TEXT: サムライシープドッグ
  マンガヒーローズ
  Play Manga
  d20
  Kevin Glusing
  
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, 
  LLC. See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC 
  does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder 
  Roleplaying Game Compatibility License. See paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license. Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used 
  under license. See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. ®
  Everything in this book, other than the covers, the title and table of contents pages, the illustrations and maps, character 
  and place names, story elements, trade dress, “d20pfsrd.com Publishing,” “Name’s Games™,” Samurai Sheepdog, and 
  related product titles and product logos, is designated Open Game Content. © 2019 d20pfsrd.com Publishing, all rights 
  reserved.
  1
  
  What are Anime and Manga?
  Anime, or japanese animation, is a style of cartoon 
  popularized by sweeping stories with larger-than-life 
  characters, some of whom are just trying to get through 
  their day without running into a rival or crazed monster. 
  Manga, which came first, are the comic-book-like stories 
  on which most anime is based (however loosely).
  Even the seemingly normal characters in an anime or 
  manga can turn out to be a brave hero, a dastardly villain, 
  or some other important piece of the story’s plot, at times 
  out of nowhere. Characters in these stories find real 
  progression as they sometimes literally transform from who 
  they started out as into the man, woman, or sentient slime 
  they were always meant to be. Along with their friends, 
  they’ll challenge enemies big and small, collect important 
  pieces to a puzzle, or capture other creatures in some way 
  and battle them to achieve their goals.
  But manga and anime isn’t just about the characters’ 
  hyperbolic representation. In many stories, even their 
  equipment gets an extreme makeover. Giant, flying robots 
  battle with even more powerful aliens who might be a threat 
  until more robots show up to help, often by combining with 
  the first. These machines could be living creatures all their 
  own, or they could be piloted by the characters to show 
  how the bond they share can overcome any threat.
  We have worked hard to tackle each of these aspects 
  throughout Play Manga d20. In doing so, we open the 
  platform to players and Gamemasters alike to build their 
  own stories. Each of the races and classes presented here 
  also include a little bit of backstory for why they might exist 
  within an anime-focused game, but groups are encouraged 
  to offer their own reasons and make them what they need 
  to have the most fun. After all, modifying any aspect of a 
  given race or class should be as easy as finding how many 
  points something is worth and replacing it with an equal 
  attribute (more on these later).
  What’s Inside?
  Play Manga d20 consists of 3 primary chapters, each 
  broken up into different sections.
  Races
  Chapter 1 consists of 7 of the most common races 
  found in anime and manga, as well as a summary of 12 
  other races who can be included should they fit a specific 
  character idea or story.
  Androids: Robotic humanoids created for the purpose 
  of helping other races with tasks not usually suited to living 
  flesh. These characters can be as mechanical or emotional 
  as they see fit.
  Catfolk: A classic staple of many anime stories, catfolk 
  are known for their coy behavior and eccentric attitudes 
  toward other races. Among their own kind, they’re more 
  akin to modern humans or gnomes in ideology and lifestyle.
  Dhampir: Horror stories in manga hold dhampir as a 
  staple race. Descended from vampires, these characters 
  may rise up and fight their progenitors, or they could side 
  with their sires to fight rival monsters.
  Hedoro: A more recent addition to the concept of anime 
  and manga characters are the hedoro, or chemical slimes. 
  Members of this race have been transformed by magic or 
  science into the amorphous form they now possess.
  Contents
  Welcome to Play Manga d20 
  2
  Races 
  4
  Androids, Kurusu 
  4
  Catfolk, Raibyo 
  5
  Dhampir, Kyuketsuki 
  5
  Hedoro, Chemical Slime 
  6
  Rabbitfolk, Nousagi 
  8
  Ratfolk, Shirui 
  9
  Turtlefolk, Ishiga 
  9
  Classes 
  10
  Adventurer 
  10
  Dynamic Sorcerer 
  12
  Giant Robot 
  14
  Gun Bunny 
  16
  Hot Rod 
  18
  Magical Hero 
  20
  Martial Artist 
  22
  Mech Pilot 
  24
  Ninja, Kunoichi 
  26
  Social Talents 
  28
  Pet Monster Trainer 
  30
  Samurai, Kagashi 
  32
  Sentai Member 
  33
  Shapechanger 
  34
  Student 
  36
  Tech Genius 
  38
  Barbarian 
  40
  Bard 
  41
  Cleric 
  42
  Druid 
  43
  Fighter 
  44
  Monk 
  46
  Paladin 
  47
  Ranger 
  48
  Rogue 
  49
  Sorcerer 
  51
  Summoner 
  52
  Eidolons 
  52
  Wizard 
  55
  Character Options & Attributes 
  57
  Character Creation & Suggestions 
  57
  Attributes 
  57
  Gaining and Spending Experience 
  57
  Translated Attributes 
  61
  Character Defects & Restrictions 
  90
  Feats 
  95
  Equipment & Personal Gear 
  100
  Ground to Vehicle Combat Basics 
  102
  Welcome to Play Manga d20
  In this roleplaying game resource, we explore anime 
  and its many different genres. To do that, we use The 
  Pathfinder Roleplaying Game 1st edition, balanced against 
  a point-system wherein every race, class, and character 
  option can be summarized and played equally. Each 
  chapter presented here details an aspect of the game, 
  how it fits into the realm of anime and manga, and how to 
  build characters around that aspect using a combination of 
  traditional gameplay and the point-based system.
  2
  
  Rabbitfolk: Counter to the catfolk are rabbitfolk, whose 
  outdoor living and means of adventure rivals traditional 
  fantasy elves. They are known for their powerful hearing 
  and acrobatic capabilities.
  Ratfolk: Ratfolk are experts at crafting and learning 
  modern technology, adapting it to their needs on the fly. 
  Agile and Intelligent, they can break into a computer as 
  easily as a building.
  Turtlefolk: As the historians of the world, turtlefolk 
  have spent generations documenting the highs and lows 
  of society on its march toward the modern day. After a 
  massive war with the denizens of the underground, they 
  have adapted their methods and learned better ways to 
  keep their hard work safe.
  Fantasy Races: From angels, to devils, and everything 
  in between, fantasy races are summarized on page 4 for 
  those who would benefit from playing a dwarf or elf.
  Classes
  In chapter 2, We break down 15 new classes appropriate 
  for a game set in an anime universe. While games will 
  often pick a theme and stick to it using only some of 
  these classes, they are all balanced with each other to 
  offer the best compatibility during play. Classes introduced 
  here include a combination of archetypes and class-
  specific options they can take advantage of as the game 
  progresses.
  Adventurer: The adventurer is more than just a generic 
  hero hired to stop some goblins, and as a member of this 
  class, characters gain specific abilities that help them 
  directly when it comes to surviving in the world against 
  monstrous foes.
  Dynamic Sorcerer: Where fantasy sorcerers control 
  magic through the power of their bloodlines, dynamic 
  sorcerers bend the fabric of reality itself, with the potential 
  to create any spell from the right components.
  Giant Robot: Giant robots treat their race as a model, 
  and their progress is tracked by the upgrades and 
  modifications they gain over time, including the ability 
  to change their size at will, or transform into a different 
  robotic form entirely.
  Gun Bunny: Firearms and explosives are the gun 
  bunny’s bread and butter. A character who joins this class 
  can expect to wield more powerful bombs and deadlier 
  guns against just about any threat.
  Hot Rod: Hot rods are professional racecar drivers who 
  may or may not act the hero when the call for one comes. 
  Whether or not they’re sponsored by an organization or 
  acting as a scrappy loner, these characters can achieve 
  surprising results with or without their vehicles in a number 
  of situations.
  Magical Hero: Many a good manga focuses on one 
  or more normal kids who find and wield amazing power. 
  With a strong mentor by their side, and often a magical 
  artifact granting them special abilities and transformations, 
  magical heroes face their enemies with a brave outlook 
  and a need to protect their loved ones.
  Martial Artist: When portrayed through the lens of 
  anime, martial artists have the strength and talent to fight 
  off dangerous creatures, from undead to robots, with little 
  more than their fists. While not inherently supernatural or 
  magical, they practice techniques that can appear so.
  Mech Pilot: When giant beasts threaten cities and the 
  world, mech pilots are called in to send them packing. The 
  bond between a mech pilot and their giant mobile armor 
  makes them the best choice for such battles. In situations 
  where a gargantuan robot can’t help, they have a good 
  number of skills to help them survive as well.
  Ninja: Anime ninjas are no mere assassins or sneaky 
  thieves. They are organized warriors who protect their 
  people through subterfuge and supernatural talents 
  learned in specialized schools. When the going gets 
  tough, they believe in themselves and their allies, and 
  through perseverence find answers to some of the most 
  challenging questions.
  Pet Monster Trainer: Magic in manga can appear in 
  many different forms, and the pet monster trainer takes 
  advantage of one of the more interesting choices. By 
  capturing creatures and raising them, the pet monster 
  trainer taps into their companions’ abilities to become the 
  very best at what they do.
  Samurai: Adventuring samurai walk the land in 
  spectacular armor, inspiring the commonfolk and evoking 
  fear in their enemies. Brave warriors, they hold true to the 
  bushido code while working toward their own goals.
  Sentai Member: The sentai member is natural addition 
  to any team, not just other sentai members. Such are their 
  gifts that they can adapt them to help whatever group they 
  happen to be a part of at any time.
  Shapechanger: The ability to change one’s form into 
  another creature with little more than concentration is 
  something that several characters in anime learn to do 
  to some degree. Those who commit to this learn different 
  and more powerful forms over time.
  Student: Never underestimate the student in a manga. 
  Years of education in their field not only makes these 
  characters experts in that area, but also teaches them 
  how to survive in a number of potentially life-threatening 
  situations.
  Tech Genius: Tech geniuses are students with a 
  stronger focus on robotics and technology. They take that 
  knowledge and turn it into interesting and fun alternatives.
  After the anime classes, we also break down each of the 
  core classes as well as the summoner from The Pathfinder 
  Roleplaying Game. Each class is given a summary which 
  balances it out against 300 points, at approximately 14 
  points per level (plus 20 points at 1st level to represent all 
  of the things a 1st-level character gets). As with the anime 
  classes, fantasy classes receive 1 or more archetypes that 
  provide different ways of playing them within the setting. 
  Character Options & Attributes
  Chapter 3 begins with a look at character creation, how 
  to play a game using point-based characters, and how to 
  incorporate both point-based and traditional characters in 
  the same game.
  Next, it provides full details on all of the different attributes, 
  character defects, and restrictions available, as well as 
  their point totals, requirements, and other information. It 
  also includes various feats both new and referenced by 
  the races and classes from previous chapters.
  Closing out this chapter are several modern weapons 
  and vehicles, along with upgrades that can be applied to 
  either.
  3
  
  Races
  種族
  This section introduces new options for 
  several races found in the Pathfinder® 
  Roleplaying Game. The races are summarized 
  here, and their attributes are explained in 
  greater detail in the next section.
  When reading racial traits, each +1 indicates 
  1 additional rank in that ability.
  A character who wants to play a race other than 
  human has the option of playing one of the core fantasy 
  races listed in Table: Races Summary or one of the 
  common races provided in greater detail here.
  Race Point Deconstruction
  Every race found in the Pathfinder® Roleplaying Game 
  can be broken down into a collection of points and attributes 
  that determine if it is standard, advanced, or monstrous. 
  Using those points, one can construct new races using the 
  races here as guidelines.
  When building a race, consider if that race will be 
  standard (8-13 points before defects and restrictions), 
  advanced (14-22 points), or monstrous (23 or more 
  points). Some traits cost fewer points when packaged with 
  a race or class. Use the values here as guidelines.
  Androids, Kurusu
  人造人間
  Forever, humans have sought to improve their middling 
  forms through advances in magic, science, and technology. 
  But when the first consciousness was successfully 
  uploaded to an android body, the human race did not 
  rejoice. In fact, many found the total merging of man into 
  machine as the final nail in humanity’s proverbial coffin. 
  Pressured by public opinion, the project was shut down.
  Or so everybody thought.
  Table: Races Summary
  Ability
  Score Bonus
  Point
  Fantasy Races
  and Penalty
  Total
  Common Attributes; Defects
  Aasimar/Angels
  +2 Wis, +2 Cha
  13
  Darkvision, energy resistance, skill bonus, spell-like ability
  Dwarves
  +2 Con, +2 Wis, –2 Cha
  11
  Stonecunning, darkvision, defensive training, exceptional saves, hatred, skill 
  bonus, slow and steady, stability, weapon proficiency
  Elves
  +2 Dex, +2 Int, –2 Con
  10
  Low-light vision, magical adept, minor immunity, skill bonus, weapon proficiency
  Gnomes
  +2 Con, +2 Cha, –2 Str
  10
  Defensive training, exceptional saves, hatred, low-light vision, size (small), skill 
  bonus, spell-like abilities, weapon proficiency
  Goblins
  +2 Dex, +2 Wis, –2 Cha
  10
  Darkvision, energy resistance, fast movement, size (small), skill bonus
  Half-Elves
  +2 to any 1 ability score
  10
  Bonus feat, linguist, low-light vision, minor immunity, multitalented, skill bonus
  Half-Orcs
  +2 to any 1 ability score
  8
  Darkvision, ferocity, skill bonus, weapon proficiency
  Halflings
  +2 Dex, +2 Cha, –2 Str
  9
  Exceptional saves, lucky, size (small), skill bonus, weapon proficiency
  Humans
  +2 to any 1 ability score
  9
  Flexible bonus feat, linguist, skilled
  Ogre
  +4 Str, +2 Con, –2 Int, –2 Cha
  14
  Darkvision, low-light vision, natural armor, reach, size (large)
  Orcs
  +4 Str, –2 Int, –2 Wis, –2 Cha
  8
  Darkvision, ferocity, weapon proficiency; light sensitivity
  Tieflings/Devils
  +2 Dex, +2 Int, –2 Cha
  13
  Darkvision, energy resistance, inherent sorcery, skill bonus, spell-like abilities
  Common Races
  Androids
  +2 Dex, +2 Int, –2 Cha
  16
  Constructed, darkvision, linguist, low-light vision, surge, skill bonus; logical
  Catfolk
  +2 Dex, +2 Cha, –2 Wis
  9
  Low-light vision, skill bonus, sprint, twice-saved
  Dhampir
  +2 Dex, +2 Cha, –2 Con
  11
  Darkvision, exceptional saves, linguist, low-light vision, skill bonus, spell-like 
  ability; light sensitivity, negative affinity
  Rabbitfolk
  +2 Dex, +2 Wis, –2 Str
  13
  Burrow, jump, low-light vision, lucky, skill bonus, shared space
  Ratfolk
  +2 Dex, +2 Int, –2 Str
  9
  Darkvision, size (small), skill bonus, shared space
  Slimes
  +4 Con, +2 Int, –2 Wis, –2 Cha
  15
  All-around vision, alternate form, amorphous, blindsense, grab, size (small), 
  tentacles; slow and steady, unique defect
  Turtlefolk
  +2 Dex, +2 Wis
  13
  Natural swimmer, hold breath, reptilian, retract, shell armor; slow and steady
  Kurusu androids live on, constructed in hidden labs. 
  Sometimes, they’re paid for by the richest of the elite. 
  Other times, a child who would be lost too soon is given 
  another chance at life. While the greater society sees them 
  as the plague of this age, androids have found allies 
  and friends among those who would be heroes. 
  To this end, it is the mission of most androids to 
  prove their value to the world.
  Total Cost: 17 points (advanced).
  Kurusu Racial Traits
  +2 Dexterity, +2 Intelligence, –2 Charisma: 
  0 points. Androids are quick of both body 
  and mind, but they are not well received 
  when their heritage is revealed.
  Medium: 0 points. An android’s size 
  grants no bonuses or penalties.
  Base 
  Movement: 
  1 
  point. An 
  android’s base speed is 30 feet. It’s 
  speed is never modified by armor or 
  encumbrance.
  Sprint: 1 point. An android’s speed 
  increases by +10 feet when it uses 
  the charge, run, or withdraw 
  actions.
  See in Darkness: 4 
  points. An android gains 
  darkvision out to 120 feet. 
  It can see perfectly in darkness of any kind, 
  including that created by spells such as 
  deeper darkness.
  Constructed: 2 points. An android is both 
  a construct and a humanoid. It gains +4 on 
  all saves against mind-affecting effects, 
  paralysis, poison, and stun effects.
  4
  
  Androids are not subject to fatigue or exhaustion, and 
  are immune to disease, emotion-based effects, fear, and 
  sleep effects, but they also cannot gain morale bonuses.
  Danger Sense: 4 points. An android gains a +2 racial 
  bonus to AC and Reflex saves against traps, and a +2 on 
  Perception checks to avoid being surprised.
  Hydraulics: 3 points. As a standard action, an android 
  can give itself a +4 enhancement bonus to its Strength for 
  1 minute per Hit Die (minimum 1). These minutes need not 
  be spent consecutively, but they must be spent in 1-minute 
  increments. A free action ends the effect.
  Rapid Processing: 2 points. An android gains a +4 
  racial bonus on saving throws against illusion spells and 
  effects.
  Languages: 0 points. Androids speak the common 
  language of their world + 1 other language of their choice.
  Catfolk, Raibyo
  雷猫
  Sometimes referred to as storm children, the raibyo were 
  blessed by kami with gifts of thunder and lightning. Some 
  channel these gifts into exceptional speed or power, while 
  others have learned to use them to mask themselves from 
  sight.
  Until a raibyo reveals itself to have a unique gift, nothing 
  short of divination gives away its true nature. The race uses 
  this to blend into the rest of society alongside other catfolk, 
  and some go their entire lives without others discovering 
  their power.
  Total Cost: 9 points (standard).
  Raibyo Racial Traits
  +2 Dexterity, +2 Charisma, –2 Wisdom: 0 points. 
  Raibyo are naturally agile, and their relation to catfolk 
  makes it easier for others to get along with them, but their 
  attention is easily broken at times.
  Medium: 0 points. A catfolk’s size grants no bonuses or 
  penalties.
  Base Movement: 0 points. A raibyo’s base speed is 30 
  feet.
  Climb: 2 points. A raibyo has a climb speed of 20 feet 
  and a +8 racial bonus on Climb checks.
  Catfolk: Raibyo are humanoids with the catfolk subtype.
  Kami’s Gift (Sp): 2 points. At character creation, a 
  raibyo chooses enlarge person, expeditious retreat, or 
  vanish. The raibyo can cast the chosen spell twice per 
  day, targeting itself. The caster level of the chosen spell is 
  equal to the raibyo’s total Hit Dice (minimum 1).
  Low-Light Vision: 1 point. All catfolk can see twice as 
  far as humans in conditions of dim light.
  Storm Resistance: 4 points. Each raibyo is immune to 
  sonic effects and has electricity resistance 5. If affected by 
  a friendly effect (such as a bard’s performance), the raibyo 
  can suppress its immunity for the duration as a free action.
  Languages: 0 points. Catfolk speak the 
  common language of their world + 1 
  other language of their choice.
  Dhampir, Kyuketsuki
  吸血鬼
  There are vile creatures lurking in 
  the shadows, watching, waiting for 
  a chance to steal some hapless 
  victim in the dead of night. If not for 
  the dhampir who hunt them, such 
  supernatural beings could have 
  wiped the living away many times 
  over. By turning their curse against 
  the tides of evil, the dhampir find a 
  modicum of solace.
  While they prefer the comforts 
  of darkness and moonlight, the 
  dhampir will occasionally travel 
  by day when hunting a particularly 
  dangerous foe. They may even seek 
  others like them for aid, hoping 
  against hope that a team of heroes 
  won’t be too late to end whatever 
  threatens the world out of the corner 
  of its eye.
  Total Cost: 11 points (advanced).
  Kyuketsuki Racial Traits
  +2 Dexterity, +2 Charisma, –2 
  Constitution: 0 points. Dhampir 
  have preternatural reactions and 
  an odd allure, but they are frail, especially when exposed 
  directly to sunlight.
  Medium: 0 points. A dhampir’s size grants no bonuses 
  or penalties.
  Base Movement: 0 points. A dhampir’s base speed is 
  30 feet.
  5
  
  Jump: 2 points. A dhampir always counts as having a 
  running start when making an Acrobatics check to jump.
  Low-Light Vision: 1 point. A dhampir can see twice as 
  far as a human in conditions of dim light.
  Dhampir: Kyuketsuki are humanoids with the dhampir 
  subtype.
  Animus (Sp): 4 points. Once per day, a dhampir can 
  assume the form of a bat, dire bat, dire wolf, or wolf. This 
  functions as beast shape II, and the dhampir’s caster level 
  with the spell is equal to its total Hit Dice (minimum 1).
  Blindsense: 4 points. Using non-visual senses such as 
  acute smell or hearing, dhampir notice things they cannot 
  see. They usually do not need to make Perception checks 
  to pinpoint the location of a creature within 30 feet, provided 
  they have line of effect to that creature. A creature that a 
  dhampir cannot see still has total concealment against the 
  dhampir, and the dhampir still has the normal miss chance 
  when attacking creatures that have concealment. Visibility 
  still affects the dhampir’s movement, and they are still 
  denied their Dexterity bonus to AC against attacks from 
  creatures they cannot see.
  Cunning: 2 points. Dhampir gain +2 on Perception 
  checks to notice traps and hidden doors located in walls 
  or floors. They receive a check to notice such features 
  whenever they pass within 10 feet of them, whether or not 
  they are actively looking.
  Light Sensitivity: –1 point. Dhampir are dazzled in 
  bright light.
  Negative Affinity: –1 point. A dhampir is alive, but is 
  healed by negative energy and harmed by positive energy, 
  as if it were an undead creature.
  Languages: 0 points. Dhampir speak the common 
  language of their world + 1 other language of their choice.
  Hedoro, Chemical Slime
  ヘドロ
  When the first young man found himself unfortunately 
  transformed into a hedoro, it was largely believed to be an 
  accident. Later, it was learned that whatever waste was 
  created from the decomposition of magical creatures was 
  the true cause, and every effort was made to prevent more 
  people from becoming chemical slimes.
  The efforts were in vain, however, because the magic 
  had already begun to seep into the water tables. While 
  it was determined not to always have a negative effect, 
  the occasional student, mother, or coworker does 
  suddenly call in to advise that they too have become 
  hedoro.
  Total Cost: 25 points (monstrous).
  Hedoro Racial Traits
  +2 Dexterity, +4 Constitution, –2 Wisdom: 5 
  points. If not for their size, hedoro would be strong 
  and tough, if sometimes lacking in common sense.
  Tiny: 4 points. As Tiny creatures, hedoro gain a +2 
  size bonus to AC and attacks and a +8 size bonus on 
  Stealth checks, but suffer a –2 penalty to CMB and 
  CMD. A hedoro takes up a space of 2-1/2 feet x 
  2-1/2 feet, allowing it to share its space with up 
  to 3 other tiny creatures.
  Slow Movement: –1 point. A hedoro’s base 
  speed is 20 feet.
  Climb: 2 points. A hedoro has a climb speed of 20 feet 
  and a +8 racial bonus on Climb checks.
  All-Around Vision: 4 points. A hedoro’s slime-like form 
  grants it a +4 racial bonus on Perception checks and 
  makes it immune to flanking.
  Aberrant: 3 points. All hedoro are aberrations. This 
  grants them darkvision out to 60 feet.
  Amorphous: 0 points. A hedoro can squeeze into 
  spaces 3 inches wide or larger, but it cannot bring any 
  equipment with it. In addition, a hedoro’s amorphous form 
  prevents it from wearing armor of any kind, but does grant 
  it Damage Reduction 2/bludgeoning.
  Chemical Augury (Sp): 6 points. When a hedoro 
  witnesses another creature cast a 2nd-level or lower spell 
  or use an extraordinary, spell-like, or supernatural ability, 
  it can use a standard action within 1 minute to alter the 
  chemicals in its body to learn how to mimic that ability 
  temporarily. The effective spell level of the ability gained 
  is equal to a spell of the same name, or half the Hit Dice 
  of the creature using it (minimum 1, maximum 2) if no 
  such spell exists. If the equivalent spell exists at different 
  levels, the hedoro uses the highest level at which it could 
  be gained.
  Once per day, an ability learned with chemical augury 
  can be cast by the hedoro as a spell of the same level and 
  uses the hedoro’s Constitution modifier in place of another 
  (grit, for example, normally uses Wisdom). Constant 
  abilities last a number of hours equal to the hedoro’s total 
  Hit Dice (minimum 1). Abilities with no spell equivalent are 
  mimicked exactly as they were used, except that any save 
  DCs are replaced by 10 + 1/2 the hedoro’s total Hit Dice + 
  its Constitution modifier.
  A hedoro can learn one ability + one additional ability 
  at Hit Dice (rank 4) and every 3 ranks of Hit Dice gained 
  thereafter (up to its Constitution modifier). If it learns a new 
  ability, the hedoro must choose another to remove at the 
  same time.
  6
  
  Tentacles: 2 points. A hedoro has 2 secondary tentacle 
  attacks with 5-ft. reach that each deal 1d2 + 1/2 its Strength 
  modifier damage (any penalty in Strength is added in full 
  instead). The hedoro can use these tentacles like any 
  other creature would use hands, allowing it to wield Tiny 
  weapons and threaten a 5-ft. space around the hedoro.
  Languages: 0 points. Hedoro speak the common 
  language of their world + 1 other language of their choice.
  Alternate Racial Traits
  Bulbous: 17 points (advanced). A bulbous hedoro is a 
  Small creature with +4 Constitution, –2 Intelligence, –2 
  Wisdom, –2 Charisma. It gains only a +1 size bonus to AC 
  and attacks and a +4 to Stealth, as well as a –1 penalty to 
  CMB and CMD. It can only squeeze into spaces sized for 
  tiny creatures. This alters the hedoro’s ability scores, size, 
  and total cost as well as the amorphous racial trait.
  Engulf: 6 points. As a standard action, a hedoro can 
  move up to its speed, attempting to engulf Small or smaller 
  creatures as it passes through their squares. Those 
  creatures can either attempt a Reflex save (DC 10 + 1/2 
  the hedoro’s total Hit Dice + its Constitution modifier) to 
  move back or aside (target’s choice) or make an attack 
  of opportunity against the hedoro. A creature that fails its 
  save (or makes an attack of opportunity) becomes pinned, 
  which puts it in danger of suffocating and deals 1d6 acid 
  damage each round until the creature breaks the pin with 
  a successful grapple or Escape Artist check.
  For each creature it has engulfed, the hedoro grows 1 
  size category, up to Large (treat as a nonmagical enlarge 
  person effect). It can have a total number of creatures 
  engulfed equal to its Constitution modifier. This replaces 
  chemical augury.
  Hardened Skin: 0 points. Some hedoro develop a filmy 
  skin on their otherwise gelatinous forms. This grants the 
  hedoro a natural armor bonus equal to 2 + its Constitution 
  modifier. A hedoro that squeezes through a space sized 
  for diminutive creatures loses this bonus for 1 minute. 
  This alters amorphous and replaces the hedoro’s Damage 
  Reduction.
  Hedoro Favored Class Bonuses
  When a hedoro gains a new fantasy class level, it can 
  choose one of the following options in place of the usual 
  +1 hit point or +1 skill rank. For favored class bonuses tied 
  to the new classes in Play Manga, see those individual 
  class descriptions.
  Bard: Add one spell known from the ooze bloodline spell 
  list. This spell must be at least one level below the highest 
  spell level the bard can cast. The spell is treated as being 
  one level higher, unless it is also on the bard spell list (for 
  example, the bard can learn entangle at 4th level and cast 
  it as a 2nd-level spell).
  Cleric: Gain +1/5 ability with chemical augury. At +1 or 
  more, the cleric can prepare and cast those spells as 1st 
  or 2nd-level cleric spells.
  Monk: Deal +1/2 bludgeoning damage with the first 
  successful tentacle attack each round.
  Paladin: Gain +1/5 ability with chemical augury. At +1 or 
  more, the paladin can prepare and cast those spells as 1st 
  or 2nd-level paladin spells.
  Ranger: Gain +1/5 ability with chemical augury. At +1 or 
  more, the ranger can prepare and cast those spells as 1st 
  or 2nd-level ranger spells.
  Rogue: Deal +1/4 acid damage with the first successful 
  sneak attack each round. This extra damage does not 
  multiply on a critical hit.
  Sorcerer: Add +1/2 to the number of times per day the 
  sorcerer can use the acidic ray aberrant bloodline power 
  or the mucus spray ooze bloodline power. The sorcerer 
  must possess the applicable power to select this bonus.
  Ooze Bloodline
  Class Skill: Knowledge (dungeoneering).
  Bonus Spells: entangle (3rd), acid arrow (5th), 
  protection from energy (7th), stoneskin (9th), ooze form I 
  (11th), ooze form II (13th), simulacrum (15th), clone (17th), 
  shapechange (self only, 19th).
  Bonus Feats: Combat Casting, Improved Disarm, 
  Improved Grapple, Improved Initiative, Improved Unarmed 
  Strike, Iron Will, Silent Spell, Skill Focus (Knowledge 
  [dungeoneering]).
  Bloodline Arcana: When casting an ooze bloodline 
  spell, you can choose to suffer 1 point of nonlethal damage 
  per Hit Die (referred to as burn) and reduce the material 
  component cost of the spell by up to 50 cy* per point (to a 
  minimum of 0 cy). This damage cannot be healed without 
  resting for at least 8 hours, and any spell cast as a result 
  ends at that time. You can also use your own slime in place 
  of ice, ooze, and similar components.
  Bloodline Powers: As you grow in power, the hideous 
  effects of the pollution in your blood manifest themselves 
  as a series of eerie powers.
  Mucus Spray (Sp): Starting at 1st level, you can unleash 
  a cone-shaped burst of acidic mucus within a 15-ft. range. 
  This spray deals 1d6 hp acid damage for every two sorcerer 
  levels you possess. You can use this ability a number of 
  times per day equal to 3 + your Charisma modifier.
  Gray Ooze Nature (Ex): At 3rd level, you gain resist cold 
  or resist fire 5 and a +2 bonus on saving throws made 
  against mind-affecting effects (charms, compulsions, 
  phantasms, patterns, and morale effects). At 9th level, 
  your chosen resistance increases to 10 and your bonus 
  to mind-affecting saves increases to +4. In addition, oozes 
  do not attack you unless you move into contact with them.
  Ooze Form (Sp): At 9th level, you can change your 
  shape for a number of rounds equal to your sorcerer level. 
  These rounds need not be consecutive.
  This ability otherwise functions as ooze form I. You can 
  also move through and among all creatures with the ooze 
  subtype without suffering any harm. At 12th level, ooze 
  form functions like ooze form II.
  Ooze Mind (Ex): At 15th level, you are considered 
  mindless with regard to all spells and abilities. You cannot 
  be targeted by scrying spells and your thoughts cannot be 
  read.
  Split (Su): At 20th level, you gain the split ability of an 
  ochre jelly. Only the original has your identity, the rest are 
  mindless. You gain resistance 10 to all energy types.
  * cy = currency. See Equipment and Personal Gear for more details.
  7
  
  Ooze Form I
  School transmutation (polymorph)
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1  minute/level (D)
  You assume the form of a Small or Medium ooze. 
  Regardless of the type of ooze you transform into, 
  you gain base speed 10 feet, climb speed 10 feet, 
  swim speed 20 feet, and blindsense 30 feet. 
  You gain a +4 resistance bonus on saving 
  throws against mind-affecting effects and 
  poison. A wood or metal weapon that 
  strikes you takes acid damage as if from 
  your slam unless the wielder succeeds 
  at a Reflex saving throw.
  Small Ooze: If you assume this 
  form, you gain a +4 size bonus to your 
  Constitution score, a slam attack (1d3 
  plus 1d3 acid), and constrict (1d3), 
  and take, a –4 penalty to your 
  Dexterity score.
  Medium Ooze: If you assume 
  this form, you gain a +6 size 
  bonus to your Constitution score, a 
  –6 penalty to your Dexterity score, a slam attack (1d4 plus 
  1d4 acid), and constrict (1d4).
  Ooze Form II
  This spell functions as ooze form I except you can also 
  assume the form of a Large ooze. You gain blindsight 30 
  feet and immunity to critical hits and precision damage as 
  well.
  Large Ooze: If you assume this form, you gain a +2 
  size bonus to your Strength score, a +8 size bonus to your 
  Constitution score, a slam attack (2d4 plus 1d6 acid and 
  grab), and constrict (2d4), and you take a –8 penalty to 
  your Dexterity score.
  Rabbitfolk, Nousagi
  野ウサギ
  Having fought back the dark elves many years ago, the 
  nousagi were comfortable in their underground burrows 
  and the cities they occupied after the war. But soon, the 
  modern world began to encroach on the rabbitfolk. It 
  started with deforesting and excavations that left 
  their homes exposed. Eventually, the nousagi 
  faced a difficult choice: Fight a new war 
  against the races who lived primarily on 
  the surface and likely lose, or integrate and 
  give up their ancient ways.
  Today, nousagi homes and temples can 
  be found in city parks or church districts. 
  Their cuisine is the talk of health 
  care professionals, and their 
  skill with the bow remains 
  equal to most with more 
  technological 
  weapons. 
  To 
  their credit, the rabbitfolk have 
  adapted to this new life well, 
  and even incorporated parts of it into the surface as well. 
  Now families a continent apart can stay in touch, and the 
  average nousagi lives comfortably alone or with one or 
  two companions. When 
  one gets the urge to do 
  something 
  more, 
  they 
  sign up to join one hero 
  group or another, and 
  some have formed their 
  own power groups of 
  sentai members, further 
  tying their expertise to 
  the magic and mechanical 
  strengths of this new life.
  Total Cost: 13 points 
  (standard).
  Nousagi Racial Traits
  +2 Dexterity, +2 Wisdom, –2 
  Strength: 0 points. Rabbitfolk are 
  expert ranged weapons users with a keen 
  eye and a sharp arrow, but they are not as quite 
  strong as the average human.
  Medium: 0 points. A nousagi’s size grants no bonuses 
  or penalties.
  Base Movement: 0 points. A nousagi’s base speed is 
  30 feet.
  Jump: 2 points. A rabbitfolk always counts as having a 
  running start when making an Acrobatics check to jump.
  Darkvision: 2 points. A nousagi can see in natural 
  darkness out to 60 feet, but only in black and white with 
  no details.
  Rabbitfolk: Nousagi are humanoids with the rabbitfolk 
  subtype.
  Hatred: 3 points. Nousagi gain both a +4 dodge bonus 
  to AC and +1 on attacks made against aberrations and 
  humanoids with the elf subtype.
  Life Above and Below: 2 points. Rabbitfolk gain a +1 
  bonus on Knowledge (dungeoneering) and Survival checks 
  made underground as well as Diplomacy, Knowledge 
  (local), and Sense Motive checks.
  Weapon Familiarity: 4 points. Before the dark elves 
  encroached on their homes and started a hundred-
  year war, the rabbitfolk trained with the elves, becoming 
  experts with the bow in their own right. They are 
  proficient with longbows (including composite 
  longbows) 
  and 
  shortbows 
  (including 
  composite shortbows), and begin play 
  with weapon training 1 (bows), which 
  grants them a +1 to attacks and 
  damage with those weapons.
  Languages: 0 points. Nousagi 
  speak the common language of 
  their world + 1 other language of 
  their choice.
  8
  
  Ratfolk, Shirui
  齧歯類
  Ratfolk hold an interesting  place in history with the other 
  races of the world. They fought for both sides during the 
  war with the dark elves. They have run city-spanning, 
  often illegal gambling rings. And they have been known 
  to act as both emissaries and assassins when it comes 
  to the leadership of countries. With all of that, it should 
  come as no surprise that the race is a radical, rebellious 
  lot who very often can only be trusted so long as one can 
  see them.
  In an era of heroes, the shirui ratfolk are the first to offer 
  aid, for a price. They make for unpredictable adventurers, 
  dastardly gun bunnies, and superior ninjas. Most surprising 
  to those who meet them, however, is the fact that they’re 
  master tech geniuses with a remarkable talent for crafting 
  modern equipment from seemingly old-fashioned or 
  outdated materials and tools.
  Total Cost: 9 points (standard).
  Shirui Racial Traits
  +2 Dexterity, +2 Intelligence, –2 Strength: 0 points. 
  The shirui are often the first to get out of the way of danger, 
  and the first to come up with a plan of action when the need 
  arises, but their physical stature leaves them wanting.
  Small: –1 point. As Small creatures, ratfolk gain a +1 
  size bonus to AC and attacks and a +4 size bonus on 
  Stealth checks, but suffer a –1 penalty to CMB and CMD.
  Fast Movement: 1 point. A shirui’s base speed is 40 
  feet.
  Climb: 2 points. Ratfolk have a climb speed of 20 feet 
  and a +8 racial bonus on Climb checks.
  Darkvision: 2 points. Ratfolk can see in darkness out 
  to 60 feet.
  Ratfolk: Shirui are humanoids with the ratfolk 
  subtype.
  Emissary: 1 point. Once per day, ratfolk can roll 
  twice when making a Bluff or Diplomacy check 
  and take the better roll.
  Junk Tinker: 4 points. Ratfolk gain a +2 racial 
  bonus on driving checks and 
  on Craft checks to build or 
  repair weapons or vehicles 
  without the proper tools. 
  They can make the attempt 
  with any material that can 
  hold the right shape for a 
  few uses, but normally unfit 
  materials produce items with 
  the fragile quality.
  Languages: 0 points. Shirui speak the 
  common language of their world + 1 other 
  language of their choice.
  Turtlefolk, Ishiga
  石亀
  In ages past, the ishiga were the keepers 
  of the world’s history and lore. Great 
  libraries dotted the land, full of contracts, 
  deeds, and other legal documents, all sorted properly 
  among stories of brave heroes, their cowardly allies, and 
  dastardly villains. Anybody who needed to know anything 
  visited an ishigan library where the chances were very 
  good they could eventually find what they were looking for.
  But that all changed when the dark elves attacked. 
  The ishigan’s libraries that weren’t burned to the ground 
  became fortified outposts and training camps for those 
  who would fight against the invaders from below. Centuries 
  of careful documentation and knowledge were lost in what 
  felt like the blink of an eye, never to be recovered.
  At present, the ishiga continue to act as the world’s 
  foremost purveyors of intelligence and historical rhetoric, 
  but their expertise has shifted from the careful collection 
  and ordering of tomes to mastery of computer chronology 
  and the (somewhat) free expansion of knowledge for all.
  Total Cost: 11 points (standard).
  Ishiga Racial Traits
  +2 Constitution, +2 Intelligence, –2 Dexterity: 0 
  points. Turtlefolk are tough and vastly intelligent, but their 
  natural form is often less than graceful.
  Medium: 0 points. An ishiga’s size grants no bonuses 
  or penalties.
  Slow and Steady: –1 point. An ishiga’s base speed 
  is 20 feet, but their speed is never modified by armor or 
  encumbrance.
  Reptilian: 0 points. Turtlefolk are humanoids with the 
  reptilian subtype.
  Natural Armor: 3 points. Ishigan have +2 natural armor.
  Retract: 3 points. When a critical hit or sneak attack is 
  scored on an ishiga, there is a 25% chance that the critical 
  hit or sneak attack is negated and damage is instead rolled 
  normally. Once this occurs, the ishiga’s natural armor 
  grants only a +1 bonus until the ishiga is healed back to 
  full. If damaged again in this way, the shell is considered 
  broken and grants no bonus until the ishiga is healed to 
  full and a mending spell or similar effect is used on its 
  shell.
  Timeless Knowledge: 5 points. Ishigan 
  always treat Knowledge (history) and another 
  relevant Knowledge for their time-period 
  as class skills. They gain a +2 racial 
  bonus on all Knowledge checks when 
  trained in those skills.
  Languages: 
  1 
  point. 
  Ishigan 
  speak Common. An ishiga with 
  high 
  Intelligence 
  scores 
  can 
  learn any languages they want 
  (except Druidic and other secret 
  languages).
  9
  
  Classes
  職業
  This section introduces 15 new classes and 
  provides explanation for how they match up to the 
  core classes in the Pathfinder® Roleplaying Game as 
  well as the summoner. The classes are summarized 
  here, and their attributes are explained in greater 
  detail in the next section.
  When reading a class table, each +1 indicates 1 
  additional rank in that ability.
  Class Point Deconstruction
  Every class found in the Pathfinder® Roleplaying 
  Game can be broken down into a collection of points 
  spread out over 20 levels. Using those points, one 
  can construct new alternate, base, and even hybrid 
  classes.
  Classes as represented here are balanced 
  against a 300 point system (approximately 14 points 
  per level +20 for the first class level bought) and 
  their individual attributes, with ranks as appropriate, 
  can be found later for use in building point-based 
  characters. To demonstrate, the 11 core classes plus the 
  summoner are also summarized with some new options 
  after the new class section.
  Archetypes and Options
  Class archetypes are packages of attributes that replace 
  portions of a class. They are usually worth the same total 
  points as the attributes they replace, but can vary slightly 
  in power level to meet their theme. Any additional cost 
  associated with an archetype will be noted in its description.
  Class options replace individual class features.
  Spending Points and Discounts
  The system presented here treats race points from the 
  Pathfinder RPG Advanced Race Guide as equal to the 
  points available to all characters in Play Manga d20. When 
  packaged in a race or class, some attributes cost less 
  because you have to buy the full class level to get them.
  Unchained Classes
  In its lifetime, the first edition of the Pathfinder® 
  Roleplaying Game provided direct updates to four classes; 
  namely the barbarian, the monk, the rogue, and the 
  summoner. For the purposes of the point system created 
  here, the “unchained” versions of these classes are 
  the point of reference, as those classes line up 
  accurately to the 300 point system—The original 
  monk came in at 274 points, the rogue at 281, 
  and the summoner at 325. The barbarian, as 
  noted in other supplements, was primarily 
  unchanged, though the rage mechanic itself 
  was streamlined, leaving that class at 300 
  points total.
  Adventurer
  冒険家
  Members of every class can be considered 
  adventurers, but those who take up the 
  generalized mantle have a few tricks all 
  their own while also blending the ideas of 
  adventuring more specifically available to 
  others.
  Characteristics
  An adventurer is a naturally defensive type, with the 
  ability to put their focus on one goal at a time. They are 
  good at finding traps and dealing with problems both in 
  and out of combat.
  Other Classes
  Fantasy classes, as well as samurai and other classes 
  like them, see the adventurer as an asset to their groups. 
  Hot rods, mech pilots, and pet monster trainers like the 
  adventurer’s drive to succeed, but gun bunnies and tech 
  geniuses can’t understand how they get by so well without 
  specialized equipment.
  Table: Adventurer
  Base
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1st
  +0
  +2
  +2
  +2
  Combat focus, trapfinding
  2nd
  +1
  +3
  +3
  +3
  Adventuring talent, cunning
  3rd
  +2
  +3
  +3
  +3
  Combat focus, danger sense +1
  4th
  +3
  +4
  +4
  +4
  Endurance, fast movement +1
  5th
  +3
  +4
  +4
  +4
  Adventuring talent, combat focus
  6th
  +4
  +5
  +5
  +5
  Danger sense +1, evasion +1
  7th
  +5
  +5
  +5
  +5
  Combat focus, nimble moves
  8th
  +6/+1
  +6
  +6
  +6
  Adventuring talent
  9th
  +6/+1
  +6
  +6
  +6
  Combat focus, danger sense +1
  10th
  +7/+2
  +7
  +7
  +7
  Dual focus, fast movement +1
  11th
  +8/+3
  +7
  +7
  +7
  Adventuring talent, combat focus
  12th
  +9/+4
  +8
  +8
  +8
  Danger sense +1, stalwart +1
  13th
  +9/+4
  +8
  +8
  +8
  Combat focus
  14th
  +10/+5
  +9
  +9
  +9
  Adventuring talent
  15th
  +11/+6/+1
  +9
  +9
  +9
  Combat focus, danger sense +1
  16th
  +12/+7/+2
  +10
  +10
  +10
  Evasion +1, fast movement +1
  17th
  +12/+7/+2
  +10
  +10
  +10
  Adventuring talent, combat focus
  18th
  +13/+8/+3
  +11
  +11
  +11
  Danger sense +1, stalwart +1
  19th
  +14/+9/+4
  +11
  +11
  +11
  Combat focus
  20th
  +15/+10/+5
  +12
  +12
  +12
  Adventuring talent, combat mastery
  * An adventuring talent is any feat & skill attribute worth no more than 
  3 points, or any rogue talent or ninja trick for which the adventurer meets 
  the prerequisites and that doesn’t modify sneak 
  attack.
  10
  
  Adventurer Favored Class Bonuses
  Android: Gain 1/6 of a new combat focus.
  Catfolk: Add a +1 bonus on Disable Device and Use 
  Magic Device checks related to glyphs, symbols, scrolls, 
  and other magical writings. Add a +1 bonus on Disable 
  Device and Use Magic Device checks related to glyphs, 
  symbols, scrolls, and other magical writings.
  Dhampir: Add a +1/4 bonus to danger sense and a +1/2 
  bonus on Perception checks to pinpoint the location of 
  living creatures.
  Human: Add +1/2 to the adventurer’s CMD.
  Ogre: Gain DR 1/3 /magic.
  Orc: Gain 1/6 of a new combat focus.
  Rabbitfolk: Add +1 to the adventurer’s base speed. This 
  bonus stacks with the monk’s fast movement class feature 
  and applies under the same conditions as that feature.
  Ratfolk: Add a +1 bonus on Disable Device and Use 
  Magic Device checks related to glyphs, symbols, scrolls, 
  and other magical writings.
  Slime: Gain 1/6 of a new combat focus.
  Turtlefolk: Gain a +1/3 bonus on all Knowledge checks.
  Class Features 
  Point Cost Pg
  Hit Die: d8 
  2 per rank (40) 
  63
  Skill Ranks: 6 + Int modifier 
  3 per rank (60) 
  66
  Base Attack: Moderate 
  2 + 2 per rank (32) 
  81
  Bonus Attacks: 2 
  4 per rank (8) 
  81
  Saves: Fortitude, Reflex, Will 
  2 per rank (72) 
  63
  Weapon Proficiencies 
  Martial (12) 
  98
  Armor Proficiencies 
  Medium (5) 
  97
  Shield Proficiencies 
  Shields (3) 
  63
  Adventuring Talents * 
  2 per rank (14) 
  65
  Bonus Feats 
  Combat Focus (20) 
  65
  Combat Mastery 
  6 points (6) 
  65
  Dual Focus 
  3 points (3) 
  98
  Endurance 
  1 point (1) 
  96
  Nimble Moves 
  2 points (2) 
  97
  Cunning 
  1 per rank (1) 
  65
  Danger Sense 
  2 per rank (12) 
  61
  Evasion 
  1 per rank (2) 
  62
  Fast Movement 
  1 per rank (3) 
  79
  Stalwart 
  1 per rank (2) 
  62
  Trapfinding 
  2 points (2) 
  97
  Total Attributes 
   300 points
  Class Skills: Acrobatics (Dex), Appraise (Int), Climb 
  (Str), Craft (Int), Disable Device (Dex), Escape Artist (Dex), 
  Knowledge (dungeoneering) (Int), Knowledge (history) 
  (Int), Knowledge (nature) (Int), Linguistics (Int), Perception 
  (Wis), Profession (Wis), Ride (Dex), Survival (Wis), Swim 
  (Str), and Use Magic Device (Cha).
  Adventurer Archetypes
  An adventurer’s archetypes focus on the different sorts of 
  adventuring groups and guilds one might find themselves 
  in, from mercenaries to pioneers. Note that an adventurer 
  can be both a mercenary and a pioneer, since the abilities 
  granted by each do not overlap.
  Mercenary (Archetype)
  Adventurer mercenaries are often lone wolves who only 
  work with others for the promise of a good profit. They 
  look out for themselves first, and make that point very 
  clear upon joining a party. Not even the prospect of a good 
  payday is worth the effort if one’s not alive to spend it, after 
  all.
  Hit Die and Base Attack: A mercenary’s hit die is 
  d10, and his base attack is equal to his adventurer level. 
  This alters the adventurer’s hit dice and base attack and 
  replaces nimble moves.
  Skill Ranks per Day: Mercenaries put more focus on 
  results and less on flashy skills. They gain only 4 skill 
  ranks per adventurer level.
  Saving Throws: A mercenary’s Will save progression is 
  poor (1/3 of his adventurer level).
  Pioneer (Archetype)
  Pioneers prefer adventuring outdoors, exploring the 
  wilds and discovering new lands. While still reasonable at 
  dungeon exploration, these adventurers are experts when 
  it comes to survival and long travels.
  Hazard Finding (Ex): A pioneer’s cunning, danger 
  sense, and trapfinding apply only to natural hazards, such 
  as potential pitfalls, rock slides, or quicksand. This alters 
  cunning.
  Favored Terrain (Ex): At 2nd level, and again at 8th, 
  14th, and 20th level, a pioneer gains one favored terrain, 
  as the ranger class feature. This replaces the adventurer 
  talents gained at 2nd and 14th level.
  Wild Empathy (Ex): At 2nd level, a pioneer can improve 
  the initial attitude of an animal. This ability functions just 
  like a Diplomacy check to improve the attitude of a person 
  (see Using Skills). The pioneer rolls 1d20 and adds his 
  pioneer 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 pioneer and the animal 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 pioneer 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. 
  Track (Ex): Beginning at 3rd level, a pioneer adds half 
  his adventurer level to Survival checks made to follow 
  tracks.
  Woodland Stride (Ex): Starting at 9th level, a pioneer 
  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 12th level, a pioneer 
  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.
  Camouflage (Ex): A pioneer of 15th level or higher can 
  use the Stealth skill to hide in any of his favored terrains, 
  even if the terrain doesn’t grant cover or concealment.
  11
  
  Dynamic Sorcerer
  動的
  Dynamic sorcerers, or simply dynamics, control 
  vast power with a few very specific limitations. 
  Their magical prowess is built on an internal 
  reservoir of energy, while their use of intellect in 
  combat lends to sufficient defenses and tactical 
  strategies.
  Note: The dynamic sorcerer is a potentially very 
  powerful ally to have. Be sure to work with the GM 
  to determine her limitations within the context of 
  the world and the final cost of her abilities.
  Characteristics
  Dynamics are able to tap into their magic in 
  order to create spells from any spell list. This 
  immense power is tempered by the sorcerer’s 
  need to possess the correct components and 
  understanding of the spells she can cast. When 
  the right spell isn’t immediately available, the 
  dynamic sorcerer can spend her energy to power 
  her attacks instead.
  Other Classes
  Adventurers, fantasy classes, and magical heroes are 
  fascinated by the raw potential of the dynamic sorcerer. 
  Those who prefer science and technology approach with 
  caution, since those individuals understand there must 
  be some cost to the sorcerer’s versatility, and they would 
  rather not pay it.
  Dynamic Favored Class Bonuses
  Catfolk: Add a +1/2 bonus Knowledge (nature) and 
  Spellcraft checks.
  Dhampir: Add +1/3 to the dynamic sorcerer’s AC bonus 
  from defensive instinct.
  Elf: Gain +1/2 energy.
  Human: Deal +1/6 damage per spell level with dynamic 
  strike.
  Rabbitfolk: Add a +1/2 bonus Knowledge (religion) and 
  Spellcraft checks.
  Slime: Add a +1/2 bonus Knowledge (arcana) and 
  Spellcraft checks.
  Class Features 
  Point Cost Pg
  Hit Die: d6. 
  1 per rank (20) 
  63
  Skill Ranks: 2 + Int modifier. 
  1 per rank (20) 
  66
  Intellectual 
  20 points (20) 
  65
  Base Attack: Poor 
  2 + 2 per rank (22) 
  81
  Bonus Attacks: 1 
  4 per rank (4) 
  81
  Saves: Will 
  2 per rank (48) 
  63
  Weapon Proficiencies 
  Martial (12) 
  98
  Damage Reduction 
  2 per rank (10) 
  61
  Defensive Instinct 
  1 + 1 per rank (7) 
  61
  Dynamic Sorcery 
  15 per rank (135) 
  67
  Dynamic Strike 
  2 points (2) 
  68
  Overpower 
  1 per rank (5) 
  83
  Defects & Restrictions
  Restriction 
  Required Materials (–2) 
  68
  Spell Failure 
  No armor or shield (–3) 
  93
  Total Attributes 
   300 points
  Class Skills: Bluff (Cha), Craft (Int), Diplomacy (Cha), 
  Fly (Dex), Heal (Wis), Knowledge (all) (Int), Profession 
  (Wis), and Spellcraft (Int).
  Dynamic Archetypes and Class Option
  Dynamic sorcerers are, by definition, all quite different. 
  Still, some have very specific benefits they lean toward 
  over others in how they practice their talents.
  Dynamic Dabbler (Archetype)
  Dynamic Dabblers are combatants first and dynamic 
  sorcerers second. While they maintain the versatility of their 
  spellcasting brethren, they often only use it to supplement 
  their ability during combat or to shore up deficiencies they 
  may have in other areas.
  Hit Dice and Base Attack: A dynamic dabbler’s Hit 
  Die is d10, and her base attack is equal to their dynamic 
  sorcerer level.
  Armor Proficiencies: Dynamic dabblers are proficient 
  with light and medium armor. A dynamic dabbler can 
  cast dynamic sorcerer spells while wearing light or 
  medium armor without incurring the normal arcane spell 
  failure chance. Like any other arcane spellcaster, a 
  dynamic dabbler wearing heavy armor incurs a chance of 
  arcane spell failure if the spell in question has a somatic 
  component. A multiclass dynamic dabbler still incurs 
  the normal arcane spell failure chance for arcane spells 
  received from other classes.
  Defensive Instinct (Ex): When wearing light or medium 
  armor, a dynamic dabbler only adds half her Intelligence 
  modifier to her AC.
  Spells: Dynamic dabblers gain spells per day from the 
  poor spontaneous spell list. They have no caster level 
  until 4th level, at which point their caster level becomes 
  their dynamic sorcerer level –3. This alters the dynamic 
  sorcerer’s spells.
  Table: Dynamic Sorcerer
  Base
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1st
  +0
  +0
  +0
  +2
  Defensive instinct +1, dynamic sorcery +1, 
  intellectual (attacks and damage)
  2nd
  +1
  +0
  +0
  +3
  Dynamic strike
  3rd
  +1
  +1
  +1
  +3
  DR +1/magic, Dynamic sorcery +1
  4th
  +2
  +1
  +1
  +4
  Defensive instinct +1
  5th
  +2
  +1
  +1
  +4
  Dynamic sorcery +1
  6th
  +3
  +2
  +2
  +5
  Overpower +1
  7th
  +3
  +2
  +2
  +5
  DR +1/magic, Dynamic sorcery +1
  8th
  +4
  +2
  +2
  +6
  Defensive instinct +1
  9th
  +4
  +3
  +3
  +6
  Dynamic sorcery +1
  10th
  +5
  +3
  +3
  +7
  Overpower +1
  11th
  +5
  +3
  +3
  +7
  DR +1/magic, Dynamic sorcery +1
  12th
  +6/+1
  +4
  +4
  +8
  Defensive instinct +1
  13th
  +6/+1
  +4
  +4
  +8
  Dynamic sorcery +1
  14th
  +7/+2
  +4
  +4
  +9
  Overpower +1
  15th
  +7/+2
  +5
  +5
  +9
  DR +1/–, Dynamic sorcery +1
  16th
  +8/+3
  +5
  +5
  +10
  Defensive instinct +1
  17th
  +8/+3
  +5
  +5
  +10
  Dynamic sorcery +1
  18th
  +9/+4
  +6
  +6
  +11
  Overpower +1
  19th
  +9/+4
  +6
  +6
  +11
  Damage reduction +1/–
  20th
  +10/+5
  +6
  +6
  +12
  Defensive instinct +1, Overpower +1
  12
  
  Dynamic Mage (Archetype)
  Dynamic magi are to dynamic sorcerers what the magus 
  is to wizards. While they don’t learn as many spells as 
  frequently, dynamic magi remain a threat with their added 
  defensiveness and combat prowess.
  Hit Dice and Base Attack: A dynamic mage’s Hit Die 
  is d8, and her base attack is equal to 3/4 of her dynamic 
  sorcerer level, as the rogue. This replaces intellectual.
  Saving Throws: Dynamic magi have a good Fortitude 
  save progression (2 + half their dynamic sorcerer level).
  Armor Proficiencies: Dynamic magi are proficient with 
  light armor. A dynamic mage can cast dynamic sorcerer 
  spells while wearing light armor without incurring the 
  normal arcane spell failure chance. Like any other arcane 
  spellcaster, a dynamic mage wearing medium or heavy 
  armor incurs a chance of arcane spell failure if the spell 
  in question has a somatic component. A multiclass 
  dynamic mage still incurs the normal arcane spell 
  failure chance for arcane spells received from 
  other classes.
  Defensive Instinct (Ex): When wearing 
  light armor, a dynamic mage only adds half 
  her Intelligence modifier to her AC.
  Spells: Dynamic magi gain spells per day from the 
  moderate spontaneous spell list.
  Dynamic Practitioner (Intellectual Option)
  Dynamic practitioners are not born with an innate gift 
  for dynamic sorcery. Instead, they spend years learning 
  how to access the finer aspects of that power, studying it 
  day and night. This, naturally, draws their time away from 
  more combat-related endeavors, but those who wish to 
  accomplish both can still build their Strength or Dexterity 
  up appropriately.
  Intellectual (Ex): A dynamic practitioner uses her 
  Intelligence in place of Charisma when casting dynamic 
  sorcerer spells. She does not add her Intelligence to her 
  attacks or damage. This alters and replaces intellectual.
  13
  
  Table: Giant Robot
  Base
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save Special
  1st
  +1
  +2
  +0
  +2
  Endurance, permanent armor 
  (medium), size change +1
  2nd
  +2
  +3
  +0
  +3
  Customization
  3rd
  +3
  +3
  +1
  +3
  Heavy armor proficiency, 
  permanent armor (heavy)
  4th
  +4
  +4
  +1
  +4
  Customization
  5th
  +5
  +4
  +1
  +4
  Heavy armor endurance, 
  weapon training +1
  6th
  +6/+1
  +5
  +2
  +5
  Customization
  7th
  +7/+2
  +5
  +2
  +5
  Armor training +1 (medium), 
  size change +1
  8th
  +8/+3
  +6
  +2
  +6
  Customization
  9th
  +9/+4
  +6
  +3
  +6
  DR +1/–
  10th
  +10/+5
  +7
  +3
  +7
  Customization
  11th
  +11/+6/+1
  +7
  +3
  +7
  Armor training +1 (heavy)
  12th
  +12/+7/+2
  +8
  +4
  +8
  Customization
  13th
  +13/+8/+3
  +8
  +4
  +8
  DR +1/–
  14th
  +14/+9/+4
  +9
  +4
  +9
  Size change +1
  15th
  +15/+10/+5
  +9
  +5
  +9
  Armor training +1
  16th
  +16/+11/+6/+1
  +10
  +5
  +10
  Customization
  17th
  +17/+12/+7/+2
  +10
  +5
  +10
  DR +1/–
  18th
  +18/+13/+8/+3
  +11
  +6
  +11
  Customization
  19th
  +19/+14/+9/+4
  +11
  +6
  +11
  Armor training
  20th
  +20/+15/+10/+5
  +12
  +6
  +12
  Customization, DR +1/–
  Giant Robot
  巨大ロボット
  Hailing from a distant planet—or 
  brought to life through the wonders 
  of science and technology—the giant 
  robot can be an amazing ally or a dangerous 
  enemy. Larger than life, it arrives on the scene, 
  ready to take on whatever task it must to achieve 
  its goals.
  Characteristics
  The giant robot is a heavily armed and armored 
  combatant of immense size. While slow at first, more 
  powerful robots are considerably faster, even with 
  upgraded armor and stockpiles of weapons it can 
  wield easily. Outside of combat, the giant robot 
  is surprisingly smart, able to understand and 
  process situations quickly and often resolve 
  them with efficiency.
  Other Classes
  The tech genius is often a giant 
  robot’s 
  because 
  the 
  two 
  can 
  exchange ideas and plan upgrades 
  for their equipment together. Similarly, 
  the mech pilot appreciates having 
  a mechanical ally sans cockpit. 
  Hot rods and sentai members 
  are fascinated by giant robots, 
  especially 
  those 
  that 
  can 
  transform into vehicles or more 
  powerful versions of themselves. 
  Finally, most gun bunnies can’t 
  get enough of the giant robot’s 
  cannons and other weaponry.
  Dynamic 
  sorcerers 
  and 
  magical heroes will occasionally 
  find an interest in a giant robot 
  with some magical components, 
  but otherwise leave them be. 
  Pet monster trainers study giant 
  robots, wondering how they might capture 
  one for their competitions.
  Samurai and their ilk are willing to work with giant 
  robots, but prefer subtler ways of handling their 
  opponents.
  Giant Robot Favored Class Bonuses
  A giant robot isn’t representative of a race like other 
  classes. Instead, the race of the giant robot is more 
  akin to a model, so an elf giant robot would have 
  a more lithe frame than that of a dwarf model. The 
  most common model of giant robot is human, and 
  only legend speaks of dhampir or slime-model giant 
  robots.
  Catfolk: Add a +1/5 bonus on all Reflex saves.
  Human: Gain 1/6 of a new customization.
  Ogre: Gain DR 1/3 /magic. At 9th level, DR 1/magic 
  becomes DR 1/3 /– instead.
  14
  
