countless ways. We would also like to thank you for 
  W
  e want your feedback. These rules are not yet 
  finalized, and we’re turning to you to help us 
  polish them into the game you want to play. To 
  help us accomplish this, we will be holding a number of 
  playtest periods between now and April, 2009. This Beta 
  playtest edition will be supplemented by occassional 
  updates, posted for free as PDFs at paizo.com. Be sure 
  to download these updates as you playtest the game. 
  Your playtesting and suggestions will help shape the 
  finished product.
  Submitting Feedback
  Once you’ve read through the rules and played a few 
  games with them, go to paizo.com/pathfinderRPG. 
  On the messageboards are forums for Pathfinder RPG 
  playtesters. These forums are your direct link to the 
  Pathfinder RPG design team. Every few weeks, we will 
  be posting up a new forum to discuss another aspect of 
  the rules. Use these forums to post your own feedback, 
  read the feedback of others, and to talk to the Pathfinder 
  RPG design team. When starting a thread, please list 
  the rules in question and a page reference in the subject 
  line of the thread. Take a good look through all of the 
  threads first to see if there is already one in progress 
  about the rule in question. As the playtest proceeds, 
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  403
  Pathfinder RPG: Playtesting
  17
  participating in the Beta phase of this process. This is a 
  big endeavor, and it would not be possible without your 
  support. Thanks!
  upcoming ReleaSeS
  Although this is the Beta release of the Pathfinder 
  RPG, there are a few rules that are still undergoing 
  significant revision. Here is just a taste of what you 
  can expect to see in the coming months. All of these 
  revisions will be available for free as a PDF at paizo.com.
  Prestige Classes
  A fresh look at these exciting character options, from the 
  arcane trickster to the shadowdancer.
  Cursed and Intelligent Items
  A complete overhaul of these classic magic items.
  Game Master Rules
  An expanded selection of curses, diseases, and poisons, as 
  well as additional rules to enhance the environment.
  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 
  including derivative works and translations (including into other computer languages), 
  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. 
  (e) “Product Identity” means product and product line names, logos and identifying 
  marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, 
  thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, 
  likenesses, formats, poses, concepts, themes and graphic, photographic and other visual 
  or audio representations; names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product Identity, and which specifically 
  excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, 
  motto, designs that are used by a Contributor to identify itself or its products or the 
  associated products contributed to the Open Game License by the Contributor (g) “Use”, 
  “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and 
  otherwise create 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 You are copying, modifying or distributing, and You must add the title, the 
  copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.
  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 
  containing Open Game Content except as expressly licensed in another, independent 
  Agreement with the  owner of such Trademark or Registered Trademark. The use of any 
  Product Identity in Open Game  Content does not constitute a challenge to the ownership of 
  that Product Identity. The owner of any Product Identity used in Open Game Content shall 
  retain all rights, title and interest in and to that Product Identity.
  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 to do so.
  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.
  Pathfinder Roleplaying Game Beta playtest edition. Copyright 2008, Paizo Publishing, LLC; 
  Author: Jason Bulmahn.
  The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  Pathfinder RPG: Character Sheet
  Conditional Modifiers:
  Languages
  Total
  Bonus
  Skill Names
  strength
  dexterity
  constitution
  intelligence
  wisdom
  charisma
  TOTAL
  TOTAL
  SAVING THROWS
  TOTAL
  10 +
  =
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  =
  =
  =
  =
  =
  TOTAL
  armor
  bonus
  shield
  bonus
  dex
  modifier
  dex
  modifier
   
  modifier
  bonus or 
  penalty
  ability
  score
  abilityname
  Character Name
  Player
  Alignment
  Character Level
  Campaign
  Homeland
  Race
  Height
  Size
  Deity
  Gender
  Age
  Weight
  Hair
  Eyes
  Total
  ft.
  ft.
  ft.
  ft.
  ft.
  ft.
  sq.
  sq.
  base speed
  temp modifiers
  fly
  swim
  climb
  burrow
  maneuverability
  with armor
  DR
  ability 
  modifier
  nonlethal damage
  wounds/current hp
  size
  modifier
  size
  modifier
  strength 
  modifier
  base attack
  bonus
  natural
  armor deflection
  modifier
  misc
  modifier
  misc
  modifier temporary
  modifier
  magic
  modifier
  ability
  modifier
  base
  save
  misc
  modifier
  Ability
  Mod.
   