  Orc: Deal +1/2 damage when making only one attack 
  in a round.
  Rabbitfolk: Add a +1/2 bonus on Acrobatics checks and 
  Perception checks.
  Ratfolk: Add +1 to the giant robot’s base speed. In 
  combat this option has no effect unless the robot has 
  selected it five times (or another increment of five). This 
  bonus stacks with the monk’s fast movement class feature 
  and applies under the same conditions as that feature.
  Class Features 
  Point Cost Pg
  Hit Die: d10 
  3 per rank (60) 
  63
  Skill Ranks: 4 + Int modifier 
  2 per rank (40) 
  66
  Base Attack: Full 
  2 + 2 per rank (42) 
  81
  Bonus Attacks: 3 
  4 per rank (12) 
  81
  Saves: Fortitude, Will 
  2 per rank (60) 
  63
  Weapon Proficiencies 
  Martial (12) 
  98
  Firearms 
  2 points (2) 
  98
  Armor Proficiencies 
  Medium (5) 
  97
  Armor Training 
  3 per rank (12) 
  61
  Heavy Armor Proficiency 
  1 point (1) 
  97
  Shield Proficiencies 
  Tower Shields (5) 
  63
  Customizations 
  2 per customization (20) 
  74
  Damage Reduction 
  2 per rank (8) 
  61
  Endurance 
  1 point (1) 
  96
  Heavy Armor Endurance 
  1 point (1) 
  96
  Size Change (Grow) 
  5 per rank (15) 
  73
  Weapon Training 
  6 per rank (6) 
  84
  Defects & Restrictions
  Permanent 
  Armor (–2) 
  91
  Total Attributes 
   300 points
  Class Skills: Appraise (Int), Bluff (Cha), Climb (Str), 
  Craft (Int), Diplomacy (Cha), Disable Device (Dex), Fly 
  (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics 
  (Int), Perception (Wis), and Profession (Wis).
  Giant Robot Archetypes
  Beast Shaper (Archetype)
  Giant robots sometimes learn how to take alternate 
  forms, including that of natural creatures such as animals 
  and magical beasts. The beast shaper is capable of 
  transforming itself into several such beings for long periods 
  of time, which allows it to perform reconnaissance without 
  giving away its true form.
  Saving Throws: A beast shaper’s Will save progression 
  is poor (1/3 of hits adventurer level).
  Weapon and Armor Proficiencies: Beast shapers are 
  proficient with druid weapons and all firearms. They are 
  also proficient with light and medium armor, as well as 
  shields (but not tower shields).
  This alters the giant robot’s weapon and armor 
  proficiencies.
  Shifter Aspects (Su): Beginning at 1st level, a beast 
  shaper can use spend its customizations on animal 
  aspects, as a shifter of its giant robot level. At 10th level, 
  it can spend a customization for chimeric aspect, and 
  at 16th level, it can spend a customization for greater 
  chimeric aspect.
  Shifter Claws (Su): At 1st level, a beast shaper gains 2 
  claw attacks, which improve as a shifter of its giant robot 
  level.
  Wild Shape (Su): Beginning at 2nd level, a beast shaper 
  can assume the form of animals with which it is familiar. 
  While in its animal form, the beast shaper can replace that 
  creature’s natural armor with its armor bonus, if higher. If 
  it later adds wild as a property to its armor, this bonus is 
  ignored.
  This otherwise functions and progresses as the druid’s 
  wild shape class feature through 18th level. At 20th level, a 
  beast shaper can use its customization to become able to 
  wild shape at will. This replaces the customization gained 
  at 2nd level.
  Combiner (Archetype)
  Some giant robots are actually a combination of several 
  smaller robots who work in concert. When the challenge 
  calls for it, however, they can revert to their smaller forms 
  to get jobs done quickly.
  Large (Ex): Combiners always begin as Large-size at 
  1st level. This alters size increase and, if the giant robot’s 
  model is usually Small, replaces the customization gained 
  at 2nd level. 
  Weapons Cache (Ex): A combiner begins play with 4 
  weapons with which it is proficient, but pays 1-1/2 times 
  the cost to enhance its armor and shields (150 cy for +1, 
  600 cy for +2, and so on).
  Separated Form (Ex): As a full-round action at 1st level, 
  a combiner can break itself into four Small-sized robots, 
  each with their own personalities and appearance.
  Each smaller robot is identical to the combiner, except 
  as noted here. This is instead of changes made due to 
  size and other factors.
  • 1/4 of the combiner’s current hit points, rounded down.
  • The robot gains one Small weapon of its choice from 
  the combiner’s weapons cache.
  • A –2 penalty to all weapon damage.
  • The –4 size penalty on Stealth becomes a +4 size 
  bonus instead.
  • The smaller robots share their multiple attacks beyond 
  the first. For example, a 6th-level combiner that breaks 
  into its smaller robots gets 4 attacks at its highest 
  bonus plus 1 additional attack made by any of the 
  smaller robots at a –5 penalty.
  The combiner can choose for all of its other equipment 
  to either meld into the smaller robots or fall to the ground. 
  It can reform itself as a full-round action if all of its smaller 
  robots are conscious and within 10 feet of each other. 
  When it does, all of the smaller robots’ remaining hit points 
  are added together and become the combiner’s current 
  hit points.
  When the combiner becomes Huge (usually at 7th 
  level), its smaller robots become Medium, gaining Medium 
  weapons and no bonus or penalty to Stealth for their size.
  When the combiner becomes Gargantuan (usually 
  at 14th level), its smaller robots become Large, gaining 
  Large weapons with a –4 penalty to weapon damage and 
  a –4 size penalty on Stealth checks.
  15
  
  Table: Gun Bunny
  Base
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save Special
  1st
  +1
  +0
  +2
  +0
  Diving shot, gunsmith
  2nd
  +2
  +0
  +3
  +0
  Explosives +1
  3rd
  +3
  +1
  +3
  +1
  Nimble +1
  4th
  +4
  +1
  +4
  +1
  Discovery, portable armory +1
  5th
  +5
  +1
  +4
  +1
  Weapon training +1
  6th
  +6/+1
  +2
  +5
  +2
  Explosives +1, fast explosives
  7th
  +7/+2
  +2
  +5
  +2
  Nimble +1, launcher
  8th
  +8/+3
  +2
  +6
  +2
  Discovery, portable armory +1
  9th
  +9/+4
  +3
  +6
  +3
  Weapon training +1
  10th
  +10/+5
  +3
  +7
  +3
  Explosives +1
  11th
  +11/+6/+1
  +3
  +7
  +3
  Nimble +1
  12th
  +12/+7/+2
  +4
  +8
  +4
  Discovery, portable armory +1
  13th
  +13/+8/+3
  +4
  +8
  +4
  Weapon training +1
  14th
  +14/+9/+4
  +4
  +9
  +4
  Explosives +1
  15th
  +15/+10/+5
  +5
  +9
  +5
  Nimble +1
  16th
  +16/+11/+6/+1
  +5
  +10
  +5
  Discovery, portable armory +1
  17th
  +17/+12/+7/+2
  +5
  +10
  +5
  Weapon training +1
  18th
  +18/+13/+8/+3
  +6
  +11
  +6
  Explosives +1
  19th
  +19/+14/+9/+4
  +6
  +11
  +6
  Nimble +1
  20th
  +20/+15/+10/+5
  +6
  +12
  +6
  Discovery, weapon mastery
  Gun Bunny Favored Class Bonuses
  Android: The gun bunny reduces the amount of time 
  needed to restore a broken firearm using the Gunsmithing 
  feat by 5 minutes (maximum reduction of 50 minutes).
  Aasimar:  Add a +1/3 bonus on initiative checks when 
  the gun bunny is not surprised (maximum +2).
  Dhampir: Add a +1/4 bonus on attack rolls when making 
  a utility shot or a dead shot. At +1, the gun bunny gains 
  utility shot and 1 grit point per day as a gunslinger of her 
  level. At +2, she gains dead shot and 2 grit points.
  Goblin: Gain +1/6 of a bomb discovery as an alchemist 
  of the gun bunny’s level.
  Human: Add +1/3 on critical hit confirmation rolls made 
  with firearms (maximum bonus of +5). This bonus does 
  not stack with Critical Focus.
  Tiefling: Reduce the misfire chance for one type of 
  firearm by 1/4. You cannot reduce the misfire chance of 
  a firearm below 1.
  Gun Bunny
  ガンバニー
  Firearms have come a long way over the years, but their 
  function remains the same. Point. Shoot. The gun bunny 
  is as much a master of this as any gunslinger, but she 
  takes her expertise in a different direction by incorporating 
  powerful explosives such as bombs and grenade 
  launchers into her repertoire. Some gun bunnies 
  even pick up some basic training in the use of melee 
  weapons or hand-to-hand combat in the odd case 
  that their other tools prove ineffective, too 
  dangerous, or too conspicuous.
  Characteristics
  A gun bunny has a few options when 
  it comes to ranged combat, including her 
  personal favorite, firearms. In addition, she 
  learns early how to create explosives on 
  the fly, and eventually can even launch 
  them from a weapon to get better distance 
  and more coverage in damage.
  Other Classes
  Other mechanical and technological classes 
  such as the tech genius, hot rod, and mech pilot 
  best understand the gun bunny’s near-obsession 
  with explosions and hails of bullets because of her 
  scientific approach and dedication to them. Giant 
  robots share the gun bunny’s enthusiasm for those 
  weapons, and sentai members respect it.
  Fantasy classes treat gun bunnies the same as 
  they would alchemists or gunslingers. Ninjas 
  will sometimes work with gun bunnies when 
  attempting to breach large-scale buildings like 
  keeps or castles. Samurai have a similar love 
  for their swords, so they treat gun bunnies as kin following 
  a similar bushido code.
  Pet monster trainers and sentai members don’t see the 
  need to resort to firearms and explosives when you can 
  rely on your allies.
  16
  
  Class Features 
  Point Cost Pg
  Hit Die: d10 
  3 per rank (60) 
  63
  Skill Ranks: 4 + Int modifier 
  2 per rank (40) 
  66
  Base Attack: Full 
  2 + 2 per rank (42) 
  81
  Bonus Attacks: 3 
  4 per rank (12) 
  81
  Saves: Reflex 
  2 per rank (48) 
  63
  Weapon Proficiencies 
  Simple (6) 
  98
  Firearms 
  2 points (2) 
  98
  Armor Proficiencies 
  Light (3) 
  97
  Diving Shot 
  2 points (2) 
  97
  Discoveries 
  1 per discovery (5) 
  74
  Fast Explosives 
  1 point (1) 
  75
  Launcher 
  1 point (1) 
  75
  Explosives 
  3 per explosive (15) 
  74
  Intellectual Student 
  Damage (10) 
  65
  Gunsmith 
  3 points (3) 
  75
  Nimble 
  1 per rank (5) 
  63
  Portable Armory 
  3 per rank (12) 
  79
  Weapon Training 
  6 per rank (24) 
  84
  Weapon Mastery 
  10 points (10) 
  85
  Defects & Restrictions
  Armor Penalty 
  Diving Shot (–1) 
  93
  Total Attributes 
   300 points
  Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), 
  Craft (Int), Disable Device (Dex), Knowledge (engineering) 
  (Int), Knowledge (local), Perception (Wis), Profession 
  (Wis), and Sleight of Hand (Dex).
  Gun Bunny Archetypes
  Dhampir Gunlord (Archetype)
  Gunlords are dhampirs with a love of black powder, firing 
  pins, and cannon fire, or whatever the era’s current level of 
  firearms dictates. They are masters of guns, forgoing the 
  explosives-training that other gun bunnies take for better 
  ability with their firearms.
  Grit (Su): A gunlord gains grit, as the gunslinger class 
  feature, except that she uses her Charisma in place of 
  Wisdom when calculating her beginning grit each day.
  Gunlord Deeds: At 2nd level, and every even level 
  thereafter, a gunlord gains one gunslinger deed of her 
  choice as a gunslinger of her gun bunny level. This 
  replaces discoveries and explosives.
  Blood Bullets (Su): Beginning at 4th level, if a gunlord 
  has no ammunition remaining in her weapon, she can deal 
  1 damage to herself as a swift action to create and load 
  her weapon with 1 normal bullet or cartridge. At 8th, 12th, 
  16th, and 20th level, she can take 1 additional damage 
  and create 1 additional bullet or cartridge as part of the 
  same swift action, up to her firearms’ capacity. If she wields 
  more than one firearm, the gunlord can choose which of 
  her weapons benefits from this. This damage cannot be 
  prevented or redirected in any way, but it can be healed 
  normally.
  Cursed Bullets (Su): Beginning at 6th level, a gunlord 
  can choose witch hexes in place of deeds. Using a hex 
  gained in this way costs 1 grit point.
  Goblin Demolitionist (Archetype)
  With the highest destruction rate of any race, goblins 
  have found their niche as demolitionists. When something 
  needs to be destroyed in a hurry, international organizations 
  hire goblin demolitionists. When a hostage situation goes 
  south and somebody needs to smoke out the bad guys, 
  they hire goblin demolitionists. And when an abandoned 
  building provides society with little more than a memory of 
  its former glory, they hire goblin demolitionists.
  Explosives Launcher (Ex): A goblin demolitionist 
  begins play with a launcher and explosives (rank 1). The 
  demolitionist’s explosives rank increases by +1 at 3rd level 
  and every odd level thereafter. This alters explosives and 
  replaces diving shot and gunsmith.
  Evasion (Ex): At 5th level, a goblin demolitionist gains 
  evasion, as the monk class feature. When throwing 
  their own explosives, the demolitionist counts as having 
  improved evasion instead. A demolitionist in medium or 
  heavy armor, or carrying a heavy load, loses her evasion 
  and improved evasion. This replaces the weapon training 
  gained at 5th level.
  Improved Evasion (Ex): At 13th level, a goblin 
  demolitionist gains improved evasion, as the monk class 
  feature. The demolitionist is also immune to his own 
  explosives. This replaces the weapon training gained at 
  13th level.
  Three-Gun (Archetype)
  Three-guns are genetically modified individuals, with 
  greatly enhanced reflexes and talent, able to shoot their 
  firearms so fast, it’s like they’re wielding three guns.
  Hit Dice and Base Attack: A three-gun’s Hit Die is d8, 
  and her base attack is equal to 3/4 of her gun bunny level, 
  as the rogue.
  Saving Throws: Three-guns’ otherworldly modifications 
  give them a good Will save progression (2 + half their 
  dynamic sorcerer level).
  Spellslinger: A three-gun gains spells per day, using the 
  moderate spontaneous spell list. Her spellcasting ability 
  modifier is Charisma, and she gains bonus spells per day 
  for having a high Charisma score.
  At 1st level, a three-gun learns fabricate bullets and 
  truestrike.
  At 4th level, a three-gun learns blur and haste, which 
  she can only cast on herself as a 2nd-level three-gun spell.
  At 7th level, a three-gun learns find fault and seek 
  thoughts.
  At 10th level, a three-gun learns named bullet and plant 
  shape II as a 4th-level three-guns spell. She can choose to 
  keep her firearms available for use if her plant form allows 
  it.
  At 13th level, a three-gun learns plant shape II and 
  transformation as 5th-level three-gun spells. She can 
  choose to keep her firearms available for use if her plant 
  form allows it.
  At 16th level, a three-gun learns blade barrier, which 
  she can only cast centered on herself, and greater named 
  bullet.
  This replaces explosives and launcher.
  Diving Shot (Ex): A three-gun doesn’t gain diving shot 
  until 2nd level. This alters diving shot.
  17
  
  Hot Rod
  ドライバ
  The hot rod is an arrogant, fast-paced master of vehicles; 
  particularly sports and race cars. His attitude toward the 
  world is backed up by both an exceptional knowledge of 
  cars and racing and a well-paying sponsor. At the end of 
  the day, he rides off into the sunset, living life in the fast 
  lane and making every mile count.
  Characteristics
  As bonds go, the hot rod’s bond to his chosen vehicle 
  is unique in that it is not a living, breathing creature that 
  still grows and changes as he makes modifications to it 
  through customizations. The hot rod’s organizational ties 
  help fund his need to build more complexity into his rig, 
  while his general personality gets him and his allies out of 
  tough situations.
  Other Classes
  Mech pilots and gun bunnies best recognize the 
  strengths of the hot rod, and pet monster trainers collect 
  as many companions as the hot rod collects vehicles, so 
  there’s at least some kinship there.
  On the other end of the spectrum, samurai can view 
  the hot rod’s actions as rash, bordering on dangerous at 
  times. Their love of material wealth and fame likewise puts 
  them at odds with lower-key characters such as magical 
  heroes, ninjas, and students.
  Class Features 
  Point Cost Pg
  Hit Die: d8 
  2 per rank (40) 63
  Skill Ranks: 6 + Int modifier 
  3 per rank (60) 66
  Intellectual (smart driver) 
  20 points (20) 65
  Mechanical Genius 
  1 per rank (4) 76
  Base Attack: Moderate 
  2 + 2 per rank (32) 81
  Bonus Attacks: 2 
  4 per rank (8) 81
  Saves: Reflex, Will 
  2 per rank (60) 63
  Bolstered Defenses 
  4 points (4) 62
  Weapon Proficiencies 
  Simple (6) 96
  Armor Proficiencies 
  Light (3) 97
  Bond: Vehicle 
  6 points (6) 77
  Customizations 
  2 per customization (18) 74
  Performer 
  2 per performance (4) 73
  Inspire Competence 
  1 per rank (5) 70
  Inspire Courage 
  1 per rank (4) 70
  Inspire Greatness 
  1 + 1 per rank (5) 71
  Organizational Ties 
  3 per rank (21) 78
  Skilled Driver 
  2 points (2) 97
  Expert Driver 
  1 point (1) 96
  Improved Initiative 
  2 points (2) 
  98
  Total Attributes 
   300 points
  Class Skills: Acrobatics (Dex), Craft (Int), Diplomacy 
  (Cha), Disable Device (Dex), Fly (Dex), Handle Animal 
  (Cha), Intimidate (Cha), Knowledge (arcana) (Int), 
  Knowledge (engineering) (Int), Knowledge (nature) (Int), 
  Profession (Wis), Spellcraft (Int), Survival (Wis), and Use 
  Magic Device (Cha).
  Hot Rod Favored Class Bonuses
  Android: Gain DR +1/– against damage dealt by a 
  sudden stop.
  Gnome: Gain +1/3 rank of mechanical genius.
  Goblin: Gain +1/6 of a new customization.
  Human: Gain a +1 bonus on driving checks made to 
  turn.
  Ogre: Add +1 hit point to the hot rod’s bonded vehicle. 
  If the hot rod ever replaces his vehicle, the new vehicle 
  gains these bonus hit points.
  Orc: Gain a +1/4 bonus on vehicular overrun and 
  vehicular bull rush combat maneuvers.
  Rabbitfolk: Gain a +1 bonus on skill checks made to 
  repair the hot rod’s vehicle.
  Tiefling: Add +1 ft. to the base speed of the hot rod’s 
  bonded vehicle. In combat this option has no effect unless 
  the hot rod has selected it five times (or another increment 
  of five). If the hot rod ever replaces his vehicle, the new 
  vehicle gains this benefit.
  Hot Rod Archetypes
  Derby Racer (Archetype)
  Destruction derbies may not be treated as traditional 
  races, but they still require expert knowledge of driving, 
  vehicles, and speed. Derby racers build their vehicles for 
  maximum damage and resiliency.
  Hit Dice and Base Attack: A derby racer’s Hit Die is 
  d10, and his base attack is equal to his hot rod level. This 
  alters the hot rod’s hit dice and base attack.
  Skill Ranks per Level: A derby racer gains 2 + 
  Intelligence modifier skill ranks per hot rod level.
  Weapon and Armor Proficiencies: Derby racers are 
  proficient with all simple weapons and all firearms, plus 
  rogue weapons. They are proficient with light and medium 
  armor, but not with shields.
  Living Car (Archetype)
  A living car is a hot rod whose vehicle is actually a 
  living, breathing creature that he grants power through 
  esoteric rituals and abilities. While the vehicle may appear 
  otherwise normal, it has sentience and the ability to adapt 
  to different situations when given time to do so.
  Summoner’s Bond (Su): A living car’s bonded vehicle 
  is treated as a summoner’s eidolon, and progresses at 
  the same rate as such a creature. Its limbs are treated as 
  wheels, wings, and/or propellers. It also gains the mount 
  evolution for free at 1st level.
  This alters the hot rod’s bond and replaces bolstered 
  defenses, customizations, and organizational ties.
  Street Racer (Archetype)
  Street racers drive for the thrill of the ride. They fund 
  their own modifications and customizations without the aid 
  of a fancy corporation who will only try to tell them what to 
  do. Rebels of the road, they will prove themselves as good 
  as any sponsored racer time and again.
  Firearm Proficiency (Ex): At 1st level, a street racer 
  gains proficiency with one firearm of his choice.
  18
  
  Table: Hot Rod
  Base
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save Special
  1st
  +0
  +0
  +2
  +2
  Bond, organizational ties +1, smart driver
  2nd
  +1
  +0
  +3
  +3
  Bolstered defenses, skilled driver
  3rd
  +2
  +1
  +3
  +3
  Organizational ties +1
  4th
  +3
  +1
  +4
  +4
  Customization, organizational ties +1
  5th
  +3
  +1
  +4
  +4
  Inspire courage +1, mechanical genius +1, 
  performer +1 (fascinate)
  6th
  +4
  +2
  +5
  +5
  Customization, improved initiative
  7th
  +5
  +2
  +5
  +5
  Organizational ties +1
  8th
  +6/+1
  +2
  +6
  +6
  Customization
  9th
  +6/+1
  +3
  +6
  +6
  Expert driver, inspire greatness +1
  10th
  +7/+2
  +3
  +7
  +7
  Customization, organizational ties +1
  11th
  +8/+3
  +3
  +7
  +7
  Inspire courage +1, mechanical genius +1
  12th
  +9/+4
  +4
  +8
  +8
  Customization, inspire greatness +1
  13th
  +9/+4
  +4
  +8
  +8
  Organizational ties +1
  14th
  +10/+5
  +4
  +9
  +9
  Customization
  15th
  +11/+6/+1
  +5
  +9
  +9
  Inspire greatness +1, performer +1 (inspire 
  heroics)
  16th
  +12/+7/+2
  +5
  +10
  +10
  Customization, organizational ties +1
  17th
  +12/+7/+2
  +5
  +10
  +10
  Inspire courage +1, mechanical genius +1
  18th
  +13/+8/+3
  +6
  +11
  +11
  Customization, inspire greatness +1
  19th
  +14/+9/+4
  +6
  +11
  +11
  Organizational ties +1
  20th
  +15/+10/+5
  +6
  +12
  +12
  Customization, mechanical genius +1
  Mechanical Genius (Ex): At 2nd level, and 
  every even level thereafter, a street racer increases 
  his ranks in mechanical genius by +1. This alters 
  mechanical genius and replaces organizational 
  ties.
  Favored Terrain (Ex): At 3rd level, a street 
  racer gains a favored terrain of his choice. He 
  gains additional favored terrains at 8th, 13th, and 
  18th level.
  Rough Rider (Ex): At 3rd level, when in his 
  favored terrain, a street racer ignores difficult 
  terrain.
  Signature Skills (Ex): Street racers gain 
  Signature Skill as a bonus feat at 5th, 10th, 15th, 
  and 20th level.
  Stunt Driver (Archetype)
  Stunt Drivers aren’t looking to break speed 
  records or win drag races. They are hot rods 
  who love to perform out of the ordinary tricks 
  with their vehicles. Impossible jumps, hair-pin 
  turns, and balancing on two wheels are every day 
  occurrences for these drivers.
  Performer (Su): A stunt driver gains ranks in 
  performer as a bard of his hot rod level. The stunt 
  driver makes drive checks with his bonded vehicle 
  in place of Perform checks. This replaces organizational 
  ties and the mechanical genius gained at 20th level.
  Inspire Courage (Su): At 1st level, a stunt driver 
  gains inspire courage (rank 1). His ranks in that attribute 
  increase by +1 at 5th, 11th, and 17th level. This alters the 
  progression of inspire courage.
  Inspire Competence (Su): At 3rd level, a stunt driver 
  gains inspire competence (rank 1). His ranks in that 
  attribute increase by +1 at 7th, 11th, 15th, and 19th level.
  Inspire Greatness (Su): At 9th level, a stunt driver 
  gains inspire greatness (rank 1). His ranks in that attribute 
  increase by +1 at 12th, 15th, and 18th level. This alters the 
  progression of inspire greatness.
  19
  
  Table: Magical Hero
  Base
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1st
  +0
  +0
  +0
  +2
  Cantrips +1, cohort +3, fantasy spells +1, 
  item of power +1
  2nd
  +1
  +0
  +0
  +3
  Cantrips +1, special movement (jump)
  3rd
  +2
  +1
  +1
  +3
  Cantrips +1, item of power +1
  4th
  +3
  +1
  +1
  +4
  Fantasy spells +1, rejuvenation +1
  5th
  +3
  +1
  +1
  +4
  Spell-like ability +1
  6th
  +4
  +2
  +2
  +5
  Item of power +1
  7th
  +5
  +2
  +2
  +5
  Fantasy spells +1
  8th
  +6/+1
  +2
  +2
  +6
  Spell-like ability +1
  9th
  +6/+1
  +3
  +3
  +6
  Item of power +1
  10th
  +7/+2
  +3
  +3
  +7
  Fantasy spells +1, rejuvenation +1
  11th
  +8/+3
  +3
  +3
  +7
  Fighter training, spell-like ability +1
  12th
  +9/+4
  +4
  +4
  +8
  Item of power +1
  13th
  +9/+4
  +4
  +4
  +8
  Fantasy spells +1
  14th
  +10/+5
  +4
  +4
  +9
  Spell-like ability +1
  15th
  +11/+6/+1
  +5
  +5
  +9
  Item of power +1
  16th
  +12/+7/+2
  +5
  +5
  +10
  Fantasy spells +1, rejuvenation +1
  17th
  +12/+7/+2
  +5
  +5
  +10
  Spell-like ability +1
  18th
  +13/+8/+3
  +6
  +6
  +11
  Item of power +1
  19th
  +14/+9/+4
  +6
  +6
  +11
  Greater spell access
  20th
  +15/+10/+5
  +6
  +6
  +12
  Flight +2, rejuvenation +1
  Magical Hero
  魔法の英雄
  Most children and teens harbor 
  the same goals in life: Survive 
  school, 
  make 
  great 
  friends, 
  and 
  avoid 
  embarrassment. 
  Unfortunately, 
  fate 
  doesn’t 
  always agree and decides 
  to place the burden of 
  protecting 
  the 
  universe 
  on some poor soul who 
  feels both unqualified and 
  unprepared, but who very 
  often steps up when it means 
  doing what’s right.
  These 
  individuals 
  are 
  known as magical heroes. 
  Once a normal person with 
  normal worries, the magical 
  hero is whisked into a life 
  of adventure by a strange 
  companion and a powerful 
  tool meant to be wielded 
  against the forces of darkness. 
  With just a taste of this power, 
  the magical hero is transformed 
  into a hero for the ages.
  Characteristics
  All magical heroes begin with a 
  companion to mentor them. These 
  creatures guide and advise the 
  magical heroes in their new role as 
  protectors. As might be expected of 
  kids, this can be a challenging 
  task at times.
  * The character must have his item of power active as a focus to cast 
  spells or use rejuvenation.
  Depending on the source of their powers, 
  magical heroes display special attacks that 
  vary greatly for each individual, usually linked 
  to the relic or special tool that unlocked their 
  powers in the first place. Battling against 
  enemies from their worst nightmares, magical 
  heroes learn many tricks, eventually being 
  able to fly and tap into even stronger attributes 
  thanks to their artifacts and the watchful eye of 
  their mentors. 
  Other Classes
  Pet monster trainers understand the magical 
  hero’s plights as they too have been chosen 
  by fate, and the two get along well. Dynamic 
  sorcerers also make reasonable companions 
  since they usually share the same goals and 
  methods.
  Magical heroes admire the strengths of 
  martial artists, ninjas, and samurai who fight 
  without the use of magic or a companion to 
  guide them, but they don’t always see eye-
  to-eye with hot rods, mech pilots, and tech 
  geniuses with an aptitude for mechanical 
  attributes.
  Class Features 
  Point Cost Pg
  Hit Die: d8 
  2 per rank (40) 
  63
  Skill Ranks: 4 + Int modifier 
  2 per rank (40) 
  66
  Base Attack: Moderate 
  2 + 2 per rank (32) 
  81
  Bonus Attacks: 2 
  4 per rank (8) 
  81
  Saves: Will 
  2 per rank (48) 
  63
  Weapon Proficiencies 
  Simple (6) 
  98
  Armor Proficiencies 
  Light (3) 
  97
  Shield Proficiencies 
  Shields (3) 
  63
  Cohort 
  2 per rank (6) 
  77
  Item of Power 
  1 +4 per rank (33) 
  71
  Fantasy Spells 
  6 per rank (36) 
  69
  Cantrips 
  1 + 1 per rank (5) 
  67
  Greater Spell Access 
  12 points (12) 
  69
  Fighter Training 
  2 points (2) 
  96
  Rejuvenation 
  1 per rank (4) 
  63
  Special Movement 
  Jump (2) 
  81
  Flight 
  6 points (6) 
  80
  Spell-Like Ability 
  fly, overland flight (20) 
  73
  Defects & Restrictions
  Code of Conduct 
  Alignment (–2) 
  90
  Special Requirement 
  Focus* (–2) 
  92
  Spell List 
  Witch (–2) 
  —
  Total Attributes 
   300 points
  Class Skills: Acrobatics (Dex), Craft (Int), Diplomacy 
  (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate 
  (Cha), Knowledge (arcana) (Int), Perception (Wis), 
  Perform (Cha), Profession (Wis), Spellcraft (Int), Stealth 
  (Dex), and Use Magic Device (Cha).
  20
  
  Magical Hero Favored Class Bonuses
  Aasimar: Add +1/4 to the magical hero’s caster level 
  when casting spells of the abjuration school.
  Android: 
  Catfolk: Gain a +1/3 bonus on all Reflex saves.
  Dhampir: Add +1/4 to the magical hero’s caster level 
  when casting spells of the necromancy school.
  Dwarf: Gain a +1/3 bonus on all Fortitude saves.
  Elf: Add +1/4 to the magical hero’s caster level when 
  casting spells of the conjuration school.
  Gnome: Gain a +1/2 bonus on Knowledge (arcana) and 
  Spellcraft checks.
  Goblin: Add +1/4 to the magical hero’s caster level 
  when casting spells of the evocation school.
  Human: Gain a +1/3 bonus on concentration checks. 
  This does not stack with Combat Casting.
  Ogre: Gain a +1/3 bonus on all Fortitude saves.
  Orc: Gain +1/6 of a witch’s hex.
  Rabbitfolk: Gain a +1/3 bonus on all Reflex saves.
  Ratfolk: Gain +1/6 of a rogue talent.
  Slime: Add +1/4 to the magical hero’s caster level when 
  casting spells of the transmutation school.
  Tiefling: Add +1/4 to the magical hero’s caster level 
  when casting spells of the enchantment school.
  Turtlefolk: Add +1/4 to the magical hero’s caster level 
  when casting spells of the divination school.
  Magical Hero Archetypes
  Anti-Hero (Archetype)
  Anti-heroes tread carefully between what is right and 
  what must be done. Their methods are not always the 
  ideal solutions, but they can produce results. Anti-heroes 
  are sometimes evil, but never irredeemable.
  Alignment: Any nongood.
  Cohort: An anti-hero’s cohort is not as prominent, nor 
  as powerful as other magical heroes’ cohorts, and the anti-
  hero often either fires their cohort or changes it for another 
  that they feel is better suited to their goals.
  At 1st level, the anti-hero gains cohort (rank 1) for 5 
  points, allowing him to trade his cohort in the same way 
  a druid changes their animal companion. This alters and 
  replaces the magical hero’s cohort.
  Rejuvenation (Su): An anti-hero tends to rely on 
  himself more than others. At 2nd level, he gains 1 rank of 
  rejuvenation. This stacks with his normal progression in 
  that attribute.
  Magical Champion (Archetype)
  Magical Champion are transformed by their items of 
  power into powerful combatants, whose magic is not quite 
  as strong, but for which they make up with dangerous 
  battle tactics. When a dangerous monster bears down on 
  the group, it’s the magical warrior who steps forward with 
  a giant weapon to challenge it, face-to-face.
  Hit Dice and Base Attack: A magical champion’s Hit 
  Die is d10, and his base attack is equal to his magical 
  hero level. This alters the magical hero’s hit dice and base 
  attack and replaces the magical hero’s spell-like abilities 
  gained at 5th, 8th, 11th, 14th, and 17th level.
  Weapon and Armor Proficiencies: 
  Magical champions are proficient 
  with all simple and martial weapons, 
  light and medium armor, and shields 
  (except tower shields). This alters 
  the magical hero’s weapon and 
  armor proficiencies.
  Spells: A magical champion draws 
  his spells from the poor prepared 
  spell list, with the reduced spells per 
  day defect. This alters the magical 
  hero’s spells.
  Fighter 
  Training: 
  A 
  magical 
  champion gains Fighter Training as 
  a bonus feat at 2nd level, even if he 
  does not meet the prerequisites.
  Weapon Training: At 5th level, a 
  magical champion gains weapon 
  training (rank 1).
  Magical Healer (Archetype)
  The close friend, who never leaves 
  her allies’ sides, is often the magical 
  healer. She is the magical hero who 
  puts more focus on keeping her group 
  healthy and in good spirits and less on 
  broadening her own skills and knowledge.
  Skill Ranks per Level: A magical healer 
  gains 2 + Intelligence modifier skill 
  ranks per magical hero level.
  Channel Energy: At 1st level, a 
  magical healer gains channel energy, 
  as a cleric of her magical hero level. 
  Her channel energy functions as the cleric feature and 
  progresses at the same rate. The magical healer must 
  have his item of power active as a focus to use channel 
  energy.
  Magical Thief (Archetype)
  The good-natured magical thief differs from the anti-
  hero because he often takes only what he must to help 
  those less fortunate or talented than he. Also an expert 
  scout, the magical thief usually has a trick up his sleeve 
  for most situations.
  Cohort: A magical thief gains only 2 ranks of cohort for 
  2 points each at 1st level. This alters the magical hero’s 
  cohort.
  Signature Skills (Ex): At 5th level, a magical thief 
  chooses Acrobatics, Disable Device, Sleight of Hand, or 
  Stealth and gains Signature Skill as a bonus feat for the 
  selected skill. He gains Signature Skill again at 10th, 15th, 
  and 20th level, choosing from the above list each time.
  This replaces fighter training and the rejuvenation gained 
  at 4th, 8th, 14th, and 20th level.
  21
  
  * The character chooses 2 of the following skills and substitutes 
  Acrobatics for them. Climb, Disable Device, Escape Artist, Intimidate, 
  Perform (dance), Sleight of Hand, Stealth, and Swim.
  Martial Artist
  格闘家
  Martial artists are experts at hand-to-hand combat 
  without all of the magical and supernatural abilities 
  learned by monks. Far more grounded than their ascetic 
  counterparts, martial artists learn more potent combat 
  techniques and stances focused around their acrobatic 
  nature and combat abilities.
  Characteristics
  Martial artists emphasize overcoming challenges through 
  rigorous physical training and mastery of non-magical 
  strength. Beyond learning how to eventually overcome 
  any form of damage reduction, their gifts are entirely 
  mundane, if exceptionally honed to peak conditions.
  Other Classes
  Magical heroes, dynamic sorcerers, and most of the 
  fantasy classes are looked down on by the martial artist 
  for their reliance on power beyond their own training. 
  Samurai, ninjas, and similar groups respect martial artists 
  for their dedication to physical perfection.
  Class Features 
  Point Cost Pg
  Hit Die: d10 
  3 per rank (60) 
  63
  Skill Ranks: 4 + Int modifier 
  2 per rank (40) 
  66
  Skill Versatility* 
  1 per rank (3) 
  66
  Base Attack: Full 
  2 + 2 per rank (42) 
  81
  Bonus Attacks: 3 
  4 per rank (12) 
  81
  Flurry 
  2 per attack (4) 
  81
  Saves: Reflex, Will 
  2 per rank (60) 
  63
  Weapon Proficiencies 
  Monk (2) 
  98
  Bonus Feats 
  Style Feats** (10) 
  65
  Fuse Style 
  1 point (1) 
  99
  Defensive Instinct 
  1 + 1 per rank (7) 
  61
  Evasion 
  1 per rank (2) 
  62
  Finesse Training 
  2 per rank (8) 
  98
  Martial Arts 
  1 per rank (6) 
  82
  Debilitating Injury 
  1 per rank (3) 
  81
  Overpower 
  1 per rank (5) 
  83
  Shared Space 
  2 points (2) 
  84
  Uncanny Dodge, Improved 
  3 points (3) 
  63
  Weapon Training 
  6 per rank (24) 
  84
  Weapon Mastery 
  10 points (10) 
  85
  Defects & Restrictions
  Armor Penalty 
  Monk (–4) 
  93
  Total Attributes 
   300 points
  Class Skills: Acrobatics (Dex), Bluff (Cha) (Int), Climb 
  (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), 
  Knowledge (local) (Int), Perception (Wis), Perform (Cha), 
  Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth 
  (Dex), and Swim (Str).
  Martial Artist Favored Class Bonuses
  Catfolk:  Add +1/2 on Escape Artist checks and on 
  Acrobatics checks to cross narrow surfaces.
  Human:  Add +1/3 on critical hit confirmation rolls made 
  with unarmed strikes (maximum bonus of +5). This bonus 
  does not stack with Critical Focus.
  Ogre: Add a +1/4 bonus on combat maneuver checks 
  made to grapple or trip.
  Rabbitfolk: Add +1/3 to the martial artist’s defensive 
  instinct.
  Ratfolk: Add a +1/4 bonus on combat maneuver checks 
  made to disarm or trip.
  Turtlefolk: Retract gains an additional 1% chance to 
  ignore a critical hit or sneak attack.
  Martial Artist Archetypes
  Hornet (Archetype)
  The hornet is a martial artist who prefers to stay out of 
  melee combat, choosing instead to stay back with a good 
  collection of thrown weapons or a ranged weapon and 
  plenty of ammunition. While by all accounts still a martial 
  artist, the hornet’s techniques do rely more on weaponry 
  than other members of the class.
  Weapon Proficiency: Hornets are proficient with all 
  simple weapons, plus all martial ranged and thrown 
  weapons. This alters the martial artist’s weapon 
  proficiencies.
  Defensive Movement (Ex): A hornet only gains the 
  benefit of her defensive instinct as long as she moves at 
  least 10 feet on each of her turns.
  Ranged Finesse (Ex): At 1st level, a hornet can choose 
  Precise Shot or Rapid Reload as a bonus feat in place of 
  finesse training. At 3rd level, she treats composite bows as 
  finesse weapons and can choose Crossbow Mastery as 
  a bonus feat in place of finesse training. The hornet does 
  not need to meet the prerequisites for these feats. At 11th 
  level, if she has chosen the options above, the hornet can 
  add her full Dexterity bonus (if any) to the damage she 
  deals with bows or crossbows. This alters finesse training.
  Rapid Shot (Ex): At 1st level, a hornet gains Rapid 
  Shot as a bonus feat, even if she does not meet the 
  prerequisites. Beginning at 2nd level, the hornet can use 
  Rapid Shot to attack twice at any time before, during, or 
  after her move, but she takes an additional –2 penalty on 
  each attack to do so (–4 total). At 6th level, the penalty is 
  reduced back to –2, and at 10th level, the penalty goes 
  away entirely if the hornet moves on her turn.
  At 11th level, a hornet can make an additional attack 
  (3 total)at her highest base attack bonus when she uses 
  Rapid Shot. This attack can be made when moving or 
  standing still and stacks with additional attacks from haste 
  and similar effects.
  This ability replaces flurry, martial arts, and the style 
  feats gained at 2nd, 6th, and 10th level.
  Evasion (Ex): A hornet does not gain this ability until 9th 
  level, and does not gain improved evasion until 18th level. 
  This alters evasion and improved evasion and replaces 
  the style feat gained at 18th level.
  Uncanny Shot (Ex): At 14th level, a hornet can add 
  her martial arts damage to her weapon damage on her 
  first successful attack each round. This is considered 
  precision damage and does not multiply on a critical hit. 
  This replaces the style feat gained at 14th level.
  22
  
  Table: Martial Artist
  Base
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save Special
  1st
  +1
  +0
  +2
  +2
  Defensive instinct +1, finesse training +1, flurry +1, martial arts +1
  2nd
  +2
  +0
  +3
  +3
  Evasion, +1, style feat, uncanny dodge +1
  3rd
  +3
  +1
  +3
  +3
  Finesse training +1, overpower +1
  4th
  +4
  +1
  +4
  +4
  Debilitating injury +1, defensive instinct +1, martial arts +1
  5th
  +5
  +1
  +4
  +4
  Skill versatility, weapon training +1
  6th
  +6/+1
  +2
  +5
  +5
  Style feat, uncanny dodge +1
  7th
  +7/+2
  +2
  +5
  +5
  Overpower +1, shared space
  8th
  +8/+3
  +2
  +6
  +6
  Defensive instinct +1, martial arts +1
  9th
  +9/+4
  +3
  +6
  +6
  Evasion +1, weapon training +1
  10th
  +10/+5
  +3
  +7
  +7
  Debilitating injury +1, skill versatility, style feat
  11th
  +11/+6/+1
  +3
  +7
  +7
  Finesse training, flurry +1, overpower +1
  12th
  +12/+7/+2
  +4
  +8
  +8
  Defensive instinct +1, martial arts +1
  13th
  +13/+8/+3
  +4
  +8
  +8
  Weapon training +1
  14th
  +14/+9/+4
  +4
  +9
  +9
  Fuse style, style feat
  15th
  +15/+10/+5
  +5
  +9
  +9
  Overpower +1, skill versatility
  16th
  +16/+11/+6/+1
  +5
  +10
  +10
  Debilitating injury +1, defensive instinct +1, martial arts +1
  17th
  +17/+12/+7/+2
  +5
  +10
  +10
  Weapon training +1
  18th
  +18/+13/+8/+3
  +6
  +11
  +11
  Style feat
  19th
  +19/+14/+9/+4
  +6
  +11
  +11
  Finesse training, overpower +1
  20th
  +20/+15/+10/+5
  +6
  +12
  +12
  Defensive instinct +1, martial arts, weapon mastery (unarmed)
  ** Style feats are not the same as ranger combat style feats. 
  They are found in the Feats section starting on 94.
  Mixed Martial Artist (Archetype)
  In some cities, specially crafted arenas have popped up, 
  advertising dangerous grudge matches between martial 
  artists with special training. These mixed martial artists 
  have trained themselves in several different styles, allowing 
  them to find a potential counter to most techniques.
  Style Feats: A mixed martial artist gains style feats at 
  2nd level and every even level thereafter. This alters the 
  progression of style feats.
  Fuse Style: At 5th level, a mixed martial artist can fuse 
  two of the styles he knows into a more perfect style. The 
  mixed martial artist can have two style feat stances 
  active at once. Starting a stance provided by a style 
  feat is still a swift action, but when the mixed martial 
  artist switches to another style feat, he can choose 
  one style whose stance is already active to persist. 
  He may only have two style feat stances active at 
  a time.
  At 9th level, the mixed martial artist can fuse three 
  styles at once. He can have the stances of three 
  style feats active at the same time. He gains a 
  bonus on attack rolls equal to the number of styles 
  whose stances he currently has active. Furthermore, 
  he can enter up to three stances as a swift action.
  At 14th level, the mixed martial artist can fuse four 
  styles at once. He can have the stances of four style 
  feats active at the same time. Furthermore, he can 
  enter up to four stances as a swift action.
  This replaces the weapon training gained at 
  5th and 9th level.
  Perfect Style (Ex): At 20th level, a mixed 
  martial artist can have the stances of five style feats active 
  at once, and can change those stances as a free action. 
  This replaces weapon mastery.
  23
  
  Mech Pilot
  メカパイロット
  When the threat of a giant monster is imminent, 
  the mech pilot jumps into action. An expert at 
  large-scale combat, he deftly avoids innocents 
  and does everything he can to keep city-wide 
  damage to a minimum by defeating his foes swiftly 
  and efficiently.
  Characteristics
  The mech pilot’s most noteworthy attribute 
  is, of course, his giant mobile armor, or mech, 
  which is either provided or sponsored by a local 
  government. When not piloting his customized, 
  mechanical warrior, the mech pilot is an evasive 
  fighter skilled in gun-play.
  Other Classes
  Hot rods, tech geniuses, and mech pilots get 
  along well because of their love of technology. 
  Magical heroes, dynamic sorcerers, and other 
  magic-inclined types are hesitant to rely on 
  something so mundane, while pet monster 
  trainers love to challenge mech pilots with their 
  largest, most powerful monsters.
  Table: Mech Pilot
  Base
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save Special
  1st
  +0
  +0
  +2
  +0
  Bonus feat, mecha +1
  2nd
  +1
  +0
  +3
  +0
  Mecha +1, uncanny dodge
  3rd
  +2
  +1
  +3
  +1
  Organizational ties +1, rejuvenation +1
  4th
  +3
  +1
  +4
  +1
  Mecha +1
  5th
  +3
  +1
  +4
  +1
  Bonus feat, evasion +1
  6th
  +4
  +2
  +5
  +2
  Mecha +1, rejuvenation +1
  7th
  +5
  +2
  +5
  +2
  Improved uncanny dodge, 
  organizational ties +1
  8th
  +6/+1
  +2
  +6
  +2
  Mecha +1
  9th
  +6/+1
  +3
  +6
  +3
  Bonus feat, rejuvenation +1
  10th
  +7/+2
  +3
  +7
  +3
  Mecha +1
  11th
  +8/+3
  +3
  +7
  +3
  Evasion +1, organizational ties +1
  12th
  +9/+4
  +4
  +8
  +4
  Mecha +1, rejuvenation +1
  13th
  +9/+4
  +4
  +8
  +4
  Bonus feat
  14th
  +10/+5
  +4
  +9
  +4
  Mecha +1
  15th
  +11/+6/+1
  +5
  +9
  +5
  Organizational ties +1, rejuvenation +1
  16th
  +12/+7/+2
  +5
  +10
  +5
  Mecha +1
  17th
  +12/+7/+2
  +5
  +10
  +5
  Bonus feat
  18th
  +13/+8/+3
  +6
  +11
  +6
  Mecha +1, rejuvenation +1
  19th
  +14/+9/+4
  +6
  +11
  +6
  Organizational ties +1
  20th
  +15/+10/+5 +6
  +12
  +6
  Mecha +1
  24
  
  Mech Pilot Favored Class Bonuses
  Android: Add +1 hit points to the mech pilot’s mech.
  Gnome: Gain DR +1/3 /magic while using mecha.
  Goblin: Deal +1/4 damage against flat-footed enemies 
  while using mecha. This is precision damage and does not 
  multiply on a critical hit.
  Human: Gain +1/6 rank of rejuvenation.
  Class Features 
  Point Cost Pg
  Hit Die: d8. 
  2 per rank (40) 
  60
  Skill Ranks: 4 + Int modifier. 
  2 per rank (40) 
  63
  Base Attack: Moderate 
  2 + 2 per rank (32) 
  81
  Bonus Attacks: 2 
  4 per rank (8) 
  81
  Saves: Reflex 
  2 per rank (48) 
  63
  Weapon Proficiencies 
  Simple+Rogue (8) 
  98
  Firearms 
  2 points (2) 
  98
  Armor Proficiencies 
  Light (3) 
  97
  Evasion 
  1 per rank (2) 
  62
  Bonus Feats 
  Finesse or Gun Training (10) 
  65
  Mecha 
  8 per rank (88) 
  75
  Organizational Ties 
  2 per rank (10) 
  78
  Rejuvenation 
  1 per rank (6) 
  63
  Uncanny Dodge, Improved 
  3 points (3) 
  63
  Total 
   300 points
  Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), 
  Climb (Str), Craft (Int), Disable Device (Dex), Intimidate 
  (Cha), Knowledge (engineering) (Int), Perception (Wis), 
  Profession (Wis), Sense Motive (Wis), and Swim (Str).
  Mech Pilot Archetypes
  Corporate Mech Pilot (Archetype)
  Everything the corporate mecha pilot could ever need 
  is covered by their organizational ties, and their popularity 
  and fame grows greatly as they continue to win battles 
  against giant monsters and other mech pilots.
  Organizational Ties (Ex): A corporate mech pilot gains 
  organizational ties +1 at 1st level, and every odd level 
  thereafter. This replaces the bonus feats gained at 1st, 
  5th, 9th, 13th, and 17th level.
  Customizations: At 3rd level, a mech pilot gains a 
  customization that he can add to his mech. He gains 
  additional customizations at 9th and 15th level. This 
  replaces rejuvenation.
  Life-Bonded Pilot (Archetype)
  Life-bonded pilots are usually androids, although 
  specially modified mecha have been created to house 
  other races as well. Life-bonding with one’s mech allows 
  a greater level of control, but also puts the pilot at greater 
  risk for it.
  Life-bonded pilots can also become corporate mech 
  pilots or scrappers. As corporate mech pilots, they ignore 
  the additional organizational ties gained, but still gain the 
  customizations. As scrappers, the life-bonded pilot still 
  gains bonus feats at 3rd, 7th, 11th, 15th, and 19th level.
  Fused Link (Su): Starting at 1st level, the life-bonded 
  pilot forms a close bond with his mech. Whenever the 
  hit points from his mech would be reduced to 0, the pilot 
  can, as a free action, sacrifice any number of his own hit 
  points. Each hit point sacrificed this way prevents 1 point 
  of damage done to the mech (thus preventing the loss of 
  the mech’s hit points), preventing the mech from being 
  destroyed and rendered nonfunctional.
  This ability replaces the bonus feat gained at 1st level.
  Shielded Meld (Ex): At 4th level, whenever the life-
  bonded pilot is fused with his mech, he gains a +2 shield 
  bonus to his Armor Class and a +2 circumstance bonus on 
  his saving throws.
  This ability replaces rejuvenation and the bonus feat 
  gained at 5th level.
  Dimension Drive (Sp): At 6th level, whenever the life-
  bonded pilot is fused with his mech, the life-bonded pilot 
  can cast dimension door as a spell-like ability using his 
  caster level. This ability only affects the fused life-bonded 
  pilot and mech. The life-bonded pilot can use this ability 
  once per day at 6th level, plus one additional time per day 
  for every six levels beyond 6th.
  This replaces the bonus feats at 9th and 13th level.
  Greater Shielded Meld (Ex): At 12th level, whenever 
  the life-bonded pilot is fused with his mech, he gains a +4 
  shield bonus to his Armor Class and a +4 circumstance 
  bonus on his saving throws.
  This ability replaces the bonus feat gained at 17th level.
  Scrapper (Archetype)
  Scrappers have to survive on their own, with no help 
  from the large corporations that fund other mech pilots. 
  They learn how to make due with what they have and 
  become better fighters for it.
  Bonus Feats (Ex): Scrappers gain mech pilot bonus 
  feats at 1st level, and every odd level thereafter. This 
  replaces the organizational ties gained at 3rd, 7th, 11th, 
  15th, and 19th level.
  Giant Mobile Armor Archetypes
  These archetypes specifically modify the mech pilot’s 
  mecha, which normally functions as a construct barbarian.
  Bio-Mech (Mecha Archetype)
  Bio-mecha are grown, not constructed. Their unique 
  creation process is well-guarded by those who create 
  them, but their natural reactions and intuitive abilities 
  translate well to their pilots.
  Plant Matter (Ex): A bio-mech is a plant creature with 
  no Intelligence or Charisma scores. It gains plant traits. 
  The mech gains its own Perception checks and conveys 
  its senses to its pilot through an empathic bond.
  This spends 12 of the mech’s starting points at rank 1.
  Natural Armor (Ex): At 1st level, a bio-mech has a +3 
  natural armor bonus. This replaces the mech’s light and 
  medium armor proficiency (it can buy these again for 5 
  points).
  Natural Attacks (Ex): At 1st level, a bio-mech has 2 
  natural slam attacks. These are primary attacks with a 
  reach 5 feet greater than a creature of the mech’s size 
  could make (a Huge bio-mech’s slams would have 20-ft. 
  reach). They deal 1d8 bludgeoning damage (if Huge) with 
  a critical multiplier of x3. If the mech makes only 1 slam 
  attack on its turn, it adds twice its Strength modifier to the 
  damage.
  This replaces the mech’s weapon proficiencies, although 
  the pilot can still use his proficiencies normally.
  25
  
  Ninja, Kunoichi
  くノ一
  Ninjas who have not yet graduated to jonin are referred 
  to as kunoichi instead. What they lack in experience, 
  kunoichi make up for in willingness to excel against any 
  challenge. As they grow into their role, they become 
  experts in several combat and non-combat tactics, 
  including the ability to sneak without being caught, poison 
  a blade without endangering themselves, and eventually 
  strike with as much finesse as a soldier does power.
  Characteristics
  A ninja is not accepted as a kunoichi until she 
  understands her basic weapons and combat tactics, 
  including sneak attack. Once she has learned how to 
  channel ki and picked up a few tricks along the way, she 
  becomes ready to take her chunin exam, then jonin, and 
  finally kage. The kunoichi need not cease her training to 
  take these tests; rather, she submits that she is ready and 
  her mentors find time and opportunity to test her while she 
  adventures. Many kunoichi do not even realize they were 
  being tested until they receive their formal declaration of 
  success or failure.
  Other Classes
  Because they are also still learning, kunoichi get along 
  best with students and magical heroes, and samurai have 
  been known to accept them, even if they often do not 
  trust ninjas. Tech geniuses and hot rods can admire the 
  kunoichi’s persistence, and martial artists love to train with 
  them. Giant robots don’t understand the ninja’s reliance on 
  poison, and sentai members see them as too self-involved.
  Of the fantasy classes, rangers, rogues, monks, and 
  surprisingly sorcerers keep the best company with 
  kunoichi. Druids and paladins see them as no more than 
  rogues of a different nature, while barbarians find no honor 
  in the use of poison over physical dominance.
  Class Features 
  Point Cost Pg
  Hit Die: d8. 
  2 per rank (40) 
  60
  Skill Ranks: 6 + Int modifier. 
  3 per rank (60) 
  63
  Base Attack: Moderate 
  2 + 2 per rank (32) 
  81
  Bonus Attacks: 2 
  4 per rank (8) 
  81
  Saves: Reflex 
  2 per rank (48) 
  63
  Weapon Proficiencies 
  Simple+Rogue (8) 
  98
  Armor Proficiencies 
  Light (3) 
  97
  Ki Pool 
  2 points (2) 
  71
  Light Steps 
  2 points (2) 
  96
  Ninja Tricks* 
  2 per talent (20) 
  65
  Master Tricks 
  1 point (1) 
  65
  Ninja School 
  2 + 3 per rank (23) 
  26
  Exams 
  4 per rank (16) 
  26
  Kage Exam 
  2 points (2) 
  26
  No Trace 
  2 per rank (12) 
  66
  Sneak Attack 
  2 per rank (20) 
  84
  Uncanny Dodge, Improved 
  3 points (3) 
  63
  Total 
   300 points
  Class Skills: Acrobatics (Dex), Appraise (Int), Bluff 
  (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable 
  Device (Dex), Disguise (Cha), Escape Artist (Dex), 
  Intimidate (Cha), Knowledge (local) (Int), Knowledge 
  (nobility) (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).
  Kunoichi Favored Class Bonuses
  Dhampir: Add a +1/2 bonus on Stealth checks and 
  Perception checks made in dim light or darkness.
  Goblin: Add a +1 bonus on the rogue’s sneak attack 
  damage rolls during the surprise round or before the target 
  has acted in combat. 
  Human: Gain 1/6 of a new ninja trick.
  Tiefling: Add +1/2 to sneak attack damage dealt to 
  creatures with the outsider type.
  Kunoichi Schools
  The following schools are available to all kunoichi. When 
  you pass the genin exam, you can either advance your 
  current school or choose a new school and gains its initial 
  benefits. When you pass the chunin and jonin exams, 
  you can either advance one of your current schools by 1 
  step or again choose a different school and gain its initial 
  benefits. When you pass the kage exam, you can advance 
  up to 4 schools by 1 step each, gaining the initial benefits 
  of any new schools you may choose in the process.
  The competence bonuses gained by each school stack 
  with each other, but only to a maximum of +6. Any spells 
  or special abilities gained from a school treat your kunoichi 
  level as your caster level.
  Iga
  As a member of the Iga, you learn how to manipulate 
  seemingly magical power with a combination of fire and 
  precise movement that you use to make it look as if you 
  are teleporting around the field of battle.
  When you join this school, increase your movement 
  speed by +5 feet when in light or no armor and not carrying 
  a heavy load. This speed bonus increases by +5 feet at 3rd, 
  9th, and 15th level. In addition, you gain a +1 competence 
  bonus on Will saves. This bonus increases to +2 at 6th 
  level, +4 at 12th level, and +6 at 18th level.
  Rank Advancement: You gain the following abilities 
  if you advance with the Iga instead of choosing another 
  school.
  • As a genin, when holding a lit torch or other source of 
  fire, you can spend 1 ki point to cast burning hands. 
  When you move, you can make a Bluff check to feint 
  an enemy as a free action when moving past it (but not 
  through its space).
  • As a chunin, you gain the monk’s abundant step ability 
  and can spend 3 ki points to cast fireball by throwing a 
  lit torch or other source of fire. The source is destroyed 
  after.
  • As a jonin, you can spend 5 ki points to cast delayed 
  blast fireball by throwing a lit torch or other source of 
  fire. The source is destroyed after.
  • As a kage, you gain the monk’s empty body ability.
  * Ninja Tricks are introduced in the Pathfinder Roleplaying Game 
  Ultimate Combat. Alternately, any rogue talent can be a ninja trick.
  26
  
  Kouga
  As a member of the Kouga, you are 
  practiced in the proper application of 
  medicine, 
  which 
  also 
  makes 
  you 
  a 
  responsible poisoner.
  When you join this school, you add Heal 
  to your list of class skills and become trained 
  in the use of poison. You cannot accidentally 
  poison yourself when applying poison to a 
  weapon. At 3rd, 9th, and 15th level, poisons 
  applied to your weapons last for 1 additional 
  attack before they are consumed. In 
  addition, you gain a +1 competence bonus 
  on Fortitude saves. This bonus increases to 
  +2 at 6th level, +4 at 12th level, and +6 at 
  18th level.
  Rank Advancement: 
  You 
  gain 
  the 
  following abilities if you advance with the 
  Kouga instead of choosing another school.
  • As a genin, you gain the monk’s 
  wholeness of body ability and can apply 
  poisons to your weapons as a swift 
  action.
  • As a chunin, you can use your wholeness 
  of body on a creature you touch as a 
  standard action. You can also spend 2 ki 
  points to cast accelerate poison.
  • As a jonin, you can choose up to 2 mercies from 
  the paladin class feature of the same name. You 
  can apply one of these mercies each time you 
  use wholeness of body. In addition, you can 
  spend 2 ki points to cast pernicious poison.
  • As a kage, you can spend 6 ki points to heal 
  10d6 points of damage with wholeness of body 
  instead.
  Rappa
  As a member of the Rappa, you make others 
  believe you are no more than a common bandit 
  or thief. In truth, you are a highly educated 
  individual who can make precision strikes 
  as easily as informed decisions.
  When you join this school, you gain 
  Weapon Finesse as a bonus feat. At 
  3rd level, you gain a +2 competence 
  bonus on initiative checks. This bonus 
  increases to +4 at 9th level, and +6 at 
  15th level.
  At 6th level, choose Acrobatics, 
  Climb, Intimidate, Perception, 
  or Stealth. You gain the skill 
  unlock powers for that skill as appropriate for your number 
  of ranks in that skill. If you are also a member of Iga, 
  add Bluff to this list.
  If you are also a member of Kouga, add 
  Heal to this list. If you are also a member 
  of Sanka, add Survival to this list. If you are 
  also a member of Suppa, add Disguise to 
  this list.
  At 12th and 18th level, you choose an 
  additional skill from your list and gain skill 
  unlock powers for that skill as well.
  Rank Advancement: You gain the 
  following abilities if you advance with 
  the Rappa instead of choosing another 
  school.
  Table: Ninja, Kunoichi
  Base
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save Special
  1st
  +0
  +0
  +2
  +0
  Ninja school, sneak attack +1d6
  2nd
  +1
  +0
  +3
  +0
  Ki pool, ninja trick
  3rd
  +2
  +1
  +3
  +1
  No trace +1, school feature, sneak attack 
  +2d6
  4th
  +3
  +1
  +4
  +1
  Genin rank exam, ninja trick, uncanny dodge
  5th
  +3
  +1
  +4
  +1
  Sneak attack +3d6
  6th
  +4
  +2
  +5
  +2
  Ninja trick, no trace +2, school feature
  7th
  +5
  +2
  +5
  +2
  Light steps, sneak attack +4d6
  8th
  +6/+1
  +2
  +6
  +2
  Improved uncanny dodge, ninja trick
  9th
  +6/+1
  +3
  +6
  +3
  No trace +3, school feature, sneak attack 
  +5d6
  10th
  +7/+2
  +3
  +7
  +3
  Chunin rank exam, master Tricks, ninja trick
  11th
  +8/+3
  +3
  +7
  +3
  Sneak attack +6d6
  12th
  +9/+4
  +4
  +8
  +4
  Ninja trick, no trace +4, school feature
  13th
  +9/+4
  +4
  +8
  +4
  Sneak attack +7d6
  14th
  +10/+5
  +4
  +9
  +4
  Ninja trick
  15th
  +11/+6/+1
  +5
  +9
  +5
  No trace +5, school feature, sneak attack 
  +8d6
  16th
  +12/+7/+2
  +5
  +10
  +5
  Jonin rank exam, ninja trick
  17th
  +12/+7/+2
  +5
  +10
  +5
  Sneak attack +9d6
  18th
  +13/+8/+3
  +6
  +11
  +6
  Ninja trick, no trace +6, school feature
  19th
  +14/+9/+4
  +6
  +11
  +6
  Sneak attack +10d6
  20th
  +15/+10/+5 +6
  +12
  +6
  Ninja trick, kage rank exam
  27
  
  • As a genin, you gain evasion and a favored terrain of 
  your choice, as the ranger ability of the same name.
  • As a chunin, you gain camouflage, and an additional 
  favored terrain.
  • As a jonin, you gain improved evasion and an 
  additional favored terrain.
  • As a kage, you  gain hide in plain sight and an 
  additional favored terrain.
  Suppa
  As a member of the Suppa, you can easily pass yourself 
  off as others, making it a challenge to determine who or 
  what you really are. 
  When you join this school, you gain a social identity, as 
  the vigilante class feature, and a +5 circumstance bonus 
  to appear as your current identity, instead of the other. This 
  bonus increases to +10 at 3rd level, +15 at 9th level, and 
  +20 at 15th level. In addition, you gain a +1 competence 
  bonus on Will saves. This bonus increases to +2 at 6th 
  level, +4 at 12th level, and +6 at 18th level.
  Rank Advancement: You gain the following abilities if 
  you advance with the Suppa instead of choosing another 
  school.
  • As a genin, you gain the morphic mask social talent. 
  You also gain the social grace social talent, but the 
  bonus to skills from that talent is only +2.
  • As a chunin, you gain the many guises and mocking 
  bird social talents.
  Social Talents
  Any Guise (Su): You can use everyman to disguise yourself as any specific person, even a king or high priest. 
  Furthermore, if the actual individual wouldn’t normally be able to be found via magic (such as by being dead or protected 
  from divinations designed to locate the individual), such divinations always find you instead.
  Everyman (Su): You can take on the appearance of a specific individual whenever you assume a mundane guise. The 
  individual must be a farmer, laborer, or peasant. While disguised as this individual, you receive a +20 circumstance bonus 
  on Disguise checks to appear as that individual. Any spell or ability designed to locate the individual has a 50% chance 
  of finding you instead of the actual individual, and divination spells and abilities used on you give results as if you are the 
  actual individual. Although this doesn’t grant you any special knowledge of the individual, you gain a +10 circumstance 
  bonus on Bluff checks to properly play the part of the individual.
  Many Guises (Ex): You can take on any number of mundane guises. Whenever you change your identity, you have a 
  third option (instead of social or kunoichi): you can become mundane. The mundane identity is not a specific individual. 
  Each one is created at the moment it is assumed, and quickly forgotten as soon as it is removed. While in a mundane 
  identity, you does not gain the benefit of either your social or kunoichi identity, but instead appears as a member of your 
  race, usually a common laborer, farmer, or peasant of any gender. Your alignment is treated as neutral when you is in 
  your mundane identity. While in this identity, you receives a +20 circumstance bonus on Disguise checks to appear like 
  an ordinary member of your race. Spells and abilities that are looking for you in either of your other identities fail while in 
  your mundane identity. You must build the appearance for this identity using whatever clothing and tools you have at your 
  disposal. While you can use magic (such as a hat of disguise), your mundane identity can never be anything other than 
  an ordinary member of a society or large group (subject to GM discretion).
  Mockingbird (Ex): You can mimic almost any sort of voice, or even animal calls and sound effects, and you can throw 
  your voice at a distance. This functions similarly to a combination of the ghost sound, ventriloquism, and vocal alteration 
  spells.
  Morphic Mask (Su): Your physical form in your social identity can differ significantly from that of your kunoichi identity, 
  within the norms for your race—this can include changes to your proportions, coloration, gender, and other physical 
  characteristics. This increases your bonus on Disguise checks by 2 for every significant change, as per the Disguise skill. 
  You always assumes the same form when using this ability. If you are a race with multiple natural forms, such as a kitsune 
  or xendauni, you can alter each of your forms using this talent.
  Quick Change (Ex): You learns to shift between your identities with ease. Instead of needing 1 minute to change your 
  identity, you can now do so in 2 rounds.
  Social Grace: You selects any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic 
  Device. Whenever you are in your social identity, you receive a circumstance bonus on checks with the selected skill. At 
  5th level and every 4 levels thereafter, you can select another skill (with the same restrictions) to gain this bonus.
  • As a genin, you gain the unchained rogue’s finesse 
  training feature, allowing you to add your Dexterity 
  modifier to damage when using Weapon Finesse.
  • As a chunin, you gain Skill Focus with one of the skills 
  on your list above and finesse training with a second 
  weapon.
  • As a jonin, you gain finesse training with a third 
  weapon and Improved Critical as a bonus feat with 
  one of your finesse weapons.
  • As a kage, you  gain the unchained rogue’s master 
  strike ability.
  Sanka
  As a member of the Sanka, you work outside of the cities 
  where other ninja dwell, preferring the cover of a canopy 
  overhead, or the feeling of unworked ground beneath your 
  feet. 
  When you join this school, you add half your kunoichi 
  level to Survival checks made to follow tracks. At 3rd 
  level, you gain darkvision out to 30 feet or increase your 
  darkvision by 30 feet. At 9th level, you gain swift tracker. 
  At 15th level, you can spend 1 ki point as a move action to 
  see through magical darkness effects for up to 10 minutes 
  as if you were using true seeing. In addition, you gain a 
  +1 competence bonus on Fortitude saves. This bonus 
  increases to +2 at 6th level, +4 at 12th level, and +6 at 
  18th level.
  Rank Advancement: You gain the following abilities if 
  you advance with the Sanka instead of choosing another 
  school.
  28
  
  • As a jonin, you gain the quick change social talent, 
  and the bonus to skills from social grace becomes +4.
  • As a kage, you gain the everyman and any guise 
  social talents.
  Kunoichi Archetypes
  Serpent-Fire Adept (Archetype)
  Kunoichi who study chakra, its use and manipulation, 
  are known as serpent-fire adepts. Like monks who practice 
  these techniques, kunoichi must be able to gain a ki pool 
  and use ki in order to learn how to unlock their chakra.
  Class Skills: Serpent-fire adepts add Fly, Heal, 
  Knowledge (arcana), and Survival to their list of class 
  skills, and remove Climb, Intimidate, Knowledge (nobility), 
  and swim. If joining a school would add a class skill she 
  already possesses, she may regain one of the skills above 
  instead. This alters the kunoichi’s class skills.
  Chakra Training: A serpent-fire adept gains Chakra 
  Initiate and Psychic Sensitivity as bonus feats. She need 
  not meet these feats’ prerequisites, and can use her 
  serpent-fire ki from Chakra Initiate to open and maintain 
  her root chakra, despite not being 2nd level.
  Ninja School: A serpent-fire adept does not gain the 
  initial benefits of her first ninja school until after she has 
  completed her genin exam. This alters ninja school.
  Chakra Expertise (Ex): At 2nd level, the serpent-fire 
  adept gains a bonus equal to 1/2 her kunoichi level on 
  Fortitude and Will saves attempted to maintain awakened 
  chakras. At 8th level, when she has opened one or more 
  chakras, she can maintain those chakras (without opening 
  any new chakras) for 1 round without taking a swift action, 
  expending ki, or attempting Fortitude or Will saves to 
  maintain the chakras.
  This increases to 2 rounds at 16th level. After maintaining 
  her chakras with chakra expertise, the kunoichi must open 
  a new chakra or maintain her open chakras normally 
  before she can use chakra expertise again.
  This ability replaces the ninja trick gained at 2nd level.
  Light Spirit (Su): At 4th level when the serpent-fire 
  adept has her sacral chakra open and chooses to benefit 
  from its power, her fly speed is equal to either her base 
  land speed or her bonus to her base speed from the Iga 
  school fast movement class ability (whichever is higher). 
  She maintains this fly speed for a number of rounds equal 
  to her Charisma bonus (minimum 1 round), even if she 
  closes her chakras.
  This ability replaces the ninja trick gained at 4th level.
  Chakra Adept (Ex): At 6th level, the serpent-fire adept 
  gains Chakra Adept as a bonus feat. She need not meet 
  the feat’s prerequisites. When the serpent-fire adept has 
  used all her rounds of chakra expertise to maintain open 
  chakras, if she does not spend additional ki to maintain her 
  open chakras on the next round, her highest chakra closes 
  and she can spend a swift action to use any one of the 
  abilities of her remaining open chakras. On the round after 
  that, all her chakras close, and if she wishes to reopen 
  them, she must start again with her root chakra.
  This ability replaces the ninja trick gained at 6th level.
  Linked Chakras (Ex): At 8th level, the serpent-fire 
  adept can open multiple chakras at once as a standard 
  action. The round that she does this, she is required to 
  make saving throws only to resist being overwhelmed by 
  the highest chakra she opens, though the save DCs are 
  increased by 5. She can do this once per day, plus one 
  additional time per day each at 12th and 17th level.
  This ability replaces the ninja trick gained at 8th level.
  Chakra Mastery (Ex): At 10th level, the serpent-fire 
  adept gains Chakra Master as a bonus feat. She need not 
  meet the feat’s prerequisites. When maintaining her open 
  chakras with chakra expertise, she can spend 1 point of 
  ki to gain the benefits of two chakras rather than one in 
  that round (or three chakras, if she has opened her crown 
  chakra). At 14th level, the serpent-fire adept’s pool of 
  serpent-fire ki increases to 7 points, and at 18th level, it 
  increases to 9 points.
  This ability replaces the ninja tricks gained at 10th, 14th, 
  and 18th level.
  Sunobi (Archetype)
  The sunobi, or sand ninjas, are an elite group of kunoichi 
  trained in the deserts of their world, learning how to 
  manipulate sand to gain special abilities not available to 
  those who learn from more traditional schools.
  Desert Training (Ex): At 1st level, a sunobi gains 
  Endurance as a bonus feat and a +2 competence bonus 
  on Fortitude saves that stacks with the bonus granted by 
  other schools, up to +6.
  At 3rd level, the sunobi treats concealment caused by 
  smoke, sand, or similar effects as partial concealment. At 
  9th level, he ignores it entirely.
  At 6th level, the sunobi can spend 1 ki point as a 
  standard action to gain a shield effect. At 12th level, he 
  can spend 2 ki points instead as part of the same action 
  to add a +2 enhancement bonus to his shield effect. This 
  enhancement bonus becomes +3 at 15th level, and +4 at 
  20th level. 
  At 18th level, a sunobi can cast greater shadow 
  conjuration and greater shadow evocation as spell-like 
  abilities, spending 1 ki point per spell-level of the spells 
  mimicked by either. The effects created use 1 lb. of sand 
  per spell level as a material component that the sunobi 
  carries with him. When the effect ends, the sunobi can use 
  a full-round action to recover the sand used.
  Desert training replaces the ninja school gained at 1st 
  level, and the ninja tricks gained at 6th, 18th level, and 
  20th level.
  Rank Advancement: A sunobi who pushes his desert 
  training further gains the following benefits.
  • As a genin, you can use a standard action to create a 
  masterwork weapon with which you are proficient out 
  of sand weighing as much as the weapon would. The 
  weapon lasts until you release it or for up to 1 hour per 
  kunoichi level before it must be reformed.
  • As a chunin, your weapon becomes a bonded weapon, 
  as the paladin class feature. Your effective paladin 
  level is equal to half your kunoichi level.
  • As a jonin, you can spend 1 ki point per spell level 
  to cast any transmutation spell you have either seen 
  cast previously or spent at least 1 week per spell level 
  researching beforehand.
  • As a kage, your effective paladin level is equal to your 
  full kunoichi level.
  29
  
  Pet Monster Trainer
  発作モンスター
  Why engage directly in combat when there are pet 
  monsters to be found, raised, and ordered around? The 
  pet monster trainer travels their region, always searching 
  for the next strongest companion or collecting as many 
  cute monsters as they can on their journey.
  Characteristics
  With a faithful companion by their side, the pet monster 
  trainer steps into the larger world. While their monster by 
  itself can be a potent ally, the magic it gains access to 
  as a bonded companion makes it a formidable opponent 
  against other pet monsters and enemies alike.
  Other Classes
  Pet monster trainers have little time for those who can’t 
  appreciate their talents and goals. Druids and pilots get 
  along with them best. Hot rods and mech pilots share the 
  pet monster trainer’s passion in their own way.
  Pet Monster Trainer Favored Class Bonuses
  Aasimar: Add DR 1/evil to the trainer’s pet monster. 
  Each additional time the trainer selects this benefit, the 
  DR/evil increases by +1/2 (maximum DR 10/evil).
  Dwarf:  Add a +1/4 natural armor bonus to the AC of the 
  trainer’s pet monster.
  Elf: Add +1/4 to the trainer’s shield ally bonus (maximum 
  +2).
  Gnome: Add +1 hit point to the trainer’s pet monster.
  Human: Add +1 hit point or +1 skill rank to the trainer’s 
  pet monster.
  Orc: Add +1/2 on Intimidate checks and Knowledge 
  checks to identify creatures.
  Tiefling: Add DR 1/evil to the trainer’s pet monster. Each 
  additional time the trainer selects this benefit, the DR/evil 
  increases by +1/2 (maximum DR 10/evil).
  Class Features 
  Point Cost Pg
  Hit Die: d6. 
  1 per rank (20) 
  60
  Skill Ranks: 4 + Int modifier. 
  2 per rank (40) 
  63
  Base Attack: Poor 
  2 + 2 per rank (22) 
  81
  Bonus Attacks: 1 
  4 per rank (4) 
  81
  Saves: Will 
  2 per rank (48) 
  63
  Weapon Proficiencies 
  Wizard (1) 
  98
  Defensive Instinct 
  1 + 1 per rank (7) 
  61
  Pet Monster Sorcery 
  5 per rank (45) 
  68
  Dynamic Sorcery (any)* 
  10 per rank (30) 
  67
  Monster Lore 
  1 point (1) 
  66
  Pet Monster 
  6 per rank (60) 
  79
  Bond Senses 
  2 points (2) 
  64
  Life Link 
  3 per rank (6) 
  64
  Maker’s Call 
  1 + 1 per rank (6) 
  64
  Run with Me* 
  2 points (2) 
  34
  Shield Ally 
  3 per rank (6) 
  64
  Transposition 
  2 points (2) 
  64
  Toughness 
  2 points (2) 
  97
  Defects & Restrictions
  Restriction 
  Required Materials (–2)
  Special Requirement 
  Focus* (–2)
  Total Attributes 
   300 points
  Class Skills: Bluff (Cha), Climb (Str), Craft (Int), 
  Diplomacy (Cha), Escape Artist (Dex), Fly (Dex), Handle 
  Animal (Wis), Heal (Wis), Intimidate (Cha), Knowledge 
  (all) (Int), Profession (Wis), Ride (Dex), Stealth (Dex), 
  Survival (Wis), and Swim (Str).
  Table: Pet Monster Trainer
  Base
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1st
  +0
  +0
  +0
  +2
  Dynamic sorcery (any) +1, life link +1, monster lore, pet monster 
  +1
  2nd
  +1
  +0
  +0
  +3
  Defensive instinct +1, maker’s call +1, toughness
  3rd
  +1
  +1
  +1
  +3
  Pet monster +1, pet monster sorcery +1, run with me
  4th
  +2
  +1
  +1
  +4
  Dynamic sorcery (any) +1, Defensive instinct +1, shield ally
  5th
  +2
  +1
  +1
  +4
  Pet monster +1, pet monster sorcery +1
  6th
  +3
  +2
  +2
  +5
  Bond senses, maker's call +1
  7th
  +3
  +2
  +2
  +5
  Dynamic sorcery (any) +1, pet monster +1
  8th
  +4
  +2
  +2
  +6
  Defensive instinct +1, transposition
  9th
  +4
  +3
  +3
  +6
  Pet monster +1, pet monster sorcery +1
  10th
  +5
  +3
  +3
  +7
  Dynamic sorcery (any) +1, maker's call +1
  11th
  +5
  +3
  +3
  +7
  Pet monster +1, pet monster sorcery +1
  12th
  +6/+1
  +4
  +4
  +8
  Defensive instinct +1, greater shield ally
  13th
  +6/+1
  +4
  +4
  +8
  Dynamic sorcery (any) +1, pet monster +1
  14th
  +7/+2
  +4
  +4
  +9
  Maker’s call +1
  15th
  +7/+2
  +5
  +5
  +9
  Pet monster +1, pet monster sorcery +1
  16th
  +8/+3
  +5
  +5
  +10
  Defensive instinct +1, dynamic sorcery (any) +1, life link +1
  17th
  +8/+3
  +5
  +5
  +10
  Pet monster +1, pet monster sorcery +1
  18th
  +9/+4
  +6
  +6
  +11
  Maker’s call +1
  19th
  +9/+4
  +6
  +6
  +11
  Dynamic sorcery (any) +1, pet monster +1
  20th
  +10/+5
  +6
  +6
  +12
  Defensive instinct +1
  * A pet monster trainer must have an active monster in order to cast 
  dynamic sorcery spells, and uses that monster as the point of origin for 
  those spells (the trainer must still be aware of and able to see all targets, 
  and still draws attacks of opportunity with his own movements).
  30
  
  Pet Monster Trainer Archetype
  Cluster Trainer (Archetype)
  A group of monsters is sometimes referred to as a cluster, 
  and a cluster trainer is a pet monster trainer who learns 
  how to control larger groups of monsters than others. 
  With a small army of pet monsters under his control, the 
  cluster trainer can swarm enemies, taking them down with 
  successive small attacks.
  Dynamic Sorcery: Cluster trainers gain pet monster 
  sorcery +1 at 1st level, and every 3 levels thereafter, to 
  a maximum of (rank 6) at 16th level. This improves to 
  dynamic sorcery (any) at 4th, 7th, 10th, and 13th level, 
  to a maximum of (rank 4). The trainer still casts his spells 
  using his pet monsters as the point of origin.
  This alters the progression of dynamic sorcery.
  Summon Cluster (Su): At 1st level, a cluster trainer 
  gains pet monster (rank 2) that he uses to summon 2 
  pet monsters at a time. Each rank of pet monster gained 
  thereafter must be used to summon an additional pet 
  monster, up to the trainer’s maximum of 4 monsters.
  At 7th level, when the cluster trainer gains pet monster 
  (rank 5), he gains the ability to summon a 5th pet 
  monster. This pet monster begins with 30 points, plus 
  5 points per rank beyond 5th.
  At 17th level, when the cluster trainer gains 
  pet monster (rank 10), he gains the ability 
  to summon a 6th pet monster. This pet 
  monster begins with 55 points, plus 5 
  points per rank beyond 10th. 
  This alters the trainer’s pet monster 
  progression 
  and 
  replaces 
  the 
  defensive instinct gained at 2nd level.
  Sample Pet Monsters
  The pet monsters presented here 
  are suggestions for how to spend the 
  points gained with each rank of pet 
  monster gained. Each offers a total of 
  20 points per rank, but for multiple 
  pet monsters, be aware that 
  points will not be distributed in 
  the same way.
  Skilled Monster
  A skilled monster is a 1st-
  level adventurer with Str 12, Dex 
  14, Con 11, Int 15, Wis 10, Cha 9. 
  It spends its available points either to 
  gain an additional level of adventurer, 
  or divided between ranks of feat 
  and skill attributes.
  Strong Monster
  A strong monster is a 1st-level adventurer with Str 17, 
  Dex 13, Con 12, Int 10, Wis 7, Cha 11. It spends 5 of its 
  available points at pet monster rank 1 to gain +1 base 
  attack and increase its Hit Die to a d10. The remaining 
  points are either spent to gain a level as a fighter, or 
  divided between ranks of offense attributes.
  Tough Monster
  A tough monster is a 1st-level adventurer with Str 13, 
  Dex 12, Con 17, Int 7, Wis 10, Cha 11. It spends 6 of its 
  available points at pet monster rank 1 to gain +1 base 
  attack and increase its Hit Die to a d12. The remaining 
  points are either spent to gain a level as a barbarian, or 
  divided between ranks of defense attributes.
  * Run With Me: When the trainer moves, their pet monster can also 
  move up to half its speed and vice versa.
  31
  
  Samurai, Kagashi
  かがし
  When not called to honor their lord in 
  formal combat, many samurai protect the 
  homes where they grew up. During times 
  of peace, those who refuse to go back to a 
  normal life of farming or municipality have 
  earned the nickname kagashi, or scarecrow. 
  More traditional samurai take offense to this, 
  while others embrace the name, fashioning 
  their armor to appear as kami and oni.
  Characteristics
  Kagashi prefer
  To frighten their enemies
  Instead of killing.
  Other Classes
  It is a rare kagashi who cannot find some 
  reason to enjoy the company of another when 
  not facing them directly in battle. Because 
  so much of their outward appearance is 
  created with the intent of putting fear into the 
  minds of their enemies, most strive to avoid doing so when 
  interacting on a personal level. In fact, kagashi often say 
  that because they can channel their emotions so freely 
  through their samurai persona, it allows them to be their 
  true selves in all other aspects of life.
  Class Features 
  Point Cost Pg
  Hit Die: d10 
  3 per rank (60) 
  63
  Skill Ranks: 4 + Int modifier 
  2 per rank (40) 
  66
  Base Attack: Full 
  2 + 2 per rank (42) 
  81
  Bonus Attacks: 3 
  4 per rank (12) 
  81
  Weapon Expertise 
  5 points (5) 
  84
  Saves: Fortitude, Will 
  2 per rank (60) 
  63
  Weapon Proficiencies 
  Martial + Samurai (15) 
  98
  Armor Proficiencies 
  Heavy (6) 
  97
  Item of Power (armor) 
  1 + 3 per rank (16) 
  71
  Bonus Feats 
  Combat Style Feats (8) 
  65
  Smite (Challenge) 
  2 per rank (14) 
  83
  Demanding Challenge 
  1 point (1) 
  83
  Exceptional Saves (Fear) 
  1 per rank (8) 
  62
  Aura 
  1 point (1) 
  67
  Organizational Ties 
  2 per rank (10) 
  78
  Resolve 
  1 + 1 per rank (4) 
  63
  Defects & Restrictions
  Code of Conduct 
  Armor, Organization (–2)* 
  90
  Total 
   300 points
  Class Skills: Climb (Str), Craft (Int), Diplomacy (Cha), 
  Handle Animal (Cha), Knowledge (local), Knowledge 
  (nobility), Intimidate (Cha), Profession (Wis), Ride 
  (Dex), and Sense Motive (Wis).
  Kagashi Favored Class Bonuses
  Dhampir:  Add +2 on rolls to stabilize when dying.
  Human: +1 Intimidate when wearing kagashi armor.
  Ogre: Gain DR +1/3/magic when wearing kagashi 
  armor.
  Table: Samurai, Kagashi
  Base
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save Special
  1st
  +1
  +2
  +0
  +2
  Challenge +1, item of power +1, order, 
  resolve
  2nd
  +2
  +3
  +0
  +3
  Combat style, order ability
  3rd
  +3
  +3
  +1
  +3
  Weapon expertise
  4th
  +4
  +4
  +1
  +4
  Challenge +1
  5th
  +5
  +4
  +1
  +4
  Aura (exceptional saves +1), item of power +1
  6th
  +6/+1
  +5
  +2
  +5
  Combat style
  7th
  +7/+2
  +5
  +2
  +5
  Challenge +1
  8th
  +8/+3
  +6
  +2
  +6
  Order ability
  9th
  +9/+4
  +6
  +3
  +6
  Greater resolve
  10th
  +10/+5
  +7
  +3
  +7
  Aura (exceptional saves +1), challenge +1
  11th
  +11/+6/+1
  +7
  +3
  +7
  Item of power +1
  12th
  +12/+7/+2
  +8
  +4
  +8
  Combat style, demanding challenge
  13th
  +13/+8/+3
  +8
  +4
  +8
  Challenge +1
  14th
  +14/+9/+4
  +9
  +4
  +9
  Exceptional saves +1
  15th
  +15/+10/+5
  +9
  +5
  +9
  Aura (exceptional saves +1), order ability
  16th
  +16/+11/+6/+1
  +10
  +5
  +10
  Challenge +1, item of power +1
  17th
  +17/+12/+7/+2
  +10
  +5
  +10
  True resolve
  18th
  +18/+13/+8/+3
  +11
  +6
  +11
  Combat Style
  19th
  +19/+14/+9/+4
  +11
  +6
  +11
  Challenge +1
  20th
  +20/+15/+10/+5 +12
  +6
  +12
  Aura (exceptional saves +1), item of power +1
  * The character must wear their kagashi armor to gain the other attributes 
  of their class, and they must remain loyal to their organizational ties or 
  lose those attributes until they atone.
  Orc: Add +1/2 to the kagashi’s bonus to damage against 
  targets of the kagashi’s challenge.
  Tiefling: Choose the disarm or reposition combat 
  maneuver. Add +1/3 to the kagashi’s CMB when attempting 
  this maneuver (maximum bonus of +4).
  32
  
  Sentai Member
  戦隊
  Nobody makes a better team player than 
  a sentai member. Even when not paired with 
  others like him, the sentai member works well 
  with a group of allies who understand him and 
  the talents he brings to the team. When the 
  going gets tough, having a sentai member 
  to help can mean surviving an otherwise 
  challenging situation.
  Characteristics
  Sentai members are masters at using 
  teamwork feats and other attributes that 
  pair well with each other. When more than 
  one sentai member works together, their 
  coordinated actions, armor, and motivations 
  can be both intimidating to enemies and 
  inspiring to allies.
  Other Classes
  Mech pilots and pet monster trainers get 
  along best with sentai members because 
  they know what it’s like to be relied on by a team. Gun 
  bunnies, magical heroes, martial artists, samurai, and 
  students see their coordination as something to strive for, 
  while hot rods, ninjas, and shapechangers are surprised 
  they can get anything done on their own.
  Sentai Member Favored Class Bonuses
  Android: Gain +1/6 of a new teamwork feat.
  Catfolk: Add +1 foot to the size of all the sentai member’s 
  aura class features. This option has no effect unless 
  the sentai member has selected it 5 times (or another 
  increment of 5); an aura of 14 feet is effectively 
  the same as a 10-foot aura, for example.
  Human: Add a +1/3 bonus on checks to 
  aid another.
  Ogre: Add +1 to the sentai member’s 
  energy resistance to one kind of 
  energy (maximum +10). 
  Ratfolk: Add a +1/4 bonus to 
  danger sense.
  Slime: Add a +1/3 bonus to AC 
  when within 5 feet of an ally. This 
  counts as cover and does not stack with 
  other bonuses gained for having cover.
  Class Features 
  Point Cost Pg
  Hit Die: d10. 
  3 per rank (60) 
  60
  Skill Ranks: 6 + Int modifier. 
  3 per rank (60) 
  63
  Base Attack: Full 
  2 + 2 per rank (42) 
  81
  Bonus Attacks: 3 
  4 per rank (12) 
  81
  Saves: Choose One* 
  2 per rank (48) 
  63
  Aura  
  1 aura (1) 
  67
  Exceptional Saves (Fear) 
  1 per rank (5) 
  62
  Group Minded 
  5 per rank (15) 
  63
  Weapon Proficiencies 
  Simple+Sentai (9) 
  98
  Armor Proficiencies 
  Medium (5) 
  97
  Bonus Feats 
  Teamwork Feats (22) 
  65
  Sentai Tactics** 
  2 points (2) 
  96
  Danger Sense 
  2 per rank (12) 
  61
  Team Strike 
  1 + 2 per rank (8) 
  84
  Total 
   300 points
  Class Skills: Acrobatics (Dex), Climb (Str), Craft 
  (Int), Diplomacy (Cha), Disguise (Cha), Escape 
  Artist (Dex), Intimidate (Cha), Perception (Wis), 
  Profession (Wis), Sense Motive (Wis), Stealth 
  (Dex), Swim (Str), and Use Magic Device (Cha).
  Table: Sentai Member
  Base
  Attack
  Fort*
  Ref*
  Will*
  Level
  Bonus
  Save
  Save
  Save Special
  1st
  +1
  +0
  +2
  +0
  Bonus feat, sentai tactics
  2nd
  +2
  +0
  +3
  +0
  Bonus feat, danger sense +1
  3rd
  +3
  +1
  +3
  +1
  Aura (exceptional saves +1), group 
  minded +1
  4th
  +4
  +1
  +4
  +1
  Bonus feat
  5th
  +5
  +1
  +4
  +1
  Danger sense +1
  6th
  +6/+1
  +2
  +5
  +2
  Bonus feat, team strike +1
  7th
  +7/+2
  +2
  +5
  +2
  Exceptional saves +1
  8th
  +8/+3
  +2
  +6
  +2
  Bonus feat, danger sense +1
  9th
  +9/+4
  +3
  +6
  +3
  Group minded +1
  10th
  +10/+5
  +3
  +7
  +3
  Bonus feat
  11th
  +11/+6/+1
  +3
  +7
  +3
  Danger sense +1, exceptional saves +1
  12th
  +12/+7/+2
  +4
  +8
  +4
  Bonus feat
  13th
  +13/+8/+3
  +4
  +8
  +4
  Team strike +1
  14th
  +14/+9/+4
  +4
  +9
  +4
  Bonus feat, danger sense +1
  15th
  +15/+10/+5
  +5
  +9
  +5
  Exceptional saves +1, group minded +1
  16th
  +16/+11/+6/+1
  +5
  +10
  +5
  Bonus feat
  17th
  +17/+12/+7/+2
  +5
  +10
  +5
  Danger sense +1
  18th
  +18/+13/+8/+3
  +6
  +11
  +6
  Bonus feat
  19th
  +19/+14/+9/+4
  +6
  +11
  +6
  Exceptional saves +1
  20th
  +20/+15/+10/+5 +6
  +12
  +6
  Bonus feat, team strike +1
  * At 1st level, the sentai member chooses which one of their 
  saving throws uses the good progression, leaving the other two with the 
  poor progression.
  ** Choose Coordinated Tactics or Solo Tactics as 
  a bonus feat.
  33
  
  Shapechanger
  抽象
  Masters of mimicry, shapeless of form, and specific of 
  function; shapechangers exist to confound their enemies. 
  When they need, a strong enough shapechanger can take 
  the form of a specific individual or monster, or change their 
  physical form permanently through careful application of 
  evolutions.
  Characteristics
  On their own, shapechangers are neither tough, nor very 
  combat oriented. Utilizing their access to evolutions and 
  other shapechanging abilities such as wild shape, they 
  can take on aspects of other creatures that make them 
  formidable opponents.
  Other Classes
  Most other classes are leery of shapechangers, whose 
  personalities can change as often as their physical form. 
  Living and growing as a doppelgänger allows them to 
  befriend almost any creature, at least superficially.
  Class Features 
  Point Cost Pg
  Hit Die: d6 
  1 per rank (20) 
  63
  Skill Ranks: 8 + Int modifier 
  4 per rank (80) 
  66
  Base Attack: Full 
  2 + 2 per rank (22) 
  81
  Bonus Attacks: 1 
  4 per rank (4) 
  81
  Shifter’s Fury 
   1 point (1) 
  34
  Saves: Fortitude 
  2 per rank (48) 
  63
  Weapon Proficiencies 
  Simple (6) 
  98
  Armor Proficiencies 
  Light (3) 
  97
  Alternate Form 
  Wild Shape (10) 
  76
  Class Features 
  Point Cost Pg
  Aspect of Power 
  3 per rank (15) 
  67
  Chimeric Aspect 
  4 per additional aspect (16) 
  67
  Improved Aspect 
  2 per rank (4) 
  67
  Claws 
  Increased Critical (3) 
  82
  Claw Damage 
  1 per increase (3) 
  82
  Overpower 
  1 per rank (5) 
  83
  Evolution Pool 
  3 per rank (45) 
  84
  Exceptional Resistance 
  Minor Immunity (2) 
  62
  Spell-Like Ability (at will) 
  alter self* (4) 
  73
  Mimicry 
  1 + 1 per rank (7) 
  73
  Perfect Copy 
  2 points (2) 
  73
  Total 
   300 points
  Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), 
  Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape 
  Artist (Dex), Fly (Dex), Intimidate (Cha), Linguistics (Int), 
  Perception (Wis), Profession (Wis), Sense Motive (Wis), 
  Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
  Shifter’s Fury: The shapechanger can treat her claws 
  as manufactured weapons when making bonus attacks.
  Shapechanger Favored Class Bonuses
  With their ability to be just about anything, shapechangers 
  rarely pick up the specific benefits of gaining favored 
  class bonuses as members of their original race. Instead, 
  all shapechangers, regardless of race, can choose the 
  following options in place of the standard +1 hit point or 
  skill rank per level.
  * At 1st level, the shapechanger can only use the alter self 
  spell-like ability as a full-round action. Beginning at 3rd level, 
  they can use the ability as a standard action instead.
  34
  
  Table: Shapechanger
  Base
  Attack
  Fort
  Ref
  Will
  Evolution
  Level
  Bonus Save
  Save
  Save
  Pool
  Special
  1st
  +0
  +2
  +0
  +0
  +1
  Alter self, natural attack 
  (claws +1)
  2nd
  +1
  +3
  +0
  +0
  +1
  Aspect of power +1, 
  mimicry +1
  3rd
  +1
  +3
  +1
  +1
  +1
  Alter self, overpower +1
  4th
  +2
  +4
  +1
  +1
  Mimicry +1, wild shape +1
  5th
  +2
  +4
  +1
  +1
  +1
  Aspect of power +1
  6th
  +3
  +5
  +2
  +2
  +1
  Mimicry +1
  7th
  +3
  +5
  +2
  +2
  +1
  Claws +1, overpower +1
  8th
  +4
  +6
  +2
  +2
  Improved aspect +1, 
  mimicry +1, wild shape +1
  9th
  +4
  +6
  +3
  +3
  +1
  Chimeric aspect +1
  10th
  +5
  +7
  +3
  +3
  +1
  Aspect of power +1
  11th
  +5
  +7
  +3
  +3
  +1
  Claws +1, overpower +1
  12th
  +6/+1
  +8
  +4
  +4
  Shifter's fury, wild shape +1
  13th
  +6/+1
  +8
  +4
  +4
  +1
  Claws +1, perfect copy
  14th
  +7/+2
  +9
  +4
  +4
  +1
  Chimeric aspect +1
  15th
  +7/+2
  +9
  +5
  +5
  +1
  Aspect of power +1, 
  improved aspect +1, 
  overpower +1
  16th
  +8/+3
  +10
  +5
  +5
  Mimicry +1, wild shape +1
  17th
  +8/+3
  +10
  +5
  +5
  +1
  Claws +1
  18th
  +9/+4
  +11
  +6
  +6
  +1
  Timeless body
  19th
  +9/+4
  +11
  +6
  +6
  +1
  Overpower +1
  20th
  +10/+5
  +12
  +6
  +6
  +1
  Final aspect, wild shape +1
  • Add a +1 bonus on Bluff checks to appear 
  as a normal example of the shapechanger’s 
  current form.
  • Gain a +1 bonus on attacks when in a form 
  whose base attack progression is equal to its 
  Hit Dice or class level. This does not increase 
  the number of attacks gained for having a high 
  base attack bonus. Each additional time the 
  shapechanger selects this benefit, the bonus 
  increases by +1/2 (maximum +10).
  • Add 1/5 to the damage dealt when using the 
  shapechanger’s claws ability.
  • Add 1/5 to the shapechanger’s natural armor 
  bonus when using wild shape.
  • Gain energy resistance 1 against acid, cold, 
  electricity, or fire. Each time the shifter selects 
  this reward, increase that energy resistance 
  by 1, to a maximum of energy resistance 10. 
  Once the gnome reaches energy resistance 
  10, she can select a new type of energy to 
  build her resistance to the next time she 
  selects this favored class option.
  • Add +1/4 to the shapechanger’s evolution 
  pool.
  • When taking a form with Damage Reduction 
  other than DR /–, Add +1 to that form’s DR. 
  Each additional time the shapechanger selects this 
  benefit, the DR increases by +1/2 (maximum DR 5).
  Shapechanger Evolutions
  The following evolutions are specific to the shapechanger 
  class.
  Advanced Combat Mimicry [Evolution]
  Requirement: 11th-level shapechanger, basic combat 
  mimicry, resilient shape.
  Cost: 4 evolution points.
  A character with the Advanced Combat Mimicry evolution 
  increases their shapechanger base attack bonus to their 
  shapechanger level.
  Basic Combat Mimicry [Evolution]
  Requirement: 3rd-level shapechanger.
  Cost: 2 evolution points.
  A character with the Basic Combat Mimicry evolution 
  increases their shapechanger base attack bonus to 3/4 of 
  their shapechanger level (as a rogue).
  Resilient Shape [Evolution]
  Requirement: 7th-level shapechanger, basic combat 
  mimicry.
  Cost: 3 evolution points.
  A character with the Resilient Shape evolution increases 
  their maximum hit points by 2 + 2 per shapechanger level.
  Shapechanger Archetype
  Practiced Doppelgänger (Archetype)
  Doppelgängers are monstrous creatures who not 
  only take the forms of different creatures, but also some 
  semblance of their memories and talents. With effort, 
  shapechangers can mimic some of the doppelgänger’s 
  traits. As a practiced doppelgänger, the shapechanger 
  poses more of a threat to those trained in different combat 
  styles.
  Hit Die and Base Attack: A practiced doppelgänger’s 
  Hit Die is a d10, and her base attack is equal to her 
  shapechanger level. This replaces wild shape.
  Skill Ranks per Level: Practiced doppelgängers gain 4 
  + Int modifier skill ranks per level.
  Weapon 
  and 
  Armor 
  Proficiencies: 
  Practiced 
  doppelgängers are proficient with all simple and martial 
  weapons as well as firearms. They are proficient with all 
  armor (light, medium, and heavy) and shields (including 
  tower shields). This alters the shapechanger’s weapon 
  and armor proficiencies.
  Evolution Pool: A practiced doppelgänger’s evolution 
  pool is not as strong as other shapechangers. She gains 
  one evolution at 1st level, plus additional evolution points 
  at 3rd level, and every odd shapechanger level thereafter. 
  This alters the progression of the shapechanger’s evolution 
  pool.
  Mimicry (Su): A practiced doppelgänger gains mimicry 
  (rank 1) at 1st level, and increases her rank in mimicry by 
  +1 at every even shapechanger level gained thereafter.
  This alters the progression of mimicry and replaces 
  shifter aspect.
  Identity (Ex)*: At 5th level, a practiced doppelgänger 
  gains a mundane identity. This functions as the vigilante’s 
  many guises social talent. At 11th level, the practiced 
  doppelgänger also gains everyman, and at 17th level, she 
  gains any guise. This replaces chimeric aspect.
  Detect Thoughts (Sp): Beginning at 6th level, a 
  practiced doppelgänger can cast detect thoughts once per 
  day. Beginning at 9th level, she can cast that spell twice 
  per day, and at 12th level, she can cast it at will.
  *: The kunoichi ninja describes these talents on page 28. 35
  
  Table: Student
  Base
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1st
  +0
  +0
  +2
  +2
  Cunning, general studies, inspire courage +1, major
  2nd
  +1
  +0
  +3
  +3
  Bolstered defenses, skill versatility
  3rd
  +2
  +1
  +3
  +3
  Course talent, inspire competence +1
  4th
  +3
  +1
  +4
  +4
  Flunkies +1
  5th
  +3
  +1
  +4
  +4
  Course talent, inspire courage +1, lore master +1
  6th
  +4
  +2
  +5
  +5
  Skill versatility +1
  7th
  +5
  +2
  +5
  +5
  Course talent, inspire competence +1
  8th
  +6/+1
  +2
  +6
  +6
  Flunkies +1
  9th
  +6/+1
  +3
  +6
  +6
  Course talent, Inspire greatness +1
  10th
  +7/+2
  +3
  +7
  +7
  Jack-of-all-trades +1, skill versatility
  11th
  +8/+3
  +3
  +7
  +7
  Course talent, inspire competence +1, inspire 
  courage +1
  12th
  +9/+4
  +4
  +8
  +8
  Flunkies +1, inspire greatness +1, lore master +1
  13th
  +9/+4
  +4
  +8
  +8
  Course talent, pre-graduate studies
  14th
  +10/+5
  +4
  +9
  +9
  Skill versatility +1
  15th
  +11/+6/+1
  +5
  +9
  +9
  Course talent, inspire competence +1, inspire 
  greatness +1
  16th
  +12/+7/+2
  +5
  +10
  +10
  Flunkies +1, jack of all trades
  17th
  +12/+7/+2
  +5
  +10
  +10
  Course talent, inspire courage +1
  18th
  +13/+8/+3
  +6
  +11
  +11
  Inspire greatness +1, skill versatility +1
  19th
  +14/+9/+4
  +6
  +11
  +11
  Course talent, inspire competence +1, lore master +1
  20th
  +15/+10/+5
  +6
  +12
  +12
  Flunkies +1, graduate studies
  Student
  学生
  Students are those lucky few who 
  can afford to stay in school long 
  after it started to cost them to do so. 
  They live to learn, and they put their 
  education to the best possible use 
  in most situations.
  Characteristics
  Students begin with 1 major of 
  their choice, but they don’t restrict 
  themselves to learning only one 
  subject. Instead, they gain cursory 
  knowledge of most topics, which 
  aids them in a variety of ways.
  Other Classes
  Most classes take the dedication 
  of the student to their education 
  as a sign of their commitment to 
  the party. Each major gets along 
  well with different groups, such as 
  athletes and hot rods, acrobats and 
  martial artists, and so on.
  Class Features 
  Point Cost Pg
  Hit Die: d8 
  2 per rank (40) 
  63
  Skill Ranks: 6 + Int modifier 
  3 per rank (60) 
  66
  General Studies 
  3 points (3) 
  96
  Jack-of-All-Trades 
  1 per rank (3) 
  65
  Lore Master 
  1 per rank (3) 
  66
  Skill Versatility 
  1 per rank (5) 
  66
  Base Attack: Moderate 
  2 + 2 per rank (32) 
  81
  Bonus Attacks: 2 
  4 per rank (8) 
  81
  Intellectual Student 
  Attacks (10) 
  65
  Saves: Reflex, Will 
  2 per rank (60) 
  63
  Bolstered Defenses 
  Intelligence (4) 
  62
  Weapon Proficiencies 
  Wizard (1) 
  98
  Course Talents 
  2 per rank (18) 
  36
  Graduate Studies 
  3 points (3) 
  36
  Major 
  5 points (5) 
  36
  Pre-Graduate Studies 
  3 points (3) 
  36
  Cunning 
  1 per rank (2) 
  65
  Flunkies 
  2 per rank (10) 
  77
  Inspire Competence 
  2 per rank (10) 
  70
  Inspire Courage 
  2 per rank (8) 
  70
  Inspire Greatness 
  3 per rank (12) 
  71
  Total 
   300 points
  Class Skills: Appraise (Int), Bluff (Cha), Craft (Int), 
  Diplomacy (Cha), Intimidate (Cha), Knowledge (all) (Int), 
  Linguistics (Int), Profession (Wis), and Sense Motive (Wis).
  Student Favored Class Bonuses
  Aasimar: Gain a +1 bonus on all Heal checks or 
  Knowledge (religion) checks (maximum +10).
  Android: Gain a +1 bonus on all Knowledge (engineering) 
  checks or Perception checks (maximum +10).
  Catfolk: Gain a +1 bonus on all Acrobatics checks or 
  Climb checks (maximum +10).
  Dhampir: Gain a +1 bonus on all Knowledge (history) 
  checks or Knowledge (religion) checks (maximum +10).
  Dwarf: Gain a +1 bonus on all Appraise checks or Sense 
  Motive checks (maximum +10).
  Elf: Gain a +1 bonus on all Handle Animal checks or 
  Knowledge (nature) checks (maximum +10).
  Gnome: Gain a +1 bonus on all Knowledge (engineering) 
  checks or Knowledge (nature) checks (maximum +10).
  Goblin: Gain a +1 bonus on all Bluff checks or Knowledge 
  (engineering) checks (maximum +10).
  Halfling: Gain a +1 bonus on all Escape Artist checks or 
  Stealth checks (maximum +10).
  Human: 
  Ogre: Gain a +1 bonus on all Knowledge (arcana) 
  checks or Knowledge (planes) checks (maximum +10).
  Orc: Gain a +1 bonus on all Handle Animal checks or 
  Intimidate checks (maximum +10).
  Rabbitfolk: Gain a +1 bonus on all Acrobatics checks or 
  Perception checks (maximum +10).
  Ratfolk: Gain a +1 bonus on all Climb checks or 
  Knowledge (engineering) checks (maximum +10).
  Slime: Gain a +1 bonus on all Acrobatics checks or 
  Knowledge (arcana) checks (maximum +10).
  Tiefling: Gain a +1 bonus on all Bluff checks or 
  Knowledge (planes) checks (maximum +10).
  Turtlefolk: Gain a +1 bonus on all Heal checks or 
  Knowledge (history) checks (maximum +10).
  Course Talents
  You can only gain the pre-graduate and graduate 
  benefits of a course talent if that talent is your major. 
  Spell-like abilities gained use your Intelligence modifier to 
  determine any saving throws. Skill ranks gained through 
  course talents are only applied up to a maximum of your 
  student level.
  36
  
  Acrobatics
  Add Acrobatics, Sleight of Hand, and Stealth to your list 
  of class skills and gain 1 skill rank in each.
  Major: Reduce fall damage by 5 ft. plus 5 ft. per 3 
  student levels.
  Pre-Graduate: Once per day when you make a Reflex 
  saving throw, roll the saving throw twice and take the 
  better result. You must decide to use this ability before the 
  saving throw is attempted.
  Graduate: The first 5 feet of your movement never 
  provokes attacks of opportunity. When you withdraw, the 
  first 2 squares you leave are not considered threatened by 
  any opponent you can see.
  Arcana
  Add Spellcraft and Use Magic Device to your list of class 
  skills. You also gain 1 skill rank in each of Knowledge 
  (arcana), Spellcraft, and Use Magic Device.
  Major: You can cast detect magic at will as a spell-like 
  ability.
  Pre-Graduate: Choose an arcane spellcasting class. 
  Treat your levels in student as levels in that class for the 
  purpose of using spell completion and spell trigger items.
  Graduate: Choose a number of wizard spells equal to 
  your Intelligence modifier. You are treated as knowing 
  those spells when activating spell completion and spell 
  trigger items.
  Athletics
  Choose one: Gain proficiency with light armor and one 
  weapon of your choice; or add Climb, Ride, and Swim to 
  your list of class skills and gain 1 skill rank in each.
  Major: You gain Toughness as a bonus feat and add 
  your Intelligence modifier as bonus precision damage 
  once per round when you hit with an attack. It does not 
  multiply on a critical hit.
  Pre-Graduate: You gain Endurance 
  and Diehard as bonus feats.
  Graduate: You gain a Climb or 
  Swim speed of 30 feet. 
  Computers
  You gain 1 skill rank in each of Craft 
  (code), Knowledge (computers), and 
  Profession (programmer). These skills 
  are always class skills for you.
  Major: Choose one of the skills above. 
  You can take 10 on skill checks with 
  that skill, and you don’t risk damaging 
  the computer or program when failing a 
  check by 5 or more.
  Pre-Graduate: Once per day, when 
  making one of the above skill checks, 
  you can roll twice and take the 
  higher result.
  Graduate: Once per day, you can take a 20 on a skill 
  check with your chosen skill as a full-round action, even if 
  you’re distracted.
  Crafting
  You gain 1 skill rank in each of 3 Craft skills of your 
  choice.
  Major: You gain a bonus equal to half your student level 
  (minimum 1) on Craft checks with 1 Craft skill of your 
  choice.
  Pre-Graduate: You gain a magical or non-vehicle 
  technological item worth no more than 2,475 cy that you 
  have crafted in your spare time.
  Graduate: You can recharge and repair magic items as 
  if you knew the spells to do so.
  Deception
  You gain 1 skill rank in each of Bluff, Diplomacy, and 
  Sense Motive.
  Major: You gain a bonus equal to half your student level 
  (minimum 1) on Bluff checks.
  Pre-Graduate: You gain Improved Feint as a bonus 
  feat, and you take only a –5 penalty when attempting to 
  fast-talk a creature or suggesting a course of action.
  Graduate: You take no penalty on Bluff checks to fast-
  talk. Once per day per creature, you can suggest a course 
  of action as a full-round action.
  Diplomacy
  You gain 1 skill rank in each of Bluff, Diplomacy, and 
  Sense Motive.
  Major: You gain a bonus equal to half your student 
  level (minimum 1) on Diplomacy checks to influence a 
  creature’s attitude.
  Pre-Graduate: You can cast charm person as a 1st-
  level spell-like ability a number of times per day equal to 
  your Intelligence modifier.
  Graduate: You can cast mass suggestion as a 6th-
  level spell-like ability a number of times per 
  day equal to your Intelligence modifier.
  37
  
  Medicine
  Add Heal, Perception, and Survival to your list of class 
  skills and gain 1 skill rank in each.
  Major: You can spend 10 minutes and attempt a Heal 
  check (DC 15 + the target’s total Hit Dice) to heal yourself 
  or an ally for 2d8 hit points plus 1d8 per 3 student levels. 
  Whether or not you succeed at this check, the target 
  cannot be healed in this way again for at least 50 minutes 
  (1 hour total).
  Pre-Graduate: You can spend 1 minute and attempt the 
  Heal check above to cast remove disease as a spellcaster 
  of your student level.
  Graduate: You can spend 10 minutes and attempt the 
  Heal check above to cast raise dead as a spellcaster of 
  your student level. You must provide all components and 
  the target must meet the requirements for that spell.
  Mechanics
  Add Fly and Ride to your list of class skills. You also gain 
  1 skill rank in each of Fly, Knowledge (engineering), and 
  Ride.
  Major: You can use Knowledge (engineering) in place of 
  Craft to build mundane air, land, and sea vehicles.
  Pre-Graduate: You gain a vehicle worth no more than 
  2,475 cy that you have crafted in your spare time.
  Graduate: You can repair any vehicle in half the time.
  Nature
  Add Handle Animal, Ride, and Survival to your list of 
  class skills and gain 1 skill rank in each.
  Major: Animals you train can learn 1 additional trick plus 
  1 additional trick per 3 student levels.
  Pre-Graduate: You can cast dominate animal as a 3rd-
  level spell-like ability once per day.
  Graduate: Choose a number of druid spells equal to 
  your Intelligence modifier. You are treated as knowing 
  those spells when activating spell completion and spell 
  trigger items.
  Occultism
  Add Spellcraft and Use Magic Device to your list of class 
  skills. You also gain 1 skill rank in each of Knowledge 
  (dungeoneering), Knowledge (planes), and Spellcraft.
  Major: You can cast detect secret doors as a 1st-level 
  spell-like ability a number of times per day equal to your 
  Intelligence modifier.
  Pre-Graduate: Choose an occult spellcasting class. 
  Treat your levels in student as levels in that class for the 
  purpose of using spell completion and spell trigger items.
  Graduate: Choose a number of psychic spells equal 
  to your Intelligence modifier. You are treated as knowing 
  those spells when activating spell completion and spell 
  trigger items.
  Performance
  Add Disguise and Perform to your list of class skills. You 
  also gain 1 skill rank in each of Disguise, Linguistics, and 
  one Perform skill of your choice.
  Major: You gain a bonus equal to half your student level 
  (minimum 1) on Disguise checks.
  Pre-Graduate: You can attempt a Linguistics check (DC 
  15) to recall and parrot words you have heard spoken 
  within 1 hour per 3 student levels.
  Graduate: You can speak and understand any spoken 
  language.
  Religion
  Add Spellcraft and Use Magic Device to your list of class 
  skills. You also gain 1 skill rank in each of Knowledge 
  (religion), Spellcraft, and Use Magic Device.
  Major: You can cast detect undead as a 1st-level 
  spell-like ability a number of times per day equal to your 
  Intelligence modifier.
  Pre-Graduate: Choose a divine spellcasting class. 
  Treat your levels in student as levels in that class for the 
  purpose of using spell completion and spell trigger items.
  Graduate: Choose a number of cleric spells equal to 
  your Intelligence modifier. You are treated as knowing 
  those spells when activating spell completion and spell 
  trigger items.
  Society
  You gain 1 skill rank in each of Knowledge (history), 
  Knowledge (local), and Knowledge (nobility).
  Major: You can use Knowledge (local) in place of 
  Survival when in an urban environment and gain a bonus 
  equal to half your student level on those checks.
  Pre-Graduate: Your flunkies begin each day with 1 
  temporary hit point for every 3 student levels you possess.
  Graduate: You know at least 1 piece of useful information 
  about every new settlement you enter that is a large town 
  or larger in size. When you attempt to learn or recall 
  something about a settlement you enter the first time each 
  month, you can roll twice and choose the higher result.
  Thievery
  Add Sleight of Hand and Stealth to your list of class 
  skills. You also gain 1 skill rank in each of Appraise, Sleight 
  of Hand, and Stealth.
  Major: You gain a bonus equal to half your student level 
  (minimum 1) on Sleight of Hand checks.
  Pre-Graduate: You gain Graceful Steal as a bonus 
  feat, even if you don’t meet the prerequisites. You can 
  also substitute Sleight of Hand in place of a steal combat 
  maneuver.
  Graceful steal allows you to use your Combat Maneuver 
  Bonus for a steal combat maneuver in place of your Sleight 
  of Hand modifier when attempting Sleight of Hand checks 
  to lift or palm objects, though if you do so, you must use 
  your Dexterity modifier and not your Strength modifier. 
  You can also steal items with the steal combat maneuver 
  even if they are hidden in a bag or pack (provided you can 
  reach the item within), but your opponent gains at least a 
  +5 bonus to its CMD (as for a fastened object) in this case.
  Graduate: You can attempt to take something unnoticed, 
  even when your opponent is aware of your presence in 
  combat, but you take a –10 penalty to do so. If you have 
  Signature Skill (sleight of hand), this penalty is reduced by 
  2 for every 5 ranks you have in Sleight of Hand.
  Tech Genius
  機械工学士
  Like their fellow students, tech geniuses celebrate their 
  education and mastery of all things mechanical. Natural 
  craftspeople, tech geniuses are always on the lookout for 
  new and exciting ideas that can be translated into some 
  new creation.
  38
  
  Characteristics
  Tech geniuses are similar to wizards, except 
  that their talent lies not in the arcane, but in the 
  mechanical. They learn what others tend to mistake 
  for spells, but which require precise calibration, 
  propulsion, and execution of technology to achieve 
  the results they are looking for.
  Other Classes
  With enough training, a tech genius could 
  upgrade a hot rod’s ride, a mech pilot’s giant mobile 
  armor, or a gun bunny’s arsenal. They could even 
  repair a giant robot. Adventurers and samurai 
  believe the tech genius could find better ways to 
  spend their time, and although pet monster trainers 
  come to tech geniuses for help with mechanical 
  companions, they fail to understand how closely 
  related their gifts are.
  Tech Genius Favored Class Bonuses
  Dwarf: When wearing armor, reduce the armor 
  check penalty by 1/4 (to a minimum of 0) and 
  increases the maximum Dexterity bonus allowed 
  by his armor by 1/4. At a total +1 bonus, 
  the tech genius can move at his 
  normal speed while wearing medium armor. At a total +2 
  bonus, the tech genius can move at his normal speed 
  while wearing heavy armor.
  Elf: Add +1 hit point to the tech genius’ companion.
  Gnome: Gain 1/6 of a new customization.
  Goblin: Add +1/2 to the number of bombs per day the 
  tech genius can create.
  Orc: Add +1 skill rank to the tech genius’ companion.
  Ratfolk: Gain +1/3 rank of mechanical genius.
  Tiefling: Gain +1 rank of practical genius.
  Class Features 
  Point Cost Pg
  Hit Die: d8 
  2 per rank (40) 
  63
  Skill Ranks: 6 + Int modifier 
  3 per rank (60) 
  66
  Base Attack: Moderate 
  2 + 2 per rank (32) 
  81
  Bonus Attacks: 2 
  4 per rank (8) 
  81
  Saves: Reflex, Will 
  2 per rank (60) 
  63
  Weapon Proficiencies 
  Firearms + Wizard (3) 
  98
  Armor Proficiencies 
  Medium (5) 
  97
  Shield Proficiencies 
  Tower Shields (5) 
  63
  Explosives 
  3 per rank (30) 
  74
  Intellectual Student 
  Damage (10) 
  65
  Bond: Companion/Object 
  2 points (2) 
  77
  Constructed 
  2 points (2) 
  74
  Customization 
  2 per rank (18) 
  74
  Full Bond* 
  4 points (4) 
  77
  Mechanical Genius 
  2 per rank (10) 
  76
  Tech School** 
  5 points (5) 
  36
  Graduate Studies 
  3 points (3) 
  36
  Pre-Graduate Studies 
  3 points (3) 
  36
  Total 
   300 points
  Class Skills: Appraise (Int), Climb (Str), Craft (Int), Fly 
  (Dex), Knowledge (engineering) (Int), Profession (Wis), 
  Swim (Dex), and Use Magic Device (Cha).
  Table: Tech Genius
  Base
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1st
  +0
  +0
  +2
  +2
  Bond (constructed), tech school
  2nd
  +1
  +0
  +3
  +3
  Explosives +1, mechanical genius +1
  3rd
  +2
  +1
  +3
  +3
  Customization +1
  4th
  +3
  +1
  +4
  +4
  Explosives +1, full bond
  5th
  +3
  +1
  +4
  +4
  Customization +1
  6th
  +4
  +2
  +5
  +5
  Explosives +1, mechanical genius +1
  7th
  +5
  +2
  +5
  +5
  Customization +1, medium armor
  8th
  +6/+1
  +2
  +6
  +6
  Explosives +1
  9th
  +6/+1
  +3
  +6
  +6
  Customization +1
  10th
  +7/+2
  +3
  +7
  +7
  Explosives +1, mechanical genius +1
  11th
  +8/+3
  +3
  +7
  +7
  Customization +1
  12th
  +9/+4
  +4
  +8
  +8
  Explosives +1
  13th
  +9/+4
  +4
  +8
  +8
  Customization +1, pre-graduate 
  studies
  14th
  +10/+5
  +4
  +9
  +9
  Explosives +1, mechanical genius +1
  15th
  +11/+6/+1
  +5
  +9
  +9
  Customization +1
  16th
  +12/+7/+2
  +5
  +10
  +10
  Explosives +1
  17th
  +12/+7/+2
  +5
  +10
  +10
  Customization +1
  18th
  +13/+8/+3
  +6
  +11
  +11
  Explosives +1, mechanical genius +1
  19th
  +14/+9/+4
  +6
  +11
  +11
  Customization +1
  20th
  +15/+10/+5
  +6
  +12
  +12
  Explosives +1, graduate studies
  * The tech genius’ bond begins as a ranger’s animal companion, then 
  becomes a full animal companion or eidolon at 4th level. As an eidolon, 
  the companion does not gain evolutions beyond its base.
  ** Tech school is identical to a student’s major, but is limited to Arcana, 
  Computers, Crafting, Medicine, Mechanics, or Performance. If Arcana is 
  chosen, the spells learned are technological in nature, not magical.
  39
  