  Ranks
  Misc. 
  Mod.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  Acrobatics
  Climb
  Appraise
  Craft
  Bluff
  Craft
  Craft
  Diplomacy
  Disable Device
  Disguise
  Escape Artist
  Fly
  Handle Animal
  Heal
  Intimidate
  Knowledge (arcana)
  Knowledge (dungeoneering)
  Knowledge (engineering)
  Knowledge (geography)
  Knowledge (history)
  Knowledge (local)
  Knowledge (nature)
  Knowledge (nobility)
  Knowledge (planes)
  Knowledge (religion)
  Linguistics
  Perception
  Perform
  Profession
  Profession
  Profession
  Ride
  Sense Motive
  Sleight of Hand
  Spellcraft
  Stealth
  Survival
  Swim
  Use Magic Device
  modifiers
  modifiers
  modifiers
  hit points
  HP
  land
  SPEED
  SKILLS
  =Dex
  =Dex
  =Int
  =Cha
  =cha
  =Dex
  =Int
  =Cha
  =Int
  =Cha
  =Int
  =Wis
  =Str
  =Dex
  =Cha
  =Int
  =Int
  =Int
  =Int
  =Wis
  =Int
  =Wis
  =Int
  =Wis
  =Int
  =Int
  =Int
  =Wis
  =Int
  =Cha
  =Int
  =Dex
  =Dex
  =Dex
  =Str
  =Int
  =Wis
  =Wis
  =Cha
  armor class
  armor class
  armor class
  (constitition)
  (dexterity)
  (wisdom)
  AC
  TOUCH
  FLAT-FOOTED
  FORTITUDE
  REFLEX
  BASE ATTACK BONUS
  WEAPON
  ATTACK BONUS
  DAMAGE
  AMMUNITION
  RANGE
  TYPE
  CRITICAL
  WEAPON
  ATTACK BONUS
  DAMAGE
  AMMUNITION
  RANGE
  TYPE
  CRITICAL
  WEAPON
  ATTACK BONUS
  DAMAGE
  AMMUNITION
  RANGE
  TYPE
  CRITICAL
  WEAPON
  ATTACK BONUS
  DAMAGE
  AMMUNITION
  RANGE
  TYPE
  CRITICAL
  WEAPON
  ATTACK BONUS
  DAMAGE
  AMMUNITION
  RANGE
  TYPE
  CRITICAL
  SPELL 
  RESISTANCE
  CMB
  WILL
  modifier
  INITIATIVE
  ™
  © Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  Pathfinder RPG: Character Sheet
  DOMAINS/SPECIALTy SCHOOL
  Light
  Load
  CP
  ITEM
  WT.
  Conditional Modifiers
  SP
  GP
  PP
  Lift Over
  Head
  Medium
  Load
  Lift off  
  Ground
  Heavy
  Load
  Drag or 
  Push
  SPELLS
  KNOWN
  SPELLS
  PER DAy
  SPELL
  SAVE DC
  LEVEL
  0
  0
  0
  1st
  1st
  3rd
  3rd
  2nd
  2nd
  4th
  4th
  5th
  5th
  6th
  6th
  7th
  7th
  8th
  8th
  9th
  9th
  BONUS
  SPELLS
  ARMOR CLASS GEAR
  TOTALS
  GEAR
  FEATS
  SPELLS
  SPECIAL ABILITIES
  MONEY
  EXPERIENCE POINTS
  NExT LEVEL
  TOTAL WEIGHT
   BONUS 
  TyPE 
  CHECK PENALTy 
  SPELL FAILURE 
  WEIGHT 
  PROPERTIES
  © Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  The exciting world of the Pathfinder™ Adventure Paths and Pathfinder Modules comes alive in 
  this massive 256-page full-color hardcover tome primed and ready to go for your new campaign! 
  Detailed sections on more than 40 nations provide a full picture of the world of the Pathfinder 
  Chronicles™ campaign setting, with new rules, new magic and spells, detailed descriptions of 
  more than twenty gods, and a gorgeous poster map detailing the entire campaign setting.
  Written by  
  Keith Baker, Wolfgang Baur, Jason Bulmahn, Ed Greenwood, Jeff Grubb, James Jacobs, Mike McArtor,  
  Erik Mona, F. Wesley Schneider, and more than twenty additional authors,  
  including mini-essays on world creation by R.A. Salvatore and Robert J. Kuntz.
  Pathfinder Chronicles Campaign Setting:
     