  Table: Barbarian
  Base
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1st
  +1
  +2
  +0
  +0
  Fast movement +2, rage +1
  2nd
  +2
  +3
  +0
  +0
  Rage power, uncanny dodge
  3rd
  +3
  +3
  +1
  +1
  Danger sense +1
  4th
  +4
  +4
  +1
  +1
  Rage power
  5th
  +5
  +4
  +1
  +1
  Improved uncanny dodge
  6th
  +6/+1
  +5
  +2
  +2
  Danger sense +1, rage power
  7th
  +7/+2
  +5
  +2
  +2
  Damage reduction +1
  8th
  +8/+3
  +6
  +2
  +2
  Rage power
  9th
  +9/+4
  +6
  +3
  +3
  Danger sense +1
  10th
  +10/+5
  +7
  +3
  +3
  Damage reduction +1, rage power
  11th
  +11/+6/+1
  +7
  +3
  +3
  Rage +1
  12th
  +12/+7/+2
  +8
  +4
  +4
  Danger sense +1, rage power
  13th
  +13/+8/+3
  +8
  +4
  +4
  Damage reduction +1
  14th
  +14/+9/+4
  +9
  +4
  +4
  Indomitable will, rage power
  15th
  +15/+10/+5
  +9
  +5
  +5
  Danger sense +1
  16th
  +16/+11/+6/+1
  +10
  +5
  +5
  Damage reduction +1, rage power
  17th
  +17/+12/+7/+2
  +10
  +5
  +5
  Tireless rage
  18th
  +18/+13/+8/+3
  +11
  +6
  +6
  Danger sense +1, rage power
  19th
  +19/+14/+9/+4
  +11
  +6
  +6
  Damage reduction +1
  20th
  +20/+15/+10/+5
  +12
  +6
  +6
  Rage +1, rage power
  Fantasy Classes
  The fantasy classes in Play Manga 
  consist of the 11 core classes plus the 
  summoner. Most of their unique attributes 
  remain unchanged, but attributes that are 
  better translated to match new classes 
  have been to avoid repetition. Regardless 
  of the actual class features presented here 
  for each fantasy class, the point value of 
  each level is identical to what can be found 
  in The Pathfinder® Roleplaying Game Core 
  Rulebook and Pathfinder® Roleplaying 
  Game: Pathfinder Unchained™.
  Barbarian
  野蛮人
  Walking the line between savage and 
  warrior, the barbarian is a power house of 
  fury, sweeping the battlefield of enemies 
  with massive weapons. When not gripped 
  by rage, barbarians are tribal heroes, 
  skilled in survival and natural living in a 
  world oppressed by modernization.
  Class Features 
  Point Cost Pg
  Hit Die: d12 
  4 per rank (80) 
  63
  Skill Ranks: 4 + Int modifier 
  2 per rank (40) 
  66
  Base Attack: Full 
  2 + 2 per rank (42) 
  81
  Bonus Attacks: 3 
  4 per rank (12) 
  81
  Saves: Fortitude 
  2 per rank (48) 
  63
  Weapon Proficiencies 
  Martial (12) 
  97
  Armor Proficiencies 
  Medium (5) 
  96
  Shield Proficiencies 
  Shields (3) 
  63
  Damage Reduction 
  2 per rank (10) 
  61
  Danger Sense 
  2 per rank (12) 
  61
  Fast Movement 
  1 per rank (2) 
  79
  Rage 
  3 per rank (9) 
  83
  Indomitable Will 
  2 points (2) 
  83
  Rage Powers 
  2 per power (20) 
  83
  Tireless Rage 
  2 points (2) 
  83
  Uncanny Dodge, Improved 
  3 points (3) 
  63
  Defects & Restrictions
  Code of Conduct 
  Alignment (–2) 
  90
  Total Attributes 
   300 points
  Class Skills: Acrobatics (Dex), Climb (Str), Craft 
  (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge 
  (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), 
  and Swim (Str).
  Barbarian Archetype
  Destroyer (Archetype)
  Destroyers are barbaric warriors magically tattooed 
  and trained to desconstruct the creatures and objects 
  they touch. Some even sport ritualistic scars that mark 
  their status and make them easily recognized by other 
  destroyers.
  Note: A destroyer can also be a scarred rager, gaining 
  terrifying visage at 3rd level instead. This replaces only the 
  fast movement increase at 3rd level.
  Weapon and Armor Proficiencies: A destroyer is 
  proficient with all simple weapons. He is not proficient 
  with any armor or shields. This alters and replaces the 
  barbarian’s weapon and armor 
  proficiencies.
  40
  
  Bard
  詩人
  Storytellers, lyricists, and poets, bards travel the world 
  in search of the next great tale, the next adventure. 
  Sometimes, these can be found following 
  another hero and aiding them through strong 
  camaraderie. Other times, the bards must take 
  it upon themselves to create a situation they can 
  share around campfires for years to come.
  Saving Throws: A destroyer has a good Reflex saving 
  throw progression and a poor Fortitude saving throw 
  progression. This alters the barbarian’s saving throws.
  AC Bonus: When unarmored, a destroyer adds his 
  Constitution bonus (if any) to CMD and to his AC as 
  a deflection bonus. He loses these bonuses when 
  immobilized, helpless, wearing armor, or using a 
  shield.
  Unarmed Strike (Ex): At 1st level, a 
  destroyer gains Improved Unarmed Strike as 
  a bonus feat. The destroyer’s unarmed strike 
  functions as the monk feature of the same 
  name, increasing his unarmed damage as 
  appropriate for his size at 1st, 4th, 8th, 12th, 
  16th, and 20th level.
  Fast Movement (Ex): At 3rd level, and every 
  3 levels thereafter, a destroyer gains a +10-foot 
  enhancement bonus to his land speed.
  Destructive 
  Rage 
  (Su): 
  A 
  destroyer 
  does not increase his Strength score when 
  he enters a rage. Instead, when he hits a 
  creature with an unarmed strike, the destroyer 
  can use an immediate action to speak 
  a command word to destroy the target. 
  A creature affected by this command suffers 
  1d3 Constitution damage (Fortitude DC 10 + 
  1/2 the destroyer’s level + his Constitution 
  modifier negates). The destroyer can end 
  his rage as a free action to maximize the 
  Constitution damage.
  At 11th level, the destroyer’s command word deals 1d6 
  Constitution damage instead (Fortitude half). At 20th level, 
  it deals 2d4 Constitution damage, and the destroyer can 
  end his rage as a free action to kill the creature if it fails 
  its Fortitude save. This is a death effect.
  This alters and replaces rage, greater rage, mighty rage, 
  and tireless rage.
  Table: Bard
  Base
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1st
  +0
  +0
  +2
  +2
  Cantrips +1, fantasy spells +1, general studies, inspire courage +1, 
  performer +3
  2nd
  +1
  +0
  +3
  +3
  Cantrips +1, exceptional saves, skill versatility +1
  3rd
  +2
  +1
  +3
  +3
  Cantrips +1, inspire competence +1
  4th
  +3
  +1
  +4
  +4
  Fantasy spells +1
  5th
  +3
  +1
  +4
  +4
  Inspire courage +1, lore master +1
  6th
  +4
  +2
  +5
  +5
  Performer +1, skill versatility +1
  7th
  +5
  +2
  +5
  +5
  Fantasy spells +1, inspire competence +1
  8th
  +6/+1
  +2
  +6
  +6
  Performer +1
  9th
  +6/+1
  +3
  +6
  +6
  Inspire greatness +1
  10th
  +7/+2
  +3
  +7
  +7
  Fantasy spells +1, jack-of-all-trades +1, skill versatility +1
  11th
  +8/+3
  +3
  +7
  +7
  Inspire competence +1, inspire courage +1, lore master +1
  12th
  +9/+4
  +4
  +8
  +8
  Inspire greatness +1, performer +1
  13th
  +9/+4
  +4
  +8
  +8
  Fantasy Spells +1
  14th
  +10/+5
  +4
  +9
  +9
  Performer +1, skill versatility +1
  15th
  +11/+6/+1
  +5
  +9
  +9
  Inspire competence +1, inspire greatness +1, performer +1
  16th
  +12/+7/+2
  +5
  +10
  +10
  Fantasy spells +1, jack-of-all-trades +1
  17th
  +12/+7/+2
  +5
  +10
  +10
  Inspire courage +1, lore master +1
  18th
  +13/+8/+3
  +6
  +11
  +11
  Inspire greatness +1, performer +1, skill versatility +1
  19th
  +14/+9/+4
  +6
  +11
  +11
  Inspire competence +1, jack-of-all-trades +1
  20th
  +15/+10/+5
  +6
  +12
  +12
  Performer +1
  41
  
  Class Features 
  Point Cost Pg
  Hit Die: d8 
  2 per rank (40) 
  63
  Skill Ranks: 6 + Int modifier 
  3 per rank (60) 
  66
  General Studies 
  3 points (3) 
  96
  Jack-of-All-Trades 
  1 per rank (3) 
  65
  Lore Master 
  1 per rank (3) 
  66
  Skill Versatility 
  1 per rank (5) 
  66
  Base Attack: Moderate 
  2 + 2 per rank (32) 
  81
  Bonus Attacks: 2 
  4 per rank (8) 
  81
  Saves: Reflex, Will 
  2 per rank (60) 
  63
  Weapon Proficiencies 
  Simple+Bard (9) 
  98
  Armor Proficiencies 
  Light (3) 
  97
  Shield Proficiencies 
  Shields (3) 
  63
  Exceptional Saves (Will) 
  2 points (2) 
  52
  Fantasy Spells 
  6 per rank (36) 
  69
  Cantrips 
  1 + 1 per rank (6) 
  67
  Performer 
  2 per rank (20) 
  73
  Inspire Competence 
  1 per rank (5) 
  70
  Inspire Courage 
  1 per rank (4) 
  70
  Inspire Greatness 
  1 + 1 per rank (5) 
  71
  Defects & Restrictions
  Arcane Spell Failure 
  Light + Shields (–1) 
  93
  Spell List 
  Bard (–4) 
  69
  Spells Known 
  Moderate (–2) 
  93
  Total Attributes 
   300 points
  Class Skills: Acrobatics (Dex), Appraise (Int), Bluff 
  (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise 
  (Cha), Escape Artist (Dex), Intimidate (Cha), 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).
  Bard Class Options
  Warrior’s Soul
  A bard with warrior’s soul has a d10 hit die, full base 
  attack bonus, and poor Reflex saving throw progression. 
  He is proficient with simple and martial weapons, light 
  armor, medium armor, and shields. The bard’s spells can 
  be cast in medium armor with a shield and have no chance 
  of spell failure.
  Restrictions: The bard gains no cantrips, and his spells 
  per day follow the poor spontaneous spell list with spells 
  known and reduced spells per day.
  Cleric
  祭司
  The clergy plays a large role in many fantasy 
  character’s lives. Some, like the cleric, take their beliefs 
  seriously enough as to devote their lives to the worship 
  of otherworldly beings they view as gods. Whether these 
  divine beings are deserving of worship is a matter of much 
  debate, even among clerics of different faiths. With or 
  without proof, there remain good clerics in the world who 
  are willing to lay down their lives to help those in need.
  Class Features 
  Point Cost Pg
  Hit Die: d8 
  2 per rank (40) 
  63
  Skill Ranks: 2 + Int modifier 
  1 per rank (20) 
  66
  Base Attack: Moderate 
  2 + 2 per rank (32) 
  81
  Bonus Attacks: 2 
  4 per rank (8) 
  81
  Saves: Fortitude, Will 
  2 per rank (60) 
  63
  Weapon Proficiencies 
  Simple+Cleric (9) 
  98
  Armor Proficiencies 
  Medium (5) 
  97
  Shield Proficiencies 
  Shields (3) 
  63
  Channel Energy 
  2 per rank (20) 
  67
  Domains 
  3 per rank (12) 
  67
  Domain Spells 
  1 per rank (9) 
  67
  Fantasy Spells 
  7 per rank (63) 
  69
  Cantrips 
  1 + 1 per rank (4) 
  67
  Spontaneous Spells 
  2 per rank (18) 
  69
  Defects & Restrictions
  Code of Conduct 
  Alignment (–2) 
  90
  Spell List 
  Cleric (–1) 
  69
  Total Attributes 
   300 points
  Class Skills:  Appraise (Int), Craft (Int), Diplomacy (Cha), 
  Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) 
  (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), 
  Knowledge (religion) (Int), Linguistics (Int), 
  Profession (Wis), Sense Motive (Wis), 
  and Spellcraft (Int).
  42
  
  Table: Cleric
  Base
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1st
  +0
  +2
  +0
  +2
  Cantrips +1, channel energy +1, domains +2, domain spells +1, fantasy spells +1, 
  spontaneous casting +1
  2nd
  +1
  +3
  +0
  +3
  Cantrips +1
  3rd
  +2
  +3
  +1
  +3
  Channel Energy +1, domain spell +1, fantasy spells +1, spontaneous casting +1
  4th
  +3
  +4
  +1
  +4
  —
  5th
  +3
  +4
  +1
  +4
  Channel Energy +1, domain spell +1, fantasy spells +1, spontaneous casting +1
  6th
  +4
  +5
  +2
  +5
  —
  7th
  +5
  +5
  +2
  +5
  Channel Energy +1, domain spell +1, fantasy spells +1, spontaneous casting +1
  8th
  +6/+1
  +6
  +2
  +6
  Domains +2
  9th
  +6/+1
  +6
  +3
  +6
  Channel Energy +1, domain spell +1, fantasy spells +1, spontaneous casting +1
  10th
  +7/+2
  +7
  +3
  +7
  —
  11th
  +8/+3
  +7
  +3
  +7
  Channel Energy +1, domain spell +1, fantasy spells +1, spontaneous casting +1
  12th
  +9/+4
  +8
  +4
  +8
  —
  13th
  +9/+4
  +8
  +4
  +8
  Channel Energy +1, domain spell +1, fantasy spells +1, spontaneous casting +1
  14th
  +10/+5
  +9
  +4
  +9
  —
  15th
  +11/+6/+1
  +9
  +5
  +9
  Channel Energy +1, domain spell +1, fantasy spells +1, spontaneous casting +1
  16th
  +12/+7/+2
  +10
  +5
  +10
  —
  17th
  +12/+7/+2
  +10
  +5
  +10
  Channel Energy +1, domain spell +1, fantasy spells +1, spontaneous casting +1
  18th
  +13/+8/+3
  +11
  +6
  +11
  —
  19th
  +14/+9/+4
  +11
  +6
  +11
  Channel Energy +1
  20th
  +15/+10/+5
  +12
  +6
  +12
  —
  Cleric Class Options
  Faith Healer (Archetype)
  Weapon and Armor Proficiency: Faith healers are 
  proficient with all simple and martial weapons, and with 
  light armor. They are not proficient with shields.
  Holy Book: At 1st level, a faith healer gains a spellbook 
  containing a number of 1st-level cleric spells equal to 1 
  + his Wisdom modifier. Temporary increases to Wisdom 
  do not increase the number of spells in the faith healer’s 
  spellbook, but permanent increases add a new spell 
  automatically the next time the healer rests for at least 8 
  hours. When his spellbook is in hand, a faith healer can 
  cast any spell written there using either his domain spell 
  slot or two regular spell slots.
  At 3rd level, and every odd level thereafter (up to 
  17th level), the faith healer adds 1 spell of the next 
  highest level to his spellbook. He may also trade 1 spell  
  in his book for 1 of any level he can cast. This replaces 
  spontaneous casting and one domain.
  Lay on Hands (Su): At 1st level, a faith healer gains lay 
  on hands. This replaces channel energy.
  Mercy (Su): At 3rd level, and every 3 levels thereafter, a 
  faith healer gains a mercy, as the paladin feature.
  Healer’s Bond (Su): At 5th level, as a standard action, 
  a faith healer can empower his healing hands for 1 minute 
  per cleric level. This allows the cleric to add his Charisma 
  bonus to the amount of hit points that he restores with his 
  spells and lay on hands. For every 3 levels beyond 5th, he 
  restores 1 additional hit point with those abilities, up to a 
  maximum of 5 + his Charisma modifier at 20th level. The 
  cleric can use this ability once per day at 5th level, and one 
  additional time per day for every 4 levels beyond 5th, up to 
  a total of four times per day at 17th level.
  Druid
  薬草師
  As the clerics worship the gods, druids revere nature 
  itself. Druidic circles grow among the forests of the world, 
  living in harmony with all creatures. Should the natural 
  order become unstable, it falls to druids to step out of the 
  trees and into the greater realms beyond to set it right.
  Class Features 
  Point Cost Pg
  Hit Die: d8 
  2 per rank (40) 
  63
  Skill Ranks: 4 + Int modifier 
  2 per rank (40) 
  66
  Skill Bonus 
  2 per rank (4) 
  66
  Base Attack: Moderate 
  2 + 2 per rank (32) 
  81
  Bonus Attacks: 2 
  4 per rank (8) 
  81
  Saves: Fortitude, Will 
  2 per rank (60) 
  63
  Weapon Proficiencies 
  Druid (3) 
  98
  Armor Proficiencies 
  Medium (5) 
  97
  Shield Proficiencies 
  Shields (3) 
  63
  Alternate Form 
  Wild Shape (14) 
  76
  Bond: Companion/Domain 
  6 points (6) 
  77
  Exceptional Resistance 
  Minor Immunity (4) 
  62
  Exceptional Saves 
  2 points (2) 
  62
  Fantasy Spells 
  7 per rank (63) 
  69
  Cantrips 
  1 per cantrip (4) 
  67
  Spontaneous Spells 
  1 per rank (9) 
  69
  Nature Stride 
  1 per rank (2) 
  81
  Spell-Like Ability (at will) 
  alter self (4) 
  73
  Wild Empathy 
  2 points (2) 
  11
  Defects & Restrictions
  Code of Conduct 
  Alignment, Armor (–2) 
  90
  Spell List 
  Druid (–1) 
  69
  Wild Shape 
  Rank 9 (–2) 
  76
  Total Attributes 
   300 points
  Class Skills: 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).
  43
  
  Druid Class Options
  Freyan (Archetype)
  Freyans worship the goddess of life and 
  nurturing. Their teachings are of protecting nature 
  and its creatures, even if doing so means going to 
  war.
  Hit Dice and Base Attack: Freyans have a d10 
  hit die and full base attack bonus.
  Skill Ranks per Level: 2 + Int modifier.
  Weapon and Armor Proficiencies: Freyans are 
  proficient with all simple and martial weapons, light 
  and medium armor, and shields. A freyan is not 
  restricted to wooden weapons or armor.
  Nature Bond: A freyan doesn’t gain this until 
  5th level. They can choose from the animal, good, 
  healing, and war domains.
  Spellcasting: A freyan’s spells are limited. She 
  gains moderate spells known and spells per day 
  (including cantrips). These spells are still prepared 
  from the druid spell list. Her spontaneous spells 
  are likewise limited.
  Wild Shape (Su): A freyan can take only one of 
  two forms when using wild shape: A wolf, and a 
  falcon. More powerful versions of these creatures 
  (such as dire wolf or roc) are available as appropriate for 
  the freyan’s level.
  Camouflage (Su): A freyan gains camouflage (rank 1) 
  at 11th level, and (rank 2) at 17th level.
  Greater Spell Access (Su): At 19th level, a freyan 
  chooses 2 spells of each spell level (0 through 6th) from 
  the witch spell list. She can prepare and cast those spells 
  as druid spells of the same level.
  Nature Titan
  At 1st level, a druid with nature titan gains 
  mecha (rank 1). The mech is constructed of 
  living wood and thick forest flora, allowing the 
  druid to affect it with some of her spells (such as 
  barkskin or ironwood). The druid’s mecha rank increases 
  by +1 at 4th, 10th, and 16th level. This replaces the druid’s 
  armor and shield proficiencies, as well as bond and wild 
  shape.
  Pet Monster
  At 1st level, a druid with pet monster gains pet monster 
  (rank 1). The druid’s pet monster rank increases by +1 
  at 4th, 10th, and 16th level. This replaces bond and wild 
  shape.
  Table: Druid
  Base
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1st
  +0
  +0
  +2
  +2
  Bond +3, cantrips +1, fantasy spells 
  +1, skill bonus +2, wild empathy
  2nd
  +1
  +0
  +3
  +3
  Cantrips +1, nature stride
  3rd
  +2
  +1
  +3
  +3
  Fantasy spells +1, nature stride
  4th
  +3
  +1
  +4
  +4
  Alternate form (wild shape +1), 
  exceptional saves
  5th
  +3
  +1
  +4
  +4
  Fantasy spells +1
  6th
  +4
  +2
  +5
  +5
  Wild shape +1
  7th
  +5
  +2
  +5
  +5
  Fantasy spells +1
  8th
  +6/+1
  +2
  +6
  +6
  Wild shape +1
  9th
  +6/+1
  +3
  +6
  +6
  Fantasy spells +1, minor immunity
  10th
  +7/+2
  +3
  +7
  +7
  Wild shape +1
  11th
  +8/+3
  +3
  +7
  +7
  Fantasy spells +1
  12th
  +9/+4
  +4
  +8
  +8
  Wild shape +1
  13th
  +9/+4
  +4
  +8
  +8
  Fantasy spells +1, spell-like ability
  14th
  +10/+5
  +4
  +9
  +9
  Wild shape +1
  15th
  +11/+6/+1
  +5
  +9
  +9
  Fantasy spells +1, minor immunity
  16th
  +12/+7/+2
  +5
  +10
  +10
  Wild shape +1
  17th
  +12/+7/+2
  +5
  +10
  +10
  Fantasy spells +1
  18th
  +13/+8/+3
  +6
  +11
  +11
  Wild shape +1
  19th
  +14/+9/+4
  +6
  +11
  +11
  20th
  +15/+10/+5
  +6
  +12
  +12
  Wild shape +1 (at will)
  Fighter
  戦闘員
  The heroes of many stories are fighters whose only 
  protection are the skills they’ve learned in battle. While 
  they may supplement their talents with magical equipment 
  and equally powerful allies, the fighter can nonetheless 
  stand on her own against the enemies she faces.
  44
  
  Class Features 
  Point Cost Pg
  Hit Die: d10 
  3 per rank (60) 
  63
  Skill Ranks: 2 + Int modifier 
  1 per rank (20) 
  66
  Base Attack: Full 
  2 + 2 per rank (42) 
  81
  Bonus Attacks: 3 
  4 per rank (12) 
  81
  Saves: Fortitude 
  2 per rank (48) 
  63
  Weapon Proficiencies 
  Martial (12) 
  98
  Armor Proficiencies 
  Heavy (6) 
  97
  Armor Training 
  3 per rank (12) 
  61
  Shield Proficiencies 
  Tower Shields (5) 
  63
  Bonus Feats 
  3 per feat (33) 
  65
  Damage Reduction 
  2 per rank (10) 
  61
  Exceptional Saves (Fear) 
  1 per rank (6) 
  62
  Weapon Training 
  6 per rank (24) 
  84
  Weapon Mastery 
  10 points (10) 
  85
  Total 
   300 points
  Class Skills: Climb (Str), Craft (Int), Handle Animal 
  (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), 
  Knowledge (engineering) (Int), Profession (Wis), Ride 
  (Dex), Survival (Wis), and Swim (Str).
  Fighter Class Options
  Counter Training
  Beginning at 2nd level, a fighter with counter training 
  can watch another creature use an ability gained through 
  an attribute and learn how to negate it. After a creature 
  uses a feat or a rank 1 attribute within line of sight of the 
  fighter, whether it is successful or not, the fighter can 
  make a Perception check as an immediate action (DC 
  10 + the creature’s rank in the attribute + its Intelligence 
  modifier). If the fighter succeeds, creatures draw attacks 
  of opportunity from the fighter when attempting to use the 
  same ability, even if they ordinarily would not. If using the 
  ability would ordinarily draw an attack of opportunity, the 
  fighter’s attack is considered a critical threat, although he 
  still misses the creature if the attack is unsuccessful. This 
  Table: 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, exceptional saves +1
  3rd
  +3
  +3
  +1
  +1
  Armor training +1 (medium)
  4th
  +4
  +4
  +1
  +1
  Bonus feat
  5th
  +5
  +4
  +1
  +1
  Weapon training +1
  6th
  +6/+1
  +5
  +2
  +2
  Bonus feat, exceptional saves +1
  7th
  +7/+2
  +5
  +2
  +2
  Armor training +1 (heavy)
  8th
  +8/+3
  +6
  +2
  +2
  Bonus feat
  9th
  +9/+4
  +6
  +3
  +3
  Weapon training +1
  10th
  +10/+5
  +7
  +3
  +3
  Bonus feat, exceptional saves +1
  11th
  +11/+6/+1
  +7
  +3
  +3
  Armor training +1
  12th
  +12/+7/+2
  +8
  +4
  +4
  Bonus feat
  13th
  +13/+8/+3
  +8
  +4
  +4
  Weapon training +1
  14th
  +14/+9/+4
  +9
  +4
  +4
  Bonus feat, exceptional saves +1
  15th
  +15/+10/+5
  +9
  +5
  +5
  Armor training +1
  16th
  +16/+11/+6/+1
  +10
  +5
  +5
  Bonus feat
  17th
  +17/+12/+7/+2
  +10
  +5
  +5
  Weapon training +1
  18th
  +18/+13/+8/+3
  +11
  +6
  +6
  Bonus feat, exceptional saves +1
  19th
  +19/+14/+9/+4
  +11
  +6
  +6
  Damage Reduction +5
  20th
  +20/+15/+10/+5
  +12
  +6
  +6
  Bonus feat, weapon mastery
  lasts until the fighter uses counter training 
  while another ability is being used. The 
  rank of attributes the fighter can counter in 
  this way increases by +1 at 6th level and 
  every 4 levels thereafter. This replaces the 
  bonus feats gained at the listed levels.
  For 3 points or a feat, the fighter adds 1 
  additional attribute that he can counter at 
  a time.
  Exceptional Resistance
  Starting 
  3rd 
  level, 
  a 
  fighter 
  with 
  exceptional resistance can choose one 
  type of energy each morning as part of a 
  special, 1-hour training regiment and gains 
  resistance 5 against that type of energy for 
  the day. This resistance increases by 5 at 
  7th level and every 4 levels thereafter.
  At 19th level, the fighter can also choose 
  one energy type to which he is immune 
  for the day during their regiment each 
  morning. This replaces the fighter’s armor 
  training and Damage Reduction.
  Signature Strike
  At 1st level, a fighter with signature strike chooses 1 
  weapon he can wield and gains special attack (rank 1) 
  when wielding that weapon. The fighter’s special attack 
  increases by +1 at 4th level, and 
  every 4 levels thereafter.  This 
  replaces the bonus feats gained at 
  the listed levels.
  The fighter can also 
  purchase 
  additional 
  ranks of special attack 
  using their remaining 
  fighter bonus feats.
  45
  
  Table: Monk
  Base
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1st
  +1
  +2
  +2
  +0
  Bonus feat, defensive instinct +1, flurry +1, 
  stunning fist +1, martial arts +1
  2nd
  +2
  +3
  +3
  +0
  Bonus feat, evasion +1
  3rd
  +3
  +3
  +3
  +1
  Fast movement +2, ki pool, overpower +1
  4th
  +4
  +4
  +4
  +1
  Defensive instinct +1, ki pool +1, martial arts +1, 
  still mind
  5th
  +5
  +4
  +4
  +1
  Purity of body, style strike +1
  6th
  +6/+1
  +5
  +5
  +2
  Bonus feat, fast movement +2, ki pool +1
  7th
  +7/+2
  +5
  +5
  +2
  Overpower +1
  8th
  +8/+3
  +6
  +6
  +2
  Defensive instinct +1, ki pool +1, martial arts +1
  9th
  +9/+4
  +6
  +6
  +3
  Evasion +1, fast movement +2, style strike +1
  10th
  +10/+5
  +7
  +7
  +3
  Bonus feat, ki pool +1, overpower +1
  11th
  +11/+6/+1
  +7
  +7
  +3
  Flurry of blows +1
  12th
  +12/+7/+2
  +8
  +8
  +4
  Defensive instinct +1, fast movement +2, Ki pool +1, 
  martial arts +1
  13th
  +13/+8/+3
  +8
  +8
  +4
  Polyglot, style strike +1
  14th
  +14/+9/+4
  +9
  +9
  +4
  Bonus feat, ki pool +1
  15th
  +15/+10/+5
  +9
  +9
  +5
  Fast movement +2, Style strike +1
  16th
  +16/+11/+6/+1
  +10
  +10
  +5
  Defensive instinct +1, ki pool +1, overpower +1, 
  martial arts +1
  17th
  +17/+12/+7/+2
  +10
  +10
  +5
  Minor immunity, style strike +1
  18th
  +18/+13/+8/+3
  +11
  +11
  +6
  Bonus feat, fast movement +2, ki pool +1
  19th
  +19/+14/+9/+4
  +11
  +11
  +6
  Twice-saved
  20th
  +20/+15/+10/+5
  +12
  +12
  +6
  DR +10, ki pool +1, martial arts +1
  * Defensive instinct, fast movement, and 
  martial arts
  APG: Pathfinder® Roleplaying Game: 
  Advanced Player’s Guide™
  UM: Pathfinder® Roleplaying Game: 
  Ultimate Magic™
  Monk
  戦士の僧
  The ascetic warriors commonly referred to as monks 
  have adapted to the rigors of the modern world, bringing 
  their ancient outlook to challenge the status quo.
  Class Features 
  Point Cost Pg
  Hit Die: d10 
  3 per rank (60) 
  63
  Skill Ranks: 4 + Int modifier 
  1 per rank (40) 
  63
  Base Attack: Full 
  2 + 2 per rank (42) 
  81
  Bonus Attacks: 3 
  4 per rank (12) 
  81
  Flurry 
  2 per attack (4) 
  81
  Style Strike 
  1 per rank (5) 
  83
  Saves: Fortitude, Reflex 
  2 per rank (60) 
  63
  Weapon Proficiencies 
  Monk (2) 
  98
  Bonus Feats 
  2 per feat (12) 
  65
  Polyglot 
  2 points (2) 
  97
  Stunning Fist 
  Progression (7) 
  98
  Damage Reduction 
  1 per rank (10) 
  61
  Defensive Instinct 
  1 + 1 per rank (7) 
  61
  Evasion 
  1 per rank (2) 
  62
  Exceptional Saves 
  Twice-Saved (1) 
  62
  Fast Movement 
  1 per rank (12) 
  79
  Ki Pool 
  2 points (2) 
  71
  Ki Powers 
  1 per power (9) 
  71
  Overpower 
  1 per rank (4) 
  83
  Martial Arts 
  1 per rank (6) 
  82
  Exceptional Resistance 
  Minor Immunity (2) 
  62
  Purity 
  4 points (4) 
  62
  Defects & Restrictions
  Armor Penalty 
  1 + 1 per restriction* (–4) 
  93
  Code of Conduct 
  Alignment (–2) 
  90
  Total 
   300 points
  46
  
  Table: Paladin
  Base
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1st
  +1
  +2
  +0
  +2
  Smite +1, spell-like ability
  2nd
  +2
  +3
  +0
  +3
  Bolstered defenses, lay on hands
  3rd
  +3
  +3
  +1
  +3
  Aura (exceptional saves), mercy, minor immunity +2
  4th
  +4
  +4
  +1
  +4
  Channel energy, fantasy spellcasting +1, smite +1
  5th
  +5
  +4
  +1
  +4
  Bond
  6th
  +6/+1
  +5
  +2
  +5
  Mercy
  7th
  +7/+2
  +5
  +2
  +5
  Fantasy spellcasting +1, smite +1
  8th
  +8/+3
  +6
  +2
  +6
  Aura (exceptional saves), minor immunity
  9th
  +9/+4
  +6
  +3
  +6
  Mercy
  10th
  +10/+5
  +7
  +3
  +7
  Fantasy spellcasting +1, smite +1
  11th
  +11/+6/+1
  +7
  +3
  +7
  Aura (smite evil)
  12th
  +12/+7/+2
  +8
  +4
  +8
  Mercy
  13th
  +13/+8/+3
  +8
  +4
  +8
  Fantasy spellcasting +1, smite +1
  14th
  +14/+9/+4
  +9
  +4
  +9
  Aura (overpower)
  15th
  +15/+10/+5
  +9
  +5
  +9
  Mercy
  16th
  +16/+11/+6/+1
  +10
  +5
  +10
  Smite +1
  17th
  +17/+12/+7/+2
  +10
  +5
  +10
  Aura (exceptional saves), DR +5, minor immunity
  18th
  +18/+13/+8/+3
  +11
  +6
  +11
  Mercy
  19th
  +19/+14/+9/+4
  +11
  +6
  +11
  Smite +1
  20th
  +20/+15/+10/+5
  +12
  +6
  +12
  DR +5, holy champion
  Class 
  Skills: 
  Acrobatics 
  (Dex), Climb (Str), Craft (Int), 
  Escape Artist (Dex), Intimidate 
  (Cha), 
  Knowledge 
  (history) 
  (Int), 
  Knowledge 
  (religion) 
  (Int), Perception (Wis), Perform 
  (Cha), Profession (Wis), Ride 
  (Dex), Sense Motive (Wis), 
  Stealth (Dex), and Swim (Str).
  Monk Class Option
  Zenkai (Archetype)
  A zenkai monk is the final 
  guardian of his people, trained 
  by an alien warrior race in 
  magical combat. He is willing 
  to sacrifice his own moral 
  standing  if it means protecting 
  the innocent.
  Alignment: Any good.
  Unarmed Strike (Ex): A 
  zenkai monk increases his 
  unarmed strike damage at 1st, 8th, and 16th level. This 
  alters the progression of unarmed strike.
  Dynamic Sorcery: At 1st level, a zenkai monk gains 
  dynamic sorcery (rank 1). The monk’s spells are drawn 
  from the zenkai spell list below. The monk’s dynamic 
  sorcery rank increases by +1 at  4th, 8th, 12th, and 16th 
  level. This replaces bonus feats, stunning fist, ki pool, and 
  style strike.
  Fast Movement: A zenkai monk only increases his 
  movement speed by +5 feet per 3 levels instead. This 
  alters fast movement.
  Zenkai Spell List
  Zenkai monks can gain a very specific set of spells they 
  can cast using dynamic sorcery. They are also able to 
  research unique spells in the same way a wizard can.
  1st—ant haul APG, anticipate peril UM, bless, bless weapon, 
  bristle APG, divine favor, ear-piercing scream, enlarge 
  person, entropic shield, expeditious retreat, feather fall, 
  feather step, jump, keen senses, lead blades APG, magic 
  missile, magic weapon, sanctuary, shield, shillelagh, true 
  strike, youthful appearance UM
  2nd—acute senses UM, aid, bear’s endurance, bull’s 
  strength, cat’s grace, barkskin, bestow grace APG, delay 
  pain UM, levitate, mirror image, protection from arrows, 
  resist energy, scorching ray, shatter, status
  3rd—arcane sight, blur, cloak of winds APG, fly, force 
  punch UM, heroism, protection from energy, rage (self 
  only), water walk
  4th—air walk, ball lightning APG, detonate APG, dimension 
  door,  divine power, greater false life UM, lesser age 
  resistance 
  UM, lesser globe of invulnerability, locate 
  creature, primal scream UM, stoneskin
  5th—aspect of the wolf APG, contact other plane, displacement, 
  fireball, flame strike, overland flight, righteous might, slay 
  living, telepathic bond, teleport
  Paladin
  騎士
  Where the fighter is often the star when 
  it comes to physical combat, the 
  paladin is the moral compass that 
  guides their allies to greatness 
  without compromising their 
  ideals. 
  Masters 
  of 
  both 
  etiquette and battle, paladins 
  are well suited to facing 
  enemies and quests that 
  challenge their views.
  47
  
  Class Features 
  Point Cost Pg
  Hit Die: d10 
  3 per rank (60) 
  63
  Skill Ranks: 2 + Int modifier 
  1 per rank (20) 
  66
  Base Attack: Full 
  2 + 2 per rank (42) 
  81
  Bonus Attacks: 3 
  4 per rank (12) 
  81
  Saves: Fortitude, Will 
  2 per rank (60) 
  63
  Weapon Proficiencies 
  Martial (12) 
  98
  Armor Proficiencies 
  Heavy (6) 
  97
  Shield Proficiencies 
  Shields (3) 
  63
  Aura 
  5 auras (5) 
  67
  Bond: Companion/Weapon 
  6 points (6) 
  77
  Damage Reduction 
  1 per rank (10) 
  61
  Exceptional Resistance 
  Minor Immunity (8) 
  62
  Exceptional Saves 
  2 points (6) 
  62
  Bolstered Defenses 
  4 points (4) 
  62
  Fantasy Spells 
  4 per rank (16) 
  69
  Lay on Hands 
  4 points (4) 
  71
  Channel Energy 
  4 points (4) 
  67
  Holy Champion 
  3 points (3) 
  71
  Mercy 
  2 per rank (12) 
  71
  Smite 
  2 per rank (14) 
  83
  Holy Champion 
  2 points (2) 
  71
  Overpower 
  2 points (2) 
  83
  Spell-Like Ability (at will) 
  detect evil (2) 
  73
  Defects & Restrictions
  Code of Conduct 
  Alignment, ethics (–3) 
  90
  Reduced Spells per Day 
  2 points (–2) 
  93
  Spell List 
  Paladin (–4) 
  69
  Total 
   300 points
  Class Skills: 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).
  Paladin Class Option
  Alexandrian (Archetype)
  The Alexandrians are a sect of paladins who seek to rid 
  the world of supernatural creatures through skill at arms, 
  always walking a fine line between man and monster.
  Weapon and Armor Proficiencies: Alexandrians are 
  proficient with all simple weapons and light armor, as well 
  as a one-handed weapon favored by their deity.
  Justice and Order: At 1st level, an Alexandrian 
  gains both his divine bond and Two-Weapon 
  Fighting as a bonus feat, even if he wouldn’t 
  meet the prerequisites. He can wield two of the 
  weapons favored by his deity as if both were light, and 
  may apply the benefits of his bond to the weapon in his 
  main hand as long as he is not wearing heavy armor or 
  carrying a heavy load.
  At 6th level, the Alexandrian gains Improved Two-
  Weapon Fighting. At 8th level, he can divide his bond 
  between both his weapons. At 12th level, he gains Greater 
  Two-Weapon Fighting. This alters bond and replaces the 
  mercies gained at 6th and 12th level.
  Scripture (Sp): At 3rd level, an Alexandrian spend a 
  use of lay on hands to cast entangle with a spell level 
  equal to half his paladin level (up to 9th). Rather than 
  vines, this effect is created with pages of holy text that 
  the Alexandrian can use as a standard action to damage 
  all entangled undead as if touching them with his lay on 
  hands.
  At 8th level, the Alexandrian can spend 2 uses of lay 
  on hands to cast dimension door or haste. At 17th level, 
  he adds foresight to this list. This replaces the auras and 
  exceptional saves gained at the listed levels.
  Medium Armor Proficiency: At 4th level, an Alexandrian 
  gains proficiency with medium armor and increases his 
  movement speed by 10 feet.
  Ranger
  狩人
  The fantasy ranger is a skilled guide able to safely 
  lead adventuring parties through perilous environments 
  using expert knowledge and understanding of the local 
  inhabitants. When faced with an imminent threat, the 
  ranger can jump into the fray, bow 
  or pair of weapons in hand.
  UM: Pathfinder® Roleplaying Game: Ultimate Magic™ (PZO1117)
  48
  
  Class Features 
  Point Cost Pg
  Hit Die: d10 
  3 per rank (60) 
  63
  Skill Ranks: 6 + Int modifier 
  3 per rank (60) 
  66
  Base Attack: Full 
  2 + 2 per rank (42) 
  81
  Bonus Attacks: 3 
  4 per rank (12) 
  81
  Saves: Fortitude, Reflex 
  2 per rank (60) 
  63
  Weapon Proficiencies 
  Martial (12) 
  98
  Armor Proficiencies 
  Medium (5) 
  97
  Shield Proficiencies 
  Shields (3) 
  63
  Bond: Animal Companion 
  2 points (2) 
  77
  Bonus Feats 
  Combat Style Feats (10) 
  65
  Endurance 
  1 point (1) 
  96
  Track 
  Swift Tracker (3) 
  97
  Camouflage 
  1 per rank (2) 
  65
  Evasion 
  1 per rank (2) 
  62
  Fantasy Spells 
  3 per rank (12) 
  69
  Favored Enemy 
  2 per rank (10) 
  81
  Master Hunter  
  1 point (1) 
  81
  Quarry 
  1 per rank (2) 
  82
  Nature Stride 
  Woodland Stride (1) 
  81
  Favored Terrain 
  1 per rank (4) 
  81
  Wild Empathy 
  2 points (2) 
  11
  Defects & Restrictions
  Reduced Spells per Day 
  2 points (–2) 
  93
  Spell List 
  Ranger (–4) 
  69
  Total 
   300 points
  Class Skills: 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).
  Ranger Class Options
  Arcane Hunter
  At 4th level, a ranger with arcane hunter gains spells 
  drawn from the magus spell list UM. Whenever she casts a 
  spell with a range of “touch” from that list, she can deliver 
  that spell through any weapon she is wielding as part of 
  an attack. If the ranger confirms a critical hit with such an 
  attack, the spell only deals double damage. This alters the 
  ranger’s spell list and replaces the bonus feats gained at 
  10th, and 18th level.
  Familiar Bond
  At 2nd level, a ranger with familiar bond 
  gains an arcane familiar, as the wizard 
  feature. The ranger’s effective wizard 
  level is equal to her ranger class level. 
  This replaces bond and the bonus 
  feat gained at 2nd level.
  Rogue
  破落戸
  A rogue is the ultimate 
  sneak, with the tools and 
  ability to fulfill a variety of 
  roles, 
  from 
  scout, 
  to 
  puzzle-solver, 
  to assassin. No two 
  rogues are ever exactly 
  alike because every rogue 
  has their own method of 
  achieving their goals.
  Table: Ranger
  Base
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1st
  +1
  +2
  +2
  +0
  Favored enemy, track, wild empathy
  2nd
  +2
  +3
  +3
  +0
  Bonus feat
  3rd
  +3
  +3
  +3
  +1
  Endurance, nature stride (favored terrain +1)
  4th
  +4
  +4
  +4
  +1
  Fantasy spells +1, bond
  5th
  +5
  +4
  +4
  +1
  Favored enemy +1
  6th
  +6/+1
  +5
  +5
  +2
  Bonus feat
  7th
  +7/+2
  +5
  +5
  +2
  Fantasy spells +1, nature stride (woodland stride)
  8th
  +8/+3
  +6
  +6
  +2
  Swift tracker, favored terrain +1
  9th
  +9/+4
  +6
  +6
  +3
  Evasion
  10th
  +10/+5
  +7
  +7
  +3
  Fantasy spells +1, favored enemy +1, bonus feat +1
  11th
  +11/+6/+1
  +7
  +7
  +3
  Favored enemy (quarry +1)
  12th
  +12/+7/+2
  +8
  +8
  +4
  Camouflage +1
  13th
  +13/+8/+3
  +8
  +8
  +4
  Fantasy spells +1, favored terrain +1
  14th
  +14/+9/+4
  +9
  +9
  +4
  Bonus feat
  15th
  +15/+10/+5
  +9
  +9
  +5
  Favored enemy +1
  16th
  +16/+11/+6/+1
  +10
  +10
  +5
  Improved evasion
  17th
  +17/+12/+7/+2
  +10
  +10
  +5
  Camouflage +1
  18th
  +18/+13/+8/+3
  +11
  +11
  +6
  Bonus feat, favored terrain +1
  19th
  +19/+14/+9/+4
  +11
  +11
  +6
  Improved quarry
  20th
  +20/+15/+10/+5
  +12
  +12
  +6
  Favored enemy +1, master hunter
  49
  
  Class Features 
  Point Cost Pg
  Hit Die: d8. 
  2 per rank (40) 
  60
  Skill Ranks: 8 + Int modifier. 
  4 per rank (80) 
  63
  Base Attack: Moderate 
  2 + 2 per rank (32) 
  81
  Bonus Attacks: 2 
  4 per rank (8) 
  81
  Saves: Reflex 
  2 per rank (48) 
  63
  Weapon Proficiencies 
  Simple+Rogue (8) 
  98
  Armor Proficiencies 
  Light (3) 
  97
  Cunning 
  1 per rank (2) 
  65
  Danger Sense 
  2 per rank (12) 
  61
  Evasion 
  1 per rank (1) 
  62
  Finesse Training 
  2 per rank (8) 
  98
  Jack-of-All-Trades 
  1 per rank (2) 
  65
  Lore Master 
  1 per rank (4) 
  66
  Rogue Talents 
  2 per talent (20) 
  65
  Advanced Talents 
  1 point (1) 
  65
  Sneak Attack 
  2 per rank (20) 
  84
  Debilitating Injury 
  1 per rank (3) 
  81
  Master Strike 
  3 points (3) 
  84
  Trapfinding 
  2 points (2) 
  97
  Uncanny Dodge, Improved 
  3 points (3) 
  63
  Total 
   300 points
  Class Skills: 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).
  Rogue Class Options
  Blackguard (Archetype)
  A blackguard is a rogue whose combat training has 
  taken precedent over other skills and talents. Butchers 
  on the field of battle, the blackguards earn their deadly 
  reputation with ease.
  Skill Ranks per Level: 4 + Int modifier.
  Hit Dice and Base Attack: A blackguard’s hit die is d10 
  and his base attack bonus is equal to his rogue level.
  Weapon and Armor Proficiency: A blackguard is 
  proficient with all simple and martial weapons, light and 
  medium armor.
  Rogue Talents: Blackguards do not gain rogue talents.
  Improved Evasion: At 14th level, a blackguard gains 
  evasion (rank 2).
  Flunkies
  At 5th level, the rogue gains flunkies (2 points, rank 1). 
  The rogue’s flunkies rank increases by +1 at 10th, 15th, 
  and 20th level. This replaces lore master, cunning, and 
  jack-of-all-trades.
  Replicate
  At 2nd level, a rogue with replicate can use a standard 
  action to split himself into two 1st-level rogues with all of his 
  Ability scores and exactly half his current hit points (rounded 
  down) for up to 1 minute. Figure all other attributes, feats, 
  and abilities appropriately for the duplicates.
  At 6th, 10th, 14th, and 18th level, the level of the 
  duplicates increases proportionately (3rd, 5th, 7th, and 9th, 
  respectively). Starting at 12th level, the rogue can create 
  exact duplicates of his level (each with half his current hit 
  points) for up to 3 rounds each day. He can do this for up 
  to 6 rounds at 16th level, and up to 1 minute at 20th level. 
  These rounds need not be consecutive. This replaces 
  rogue talents, danger sense, and debilitating injury.
  Table: Rogue
  Base
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1st
  +0
  +0
  +2
  +0
  Finesse training, sneak attack +1, trapfinding
  2nd
  +1
  +0
  +3
  +0
  Evasion, rogue talent
  3rd
  +2
  +1
  +3
  +1
  Danger sense +1, finesse training +1, sneak 
  attack +1
  4th
  +3
  +1
  +4
  +1
  Debilitating injury +1, rogue talent, uncanny dodge
  5th
  +3
  +1
  +4
  +1
  Lore master +1, sneak attack +1
  6th
  +4
  +2
  +5
  +2
  Danger sense +1, rogue talent
  7th
  +5
  +2
  +5
  +2
  Sneak attack +1
  8th
  +6/+1
  +2
  +6
  +2
  Improved uncanny dodge, rogue talent
  9th
  +6/+1
  +3
  +6
  +3
  Danger sense +1, sneak attack +1
  10th
  +7/+2
  +3
  +7
  +3
  Advanced talents, cunning +2, debilitating injury 
  +1, lore master +1, rogue talent
  11th
  +8/+3
  +3
  +7
  +3
  Finesse training, sneak attack +1
  12th
  +9/+4
  +4
  +8
  +4
  Danger sense +1, rogue talent
  13th
  +9/+4
  +4
  +8
  +4
  Sneak attack +1
  14th
  +10/+5
  +4
  +9
  +4
  Rogue talent
  15th
  +11/+6/+1
  +5
  +9
  +5
  Danger sense +1, lore master +1, sneak attack +1
  16th
  +12/+7/+2
  +5
  +10
  +5
  Rogue talent, debilitating injury +1
  17th
  +12/+7/+2
  +5
  +10
  +5
  Sneak attack +1
  18th
  +13/+8/+3
  +6
  +11
  +6
  Danger sense +1, rogue talent
  19th
  +14/+9/+4
  +6
  +11
  +6
  Finesse training, sneak attack +1
  20th
  +15/+10/+5
  +6
  +12
  +6
  Jack-of-all-trades +2, lore master +1, master strike, 
  rogue talent
  50
  
  Defect: The duplicates’ total remaining hit points are 
  added back to become the rogue’s hit points again when 
  the effect ends.
  Sorcerer
  妖術者
  Sorcerers are individuals born with great power coursing 
  through their veins. As they age, the magic within boils 
  to the surface, sometimes lashing out with no control or 
  direction. Sorcerers who learn to harness their gift earn 
  great renown, while those who do not are feared for their 
  unpredictability.
  Class Features 
  Point Cost Pg
  Hit Die: d6. 
  1 per rank (20) 
  63
  Skill Ranks: 2 + Int modifier. 
  1 per rank (20) 
  66
  Base Attack: Poor 
  2 + 2 per rank (22) 
  81
  Bonus Attacks: 1 
  4 per rank (4) 
  81
  Saves: Will 
  2 per rank (48) 
  63
  Weapon Proficiencies 
  Simple (6) 
  98
  Bloodline 
  2 points (2) 
  7
  Bloodline Feats 
  2 per feat (6) 
  7
  Bloodline Powers 
  6 per power (30) 
  7
  Bloodline Spells 
  3 per spell (27) 
  7
  Eschew Materials 
  2 points (2) 
  96
  Fantasy Spells 
  12 per rank (108) 
  69
  Cantrips 
  1 + 1 per rank (9) 
  67
  Defects & Restrictions
  Arcane Spell Failure 
  No armor or shield (–3) 
  93
  Spells Known 
  Full (–1) 
  93
  Total 
   300 points
  Class Skills: Appraise (Int), Bluff (Cha), Craft (Int), 
  Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), 
  Profession (Wis), Spellcraft (Int), and Use Magic Device 
  (Cha).
  Sorcerer Archetype
  Dragon Slayer (Archetype)
  Dragon slayers are a special breed of sorcerers, 
  developed over five generations to manipulate the 
  magic inherent to dragons of every kind. Their gift 
  can be acquired by consuming dragon flesh, being 
  imbued with a dragon’s soul, or some combination of 
  the two alongside training from the dragons they would 
  eventually betray.
  Spellcasting: Dragon slayers gain 1 fewer spell per 
  day of each spell level they can cast.
  Unarmed Strike (Ex): At 1st level, a dragon slayer 
  gains Improved Unarmed Strike as a bonus feat. The 
  dragon slayer’s unarmed strike functions as the monk 
  feature of the same name, increasing her unarmed 
  damage as appropriate for her size at 1st, 4th, 8th, 
  12th, 16th, and 20th level.
  Table: Sorcerer
  Base
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1st
  +0
  +0
  +0
  +2
  Bloodline power, cantrips +1, 
  eschew materials, fantasy spells +1
  2nd
  +1
  +0
  +0
  +3
  Cantrips +1
  3rd
  +1
  +1
  +1
  +3
  Bloodline power, bloodline spell
  4th
  +2
  +1
  +1
  +4
  Cantrips +1, fantasy spells +1
  5th
  +2
  +1
  +1
  +4
  Bloodline spell
  6th
  +3
  +2
  +2
  +5
  Cantrips +1, fantasy spells +1
  7th
  +3
  +2
  +2
  +5
  Bloodline feat, bloodline spell
  8th
  +4
  +2
  +2
  +6
  Cantrips +1, fantasy spells +1
  9th
  +4
  +3
  +3
  +6
  Bloodline power, bloodline spell
  10th
  +5
  +3
  +3
  +7
  Cantrips +1, fantasy spells +1
  11th
  +5
  +3
  +3
  +7
  Bloodline spell
  12th
  +6/+1
  +4
  +4
  +8
  Fantasy spells +1
  13th
  +6/+1
  +4
  +4
  +8
  Bloodline feat, bloodline spell
  14th
  +7/+2
  +4
  +4
  +9
  Fantasy spells +1
  15th
  +7/+2
  +5
  +5
  +9
  Bloodline power, bloodline spell
  16th
  +8/+3
  +5
  +5
  +10
  Fantasy spells +1
  17th
  +8/+3
  +5
  +5
  +10
  Bloodline spell
  18th
  +9/+4
  +6
  +6
  +11
  Fantasy spells +1
  19th
  +9/+4
  +6
  +6
  +11
  Bloodline feat, bloodline spell
  20th
  +10/+5
  +6
  +6
  +12
  Bloodline power
  51
  
  Class Skills: Craft (Int), Fly (Dex), Handle Animal (Cha), 
  Knowledge (all) (Int), Linguistics (Int), Profession (Wis), 
  Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).
  Eidolons
  Eidolons function as companions gained through bond 
  except as noted here. An eidolon’s attributes are referred 
  to as evolutions, but otherwise function identically. 
  Restriction: Eidolons cannot buy attributes worth more 
  than 4 points (some subtypes circumvent this restriction).
  Base Forms
  All eidolons have a base form that gives them a physical 
  presence while they are active. The base forms described 
  here are the default values, modified by the eidolon’s 
  subtype.
  Anon
  An eidolon with the anon base form is an amorphous, 
  semi-solid creature that flies in some way to get around.
  Starting Statistics: Size Medium; Speed 10 ft, fly 20 
  ft. (average); AC +2 natural armor; Saves Fort (poor), Ref 
  (poor), Will (good); Attack slam (1d4); Ability Scores Str 7, 
  Dex 13, Con 14, Int 11, Wis 10, Cha 14.
  Biped
  An eidolon with the biped base form can appear 
  humanoid, with 2 legs and 2 or more arms.
  Starting Statistics: Size Medium; Speed 30 ft.; AC +2 
  natural armor; Saves Fort (good), Ref (poor), Will (good); 
  Attack 2 claws (1d4); Ability Scores Str 16, Dex 12, Con 
  13, Int 7, Wis 10, Cha 11.
  Quadruped
  An eidolon with the quadruped base form always has at 
  least 4 legs. It can also have arms, making it tauric.
  Starting Statistics: Size Medium; Speed 40 ft.; AC +2 
  natural armor; Saves Fort (good), Ref (good), Will (poor); 
  Attack bite (1d6); Ability Scores Str 14, Dex 14, Con 13, Int 
  7, Wis 10, Cha 11.
  Serpentine
  An eidolon with the serpentine base form has no legs, 
  preferring to slither and climb. It may have arms.
  Starting Statistics: Size Medium; Speed 20 ft., climb 
  20 ft.; AC +2 natural armor; Saves Fort (poor), Ref (good), 
  Will (good); Attack bite (1d6), tail slap (1d6); Ability Scores 
  Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11.
  Subtypes
  All eidolons are outsiders. An eidolon’s subtype defines 
  its base form as well as the evolutions it begins with 
  and can choose with its evolution pool. Some of the 
  subtypes available to all eidolons are listed here. They 
  can be used as examples when creating other subtypes 
  with appropriate themes. The GM has final say on what 
  attributes are appropriate for an eidolon’s subtype.
  Dragon Element: All dragon slayers have both the 
  draconic and elemental bloodlines. When a dragon slayer 
  would gain a bloodline feat, power, or spell, she chooses 1 
  from either bloodline. She can choose lower level bloodline 
  powers or spells she does not already have in place of 
  higher-level powers or spells. Spells chosen in this way 
  always use the spell level that they would be if the sorcerer 
  had learned them with the appropriate bonus spell. This 
  alters the sorcerer’s bloodline.
  Eyes of the Dragon (Su): As a dragon slayer grows 
  in power, her natural form attempts to reject the draconic 
  magic within. She takes a penalty on all Fortitude saving 
  throws equal to the total number of bloodline powers she 
  possesses. Half of this penalty also applies to the dragon 
  slayer’s Perception checks. The dragon slayer can trade 
  her 9th-level bloodline power to reduce the total penalty 
  by half.
  Dragon Familiar (Ex): At 3rd level, a dragon slayer 
  can use her bloodline feat to gain a familiar, as the wizard 
  arcane bond feature. She does not gain the bonus granted 
  by that familiar, and the familiar does not gain the deliver 
  touch spells, scry on familiar, share spells, speak with 
  animals of its kind, or spell resistance special abilities.
  At 7th level, the dragon slayer adds Improved Familiar to 
  her list of bloodline feats, but only to transform her familiar 
  into a faerie dragon, pseudodragon, or another draconic 
  option (her choice). This alters bloodline feats.
  Summoner
  召し主
  Summoners reach into the arcane reaches of reality to 
  create and call forth powerful eidolons to fight for them. 
  When their companion of choice needs to rest, they can 
  summon a collection of otherworldly creatures to challenge 
  their enemies.
  Class Features 
  Point Cost Pg
  Hit Die: d8. 
  2 per rank (40) 
  60
  Skill Ranks: 2 + Int modifier. 
  1 per rank (20) 
  63
  Base Attack: Moderate 
  2 + 2 per rank (32) 
  81
  Bonus Attacks: 2 
  4 per rank (8) 
  81
  Saves: Will 
  2 per rank (48) 
  63
  Weapon Proficiencies 
  Simple (6) 
  98
  Armor Proficiencies 
  Light (3) 
  97
  Bond: Eidolon 
  4 + 3 per rank (49) 
  77
  Aspect 
  3 per rank (6) 
  63
  Bond Senses 
  2 points (2) 
  64
  Life Link 
  3 per rank (6) 
  64
  Maker’s Call 
  1 + 1 per rank (5) 
  64
  Merge Forms 
  6 points (6) 
  64
  Shield Ally 
  3 per rank (6) 
  64
  Transposition 
  2 points (2) 
  64
  Twin Eidolon 
  5 points (5) 
  65
  Fantasy Spells 
  6 per rank (36) 
  69
  Cantrips 
  1 + 1 per rank (6) 
  67
  Summon Monster 
  2 + 2 per rank (22) 
  73
  Defects & Restrictions
  Arcane Spell Failure 
  Light (–2) 
  93
  Spell List 
  Summoner (–4) 
  69
  Spells Known 
  Moderate (–2) 
  93
  Total 
   300 points
  52
  
  Table: Summoner
  Base
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1st
  +0
  +0
  +0
  +2
  Cantrips +1, eidolon, life 
  link, summon monster +1
  2nd
  +1
  +0
  +0
  +3
  Bond senses, cantrips +1
  3rd
  +2
  +1
  +1
  +3
  Summon monster +1
  4th
  +3
  +1
  +1
  +4
  Shield ally +1
  5th
  +3
  +1
  +1
  +4
  Summon monster +1
  6th
  +4
  +2
  +2
  +5
  Maker’s call
  7th
  +5
  +2
  +2
  +5
  Summon monster +1
  8th
  +6/+1
  +2
  +2
  +6
  Transposition
  9th
  +6/+1
  +3
  +3
  +6
  Summon monster +1
  10th
  +7/+2
  +3
  +3
  +7
  Aspect +1
  11th
  +8/+3
  +3
  +3
  +7
  Summon monster +1
  12th
  +9/+4
  +4
  +4
  +8
  Shield ally +1
  13th
  +9/+4
  +4
  +4
  +8
  Summon monster +1
  14th
  +10/+5
  +4
  +4
  +9
  Life bond
  15th
  +11/+6/+1
  +5
  +5
  +9
  Summon monster +1
  16th
  +12/+7/+2
  +5
  +5
  +10
  Merge forms
  17th
  +12/+7/+2
  +5
  +5
  +10
  Summon monster +1
  18th
  +13/+8/+3
  +6
  +6
  +11
  Aspect +1
  19th
  +14/+9/+4
  +6
  +6
  +11
  Gate
  20th
  +15/+10/+5
  +6
  +6
  +12
  Twin eidolon
  Angel
  Eidolons with the angel subtype are good-aligned bipeds 
  with natural attack (slam 1 point).
  Angels have the following base attributes.
  Level Attributes
  1st 
  Resistance (acid), resistance (cold), and 
  +4 on saves against poison.
  4th 
  Electricity resistance 10 and fire 
  resistance 10.
  8th 
  Flight (large, feathery wings).
  12th 
  DR 5/evil, immunity to petrification, 
  and truespeech
  16th 
  Immunity to acid and cold.
  20th 
  Against attacks made or effects created 
  by evil creatures, the eidolon provides a +4 
  deflection bonus to AC and a +4 resistance bonus 
  on saving throws to anyone within 20 feet of it. 
  Otherwise, it functions as magic circle against 
  evil and lesser globe of invulnerability, both with a 
  radius of 20 feet and caster level 15.
  Azata
  Eidolons with the azata subtype are chaotic good-
  aligned bipeds or serpentine outsiders.
  Azata have the following base attributes.
  Level Attributes
  1st 
  Simple weapon proficiency, martial weapon 
  proficiency, and resistance (electricity).
  4th 
  Cold resistance 10 and fire resistance 10.
  8th 
  Flight (large, feathery wings).
  12th 
  DR 5/evil, immunity to petrification, and truespeech
  16th 
  Immunity to electricity and ability increase (any 1).
  20th 
  As a standard action, can transform to anon base 
  form with no attacks, incorporeal, and double flight 
  speed.
  Demon
  Eidolons with the demon subtype are chaotic evil-aligned 
  bipeds with natural attack (claws 2 points); quadrupeds 
  with natural attack (bite 1 point); or serpentine outsiders 
  with natural attack (bite 2 points with reach).
  Demons have the following base attributes.
  Level Attributes
  1st 
  Resistance (electricity), resistance (fire), and +4 
  on saves against poison.
  4th 
  Acid resistance 10 and cold resistance 10.
  8th 
  Immunity to poison and +1 evolution point.
  12th 
  DR 5/good and ability increase (any 1).
  16th 
  Telepathy and immunity to electricity.
  20th 
  Trueseeing
  53
  
  Devil
  Eidolons with the devil subtype are lawful evil-aligned 
  bipeds with natural attack (claws 2 points).
  Devils have the following base attributes.
  Level Attributes
  1st 
  Resistance (fire), skilled (Bluff), and +4 on saves 
  against poison.
  4th 
  Acid resistance 10 and cold resistance 10.
  8th 
  Immunity to poison and skilled (Diplomacy).
  12th 
  DR 5/good, and darkvision (rank 3).
  16th 
  Telepathy and immunity to fire.
  20th 
  Regeneration 5 (good weapons, good spells). 
  Restriction: Banished as normal for eidolons if 
  they take enough damage.
  Elemental
  Eidolons with the elemental subtype are neutral anon 
  outsiders with natural attack (slam 2 points or tentacles 
  4 points), bipeds with natural attack (slam 1 point), or 
  serpentine outsiders with natural armor (rank 2 point) and 
  natural attack (bite 1 point with reach).
  Restriction: When first summoned, the eidolon becomes 
  an air, earth, fire, or water elemental (chosen by the 
  summoner). Once chosen, this cannot be changed.
  All elementals have the following base attributes.
  Level Attributes
  1st 
  Immunity to paralysis, and sleep.
  4th 
  +1 evolution point.
  12th 
  Immunity to bleed, flanking, poison, and stun.
  16th 
  Immunity to critical hits and precision-based 
  damage (such as from sneak attack).
  Table: Eidolon
  Class
  HD
  BAB
  Good
  Poor
  Skill
  Armor
  Str/Dex
  Evolution
  Max
  Level
  d10
  Saves
  Saves
  Ranks
  Feats
  Bonus
  Bonus
  Pool
  Attacks
  Special
  1st
  +1
  +1
  +2
  +0
  +2
  +1
  +1
  3
  Base form, darkvision, link, share spells
  2nd
  +1
  +2
  +3
  +0
  +2
  +2
  +1
  +1
  3
  Evasion +1
  3rd
  +1
  +3
  +3
  +1
  +2
  +1
  +1
  3
  —
  4th
  +3
  +3
  +1
  4
  Base evolutions
  5th
  +1
  +4
  +4
  +1
  +2
  +2
  +1
  +1
  4
  Ability score increase
  6th
  +1
  +5
  +4
  +1
  +2
  +1
  +1
  4
  Devotion
  7th
  +1
  +6
  +5
  +2
  +2
  +2
  +1
  +1
  4
  —
  8th
  +6
  +5
  +2
  4
  Base evolutions
  9th
  +1
  +7
  +5
  +2
  +2
  +1
  +1
  5
  Multiattack
  10th
  +1
  +8
  +6
  +2
  +2
  +2
  +1
  +1
  5
  Ability score increase
  11th
  +1
  +9
  +6
  +3
  +2
  +1
  +1
  5
  —
  12th
  +9
  +6
  +3
  +2
  +1
  5
  Base evolutions
  13th
  +1
  +10
  +7
  +3
  +2
  +1
  5
  —
  14th
  +1
  +11
  +7
  +3
  +2
  +1
  +1
  6
  Evasion +1
  15th
  +1
  +12
  +8
  +4
  +2
  +2
  +1
  +1
  6
  Ability score increase
  16th
  +12
  +8
  +4
  6
  Base evolutions
  17th
  +1
  +13
  +8
  +4
  +2
  +1
  +2
  +1
  +1
  6
  —
  18th
  +1
  +14
  +9
  +4
  +2
  +1
  6
  —
  19th
  +1
  +15
  +9
  +5
  +2
  +1
  +1
  7
  —
  20th
  +15
  +9
  +5
  +2
  +1
  7
  Base evolutions
  Air Elementals also have the following attributes.
  1st 
  Immunity to electricity.
  8th 
  Flight (rank 1) with perfect maneuverability.
  20th 
  As a standard action, can create a whirlwind with 
  a maximum height of 15 feet (30 feet for a Large 
  air elemental) that deals 1d6 points of damage 
  (1d8 for a Large air elemental).
  Earth Elementals also have the following attributes.
  1st 
  Immunity to acid.
  8th 
  Burrow (6 points).
  20th 
  DR 5/– and +1 to attacks, bull rush, damage, and 
  overrun if its target is touching the ground; or –4 if 
  not.
  Fire Elementals also have the following attributes.
  1st 
  Immunity to fire.
  8th 
  +20-foot base speed.
  20th 
  Energy attack (fire) and natural attacks deal burn 
  damage appropriate for its size.
  Water Elementals also have the following attributes.
  1st 
  Immunity to cold.
  8th 
  Swim 50 feet and water breathing.
  20th 
  Can put out non-magical flames of Large size 
  or smaller, and can dispel magical fire it touches 
  as dispel magic (caster level equals elemental’s 
  total Hit Dice). As a standard action, can create a 
  whirlwind under water (a vortex) with a maximum 
  depth of 15 feet (30 feet for a Large water 
  elemental) that deals 1d6 points of damage (1d8 
  for a Large water elemental).
  54
  
  Undead
  Eidolons with the undead subtype are neutral bipeds 
  with natural attack (bite 1 point and claws 2 points or slam 
  1 point) or quadrupeds with natural attack (bite 2 points 
  and bleed 3 points).
  All undead have the following base attributes.
  Level Attributes
  1st 
  Undead appearance UM.
  4th 
  +1 evolution point.
  8th 
  +4 on saves against disease, exhaustion, fatigue, 
  paralysis, poison, sleep effects, and stunning.
  12th 
  DR 5/slashing and frightful presence.
  16th 
  Immunity to critical hits and precision-based 
  damage (such as from sneak attack).
  20th 
  DR 5/– and immunity to disease, exhaustion, 
  fatigue, paralysis, poison, sleep effects, and 
  stunning.
  Undead Appearance: Negative energy heals the 
  eidolon, and positive energy harms it. Spells and effects 
  that target undead or have specific effects against undead 
  affect the eidolon as if it were undead. The eidolon gains 
  a +2 bonus on saves against disease, exhaustion, fatigue, 
  paralysis, poison, sleep effects, and stunning.
  Although the eidolon appears undead, it is still an 
  outsider.
  Wizard
  魔術師
  As masters of the arcane arts, wizards are often seen as 
  the most powerful of spellcasters. Magic tomes of spells 
  fill libraries, keeps, and castles where wizards train and 
  study. Through hard work and preparation, a wizard can 
  cast spells from a variety of schools.
  Class Features 
  Point Cost Pg
  Hit Die: d6. 
  1 per rank (20) 
  60
  Skill Ranks: 2 + Int modifier. 
  1 per rank (20) 
  63
  Intellectual 
  20 points (20) 
  65
  Base Attack: Poor 
  2 + 2 per rank (22) 
  81
  Bonus Attacks: 1 
  4 per rank (4) 
  81
  Saves: Will 
  2 per rank (48) 
  63
  Weapon Proficiencies 
  Wizard (1) 
  98
  Arcane School 
  1st-level powers (6) CRB
  8th-level Power 
  4 points (4) CRB
  School Spell Slots 
  3 per spell (27) CRB
  Bond: familiar/object 
  2 per rank (4) 
  77
  Bonus Feats 
  3 per feat (12) 
  65
  Scribe Scroll 
  3 points (3) 
  97
  Fantasy Spells 
  12 per rank (108) 
  69
  Cantrips 
  1 + 1 per rank (4) 
  67
  Defects & Restrictions
  Arcane Spell Failure 
  No armor or shield (–3) 
  93
  Total 
   300 points
  Class Skills: Appraise (Int), Craft (Int), Fly (Dex), 
  Knowledge (all) (Int), Linguistics (Int), Profession (Wis), 
  and Spellcraft (Int).
  Universalist Wizard
  Universalist wizards have a different point breakdown 
  for their arcane school worth the same total points.
  Hand of the Apprentice 
  3 points (3) CRB
  Intellectual Student (attacks) 
  10 points (10) 
  65
  Metamagic Mastery 
  4 per rank (24) CRB
  CRB: Pathfinder® Roleplaying Game Core Rulebook™
  UM: Pathfinder® Roleplaying Game: Ultimate Magic™
  55
  
  Wizard Class Option
  Symbologist (Archetype)
  Symbologists are practitioners of mystic arts who 
  have developed a means of casting spells with only 
  hand gestures. As their mastery increases, so too do the 
  complex and strange nature of their powers.
  Class Skills: At 1st level, a symbologist adds Perception 
  and Sleight of Hand to his list of class skills and removes 
  Fly and Linguistics. This alters the wizard’s class skills.
  Symbolic Spells (Ex): At 1st level, a symbologist gains 
  Silent Spell as a bonus feat. When preparing spells for the 
  day, the symbologist can apply this feat to a number of 
  spells up to his Intelligence modifier + 1/2 his wizard level 
  without increasing their spell level. Those spells instead 
  gain a somatic component, and a spell with two somatic 
  components as a result requires both of the symbologist’s 
  hands to be free in order to cast it. This replaces bond and 
  Scribe Scroll.
  Spell Feint (Ex): At 1st level, a symbologist can use 
  Sleight of Hand to feint in combat with a bonus on the 
  check equal to his Intelligence modifier. If the symbologist 
  successfully feints against a creature, the next spell he 
  casts does not draw attacks of opportunity from that 
  creature.
  Beginning at 5th level, a symbologist can use Sleight 
  of Hand to feint as a move action. This becomes a swift 
  action at 15th level.
  Beginning at 10th level, the symbologist adds half his 
  total ranks in Sleight of Hand as a circumstance bonus 
  on caster level checks to overcome a creature’s spell 
  resistance.
  At 20th level, a symbologist no longer draws attacks 
  of opportunity when casting any spell unless a creature 
  succeeds at a Perception or Sense Motive check (DC 
  10 + the symbologist’s total Sleight of Hand bonus). The 
  symbologist can still attempt to feint against a creature 
  that succeeds. This replaces bonus feats.
  Table: Wizard
  Base
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1st
  +0
  +0
  +0
  +2
  Arcane school, bond, cantrips +1, fantasy spells +1, 
  intellectual (spells), school spell slot, scribe scroll
  2nd
  +1
  +0
  +0
  +3
  Cantrips +1
  3rd
  +1
  +1
  +1
  +3
  Fantasy spells +1, school spell slot
  4th
  +2
  +1
  +1
  +4
  —
  5th
  +2
  +1
  +1
  +4
  Bonus feat, fantasy spells +1, school spell slot
  6th
  +3
  +2
  +2
  +5
  —
  7th
  +3
  +2
  +2
  +5
  Fantasy spells +1, school spell slot
  8th
  +4
  +2
  +2
  +6
  Arcane school power
  9th
  +4
  +3
  +3
  +6
  Fantasy spells +1, school spell slot
  10th
  +5
  +3
  +3
  +7
  Bonus feat
  11th
  +5
  +3
  +3
  +7
  Fantasy spells +1, school spell slot
  12th
  +6/+1
  +4
  +4
  +8
  —
  13th
  +6/+1
  +4
  +4
  +8
  Fantasy spells +1, school spell slot
  14th
  +7/+2
  +4
  +4
  +9
  —
  15th
  +7/+2
  +5
  +5
  +9
  Bonus feat, fantasy spells +1, school spell slot
  16th
  +8/+3
  +5
  +5
  +10
  —
  17th
  +8/+3
  +5
  +5
  +10
  Fantasy spells +1, school spell slot
  18th
  +9/+4
  +6
  +6
  +11
  —
  19th
  +9/+4
  +6
  +6
  +11
  —
  20th
  +10/+5
  +6
  +6
  +12
  Bonus feat
  56
  
  Character Options & Attributes
  This section covers options available to each character 
  beyond choosing a race and (potentially) class. Point-
  based characters who are human or otherwise undefined 
  as a race will begin their journey here.
  Character Creation & Suggestions
  作り方
  Character creation in Play Manga works in most ways 
  like building characters in any other setting, but there 
  is more fluidity in the options available. Here’s what’s 
  required to begin playing a character in Play Manga.
  • 6 ability scores: Strength, Dexterity, Constitution, 
  Intelligence, Wisdom, Charisma. These can be 
  generated in any standard way (point buy, pool, or 
  rolled).
  • A 
  backstory 
  defining 
  the 
  character’s 
  general 
  appearance, role, and skills picked up before the 
  adventure begins.
  Once the above is decided, the rest can be filled in.
  • Starting hit points are 4 + Constitution modifier 
  (minimum 1).
  • Attack bonus and saving throws are all 0 + their 
  respective ability scores (Strength for melee attacks 
  and damage; Dexterity for Reflex saves, finesse 
  attacks, and ranged attacks; Constitution for Fortitude 
  saves; and Wisdom for Will saves).
  • Skill ranks equal to the character’s Intelligence 
  modifier.
  Next, a character gains discretionary points to spend 
  based on the type of character being played (for games 
  with a higher effective level, see “Gaining and Spending 
  Experience” in the sidebar.
  Game
  Points (Average)
  Equivalent race/class
  Standard
  43 + 1d12 (50)
  Human fighter 1 (hf)
  Advanced
  50 + 3d12 (70)
  Android fighter 2 (hf 2)
  Hero/Monstrous
  57 + 5d12 (90)
  Ogre fighter 3 (hf 4)
  Epic
  64 + 7d12 (110)
  Human fighter 5
  Legendary
  71 + 9d12 (130)
  Human fighter 7
  For a quick, straight-forward character, a human with 1 
  class level costs 43 points (9 + 34), leaving only 7 points 
  extra to spend in a standard game. Characters without 
  either are referred to simply as point-based characters. 
  A character’s total effective level is equal to their class 
  level + 1 for every 15 points they spend on non-Hit Dice 
  attributes beyond the initial points they begin with.
  No Class?: Class levels in Play Manga are collected 
  packets of attributes that make creation/experience easier 
  to manage on a character basis. Since each session 
  typically grants between 3 and 5 points, a character using 
  class levels can expect to level up once every 3 to 5 
  sessions on average (adjusted to fit the story, of course).
  Having a class does make character progress easier 
  for play in a general sense because all of the important 
  attributes (Hit Dice, class skills, skill ranks, attack bonus, 
  and saves) are taken care of, leaving nothing potentially 
  insufficient in a situation that may call for it (particularly 
  during combat or while adventuring, but sometimes 
  during downtime as well). That said, if points are spread 
  out to those attributes periodically, a character can and 
  will function just fine in the role they set as part of their 
  backstory.
  No Hit Dice?: Point-based characters gain a d4 Hit Die 
  plus 1d4 for every 15 points they spend beyond the initial 
  points they begin with. Ranks in the Class Level or Hit 
  Dice attributes override these Hit Dice on a 1-for-1 basis.
  A 1st-level character automatically gains the maximum 
  value of their Hit Die (4 for a point-based character),
  No Race?: Technically, a character without a race 
  still functions as a human, but lacks the racial traits that 
  define them. This is okay, as it frees up the 9 points to 
  be spent elsewhere, and allows the character to describe 
  themselves however they want.
  Attributes
  力
  Attributes is the generic term for every special thing a 
  character can do outside of walking around and socializing. 
  Attacks, saves, feats, spells, and other special features 
  used to customize a race, class, or general point-based 
  character are all attributes.
  Some attributes grant new options to use in and out of 
  combat. Others enhance things you can already do, or 
  increase the power of another attribute you’ve already 
  chosen. Most attributes have ranks that you can buy with 
  your scaling pool of character points, but a few are one-
  time buys, a sort of capstone with a specific prerequisite.
  There are 10 types of attributes described here, 
  organized alphabetically by type. Unless stated otherwise, 
  the maximum ranks in any single attribute are 10.
  Gaining and Spending Experience
  Since characters do not always have class levels in Play 
  Manga, telling them they can “level up,” doesn’t mean as 
  much, even if they’ve earned enough experience through 
  encounters to do so.
  Because of this, Play Manga handles experience a little 
  differently. GM’s are encouraged to adapt this to their own 
  game for faster or slower progression as they see fit.
  • Each session of play (roughly 3 hours) should consist 
  of between 3 and 5 scenes worth 1 point each. Points 
  can usually only be spent during downtime (see 
  below), but for added drama, the GM may decide to 
  grant them while adventuring or even in combat (such 
  as when a pet monster suddenly grows into a new 
  monster entirely).
  • A scene can be expressed as downtime, adventuring/
  exploration, and combat. Moving from one of these 
  expressions to the next changes the scene.
  • Combats can be stacked to show a siege, and 
  adventures can be stacked between locations. 
  Downtime is rarely stacked.
  • Since class levels can be purchased for 14 points, it 
  takes between 3 and 5 sessions to gain 1 effective 
  level.
  For “higher levels” of play, starting points can be 
  adjusted with the above in mind. An “epic” game, then 
  would put characters at or above level 20 with a minimum 
  of 315 points to start.
  57
  
  Table: Attributes
  Attribute
  Point Cost
  Ability Score
  Page
  Attribute
  Point Cost
  Ability Score
  Page
  Adaptation
  1/rank
  Constitution
  61
  Domain Spells
  1/rank
  none
  67
  All-Around Vision
  4, 5, or 6
  none
  85
  Dynamic Sorcery
  5, 10, or 15/rank
  Charisma
  67
  Alternate Form
  3 or 9/rank
  none
  76
  Dynamic Strike
  2
  Charisma
  68
  Cosmetic Changes
  2
  none
  76
  Pet Monster Sorcery
  5/rank
  Charisma
  68
  Wild Shape
  1 + 1/rank
  none
  76
  Elasticity
  2/rank
  none
  68
  Armor Training
  3/rank
  none
  61
  Environmental Control
  —
  Wisdom
  68
  Aspect
  3 or 6
  none
  63
  Darkness
  2/rank
  Wisdom
  68
  Aspect of Power
  3/rank
  none
  67
  Light
  1/rank
  Wisdom
  68
  Chimeric Aspect
  4/rank
  varies
  67
  Silence
  2/rank
  Wisdom
  68
  Improved Aspect
  2/rank
  none
  67
  Temperature
  1 or 2/rank
  Wisdom
  68
  Aura
  1
  none
  67
  Weather
  1, 2, or 3/rank
  Wisdom
  68
  Base Attack
  2 + 2/rank
  none
  81
  Evasion
  1/rank
  none
  62
  Biped
  0
  none
  79
  Stalwart
  1/rank
  none
  62
  Serpentine
  1
  none
  79
  Evolution Pool
  3/rank
  none
  64
  Steady
  1
  none
  79
  Exceptional Resistance
  —
  none
  62
  Blindsense
  4, 5, or 6
  none
  85
  Energy Resistance
  1/rank
  none
  62
  Bond
  2, 4, or 6
  none
  77
  Minor Immunity
  2
  none
  62
  Bond Senses
  2
  none
  64
  Spell Resistance
  2 or 3
  none
  62
  Bonus Attacks
  4
  none
  81
  Exceptional Saves
  1 or 3/rank
  none
  62
  Flurry
  2 or 3
  none
  81
  Bolstered Defenses
  4
  none
  62
  Bonus Feats
  1, 2, or 3
  varies
  65
  Lucky
  2 or 4
  none
  62
  Class Talents
  1, 2, or 3
  varies
  65
  Twice-Saved
  1
  none
  62
  Combat Focus
  2/rank
  varies
  65
  Exorcist
  1/rank
  Wisdom
  68
  Racial Feats
  2 or 4
  varies
  65
  Explosives
  3/rank
  none
  74
  Camouflage
  1/rank
  none
  65
  Fast Explosives
  1
  none
  75
  Cantrips
  2/rank
  varies
  67
  Launcher
  1
  none
  75
  Spell-Like Ability
  1 or 2
  varies
  67
  Fantasy Spellcasting
  —
  varies
  69
  Channel Energy
  4/rank
  none
  67
  Bard
  6/rank
  Charisma
  69
  Lay on Hands
  4
  none
  67
  Cleric
  7/rank
  Wisdom
  69
  Class Level
  20 + 14/rank
  none
  77
  Druid
  7/rank
  Wisdom
  69
  Multitalented
  2
  none
  77
  Greater Spell Access
  2
  none
  69
  Class Skills
  0 or 1
  varies
  65
  Paladin
  3/rank
  Charisma
  69
  Clone
  3 + 3/rank
  none
  67
  Ranger
  3/rank
  Wisdom
  69
  Cohort
  2 or 5/rank
  none
  77
  Sorcerer
  12/rank
  Charisma
  69
  Combat Mastery
  6
  none
  65
  Spontaneous Casting
  1 or 2/rank
  none
  69
  Computer Scanning
  2/rank
  Intelligence
  73
  Summoner
  6/rank
  Charisma
  69
  Constructed
  2
  none
  74
  Wizard
  12/rank
  Intelligence
  69
  Cunning
  1/rank
  none
  65
  Fast Movement
  1/rank
  none
  79
  Customization
  2
  none
  74
  Racial Trait
  1
  none
  80
  Damage Reduction
  1 or 2/rank
  none
  61
  Sprint
  1
  none
  80
  Danger Sense
  2/rank
  none
  61
  Favored Enemy
  2/rank
  none
  81
  Darkvision
  1 + 1/rank
  none
  85
  Hatred
  1
  none
  81
  Debilitating Injury
  1/rank
  none
  81
  Master Hunter
  1
  none
  81
  Defensive Training
  1 or 4
  none
  61
  Quarry
  1/rank
  none
  82
  Defensive Instinct
  1 + 1/rank
  none
  61
  Ferocity
  2 or 4
  none
  82
  Discoveries
  1
  none
  74
  Flight
  2 + 2/rank
  none
  80
  Domains
  3/rank
  none
  67
  Lesser Flight
  2
  none
  80
  58
  
  Table: Attributes
  Attribute
  Point Cost
  Ability Score
  Page
  Attribute
  Point Cost
  Ability Score
  Page
  Flunkies
  1 or 2/rank
  none
  77
  Multiple Legs
  2, 3, or 4/rank
  none
  80
  Forcefield
  2, 3, or 4/rank
  none
  62
  Natural Armor
  2
  none
  63
  Offensive Forcefield
  4/rank
  none
  62
  Improved Natural Armor
  1/rank
  none
  63
  Group Minded
  5/rank
  none
  63
  Natural Attacks
  —
  Strength
  82
  Gunsmith
  3
  none
  75
  Bite
  1, 2, or 3
  Strength
  82
  Hit Dice
  1 – 4
  Constitution
  63
  Bleed
  3
  Strength
  82
  Hyperflight
  3/rank
  none
  80
  Claws
  1 + 1/rank
  Strength
  82
  Inherent Sorcery
  1
  Charisma
  69
  Gore
  1 or 3
  Strength
  82
  Inspire Competence
  2/rank
  Charisma
  70
  Grab
  1 or 2
  Strength
  82
  Inspire Courage
  2/rank
  Charisma
  70
  Hooves
  1 or 2
  Strength
  82
  Inspire Greatness
  3/rank
  Charisma
  71
  Slam
  1 or 2
  Strength
  82
  Intellectual
  20
  Intelligence
  65
  Talons
  1 or 2
  Strength
  82
  Intellectual Student
  10
  Intelligence
  65
  Tentacles
  2 or 4
  Strength
  83
  Passable Intellect
  5
  Intelligence
  65
  Venomous
  6
  Strength
  83
  Item of Power
  3 or 4/rank
  none
  71
  Wings
  1 or 2
  Strength
  83
  Jack-of-All-Trades
  1/rank
  none
  65
  Nature Stride
  1
  none
  81
  Ki Pool
  2
  Wisdom
  71
  Favored Terrain
  1
  none
  81
  Flurry
  2 or 3
  none
  71
  Trackless Step
  1
  none
  81
  Ki Powers
  1
  Wisdom
  71
  Woodland Stride
  1
  none
  81
  Lay on Hands
  4
  Charisma
  71
  Nimble
  1/rank
  Dexterity
  63
  Channel Energy
  4
  Charisma
  71
  No Trace
  2/rank
  none
  66
  Corrupting Touch
  4
  Charisma
  71
  Organizational Ties
  1 – 3/rank
  none
  78
  Holy Champion
  3
  Charisma
  71
  Overpower
  1 or 3/rank
  none
  83
  Mercy
  1
  Charisma
  71
  Performer
  2/rank
  Charisma
  73
  Life Link
  3/rank
  none
  64
  Inspire
  varies
  Charisma
  73
  Linguist
  1
  Intelligence
  65
  Personal Wealth
  3/rank
  none
  78
  Gift of Tongues
  2
  Intelligence
  66
  Pet Monster
  6/rank
  none
  79
  Lore Master
  1/rank
  none
  66
  Portable Armory
  3/rank
  none
  79
  Monster Lore
  1
  none
  66
  Rage
  3/rank
  Constitution
  83
  Low-Light Vision
  1
  none
  85
  Indomitable Will
  1
  none
  83
  Magical Adept
  3
  none
  71
  Rage Powers
  2
  Strength
  83
  Maker's Call
  1 + 1/rank
  none
  64
  Tireless Rage
  2
  none
  83
  Transposition
  2
  none
  64
  Rejuvenation
  1/rank
  none
  63
  Martial Arts
  1/rank
  none
  82
  Resolve
  1/rank
  none
  63
  Natural Attack Damage
  1
  none
  82
  Determined
  2
  none
  63
  Massive Damage
  1, 3, or 5/rank
  Strength
  82
  Resolute
  2
  none
  63
  Mecha
  8/rank
  none
  75
  Unstoppable
  2
  none
  63
  Remote Control
  12 (mech)
  none
  75
  Saving Throws
  2/rank
  varies
  63
  Sentai Mecha
  15 (mech)
  none
  75
  Scent
  4
  none
  85
  Mechanical Genius
  2/rank
  none
  76
  Shared Space
  1 or 2
  none
  84
  Practical Genius
  1/rank
  none
  76
  Shield Ally
  3/rank
  none
  64
  Merge Forms
  6
  none
  64
  Shield Proficiency
  3 or 5
  Strength
  63
  Metamorphosis
  5/rank
  Charisma
  71
  Size
  0, 4, or 7
  none
  79
  Mimicry
  1 + 1 per rank
  none
  73
  Size Change
  1, 5, or 6/rank
  Constitution
  73
  Perfect Copy
  2
  none
  73
  Skill Bonus
  2/rank
  none
  66
  Multiple Arms
  4, 5, or 6/rank
  none
  77
  Skill Ranks
  1 per 2 ranks
  Intelligence
  66
  Claws
  1 + 1/rank
  none
  78
  Skilled
  4
  none
  66
  59
  
  Table: Attributes
  Attribute
  Point Cost
  Ability Score
  Page
  Special Attack Attribute
  Point Cost
  Ability Score
  Page
  Skill Versatility
  1/rank
  varies
  66
  Ghost Touch
  1d8
  87
  Smite
  2/rank
  Charisma
  83
  Heal-Blocking
  2d8
  87
  Challenge
  2/rank
  Charisma
  83
  Incapacitating
  1d8
  87
  Demanding Challenge
  1
  Charisma
  83
  Indirect
  1d8 or 2d8
  87
  Holy Champion
  2
  Charisma
  83
  Irritant
  1d8
  87
  Sneak Attack
  2/rank
  none
  84
  Maddening
  2d8
  87
  Master Strike
  2
  none
  84
  Magic-Resistant
  2d8
  87
  Special Attack
  3/rank
  varies
  85
  Powerful
  1d8
  88
  Special Movement
  —
  none
  81
  Prehensile
  1d8
  88
  Burrow
  3 or 6
  none
  81
  Quaking
  3d8
  88
  Climb
  2
  none
  81
  Ranged
  1d8, 2d8, or 4d8
  88
  Jump
  2
  none
  81
  Restorative
  3d8
  88
  Swim
  2 or 3
  none
  81
  Seeking
  1d8
  88
  Spell-Like Ability
  1 – 4/rank
  Charisma
  73
  Spreading
  3d8
  88
  At Will
  x4
  Charisma
  73
  Stored
  1d8 or 2d8
  88
  Dangerous
  2
  Charisma
  73
  Storing
  1d8
  88
  Gate
  4
  Charisma
  73
  Sweep
  3d8
  88
  Racial Trait
  x2
  Charisma
  73
  Suffering
  1d8
  88
  Summon Monsters
  2/rank
  Charisma
  73
  Tangle
  2d8
  88
  Style Strike
  1/rank
  none
  83
  Trapped
  1d8
  88
  Two-Style
  1
  none
  83
  Undetectable
  1d8
  88
  Surge
  3
  none
  75
  Vampiric
  2d8 or 4d8
  88
  Team Strike
  2 + 2/rank
  none
  84
  Special Attack Disabilities
  Twin Eidolon
  4
  none
  65
  Disability
  Gained
  Page
  Uncanny Dodge
  2 or 3
  none
  63
  Backblast
  1d8
  89
  Weapon Expertise
  5
  none
  84
  Biased
  3d8
  89
  Weapon Training
  6/rank
  none
  84
  Energy-Drawing
  2d8
  89
  Weapon Mastery
  10
  none
  85
  Environmental
  1d8 or 2d8
  89
  Special Attack Attributes
  Expensive
  2d8
  89
  Accurate
  1d8 or 4d8
  85
  Harmful
  3d8
  89
  Area
  1d8
  85
  Inaccurate
  1d8
  89
  Aura
  2d8
  85
  Limited
  1d8, 2d8, or 3d8
  89
  Bane
  1d8
  85
  Low Penetration
  2d8
  89
  Blinding/Deafening
  2d8
  86
  No Damage
  —
  89
  Concealable
  1d8
  86
  No Defense
  2d8
  89
  Contagious
  2d8 or 4d8
  86
  No Shields
  1d8
  89
  Debilitating
  2d8
  86
  Self-Destruct
  1d8 or 3d8
  89
  Disabling
  1d8
  87
  Site-Bonded
  4d8
  89
  Draining
  1d8
  87
  Slow
  3d8 or 4d8
  89
  Elemental
  1d8
  87
  Volleying
  1d8 or 2d8
  90
  Enduring
  1d8
  87
  Static
  1d8
  90
  Flurrying
  2d8
  87
  Unreliable
  1d8
  90
  Flurrying, Greater
  2d8
  87
  60
  
  Class Levels and Hit Dice
  Some of the attributes here refer to class levels or Hit 
  Dice. Because each class level includes one Hit Die, it is 
  safe to assume that any reference to class level also works 
  if you have an equal number of Hit Dice or a combination 
  of the two.
  Energy
  Attributes in Play Manga sometimes draw energy from 
  their users, whether to create a magical spell, fire a blast 
  of power directly out of one’s forehead, or charge the core 
  of a giant mecha. This energy comes from within, and it is 
  only as strong as a character is focused.
  A character who lacks understanding, attention, or 
  awareness of others has a harder time tapping into their 
  well of energy. Energy is represented as:
  2 + the lowest modifier of Intelligence, Wisdom, or 
  Charisma
  A character regains all spent energy after resting for at 
  least 8 hours.
  Characters with the dynamic sorcery attribute gain 
  additional energy per Hit Die, and the Extra Energy feat 
  grants 5 energy every time it is chosen.
  Class Energy: Almost every class that uses it refers to 
  energy as something different, be it the channeled power 
  of gods, grit, ki, or rage. Ultimately, it is all one and the 
  same. When a character chooses a class with energy, they 
  gain the pool of energy defined by that class if it is more 
  than what they would already gain. Sources of energy do 
  not otherwise stack.
  Ex, Sp, and Su Attributes
  Attributes can fall into one or more categories, depending 
  on their origin/use. In general, an attribute is extraordinary 
  (Ex) if it is non-magical and always present or usable 
  because of the physiology of the user. If the attribute is 
  magical or somehow limited by outside forces, it is probably 
  supernatural (Su). If the attribute is wholly magical and 
  governed through forces like arcane or divine power, it 
  is spell-like (Sp). Exceptions to these are spelled out in 
  the attributes themselves. If an attribute is not labeled, its 
  function is largely determined by the character’s backstory, 
  although the GM has final say on if the character’s spell 
  resistance is a naturally occurring function of their being, 
  for example, and the character should make note of the 
  decision for future interactions.
  Defense Attributes
  Adaptation (Ex or Su)
  Cost: 1 point per rank.
  Relevant Ability Score: Constitution
  A character with adaptation chooses 1 environment 
  or hazard per rank in which they can survive normally. 
  Environments include acidic liquids, alternate planes, 
  extreme pressure, intense cold, noxious gases, radiation, 
  or a vacuum such as space.
  Restriction: This grants immunity to the chosen natural 
  environmental effects, not effects generated within the 
  environment. For resistance against specific effects, see 
  exceptional resistance and exceptional saves.
  Example: A character with adaptation to the plane of fire 
  wouldn’t die from walking around on the surface of that 
  plane—where the air is noxious to non-natives—but could 
  still be killed by a fireball spell or if dropped into a river of 
  lava (which requires its own adaptation to both extreme 
  heat and pressure).
  Armor Training (Ex)
  Requirement: Proficiency with at least 1 type of armor.
  Cost: 3 points per rank.
  A character with armor training reduces armor check 
  penalty by 1 (to a minimum of 0) and increases maximum 
  Dexterity bonus allowed by their armor by 1 per rank.
  For 1 additional point total, a character ignores any 
  movement penalty from wearing medium armor. For 2 
  additional points total, the character ignores movement 
  penalties from wearing medium or heavy armor.
  Damage Reduction (Ex)
  Cost: 1 or 2 points per rank.
  A character with Damage Reduction can Subtract 1 per 
  rank from the damage they take (minimum 0) each time 
  they are dealt damage from a weapon or a natural attack
  For 2 points per rank, the character has no restrictions 
  on their Damage Reduction, gaining DR/–. For 1 point per 
  rank, Damage Reduction can be overcome in some way, 
  such as DR/bludgeoning, DR/evil, DR/magic, or DR/silver.
  Restriction: If a character only gains Damage Reduction 
  when a specific requirement is met (such as when wearing 
  armor), the total cost is reduced by 2.
  Danger Sense (Ex)
  Cost: 2 points per rank.
  A character with danger sense gains +1 per rank to AC 
  and Reflex saves against traps, and on Perception checks 
  to avoid being surprised by a foe.
  Defensive Training (Ex)
  Cost: 1 or 4 points.
  For 4 points, a character gains a +2 dodge bonus to AC. 
  For 1 point, the character gains +4 against one type of 
  creature instead.
  Restrictions: If choosing humanoids or outsiders, the 
  character must pick a subtype as well.
  Defensive Instinct: 1 + 1 per rank. The character adds 
  their Intelligence or Wisdom modifier to their Armor Class 
  and CMD in addition to Dexterity. For each rank beyond the 
  first, the character gains an additional +1 to each. These 
  bonuses apply even when the character is flat-footed.
  Translated Attributes
  If you’re converting characters from similar sources 
  to Play Manga d20, some attributes are not directly 
  represented here. Instead, they are handled by other 
  attributes or feats. If you still cannot find a specific 
  attribute here, work with your Gamemaster to determine 
  an appropriate cost and effect for the attribute in question.
  61
  
  Evasion
  Cost: 1 point per rank.
  A character with evasion can avoid even magical and 
  unusual attacks with great agility. 
  Rank 1:  On a successful save, the character takes no damage from 
  effects that require a Reflex saving throw.
  Rank 2: On a failed save, the character only takes half damage.
  Stalwart: A character with stalwart gains the benefit 
  of evasion, but for Fortitude and Will saving throws for 
  reduced effect instead.
  Exceptional Resistance
  Cost: By resistance.
  Energy Resistance: 1 point per rank. A character with 
  energy resistance gains 5x their rank as resistance to one 
  type of energy (acid, cold, electricity, fire, negative energy, 
  positive energy, or sonic). If the character has at least 6 
  ranks in 1 energy type, they are immune to that energy 
  instead.
  Minor Immunity: 2 points. A character minor immunity 
  becomes immune to a specific ailment such as aging, 
  bleed damage, breathing, hunger, poison, or sleep effects.
  Purity: 4 points. A character with purity is immune to 
  all diseases, including supernatural and magical diseases.
  Spell Resistance: 2 or 3 points. The character gains 
  spell resistance 6 (2 points) or 11 (3 points) + their total 
  hit dice.
  Exceptional Saves (Ex)
  Cost: 1 or 3 points per rank, or 2 points.
  For 3 points per rank, a character with exceptional saves 
  chooses Fortitude, Reflex or Will and gains +1 per rank on 
  those saves. For 1 point per rank, the bonus only applies 
  against 1 specific effect, such as fear, poison, or mind-
  affecting spells.
  For 2 points, a character gains a +4 on saves against a 
  few related minor effects and situations.
  Bolstered Defenses: 4 points. A character with 
  bolstered defenses chooses Intelligence or Charisma and 
  adds that bonus on all saving throws.
  Lucky: 2 or 4 points. For 2 points, a character with lucky 
  gains +1 on all saving throws. For 4 points, the character 
  gains +2 instead.
  Twice-Saved: 1 point. A character with twice-saved 
  chooses Fortitude, Reflex, or Will and once per day (before 
  rolling) can choose to roll that save twice (taking the better 
  result).
  Forcefield (Su)
  Cost: 2, 3, or 4 points per rank.
  Forcefield can be selected as either a magical or 
  mechanical attribute.
  For 2 points per rank, a character with forcefield can 
  create a static wall of force effect with 3 hardness per 
  rank and 10 hit points per rank as a full-round action. This 
  otherwise functions as the spell of the same name, and 
  the character’s caster level is equal to their rank. Rounds 
  of forcefield do not need to be spent consecutively, but it 
  does require a move action to deactivate.
  For 3 points per rank, the character can wrap the wall’s 
  effect around them, allowing it to move with them. The 
  character can attack out of the effect.
  For 4 points per rank, the character can extend the wall’s 
  effect around up to 1 adjacent creature per rank.
  Defect: The effect always generates the same wall, so 
  damage dealt remains even if deactivated and recreated. 
  Once the wall is destroyed or its duration ends, it is 
  suppressed until the character rests for at least 8 hours.
  Offensive Forcefield: 4 points per rank. The character 
  can create a resilient sphere effect as a full-round action 
  instead. The sphere has 3 hardness per rank and 10 hit 
  points per rank.
  62
  
  Group Minded (Su)
  Cost: 5 points per rank.
  Allies within 10 feet of each other and a character 
  with group minded share the highest base saving throw 
  bonuses between them. For each rank beyond the first, 
  increase the range by +20 feet.
  Hit Dice (Ex)
  Cost: 1, 2, 3, or 4 points per rank.
  Relevant Ability Score: Constitution
  A character with Hit Dice gains 1d6 (1 point), 1d8 (2 
  points), 1d10 (3 points), or 1d12 (4 points) Hit Die per 
  rank. These Hit Dice override the Hit Dice gained by a 
  point-based character.
  A character’s total level is equal to their ranks in Hit Dice 
  + their ranks in the class level attribute + 1 for every 15 
  points spent on other attributes beyond the character’s 
  initial points gained.
  Natural Armor
  Cost: 2 points.
  A character with natural armor gains a +1 natural armor 
  bonus to their Armor Class.
  Improved Natural Armor: 1 point per existing bonus. 
  The character gains an additional +1 natural armor bonus 
  per rank to their AC. For example, a character with a +3 
  natural armor bonus can buy +4 for 3 points, then +5 for 4 
  points, and so on.
  Nimble
  Cost: 1 point per rank.
  Relevant Ability Score: Dexterity
  A character with nimble gains a +1 dodge bonus per 
  rank to AC while wearing light or no armor. Anything that 
  causes the character to lose their Dexterity bonus to AC 
  also causes them to lose this dodge bonus.
  Rejuvenation (Su)
  Cost: 1 point per rank.
  Relevant Ability Score: Wisdom
  A character with rejuvenation can regain 5 (or 1d10) 
  hit points or energy per rank as a full-round action once 
  during each scene. The character must choose a trigger, 
  such as a crowd of fans cheering them on, a distinct sound 
  or action taken by the character or an ally, or the presence 
  of a companion or mentor. Hit points or energy regained in 
  this way cannot raise the character above their maximum 
  total; any excess is lost.
  Resolve (Ex)
  Cost: 1 point + 1 point per rank.
  A character with resolve gains energy equal to 1/2 their 
  total Hit Dice.
  Rank 1: The character gains determined, resolute, and unstoppable.
  Rank 2:  After a critical hit is confirmed against the character, they can 
  spend 1 energy as an immediate action to treat that critical hit as a 
  normal hit. Effects that only trigger on a critical hit do not trigger when 
  the character uses this ability.
  Rank 3: If the character has at least 2 energy remaining when an attack 
  would kill them, they can spend all remaining energy as a free action 
  to remain alive, at –1 hit points (or lower if they were already below 
  –1), unconscious, and stable.
  Determined: 2 points. A determined character can 
  spend 1 energy as a standard action to remove their 
  fatigued, shaken, or sickened condition. If the character 
  has at least 8 Hit Dice, they can remove the exhausted, 
  frightened, nauseated, or staggered condition instead. 
  If the condition has a duration longer than 1 hour or is 
  permanent, this ability removes the condition for 1 hour, at 
  which time the condition returns.
  Resolute: 2 points. When a character with resolute 
  makes a Fortitude or Will save, they can spend 1 energy 
  as an immediate action to roll twice and take the better 
  result. The character must decide to use this ability before 
  they roll the saving throw.
  Unstoppable: 2 points. When a character with 
  unstoppable is reduced to fewer than 0 hit points but not 
  slain, they can spend 1 energy as an immediate action 
  to instantly stabilize and remain conscious. The character 
  is staggered, but does not fall unconscious and begin 
  dying if they take a standard action. The character does 
  fall unconscious if they take additional damage from any 
  source.
  Saving Throws (Ex)
  Cost: 2 points per rank per saving throw.
  Relevant Ability Scores: By saving throw
  A character that increases their saving throws  chooses 
  Fortitude, Reflex, or Will and increases their base save 
  bonus in that saving throw by +1 per rank. With each rank, 
  the character chooses to which the bonus applies.
  Shield Proficiency
  Cost: 3 or 5 points.
  Relevant Ability Score: Strength
  A character with shield proficiency can wield a shield in 
  combat. For 2 additional points (5 total), the character is 
  also proficient with tower shields.
  Uncanny Dodge (Ex)
  Cost: 2 or 3 points.
  For 2 points, a character with uncanny dodge cannot be 
  caught flat-footed, nor do they lose their Dexterity bonus to 
  AC if immobilized. For 3 points, the character also cannot 
  be flanked unless the creatures flanking them have 4 more 
  class levels than the character.
  Restriction: The character can still lose their Dexterity 
  bonus to AC if an opponent successfully feints.
  Eidolon Character Attributes
  A character with an eidolon or pet monster gains access 
  to a special set of attributes. Each of these attributes 
  requires a bond with an eidolon or the pet monster attribute 
  in addition to any listed requirements. An eidolon without 
  life link (rank 1) cannot travel further than 60 feet from the 
  character that summoned it without being sent away.
  Aspect (Su)
  Requirement: Evolution pool (rank 4).
  Cost: 3 or 6 points.
  For 3 points total, a character with aspect can use up 
  to 2 points of evolution pool on themselves any time they 
  change their eidolon’s evolutions.
  For 6 points total, the character can use up to 3 points 
  instead, gaining 2 evolution points for each.
  63
  
  Restrictions: The character can only choose evolutions 
  available to their eidolon, and they must meet the 
  requirements of those evolutions (except for subtype 
  requirements, so long as the eidolon meets the subtype 
  requirement). The character cannot select the ability 
  increase evolution with this attribute.
  Bond Senses (Su)
  Requirements: At least 1 summoner level, 1 rank in 
  eidolon, or 1 rank in pet monster.
  Cost: 2 points.
  As a standard action, a character with bond senses can 
  feel, hear, see, smell, and taste everything through their 
  eidolon from anywhere on the same plane for a number of 
  rounds per day equal to the character’s summoner level, 
  ranks in eidolon, or ranks in pet monster, whichever is 
  highest. The character can end this effect as a free action.
  Evolution Pool
  Cost: 3 points per rank.
  A character with evolution pool adds 1 point per rank to 
  their eidolon’s evolution pool.
  Life Link (Su)
  Cost: 3 points per rank.
  A character with life link shares a stronger bond with 
  their eidolon can prevent damage dealt to either.
  Rank 1: The character can pay up to 1 hit point for every 1 damage 
  dealt to the eidolon if that damage would send it away.
  Rank 2: The character can take 1 hit point from the eidolon for every 1 
  damage dealt to the character that would put them below 0 hp.
  Restriction: If the character moves too far 
  from their eidolon, it begins to grow weaker.
  Distance from Eidolon 
   Effect
  Greater than 100 feet 
  50% max hp
  Greater than 1,000 feet 
  25% max hp
  Greater than 10,000 feet 
  Sent away
  Current hit points lost in this way are not 
  restored when the eidolon gets closer to 
  the character, but its maximum hit point 
  total does climb to the levels indicated 
  and eventually returns to normal.
  Pet Monsters: A character with at least 
  1 rank of pet monster gains life link (rank 1) 
  automatically and is required to pay hit points 
  equal to the damage dealt to prevent the pet 
  monster from being sent away. The pet monster still 
  suffers any other effects related to the prevented damage.
  Maker’s Call (Su)
  Cost: 1 point + 1 point per rank.
  As a standard action, a character with 
  maker’s call can cast dimension door 
  to return their eidolon to an unoccupied 
  space adjacent to the character. They 
  can do this once per rank each day.
  Transposition: 
  2 
  points. 
  The 
  character can instead swap places 
  with their eidolon if each can fit in the 
  new space.
  Merge Forms (Su)
  Requirements: At least 1 summoner level, 1 rank in 
  eidolon, or 1 rank in pet monster.
  Cost: 6 points
  As a full-round action, a creature with merge forms can 
  touch their eidolon and the two can merge forms for up 
  to 1 round per summoner level each day. The character 
  disappears and is immune to effects and spells for the 
  duration (ongoing effects continue as normal).
  While merged, the character becomes the eidolon in all 
  ways except as noted here. The character retains their 
  Intelligence, Wisdom, and Charisma scores, as well as 
  their ability to cast spells. All of the character’s equipment 
  is absorbed into the eidolon.
  As a swift action, the character can emerge from their 
  eidolon in an unoccupied space adjacent to the eidolon.
  Defect: If the eidolon is sent away while merged, the 
  character is immediately ejected, takes 4d6 points of 
  damage, and is stunned for 1 round.
  Shield Ally (Su)
  Cost: 3 points per rank.
  A character with shield ally gains protection from their 
  eidolon when within reach of it.
  Rank 1: +2 shield bonus to AC and +2 circumstance bonus on saves.
  Rank 2: As above, but +4 and the eidolon also grants +2 to allies.
  Restriction: The eidolon cannot be grappled, helpless, 
  paralyzed, stunned, or unconscious.
  64
  
  Twin Eidolon
  Requirements: At least 1 summoner level, 1 rank in 
  eidolon, or 1 rank in pet monster.
  Cost: 4 points.
  As a standard action, a character with twin eidolon can 
  become a copy of their eidolon in all ways except as noted 
  here for up to 1 minute per summoner level each day (the 
  duration need not be consecutive, but must be spent in 
  1-minute increments). This is a polymorph effect.
  The character retains their own Intelligence, Wisdom, 
  and Charisma scores, as well as their attributes, feats, 
  languages, and skills. They gain the eidolon’s physical 
  form, attributes, and evolutions. The character chooses 
  which of their equipment remains and what is absorbed 
  into the new form.
  As a free action, the character can return to their normal 
  form.
  Restrictions: The character does not gain the eidolon’s 
  feats, languages, or skills.
  Feat & Skill Attributes
  Bonus Feats (Ex)
  Cost: 1, 2, or 3 points per feat.
  A character with bonus feats chooses one or more feats 
  beyond those gained for having a higher total number of 
  class levels and Hit Dice.
  In general, feats cost 3 points each, but the GM can rule 
  that a weaker feat costs less (treat it as restricted). If the 
  feat has one other feat as a prerequisite, it costs only 2 
  points. If the feat has two or more feats as a prerequisite, 
  it costs only 1 point. Unless otherwise stated (such as by 
  some classes), all prerequisites on a feat must be met, 
  and prerequisites beyond other feats do not lower the cost.
  Classes with a small subset of bonus feats gain those 
  feats at 2 points each. Classes that draw from a large 
  collection of feats (such as combat) pay full price for each.
  Class Talents: Class talents are abilities that are specific 
  to an individual class (or group of classes) which cannot 
  also be taken as feats outside of the class progression. 
  They otherwise function as feats and cost the same.
  Combat Focus: 2 points per rank. A character with 
  combat focus gains 1 bonus combat feat per rank and 
  counts their class levels as fighter levels for the purpose 
  of meeting prerequisites. Restriction: As a standard action, 
  the character chooses one creature they can see as their 
  focus and applies the benefits of their combat focus feats 
  only to that creature.
  Racial Feats: Bonus feats for a race cost 4 points if they 
  can choose any feat, or 2 if the feat is specific to the race.
  Camouflage (Ex)
  Cost: 1 point per rank.
  A character with camouflage is able to hide in unusual 
  circumstances.
  Rank 1: The character chooses a terrain and can use the Stealth skill 
  to hide in that terrain, even if it doesn’t grant cover or concealment. 
  Terrains include: Cold, desert, forest, jungle, mountain, plains, 
  planes, swamp, underground, urban, and water. A character with 
  nature stride (favored terrain) gains this benefit with each favored 
  terrain instead.
  Rank 2: The character can use the Stealth skill even while being 
  observed in one of their chosen terrains.
  Class Skills (Ex)
  Cost: 0 or 1 point per class skill.
  Relevant Ability Scores: By skill
  A character who gains class skills is more adept 
  at performing some tasks than other characters. All 
  characters gain Craft as a class skill, and most gain 
  Profession. A character can have any number of class 
  skills appropriate to their theme (use the existing fantasy 
  classes as guidelines). A character buying a class skill that 
  doesn’t fit their theme (a wizard with Stealth or a paladin 
  with Bluff) can do so for 1 point.
  A character that spends at least 1 skill rank (see below) 
  in a class skill gains +3 on all checks with that skill.
  Combat Mastery
  Cost: 6 points.
  A character with combat mastery can apply the benefits 
  of their combat feats (such as Weapon Focus) when 
  wielding any weapon.
  Cunning
  Cost: 1 point per rank.
  A character with cunning can detect peculiarities in their 
  immediate vicinity.
  Rank 1: The character chooses one type of material, such as stone or 
  wood, and gains +2 on Perception checks to notice traps and hidden 
  doors located in walls or floors made of that material. They receive a 
  check to notice such features whenever they pass within 10 feet of 
  them, whether or not they are actively looking.
  Rank 2: The character gains their bonus with all materials.
  Jack-of-All-Trades
  Requirement: General Studies.
  Cost: 1 point per rank.
  A character with jack-of-all-trades can pick up any skill 
  with ease and begin using it.
  Rank 1: The character can use any skill as if trained in it.
  Rank 2: All skills are class skills.
  Rank 3: The character can take 10 on any skill check.
  Intellectual
  Cost: 20 points.
  Relevant Ability Score: Intelligence
  An intellectual character chooses spells on the full 
  prepared spell list or attacks and damage. The character’s 
  Intelligence is added to rolls and saving throw DCs related 
  to the chosen option in place of another ability score.
  Intellectual Student: 10 points. A character with 
  intellectual student adds their Intelligence only to attacks 
  or damage, or relies on Intelligence for spells on the 
  moderate prepared spell list.
  Passable Intellect: 5 points. A character with passable 
  intellect adds their Intelligence to attack or damage rolls 
  in a limited capacity, such as by spending energy or uses 
  per day, or relies on Intelligence for spells on the poor 
  prepared spell list.
  Linguist (Ex)
  Cost: 1 point.
  Relevant Ability Score: Intelligence
  A character with linguist learns a number of non-secret 
  languages equal to their Intelligence modifier (minimum 1). 
  They know those languages in addition to their common 
  language without putting skill ranks in Linguistics.
  65
  
  Gift of Tongues (Ex): 2 points. The character learns 
  one additional language every time they put a skill rank 
  in Linguistics and gains their choice of +1 to Bluff and 
  Diplomacy or +4 Linguistics.
  Lore Master (Ex)
  Cost: 1 point per rank.
  A character with lore master can choose to take 10 on 
  any Knowledge skill check in which they have ranks. Once 
  per day per rank, as a standard action, the character can 
  take 20 instead.
  Monster Lore (Ex): 1 point. A character with monster 
  lore adds their Wisdom modifier on Knowledge skill checks 
  in addition to their Intelligence modifier, when making 
  skill checks to identify the abilities and weaknesses of 
  creatures.
  No Trace (Ex)
  Cost: 2 points per rank.
  A character with no trace gains a +1 insight bonus per 
  rank on Disguise skill checks and on opposed Stealth 
  checks. They also increase the DC to track them using the 
  Survival skill by +1 per rank.
  Restrictions: The character only gains the bonus on 
  Disguise and Stealth checks as long as they are stationary 
  and have not taken any action for at least 1 round.
  Skill Bonus (Ex)
  Cost: 2 points per rank.
  A character with skill bonus gains +2 to one skill of their 
  choice per rank or +1 to two skills of their choice per rank 
  (to a maximum of +2 per skill).
  Skill Ranks (Ex)
  Cost: 1 point per 2 skill ranks.
  Relevant Ability Score: Intelligence
  A character with this attribute gains skill ranks equal 
  to twice the points spent. At 5 points, and every 4 points 
  spent thereafter (9, 13, and so on), the character adds 
  their Intelligence modifier to their total number of skill 
  ranks. This can reduce the character’s total number of 
  skills ranks if their Intelligence is 9 or lower. Skills cannot 
  have more ranks than a character’s level.
  Skilled: 4 points. The character gains 1 additional skill 
  rank for every class level, Hit Die, or skill ranks attribute 
  they buy.
  Skill Versatility (Ex)
  Cost: 1 point per rank.
  A character with skill versatility chooses one skill and 
  two related skills. The character can use their bonus on 
  the chosen skill in place of the bonus in related skills. The 
  GM decides if skills are related for this purpose.
  Example: A character with Appraise can choose 
  Linguistics and Perception as related skills, using Appraise 
  when deciphering scripts, detecting forgeries, or searching 
  for traps.
  Restrictions: The character cannot choose the same 
  skills more than once, but can choose multiple sub-skills, 
  such as Knowledge (arcana) and Knowledge (religion).
  66
  
  Magical Attributes
  Unless otherwise noted, all magical attributes are spell-
  like (Sp) or Supernatural (Su) abilities.
  Aspect of Power (Su)
  Cost: 3 points per rank.
  A character with aspect of power chooses 1 ability score 
  per rank. As a swift action, the character can gain a +2 
  enhancement bonus to that ability score.
  Improved Aspect: 2 points per rank. All of the character’s 
  aspects of power increase their bonuses by +2 per rank.
  Chimeric Aspect: 4 points per rank. The character can 
  gains the benefits of 1 additional aspect of power per rank 
  with 1 use.
  Restrictions: Each use of aspect of power lasts for 3 
  minutes +1 minute per rank.
  Aura (Su)
  Cost: 1 point per aura.
  A character with aura chooses 1 attribute they have and 
  grants the benefit of that attribute to each of their allies 
  within 10 feet.
  Restriction: The character must be alive and conscious.
  Cantrips (Sp)
  Cost: 2 points per rank.
  Relevant Ability Scores: Intelligence, Wisdom, or 
  Charisma
  A character with cantrips chooses a fantasy spellcasting 
  class and gains 0-level spells related to that class. Each 
  rank of cantrips grants the next increase to the number 
  of cantrips the character can know or prepare, within the 
  restrictions of the class.
  Example: A character with wizard cantrips gains a 
  spellbook containing all core 0-level sorcerer/wizard spells. 
  The character can prepare and cast up to 3 of those spells 
  each day. By contrast, a character with sorcerer cantrips 
  knows 4 0-level sorcerer/wizard spells they can cast at 
  will. Both characters would spend 2 points to increase 
  their number of cantrips known/per day by 1.
  Spell-Like Ability: 1 or 2 points. For 1 point, a character 
  can learn 1 cantrip that can be cast as a spell-like ability 
  twice per day or 2 cantrips that can each be cast once per 
  day. For 2 points, a character learns 1 cantrip that can be 
  cast at will.
  Channel Energy (Su)
  Cost: 4 points per rank.
  A character with channel energy gains energy equal 
  to 3 + their Charisma modifier. As a standard action, the 
  character chooses to heal or harm every living or undead 
  creature in a 30-ft. radius centered on the character for 
  1d6 per rank (up to 10d6). Creatures damaged in this way 
  can attempt a Will save (DC 10 + the total ranks up to 10 
  + the character’s Charisma modifier) to halve the damage.
  Lay on Hands: 4 points. As a standard action, a character 
  with the lay on hands attribute (pg 68) can spend 2 energy 
  to use channel energy with an effective rank equal to half 
  their total Hit Dice.
  Restrictions: If a character’s alignment affects their 
  channel energy (such as clerics), the cost is reduced to 2 
  points per rank (or 2 points total with lay on hands).
  Clone (Su)
  Cost: 3 points + 3 points per rank.
  A character with clone can, as a full-round action, take 
  10 points of damage to create a clone of themselves. The 
  clone is a 1st-level member of the character’s race and 
  class with identical ability scores and 7 points per rank 
  to spend toward the character’s attributes. A point-based 
  clone gains 12 points + 12 points per rank instead, but can 
  only spend those points toward the character’s attributes, 
  except clone.
  The clone is its own creature. It is not mindless, and 
  will not allow itself to be sacrificed needlessly, but will 
  otherwise aid the character in any way it can.
  A clone lasts for 1 minute per rank, after which it fades 
  away, melts, or otherwise leaves reality.
  Defect: If a clone is destroyed or dismissed before its 
  time is up, the character must make a Fortitude save (DC 
  10 + damage dealt), or suffer half of the damage from the 
  last attack or negative effect that it suffered.
  Domains
  Cost: 3 points per rank.
  A character with domains chooses 1 domain per rank 
  (up to 2 domains) and gains access to the 1st-level power 
  of those domains.
  Rank 1: The character gains the domain’s 1st-level benefits.
  Rank 2: The character gains all of the domain’s benefits.
  Domain Spells: 1 point per rank. A character that can 
  cast spells learns 1 spell level’s worth of domain spells 
  per rank for each of their domains. The character can cast 
  1 domain spell of each level per day without expending 
  energy or a spell slot.
  Dynamic Sorcery
  Cost: 5, 10, or 15 points per rank.
  Relevant Ability Score: Charisma
  Note: Dynamic sorcery is one of the most complex, 
  potentially powerful attributes, but can be very fun to 
  play if used properly. Work with the GM to determine the 
  limitations (and thus final cost per rank) that dynamic 
  sorcery holds within the world.
  A character with dynamic sorcery gains energy equal to 
  their Charisma modifier + the value listed for their rank for 
  each Hit Die they possess.
  For 15 points per rank, the character can spend energy 
  to cast up to 5 spells per spell level each day with a 
  maximum spell level equal to their dynamic sorcery rank. 
  These spells can be from any class spell list.
  For 10 points per rank, the character chooses a central 
  theme from which to cast spells.
  For 5 points per rank, the character can only use 
  dynamic sorcery under specific conditions, such as only 
  against other pet monsters, when in an alternate reality, or 
  when they have 1/4 or fewer hit points remaining.
  Spell Cost: Casting a spell costs energy equal to the 
  spell level squared (see Cost on the chart below).
  67
  