  Available Now  ◆  $49.99
  Golarion Needs Heroes
  paizo.com/pathfinder
  All trademarks are property of Paizo Publishing®,
   LLC. ©2008 Paizo. All Rights Reserved
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  From the crumbling spires of the ancient runelords in distant Varisia to the bustling merchant 
  kingdoms of the Inner Sea, the Pathﬁ nder Chronicles campaign setting forms the panoramic 
  backdrop for Paizo Publishing’s innovative Pathﬁ nder fantasy roleplaying supplements, modules, 
  and Adventure Paths. The world’s most popular roleplaying game is always changing, but the 
  Pathﬁ nder Chronicles campaign setting is designed to be great right from the start. Your next 
  great adventure is about to begin. It’s your world now.
  Pathﬁ nder Chronicles Supplements � $17.99
  ���������������������
  paizo.com/pathﬁ nder
  All trademarks are property of Paizo Publishing®,
   LLC. ©2008 Paizo. All Rights Reserved
  ™
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  Explore Your World
  paizo.com/pathfinder
  All trademarks are property of Paizo Publishing®,
   LLC. ©2008 Paizo. All Rights Reserved
  I
  mmerse your character in the world of the Pathfinder Chronicles 
  campaign setting like never before! Each 32-page bimonthly Pathfinder 
  Companion explores a major theme in the Pathfinder Chronicles 
  campaign setting, with expanded regional gazetteers, new player character 
  options, and organizational overviews to help players flesh out their 
  character backgrounds and to provide players and Game Masters alike with 
  new sources for campaign intrigue. Every Pathfinder needs a friend – get by 
  with a little help from ours.
  Pathfinder Companion: Second Darkness • Available Now!
  Pathfinder Companion: Elves of Golarion • October 2008
  Pathfinder Companion: Osirion, Land of Pharaohs • December 2008
  Pathfinder Companion • $9.99  Available anywhere games are sold.
  paizo.com #1025962, Doug Bramwell <doug.bramwell@shaw.ca>, Aug 17, 2008
  
  paizo.com #1025962, Doug Bram
  It’s Your Game Now!
  The Pathfinder Roleplaying Game takes your fantasy campaigns to new heights 
  of adventure! Backward-compatible with the 3.5 edition of the world’s 
  most popular roleplaying game but offering new solutions and options 
  that place it firmly on the cutting edge, the Pathfinder Roleplaying Game Beta 
  release is part of the largest open public playtest in RPG history.
  The Pathfinder Roleplaying Game includes:
  Revised rules for the seven classic fantasy RPG races
  •	
  Updated options for the 11 core classes
  •	
  A streamlined skill system that makes things easier for players and GMs
  •	
  A host of new and familiar feats, including innovative combat feats
  •	
  New equipment
  •	
  New and revised combat options aimed at dispelling confusion at 
  •	
  the game table without sacrificing versatility
  Overhauled rules for domains, familiars, bonded items, specialty 
  •	
  schools, and more
  Dozens of new and revised spells
  •	
  Updated rules for NPCs, including quick-generation guidelines
  •	
  New rules for curses, diseases, and poisons
  •	
  A completely overhauled experience system with options 
  •	
  for slow, medium, and fast advancement
  Hundreds and hundreds of magic items
  •	
  AND MUCH, MUCH MORE!
  •	
  Help us determine the future of your favorite game system by participating 
  in the Pathfinder Roleplaying Game open playtest today! This Beta release 
  includes everything you need to run a Pathfinder campaign. Paizo will 
  continue to monitor playtest feedback for the complete rules set in 
  preparation for the release of the Pathfinder Roleplaying Game  hardcover in 
  August 2009. Get in the game and let us know what you think by posting 
  to our Pathfinder Roleplaying Game  messageboards at paizo.com. 
  The future of fantasy gaming starts here!
  paizo.com/pathfinder
  PZO1110B
  Pathfinder © 2008, Paizo Publishing, LLC. All Rights Reserved.
  Paizo Publishing and the golem logo are registered trademarks of Paizo Publishing, LLC. 
  Pathfinder Roleplaying Game is a trademark of Paizo Publishing, LLC.
  Printed in China
  paizo.com #1025962, Doug Bram
  
SOURCE: textdata/thevault/Pathfinder/D20_Paizo_Pathfinder RPG_Beta Playtest Rules.pdf