  Rank 
  Energy per HD 
  Spell level 
  Cost
  1 
  3 
  1st 
  1
  2 
  5 
  2nd 
  4
  3 
  8 
  3rd 
  9
  4 
  12 
  4th 
  16
  5 
  18 
  5th 
  25
  6 
  24 
  6th 
  36
  7 
  32 
  7th 
  49
  8 
  40 
  8th 
  64
  9 
  50 
  9th 
  81
  Defect: The Eschew Materials feat does not affect 
  dynamic sorcery.
  Restrictions: The character must provide all required 
  components when casting a spell with dynamic sorcery, 
  including any focus or material components. This limiting 
  factor means that while seemingly all-powerful, a character 
  with dynamic sorcery remains constrained to what they 
  have on hand or can easily procure in the heat of the 
  moment. Because of this, most characters with dynamic 
  sorcery will keep a small list of common spells and their 
  components handy, with a few more emergency options 
  on their horse or in a nearby cart.
  Dynamic Strike (Sp): 2 points. As an immediate action, 
  the character can spend 3 energy per spell level to grant 
  a bonus on their next attack made with a manufactured 
  weapon equal to the spell level, and double that bonus 
  to the damage if they hit. The character can use dynamic 
  strike after the attack roll has been made, but before the 
  result is revealed. This extra damage is the same type as 
  the weapon, but does not multiply on a critical hit.
  Pet Monster Sorcery (Sp): 5 points per rank. A character 
  with pet monster (rank 1) can cast dynamic sorcery spells 
  through their active pet monster. The character’s dynamic 
  sorcery spells are governed by their active pet monster’s 
  type and theme (cold-based monsters can’t cast fireball, 
  and so on). Work with the GM to determine a specific 
  pet monster’s type and theme. Restrictions: Multiple pet 
  monsters of different types and themes can grant access 
  to additional spells, but those spells must still be cast 
  through the appropriate pet monster.
  Elasticity (Su)
  Cost: 2 points per rank.
  A character with elasticity can contort, manipulate, and 
  stretch their body in different ways. For each rank, choose 
  one of the following.
  Lunge: As a free action, the character takes a –2 penalty 
  to AC for 1 round and increases their reach by 5 feet. This 
  option can be selected more than once. The character can 
  stack its effects.
  Manipulate: The character can squeeze into a space 
  sized for a creature 1 category per rank smaller than its 
  base size. Alternatively, the character gains +1 per rank 
  on Disable Device checks when the target has internal 
  mechanisms (such as tumblers on a lock).
  Shape: As a full-round action, the character can grow or 
  shrink up to 1 foot, or adjust up to 1 physical feature per 
  rank. This otherwise functions as an alter self spell.
  Wrap: The character gains +1 per rank when attempting 
  a grapple combat maneuver and +1 per rank on Escape 
  Artist checks.
  Environmental Control (Su)
  Cost: By option.
  Relevant Ability Score: Wisdom
  A character with at least 1 rank in environmental control 
  gains energy equal to their Wisdom modifier + 1 per rank. 
  Once started, a character can spend 1 energy as a free 
  action each round to continue controlling the environment.
  Environmental control can affect an area with a 10-ft.-
  radius + 10 feet per rank, centered on the character, with 
  one of the following. Ranks in each of these options are 
  gained separately. For 1 additional point, the character 
  can instead target an unattended object up to 10 feet per 
  rank away from them as the source of the effect.
  Darkness: 2 points per rank. The character can lower 
  the light level in the area by 1 per rank (bright, normal, dim, 
  darkness). Visually, this can be a fog, gloom, or shadow.
  Light: 1 point per rank. The character can raise the light 
  level in the area by 1 per rank (darkness, dim, normal, 
  bright). Visually, this can be a beam, sunlight, or torchlight.
  Silence: 2 points per rank. The character can lower the 
  level of noise in the area, granting +1 per rank on Stealth 
  checks and saves against auditory or sonic effects, but 
  also –1 per rank on Perception checks to listen while 
  within the area. When the effect first enters their space, 
  creatures in the area are granted one Perception check 
  with no penalty (DC 10 + the character’s Wisdom modifier 
  + 1 per rank up to 10) to recognize the difference.
  Temperature: 1 or 2 points per rank. For 2 point per 
  rank, the character can either raise or lower the ambient 
  temperature in the area up to a burning summer’s day or a 
  freezing winter’s night. For 1 point per rank, the character 
  can do one or the other, but not both.
  Weather: 1, 2, or 3 points per rank. For 1 point per 
  rank, the character can create non-damaging weather 
  effects typical of the area and season (rain in the fall, a 
  breeze on a warm day, or a light snow in the winter). For 
  2 points per rank, the character can create non-damaging 
  weather effects not typical of the area or season (snow in 
  the summer or rain underground). For 3 points per rank, 
  the character can create damaging weather regardless of 
  their current location (lightning storms, freezing wind in the 
  desert heat, or a tornado).
  Once the weather is created, the character does not 
  control it, and it can potentially harm the character or their 
  allies. The weather remains for up to 1 round per 2 ranks 
  after the character stops spending energy to maintain it. 
  A character that wants to cease the weather immediately 
  must make a Will save (DC 10 + 1 per rank + 1 per round 
  remaining) to do so.
  Exorcist (Sp)
  Cost: 1 point per rank.
  Relevant Ability Score: Wisdom
  A character with exorcist gains energy equal to their 
  Wisdom modifier + 1 per rank. They can spend energy to 
  create cleric spell effects, and their effective cleric level is 
  equal to twice their ranks in exorcism.
  1 point—bless water, deathwatch, detect alignment 
  (choose one), protection from alignment (choose one), 
  remove fear.
  68
  
  2 points—augury, calm emotions, consecrate, status.
  3 points—accept affliction, magic circle against alignment 
  (choose one), remove curse.
  4 points—death ward, dimensional anchor, discern lies, 
  dismissal.
  5 points—break enchantment, commune, hallow.
  6 points—alleviate corruption, banishment, undeath to 
  death.
  Fantasy Spellcasting (Sp)
  Requirement: At least 1 Hit Die (full or moderate spell 
  list) or 4 Hit Dice (poor spell list).
  Cost: By class.
  Relevant Ability Score: By class
  A character with fantasy spellcasting gains a few choices 
  in how they want to gain and cast spells.
  These spells are learned and cast with all of the 
  restrictions and level (or Hit Dice) requirements placed on 
  the chosen class—they do not require energy. Each rank 
  buys a new spell level from the same, or a different list. 
  See each list for its cost per rank.
  For unbridled spellcasting that requires energy, see 
  dynamic sorcery. Example fantasy spellcasters include:
  Bard: (Charisma) Fantasy bards can cast arcane spells 
  for 6 points per rank. Their spells are drawn from the bard 
  spell list and cast using the moderate spontaneous spell 
  progression. Restrictions: Arcane spell failure (1 point), 
  spell list (4 points), spells known (2 points).
  Cleric: (Wisdom) Fantasy clerics can cast divine spells 
  for 7 points per rank. Their spells are drawn from the cleric 
  spell list and cast using the full prepared spell progression. 
  Restrictions: Code of conduct (2 points), spell list (1 point).
  Druid: (Wisdom) Fantasy druids can cast divine spells 
  for 7 points per rank. Their spells are drawn from the druid 
  spell list and cast using the full prepared spell progression. 
  Restrictions: Code of conduct (2 points), spell list (1 point).
  Paladin: (Charisma) Fantasy paladins can cast divine 
  spells for 3 points per rank. Their spells are drawn from 
  the paladin spell list and cast using the poor prepared spell 
  progression. Restrictions: Code of conduct (3 points), 
  reduced spells per day (2 points), spell list (4 points).
  Ranger: (Wisdom) Fantasy rangers can cast divine 
  spells for 3 points per rank. Their spells are drawn from 
  the ranger spell list and cast using the poor prepared 
  spell progression. Restrictions: Reduced spells per day (2 
  points), spell list (4 points).
  Sorcerer: (Charisma) Fantasy sorcerers can cast 
  arcane spells for 12 points per rank. Their spells are drawn 
  from the sorcerer/wizard spell list and cast using the full 
  spontaneous spell progression. Restrictions: Arcane spell 
  failure (3 points), spells known (1 point).
  Summoner:  (Charisma) Fantasy summoners can cast 
  arcane spells for 6 points per rank. Their spells are drawn 
  from the sorcerer/wizard spell list and cast using the 
  moderate spontaneous spell progression. Restrictions: 
  Arcane spell failure (2 points), spells known (2 points), 
  spell list (4 points).
  Wizard: (Intelligence) Fantasy wizards can cast arcane 
  spells for 12 points per rank. Their spells are drawn from 
  the sorcerer/wizard spell list, added to a spellbook, and 
  cast using the full prepared spell progression. Restrictions: 
  Arcane spell failure (3 points).
  Full Prepared Spell List
  Level
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  1st
  3
  1
  —
  —
  —
  —
  —
  —
  —
  —
  2nd
  4
  2
  —
  —
  —
  —
  —
  —
  —
  —
  3rd
  4
  2
  1
  —
  —
  —
  —
  —
  —
  —
  4th
  4
  3
  2
  —
  —
  —
  —
  —
  —
  —
  5th
  4
  3
  2
  1
  —
  —
  —
  —
  —
  —
  6th
  4
  3
  3
  2
  —
  —
  —
  —
  —
  —
  7th
  4
  4
  3
  2
  1
  —
  —
  —
  —
  —
  8th
  4
  4
  3
  3
  2
  —
  —
  —
  —
  —
  9th
  4
  4
  4
  3
  2
  1
  —
  —
  —
  —
  10th
  4
  4
  4
  3
  3
  2
  —
  —
  —
  —
  11th
  4
  4
  4
  4
  3
  2
  1
  —
  —
  —
  12th
  4
  4
  4
  4
  3
  3
  2
  —
  —
  —
  13th
  4
  4
  4
  4
  4
  3
  2
  1
  —
  —
  14th
  4
  4
  4
  4
  4
  3
  3
  2
  —
  —
  15th
  4
  4
  4
  4
  4
  4
  3
  2
  1
  —
  16th
  4
  4
  4
  4
  4
  4
  3
  3
  2
  —
  17th
  4
  4
  4
  4
  4
  4
  4
  3
  2
  1
  18th
  4
  4
  4
  4
  4
  4
  4
  3
  3
  2
  19th
  4
  4
  4
  4
  4
  4
  4
  4
  3
  3
  20th
  4
  4
  4
  4
  4
  4
  4
  4
  4
  4
  Moderate Prepared Spell List
  Level
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  1st
  3
  1
  —
  —
  —
  —
  —
  2nd
  4
  2
  —
  —
  —
  —
  —
  3rd
  4
  3
  —
  —
  —
  —
  —
  4th
  4
  3
  1
  —
  —
  —
  —
  5th
  4
  4
  2
  —
  —
  —
  —
  6th
  5
  4
  3
  —
  —
  —
  —
  7th
  5
  4
  3
  1
  —
  —
  —
  8th
  5
  4
  4
  2
  —
  —
  —
  9th
  5
  5
  4
  3
  —
  —
  —
  10th
  5
  5
  4
  3
  1
  —
  —
  11th
  5
  5
  4
  4
  2
  —
  —
  12th
  5
  5
  5
  4
  3
  —
  —
  13th
  5
  5
  5
  4
  3
  1
  —
  14th
  5
  5
  5
  4
  4
  2
  —
  15th
  5
  5
  5
  5
  4
  3
  —
  16th
  5
  5
  5
  5
  4
  3
  1
  17th
  5
  5
  5
  5
  4
  4
  2
  18th
  5
  5
  5
  5
  5
  4
  3
  19th
  5
  5
  5
  5
  5
  5
  4
  20th
  5
  5
  5
  5
  5
  5
  5
  Greater Spell Access: 2 points per spell level. The 
  character learns 2 spells per spell level from another spell 
  list. If the character and their alternate spell list also have 
  cantrips, the character learns 2 new cantrips from that list 
  for free.
  Spontaneous Casting: 1 or 2 points per rank. A 
  character with spontaneous casting and a prepared spell 
  list chooses a small subset of spells per level that they can 
  cast in place of a spell they have already prepared. The 
  cost of this attribute is determined based on the group of 
  spells chosen.
  Inherent Sorcery (Ex)
  Cost: 1 point.
  Relevant Ability Score: Charisma
  A character with inherent sorcery chooses up to 2 
  sorcerer bloodlines. When they have at least one of 
  the chosen bloodlines, the character either treats their 
  Charisma as 2 points higher for all attributes of that class 
  or increases their caster level (not class level) by 1.
  69
  
  Poor Prepared Spell List
  Level
  1st
  2nd
  3rd
  4th
  1st
  —
  —
  —
  —
  2nd
  —
  —
  —
  —
  3rd
  —
  —
  —
  —
  4th
  1
  —
  —
  —
  5th
  1
  —
  —
  —
  6th
  1
  —
  —
  —
  7th
  1
  1
  —
  —
  8th
  1
  1
  —
  —
  9th
  2
  1
  —
  —
  10th
  2
  1
  1
  —
  11th
  2
  1
  1
  —
  12th
  2
  2
  1
  —
  13th
  3
  2
  1
  1
  14th
  3
  2
  1
  1
  15th
  3
  2
  2
  1
  16th
  3
  3
  2
  1
  17th
  4
  3
  2
  1
  18th
  4
  3
  2
  2
  19th
  4
  3
  3
  2
  20th
  4
  4
  3
  3
  Full Spontaneous Spell List
  Level
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  1st
  3
  —
  —
  —
  —
  —
  —
  —
  —
  2nd
  4
  —
  —
  —
  —
  —
  —
  —
  —
  3rd
  5
  —
  —
  —
  —
  —
  —
  —
  —
  4th
  6
  3
  —
  —
  —
  —
  —
  —
  —
  5th
  6
  4
  —
  —
  —
  —
  —
  —
  —
  6th
  6
  5
  3
  —
  —
  —
  —
  —
  —
  7th
  6
  6
  4
  —
  —
  —
  —
  —
  —
  8th
  6
  6
  5
  3
  —
  —
  —
  —
  —
  9th
  6
  6
  6
  4
  —
  —
  —
  —
  —
  10th
  6
  6
  6
  5
  3
  —
  —
  —
  —
  11th
  6
  6
  6
  6
  4
  —
  —
  —
  —
  12th
  6
  6
  6
  6
  5
  3
  —
  —
  —
  13th
  6
  6
  6
  6
  6
  4
  —
  —
  —
  14th
  6
  6
  6
  6
  6
  5
  3
  —
  —
  15th
  6
  6
  6
  6
  6
  6
  4
  —
  —
  16th
  6
  6
  6
  6
  6
  6
  5
  3
  —
  17th
  6
  6
  6
  6
  6
  6
  6
  4
  —
  18th
  6
  6
  6
  6
  6
  6
  6
  5
  3
  19th
  6
  6
  6
  6
  6
  6
  6
  6
  4
  20th
  6
  6
  6
  6
  6
  6
  6
  6
  6
  Inspire Competence (Su)
  Cost: 2 points per rank.
  Relevant Ability Score: Charisma
  A character with inspire competence gains energy equal 
  to their Charisma modifier + 1 per rank. As a standard 
  action, the character can spend 1 energy and choose a 
  skill. They grant themselves and each ally who can hear 
  and see them a +1 competence bonus per rank on skill 
  checks with that skill. Once started, a character can spend 
  1 energy as a free action each round to continue inspiring 
  competence.
  Performer: A character with the performer attribute 
  can buy ranks of inspire competence for 1 point per rank 
  instead.
  Moderate Spontaneous Spell List
  Level
  1st
  2nd
  3rd
  4th
  5th
  6th
  1st
  1
  —
  —
  —
  —
  —
  2nd
  2
  —
  —
  —
  —
  —
  3rd
  3
  —
  —
  —
  —
  —
  4th
  3
  1
  —
  —
  —
  —
  5th
  4
  2
  —
  —
  —
  —
  6th
  4
  3
  —
  —
  —
  —
  7th
  4
  3
  1
  —
  —
  —
  8th
  4
  4
  2
  —
  —
  —
  9th
  5
  4
  3
  —
  —
  —
  10th
  5
  4
  3
  1
  —
  —
  11th
  5
  4
  4
  2
  —
  —
  12th
  5
  5
  4
  3
  —
  —
  13th
  5
  5
  4
  3
  1
  —
  14th
  5
  5
  4
  4
  2
  —
  15th
  5
  5
  5
  4
  3
  —
  16th
  5
  5
  5
  4
  3
  1
  17th
  5
  5
  5
  4
  4
  2
  18th
  5
  5
  5
  5
  4
  3
  19th
  5
  5
  5
  5
  5
  4
  20th
  5
  5
  5
  5
  5
  5
  Poor Spontaneous Spell List
  Level
  1st
  2nd
  3rd
  4th
  1st
  —
  —
  —
  —
  2nd
  —
  —
  —
  —
  3rd
  —
  —
  —
  —
  4th
  1
  —
  —
  —
  5th
  1
  —
  —
  —
  6th
  1
  —
  —
  —
  7th
  1
  1
  —
  —
  8th
  1
  1
  —
  —
  9th
  2
  1
  —
  —
  10th
  2
  1
  1
  —
  11th
  2
  1
  1
  —
  12th
  2
  2
  1
  —
  13th
  3
  2
  1
  1
  14th
  3
  2
  1
  1
  15th
  3
  2
  2
  1
  16th
  3
  3
  2
  1
  17th
  4
  3
  2
  1
  18th
  4
  3
  2
  2
  19th
  4
  3
  3
  2
  20th
  4
  4
  3
  2
  Inspire Courage (Su)
  Cost: 2 points per rank.
  Relevant Ability Score: Charisma
  A character with inspire courage gains energy equal to 
  their Charisma modifier + 1 per rank. As a standard action, 
  the character grants themselves and each ally who can 
  hear and see them a +1 morale bonus per rank on saving 
  throws against charm and fear effects and a +1 competence 
  bonus per rank on attack and weapon damage rolls. Once 
  started, a character can spend 1 energy as a free action 
  each round to continue inspiring courage.
  Performer: A character with the performer attribute can 
  buy ranks of inspire courage for 1 point per rank instead.
  70
  
  Inspire Greatness (Su)
  Cost: 3 points per rank.
  Relevant Ability Score: Charisma
  A character with inspire greatness gains energy equal to 
  their Charisma modifier + 1 per rank. As a standard action, 
  the character can spend 1 energy and choose up to 1 
  ally per rank who can hear and see them. The character 
  and each those allies gain 2 ranks of Hit Dice (d10), a +2 
  competence bonus on attack rolls, and a +1 competence 
  bonus on Fortitude saves. The hit points gained from 
  this attribute are temporary hit points. Once started, a 
  character can spend 1 energy as a free action each round 
  to continue inspiring competence.
  Performer: A character with the performer attribute can 
  buy ranks of inspire greatness for 1 point + 1 point per rank 
  instead.
  Item of Power (Su)
  Cost: 3 or 4 points per rank.
  A character with item of power gains access to a piece 
  of special equipment with functions beyond that of magical 
  and technological items (but may begin as or become 
  either as it progresses). The item itself is the source of the 
  power, not the character.
  An item of power begins as an object, such as a 
  necklace, tome, vehicle, or wand with 5 points per rank to 
  spend on attributes. If the item is intended to be magical, 
  it can either be priced accordingly by the GM against the 
  character’s wealth by level, or grow into that power as the 
  character grows proportionately in strength.
  For 3 points per rank, the item of power can be de-
  powered, lost, or destroyed without much effort, such as 
  simply taking it or through spells like dispel magic. For 4 
  points per rank, the item automatically returns to its owner 
  within 8 hours –1 hour per rank (minimum 1 hour), and 
  only effects similar to a wish or mage’s disjunction can 
  cause the item to be de-powered, lost, or destroyed. An 
  item that is de-powered, lost, or destroyed, can usually still 
  be recovered by spending 1 week during downtime to gain 
  it back, or the GM may provide a storyline and a quest to 
  help recover its power.
  Restrictions: If the item can only be used by a specific 
  group of individuals (such as only one race or a team of 
  sentai members), it costs 1 additional point total. If the 
  item can only be used by a specific individual, it costs 2 
  additional points total.
  Rank 1: The item can be activated as a full-round action.
  Rank 3: The item can be activated as a standard action.
  Rank 5: The item can be activated as part of a move action.
  Rank 7: The item can be activated as a swift action.
  Common Defects &  Restrictions: Conditional 
  ownership, indebted, marked, nemesis, red tape, 
  significant other, skeleton in the closet, and wanted.
  Ki Pool (Su)
  Cost: 2 points.
  Relevant Ability Score: Wisdom
  A character with ki pool gains energy equal to their 
  Wisdom modifier + 1/2 their total Hit Dice.
  Flurry: A character with the flurry attribute (pg 78) can 
  spend 1 energy as a swift action when using flurry to make 
  1 additional attack at their highest attack bonus.
  Ki Powers: 1 point each. The character gains a monk 
  ki power. The core ki powers (and the Hit Dice required) 
  include abundant step (8th), diamond body (8th), diamond 
  soul (12th), empty body, high jump, quivering palm (16th), 
  slow fall, and wholeness of body.
  Lay on Hands (Su)
  Cost: 4 points.
  Relevant Ability Score: Charisma
  A character with lay on hands gains energy equal to half 
  their total Hit Dice + their Charisma modifier. As a standard 
  action, the character can heal a touched creature for 1d6 
  hit points per 2 Hit Dice (minimum 1d6), or damage a 
  touched undead for the same amount. As a swift action, 
  the character can heal themselves instead.
  Channel Energy: 4 points. As a standard action, the 
  character with can spend 2 energy to use the channel 
  energy attribute with an effective rank equal to half their 
  total Hit Dice.
  Restrictions: If a character’s alignment affects their 
  channel energy (such as clerics), the cost is reduced to 2 
  points per rank (or 2 points total with lay on hands).
  Corrupting Touch: 4 points. A character with corrupting 
  touch damages a touched creature or heals an undead 
  instead.
  Holy Champion: 3 points. A character with 20 Hit Dice 
  heals the maximum amount they are able with lay on 
  hands or channel energy.
  Mercy: 1 point each. The character gains a paladin 
  mercy.
  Magical Adept (Ex)
  Cost: 3 points.
  A character with magical adept gains +2 on caster level 
  checks to overcome spell resistance and +2 on Spellcraft 
  checks made to identify the properties of magic items.
  Metamorphosis (Sp)
  Cost: 5 points per rank.
  Relevant Ability: Charisma
  A character with metamorphosis gains energy equal 
  to their Charisma modifier + 1 per rank. As a full-round 
  action, the character can target one creature within 30 feet 
  and spend points to grant it an alternate form or eidolon 
  evolution.
  Rank 1: The character can spend up to 3 energy with one use to grant 
  the target that many evolution points. Those points can be spent on 1 
  or 2-point evolutions. Alternatively, the character can cast up to a 3rd-
  level transmutation spell, using twice their ranks in metamorphosis as 
  their effective sorcerer level.
  Rank 3: The character can spend up to 5 energy with one use, and can 
  grant 3-point evolutions, or cast up to a 5th-level transmutation spell.
  Rank 5: The character can spend up to 7 energy with one use, and can 
  grant 4-point evolutions, or cast up to a 7th-level transmutation spell.
  Restriction: The effect lasts for 1 round per rank. If used 
  on an unwilling creature, this is either a curse or a disease 
  (choose when purchasing rank 1). If it’s a curse, that 
  creature can ignore the effect with a successful Will save 
  (DC 10 + the character’s Charisma modifier + 1 per rank). 
  If it’s a disease, the save is Fortitude instead.
  71
  
  72
  
  Greater Duration: Increasing the duration to 1 minute 
  per rank reduces the effective rank by 2, 1 hour per rank 
  by 3, and permanent by 4.
  Remove Defect: 2 points. The character can also spend 
  energy to remove defects from the creature, spending 2 
  energy for every 1 point of defect removed.
  Mimicry (Su)
  Cost: 1  point + 1 point per rank.
  Once per day per rank, a character with mimicry can 
  use any ability they witness another creature use. The 
  ability is used in exactly the same way, but the character 
  chooses different targets. The character is treated as 
  meeting all prerequisites and requirements of the ability at 
  the time it is used. Skill checks mimicked in this way use 
  the mimicked creature’s bonus plus the character’s ability 
  score modifier.
  Defect: The strength of the mimicked ability is limited by 
  the character’s own ability scores and Hit Dice (minimum 
  1). Even if a 2nd-level character mimics a fireball cast by 
  an 11th-level wizard, they still only deal 2d6 fire damage 
  with their own.
  Restrictions: The character must use the ability within 
  one minute of witnessing it, or it loses the ability until it 
  witnesses it again.
  Perfect Copy: 2 points. For up to 1 minute per day, 
  the character can act as a duplicate of another creature 
  they can see, gaining each of that creature’s abilities 
  and attacks after the creature uses them, with the same 
  defects and restrictions as mimicry. For every 2 ranks of 
  mimicry gained beyond the first, the character can use 
  perfect copy for 1 additional minute. These minutes do 
  not need to be used consecutively, but must be used in 
  1-minute increments.
  Performer (Su)
  Cost: 2 points per rank.
  Relevant Ability Score: Charisma
  A character with performer gains energy equal to 2 + their 
  Charisma modifier + 2 per Hit Die. As a standard action, 
  the character can spend 1 energy to create a performance. 
  Once created, a character can spend 1 energy as a free 
  action each round to continue it.
  Each rank of performer grants one performance of the 
  character’s choice (except inspire competence, courage, 
  and greatness, see below). The character can begin a 
  performance as a move action at rank 5, or as a swift 
  action at rank 7.
  Restrictions: The character can have 1 performance 
  active at a time. There’s a 50% chance to lose a 
  performance if blind (visual) or 20% if deaf (audible). The 
  performance ends immediately if the character is killed, 
  paralyzed, stunned, knocked unconscious, or otherwise 
  prevented from taking a free action to maintain it each 
  round.
  Inspire: By attribute. A character can use performer 
  to create the effects of inspire competence, courage, or 
  greatness for a lower cost.
  Size Change (Su)
  Cost: 1, 5, or 6 points per rank.
  Relevant Ability Score: Constitution
  For 1 point per rank, as a standard action, a character 
  with size change can shrink up to 1 size category per rank. 
  The character can return to their full size as part of a move 
  action.
  For 5 points per rank, the character can grow instead.
  For 6 points per rank, the character can choose to shrink 
  or grow up to 1 size category per rank with each standard 
  action. Returning to their own size is still part of a move 
  action.
  Spell-Like Ability (Sp)
  Cost: 1, 2, 3, or 4 points per rank.
  Relevant Ability Score: Charisma
  A character with lesser spell-like ability chooses a 1st 
  (1 points), 2nd (2 points), 3rd (3 points), or 4th-level spell 
  (4 points) that does not attack a creature or deal damage 
  and learns to cast that spell once per rank each day. The 
  caster level of the spell is equal to the character’s total Hit 
  Dice (minimum 1).
  At Will: A character can pay 4x the cost to learn how to 
  use a 3rd-level or lower spell at will instead.
  Dangerous: 2 points. The chosen spell can attack a 
  creature or deal damage. This cost is added before at will. 
  The saving throw DC for this spell is 10 + its level + the 
  character’s Charisma modifier.
  Gate: 4 points. A character with summon monsters (rank 
  9) can use that ability to cast gate instead, paying any 
  required material components. This otherwise functions 
  as summon monsters.
  Racial Trait: A character with a race can pay twice the 
  cost at character creation to learn how to use a 3rd-level or 
  lower spell at will instead. Restriction: This attribute is only 
  available at character creation to characters with a race 
  and appropriate backstory.
  Summon Monsters: 2 points per rank. A character with 
  summon monsters can cast summon monster spells 3 
  + their Charisma modifier times per day. The spell level 
  is equal to the character’s summon monsters rank, and 
  the caster level is equal to the character’s total Hit Dice 
  (minimum 1). Restrictions: Only one casting of the spell 
  can exist at a time. A character cannot have both an 
  eidolon and monsters summoned with this attribute at the 
  same time.
  Mechanical Attributes
  Computer Scanning (Ex or Su)
  Cost: 2 points per rank.
  Relevant Ability Score: Intelligence
  A character with computer scanning can access, read, 
  and understand computer language, also known as code, 
  by plugging directly into a computer or terminal. Computer 
  language is comprised of 1’s and 0’s, and is not restricted 
  by actual languages (such as Common), but knowing the 
  standard language used on a computer or terminal does 
  grant a +2 circumstance bonus on any relevant checks.
  73
  
  Rank 1: The character can scan the code from one computer or terminal 
  within 5 feet, ignoring up to 1 security protocol per rank.
  Rank 2: The character can scan the code from up to 2 simultaneous 
  computers within 5 feet, or 1 computer they can see within 30 feet.
  Rank 3: 5 computers within 5 feet, or 1 computer within 100 feet.
  Rank 4: 10 computers within 30 feet, or 1 computer within 500 feet.
  Rank 5: The character can scan any computer they are aware of within 
  1 mile of their location.
  Rank 6: The character can search for computers using Perception 
  checks (DC 20 + 5 per mile away), then scan them as normal. This 
  does not allow the character to pinpoint the location of a computer or 
  terminal. They can also scan any computer they are already aware of 
  while on the same plane of existence.
  Defect: Scanning computers leaves the character 
  vulnerable to cyber attacks, malware, and viruses. 
  Successful Reflex, Will, and Fortitude saves, respectively, 
  can avoid such attempts, and failed saves can manifest 
  as physical damage, confusion, or illness. In addition, 
  the character’s use of the computer can be perceived by 
  others with access without one or more Stealth checks to 
  avoid detection.
  Restriction: At ranks 1 through 4, the character must 
  have an access point, such as a computer interface or 
  terminal.
  Constructed (Ex)
  Cost: 2 points.
  A constructed character counts as a construct that gains 
  +4 on all saves against mind-affecting effects, paralysis, 
  poison, and stun effects. They are not subject to fatigue or 
  exhaustion, and are immune to disease, emotion-based 
  effects, fear, and sleep effects.
  Defects: The character cannot gain morale bonuses.
  Customization
  Requirements: Constructed attribute or proficiency with 
  light, medium, or heavy armor.
  Cost: 2 points per customization.
  A customization is any attribute worth no more than 3 
  points (with the exception of flight), or any single weapon 
  or vehicle upgrade, added as a permanent addition to a 
  constructed character or a suit of armor. Work with the GM 
  if buying a customization or restriction not listed here.
  Common Customizations: Alternate form, bonus feat, 
  damage reduction, danger sense, exceptional saves, 
  fast movement, flight, hit dice (d10), minor immunity, 
  special movement, natural attacks, overpower, rage, 
  spell resistance, spell-like ability, rejuvenation, surge, and 
  uncanny dodge.
  Common Defects & Restrictions: Achilles heel, 
  activation time, concentration, dependent, detectable, 
  famous, 
  marked, 
  owned, 
  permanent, 
  unreliable, 
  vulnerability, and weakness.
  Discoveries
  Cost: 1 point per discovery.
  A character with discoveries gains 1 alchemist discovery 
  per rank as an alchemist of their level. Some discoveries 
  may not benefit the character without additional attributes, 
  such as explosives (bombs).
  Explosives (Ex)
  Cost: 3 points per rank.
  A character with explosives can swiftly mix various 
  volatile chemicals to create powerful explosive devices that 
  they can hurl at their enemies. A character can create and 
  use up to 2 explosives per rank each day plus additional 
  explosives equal to their Intelligence modifier.
  Drawing and throwing an explosive requires a standard 
  action that provokes an attack of opportunity. Thrown 
  explosives have a range of 20 feet. On a direct hit, an 
  74
  
  explosive inflicts 1d6 points of fire damage + additional 
  damage equal to the character’s Intelligence modifier. 
  For each rank beyond the first, the explosive deals an 
  additional 1d6 fire damage.
  An explosive’s splash damage is always equal to its 
  minimum damage (so if the explosive would deal 2d6+4 
  points of fire damage on a direct hit, its splash damage 
  would be 6 points of fire damage). Those caught in the 
  splash damage can attempt a Reflex save for half damage. 
  The DC of this save is equal to 10 + 1/2 the character’s 
  level + the character’s Intelligence modifier.
  Restrictions: An explosive’s additional damage is not 
  multiplied on a critical hit. Explosives typically only last for 
  1 round if not used immediately. Explosives are considered 
  weapons in the thrown weapon group and can be selected 
  using feats such as Point-Blank Shot and Weapon Focus.
  Fast Explosives: 1 point. A character with fast 
  explosives can create and use explosives as part of a full-
  attack action.
  Launcher: 1 point. A character with launcher can create 
  explosives they can shoot with a bow, crossbow, or firearm 
  out to that weapon’s first range increment.
  Gunsmith (Ex)
  Cost: 3 points.
  A character with gunsmith gains one firearm of their 
  choice. Their starting weapon is battered, and only they 
  know how to use it properly. All other creatures treat the 
  character’s gun as if it had the broken condition. If the 
  weapon already has the broken condition, it does not work 
  at all for anyone else trying to use it. This starting weapon 
  can only be sold for scrap (it’s worth 4d10 cy when sold). 
  The character also gains Gunsmithing as a bonus feat.
  Surge (Ex)
  Cost: 3 points.
  Once per day, as an immediate action before rolling a 
  d20, a character with surge adds 3 + their total Hit Dice 
  (minimum 1) to that roll.
  Mecha (Giant Mobile Armor)
  Cost: 8 points per rank.
  A character with mecha gains a suit of giant mobile 
  armor they can control while in battle. A mech is treated 
  as a huge, 1st-level barbarian with no starting race and 
  10 points +14 points per rank beyond the first to spend 
  on attributes. The mech’s skill ranks can only be spent 
  on Strength, Dexterity, and Constitution-based skills, 
  plus Intimidate and Perception. It also gains Intimidating 
  Prowess as its 1st-level feat.
  A mech is a mindless object (to play a thinking robot, see 
  the android race or giant robot class) directed by its pilot’s 
  actions. It does not possess Intelligence or Charisma 
  scores, and its proficiencies act as compatibility, allowing 
  a pilot that can afford it to give their mech a huge martial 
  weapon, shield, and breast plate, for example. A mech 
  treats spells and spell-like abilities it gains as special 
  attacks that use its Strength (melee), Dexterity (ranged) or 
  Constitution (area) for any related saving throw DC.
  Entering a mech is a full-round action that requires the 
  pilot to be in the mech’s space. The pilot disappears and 
  is immune to effects and spells while piloting the mech 
  (ongoing effects continue as normal).
  While within a mech, the pilot becomes the mech 
  in all ways except as noted here. The pilot retains their 
  Intelligence, Wisdom, and Charisma scores. All of the 
  pilot’s equipment is absorbed into the mech.
  As a swift action, a pilot can emerge from their mech in 
  an unoccupied space adjacent to the mech.
  Maintenance: Mecha do not recover hit points like 
  other creatures. Instead, a character can make a DC 15 
  Knowledge (engineering) check once per day to restore 
  hit points to 1 mech equal to the check result. Failure by 
  4 or less restores no hit points. Failure by 5 or more deals 
  damage to the mech equal to 15 – the check result. More 
  than one character can make this check each day to help 
  with repairs, and magic such as mending or make whole 
  can also aid in repairing damaged mecha.
  Character Restrictions: The character cannot benefit 
  from their other attributes while piloting a mech.
  Mecha Restrictions: Mecha cannot gain a companion, 
  flunkies, a pet monster, or a cohort. A mech that would 
  gain a companion from an attribute or class levels must 
  choose the non-companion option if able or gain those 
  points back if not. Mecha also cannot choose any defects 
  or restrictions that only affect living creatures, such as 
  phobia, recurring nightmares, red tape, significant other, 
  or skeleton in the closet.
  Defects: A mech is not a creature. It cannot act in 
  initiative unless a character pilots it. If a mech is reduced 
  to 0 hit points while a character pilots it, the character is 
  immediately ejected, takes 4d6 damage, and is stunned 
  for 1 round.
  When not in use, a mech must be stored and requires 
  1 day of routine maintenance per week. Routine 
  maintenance does not restore hit points. A mech without 
  routine maintenance temporarily reduces its total points 
  by 3 for each missed routine maintenance. This can cause 
  the mech to lose some attributes temporarily as points are 
  removed from them.
  Remote Control: 12 points spent by the mech. The 
  mecha can be directed by the character from up to 1 
  mile away to take equivalent actions (it moves as a move 
  action, attacks as a standard action, and so on) without 
  the character piloting it, but the character is not immune to 
  effects or spells while using remote control.
  Sentai Mecha: 15 points spent by the mech. As a 
  standard action, a mech with this attribute can touch 
  another mech with this attribute or a character with at least 
  1 sentai member level and combine into a more powerful 
  mech. Treat all combined mecha as piloted by the smallest 
  among them (or choose if there is a tie). Each pair of mecha 
  except the last must be the same size, and the combined 
  mech increases its size by 1 category, up to colossal.
  While combined, the new mech can use all combined 
  mecha’s attributes at the highest rank among them +1 (if 
  applicable) and gains ranks in special attack equal to the 
  total number of mecha combined + the highest rank of 
  mecha or special attack among them.
  It is strongly recommended that characters with sentai 
  mecha plan combinations out ahead of time so they know 
  what attributes gain bonuses and can spend any extra 
  points gained as a team.
  75
  
  Example: A group of 5 huge mecha (rank 1) combine 
  to battle a difficult enemy. For optimal results, four of the 
  mecha pair off and combine, becoming 2 gargantuan 
  mecha with +1 in all attributes and special attack (rank 3). 
  Those two mecha then combine into a colossal mech with 
  +2 total in all attributes and special attack (rank 6). Finally, 
  the remaining mech combines with the colossal mech, 
  gaining +1 in its attributes and +3 total in all attributes of 
  the colossal mech. The final mech has special attack (rank 
  9) that it can use.
  Mechanical Genius
  Cost: 2 points per rank.
  A character with mechanical genius reduces the time it 
  takes to craft mechanical devices using the Craft skill by 
  1 hour per rank each day, to a minimum of 1 hour. Items 
  created in proportionate increments are equally reduced, 
  so if an item normally takes 10 minutes to craft, it takes 1 
  minute less per rank of mechanical genius, to a minimum 
  of 1 minute.
   Aid from other characters with equal ranks of mechanical 
  genius can further reduce this time as they divide up the 
  work between them.
  Restriction: The character must still have access to all 
  appropriate tools and, if necessary, a workshop.
  Practical Genius: 1 point per rank. A practical genius 
  chooses a single type of mechanical device, such as 
  airplanes, cars, or computers, and applies mechanical 
  genius only to that type of device.
  Miscellaneous Attributes
  Alternate Form
  Cost: 3 or 9 points per rank.
  A character with alternate form gains a 
  new form with no starting race or class and 
  14 points to spend on its attributes. Each 
  rank beyond the first can be used to either 
  start a new alternate form with 14 points or 
  improve an existing alternate form with 10 
  additional points.
  For 3 points per rank, a new 
  form is a completely different being. The character must 
  buy ability scores and a creature type as the basis for the 
  form. The form has none of the character’s attributes or 
  defects, though the GM may decide that some attributes 
  not directly related to the character’s original form (such 
  as personal gear or flunkies) and some defects still retain 
  their effects. Defects can also be assigned to the new 
  form to provide it with additional points. Unless the GM 
  indicates otherwise, normal clothing becomes part of the 
  alternate form as well.
  For 9 points per rank, a new form is an improvement 
  on—or stronger version of—the character’s existing form. 
  The character retains their current ability scores, attributes, 
  and defects. They can use their points to buy out defects 
  and restrictions, add new attributes, or improve on the 
  attributes they already have.
  Cosmetic Changes: 2 points. The character can 
  undergo cosmetic changes that confer no additional 
  abilities or attributes. This includes: a 10% size increase or 
  decrease, change of gender, 50% apparent age increase 
  or decrease (no changes to ability scores), color changes 
  (eye, skin, or hair), and minor physical changes (shape of 
  ears, facial features, or bodily proportions).
  Wild Shape: 1 point + 1 point per rank. A character with 
  wild shape gains the ability to become different animals 
  once per rank each day. At rank 9, wild shape grants 2 
  points back, and the character can assume these forms 
  at will. Additional sizes and forms cost 1 point extra at the 
  rank where they are gained.
  Restrictions: Each use of wild shape lasts for 2 hours 
  +2 hours per rank, or until the character changes back. 
  Changing form (to a creature or back) is a standard 
  action and doesn’t provoke an attack of opportunity. The 
  character can only become creatures with which they 
  are familiar through previous 
  contact and interaction, 
  or with at least 1 day 
  of thorough study per 
  76
  
  Hit Die of the creature. Once a creature is known, similar 
  creatures (Medium vs. Large elementals, or lions and 
  tigers) reduce this time to 1 hour per Hit Die.
  A character loses their ability to speak while in animal 
  form because they are limited to the sounds that a normal, 
  untrained animal can make, but they can communicate 
  normally with other animals of the same general grouping 
  as the new form. (Parrots squawk naturally, so changing to 
  such a form does not permit speech.)
  Rank 1: Small or Medium animal as beast shape I.
  Rank 2: Tiny or Large animal as beast shape II, or Small elemental as 
  elemental body I.
  Rank 3: Diminutive or Huge animal as beast shape III, Medium 
  elemental as elemental body II, or Small or Medium plant creature 
  as plant shape I.
  Rank 4: Large elemental as elemental body III, or Large plant creature 
  as plant shape II.
  Rank 5: Huge elemental as elemental body IV, or Huge plant creature 
  as plant shape III.
  Bond
  Cost: 2, 4, or 6 points.
  A character with a bond chooses a specific type of bond 
  they have with some allies, creatures, or objects. The 
  strength of the bond is determined by the character’s level.
  2 points: The character gains a hunter’s bond, as the ranger feature 
  (requires 4 Hit Dice).
  4 points: The character gains an arcane bond, as the wizard feature or 
  an eidolon with life link as the summoner feature.
  6 points: The character gains an animal companion as the druid feature 
  or a divine bond as the paladin feature
  Restrictions: A character cannot use bond to gain 2 
  animal companions or familiars. A character that wants 
  more control over their options for a companion can buy 
  cohort, flunkies, mecha, or pet monster instead.
  Class Level
  Cost: 20 points + 14 points per level.
  A character with a class level gains the benefits listed by 
  that class for the number of ranks bought in it. While not 
  all levels of a class (particularly the first) are worth exactly 
  14 points, the full range of class levels up to 20 balance 
  out to that total +20 points for being a 1st-level character.
  Levels in an individual class must be bought in order, 
  but characters can buy levels in as many classes as they 
  choose, provided they meet the requirements to do so. 
  Some class benefits overlap and are ignored (such as 
  armor proficiency) when gained by multiple classes, but 
  the GM can also allow points to be returned for attributes 
  bought outside of class progression.
  Class levels always include 1 rank in Hit Dice, at least 
  1 point in skill ranks, and up to 6 ranks in saving throws, 
  as well as one or more attributes that fit the theme and 
  progression of that class.
  A character can also choose one favored class. When a 
  class level is gained in the character’s favored class, they 
  gain +1 hit point or +1 skill rank. The GM may allow other 
  options in place of these.
  Example: A point-based character with 4 ranks of 
  weapon training buys weapon mastery. Later in their 
  progression, the character picks up 20 levels of fighter. 
  With 20th level fighter, he can either choose a second 
  weapon to master or gain 3 points back with their GM’s 
  permission. If the character also  gains a level in paladin, 
  the paladin’s overlapping proficiencies are ignored.
  Character Feats and Ability Score Increases
  Every character gains 1 feat with their first rank of 
  class level or Hit Dice, plus 1 additional feat at every 
  odd combination of class levels and Hit Dice gained 
  thereafter. The character also gains +2 to one ability 
  score of their choice for every 4 total class levels or Hit 
  Dice they possess.
  Multitalented: 2 points. The character can choose 2 
  favored classes instead.
  Cohort
  Cost: 2, or 5 points per rank.
  A character with cohort gains a 1st-level adventurer 
  with no starting race and 10 points + 10 points per rank 
  to spend on its attributes. The cohort is its own creature. 
  It is not mindless and will not allow itself to be sacrificed 
  needlessly, but will otherwise aid the character in any way 
  it can.
  For 2 points per rank, the character cannot change their 
  cohort and must recover it in the event that it is lost or 
  slain.
  For 5 points per rank, the character can change the 
  cohort between scenes or when the character gains a 
  new rank of cohort. This requires similar effort to a druid 
  changing animal companions.
  Restrictions: A cohort cannot also have a companion, 
  flunkies, mecha, or cohort of its own (a cohort that would 
  gain a companion from an attribute or class levels must 
  choose the non-companion option if able or gain those 
  points back if not). It doesn’t usually choose the owned, 
  red tape, or significant other defects, but the GM may 
  allow it with a good enough story reason.
  Flunkies
  Cost: 1 or 2 points per rank.
  For 1 point per rank, a character with flunkies gains 1 
  helpful minion + 1 per rank that can perform minor, non-
  adventuring tasks for the character, such as gathering 
  information or supplies, helping to craft an item, or 
  procuring room and board at a local inn. For this purpose, 
  each minion gains a skill of the character’s choice with a 
  +6 bonus to aid another.
  For 2 points per rank, the character’s flunkies travel 
  outside of town with the character, and are willing to throw 
  themselves in front of an oncoming enemy if the character 
  directs them to do so with a swift, move, or standard action. 
  For this purpose, each minion has +3 to aid another, 5 hit 
  points and 12 AC.
  Defect: Flunkies cannot make skill checks on their own, 
  only to aid the character and their allies. They cannot flank, 
  automatically fail attacks and saving throws, and combat 
  maneuvers always succeed against them.
  Recharge: If a character loses any flunkies, they can 
  acquire 1d3 more (up to their limit) each day during 
  downtime.
  Multiple Arms
  Cost: 4, 5, or 6 points per rank.
  A character with multiple arms has 1 additional, fully 
  functioning arm per rank. This allows the character to meet 
  the prerequisites for the Multiweapon Fighting feat.
  Multiple arms costs 6 points per rank for standard races, 
  77
  
  5 for advanced, and 4 for monstrous.
  Claws: A character with the natural attack (claws) 
  attribute (pg 79) only gains 2 claw attacks unless they 
  choose that attribute again for every 2 additional arms.
  Organizational Ties
  Cost: 1 to 3 points per rank.
  A character with organizational ties has a close 
  relationship with a specific organization within their world, 
  such as a thieves’ guild, local government, powerful 
  church, or a fortune 500 corporation. The organization 
  provides contacts and aid in situations related to the 
  character’s association.
  An organization’s influence on a campaign is largely 
  up to the GM. For 1 point per rank, it has only minor 
  influence on an area or direct influence only on a specific 
  demographic, such as a small town or kids ages 3+.
  For 2 points per rank, the organization has major 
  influence in its immediate area and some presence on a 
  national scale, such as the steel company that provides 
  most of the jobs in the city and supplies the hulls for the 
  government’s military ships.
  For 3 points per rank, the organization has major influence 
  on a national scale and is recognized internationally as 
  well.
  Example: A hot rod is sponsored by a world-class car 
  dealership. While on a mission, his current ride gets blown 
  up by a rival gun bunny and he must requisition another, 
  but the nearest site is in the next country over. At rank 
  1, he can travel there and request a discount on a new 
  vehicle. By rank 4, he can have one flown to him. At rank 
  6, he already has a backup waiting in anticipation of the 
  loss.
  Organizational ties that affect larger areas, such as 
  interplanetary, or even intergalactic, can be found in the 
  right campaign, at which point it is best to adjust the scale, 
  rather than the cost. A world-hopping story might see a 
  character buying organizational ties across a single planet 
  for 1 point per rank, within their star system for 2, and 
  across the galaxy for 3 points per rank.
  For more personal notoriety, the fame/infamy attribute 
  would be a better choice.
  Rank 1: The character can ask for minor assistance with a varying 
  chance of success. After making a successful request, the character 
  may be asked by the organization for a proportionate favor, such as 
  representing them publicly, before making another.
  • Minor 1/month 100%, 1/week 50%, 1/day 25%.
  Rank 2: The character can ask for minor or moderate assistance.
  • Minor 1/week 75%; Moderate 1/week 25%, 1/month 50%.
  Rank 3: The character can ask for minor, moderate, or major assistance.
  • Minor 1/day 50%; Moderate 1/month 75%; Major 1/month 25%
  Rank 4
  • Minor 1/day 75%; Moderate 1/month 100%, 1/week 50%
  Rank 5
  • Moderate 1/week 75%; Major 1/week 25%, 1/month 50%
  Rank 6
  • Minor 1/week 100%; Moderate 1/day 50%; Major 1/month 75%
  Rank 7
  • Moderate 1/day 75%; Major 1/week 50%, 1/month 100%
  Rank 8
  • Minor 1/day 100%; Major 1/week 75%
  Rank 9
  • Moderate 1/week 100%; Major 1/week 75%
  Rank 10
  • Major 1/day 75%
  Defect: For each step outside of their influential area, a 
  character treats their effective rank as 1 lower. A character 
  who buys influence with their city council would need at 
  least rank 3 before they can rely on occasional support 
  from the governor’s office, and the United Nations has 
  likely never heard of them.
  Restriction: The presence of an organization can change 
  the flow of the game. Work with the GM prior to choosing 
  this attribute to determine the extent of the organization’s 
  influence, and thus, its point cost.
  Minor assistance is any sort of monetary aid worth no 
  more than 100 currency or an equivalent favor.
  Moderate assistance takes the form of monetary aid or 
  an equivalent favor worth up to 500 currency.
  Major Assistance takes the form of monetary aid or an 
  equivalent favor worth up to 2,500 currency.
  Personal Wealth
  Cost: 3 points per rank.
  A character with personal wealth has amassed enough 
  currency that they can own 1 expensive item per rank with 
  an effective level equal to their rank. In addition, they gain 
  wealth by level as a character of their level + their personal 
  wealth rank.
  Effective 
  Level
  Starting 
  Wealth (cy)
  21st
  112,500 cy
  22nd
  144,000 cy
  23rd
  183,500 cy
  24th
  233,000 cy
  25th
  296,500 cy
  26th
  376,000 cy
  27th
  475,500 cy
  28th
  603,000 cy
  29th
  762,500 cy
  30th
  962,000 cy
  78
  
  Pet Monster (Sp)
  Cost: 6 points per rank.
  A character with pet monster gains a 1st-level adventurer 
  with no starting race and 20 points + 20 points per rank to 
  spend on its attributes. A pet monster is its own creature. It 
  is not mindless, but seeks to aid the character in any way 
  it can, even sacrificing itself if ordered to do so.
  A character with pet monster (rank 2 or higher) can have 
  up to 1 additional pet monster per rank. Each pet monster 
  is its own 1st-level adventurer with 20 points, and the 
  character divides the other 20 points per rank between all 
  pet monsters (minimum 5 each).
  The character can summon one pet monster from 
  wherever it is stored (a crystal, a special orb, or a toy, 
  for example) as a standard action. Alternatively, they can 
  summon all of their available pet monsters as a full-round 
  action. Monsters appear within 5 feet of the character and 
  can be directed by the character to take equivalent actions 
  (move as a move action, attack as a standard action, and 
  so on). When controlling more than one pet monster, the 
  character can use a full-round action to direct each of 
  their pet monsters to move and make a single attack. A 
  pet monster that receives no direction can take no actions 
  other than total defense.
  Restrictions: A pet monster is always non-human and 
  must buy attributes accordingly. It cannot gain class levels, 
  a companion, flunkies, a mecha, or a cohort. It doesn’t 
  usually choose the owned, red tape, or significant other 
  defects, but the GM may allow it with a good enough story 
  reason.
  Defects: Pet monsters share the highest hit point pool 
  between them and have life link, as the summoner feature. 
  If a pet monster would be dealt enough damage to send 
  it away, the character takes all of that damage instead. 
  All other effects from the damage still occur on the pet 
  monster.
  Portable Armory (Su)
  Cost: 3 points per rank.
  A character with a portable armory can spend 1 minute 
  concentrating to access a digital, magical, or otherworldly 
  emporium that allows for the sale and purchase of various 
  items for a small fee.
  Rank 1: The emporium counts as a large town, and the character pays 
  a 10% fee on the total (an item worth 2,000 currency can be bought 
  for 2,200 or sold for 800).
  Rank 2: The emporium counts as a small city, and the character pays 
  an 8% fee on the total.
  Rank 3: The emporium counts as a large city, and the character pays a 
  5% fee on the total.
  Rank 4: The emporium counts as a metropolis, and the character pays 
  a 2% fee on the total.
  Restrictions: A character can spend 1 week during 
  downtime to refresh the items available to purchase at 
  their emporium. This also happens any time the character 
  buys at least 1 rank of portable armory or gains 1 Hit Die.
  Size
  Cost: 0 points or by size.
  All characters are Medium-size by default. Each size 
  larger or smaller has its own benefits and restrictions.
  Large: 7 points. A Large character gains +2 Strength, –2 
  Dexterity, –1 to AC and attacks, +1 CMB and CMD, and –4 
  Stealth. The character’s space is 10 feet by 10 feet with a 
  reach of 5 feet. For 2 additional points
  Small: 0 points. A Small creature gains +1 to AC and 
  attacks, –1 CMB and CMD, and +4 Stealth.
  Tiny: 4 points. A Tiny character gains +2 Dexterity, –2 
  Strength, +2 to AC and attacks, –2 CMB and CMD, and +8 
  Stealth. Restrictions: The character’s space is 2-1/2 feet 
  by 2-1/2 feet, so up to four can fit into a single square. Tiny 
  characters typically have a natural reach of 0 feet, meaning 
  they can’t reach into adjacent squares and must enter an 
  opponent’s square (provoking an attack of opportunity) to 
  attack it in melee. They do not threaten the squares around 
  them, so other creatures can move through those squares 
  without provoking attacks of opportunity. Creatures with 
  0-ft. reach cannot flank an enemy.
  Movement Attributes
  Biped
  Cost: 0 points.
  All characters have biped by default. A character with 
  biped has a 30-ft. base movement speed.
  Serpentine: 1 point. A character who is serpentine still 
  moves as fast as a biped, but instead of legs, they have 
  some form of tail, treads, or other means of locomotion. 
  The character also gets their choice of a climb speed of 20 
  ft. or woodland stride.
  Steady: 1 point. A character with steady does not reduce 
  their speed when wearing armor or carrying a heavy load.
  Fast Movement
  Cost: 1 point per rank.
  A 
  character 
  with 
  fast 
  movement adds 5 feet of 
  movement per rank to all of 
  their movement types.
  79
  
  Racial 
  Trait: 
  1 
  point. 
  The 
  character 
  is a member of a race 
  that is inherently faster 
  than most and increases their 
  speed by +10 feet. Each time this attribute 
  is purchased, the cost increases by +1 point. 
  Restriction: This attribute is only available at 
  character creation to characters with a race and 
  appropriate backstory.
  Sprint: 1 point. A character with sprint increases its 
  speed by +10 feet when using the charge, run, or withdraw 
  actions.
  Flight
  Cost: 2 + 2 points per rank.
  A character with flight gains a fly speed of 30 feet with 
  clumsy maneuverability. For each rank beyond the first, 
  the character increases their fly speed by +10 and their 
  maneuverability by 1 step (clumsy, poor, average, good, 
  perfect).
  Flight, Lesser: 2 points. A character with lesser flight 
  can only fly up to 10 feet in the air (Medium and Small 
  creatures can still reach it with melee weapons) at a speed 
  of 20 feet with average maneuverability (good if Small, 
  poor if Large). For 1 additional point, the character can 
  also fly over liquid surfaces as long as it remains only up 
  to 5 feet above that surface.
  Restriction: If the character moves over a space where 
  the ground or surface is further than 5 feet beneath them, 
  they can attempt an Acrobatics or Fly check (DC 15) to 
  “jump” back to a safe location as a free action. Failure 
  indicates that the character falls until they are no more 
  than 5 feet above the ground. Failure by 5 or more 
  indicates that the character falls completely and takes 
  falling damage, ignoring the first 10 feet.
  Hyperflight (Ex or Sp)
  Cost: 3 points per rank.
  A character with hyperflight can travel vast distances 
  through space in very little time. This generates a small 
  forcefield around the character that allows them to breath 
  and survive minor collisions with objects such as tiny 
  debris or rocks while traveling.
  Hyperflight can be selected as either a magical or 
  mechanical attribute.
  Rank 1: The character can travel the distance between nearby celestial 
  bodies (such as a moon orbiting a planet) with 1 day of travel.
  Rank 2: The character can travel the distance between variable celestial 
  bodies (such as planets orbiting the same star) with 1 day of travel, or 
  between nearby celestial bodies within 6 hours.
  Rank 3: The character can travel between solar systems in 1 day, 
  planets in 6 hours, and celestial bodies in 1 hour.
  Rank 4: The character can travel between galaxies in 1 day, solar 
  systems in 6 hours, planets in 1 hour, and celestial bodies in 1 minute.
  Rank 5+: Reduce the time for each by 1 increment. 1 minute becomes 
  5 rounds, becomes a minimum of 1 round.
  Defect: The character flies directly between these 
  locations on the shortest possible route while also avoiding 
  potentially deadly collisions.
  Restrictions: Atmosphere, gravity, and inertia prevent the 
  character from using hyperflight anywhere other than the 
  vacuum of space. The forcefield generated by hyperflight 
  only works while traveling. Stopping immediately ends the 
  effect and the character becomes subject to their current 
  environment as normal. Without also being able to fly, the 
  character must already be in space to use hyperflight.
  Searching an Area: Searching within an area for a 
  specific creature, goal, or object reduces the effective rank 
  by 2, in addition to requiring appropriate checks (in case 
  the target of the search is mobile or actively hiding).
  Carrying: Carrying a light load reduces the effective 
  rank by 1. A medium load reduces the effective rank by 2, 
  and a heavy load reduces the effective rank by 3.
  Multiple Legs (Ex)
  Cost: 2, 3, or 4 points per rank.
  A character with multiple legs has 2 additional legs 
  per rank, granting them +4 per rank to CMD against trip 
  attempts and a +10 foot bonus to their base speed.
  Multiple legs costs 4 points per rank for standard races, 
  3 for advanced, and 2 for monstrous.
  80
  
  Tauric: A character with multiple legs and at least 2 
  arms is considered tauric (as in centaur). These creatures 
  begin with a Large space and Medium reach, and they 
  wield medium weapons with their arms.
  Nature Stride (Ex)
  Cost: 1 point per option.
  A character with nature stride gains 1 or more small 
  benefits from their knowledge of the forest, its creatures, 
  and its plants. For each point spent, choose one of the 
  following.
  Favored Terrain: The character chooses 1 terrain per 
  rank, gaining trackless step and +2 initiative, Knowledge 
  (geography), Perception, Stealth, and Survival in that 
  terrain. Terrains include: Cold, desert, forest, jungle, 
  mountain, plains, planes, swamp, underground, urban, 
  and water.
  For each rank beyond the first, the character also 
  increases 1 of their favored terrain bonuses by +2 (to a 
  maximum of +10).
  Trackless Step: The character can choose to leave no 
  trail in natural surroundings (they cannot be tracked).
  Woodland Stride: The character may move through any 
  sort of nonmagical undergrowth at their normal speed and 
  without taking damage or suffering any other impairment.
  Special Movement
  Cost: By option.
  A character with special movement chooses one of the 
  following movement types.
  Burrow: 3 or 6 points. For 3 points, the character gains 
  a burrow speed of 20 feet. For 6 points, the character’s 
  burrow speed is 30 feet instead.
  Climb: 2 points. The character gains a climb speed of 
  20 feet and a +8 to Climb checks.
  Jump: 2 points. The character always has a running 
  start when making an Acrobatics check to jump.
  Swim: 2 or 3 points. The character gains a swim speed 
  of 30 feet and a +8 to Swim checks. For 3 points the 
  character also gains water breathing.
  Offense Attributes
  Base Attack (Ex)
  Cost: 2 points + 2 points per increase.
  A character who has some experience in combat will 
  often grow more competent at hitting enemies over time. 
  This is represented by that character’s base attack, which 
  grants the character +1 to all attacks for every rank bought.
  Poor Attack: A class with poor attack gains 1 rank of 
  base attack every 2 levels, and usually picks up a bonus 
  attack at 12th level (base attack +6).
  Moderate Attack: A class with moderate attack gains 
  3 ranks of base attack for every 4 levels they possess, 
  often staggering those ranks across levels beginning at 
  2nd. They gain one bonus attack at 8th level (base attack 
  +6), and another at 15th level (base attack +11).
  Full Attack: A class with full attack gains 1 rank of base 
  attack every level, with bonus attacks at 6th, 11th, and 
  16th level.
  Bonus Attacks (Ex)
  Cost: 4 points per attack.
  A character with bonus attacks can make 1 additional 
  attack per rank as part of a full-attack action each round. 
  Each bonus attack is made at the character’s lowest attack 
  bonus –5. For example, a character with an attack bonus 
  of +6 can make a bonus attack at a +1. A character with 2 
  bonus attacks and an attack bonus of +12 could make one 
  at +7 and the other at +2.
  Flurry: 2 or 3 points per attack. For 3 points per rank, 
  a character with flurry gains 1 additional attack per rank. 
  Restrictions: Additional attacks count as two-weapon 
  fighting with no penalties. For 2 points per rank, all attacks 
  must be made using only unarmed strikes or monk 
  weapons.
  Two-Weapon Fighting: Bonus attacks gained through 
  Two-Weapon Fighting and similar feats do not count 
  against the limit here, but their penalties are factored 
  in before making any bonus attacks. The first character 
  above, for example, could use Two-Weapon Fighting to 
  make 2 attacks at +4 and a bonus attack at –1.
  Debilitating Injury (Ex)
  Requirement: Martial arts or sneak attack (rank 1).
  Cost: 1 point per rank.
  A character with debilitating injury can hamper the target 
  of their martial arts or sneak attack in some way. For 1 
  round, the target takes a –2 penalty to AC or attacks, or 
  has its speed reduced by half (to a minimum of 5 ft.) and 
  cannot take 5-ft. steps. These penalties increase by 2 
  per rank against the character using martial arts or sneak 
  attack.
  Restriction: Penalties from debilitating injury do not 
  stack.
  Favored Enemy (Ex)
  Cost: 2 points per rank.
  A character with favored enemy chooses 1 creature type 
  per rank and gains a +2 Bluff, Knowledge, Perception, 
  Sense Motive, and Survival checks against creatures 
  of that type. Likewise, the character gets +2 to weapon 
  attack and damage rolls against them. The character may 
  make Knowledge skill checks untrained when attempting 
  to identify those creatures.
  For each rank beyond the first, the character also 
  increases 1 of their favored enemy bonuses by +2 (to a 
  maximum of +10).
  Restrictions: If choosing humanoids or outsiders, the 
  character must pick a subtype as well.
  Hatred: 1 point. The character chooses 2 subtypes of 
  humanoid or outsider and gains +1 to attacks against 
  those creatures.
  Master Hunter: 1 point. A character with master hunter 
  and at least 20 ranger class levels can always move at 
  full speed while using Survival to follow tracks without 
  penalty. As a standard action, the character can make a 
  single attack against a favored enemy at their full attack 
  bonus. If the attack hits, the target takes damage normally 
  and dies (Fortitude DC 20 + the character’s Wisdom 
  modifier negates). The character can choose instead to 81
  
  deal nonlethal damage equal to the creature’s current hit 
  points (Fortitude negates). Restriction: A character can 
  use this once per day against each favored enemy type 
  they possess, but not against the same creature more 
  than once in a 24-hour period.
  Quarry: 1 point per rank. The character chooses 1 
  favored enemy within line of sight as their quarry and gains 
  specific benefits against that creature while the effect 
  lasts. The character can end this effect as a free action. 
  Restrictions: The character can have up to 1 quarry, and 
  can change their quarry once per day. If the character can 
  prove their previous quarry is dead, they can change their 
  quarry per hour (rank 1) or once per 10 minutes (rank 2).
  Rank 1: As a standard action, the character can gains a +2 insight 
  bonus on attack rolls made against their quarry, and all critical threats 
  are automatically confirmed. When following the quarry’s tracks, the 
  character can take 10 on Survival checks while moving at normal 
  speed with no penalty.
  Rank 2: Free action, +4 insight bonus, take 20 on Survival.
  Ferocity (Ex)
  Cost: 2 or 4 points.
  For 4 points, a character with ferocity can continue to 
  fight at or below 0 hit points.
  Defect: The character is staggered, loses 1 hit point 
  each round, and dies when its total negative hit points 
  equal its Constitution score.
  For 2 points, the character can fight for only 1 more 
  round after being reduced to 0 or fewer hit points.
  Defect: The character is disabled. On the following 
  round, they fall unconscious and begin to die if not healed 
  above 0 hit points.
  Martial Arts (Ex)
  Cost: 1 point per rank.
  A character with martial arts deals 1d6 damage (1d4 if 
  Small, 1d8 if Large) with unarmed strikes and can make 
  unarmed strikes using any of their limbs (hands, head, feet, 
  etc...). For each rank beyond first (up to 6), the damage 
  die increases (1d4, 1d6, 1d8, 1d10, 2d6, 2d8, 2d10, 4d8).
  Natural Attack Damage: 1 point each. The character 
  increases the damage of 1 natural attack beyond its 
  normal progression, following the increases listed above.
  Style Feats: Martial arts (rank 1) counts as Improved 
  Unarmed Strike for the purpose of meeting the prerequisites 
  of style feats.
  Massive Damage
  Cost 1, 3, or 5 points per rank.
  Relevant Ability Score: Strength
  A character with massive damage deals 2 additional 
  points of damage with successful attacks. For 1 point 
  per rank, the damage is a conditional, spell-like ability, or 
  usable only once per day. Conditions include only against 
  objects or when the character beats its target’s AC by 5 or 
  more.
  For 3 points per rank, the character can use the attack 
  once per rank each day, or there are fewer conditions, 
  such as when attacking a flat-footed target. The massive 
  damage is often a supernatural ability.
  For 5 points per rank, the character has no conditions 
  and can deal the damage with every attack.
  Natural Attacks
  Cost: By attack.
  A character with natural attacks chooses one of the 
  following natural attack types. Some natural attacks can be 
  increased with additional points. All natural attacks count 
  as secondary when used in conjunction with manufactured 
  weapon attacks. A secondary attack is usually made at 
  the character’s highest bonus –5 and adds only 1/2 the 
  character’s Strength modifier (negative modifiers are 
  always added in full).
  Bite: 1, 2, or 3 points. For 1 point, a character with bite 
  gains a primary bite attack that deals 1d6 + Str modifier 
  bludgeoning, piercing, and slashing damage (1d4 if Small, 
  1d8 if Large). For 2 points, the character’s bite adds 1-1/2 
  times the character’s Strength modifier. For 3 points, the 
  character can increase the damage by 1 size category, 
  the threat range to 19-20 x2, or the critical multiplier to x3.
  Bleed: 3 points. A character with bleed chooses bite, 
  claws, gore, or talons and deals 1 bleed damage on a hit 
  with that attack. Multiple hits with the attack increase the 
  bleed damage. Bleeding creatures take the bleed damage 
  at the start of their turns. Bleeding can be stopped with a 
  successful DC 15 Heal check or through the application of 
  any spell that cures hit point damage. A critical hit does not 
  multiply bleed damage. Creatures immune to critical hits 
  are immune to this bleed damage.
  Claws: 1 point + 1 point per rank. A character with claws 
  gains 2 primary claw attacks that each deal 1d4 + Str 
  modifier slashing and piercing damage (1d3 if Small, 1d6 
  if Large). For each rank beyond the first, the character can 
  increase the damage by 1 size category, the threat range 
  to 19-20 x2, or the critical multiplier to x3.
  Gore: 1 or 3 points. For 1 point, a character with gore 
  gains 1 primary gore attack that deals 1d6 + 1-1/2 times 
  their Str modifier piercing damage (1d4 if Small, 1d8 if 
  Large). For 3 points, the character’s gore gains the brace 
  weapon quality and deals double damage when charging 
  (this becomes x3 damage with a confirmed critical hit while 
  charging).
  Grab: 1 or 2 points. For 1 point, a character with grab 
  chooses bite, claws, slam, talons, or tentacles and can 
  make a free grapple attempt on a hit with that attack. For 2 
  points, the character also gains +2 on the grapple attempt 
  and to CMD to resist being grappled.
  Hooves: 1 or 2 points. For 1 point, a character with 
  hooves gains 1 secondary hoof attack that deals 1d4 + 
  1/2 their Str modifier bludgeoning damage (1d3 if Small, 
  1d6 if Large). For 2 points, the character’s hoof adds the 
  character’s full Strength modifier and deals x3 damage 
  against prone targets (this becomes x4 damage with a 
  confirmed critical hit against a prone target).
  Slam: 1 or 2 points. For 1 point, a character with slam 
  gains 1 primary slam attack that deals 1d4 + Str modifier 
  bludgeoning damage (1d3 if Small, 1d6 if Large). For 2 
  points, the character can increase the critical multiplier to 
  x3.
  Talons: 1 or 2 points. For 1 point, a character with talons 
  gains 1 primary talon attack that deals 1d4 + Str modifier 
  piercing or slashing damage (1d3 if Small, 1d6 if Large). 
  For 2 points, the character can increase the threat range 
  to 19-20 x2.
  82
  
  Tentacles: 2 or 4 points. For 2 points, a character 
  with tentacles gains 2 secondary tentacle attacks with 
  10-ft. reach that each deal 1d4 + 1/2 their Str modifier 
  bludgeoning damage (1d3 if Small, 1d6 if Large). For 4 
  points, the character’s tentacles are primary attacks that 
  add the character’s full Strength modifier to damage 
  instead.
  Venomous: 6 points. A character with poison chooses 
  bite, claws, talons, or tentacles and Strength, Dexterity, or 
  Constitution. As part of a move action (similar to drawing a 
  weapon), the character’s next hit with that attack deals 1d3 
  points of damage to the chosen ability score. The creature 
  hit by the attack can make a Fortitude saving throw (DC 
  10 + half the character’s total Hit Dice + their Constitution 
  modifier) to negate the damage. This is a poison effect.
  Wings: 1 or 2 points. For 1 point, a character with wings 
  gains 1 secondary wing attack that deals 1d4 + 1/2 their Str 
  modifier bludgeoning damage (1d3 if Small, 1d6 if Large). 
  For 2 points, the character’s hoof adds the character’s 
  full Strength modifier and deals x3 damage against prone 
  targets (this becomes x4 damage with a confirmed critical 
  hit against a prone target).
  Overpower
  Cost: 1 or 3 points per rank.
  For 3 points per rank, a character with overpower 
  ignores some forms of Damage Reduction with any attack 
  while they have at least 1 energy remaining.
  For 1 point per rank, the character chooses 1 type of 
  weapon or circumstance (such as when using dynamic 
  strike) to which overpower applies.
  Rank 1: The character ignores DR /magic.
  Rank 2: The character ignores DR /cold iron and DR/silver.
  Rank 3: The character ignores DR /lawful.
  Rank 4: The character ignores hardness and DR /adamantine.
  Rank 5: The character ignores all Damage Reduction (DR/–).
  Rage (Ex)
  Cost: 3 points per rank.
  Relevant Ability Scores: Strength and Constitution
  A character with rage gains energy equal to 2 + their 
  Constitution modifier +2 per Hit Die. As a free action, the 
  character can fly into a dangerous frenzy, spending 1 
  energy for each round of the rage. Temporary increases to 
  Constitution do not increase the character’s energy.
  Recharge: For every round spent raging, the character 
  is fatigued for 2 rounds when they stop.
  Restrictions: A character cannot rage if fatigued or 
  exhausted. Temporary hit points are not replenished if the 
  character rages more than once within 1 minute.
  Defects: While raging, the character takes a –2 penalty 
  to AC and cannot use any Charisma-, Dexterity-, or 
  Intelligence-based skill (except Acrobatics, Fly, Intimidate, 
  and Ride) or any attribute that requires patience or 
  concentration (such as spellcasting).
  Rank 1: +4 Strength, 2 temporary hp per level, +2 Fortitude and Will.
  Rank 2: +6 Strength, 3 temporary hp per level, +3 Fortitude and Will.
  Rank 3: +8 Strength, 4 temporary hp per level, +4 Fortitude and Will.
  Indomitable Will: 1 point. A character with rage (rank 
  2) gains +4 on Will saves to resist enchantments when 
  raging.
  Rage Powers: 2 points each. The character gains a 
  barbarian rage power.
  Tireless Rage: 2 points. A character  with rage (rank 2) 
  is no longer fatigued when rage ends.
  Smite (Su)
  Cost: 2 points per rank.
  Relevant Ability Score: Charisma
  A character with smite chooses an alignment (chaotic, 
  evil, good, lawful) and can smite a creature with that 
  alignment once per rank. Smite lasts until the target is 
  dead or the next time the character rests and regains all 
  uses of this ability.
  As a swift action, the character chooses one target 
  within line of sight to smite. If this target is of the chosen 
  alignment, the character adds their Charisma bonus (if 
  any) to attack rolls and deals 1 additional damage +3 
  damage per rank beyond the first. If the target is also an 
  aberration, dragon, outsider, or undead, the first smite 
  attack each round deals 2 additional damage +6 damage 
  per rank beyond the first instead. Regardless of the target, 
  smite attacks automatically bypass any DR the creature 
  might possess.
  In addition, while smite is in effect, the character adds 
  their Charisma bonus to AC against attacks made by the 
  target.
  Restriction: If the character targets a creature that is not 
  of the chosen alignment, the smite is wasted with no effect.
  Challenge: 2 points per rank. A character with challenge 
  can smite a creature regardless of its alignment. Defect: 
  The character does not gain the bonus to attack or AC, 
  and takes a –2 penalty to AC, except against attacks made 
  by the target of challenge.
  Demanding Challenge: 1 point. The target takes a 
  –2 penalty to AC, except against attacks made by the 
  character.
  Holy Champion: 2 points. A character with holy 
  champion that hits an outsider of the correct alignment 
  with smite can cast banishment as a free action, treating 
  their weapon and holy symbol as objects the target hates. 
  If the target is banished, the smite ends.
  Style Strike (Ex)
  Requirement: Bonus attacks (flurry, rank 1), martial arts 
  (rank 1).
  Cost: 1 point per rank.
  A character with style strike gains 1 style strike per rank 
  that they can add to a single attack while using flurry.
  Two-Style: 1 point. A character with style strike (rank 3) 
  can designate up to 2 attacks as style strikes each round.
  Defensive Spin: If the attack hits, the character gains 
  a +4 dodge bonus to AC against any attacks made by the 
  target of the style strike until the start of the character’s 
  next turn. This bonus does not stack with itself. Restriction: 
  The character must attack with a fist to use this style strike.
  Elbow Smash: If the attack hits, the character can make 
  an additional attack using the same attack bonus as the 
  punch at a –5 penalty. If this second attack hits, it deals 
  damage as normal, but all of the damage is nonlethal. 
  Restriction: The character must attack with a fist to use 
  this style strike.
  83
  
  Flying Kick: Before the attack, the character can 
  move a distance equal to their fast movement bonus. 
  This movement is made as part of the character’s flurry 
  attack and does not require an additional action. At the 
  end of this movement, the character must make an attack 
  against an adjacent foe. This movement may be between 
  attacks. Restrictions: This movement provokes an attack 
  of opportunity as normal. The attack made after the 
  movement must be a kick.
  Foot Stomp: If the attack hits and the character ends 
  their turn adjacent to that foe, the foe’s movement is 
  restricted. Until the start of the character’s next turn, the 
  target of this attack can move only in such a way that the 
  space it occupies is adjacent to the character. Alternatively, 
  it can attempt a combat maneuver check (against the 
  character’s CMD) as a standard action to break free. 
  Restrictions: This strike does not work against foes that 
  cannot be tripped. The character must attack with a kick to 
  use this style strike.
  Hammerblow: If the attack hits, the character rolls their 
  unarmed strike damage twice, adding both rolls together 
  before applying Strength and other modifiers to the 
  damage. Restrictions: This bonus damage is not multiplied 
  on a critical hit. The character must attack with a fist to use 
  this style strike, and must have both hands free.
  Head-Butt: If the attack hits and the foe is of the same 
  size or one size smaller than the character, the character 
  can make a free combat maneuver check against the 
  target of this strike (using the base attack bonus of the 
  attack used to hit the foe). If the foe is not of the same 
  creature type as the character, the character takes a –8 
  penalty on this check. If the check is successful, the target 
  is staggered for 1 round. Creatures without a discernible 
  head are not affected by this style strike (subject to GM 
  discretion). Restriction: The character must attack with a 
  head-butt to use this style strike.
  Knockback Kick: If the attack hits, the character can 
  attempt a free combat maneuver check against the target 
  (using the base attack bonus of the attack used to hit). If the 
  check is successful, the target is knocked 10 feet directly 
  away from the character. This distance increases by 10 
  feet for every 5 by which the check exceeds the target’s 
  CMD, to a maximum distance equal to the character’s 
  fast movement bonus (minimum 10 extra feet). This 
  movement does not provoke an attack of opportunity. The 
  target stops moving if it strikes another creature, barrier, 
  or otherwise solid object. The target is not knocked prone 
  by this movement. Restriction: The character must attack 
  with a kick to use this style strike.
  Leg Sweep: If the attack hits, the character can make 
  a free trip attempt against the target of this strike (using 
  the base attack bonus of the attack used to hit). This 
  trip attempt does not provoke an attack of opportunity. 
  Restriction: The character must attack with a kick to use 
  this style strike.
  Shattering Punch: If the attack hits, it bypasses any 
  damage reduction or hardness possessed by the target of 
  that attack. Restriction: The character must attack with a 
  fist to use this style strike.
  Spin Kick: The target is flat-footed against the attack. 
  Restrictions: Creatures with the uncanny dodge class 
  feature or a similar effect cannot be caught flat-footed by 
  this style strike. The character must attack with a kick to 
  use this style strike.
  Sneak Attack
  Cost: 2 points per rank.
  A character with sneak attack deals +1d6 damage per 
  rank with successful melee attacks or ranged attacks 
  made within 30 feet.
  Restriction: The target must be flanked by the character 
  or denied its Dexterity bonus to AC. Sneak attack is 
  considered precision damage and is not multiplied on a 
  critical hit.
  Master Strike: 2 points. A character with sneak attack 
  and at least 20 rogue levels can choose to slay, paralyze 
  (2d6 rounds), or put to sleep (1d4 hours) a target that 
  takes their sneak attack damage (Fortitude DC 20 + the 
  character’s Dexterity modifier negates). Restriction: A 
  character cannot use this against the same creature more 
  than once in a 24-hour period. Creatures that are immune 
  to sneak attack damage are also immune to master strike.
  Shared Space (Ex)
  Cost: 1 or 2 points.
  For 1 point, a Small character with shared space can 
  share the same space with another creature that has 
  shared space and counts as flanking enemies attacked 
  by the other creature. For 2 points, the character can be 
  Medium-size.
  Team Strike (Ex)
  Cost: 2 points + 2 points per rank.
  A character with team strike deals +2 extra damage per 
  rank against creatures that have been attacked by one of 
  their allies since the end of their last turn. This increases to 
  +2d6 extra damage per rank if at least one of those allies 
  dealt precision damage to the target.
  Restrictions: This extra damage counts as, and does not 
  stack with, sneak attack damage.
  Weapon Expertise (Ex)
  Cost: 5 points.
  A character with weapon expertise gains the benefit of 
  Quick Draw and +2 to confirm critical hits with one weapon 
  of their choice. Levels in 1 class of their choice count as 
  fighter levels for the purpose of meeting the prerequisites 
  of feats.
  Weapon Training (Ex)
  Requirement: Proficiency with at least 1 type of weapon.
  Cost: 6 points per rank.
  A character with weapon training gains +1 per rank 
  to attacks and damage with one weapon group of their 
  choice. For each rank beyond the first, the character also 
  chooses another weapon group and gains their lowest 
  bonus –1 to attacks and damage with that weapon group.
  Example: A character buys 3 ranks of weapon training. 
  He gains a +3 bonus with axes, a +2 with heavy blades, 
  and a +1 with flails.
  84
  
  Weapon Mastery: 10 points. A character with at least 
  4 ranks of weapon training 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 
  (×2 becomes ×3, for example). In addition, the character 
  cannot be disarmed while wielding a weapon of the chosen 
  type. Some classes may ignore the requirement.
  Senses Attributes
  All-Around Vision
  Cost: 4, 5, or 6 points.
  A character with all-around vision can see in every 
  direction, granting them a +4 racial bonus on Perception 
  checks and making them immune to flanking.
  All-around vision costs 6 points total for standard races, 
  5 for advanced, and 4 for monstrous.
  Blindsense
  Cost: 4, 5, or 6 points.
  A character with blindsense automatically pinpoints the 
  location of creatures within 30 feet of them.
  Blindsense costs 6 points total for standard races, 5 for 
  advanced, and 4 for monstrous.
  Restrictions: The character still suffers a miss chance 
  against invisible creatures and creatures with concealment.
  Darkvision
  Cost: 1 + 1point per rank.
  A character with darkvision can see in conditions with no 
  light, but their vision is black and white with no detail.
  Rank 1: The character sees up to 60 feet in non-magical darkness.
  Rank 2: The character sees up to 120 feet in non-magical darkness.
  Rank 3: The character sees perfectly in darkness of any kind, including 
  that created by spells such as deeper darkness.
  Low-Light Vision
  Cost: 1 point.
  A character with low-light vision can see twice as far as 
  a human in conditions of dim light.
  Scent
  Cost: 4 points.
  A character with scent can detect creatures by their 
  smell up to 30 feet away. Being up wind doubles this 
  distance (60 feet), and being downwind halves it (15 feet). 
  Creatures with stench or similar attributes triple the base 
  distance (90 feet). The base distance to pinpoint a creature 
  with scent is 5 feet.
  Special Attack
  Because special attacks are handled differently than 
  other offense attributes, they gain their own section.
  Cost: 3 points per rank.
  Relevant Ability Score: See below
  A character with special attack can make an attack 
  against their target as a standard action. On a hit, the 
  attack deals 1d8 bludgeoning, piercing, or slashing 
  damage (choose when purchasing rank 1) +1d8 per rank. 
  A special attack can possess a maximum value of 11d8 
  spread across damage and modifications (see below), 
  with a minimum of 1d8 damage (unless the character 
  takes the non-damaging disability).
  Each 1d8 of a special attack beyond the first counts as 
  a +1 enhancement bonus when determining price, if the 
  special attack can be purchased in some way (with special 
  training or as a physical weapon).
  When creating a special attack, choose a relevant ability 
  score that best reflects the attack. Strength is often used 
  for melee and thrown attacks, Dexterity is often used 
  for ranged attacks. Constitution or Charisma is often 
  used for breath weapons and other body-based attacks. 
  Intelligence, Wisdom, or Charisma is often used for area 
  or non-physical attacks.
  Any saves required by a special attack are made at 
  DC 10 + the character’s relevant modifier + 1 per rank of 
  special attack.
  Modifications and Disabilities: Each of the following 
  modifications can be added to a special attack by reducing 
  the effective damage by 1 or more d8s, as indicated by 
  the modification. Disabilities added to a special attack 
  increase its effective damage, up to the limit. Disabilities 
  allow access to stronger modifications and higher damage 
  sooner than a character’s rank would otherwise allow. 
  Unless otherwise noted, they do not increase the maximum 
  damage or the maximum number of modifications allowed.
  Accurate
  Cost: 1d8 or 4d8.
  For 1d8, the attack is unusually accurate giving a +2 
  bonus to attack rolls (and increasing any required saving 
  throw DCs by 2). This modification can be assigned two or 
  three times for a +3 or +5 bonus, respectively.
  For 4d8, the attack targets touch AC when made against 
  a target within range (to a maximum 30 feet with the 
  ranged modification).
  Defect: An accurate special attack cannot also be stored.
  Area
  Cost: 1d8.
  The attack requires a Reflex save and targets each 
  creature in a 15-ft. cone. If the attack is also ranged, 
  the area can be a 5-ft.-radius burst instead. All affected 
  creatures are allowed a Reflex save for half damage. Area 
  can be assigned multiple times; each modification doubles 
  the area or radius.
  Aura
  Cost: 2d8.
  The attack extends out to 5 feet per rank as an aura 
  of power. Creatures that enter the aura suffer the attack 
  automatically. If the attack is also ranged, the character 
  can choose a point within range as the source of the aura, 
  which lasts until the start of the character’s next turn.
  Bane
  Cost: 1d8.
  The attack gains the bane magic weapon property 
  (choose when purchasing this modification).
  85
  
  Blinding/Deafening
  Cost: 2d8.
  The attack blinds or deafens the target for 1 round per 
  rank (Fortitude negates, choose when purchasing this 
  modification). As a full-round action, a creature that fails 
  its save can try again to end the effect.
  Concealable
  Cost: 1d8.
  The attack can be easily hidden on the character, either 
  internally or within a pocket dimension. Accessing the 
  attack functions as drawing a concealed weapon.
  Contagious
  Cost: 2d8 or 4d8.
  The attack is considered a virulent disease. The target 
  takes the attack’s damage and 1 point of Constitution 
  damage. A successful Fortitude save halves the damage, 
  negates the Constitution damage, and prevents the 
  disease from progressing. If the target fails its save, it 
  must save again once per minute. After two consecutive 
  failed saves, the target is also sickened until it succeeds 
  at a saving throw. After four consecutive failed saves, the 
  target is nauseated instead. Two consecutive successful 
  saves ends the disease for the target.
  For 2d8, any creature that touches the target or its 
  blood must also save or catch the disease. For 4d8, any 
  creature that ends its turn within 5 feet of the target must 
  save instead.
  Debilitating
  Cost: 2d8.
  For every 2d8 spent, the attack deals 1d4 Strength, 
  Dexterity, 
  or 
  Constitution 
  damage 
  (choose 
  when 
  purchasing this modification) instead. A successful 
  Fortitude save halves the ability damage (minimum 0). A 
  creature reduced to 0 Constitution by drain body does not 
  die, but falls unconscious until its Constitution is at least 
  a 1. This ability damage is recovered at a rate of 2 points 
  per hour of rest. A character can make all damage dealt by 
  their attack debilitating.
  86
  
  Disabling
  Cost: 1d8.
  The attack stuns the target on a successful critical hit for 
  1 round per 3 ranks. The target can attempt a Will save to 
  negate the effect. If it fails, it can try again as a full round 
  action on each of its turns until it succeeds or the effect 
  ends. Constructs do not gain saving throws against this 
  effect.
  Draining
  Cost: 1d8.
  For every 1d8 spent, the attack deals 1d8 damage to 
  the target’s energy instead. If the target uses fantasy 
  spellcasting, it instead loses half that many spell-level’s 
  worth of spell slots (minimum 1), beginning with the 
  highest spell-level it can cast. A character can make all 
  damage dealt by their attack draining.
  Example: A 7th-level wizard hit with a draining special 
  attack for 12 loses one 4th-level spell slot and one 2nd-level 
  spell slot, if he has one of each available. Any remaining 
  value is lost if the target doesn’t have spell levels of that 
  value to lose. A successful Will save halves the energy 
  damage and reduces the total spell slots affected by half 
  (minimum 0).
  Elemental
  Cost: 1d8.
  For every 1d8 spent, the attack deals 1d8 acid, cold, 
  electricity, or fire damage (choose when purchasing this 
  modification) instead. A character can make all damage 
  dealt by their attack elemental.
  Enduring
  Prerequisite: Area modification.
  Cost: 1d8.
  For every 1d8 spent, the attack’s area effect remains for 
  1 additional round. A creature that enters or starts its turn 
  in the effect suffers from the attack.
  Flurrying
  Cost: 2d8.
  The attack can be made twice as a full-round action, but 
  every attack made in the same round takes a –2 penalty. If 
  the character has bonus attacks (rank 1), they can make a 
  fourth attack at an additional –5 penalty.
  Example: A 6th-level fighter with a total +10 to attack 
  can use his flurrying special attack to make up to 4 attacks 
  at +8/+8/+3/+3 as a full-round action.
  Flurrying, Greater
  Prerequisites: Flurrying modification, bonus attacks 
  attribute (rank 2).
  Cost: 2d8.
  When the character uses their flurrying special attack as 
  full-round action, they can make a total of 6 progressive 
  attacks, each at a –2 penalty. If the character has bonus 
  attacks (rank 4), they can make an 8th attack at a –15 
  penalty.
  Example: A 17th-level fighter with a total +25 to attack 
  can use his greater flurrying special attack to make up to 8 
  attacks at +23/+23/+18/+18/+13/+13/+8/+8 as a full-round 
  action.
  Ghost Touch
  Cost: 1d8.
  The attack gains the ghost touch magic weapon property.
  Heal-Blocking
  Cost: 2d8.
  On a hit, the attack prevents healing with fast healing 
  and regeneration for 1 round. If the attack reduces its 
  target to 0 or fewer hit points, the target can die as normal.
  Incapacitating
  Cost: 1d8.
  When the attack is successful, the character can also 
  attempt a dirty trick combat maneuver as a free action. 
  The character does not draw attacks of opportunity from 
  their targets, but may draw one from other creatures within 
  reach unless they have the Improved Dirty Trick feat.
  Indirect
  Cost: 1d8 or 2d8.
  The attack can target a square near the intended target 
  (which makes the attack great for hitting invisible targets 
  or creatures behind cover). The character chooses one 
  5-ft. square within range that they can see and have line 
  of effect to and makes their attack against the intended 
  target’s AC, ignoring all cover and concealment. For every 
  5 feet away from the chosen square the intended target is, 
  the attack takes a penalty to hit and to any save DCs, and if 
  the target is more than 5 feet from the chosen space, even 
  a natural 20 is not a guaranteed hit. An indirect special 
  attack cannot threaten a critical hit unless it is equally 
  accurate (if the bonus from the accurate modification is 
  equal to or greater than the penalty from indirect).
  The character must still be aware of their intended target.
  For 1d8, the penalty is –4 for every 5 feet the target is 
  from the chosen space. For 2d8, the penalty is –2 instead.
  Irritant
  Cost: 1d8.
  The attack creates an itch, a burning sensation, or a 
  gross smell. This sickens the target on a hit, or nauseates 
  the target on a critical hit (Fortitude negates).
  Maddening
  Cost: 2d8.
  For every 2d8 spent, the attack deals 1d4 Intelligence, 
  Wisdom, or Charisma damage (choose when purchasing 
  this modification) instead. A successful Will save halves 
  the ability damage (minimum 0). This ability damage is 
  recovered at a rate of 2 points per hour of rest.
  Magic-Resistant
  Cost: 2d8.
  Creatures attempting to heal damage dealt by the attack, 
  or cure the effects of the attack, must first succeed at a 
  Heal check against the attack’s DC or the attempt fails. 
  Other damage and effects are healed normally.
  Defect: A magic-resistant special attack does not prevent 
  a creature’s natural fast healing or regeneration unless it is 
  also heal-blocking.
  87
  
  Powerful
  Cost: 1d8.
  The attack adds the character’s relevant modifier to its 
  damage.
  Prehensile
  Cost: 1d8.
  When the attack is successful, the character can also 
  attempt a disarm, grapple, steal, or trip combat maneuver 
  as a free action (choose when purchasing this modification). 
  The character does not draw attacks of opportunity from 
  their targets, but may draw one from other creatures 
  within reach unless they have the appropriate feat (such 
  as Improved Disarm). Prehensile can be assigned multiple 
  times; each modification grants a new combat maneuver 
  from the list above.
  Quaking
  Cost: 3d8.
  The attack is made in a straight line, targeting creatures 
  on the ground within 5 feet per rank and knocking them 
  prone. Targets can make a Reflex save to halve the 
  damage and remain standing. Creatures with a bonus to 
  CMD against trip add that bonus to their save.
  Ranged
  Cost: 1d8, 2d8, or 4d8.
  For 1d8, the special attack deals damage at close range 
  (25 feet + 5 feet per 2 ranks). It uses Strength for the attack 
  roll if thrown, or Dexterity if shot.
  For for 2d8, the special attack deals damage at medium 
  range (100 feet + 10 feet per rank).
  For 4d8, the special attack deals damage at long range 
  (400 feet + 40 feet per rank).
  Restorative
  Cost: 3d8.
  The attack heals damage, rather than dealing it, and 
  removes any additional effects it would otherwise cause. 
  No attack roll is needed, but the range is touch unless the 
  attack also has the ranged modification.
  Example: A restorative attack that is also suffering 
  removes ongoing damage or poison. One that is also 
  maddening restores Intelligence, Wisdom, or Charisma.
  Seeking
  Prerequisite: Ranged modification.
  Cost: 1d8.
  The attack gains the seeking magic weapon property.
  Spreading
  Cost: 3d8.
  After the attack hits a target, it can also hit each creature 
  adjacent to that target other than the character. Compare 
  the attack –4 to each new target’s AC. This continues until 
  there are no new adjacent targets. A creature can only be 
  affected by a spreading attack once per attack.
  Stored
  Cost: 1d8 or 2d8.
  For 1d8, the attack counts as a spell that can be stored 
  within a spell storing weapon. Its effective spell level is 
  equal to 1/2 of its total d8 value, rounded up. Restriction: 
  7d8 and higher special attacks cannot be stored in this 
  way.
  For 2d8, the attack is always linked to a specific attack 
  (choose when purchasing this modification), and occurs 
  automatically when that attack hits. No additional attack 
  roll is required, but saving throws still occur.
  Defect: A stored special attack cannot also be accurate, 
  inaccurate, low penetration, or ranged.
  Storing
  Cost: 1d8.
  The attack triggers another of the character’s attributes 
  on a hit, such as a debilitating injury, fantasy spell, 
  metamorphosis, or size change. If the attack hits, the 
  attribute triggers without an additional attack roll, but 
  saving throws still occur.
  Restriction: The attribute stored by the attack has a 
  maximum of rank 3 (the attribute can have more ranks, 
  but only up to rank 3 affects the target). Fantasy spells are 
  similarly restricted to 3rd level and lower.
  Sweep
  Cost: 3d8.
  The attack targets up to 3 creatures within range using 
  a single attack roll.
  Defect: This modification does not stack with the area, 
  aura, or stored modifications.
  Suffering
  Cost: 1d8.
  Choose acid, bleed, cold, fire, or poison. The attack 
  causes 2 ongoing damage each round of acid, bleed, 
  cold, or fire damage, or 1 Con damage per 3 ranks every 
  minute of poison. One successful Fortitude save negates 
  the ongoing damage, and 2 successful saves in a row 
  negate the poison.
  Tangle
  Cost: 2d8.
  The attack entangles the target, which must deal 4 
  damage per rank to break free or succeed at an Escape 
  Artist check or Reflex save as a move action.
  Trapped
  Cost: 1d8.
  The attack is set up in advance as a trap with a bonus on 
  any related skill checks to set it up equal to its rank.
  Undetectable
  Cost: 1d8.
  Using the attack never draws attacks of opportunity. If 
  a character is hidden before making the attack, they gain 
  a bonus equal to its rank on their Stealth check to remain 
  hidden afterward. Any skill checks made to conceal the 
  attack gain a bonus equal to its rank.
  Vampiric
  Cost: 2d8 or 4d8.
  For 2d8, the attack also heals the character’s hit points 
  for an amount equal to 1/2 the damage it deals, up to a 
  maximum of 5 x its rank per day.
  For 3d8, the attack heals up to 10 x its rank instead, 
  and any hit points healed in excess of the character’s total 
  become temporary hit points. These temporary hit points 
  stack with themselves.
  88
  
  Special Attack Disabilities
  The following disabilities are available to add to most 
  special attacks.
  Backblast
  Gained: 1d8.
  The attack deals 25% of its damage to the character (1 
  damage for every 4 points of damage it deals to all other 
  targets).
  Biased
  Gained: 3d8.
  Choose one monster type or subtype (if humanoid or 
  outsider). The attack can only be made against that type 
  of creature.
  Energy-Drawing
  Requirement: The character must have an energy pool.
  Gained: 2d8.
  The attack costs additional energy equal to its rank to 
  use.
  Environmental
  Gained: 1d8 or 2d8.
  Choose one terrain when this disability is chosen. The 
  attack can only be used within that terrain. This disability 
  is worth 1d8 in a campaign where the terrain is common, 
  but not constant, or 2d8 in a campaign where the terrain is 
  uncommon or rare.
  Expensive
  Gained: 2d8.
  The attack costs 20 cy per rank to use.
  Harmful
  Gained: 3d8.
  The attack also causes the character to become 
  sickened for a number of rounds equal to the attack’s rank. 
  If the character is already sickened, it becomes nauseated 
  instead. If it is already nauseated, the character also 
  becomes exhausted.
  Inaccurate
  Requirement: The attack must be made with an attack 
  roll.
  Gained: 1d8.
  The attack is unusually inaccurate giving a –2 on attack 
  rolls (and increasing any required saving throw DCs by 2). 
  This modification can be assigned two or three times for a 
  –4 or –6 on attack rolls, respectively.
  Defect: An inaccurate special attack cannot also be 
  stored.
  Limited
  Gained: 1d8, 2d8, or 3d8.
  For 1d8, the attack can be used once per day per rank. 
  For 2d8, the attack can be used once per day per 2 ranks. 
  For 3d8, the attack can be used once per day.
  Defect: A limited special attack cannot also self-destruct.
  Low Penetration
  Gained: 2d8.
  The attack takes a penalty to its damage equal to the 
  target’s manufactured armor bonus or 1/2 of its natural 
  armor bonus (minimum 0). This is applied before Damage 
  Reduction.
  Example: Against a fighter in +2 full plate, the attack 
  deals 11 less damage. Against a bear with +6 natural 
  armor, the attack deals 3 less damage.
  Defect: A low penetration special attack must deal at 
  least 1 damage to have any other effect on its target.
  No Damage
  The initial 1d8 damage dealt by the attack can be spent 
  on other modifications, giving the attack an effective 
  0 damage dealt on a hit. Some modifications may still 
  require tracking the number of d8s the attack would deal 
  otherwise.
  This disability is usually combined with modifications 
  such as blinding/deafening, irritant, or prehensile. It is not 
  required debilitating, draining, or maddening, but can be 
  used if those modifications would leave the character with 
  1d8 damage.
  No Defense
  Gained: 2d8.
  The attack causes the character to become flat-footed.
  No Shields
  Gained: 1d8.
  The attack cannot pass through any forcefield, even the 
  character’s.
  Out of Phase
  Gained: 1d8 or 3d8.
  The attack is only partially real because it is either 
  an illusion or cannot fully manifest in the current reality. 
  For 3d8, treat the attack as having been cast through 
  the shadow evocation spell. For 1d8, treat it as greater 
  shadow evocation instead.
  Self-Destruct
  Prerequisite: Stored or Storing modification.
  Gained: 4d8.
  The attack also destroys the object in which it is stored, or 
  immediately removes the ability to use the stored attribute. 
  Either can be rebuilt or retrained with the appropriate 
  amount of downtime and supplies.
  Defect: A self-destruct special attack cannot also be 
  limited.
  Site-Bonded
  Gained: 4d8.
  Choose one facility, mech, area no larger than a large 
  town, or a single district in a city or metropolis. The attack 
  can only be made while in the area, against targets within 
  the area. A giant robot can use this to make an attack that 
  targets creatures inside of it.
  Slow
  Gained: 3d8 or 4d8.
  For 3d8, the attack requires a full-round action to use. 
  For 4d8, the attack does not reach its target until the 
  beginning of the character’s next turn. If the target is no 
  longer in the same space, treat the attack as being indirect 
  for a –4 penalty per 5 feet (or –2 if the attack is already 
  indirect).
  Defect: A slow attack cannot also be stored, and it 
  cannot have modifications that benefit from using a full-
  round action, such as flurrying.
  89
  
  Volleying
  Prerequisite: Ranged modification.
  Gained: 1d8 or 2d8.
  For 1d8, the attack takes a –2 penalty to hit or the save DC when its 
  target is within 30 feet. For 2d8, the attack either takes a –4 penalty 
  instead, or takes its penalty against targets within 60 feet.
  Static
  Gained: 1d8.
  The character cannot move on the round it attacks.
  Unreliable
  Gained: 1d8.
  The attack becomes unusable for 1 round per 2 ranks when the 
  character rolls a natural 1 to attack or the target rolls a natural 20 to 
  save against it.
  Character Defects & Restrictions
  Character defects are penalties and restrictions that the character 
  cannot control or change over time. They are something the character 
  must live with and adapt to with trial and error.
  Severity: The severity of different defects and restrictions is usually 
  worth at least the value of a trait (1 point) or feat (up to 3 points), but 
  some more complicated or dangerous options can be worth as much as 
  3 feats (9 points). When choosing such options, remember that they can 
  be game-affecting, not just restricted to the character. Depending on the 
  story, the GM may decide that a particular defect or restriction doesn’t fit 
  or could be overly detrimental to the group as a whole.
  Class Defects or Restrictions: Several of the defects and restrictions 
  here can also be applied to classes to give them more freedom in 
  the attributes options they can gain over 20 levels. For point-based 
  characters, some of the defects presented here are only available if they 
  meet the requirements.
  General Defects & Restrictions
  Code of Conduct
  Gained: Up to 3 points per restriction.
  A character with a code of conduct must adhere to that code. If they 
  fail to do so, the character risks losing some or all of their attributes until 
  they can properly atone. The GM must approve any codes of conduct. 
  Example codes of conduct include the druid’s order and the paladin’s 
  oath.
  1 point: The character has a minor restriction, such as not wearing a specific type 
  of armor or wearing a mask. Failure to uphold the code loses all spells and class 
  attributes, but not weapon, armor, and shield proficiencies while the offending action is 
  taken and for a short time after (usually 24 hours).
  2 points: The character has a moderate restriction, such as maintaining their alignment, 
  returning to a location periodically, or paying tithes to a church or guild. Failure to 
  uphold the code can cause a stronger form of the punishment above (requiring genuine 
  atonement or casting the spell of the same name), or can prohibit the character from 
  gaining additional levels in the class.
  3 points: The character has a major restriction, such as a strict ethical code against 
  interacting with some creatures or performing certain acts. Failure to uphold the code 
  removes all attributes as above and prohibits the character from gaining additional 
  levels in the class.
  Conditional Ownership
  Gained: 1, 3, or 6 points per item.
  A character with conditional ownership chooses one or more important 
  items in their possession. Those items are the property of some other 
  entity, such as an organization or a deity. Alternatively they may be family 
  heirlooms given with the understanding that they are not the character’s 
  to keep.
  Table: Defects & Restrictions
  Attribute
  Gained
  Page
  Activation Time
  up to 5
  94
  Allergen
  up to 3
  93
  Arcane Spell Failure
  up to 3
  93
  Armor Penalty
  1 + 1 per
  93
  Code of Conduct
  up to 3
  90
  Concentration
  3
  94
  Conditional Ownership
  1, 3, or 6
  90
  Dependent
  1
  94
  Detectable
  1, 2, or 4
  94
  Famous
  up to 3
  91
  Frenzy
  up to 3
  94
  Hyper Focus
  3
  95
  Inattentive
  2 or 3
  93
  Indebted
  up to 3
  91
  Light Vulnerability
  1 or 2
  95
  Logical
  1
  93
  Marked
  up to 3
  91
  Negative Affinity
  1
  93
  Nemesis
  1, 3, or 6
  91
  Permanent
  1
  91
  Phobia
  up to 4
  91
  Recurring Nightmares
  1, 3, or 6
  92
  Red Tape
  varies
  92
  Reduced Spells per Day
  2
  93
  Short Attention Span
  1, 3, or 6
  95
  Significant Other
  up to 6
  92
  Skeleton in the Closet
  1, 3, or 6
  92
  Slow Movement
  up to 3
  93
  Special Requirement
  up to 3
  92
  Spells Known
  1, 2, or 3
  93
  Unique Defect or Restriction
  varies
  92
  Untrained Class Feature
  varies
  92
  Vulnerability
  2
  93
  Wanted
  3, 6, or 9
  92
  Weakness
  up to 3
  93
  90
  
  1 point: The character has 1 item they must safeguard and return once 
  their current adventure is complete. The character can easily ask for 
  the item again during the next adventure, and taking the item without 
  permission is only a moral issue.
  3 points: When the character returns the item, there is a 50% chance 
  it won’t be available for the next adventure. Taking the item without 
  permission can draw the ire of its owner, who will seek out the 
  character, either itself or through a proxy, to retrieve the item.
  6 points: There is a 25% chance per request for the item that it isn’t 
  available for the adventure. The character can face stiff penalties, 
  including loss of funds or power for letting the item get lost or 
  damaged. Taking the item without permission immediately turns its 
  owner against the character, who is then hunted continuously by 
  proxies or the owner itself until the item is retrieved or returned. Even 
  after returning the item, there is a 50% chance the character still 
  loses access to funds or power in some way if it was taken without 
  permission.
  Famous
  Gained: Up to 3 points.
  A famous character finds it difficult to operate discretely 
  because they are always in the media’s eye. Hounded by 
  fans, the character must navigate their downtime carefully 
  if they’re going to find time to get anything of use done.
  In the right circles, any character could be famous, 
  although some classes such as hot rod are more likely 
  than others. In areas where a race is rare, a character may 
  obtain fame (or infamy) for no other reason than being 
  who they are.
  1 point: The character is easily recognized within their immediate 
  area, up to the size of a large city, or with 1 specific group, such 
  as an organization. They must spend at least 1 week per month of 
  downtime in the public eye to avoid gaining a poor reputation. They 
  can broadcast their efforts to satisfy up to 3 days of this.
  2 points: The character is recognized nationally, and must spend at 
  least 2 weeks per month to maintain their good reputation. They can 
  broadcast their efforts to satisfy up to 1 week of this.
  3 points: the character is recognized internationally, and gains only 1 
  week of downtime for every 2 weeks spent in public, maintaining their 
  reputation, either via broadcast or good will efforts.
  Infamous: The character is known for their misdeeds, 
  and may draw the ire of the public instead. This makes them 
  feared, rather than adored, but they must still maintain that 
  persona or risk falling into obscurity and losing access to 
  the attributed gained as a result of their infamy.
  Indebted
  Gained: Up to 3 points.
  An indebted character owes their life to another creature 
  or organization in some way. This may represent voluntary 
  servitude for a life saved, a controlling device that punishes 
  the character for acting out of line, or a familial tie.
  Giant robots, hot rods, and mech pilots are the most 
  common characters to take this trait, but depending on 
  the story, this could also affect a specific race or other 
  members of a particular origin.
  1 point: The character’s debt is monetary, and while they won’t pay it 
  off any time soon, only comes into play once per month. As long as 
  the character stays in good standing, they can otherwise act freely.
  2 points: The character’s actions are indirectly controlled by their debt. 
  They must first obtain clearance or permission to do anything not in 
  accordance with their debt.
  3 points: The character’s actions are directly controlled by their debt. If 
  they act out of line, they are punished in some way, such as suffering 
  ongoing damage, occasional malfunction, or being actively hunted by 
  others who work for their debtor.
  Marked
  Gained: Up to 3 points per mark.
  A marked character has a distinguishing characteristic 
  that is difficult to hide, making it easier for others to 
  recognize the character at a glance. Something is 
  considered a mark if it is non-standard for the race, such 
  as a green human or a thin, hairless dwarf.
  A mark can also be a personality quirk or distinct means 
  of interaction, such as a character’s unique accent, vocal 
  cadence, or walk.
  1 point: The mark can be hidden behind clothing or with minor 
  alterations such as contacts. The character suffers a –2 penalty on 
  checks to conceal their identity.
  2 points: The mark is more difficult to hide, such as an extra or missing 
  finger. The penalty to conceal the character’s identity becomes –4.
  3 points: The mark is almost impossible to hide, such as a unique skin 
  tone, lack of eyes, or extreme body shape.
  Nemesis
  Gained: 1, 3, or 6 points per nemesis.
  A character with nemesis has an ongoing enemy or rival 
  that they must deal with in some way on a regular basis. 
  This nemesis can be on the same side as the character, 
  seeking only to one up them, or they could be a villain who 
  drops in unexpectedly to cause the character distress, 
  then leaves quickly enough to avoid repercussion.
  1 point: The nemesis shares goals with the character, and strives in 
  vain to show them up. Alternatively, the nemesis may have opposing 
  goals, and always seems to be one step behind the character.
  3 points: The nemesis is a peer, equally capable of succeeding against 
  the character as often as they fail. They see the character as a 
  necessary part of their rivalry, and may even go to lengths to keep 
  the character alive just to torment them further in the future.
  6 points: The nemesis knows something about the character, and uses 
  it to toy with them frequently. They may be the pervasive mastermind 
  behind long-term schemes, or actively attack the character’s friends 
  and loved ones if given the opportunity.
  Permanent
  Gained: 1 point per permanent attribute or feature.
  A character with permanent chooses an attribute or 
  feature that can hinder them at least occasionally. The 
  character has no means of deactivating, ignoring, or 
  removing that option.
  Common permanent attributes include armor, massive 
  damage, or special attack. Attributes such as natural 
  attacks are often permanent already.
  Phobia
  Gained: Up to 4 points per phobia.
  A character with phobia has a triggering event or 
  interaction that causes them progressively stronger 
  discomfort. Phobias are as wide-ranging as characters, 
  although they should be present enough in a story to 
  warrant the use of such a character defect.
  91
  
  1 point: The phobia is a minor concern that the character can overcome 
  with a Will save (DC 10 + the phobia’s perceived Challenge Rating, 
  as determined by the GM). Failure indicates that the character will 
  skirt the phobia by going someplace else or taking a different path to 
  their destination.
  2 points: The phobia can prevent the character from acting in some 
  way, such as leaving their space or refusing to approach the source 
  of their phobia if made aware of it. Mention of the phobia forces the 
  character to save or take precautions against encountering it. If 
  confronted directly, the character takes a –2 penalty on their save.
  4 points: The phobia can disable the character, causing them to flee 
  in fear or fall prone as a means of defending themselves. Mention of 
  the phobia forces the character to save or prevent them from acting. 
  If confronted directly, the character takes a –5 penalty on their save.
  Recurring Nightmares
  Gained: 1, 3, or 6 points.
  A character with recurring nightmares has suffered some 
  past trauma or curse that causes them to sleep poorly. 
  They might have participated in an event that continues to 
  haunt them, or they could be a seer whose gift is terrifying 
  visions channeled through their dreams.
  1 point: The nightmares come infrequently, such as during a full moon 
  or after some event like a festival full of loud noises and bright colors. 
  The character is often shaken for a few minutes upon waking.
  3 points: The nightmares occur no less than once per week, and the 
  character loses up to 8 hours of rest when they do occur, requiring 
  additional time to regain uses of attributes or spells.
  6 points: The nightmares are frequent, almost every night. The 
  character must attempt a Will save (DC 10 + the perceived Challenge 
  Rating of the nightmares, as determined by the GM) when trying to 
  rest or fail to gain any benefit for up to 8 hours. The character gains 
  a +2 bonus on this save if they are fatigued from lack of rest, or +5 
  if exhausted.
  Red Tape
  Gained: By attribute.
  A character with red tape gains free access to up to 3 
  ranks of an attribute, but only after spending at least 1 
  day of downtime per week or month acquiring or renewing 
  their use of it. More expensive attributes require additional 
  time, as does additional ranks.
  Some attributes, such as class levels, cannot be chosen 
  with red tape because of their long-term effects, but most 
  are fair game. Even things such as alternate form or Hit 
  Dice can be controlled by an organization or a character’s 
  continued prayers to their god.
  Significant Other
  Gained: up to 6 points.
  A character with a significant other has somebody close 
  to them who either depends on their frequent attention, or 
  who can be placed in danger because of their relationship.
  A significant other should have some importance to 
  the story besides being just a reason for the character to 
  adventure; otherwise, they’re just a plot device. Work with 
  the GM to determine what the significant other can offer, 
  and use that to determine the points gained for having to 
  keep them safe or dropping a current adventure to save 
  them in the event they are put into danger.
  Example: John’s sister is blind. He has to protect and 
  travel with her because she was prophesied to lead a 
  rebelion when she can see again. Because his enemies 
  know this and try to snatch her away when given the 
  chance, John gains 6 points. If he was adventuring just to 
  earn money and get her vision back, John would only gain 
  1 or 2 points instead.
  Skeleton in the Closet
  Gained: 1, 3, or 6 points.
  A character with a skeleton in the closet has some past 
  event or tragedy that they must keep secret and which 
  may prevent them from acting in some way.
  1 point: The event was something personal that would embarrass 
  the character if discovered, but which wouldn’t affect their ability to 
  adventure in the long run.
  3 points: The event involved others who may out the character if not 
  convinced to remain quiet, or was significant enough that it could 
  disturb others with whom they adventure.
  6 points: The event was tragic to all those involved and the character 
  is trying to hide their role in it. Anybody who recognizes them may 
  react without the character immediately stopping them in some way. 
  If revealed, the character may be fired, lose face with their friends,  or 
  significantly impact those with whom they adventure.
  Special Requirement
  Gained: Up to 3 points per requirement.
  A character with special requirement chooses one or 
  more attributes that must meet the requirement before 
  they can be used. Common requirements include having 
  an object through which to focus, being able to speak a 
  special language, or performing some rite or ritual.
  1 point: The requirement is easily obtained or accomplished, such as 
  wielding a focus object or knowing a special activation word.
  2 points: The requirement is prohibitive, such as only being usable 
  when not in combat or only while attuned specifically to exactly one 
  object.
  3 points: The requirement is complex or difficult to achieve, such as 
  only during a full moon, after a sacrifice is made, or after performing 
  a ritual over several days’ time.
  Unique Defect or Restriction
  A character with a unique defect or restriction can create 
  their own defect or restriction, allowing them to regain 
  an equivalent number of points. Work with the GM to 
  determine the value and traits of the new defect, using 
  those described here as guidelines. A unique defect or 
  restriction rarely grants more than 3 points.
  Untrained Class Feature
  Gained: By feature.
  Requirement: At least 1 class level.
  A character with an untrained class feature does not 
  gain that class attribute at their current class level. The 
  character may purchase the class attribute back later for 
  the reduced cost. This defect grants a character points 
  equal to half the cost of the untrained class attribute for 
  that level. Class attributes worth an odd number of points 
  round down, but make note of the trailing .5 in case another 
  attribute goes untrained at a later level.
  Example: A character with 2 levels in magical hero is 
  afraid of heights and chooses to only gain jump (rank 1), 
  leaving her with half of a point. At 5th level, the character’s 
  fear of heights is still unresolved, so she also does not 
  gain flight at that level. This grants her 1.5 points, plus the 
  .5 she had from giving up a rank of jump, for a total of 2 
  points.
  Wanted
  Gained: 3, 6, or 9 points.
  A wanted character is being chased by another creature 
  or organization, usually for a specific reason that the 
  character may or may not share with others.
  92
  
  3 points: The character is wanted for questioning regarding an event 
  they may have been part of, and if directly encountered by agents 
  of the creature or organization will be attacked or otherwise drawn 
  attention to.
  6 points: The reason the character is wanted is public knowledge, 
  and other creatures that see or interact with the character may be 
  inclined to make their presence known to agents of the creature or 
  organization that wants them.
  9 points: The character can find little respite outside of their immediate 
  circle of friends or influence, and must be careful wherever they go 
  not to draw attention to themselves, lest they be outed to those in 
  search of them by even common folk looking for a reward.
  Defense Defects & Restrictions
  Allergen
  Gained: Up to 3 points per allergen.
  A character with allergen chooses a non-damaging 
  substance, material, or object, such as water, silver, or a 
  crucifix, respectively. When the character comes in contact 
  with their allergen, they take 1d6 points of damage per 
  point gained, up to a maximum of 3d6 points of damage.
  Alternatively, the character might become sickened (1 
  point), immobilized (2 points), or paralyzed (3 points) while 
  in contact with their allergen.
  Example: Vampires treat garlic, crucifixes, silver, and 
  running water as allergens. The first three each damage 
  them in varying ways, while the last immobilizes them, 
  granting vampires a total of 8 points that can be used to 
  purchase or strengthen different attributes.
  Armor Penalty
  Gained: 1 point + 1 point per lost attribute.
  A character with armor penalty loses access to up to 
  3 defense, movement, or attack offense attributes when 
  wearing armor, using a shield, or carrying a medium or 
  heavy load.
  Inattentive
  Gained: 2 or 3 points.
  For 2 points, a slow character suffers a –2 penalty on 
  initiative checks. For 3 points, the character always goes 
  last unless rolling initiative against another creature with 
  slow.
  Vulnerability
  Gained: 2 points per vulnerability.
  A character with vulnerability chooses a type of damage 
  and gains vulnerability to it. Types of damage include 
  elemental damage (acid, cold, electricity, or fire); force 
  or sonic damage; or bludgeoning, piercing, or slashing 
  damage.
  Weakness
  Gained: Up to 3 points.
  A character with weakness suffers 2d6 additional 
  damage from critical hits and called shots per point 
  gained. This damage cannot be avoided or redirected, but 
  it can be healed normally after the fact (if no other defect 
  or restriction prevents it.
  Obvious Weakness: For 2 additional points, the 
  weakness is obvious to enemies (Perception DC 15 –1 per 
  point gained), who can directly target it with a called shot.
  Feat and Skill Defects & Restrictions
  Logical
  Gained: 1 point.
  A logical character doesn’t process emotions like other 
  characters and takes a –4 on Sense Motive checks.
  Magical Defects & Restrictions
  Arcane Spell Failure
  Requirements: Dynamic sorcery or fantasy spellcasting.
  Gained: Up to 3 points.
  A character with arcane spell failure suffers a chance 
  to lose the spell they cast when wearing certain armor or 
  using a shield.
  1 point: The character cannot wear medium or heavy armor.
  2 points: The character cannot wear medium or heavy armor or use 
  a shield.
  3 points: The character cannot wear any armor or use a shield.
  Negative Affinity
  Gained: 1 point.
  A character with negative affinity is damaged by spells 
  that heal hit points and healed by spells that deal negative 
  energy damage, such as inflict wounds spells.
  Reduced Spells per Day
  Requirement: Fantasy spellcasting.
  Gained: 2 points.
  A character with reduced spells per day gains 1 fewer 
  spell of each level (minimum 0). A character that gets 0 
  spells per day of a given spell level gains only the bonus 
  spells they would be entitled to based on spellcasting 
  attribute score for that spell level.
  Slow Movement
  Gained: up to 3 points.
  A character with slow movement has their speed reduced 
  in some way.
  1 point: The character’s base movement speed is reduced by 10 ft. If 
  the character is Medium, they gain steady for free.
  2 points: The character’s base movement speed is reduced by half.
  3 points: The character reduces their speed in all movement types by 
  half (to a minimum of 10-ft. movement).
  Spells Known
  Requirements: Dynamic sorcery or fantasy spellcasting.
  Gained: 1, 2, or 3 points.
  A character with spells known has a limited number of 
  spells they gain with each rank or Hit Die.
  A character with spells known can typically exchange 
  at least 1 spell when they reach a certain level or total 
  number of Hit Dice. A character that can never change 
  their spells known gains 2 additional points.
  93
  
  1 point
  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
  2 points
  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
  Mechanical Defects & Restrictions
  Activation Time
  Gained: 1 point per 2 rounds, up to 5 points.
  Activation time can be a magical or mechanical defect.
  A character with activation time chooses one magical 
  or mechanical attribute. When activating that attribute, 
  the character must wait a minimum of 2 rounds before 
  it becomes fully active and usable. Activating such an 
  attribute may also require concentration (see below).
  Concentration
  Gained: 3 points.
  Concentration can be a magical or mechanical restriction.
  A character with concentration chooses one magical 
  or mechanical attribute. When using that attribute, the 
  character is flat-footed. The character can only move or 
  take actions when they relate directly to the attribute and 
  must otherwise do nothing else until it is deactivated or no 
  longer available to use.
  3 points
  Level
  1st
  2nd
  3rd
  4th
  1st
  —
  —
  —
  —
  2nd
  —
  —
  —
  —
  3rd
  —
  —
  —
  —
  4th
  2
  —
  —
  —
  5th
  3
  —
  —
  —
  6th
  4
  —
  —
  —
  7th
  4
  2
  —
  —
  8th
  4
  3
  —
  —
  9th
  5
  4
  —
  —
  10th
  5
  4
  2
  —
  11th
  5
  4
  3
  —
  12th
  6
  5
  4
  —
  13th
  6
  5
  4
  2
  14th
  6
  5
  4
  3
  15th
  6
  6
  5
  4
  16th
  6
  6
  5
  4
  17th
  6
  6
  5
  4
  18th
  6
  6
  6
  5
  19th
  6
  6
  6
  5
  20th
  6
  6
  6
  5
  Dependent
  Gained: 1 point per paired attribute.
  Dependent can be a magical or mechanical defect.
  A character with dependent chooses at least two 
  attributes. Those attributes must both be activated at the 
  same time, or one right after the other, to operate properly.
  Example: A character may have to activate a forcefield 
  in order to have flight, or they might only gain a forcefield 
  after casting a spell.
  Restrictions: Items of power are already dependent 
  by default and cannot be chosen for this defect. Paired 
  attributes should make sense in some context.
  Detectable
  Gained: 1, 2 or 4 points.
  Detectable can be a magical or mechanical defect.
  A character with detectable chooses an attribute. Other 
  creatures are immediately made aware of the character 
  when that attribute is used.
  1 point: The attribute creates a visual or audible cue that others who 
  are paying attention will notice with a bonus on their Perception 
  checks equal to the attribute’s rank.
  2 points: Creatures within range of the attribute (minimum 25 feet + 
  5 feet per 2 ranks of the attribute) are immediately aware of its use, 
  and those out to 1 mile per 2 ranks of the attribute gain a Perception 
  check to notice if they are paying attention.
  4 points: Creatures within long range (400 feet + 40 feet per rank of the 
  attribute) are immediately aware of the attribute’s use, whether or not 
  they can see it. Creatures out to 1 mile per rank of the attribute can 
  make a Perception check to recognize that something is happening.
  Offense Defects & Restrictions
  Frenzy
  Gained: Up to 3 points.
  A character with frenzy enters a barbarian rage as a 
  barbarian of their highest rank in any attribute as a free 
  action under some conditions. The character cannot leave 
  the rage voluntarily without help, and may even attack 
  their allies. The rage lasts only as long as the triggering 
  event occurs.
  94
  
  1 point: The character frenzies only in dire situations, but would never 
  harm their allies.
  2 points: The character frenzies in specific circumstances, such as 
  when exposed to the light of a full moon or when brought below half 
  of their total hit points. The character can attempt a Will save (DC 25 
  –1 for each round already spent raging) to avoid attacking allies if 
  there are no enemies within reach.
  3 points: The character frenzies frequently, such as when a critical hit is 
  confirmed against them, or upon seeing a specific color or triggering 
  event. The character will attack their allies if they are the source of 
  the trigger or there are no enemies around while the rage lasts.
  Senses Defects & Restrictions
  Light Vulnerability
  Gained: 1 or 2 points per vulnerability.
  A character with light vulnerability suffers penalties when 
  in direct light of some kind.
  Light Blindness: 2 points. The character is blind for 1 
  round when exposed to bright light, then dazzled.
  Light Sensitivity: 1 point. The character is dazzled in 
  areas of bright light.
  Vulnerable to Sunlight: 2 points. The character takes 
  1 point of Constitution damage after every hour they are 
  exposed to sunlight.
  Hyper Focus
  Gained: 3 points.
  A character with hyper focus unknowingly puts extreme 
  focus on one task to the exclusion of others. When using 
  Craft, Perform, or Profession, or otherwise performing 
  a repetitive task, the character must make a Will save 
  once per hour against the task’s DC. Failure indicates 
  the character is flat-footed and takes no actions other 
  than to continue the task. Creatures can attempt to return 
  the character’s focus as if waking it from a sleep spell (a 
  standard action).
  Short Attention Span
  Gained: 1, 3, or 6 points.
  A character with a short attention span gets distracted 
  easily.
  1 point: The character suffers a –2 penalty on Will saves and all 
  Perception checks.
  3 points: –4 Will and Perception, and –2 Reflex.
  6 points: –4 Will, Perception, and Reflex, and –2 AC.
  Feats
  Feats are a staple of the Pathfinder® Roleplaying Game. 
  In Play Manga, they hold much the same role and overall 
  power level. Any feat available in another supplement 
  should be as balanced here as it would be in a traditional 
  game.
  95
  
  Gaining Feats: Every character gains 1 feat at 1st level, 
  plus an additional feat at every odd level thereafter. These 
  are in addition to the feats gained as a race or class. In 
  addition, point-based characters can purchase the bonus 
  feats attribute.
  Race Feats: When building a race, a flexible bonus feat 
  is worth 4 points, while a static bonus feat is worth 2.
  Class Feats: Classes that gain static feats at certain 
  levels pay 1 point fewer for them unless they ignore 
  another feat prerequisite. See the bonus feat attribute for 
  more information.
  General Feats
  Coordinated Tactics (Teamwork)
  Prerequisites: Int 13, at least 1 teamwork feat.
  Benefit: You and each of your allies with this feat can 
  spend 1 hour each morning practicing together. When you 
  do, choose one teamwork feat from each of those allies. 
  You are treated as having those feats for the day.
  Crowd Oriented
  Prerequisite: Group minded rank 1.
  Benefit: Double the range at which you and allies gain 
  the benefits of group minded (20 ft. at rank 1 + 40 feet per 
  rank thereafter).
  Diehard
  Prerequisite: Endurance.
  Benefit: You automatically stabilize when reduced to 0 
  or fewer hit points and may act as disabled, rather than 
  dying. When disabled, you are staggered. You take 1 point 
  of damage if you perform any action more strenuous than 
  moving.
  Dual Major
  Prerequisites: 7th-level student or 7th-level tech genius, 
  at least 2 course talents.
  Benefit: Choose a course talent you have that is not 
  your major. You gain the major benefit of that talent and 
  may choose that talent as your pre-graduate benefit, 
  graduate benefit, or both.
  Endurance
  Benefit: You gain a +4 on 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 nonlethal damage from starvation or thirst; 
  Fortitude saves made to avoid nonlethal damage from hot 
  or cold environments; and Fortitude saves made to resist 
  damage from suffocation.
  You may also sleep in light or medium armor without 
  becoming fatigued.
  Eschew Materials
  Benefit: You can cast any spell with a material 
  component costing 1 gp or less without needing that 
  component. The casting of the spell still provokes attacks 
  of opportunity as normal. If the spell requires a material 
  component that costs more than 1 gp, you must have the 
  material component on hand to cast the spell, as normal.
  Expert Driver
  Prerequisite: Skilled Driver.
  Benefit: You can make an accelerate, decelerate, or 
  turn action as a move action instead of a standard action. 
  You also subtract 10 feet from the roll when stopping a 
  vehicle to determine how many feet the vehicle moves 
  forward before it stops.
  Expert Mechanic
  Prerequisite: Int 15, Knowledge (engineering) 1 rank.
  Benefit: Your successful Knowledge (engineering) 
  check restores twice as many hit points to a mecha, robot, 
  or vehicle. Once per week, you can cast make whole as an 
  extraordinary ability. Your caster level is equal to your total 
  hit dice. If you have at least 8 hit dice, you can cast greater 
  make whole instead.
  Extra Course Talent
  Prerequisite: 3rd-level student or 3rd-level tech genius.
  Benefit: You gain an additional course talent. As a tech 
  genius, this talent can only be chosen from your list of tech 
  schools.
  Extra Energy
  Benefit: You gain +5 energy.
  Special: You can select this feat more than once. Its 
  effects stack.
  Family Ties
  Prerequisite: Organizational ties (rank 1).
  Benefit: You are a member of the leading family in 
  your associated organization. Your effective rank of 
  Organizational ties increases by +1. At rank 4, this 
  also grants you a 25% chance per day to get moderate 
  assistance. At rank 7, you have a 25% chance per day to 
  get major assistance. At rank 10, you have a 100% chance 
  per day to get moderate assistance.
  Fighter Training
  Prerequisites: Str 15, character level 10th, at least 2 
  total levels in non-fighter classes.
  Benefit: You count half your total level in non-fighter 
  classes as fighter levels for the purpose of qualifying for 
  feats.
  Special: If you have levels in fighter, these levels stack.
  General Studies
  Benefit: Add half your class level on all Knowledge 
  checks. You can make all Knowledge checks untrained.
  Heavy Armor Endurance
  Prerequisites: Str 13 or Con 13, Endurance.
  Benefit: You gain a +1 circumstance bonus on all Reflex 
  saves when wearing heavy armor and may sleep in light, 
  medium, or heavy armor without becoming fatigued.
  Normal: A character without this feat who sleeps in 
  heavy armor is fatigued the next day.
  Light Steps
  Prerequisites: Acrobatics 11 ranks, Dex 15.
  Benefit: As a full-round action, you can move up to twice 
  your speed, ignoring difficult terrain. While moving in this 
  way, any surface will support you, no matter how much 
  you weigh. This allows you to move across water, lava, or 
  even the thinnest tree branches. You must end your move 
  96
  
  on a surface that can support you normally. You cannot 
  move across air in this way, nor can you walk up walls or 
  other vertical surfaces. When moving in this way, you do 
  not take damage from surfaces or hazards that react to 
  being touched, such as lava or caltrops, nor do you need 
  to make Acrobatics checks to avoid falling on slippery or 
  rough surfaces. Finally, when using light steps, you ignore 
  any mechanical traps that use a location-based trigger.
  Nimble Moves
  Prerequisite: Dex 13.
  Benefit: You ignore the first 5 feet of difficult terrain that 
  you move through each round. This allows you to take a 
  5-foot step into difficult terrain.
  Polyglot
  Prerequisites: Int 15, Linguistics 5 ranks, character 
  level 11th.
  Benefit: You can understand and speak with any living 
  creature, as if under a permanent tongues effect.
  Special: Fantasy monks gain this feat for free at 13th 
  level. They do not have to meet the prerequisites.
  Scribe Scroll (Item Creation)
  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. To scribe a scroll, you must use 
  up raw materials costing half of this base price.
  Spell
  Level
  Cleric,
  Druid,
  Wizard
  Dynamic
  Sorcerer,
  Sorcerer
  Bard,
  Magical Hero,
  Pet Trainer
  Paladin,
  Ranger
  0
  1 cy
  1 cy
  1 cy
  —
  1st
  3 cy
  3 cy
  3 cy
  3 cy
  2nd
  15 cy
  20 cy
  20 cy
  20 cy
  3rd
  38 cy
  45 cy
  53 cy
  53 cy
  4th
  70 cy
  80 cy
  100 cy
  100 cy
  5th
  113 cy
  125 cy
  163 cy
  —
  6th
  165 cy
  180 cy
  240 cy
  —
  7th
  228 cy
  245 cy
  —
  —
  8th
  300 cy
  320 cy
  —
  —
  9th
  383 cy
  405 cy
  —
  —
  Skilled Driver
  Benefit: Choose aircraft, land vehicles, or watercraft. 
  You gain a +4 bonus on driving checks with your chosen 
  vehicle.
  Smart Driver
  Prerequisites: Int 13, Profession (driver) 1 rank.
  Benefit: You can substitute your Intelligence modifier in 
  place of Wisdom when making driving checks and driving-
  related skill checks.
  Swift Tracker
  Prerequisites: Track, Knowledge (geography) or 
  Knowledge (nature) 5 ranks, Survival 8 ranks.
  Benefit: You can move at your normal speed while 
  using Survival to follow tracks without taking the normal 
  –5 penalty, and you take only a –10 penalty (instead of 
  the normal –20) when moving at up to twice normal speed 
  while tracking.
  Solo Tactics
  Prerequisites: Int 13, at least 1 teamwork feat.
  Benefit: Each of your allies are treated as if they 
  possess the same teamwork feats as you for the purpose 
  of determining whether you receive a bonus from your 
  teamwork feats. Your allies do not receive any bonuses 
  from these feats unless they actually possess the feats 
  themselves. The allies’ positioning and actions must still 
  meet the prerequisites listed in the teamwork feat for you 
  to receive the listed bonus.
  Toughness
  Benefit: You gain +1 hit point per Hit Die.
  Track
  Prerequisites: Knowledge (geography) or Knowledge 
  (nature) 5 ranks, Survival 5 ranks.
  Benefit: You add half your total Hit Dice (minimum 1) to 
  Survival skill checks made to follow tracks.
  Trapfinding
  Prerequisites: Disable Device 5 ranks, Knowledge 
  (engineering) 5 ranks, Perception 5 ranks.
  Benefit: You add half your total Hit Dice (minimum 1) on 
  Perception checks to locate traps and on Disable Device 
  checks (minimum +1). You can also disable magic traps.
  Combat Feats
  Armor Proficiency (Combat)
  Benefit: You are proficient with light armor. For 2 points, 
  you are also proficient with medium armor. For 3 points 
  total, you are proficient with all armor.
  Class Weapon Proficiency (Combat)
  Benefit: Choose one of the following classes. You gain 
  proficiency with the weapons listed for that class at the 
  reduced cost.
  Bard: 3 points. Longsword, rapier, sap, shortsword, 
  shortbow, and whip.
  Cleric: 2 points. Deity’s favored weapon.
  Druid: 2 points. Club, dagger, dart, quarterstaff, scimitar, 
  scythe, sickle, shortspear, sling,spear, and all natural 
  weapons of the forms taken with wild shape.
  Monk: 2 points. Club, crossbow (light or heavy), dagger, 
  handaxe, javelin, kama, nunchaku, quarterstaff, sai, short 
  sword, shortspear, shuriken, siangham, sling, spear, and 
  any weapon with the monk special weapon quality.
  Rogue: 3 points. Hand crossbow, rapier, sap, shortbow, 
  and short sword.
  Wizard: 1 point. Club, dagger, heavy crossbow, light 
  crossbow, and quarterstaff.
  Special: You can select this feat more than once. Each 
  time, choose a different class.
  Diving Shot (Combat)
  Prerequisite: Base attack bonus +1.
  Benefit: Once per round, when making an attack with 
  a ranged weapon or using a full-attack action to make 
  attacks with one or more ranged weapons, you can move 
  up to 10 feet without drawing attacks of opportunity as 
  part of that action, but you are prone at the end of the 
  movement.
  97
  
  Dual Focus (Combat)
  Prerequisite: Combat focus.
  Benefit: You can choose up to 2 creatures as your 
  combat focus with one standard action.
  Exotic Weapon Proficiency, Greater (Combat)
  Prerequisite: Proficiency with all martial weapons and  
  at least 2 exotic weapons.
  Benefit: You are proficient with all exotic weapons.
  Finesse Training (Combat)
  Prerequisites: Dex 13, Weapon Finesse, proficiency 
  with the chosen weapon.
  Benefit: Choose one type of weapon that can be used 
  with Weapon Finesse (such as rapiers or daggers). 
  Whenever you make a successful melee attack with the 
  selected weapon, you add your Dexterity modifier instead 
  of your Strength modifier to the damage roll.
  Restriction: If any effect would prevent you from adding 
  your Strength modifier to the damage roll, you do not add 
  your Dexterity modifier.
  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.
  Gun Training (Combat)
  Prerequisites: Dex 13, proficiency with firearms.
  Choose one type of firearm (such as an assault rifle or 
  handgun). You gain a bonus equal to your Dexterity modifier 
  on damage rolls when firing that firearm. Furthermore, 
  when you misfire with that type of firearm, the misfire value 
  of that firearm increases by 2 instead of 4.
  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.
  Immediate Focus (Combat)
  Prerequisites: Int 13, Swift Focus, character level 11th, 
  combat focus.
  Benefit: When your combat focus is reduced to 0 or 
  fewer hit points, you can choose a new combat focus as 
  an immediate action.
  Improved Initiative (Combat)
  Benefit: You gain a +4 bonus to initiative checks.
  Martial Weapon Proficiency, Greater (Combat)
  Prerequisite: Proficiency with all simple weapons and 
  at least 2 martial weapons.
  Benefit: You are proficient with all martial weapons.
  Simple Weapon Proficiency, Greater (Combat)
  Prerequisite: Proficiency with at least 2 simple weapons.
  Benefit: You are proficient with all simple weapons.
  Stunning Fist (Combat)
  Prerequisites: Dex 13, Wis 13, Improved Unarmed 
  Strike, base attack bonus +8.
  Benefit: You can use stunning fist once per day +1 per 4 
  Hit Dice. Before making an unarmed strike, you can declare 
  that you are using stunning fist. If the attack hits and deals 
  damage, the target is stunned for 1 round (Fortitude DC 
  10 + 1/2 your total Hit Dice + your Wis modifier negates).
  Special: 1 point per rank. You can replace the stun with 
  another effect at the same DC.
  Rank 1: The target is fatigued for 1 round.
  Rank 2: The target is sickened for 1 minute.
  Rank 3: The target is staggered for 1d6+1 rounds.
  Rank 4: The target is blinded or deafened permanently.
  Rank 5: The target is paralyzed for 1d6+1 rounds.
  Swift Focus (Combat)
  Prerequisite: Int 13, combat focus.
  Benefit: You can choose your combat focus as a swift 
  action.
  Weapon Proficiency (Combat)
  Benefit: You are proficient with 1 weapon of your choice.
  Style Feats
  As a swift action, you can enter a stance granted by 
  a style feat. You can only use style feats while in their 
  associated stance.
  Note: Martial arts (rank 1) counts as Improved Unarmed 
  Strike for the purpose of meeting the prerequisites of style 
  feats.
  Boar Ferocity (Combat, Style)
  Prerequisites: Improved Unarmed Strike, Boar Style, 
  Intimidate 6 ranks.
  Benefit: You add piercing damage to the damage types 
  you can deal with your unarmed strikes. Further, you gain 
  +2 on Intimidate checks to demoralize opponents. While 
  using Boar Style, whenever you tear an opponent’s flesh, 
  you can spend a free action to make an Intimidate check 
  to demoralize that opponent.
  Boar Shred (Combat, Style)
  Prerequisites: Improved Unarmed Strike, Boar Ferocity, 
  Boar Style, Intimidate 9 ranks.
  Benefit: You can make an Intimidate check to demoralize 
  an opponent as a move action. While using Boar Style, 
  whenever you tear an opponent’s flesh, once per round 
  at the start of that opponent’s turn he takes 1d6 bleed 
  damage. The bleed damage dealt while using Boar Style 
  persist even if you later switch to a different style.
  Boar Style (Combat, Style)
  Prerequisites: Improved Unarmed Strike, Intimidate 3 
  ranks.
  Benefit: You can deal bludgeoning damage or slashing 
  damage with your unarmed strikes—changing damage 
  type is a free action. While using this style, once per round 
  when you hit a single foe with two or more unarmed strikes, 
  you can tear flesh. When you do, you deal 2d6 extra points 
  of damage with the attack.
  Crane Riposte (Combat, Style)
  Prerequisites: Crane Style, Crane Wing, Dodge, 
  Improved Unarmed Strike, base attack bonus +8.
  Benefit: You take only a –1 penalty on attack rolls for 
  fighting defensively.
  Whenever you deflect an opponent’s attack using Crane 
  Wing or lose the dodge bonus from Crane Wing because 
  an attack missed you by 4 or less, you can make an attack 
  of opportunity against the attacker after the attack misses.
  In addition, when you deflect an attack using Crane Wing 
  while taking the total defense action, you may make an 
  attack of opportunity against that opponent (even though 
  you could not normally do so while taking the total defense 
  action).
  98
  
  Crane Style (Combat, Style)
  Prerequisites: Dodge, Improved Unarmed Strike, base 
  attack bonus +2 or monk level 1st.
  Benefit: You take only a –2 penalty on attack rolls for 
  fighting defensively. While using this style and fighting 
  defensively or using the total defense action, you gain an 
  additional +1 dodge bonus to your Armor Class.
  Crane Wing (Combat, Style)
  Prerequisites: Crane Style, Dodge, Improved Unarmed 
  Strike, base attack bonus +5.
  Benefit: When fighting defensively with at least one 
  hand free, you gain a +4 dodge bonus to AC against melee 
  attacks. If a melee attack misses you by 4 or less, you lose 
  this dodge bonus until the beginning of your next turn.
  If you using the total defense action instead, you can 
  deflect one melee attack that would normally hit you. An 
  attack so deflected deals no damage and has no other 
  effect (instead treat it as a miss). You do not expend an 
  action when using this feat, but you must be aware of the 
  attack and not flat-footed.
  Tiger Claws
  Prerequisites: Improved Unarmed Strike, Tiger Style, 
  base attack bonus +6 or monk level 5th.
  Benefit: While you are using the Tiger Style feat and 
  have both hands free, you can use a full-round action to 
  make a single unarmed strike with both hands.
  Use your highest base attack bonus, rolling unarmed 
  strike damage for each hand separately and multiplying 
  both if you score a critical hit.
  If you use Power Attack in conjunction with this 
  attack, increase your Strength bonus on one of the 
  damage rolls by an additional one-half your Strength 
  bonus.
  If you hit, you can attempt a bull rush maneuver with 
  a +2 bonus on the combat maneuver check. This bull 
  rush attempt provokes no attack of opportunity from your 
  opponent, but you cannot move with that opponent if your 
  bull rush is successful.
  Tiger Pounce (Combat, Style)
  Prerequisites: Improved Unarmed Strike, Power 
  Attack, Tiger Claws, Tiger Style, base attack bonus +8.
  Benefit: While using the Tiger Style feat, you can 
  apply the penalty from Power Attack to your AC instead 
  of attack rolls. Additionally, once per round as a swift 
  action, you can move up to half your speed closer to 
  a target you hit with an unarmed strike or made 
  a successful combat maneuver against on 
  this turn or your last turn.
  Tiger Style (Combat, Style)
  Prerequisites: Improved Unarmed Strike, base attack 
  bonus +3.
  Benefit: While using this style, you gain a +2 bonus to 
  your CMD against bull rush, overrun, and trip maneuvers. 
  You can also deal slashing damage with your unarmed 
  strikes. Whenever you score a critical hit with your slashing 
  unarmed strike, your opponent also takes 1d4 points of 
  bleed damage at the start of his next two turns.
  Normal: Unarmed strikes deal bludgeoning damage.
  Fuse Style (Combat, Style)
  Prerequisites: Martial arts (rank 1), at least 1 feat from 
  each of 2 different styles.
  Benefit: You can have up to two styles active at once. 
  You must still activate each as a swift action, but when you 
  switch styles, you can choose one style whose stance is 
  already active to persist.
  99
  
  Equipment & Personal Gear
  Characters in anime are as likely to wield a katana as they 
  are a broadsword or chainsaw. In most stories, technology 
  is at least modern, if not somewhat futuristic at times. This 
  section takes a number of these ideas and presents them 
  as available for any Play Manga d20 character.
  Purchasing 
  Equipment: 
  Character 
  advancement 
  and wealth by level remain the same as they do for any 
  character in The Pathfinder Roleplaying Game. Prices here 
  are reflected in currency (cy), which has an approximate 
  modern currency value of 1 cy for every 10 fantasy gp. 
  Depending on where a character is from in the world, they 
  may refer to this universal currency as keys or sighs.
  Real-World Exchange: For equipment and personal 
  gear not listed here or in another source book, use the 
  real-world value, rounded to the nearest full currency. 
  Work with the GM to determine if such an item can be 
  picked up as an expensive item (see below).
  Expensive Items
  Some items are worth far more than an average person 
  could purchase, even if they are an 8th-level chef de 
  cuisine. Because of this, lines of credit, loans, and other 
  means of gaining expensive items exist in the modern age.
  Obtaining Expensive Items: To represent the many 
  ways somebody might be able to afford a car at 1st level, 
  or a grenade launcher as early as 3rd, a character can be 
  assumed to own 1 expensive item per level. In addition, a 
  character with the personal wealth attribute can also own 
  1 expensive item per rank.
  Expensive items presented here are marked in order to 
  indicate their earlier availability to characters looking to 
  pick them up. How early they can be gained is also listed 
  (the car versus the grenade launcher above). Some items 
  can only be purchased with wealth gained at higher levels, 
  so they are not listed as expensive items.
  A character wishing to begin play without an expensive 
  item as part of their background can give it up for an 
  additional rank in a Feat & Skill attribute of their choice.
  Selling Expensive Items: Selling an expensive item is 
  not as easy as selling other personal gear because one 
  would need to be able to find somebody who can afford to 
  pay half the full price. The chances of finding somebody 
  who can do so go down the lower a character’s level 
  (although ranks in famous, organizational ties, or personal 
  wealth increase this chance by 1 effective level per rank).
  To sell an expensive item, find the level at which the 
  item could be purchased for half the total wealth by level 
  (a grenade launcher could reasonably be purchased by 
  a 6th-level character, for example). At that level, finding 
  somebody who can pay 400 cy for the grenade launcher is 
  as easy as jumping onto the web and listing the item. For 
  every level before 6th, subtract 10% from the selling value. 
  A 3rd-level character can hope to get 280 cy.
  This method is intentionally unfair to characters at low 
  levels to prevent granting an excess of funds, but is also 
  realistic in that finding somebody who would take the 
  character’s effort to sell a grenade launcher seriously is 
  slim without the right connections. Most people would 
  laugh the character off, think something is wrong with the 
  item, or believe the trade to be illegal in some way.
  Modern Weapons
  Except 
  under 
  strange 
  circumstances, modern firearms lack 
  the misfire chance of their fantasy 
  counterparts. If applying misfire to 
  a modern firearm, reduce the base 
  price by 30 cy.
  Chainsaw
  Price 270 cy (expensive 1st); Type 
  two-handed 
  melee; 
  Proficiency 
  exotic; Damage 3d6 (1d12 Small) 
  slashing; 
  Critical 
  18-20/x2; 
  Capacity 10; Usage 1 charge/hr.; 
  Special deadly, distracting; Weight 
  10 lbs.
  It’s a standard action to activate a 
  chainsaw, and doing so consumes 
  a charge of power. The chainsaw 
  continues to run constantly after 
  activation, draining an additional 
  charge 
  each 
  hour. A 
  dropped 
  chainsaw automatically turns off 
  unless it is set down carefully as 
  a move action. Anyone carrying 
  an activated chainsaw to take a 
  –10 penalty on Stealth checks. 
  An activated chainsaw grants a 
  proficient user a +2 morale bonus on 
  Intimidate checks.
  Construction
  Craft DC 20; Cost 135 cy; Craft 
  Technological Arms and Armor, 
  military lab
  Grenade
  Price 75 cy (expensive 1st); Type 
  one-handed thrown; Proficiency –; 
  Damage 5d6 bludgeoning; Critical 
  —; Range 40 ft.; Capacity 1; Usage disposable; Special 
  splash; Weight 1 lb.
  A grenade is primed and armed as a free action before 
  throwing (or launching from a grenade launcher), and 
  detonates at the beginning of the wielder’s next turn. 
  When a grenade detonates, it damages all targets within 
  a 20-foot-radius spread. A successful DC 15 Reflex save 
  halves any damage dealt by a grenade.
  Elemental Grenades: Whether created via modern 
  methods, alchemy, or magic, elemental grenades deal 
  acid, cold, electricity, or fire damage, as determined when 
  they are created. If crafted magically, they require Craft 
  Wondrous Item and an appropriate spell of that type, such 
  as acid arrow, burning hands, or shocking grasp.
  Shrapnel Grenade: For 90 cy (expensive 1st), a 
  shrapnel grenade also deals 2d6 piercing and slashing 
  damage with a range of 30 ft. and a weight of 2 lbs.
  Construction
  Craft DC 20; Cost 38 cy; Craft Technological Arms and 
  Armor, military lab (or alchemy lab, if crafted chemically).
  Wealth 
  by Level
  Starting 
  Wealth (cy)
  1st
  50 cy
  2nd
  100 cy
  3rd
  300 cy
  4th
  600 cy
  5th
  1,050 cy
  6th
  1,600 cy
  7th
  2,350 cy
  8th
  3,300 cy
  9th
  4,600 cy
  10th
  6,200 cy
  11th
  8,200 cy
  12th
  10,800 cy
  13th
  14,000 cy
  14th
  18,500 cy
  15th
  24,000 cy
  16th
  31,500 cy
  17th
  41,000 cy
  18th
  53,000 cy
  19th
  68,500 cy
  20th
  88,000 cy
  21st
  112,500 cy
  22nd
  144,000 cy
  23rd
  183,500 cy
  24th
  233,000 cy
  25th
  296,500 cy
  26th
  376,000 cy
  27th
  475,500 cy
  28th
  603,000 cy
  29th
  762,500 cy
  30th
  962,000 cy
  100
  
  Grenade Launcher
  Price 800 cy (expensive 3rd); Type two-handed ranged; 
  Proficiency exotic (heavy weaponry); Damage as grenade; 
  Critical —; Range 100 ft.; Capacity 20 (5 grenades); Usage 
  see text; Special slow-firing; Weight 8 lbs.
  A grenade launcher is a bulky weapon that can fire any grenade 
  a great distance. Grenades propelled by a launcher can be set 
  to detonate upon impact or at the start of the wielder’s next 
  turn. A grenade launcher requires charges to fire, but unless 
  the weapon is also loaded with a grenade, any charges that 
  are consumed are wasted. A grenade launcher can hold up to 
  5 grenades at a time. Loading a single grenade into a grenade 
  launcher is a move action, and up to 3 grenades can be loaded 
  as a full-round action.
  Construction
  Craft DC 28; Cost 400 cy; Craft Technological Arms and 
  Armor, military lab
  Rail Gun
  Price 3,000 cy; Type two-handed ranged; Proficiency 
  exotic (heavy weaponry); Damage (M) 3d10 (or 3d8 if Small) 
  bludgeoning and piercing; Critical x4; Range 200 ft.; Capacity 
  10; Usage 1 charge; Special slow-firing, touch; Weight 14 lbs.
  A monster of a weapon, the rail gun is often mounted onto 
  a sled or other means of mobility, since carrying it, even in 2 
  hands, would be next to impossible for all but the strongest 
  of characters. A long chain of bullets trails off the side of the 
  weapon, and when fired, discarded casings pile up around it 
  quickly as it drives its ammunition into most materials as easily 
  as paper. Shots fired from a rail gun bypass an object’s first 
  10 points of hardness, and can completely penetrate targets 
  without hardness.
  When making an attack with a rail gun, make a single attack 
  roll and compare that result to the AC of all creatures in a line 
  extending out to the weapon’s maximum range. This weapon 
  damages all targets with an AC equal to or lower than the 
  attack roll. However, if the attack’s damage fails to penetrate 
  any target’s hardness or damage reduction, this shot is blocked 
  and cannot damage targets that are farther away.
  Construction
  Craft DC 32; Cost 1,500 cy; Craft Technological Arms and 
  Armor, military lab
  Revolver
  Price 150 cy (expensive 1st); Type one-handed ranged; 
  Proficiency martial (firearms); Damage 1d8 (1d6 Small) 
  bludgeoning and piercing; Critical x4; Range 20 ft.; Capacity 
  6; Usage 1; Special –; Weight 4 lbs.
  The classic six-shooter; a favorite amongst lawmen, 
  performers, and ranchers. They are easy to purchase and most 
  formal combat training will teach their proper use. A revolver 
  can be wielded as a simple, one-handed melee weapon that 
  deals 1d6 (or 1d4 if Small) bludgeoning damage on a hit.
  Handgun: A handgun is a revolver with a Critical of x3; Range 
  of 60 ft.; Capacity of 20; and Weight of 2 lbs. It can be wielded 
  as a simple, light melee weapon that deals 1d4 (or 1d3 if Small) 
  bludgeoning damage on a hit.
  Construction
  Craft DC 20; Cost 75 cy
  101
  
  Rifle
  Price 300 cy (expensive 1st); Type two-handed ranged; 
  Proficiency martial (firearms); Damage 1d10 (1d8 Small) 
  bludgeoning and piercing; Critical 18-20 x2; Range 80 ft.; 
  Capacity 1; Usage 1; Special –; Weight 12 lbs.
  A rifle’s long range makes it better suited to hunting than 
  a shotgun, but it lacks the ability to fire buckshot in order 
  to hit more targets.
  Assault Rifle: For 800 cy (expensive 3), an assault rifle 
  can only use scatter with a range increment of 50 feet.
  Construction
  Craft DC 20; Cost 150 cy (or 400 cy for an automatic 
  rifle)
  Rocket Launcher
  Price 1,080 cy (expensive 5th); Type two-handed 
  ranged; Proficiency exotic (heavy weaponry); Damage 
  6d6 (4d6 Small) fire, 6d6 (4d6 Small) bludgeoning; Critical 
  —; Range 120 ft.; Capacity 10; Usage 1 (disposable); 
  Special slow-firing, touch; Weight 10 lbs.
  A newly created rocket launcher contains its entire load 
  of rockets. It cannot be reloaded, and once its final rocket 
  is fired, the weapon is useless. Rockets fired from a rocket 
  launcher can target a single target or a grid intersection. 
  A creature that takes a direct hit from a rocket cannot 
  attempt a saving throw to reduce the damage taken. 
  When a rocket strikes its target, it explodes in a 30-foot-
  radius burst that deals fire and bludgeoning damage to 
  all creatures within that area of effect—a successful DC 
  15 Reflex save halves the damage for all but the target. 
  Some rocket launchers carry alternate loads, replacing the 
  fire damage with electricity or cold damage, and there are 
  rumors of rocket launchers capable of doing even more 
  damage using radioactive payloads or futuristic, gravity-
  based shells.
  Construction
  Craft DC 28; Cost 540 gp; Craft Technological Arms 
  and Armor, military lab
  Shotgun
  Price 300 cy (expensive 1st); Type two-handed ranged; 
  Proficiency martial (firearms); Damage 1d8 (1d6 Small) 
  bludgeoning and piercing; Critical x4; Range 20 ft.; 
  Capacity 1; Usage 1; Special scatter; Weight 12 lbs.
  Shotguns are a perfect deterrent for most humans 
  because they’re both loud and life-threatening at close 
  range. Being able to fire buckshot or rock salt at multiple 
  targets is a big selling factor of these otherwise unwieldy 
  firearms.
  Double-Barrel Shotguns: For 450 cy, these shotguns 
  can fire two cartridges at once. Make 2 attacks against the 
  same target (or targets if using scatter). Each attack takes 
  a –4 penalty. On a hit, the target takes 2d8 damage (2d6 if 
  the weapon is Small) from each barrel (4d8 or 4d6 total).
  Sawed-Off: A sawed-off shotgun can only use scatter to 
  attack each creature in an adjacent 15-ft space. Large and 
  larger creatures are still only attacked once. After 15 feet, 
  the weapon deals half damage in addition to any other 
  penalties for firing outside of its range increment.
  Construction
  Craft DC 20; Cost 150 cy (or 225 cy for a double-barrel)
  Modern Vehicles
  Modern vehicles are often gas or electricity-powered, 
  multi-passenger, and fully customizable. The prices 
  of some of these items put them out of reach of most 
  characters without some form of personal wealth or 
  organizational ties. The rules for driving modern vehicles 
  are the same as fantasy vehicles, except as noted here.
  Airplane, Fighter Jet
  Price 80,000,000 cy (expensive 15th); Type Huge 
  aircraft; Speed 3,000 mph (good); AC 32; Hardness 10; 
  hp 120; Weight 45,000 lbs.
  Fighter jets are, for good reason, exclusively used 
  by military establishments and the occasional mega-
  corporation to keep the peace and ensure their place of 
  power. Occasionally, somebody with a good amount of 
  personal wealth might be able to procure a basic model 
  that flies, but lacks any power without additional upgrades 
  and weaponry.
  A basic fighter jet seats 1 with a storage compartment 
  that can be reconfigured into either a gunner’s seat or a 
  passenger seat. It also has up to 3 cells in which weapons 
  or explosives can be installed and fired at enemies. Each 
  cell has enough space to fit a standard weapon, or two 
  weapons with upgrades can fill the space of all three.
  Thopter: Fighter jets don’t tend to exist in a fantasy 
  setting, but the mechanical equivalent for the time period, 
  often referred to simply as a thopter, could be found and 
  purchased for as little as 8,000 cy (expensive 7th). These 
  aircraft have a fly speed of 50 feet per round with average 
  maneuverability and can carry either 1 passenger, 2 
  standard weapons, or 1 weapon with upgrades. They 
  require a move action every round to remain aloft (made 
  as part of normal movement, or to hover), or they fall at 
  twice their speed each round until they crash.
  Construction
  In a modern setting, building a fighter jet from scratch 
  would take more time than a character with any hope of 
  adventuring could accomplish. A character that wishes 
  to obtain such a vehicle without a lot of experience or 
  personal wealth would have to stumble onto one, usually 
  after it has crashed, or steal it.
  Ground to Vehicle Combat Basics
  In a regular combat, any vehicle with a speed measured 
  in miles per hour (most modern vehicles), can be assumed 
  to be present on their turn each round, and not available 
  as a target when it isn’t their turn because they’re very far 
  away, turning around for another volley. To hit such targets 
  requires an attack of opportunity or a readied action. The 
  vehicle’s driver is also unaware of the combat situation 
  while it isn’t their turn without some form of communication 
  between them and their target location. An area may not 
  have sufficient space for a vehicle to maneuver, making it 
  necessary for the driver to rethink their tactics.
  Flying Blind: When a vehicle’s driver doesn’t have 
  contact with somebody at their target location, they are 
  flying blind. The driver takes a –4 penalty on drive checks 
  and attack rolls, as well as to AC and saves because 
  maneuvering at such close range is very difficult even 
  for the most skilled driver. They are also considered flat-
  footed to any attacks that may be readied against them.
  102
  
  In a more futuristic setting, fighter jets could be 
  commonplace, and even feature out-of-atmosphere 
  technology as a standard. The cost to build one could be 
  as low as 40,000 cy (expensive 7th).
  Airplane, Passenger Jet
  Price 40,000 cy (expensive 7th); Type Gargantuan 
  aircraft; Speed 450 mph (average); AC 23; Hardness 10; 
  hp 90; Weight 90,000 lbs.
  Passenger jets are more publicly available, especially to 
  the wealthy, who often pay a professional pilot to fly them 
  around as well, freeing their own skills up for something 
  else.
  A basic passenger jet seats up to 10 comfortably with 
  a 50-cubic-foot storage compartment for equipment and 
  cargo weighing as much as 10,000 lbs. If necessary, the 
  storage compartment can be reconfigured into two cells 
  given time to craft them. Each cell has enough space to fit 
  a standard weapon, or one weapon with upgrades can fill 
  the space of both.
  Cargo Plane: Cargo planes are crafted specifically 
  to carry objects and crates, with very little space for 
  passengers. Up to 4 can sit, including pilots, and up to 6 
  more can stand, with harnesses available as a precaution. 
  The plane has 150-cubic-feet of storage compartment, 
  and can carry a total of 30,000 lbs. 50-feet of this space 
  can be converted into 2 weapon cells.
  Construction
  While crafting a passenger jet in a modern setting is 
  considerably easier than crafting a fighter jet, it is still a 
  much faster option to pick one up as an expensive item. 
  That said, if the core of the system can be obtained (worth 
  roughly half the total price of the jet), the rest can be 
  cobbled together over time.
  In a more futuristic setting, passenger jets are a 
  primary means of transportation, and even feature out-of-
  atmosphere technology as a standard. The cost to build 
  one could be as low as 8,000 cy (expensive 3rd).
  Car, Advanced
  Price 25,000 cy (expensive 5th); Type Huge land 
  vehicle; Speed 70*/200 mph; AC 17 + Dex (max +2); 
  Hardness 10; hp 60; Weight 3,200 lbs.
  Advanced cars are modified for dangerous driving 
  situations where they may see combat regularly. Most are 
  fancy by default, and emblazoned with logos related to the 
  organization that owns them. Individuals with advanced 
  cars may opt instead to keep them low-key to avoid 
  drawing a great deal of attention to them.
  An advanced car seats up to 2 comfortably with a 
  storage compartment and up to 6 cells in which vehicle 
  upgrades, weapons, or explosives can be installed. Each 
  cell has enough space to fit a standard weapon, or two 
  weapons with upgrades can fill the space of three.
  Construction
  Anybody with access to a garage and the right Knowledge 
  (engineering) checks can build an advanced car from a 
  schematic. Building one from scratch requires at least 
  12 years of experience. Each year of formal schooling 
  reduces this requirement by 3 years.
  Car, Basic
  Price 15,000 cy (expensive 1st); Type Huge land 
  vehicle; Speed 50*/120 mph; AC 13 + Dex (max +2); 
  Hardness 10; hp 30; Weight 2,800 lbs.
  Basic cars are not intended for combat, but can be used 
  in a pinch. They are the most customizable of vehicles, 
  but also the least resistant to repeated damage next to 
  motorcycles.
  A basic car seats up to 2 comfortably with a storage 
  compartment and up to 8 cells in which vehicle upgrades, 
  weapons, or explosives can be installed. Each cell has 
  enough space to fit a standard weapon, or two weapons 
  with upgrades can fill the space of all three.
  Construction
  Anybody with access to a garage and the right 
  Knowledge (engineering) checks can build a basic car 
  from a schematic. Building one from scratch requires at 
  least 8 years of experience. Each year of formal schooling 
  reduces this requirement by 4 years.
  * = This is how many feet the vehicle can travel in one move action 
  if it was at a complete stop at the beginning of its turn. If the vehicle was 
  moving already, it can move its full speed instead (see Ground to Vehicle 
  Combat Basics on page 97 for more information).
  103
  
  Motorcycle, Advanced
  Price 10,000 cy (expensive 3rd); Type Large land 
  vehicle; Speed 90*/200 mph; AC 15 + Dex (max +4); 
  Hardness 5; hp 30; Weight 400 lbs.
  Advanced motorcycles are modified for dangerous 
  driving situations where they may see combat regularly. 
  Most are fancy by default, and emblazoned with logos 
  related to the organization that owns them. Individuals 
  with advanced motorcycles may opt instead to keep them 
  low-key to avoid drawing a great deal of attention to them.
  An advanced motorcycle seats 1 comfortably with up to 
  4 cells in which vehicle upgrades, weapons, or explosives 
  can be installed. Each cell has enough space to fit a 
  standard weapon, or two weapons with upgrades can fill 
  the space of three.
  Construction
  Anybody with access to a garage and the right 
  Knowledge (engineering) checks can build an advanced 
  motorcycle from a schematic. Building one from scratch 
  requires at least 12 years of experience. Each year of 
  formal schooling reduces this requirement by 3 years.
  Motorcycle, Basic
  Price 5,000 cy (expensive 1st); Type Large land vehicle; 
  Speed 60*/120 mph; AC 11 + Dex (max +4); Hardness 5; 
  hp 15; Weight 400 lbs.
  Basic motorcycles are not intended for combat, but 
  can be used in a pinch. They are one of the cheapest of 
  modern vehicles, but also the least resistant to repeated 
  damage.
  A basic motorcycle seats up 2 comfortably with up to 2 
  cells in which vehicle upgrades, weapons, or explosives 
  can be installed. Each cell has enough space to fit a 
  standard weapon. If necessary, the extra seat can be 
  reconfigured into one weapon cell given time to craft it. 
  This is the only way to get a basic motorcycle with enough 
  cells to fit up to two weapons with upgrades.
  Construction
  Anybody with access to a garage and the right Knowledge 
  (engineering) checks can build a basic motorcycle from 
  a schematic. Building one from scratch requires at least 
  8 years of experience. Each year of formal schooling 
  reduces this requirement by 4 years.
  Vehicle and Weapon Upgrades
  The following upgrades are available for purchase with 
  currency and can be applied to the appropriate vehicle 
  or weapon. A mech pilot can also select one of these 
  upgrades as a single modification for his giant 
  mobile armor.
  Upgrades are divided 
  between accessories 
  and 
  features. 
  Accessories 
  can 
  be 
  added 
  to, 
  or 
  removed 
  from, 
  a 
  weapon as a move 
  action. Features are 
  permanent 
  additions 
  that require 1 day per 
  100 cy of the total cost to add as well as an appropriate 
  Craft or Knowledge (engineering) check. There is no limit 
  to the number of upgrades that can be added to a weapon, 
  but upgrades made to the same location on the weapon 
  do not stack (crosshairs do not stack with a laser scope).
  Vehicle Size: The price for vehicle upgrades assumes 
  a Large vehicle size. Smaller vehicle upgrades cost half 
  as much for each step below Large, and Larger upgrades 
  cost double.
  Masterwork Upgrades, Vehicles, and Weapons
  A masterwork modern weapon is better balanced and of 
  higher craftsmanship, granting it a +1 enhancement bonus 
  on attack rolls for 30 cy. This otherwise functions as it does 
  with masterwork fantasy weapons.
  Masterwork vehicles grant 1 additional cell and a +2 
  enhancement bonus on drive checks for an additional cost 
  of 300 cy per 1,000 cy of their value.
  Masterwork upgrades have improved functionality. They 
  cost double the price of a basic upgrade.
  The expensive level of a masterwork weapon increases 
  by +1, while a masterwork vehicle increases by +2 instead. 
  This cost cannot be paid separately (you can’t pay 30 cy at 
  1st level for a masterwork rifle).
  Aerodynamic [Feature, Vehicle]
  Price 200 cy
  Making a vehicle aerodynamic uses 1 cell and grants 
  the vehicle a bonus on drive checks and to its AC equal 
  to the Driver’s Dexterity modifier (maximum +2). If the 
  vehicle has a maximum Dexterity bonus to AC, increase 
  that bonus by +2 instead.
  Masterwork aerodynamics also increase the vehicle’s 
  speed by 20 ft./30 mph.
  Armored [Feature, Vehicle]
  Price: 50 cy (light), 100 cy (medium), or 150 cy (heavy)
  Armor can be light, medium or heavy. Masterwork armor 
  reduces the penalty on drive checks by 1.
  Light Armor: Uses 1 cell, grants a +3 armor bonus to 
  the vehicle’s AC, suffers a –2 penalty on drive checks, 
  and increases the weight of the vehicle by 1/4 (a 1,000 lb. 
  vehicle would weigh 1,250 lbs. with light armor).
  Medium Armor: Uses 2 cells, grants a +6 armor bonus 
  to the vehicle’s AC, suffers a –2 penalty on drive checks, 
  reduces speed by 10 ft./15 mph, and increases the weight 
  of the vehicle by 1/2. Maximum Dexterity is reduced by 1, 
  to a minimum of +0.
  Heavy Armor: Uses 3 cells, grants a +9 armor bonus 
  to the vehicle’s AC, suffers a –4 penalty on 
  drive checks, reduces speed by 20 ft./30 mph, 
  and doubles the vehicle’s weight. Maximum 
  Dexterity is reduced by 2, to a minimum of +0.
  Automatic Reloader [Feature, Weapon]
  Price 10 cy; Location ejection port
  An automatic reloader doubles the weapon’s 
  capacity before it must be reloaded, but 
  also requires a separate reload of its 
  own as a swift action (or the load time 
  of the weapon, if greater). The wielder 
  can choose not to reload the automatic 
  reloader while reloading the rest of the 
  weapon.
  104
  
  A character with Rapid Reload can apply that feat to 
  either the weapon or the automatic reloader, not both.
  A masterwork automatic reloader can be reloaded as 
  a free action once per round, or as a swift action if the 
  weapon’s reload time is greater.
  Basket [Accessory, Weapon]
  Price 2 cy; Location ejection port
  A basket catches up to twice the weapon’s capacity of 
  cases or shells as the weapon is fired, preventing them 
  from falling to the ground and potentially leaving evidence. 
  Without a basket, collecting cases and shells requires 
  a move action and a DC 5 Perception check (plus any 
  relevant penalties) per 3 recovered.
  A masterwork basket catches up to 4 x the weapon’s 
  capacity instead.
  Crosshairs [Accessory, Weapon]
  Price 20 cy; Location forward sight
  Crosshairs is the short description of the focusing scope 
  added to a ranged or thrown weapon. While attached, 
  the weapon gains a +2 on attacks made outside of the 
  weapon’s first range increment. A masterwork weapon 
  gains this bonus on all attacks.
  Bayonet [Accessory, Weapon]
  Price 30 cy; Location frame
  A bayonet is a long blade affixed to the end of a weapon 
  that allows that weapon to act as a melee weapon that 
  deals 1d4 piercing damage on a hit (plus Strength modifier, 
  or 1-1/2 x Strength modifier if the weapon is two-handed).
  A masterwork bayonet also gains a +1 enhancement 
  bonus on its attacks and grants the wielder a +1 shield 
  bonus to AC against melee attacks.
  Flashlight [Accessory, Weapon]
  Price 5 cy; Location frame
  A flashlight creates a cone of bright light out to 15 feet, 
  then dim light for another 15 feet. A masterwork flashlight 
  is adjustable and extends the range of both bright and dim 
  light out to as far as 20 feet.
  Gadgets [Accessory, Vehicle]
  Price 300 cy
  Choose up to 4 of the following gadgets that are added to 
  the vehicle. In total, these gadgets use 1 cell. For gadgets 
  not listed here, work with the GM to determine how they 
  affect the vehicle.
  Alarm: Creates blaring noise when a creature attempts 
  to enter the vehicle without proper clearance (a key, code, 
  or biometrics). Otherwise functions as a lock.
  Brakes, High-Velocity: Allows the vehicle to come to a 
  complete stop from their top speed as a full-round action 
  (normally the vehicle must reduce its speed each round).
  GPS: Grants a +8 bonus on checks to navigate in the 
  vehicle.
  Radar: No penalty to AC or attacks when flying blind.
  Satellite Radio Communication: Also available as a 
  CB radio. Allows for long distance communication. Another 
  creature that can communicate with the radio can prevent 
  the driver from flying blind if at the target location.
  Shocks, High-Intensity: Reduces falling distance by up 
  to 20 feet.
  Siren: Creates blaring noise and bright light within 10 
  feet.
  Trailer Hitch: Can attach a trailer weighing up to 1/2 the 
  vehicle’s weight.
  Tow Winch: Can drag another vehicle weighing up to 
  twice the vehicle’s weight.
  Laser Scope [Accessory, Weapon]
  Price 60 cy; Location forward sight
  A laser scope gives near-perfect aim against targets 
  unaware of the impending attack. Activating or deactivating 
  the scope is a swift action. Once activated, it doubles the 
  weapon’s threat range against a flat-footed target, but 
  also conveys a –8 penalty on Stealth checks to hide. A 
  masterwork laser scope conveys only a –4 penalty and 
  also functions as basic crosshairs.
  A weapon that is also keen, or a wielder who has the 
  Improved Critical feat, increases the threat range of a 
  weapon with a laser scope by +1 for each, applied after 
  all other effects, so a keen rifle with a laser scope wielded 
  by somebody with Improved Critical (rifle) would have a 
  critical threat range of 13-20 x2.
  Lock [Accessory, Weapon]
  Price by lock; Location trigger
  A lock prevents the weapon from being wielded without 
  the right key, combination, or DNA. Local law enforcement 
  may require a lock on all weapons while within their 
  jurisdiction.
  Locks can be mechanical, digital, or biometric. They 
  require a standard action to unlock with the proper key 
  or code. Masterwork locks require a move action instead.
  Biometric: 100 cy. A biometric lock only functions for the 
  creature to which it is assigned. For any other creature, the 
  weapon cannot be wielded normally (it can still be used as 
  an improvised melee or thrown weapon).
  Digital: 50 cy. A digital lock has a combination that must 
  be input before it can be wielded properly. Any creature 
  that knows the combination, or that can succeed at a DC 
  skill check to hack the code, can unlock it.
  Mechanical: 10 cy. A mechanical lock requires a key or 
  a DC 15 Disable Device check to 
  Night Vision [Accessory, Weapon]
  Price 40 cy; Location rear sight
  A night vision accessory grants the wielder light blindness 
  and darkvision out to 90 feet. It also creates a green glow 
  of dim light out to 5 feet.
  Masterwork night vision grants light sensitivity instead 
  and does not glow.
  Passenger Seat [Feature, Vehicle]
  Additional passenger seats can be added to a vehicle 
  using 1 cell for one or 2 cells for three. Each seat allows 
  one Medium creature to ride in the vehicle comfortably.
  Suppressor [Accessory, Weapon]
  Price 15 cy; Location barrel
  A suppressor grants a +2 bonus on Bluff, Sleight of 
  Hand, and Stealth checks to hide the fact that the weapon 
  was fired recently. A masterwork suppressor grants a +4 
  bonus instead.
  105
  
  Open Gaming License V1.0a
  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), 
  notation, 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 superadvanced training 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 
  106
  
  of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, 
  Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, 
  Paizo Inc.; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. © 2008, Monte J. 
  Cook. All rights reserved.
  Tome of Horrors. © 2002, Necromancer Games, Inc.; 
  Authors: Scott Greene, with Clark Peterson, Erica Balsley, 
  Kevin Baase, Casey Christofferson, Lance Hawvermale, 
  Travis Hawvermale, Patrick Lawinger, and Bill Webb; 
  Based on original content from TSR.
  Pathfinder Roleplaying Game: Ultimate Magic. © 2011, 
  Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim 
  Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, Owen 
  K.C. Stephens, and Russ Taylor.
  Advanced Player’s Guide. Copyright 2010, Paizo 
  Publishing, LLC; Author: Jason Bulmahn.
  Pathfinder Roleplaying Game Ultimate Wilderness 
  © 2017, Paizo Inc.; Authors: Alexander Augunas, John 
  Bennett, Robert Brookes, John Compton, Dan Dillon, 
  Steven T. Helt, Thurston Hillman, Eric Hindley, Mikko 
  Kallio, Jason Keeley, Isabelle Lee, Jason Nelson, Stephen 
  Radney-MacFarland, Alex Riggs, David N. Ross, David 
  Schwartz, Mark Seifter, Jeffery Swank, and Linda Zayas-
  Palmer.
  Pathfinder Roleplaying Game Pathfinder Unchained © 
  2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, 
  Ross Beyers, Logan Bonner, Jason Bulmahn, Robert 
  Emerson, Tim Hitchcock, Jason Nelson, Tom Phillips, 
  Stephen Radney-MacFarland, Thomas M. Reid, Robert 
  Schwalb, Mark Seifter, and Russ Taylor.
  BESMd20: Stingy Gamer’s Edition © 2003 GUARDIANS 
  OF ORDER, INC. All Rights Reserved.
  Pathfinder Player Companion: Healer’s Handbook © 
  2016, Paizo Inc.; Authors: Alexander Augunas, David N. 
  Ross, and Stephen Rowe.
  Mystical: Kingdom of Monsters © 2019, Samurai 
  Sheepdog; Author: Kevin Glusing.
  Deep Magic. © 2014 Open Design LLC. Authors: 
  Wolfgang Baur, Tom Benton, Creighton Broadhurst, 
  Jason Bulmahn, Ross Byers, Charles Lee Carrier, Tim 
  Connors, Adam Daigle, Jonathan Drain, Mike Franke, Ed 
  Greenwood, Frank Gori, Jim Groves, Amanda Hamon 
  Kunz, Sam Harris, Brandon Hodge, Phillip Larwood, 
  Jeff Lee, John Ling, Jr., Chris Lozaga, Ben McFarland, 
  Nicholas Milasich, Carlos Ovalle, Richard Pett, Marc Radle, 
  Stephen Radney-MacFarland, Wade Rockett, Stephen 
  Rowe, Adam Roy, Amber E. Scott, Neil Spicer, Owen K.C. 
  Stephens, Joshua Stevens, Christina Stiles, Matt Stinson, 
  Stefen Styrsky, Dan Voyce, and Mike Welham.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, 
  Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim 
  Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, Owen 
  K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Race Guide © 
  2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse 
  Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, 
  Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, 
  Stephen Radney-MacFarland, Owen K.C. Stephens, Todd 
  Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Horror Adventures 
  © 2016, Paizo Inc.; Authors: John Bennett, Clinton J. 
  Boomer, Logan Bonner, Robert Brookes, Jason Bulmahn, 
  Ross Byers, Jim Groves, Steven Helt, Thurston Hillman, 
  Eric Hindley, Brandon Hodge, Mikko Kallio, Jason Nelson, 
  Tom Phillips, Stephen Radney-MacFarland, Alistair Rigg, 
  Alex Riggs, David N. Ross, F. Wesley Schneider, David 
  Schwartz, Mark Seifter, and Linda Zayas-Palmer.
  Pathfinder Campaign Setting: Technology Guide © 
  2014, Paizo Inc.; Authors: James Jacobs and Russ Taylor.
  Arcforge: Technology Expanded © 2018, Legendary 
  Games; Authors: Matt Daley, Michael Sayre.
  The Book of Many Things: Campaign Exclusive Content 
  © 2019, Samurai Sheepdog; Author: Kevin Glusing.
  Play Manga d20. © 2019 d20pfsrd.com Publishing; 
  Author: Kevin Glusing.
  Credits
  Content Design and Development: Kevin Glusing
  Cover Artists: Dolimac (Adobe), Brett Neufeld, Rian 
  Trost, Rizal Wicaksono
  Interior Artists: Daniel Comerci, Dolimac (Adobe), Gary 
  Dupuis, Eric Ella, Brett Neufeld, Jayaraj Paul, JE Shields, 
  Papillon Studios, Rizal Wicaksono, Shimomiya (Adobe)
  Publisher’s Choice Quality Stock Art © Rick Hershey/Fat 
  Goblin Games
  Layout: Kevin Glusing
  Made in collaboration with Name’s Games™ and 
  Samurai Sheepdog™. For more about our products, find 
  us at www.samuraisheepdog.com
  107
  
  Our world needs heroes, and only a small band of adventurers stands 
  between us and the darkness that threatens everything.
  Play Manga d20
  Play Manga d20 is an anime roleplaying game op�on for the Pathﬁnder 
  Roleplaying Game® that brings the fun of owning pet monsters, ﬂying in 
  giant mecha, and being a magical hero of ancient legend to the table. New 
  race and class op�ons for both tradi�onal fantasy and point-based 
  characters demonstrate how to create diﬀerent ways to adventure. Over 60 
  pages of a�ributes, feats, and other choices oﬀer both a freeform way to 
  build characters and a balanced way of arranging abili�es when composing 
  cu
  custom races and classes.
  Whether you just turned 10, discovered a powerful relic, or graduated top 
  of your class at the academy, there’s something in here for you.
  Don’t just play your favorite tabletop game, Play Manga!
  マンガヒーローズ
  Play Manga
  d20
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/d20PFSRD/Play Manga d20.pdf